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类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);
}
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);
}
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);
}
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();
}
}
}
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]);
}
}
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);
}
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);
}
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;
}
}