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

本文整理汇总了C++中CServerDE::WriteToMessageFloat方法的典型用法代码示例。如果您正苦于以下问题:C++ CServerDE::WriteToMessageFloat方法的具体用法?C++ CServerDE::WriteToMessageFloat怎么用?C++ CServerDE::WriteToMessageFloat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::WriteToMessageFloat方法的15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: InitialUpdate

void ParticleSystem::InitialUpdate(DVector *pMovement)
{
	CServerDE* pServerDE = GetServerDE();
	if (!pServerDE) return;

	// Tell the clients about the ParticleSystem, and remove thyself...

	HMESSAGEWRITE hMessage = pServerDE->StartSpecialEffectMessage(this);
//	pServerDE->WriteToMessageByte(hMessage, SFX_PARTICLESYSTEM_ID | (( m_bStatic ) ? SFX_STATIC : 0 ));
	pServerDE->WriteToMessageByte(hMessage, SFX_PARTICLESYSTEM_ID);
//pServerDE->WriteToMessageByte(hMessage, m_bStatic);
	pServerDE->WriteToMessageVector(hMessage, &m_vColor1);
	pServerDE->WriteToMessageVector(hMessage, &m_vColor2);
	pServerDE->WriteToMessageFloat(hMessage, (DFLOAT)m_dwFlags);
	pServerDE->WriteToMessageFloat(hMessage, m_fBurstWait);
	pServerDE->WriteToMessageFloat(hMessage, m_fParticlesPerSecond);
	pServerDE->WriteToMessageFloat(hMessage, m_fEmissionRadius);
	pServerDE->WriteToMessageFloat(hMessage, m_fMinimumVelocity);
	pServerDE->WriteToMessageFloat(hMessage, m_fMaximumVelocity);
	pServerDE->WriteToMessageFloat(hMessage, m_fVelocityOffset);
	pServerDE->WriteToMessageFloat(hMessage, m_fParticleLifetime);
	pServerDE->WriteToMessageFloat(hMessage, m_fRadius);
	pServerDE->WriteToMessageFloat(hMessage, m_fGravity);
	pServerDE->WriteToMessageFloat(hMessage, m_fRotationVelocity);
	pServerDE->WriteToMessageHString(hMessage, m_hstrTextureName);
	pServerDE->EndMessage(hMessage);
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:27,代码来源:ParticleSystem.cpp

示例2: SetupFX

void CClientParticleStreamSFX::SetupFX()
{
	CServerDE* pServerDE = GetServerDE();
	if (!pServerDE) return;

	HMESSAGEWRITE hMessage = pServerDE->StartSpecialEffectMessage(this);
	pServerDE->WriteToMessageByte(hMessage, SFX_PARTICLESTREAM_ID);

	pServerDE->WriteToMessageFloat(hMessage, fRadius);
	pServerDE->WriteToMessageFloat(hMessage, fPosRadius);
	pServerDE->WriteToMessageFloat(hMessage, fMinVel);
	pServerDE->WriteToMessageFloat(hMessage, fMaxVel);
	pServerDE->WriteToMessageDWord(hMessage, nNumParticles);
	pServerDE->WriteToMessageFloat(hMessage, fSpread);
	pServerDE->WriteToMessageVector(hMessage, &vColor1);
	pServerDE->WriteToMessageVector(hMessage, &vColor2);
	pServerDE->WriteToMessageFloat(hMessage, fAlpha);
	pServerDE->WriteToMessageFloat(hMessage, fMinLife);
	pServerDE->WriteToMessageFloat(hMessage, fMaxLife);
	pServerDE->WriteToMessageFloat(hMessage, fRampTime);
	pServerDE->WriteToMessageFloat(hMessage, fDelay);
	pServerDE->WriteToMessageFloat(hMessage, fGravity);
	pServerDE->WriteToMessageByte(hMessage, bRampFlags);
	pServerDE->WriteToMessageByte(hMessage, bOn);
	pServerDE->WriteToMessageHString(hMessage, hstrTexture);
	pServerDE->WriteToMessageFloat(hMessage, fSoundRadius);
	pServerDE->WriteToMessageHString(hMessage, hstrSound1);
	pServerDE->WriteToMessageHString(hMessage, hstrSound2);
	pServerDE->WriteToMessageHString(hMessage, hstrSound3);

	pServerDE->EndMessage(hMessage);
}
开发者ID:bsmr-games,项目名称:Blood2,代码行数:32,代码来源:ClientParticleStreamSFX.cpp

