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C++ CServerDE::WriteToLoadSaveMessageObject方法代码示例

本文整理汇总了C++中CServerDE::WriteToLoadSaveMessageObject方法的典型用法代码示例。如果您正苦于以下问题:C++ CServerDE::WriteToLoadSaveMessageObject方法的具体用法?C++ CServerDE::WriteToLoadSaveMessageObject怎么用?C++ CServerDE::WriteToLoadSaveMessageObject使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在CServerDE的用法示例。


在下文中一共展示了CServerDE::WriteToLoadSaveMessageObject方法的8个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: Save

void CDebris::Save(HMESSAGEWRITE hWrite, DDWORD dwSaveFlags)
{
	CServerDE* pServerDE = BaseClass::GetServerDE();
	if (!pServerDE || !hWrite) return;

	pServerDE->WriteToLoadSaveMessageObject(hWrite, m_hObject);
	pServerDE->WriteToMessageHString(hWrite, m_hstrSound);
	pServerDE->WriteToMessageHString(hWrite, m_hstrTexture1);
	pServerDE->WriteToMessageHString(hWrite, m_hstrTexture2);
	pServerDE->WriteToMessageHString(hWrite, m_hstrModel1);
	pServerDE->WriteToMessageHString(hWrite, m_hstrModel2);
	pServerDE->WriteToMessageByte(hWrite, m_nAmount);
	pServerDE->WriteToMessageFloat(hWrite, m_fScale);
	pServerDE->WriteToMessageByte(hWrite, m_bExploding);
	pServerDE->WriteToMessageByte(hWrite, m_bStone);
	pServerDE->WriteToMessageByte(hWrite, m_bMetal);
	pServerDE->WriteToMessageByte(hWrite, m_bWood);	
	pServerDE->WriteToMessageByte(hWrite, m_bEnergy);
	pServerDE->WriteToMessageByte(hWrite, m_bGlass);
	pServerDE->WriteToMessageByte(hWrite, m_bTerrain);
	pServerDE->WriteToMessageByte(hWrite, m_bPlastic);
	pServerDE->WriteToMessageByte(hWrite, m_bFlesh);
	pServerDE->WriteToMessageByte(hWrite, m_bLiquid);
	pServerDE->WriteToMessageByte(hWrite, m_bCustom);
	pServerDE->WriteToMessageDWord(hWrite, (DDWORD)m_eType);

	pServerDE->WriteToMessageFloat(hWrite, m_fDamageRadius);
	pServerDE->WriteToMessageFloat(hWrite, m_fExplodeDamage);
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:29,代码来源:Debris.cpp

示例2: Save

void Rotating::Save(HMESSAGEWRITE hWrite, DDWORD dwSaveFlags)
{
	CServerDE* pServerDE = BaseClass::GetServerDE();
	if (!pServerDE || !hWrite) return;

	DFLOAT fTime = pServerDE->GetTime();

	pServerDE->WriteToLoadSaveMessageObject(hWrite, m_hObject);
	pServerDE->WriteToMessageVector(hWrite, &m_vVelocity);
	pServerDE->WriteToMessageVector(hWrite, &m_vSaveVelocity);
	pServerDE->WriteToMessageVector(hWrite, &m_vSign);
	pServerDE->WriteToMessageVector(hWrite, &m_vSpinUpTime);
	pServerDE->WriteToMessageVector(hWrite, &m_vSpinDownTime);
	pServerDE->WriteToMessageVector(hWrite, &m_vSpinTimeLeft);

	pServerDE->WriteToMessageFloat(hWrite, m_fLastTime - fTime);
	pServerDE->WriteToMessageFloat(hWrite, m_fStartTime - fTime);
	pServerDE->WriteToMessageFloat(hWrite, m_fPitch);
	pServerDE->WriteToMessageFloat(hWrite, m_fYaw);
	pServerDE->WriteToMessageFloat(hWrite, m_fRoll);

	pServerDE->WriteToMessageDWord(hWrite, (DDWORD)m_eState);

	pServerDE->WriteToMessageHString(hWrite, m_hstrBusySound);
	pServerDE->WriteToMessageHString(hWrite, m_hstrSpinUpSound);
	pServerDE->WriteToMessageHString(hWrite, m_hstrSpinDownSound);
	pServerDE->WriteToMessageFloat(hWrite, m_fSoundRadius);
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:28,代码来源:Rotating.cpp

示例3: Save

void UpgradeItem::Save(HMESSAGEWRITE hWrite, DDWORD dwSaveFlags)
{
	CServerDE* pServerDE = GetServerDE();
	if (!pServerDE || !hWrite) return;

	pServerDE->WriteToLoadSaveMessageObject(hWrite, m_hDroppedBy);
	pServerDE->WriteToMessageDWord(hWrite, m_nModelName);
	pServerDE->WriteToMessageDWord(hWrite, m_nModelSkin);
	pServerDE->WriteToMessageDWord(hWrite, m_nSoundName);
	pServerDE->WriteToMessageDWord(hWrite, m_nUpgradeSubType);
	pServerDE->WriteToMessageFloat(hWrite, m_fCreationTime);
}
开发者ID:Joincheng,项目名称:lithtech,代码行数:12,代码来源:UpgradeItem.cpp