示例3: 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4: SetupSprite

void CClientExplosionSFX::SetupSprite(DVector *vScale1, DVector *vScale2, DFLOAT fDuration,
					DFLOAT fInitAlpha, DBYTE bWaveForm, DBYTE bFade, DBOOL bAlign, char *szSprite)
{
	CServerDE* pServerDE = GetServerDE();
	if (!pServerDE) return;

	HSTRING		hszSprite;

	if(szSprite)	hszSprite = pServerDE->CreateString(szSprite);
		else		hszSprite = pServerDE->CreateString("Sprites\\Explode128.spr");

	// Tell the clients about the Explosion...
	HMESSAGEWRITE hMessage = pServerDE->StartInstantSpecialEffectMessage(&m_vPos);
	pServerDE->WriteToMessageByte(hMessage, SFX_EXPLOSIONSPRITE_ID);
//	pServerDE->WriteToMessageByte(hMessage, DFALSE);

	pServerDE->WriteToMessageVector(hMessage, &m_vPos);
	pServerDE->WriteToMessageVector(hMessage, &m_vNormal);

	pServerDE->WriteToMessageVector(hMessage, vScale1);
	pServerDE->WriteToMessageVector(hMessage, vScale2);
	pServerDE->WriteToMessageFloat(hMessage, fDuration);
	pServerDE->WriteToMessageFloat(hMessage, fInitAlpha);
	pServerDE->WriteToMessageByte(hMessage, bWaveForm);
	pServerDE->WriteToMessageByte(hMessage, bFade);
	pServerDE->WriteToMessageByte(hMessage, bAlign);
	pServerDE->WriteToMessageHString(hMessage, hszSprite);

	pServerDE->EndMessage(hMessage);

	pServerDE->FreeString( hszSprite );

}
开发者ID:Arc0re,项目名称:lithtech,代码行数:33,代码来源:ClientExplosionSFX.cpp

示例5: InitialUpdate

void VolumeBrush::InitialUpdate(int nData)
{
    CServerDE* pServerDE = GetServerDE();
    if (!pServerDE) return;

    // For save game restores, just recreate the surface
    if (nData == INITIALUPDATE_SAVEGAME)
        return;

    if (m_bShowSurface)
    {
        CreateSurface();
    }

    m_hPlayerClass = pServerDE->GetClass("CPlayerObj");

    DDWORD dwUserFlags = m_bHidden ? 0 : USRFLG_VISIBLE;
    dwUserFlags |= USRFLG_SAVEABLE;

    pServerDE->SetObjectUserFlags(m_hObject, dwUserFlags);

    if (m_hSurfaceObj)
    {
        pServerDE->SetObjectUserFlags(m_hSurfaceObj, dwUserFlags);
    }

    // Tell the client about any special fx (fog)...
    HMESSAGEWRITE hMessage = pServerDE->StartSpecialEffectMessage(this);
    pServerDE->WriteToMessageByte(hMessage, SFX_VOLUMEBRUSH_ID);
//pServerDE->WriteToMessageByte(hMessage, DTRUE);
    pServerDE->WriteToMessageByte(hMessage, (DBYTE)m_bFogEnable);
    pServerDE->WriteToMessageFloat(hMessage, m_fFogFarZ);
    pServerDE->WriteToMessageFloat(hMessage, m_fFogNearZ);
    pServerDE->WriteToMessageVector(hMessage, &m_vFogColor);
    pServerDE->EndMessage(hMessage);

    pServerDE->SetNextUpdate(m_hObject, 0.001f);


    // Save volume brush's initial flags...

    m_dwSaveFlags = pServerDE->GetObjectFlags(m_hObject);


    // Normalize viscosity (1 = no movement, 0 = full movement)...

    if (m_fViscosity < 0.0) m_fViscosity = 0.0f;
    else if (m_fViscosity > 1.0) m_fViscosity = 1.0f;

    // Okay, internally we really want it the opposite way (i.e., 1 = full
    // movement, 0 = no movement)...

    m_fViscosity = 1.0f - m_fViscosity;
}
开发者ID:jordandavidson,项目名称:lithtech,代码行数:54,代码来源:VolumeBrush.cpp

示例6: GetServerDE

void PolyGrid::	Setup(DVector* pvDims, DVector* pvColor1, DVector* pvColor2,
					  HSTRING hstrSurfaceSprite, DFLOAT fXScaleMin, DFLOAT fXScaleMax,
					  DFLOAT fYScaleMin, DFLOAT fYScaleMax, DFLOAT fXScaleDuration,
					  DFLOAT fYScaleDuration, DFLOAT fXPan, DFLOAT fYPan,
					  DFLOAT fAlpha, DDWORD dwNumPolies)
{
	D_WORD wColor1, wColor2;

	CServerDE* pServerDE = GetServerDE();
	if (!pServerDE || !pvDims || !pvColor1 || !pvColor2 || dwNumPolies < 4) return;

	VEC_COPY(m_vDims, *pvDims);
	pServerDE->SetObjectDims(m_hObject, pvDims);
	VEC_COPY(m_vColor1, *pvColor1);
	VEC_COPY(m_vColor2, *pvColor2);

	wColor1 = Color255VectorToWord( pvColor1 );
	wColor2 = Color255VectorToWord( pvColor2 );

	// Limit the number of polies to 32k...
	if ( dwNumPolies > 0x7FFF )
		dwNumPolies = 0x7FFF;

	HSTRING hstrSprite = hstrSurfaceSprite ? hstrSurfaceSprite : pServerDE->CreateString("");

	// Tell the clients about the polygrid...
	HMESSAGEWRITE hMessage = pServerDE->StartSpecialEffectMessage(this);
	pServerDE->WriteToMessageByte(hMessage, SFX_POLYGRID_ID);
	pServerDE->WriteToMessageVector(hMessage, &m_vDims);
	pServerDE->WriteToMessageWord(hMessage, wColor1);
	pServerDE->WriteToMessageWord(hMessage, wColor2);
	pServerDE->WriteToMessageFloat(hMessage, fXScaleMin);
	pServerDE->WriteToMessageFloat(hMessage, fXScaleMax);
	pServerDE->WriteToMessageFloat(hMessage, fYScaleMin);
	pServerDE->WriteToMessageFloat(hMessage, fYScaleMax);
	pServerDE->WriteToMessageFloat(hMessage, fXScaleDuration);
	pServerDE->WriteToMessageFloat(hMessage, fYScaleDuration);
	pServerDE->WriteToMessageFloat(hMessage, fXPan);
	pServerDE->WriteToMessageFloat(hMessage, fYPan);
	pServerDE->WriteToMessageFloat(hMessage, fAlpha);
	pServerDE->WriteToMessageHString(hMessage, hstrSprite);
	pServerDE->WriteToMessageWord(hMessage, (D_WORD)dwNumPolies);
	pServerDE->WriteToMessageByte(hMessage, m_nPlasmaType);
	pServerDE->WriteToMessageByte(hMessage, m_nRingRate[0]);
	pServerDE->WriteToMessageByte(hMessage, m_nRingRate[1]);
	pServerDE->WriteToMessageByte(hMessage, m_nRingRate[2]);
	pServerDE->WriteToMessageByte(hMessage, m_nRingRate[3]);
	pServerDE->EndMessage(hMessage);

	if (!hstrSurfaceSprite)
	{
		pServerDE->FreeString(hstrSprite);
	}
}
开发者ID:bsmr-games,项目名称:Blood2,代码行数:54,代码来源:PolyGrid.cpp