示例4: Save

void Gabriel::Save(HMESSAGEWRITE hWrite, DDWORD dwSaveFlags)
{
	CServerDE* pServerDE = GetServerDE();
	if (!pServerDE || !hWrite) return;

	pServerDE->WriteToLoadSaveMessageObject(hWrite, m_hShield);

	if (m_hShield)
	{
		if (pServerDE->GetObjectFlags(m_hShield) & FLAG_VISIBLE)
		{			
			PlayShieldSound();
		}
	}
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:15,代码来源:Gabriel.cpp

示例5: Save

void Trigger::Save(HMESSAGEWRITE hWrite, DDWORD dwSaveFlags)
{
	CServerDE* pServerDE = GetServerDE();
	if (!pServerDE || !hWrite) return;

	pServerDE->WriteToLoadSaveMessageObject(hWrite, m_hTouchObject);
	pServerDE->WriteToMessageByte(hWrite, m_bAttached);
	pServerDE->WriteToMessageByte(hWrite, m_bActive);
	pServerDE->WriteToMessageByte(hWrite, m_bTriggerTouch);
	pServerDE->WriteToMessageByte(hWrite, m_bTouchNotifyActivation);
	pServerDE->WriteToMessageByte(hWrite, m_bPlayerTriggerable);
	pServerDE->WriteToMessageByte(hWrite, m_bAITriggerable);
	pServerDE->WriteToMessageByte(hWrite, m_bLocked);
	pServerDE->WriteToMessageByte(hWrite, m_bDelayingActivate);
	pServerDE->WriteToMessageByte(hWrite, m_bWeightedTrigger);
	pServerDE->WriteToMessageByte(hWrite, m_bTimedTrigger);

	pServerDE->WriteToMessageFloat(hWrite, m_fAccessDeniedMsg);
	pServerDE->WriteToMessageFloat(hWrite, m_fAccessGrantedMsg);
	pServerDE->WriteToMessageFloat(hWrite, m_fStartDelayTime);
	pServerDE->WriteToMessageFloat(hWrite, m_fSendDelay);
	pServerDE->WriteToMessageFloat(hWrite, m_fLastTouchTime);
	pServerDE->WriteToMessageFloat(hWrite, m_fMessage1Weight);
	pServerDE->WriteToMessageFloat(hWrite, m_fMinTriggerTime);
	pServerDE->WriteToMessageFloat(hWrite, m_fMaxTriggerTime);
	pServerDE->WriteToMessageFloat(hWrite, m_fNextTriggerTime);
	pServerDE->WriteToMessageFloat(hWrite, m_fTriggerDelay);
	pServerDE->WriteToMessageFloat(hWrite, m_fSoundRadius);

	pServerDE->WriteToMessageDWord(hWrite, m_nActivationCount);
	pServerDE->WriteToMessageDWord(hWrite, m_nCurrentActivation);

	pServerDE->WriteToMessageHString(hWrite, m_hstrAccessDeniedSound);
	pServerDE->WriteToMessageHString(hWrite, m_hstrAccessGrantedSound);
	pServerDE->WriteToMessageHString(hWrite, m_hstrUnlockKey);
	pServerDE->WriteToMessageHString(hWrite, m_hstrAIName);
	pServerDE->WriteToMessageHString(hWrite, m_hstrMessageTouch);
	pServerDE->WriteToMessageHString(hWrite, m_hstrActivationSound);

	for (int i=0; i < MAX_NUM_MESSAGES; i++)
	{
		pServerDE->WriteToMessageHString(hWrite, m_hstrTargetName[i]);
		pServerDE->WriteToMessageHString(hWrite, m_hstrMessageName[i]);
	}
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:45,代码来源:Trigger.cpp

示例6: Save

void CDestructable::Save(HMESSAGEWRITE hWrite, DDWORD dwSaveFlags)
{
	CServerDE* pServerDE = BaseClass::GetServerDE();
	if (!pServerDE || !hWrite) return;
	pServerDE->WriteToMessageDWord(hWrite, 0xcececece);

	pServerDE->WriteToLoadSaveMessageObject(hWrite, m_hObject);
	pServerDE->WriteToMessageByte(hWrite, (DBYTE)m_bApplyDamagePhysics);
	pServerDE->WriteToMessageFloat(hWrite, m_fMass);
	pServerDE->WriteToMessageFloat(hWrite, m_fMaxHitPoints);
	pServerDE->WriteToMessageFloat(hWrite, m_fMaxMegaHitPoints);
	if( m_bDestructable )
		pServerDE->WriteToMessageFloat(hWrite, m_fHitPoints);
	else
		pServerDE->WriteToMessageFloat( hWrite, 1.0e6f );
	pServerDE->WriteToMessageFloat(hWrite, m_fDeathHitPoints);

	pServerDE->WriteToMessageFloat(hWrite, m_fMaxArmorPoints);
	pServerDE->WriteToMessageFloat(hWrite, m_fMaxNecroArmorPoints);
	pServerDE->WriteToMessageFloat(hWrite, m_fArmorPoints);
	pServerDE->WriteToMessageFloat(hWrite, m_fResistance);
	pServerDE->WriteToMessageByte(hWrite, (DBYTE)m_bDead);
	pServerDE->WriteToMessageByte(hWrite, (DBYTE)m_bNighInvulnerable);

	pServerDE->WriteToMessageByte(hWrite, m_nLastDamageType);
	pServerDE->WriteToMessageByte(hWrite, m_nLastDamageLocation);

	pServerDE->WriteToMessageVector(hWrite, &m_vLastDamageDirection);
	pServerDE->WriteToMessageFloat(hWrite, m_fLastDamageAmount);
	pServerDE->WriteToMessageFloat(hWrite, m_fLastDamagePercent);
	pServerDE->WriteToMessageHString(hWrite, m_hstrDamageTriggerTarget);
	pServerDE->WriteToMessageHString(hWrite, m_hstrDamageTriggerMessage);
	pServerDE->WriteToMessageHString(hWrite, m_hstrDeathTriggerTarget);
	pServerDE->WriteToMessageHString(hWrite, m_hstrDeathTriggerMessage);

	pServerDE->WriteToMessageHString(hWrite, m_hstrSpawnObject);
	pServerDE->WriteToMessageVector(hWrite, &m_vSpawnObjectVel);

	pServerDE->WriteToMessageByte(hWrite, m_bGodMode);
	pServerDE->WriteToMessageByte(hWrite, m_bTriggerOnly);

	pServerDE->WriteToMessageFloat(hWrite, m_fDeathDelay);

	pServerDE->WriteToMessageDWord(hWrite, 0xcececece);
}
开发者ID:bsmr-games,项目名称:Blood2,代码行数:45,代码来源:Destructable.cpp

示例7: Save

void CameraObj::Save(HMESSAGEWRITE hWrite, DDWORD dwSaveFlags)
{
	CServerDE* pServerDE = GetServerDE();
	if (!pServerDE || !hWrite) return;

	// Only need to save the data that changes (all the data in the
	// special fx message is saved/loaded for us)...

	DFLOAT fTime = pServerDE->GetTime();

	pServerDE->WriteToMessageByte(hWrite, m_bActive);
	pServerDE->WriteToMessageByte(hWrite, m_bStartActive);
	pServerDE->WriteToMessageByte(hWrite, m_bIsListener);
	pServerDE->WriteToMessageByte(hWrite, m_bPlayerMovement);
	pServerDE->WriteToMessageByte(hWrite, m_nType);
	pServerDE->WriteToMessageFloat(hWrite, m_fActiveTime);
	pServerDE->WriteToMessageFloat(hWrite, m_fDeactivateTime - fTime);
	pServerDE->WriteToMessageByte(hWrite, m_bHidePlayer);
	pServerDE->WriteToLoadSaveMessageObject(hWrite, m_hLinkObject);
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:20,代码来源:CameraObj.cpp

示例8: Save

void CMovement::Save(HMESSAGEWRITE hWrite, DDWORD dwSaveFlags)
{
	CServerDE* pServerDE = BaseClass::GetServerDE();
	if (!pServerDE || !hWrite) return;

	pServerDE->WriteToLoadSaveMessageObject(hWrite, m_hObject);
	pServerDE->WriteToMessageRotation(hWrite, &m_rRot);
	pServerDE->WriteToMessageVector(hWrite, &m_vRight);
	pServerDE->WriteToMessageVector(hWrite, &m_vUp);
	pServerDE->WriteToMessageVector(hWrite, &m_vForward);
	pServerDE->WriteToMessageVector(hWrite, &m_vPos);
	pServerDE->WriteToMessageVector(hWrite, &m_vLastPos);

	pServerDE->WriteToMessageDWord(hWrite, m_PathList.m_nElements);

	DLink *pLink = m_PathList.m_Head.m_pNext;

	for (unsigned long i=0; i < m_PathList.m_nElements; i++)
	{
		pServerDE->WriteToMessageVector(hWrite, (DVector*)pLink->m_pData);
		pLink = pLink->m_pNext;
	}
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:23,代码来源:movement.cpp


注:本文中的CServerDE::WriteToLoadSaveMessageObject方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。