示例7: Save

void ClientLightFX::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)...

	pServerDE->WriteToMessageByte(hWrite, m_bOn);
	pServerDE->WriteToMessageByte(hWrite, m_bDynamic);
	pServerDE->WriteToMessageFloat(hWrite, m_fLifeTime);
	pServerDE->WriteToMessageFloat(hWrite, m_fStartTime);
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:13,代码来源:ClientLightFX.cpp

示例8: Save

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

	pServerDE->WriteToMessageVector(hWrite, &m_vPos);
	pServerDE->WriteToMessageVector(hWrite, &m_vNormal);
	pServerDE->WriteToMessageFloat(hWrite, m_fOffset);
	pServerDE->WriteToMessageFloat(hWrite, m_fDamage);
	pServerDE->WriteToMessageFloat(hWrite, m_fDamageRadius);
	pServerDE->WriteToMessageDWord(hWrite, m_nType);
	pServerDE->WriteToMessageHString(hWrite, m_hstrSound);
	pServerDE->WriteToMessageByte(hWrite, m_bTriggered);
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:14,代码来源:ClientExplosionSFX.cpp

示例9: Save

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

	pServerDE->WriteToMessageFloat(hWrite, m_fInitHitPoints);
	pServerDE->WriteToMessageFloat(hWrite, m_fMass);
	pServerDE->WriteToMessageByte(hWrite, m_bDestructable);
	pServerDE->WriteToMessageByte(hWrite, m_bPushable);
	pServerDE->WriteToMessageByte(hWrite, m_bBoxPhysics);
	pServerDE->WriteToMessageByte(hWrite, m_bAllowMarks);
	pServerDE->WriteToMessageHString(hWrite, m_hstrDebrisSkin);
	pServerDE->WriteToMessageDWord(hWrite, m_eSurfType);
	pServerDE->WriteToMessageByte(hWrite, m_bFireThrough);
}
开发者ID:bsmr-games,项目名称:Blood2,代码行数:15,代码来源:DestructableBrush.cpp

示例10: Save

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

	pServerDE->WriteToMessageFloat(hWrite, m_fTimeLimit);
	pServerDE->WriteToMessageByte(hWrite, m_bTimed);
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:8,代码来源:Powerup.cpp

示例11: SendEffectMessage

void Rain::SendEffectMessage()
{
    CServerDE* pServerDE = GetServerDE();
    if (!pServerDE) return;

    HMESSAGEWRITE hMessage = pServerDE->StartSpecialEffectMessage(this);
    pServerDE->WriteToMessageByte(hMessage, SFX_RAIN_ID);
    /*
    	if(m_fTimeLimit)	//SCHLEGZ 5/3/98 11:36:00 PM: remove object if the server object disappears (HACK!!)
    		pServerDE->WriteToMessageByte(hMessage, DFALSE);
    	else
    //pServerDE->WriteToMessageByte(hMessage, DTRUE);
    */
    pServerDE->WriteToMessageFloat(hMessage, (DFLOAT)m_dwFlags);
    pServerDE->WriteToMessageFloat(hMessage, m_fDensity);
    pServerDE->WriteToMessageFloat(hMessage, m_fLifetime);
    pServerDE->WriteToMessageByte(hMessage, (DBYTE)m_bGravity);
    pServerDE->WriteToMessageFloat(hMessage, m_fParticleScale);
    pServerDE->WriteToMessageFloat(hMessage, m_fSpread);
    pServerDE->WriteToMessageVector(hMessage, &m_vDims);
    pServerDE->WriteToMessageVector(hMessage, &m_vDirection);
    pServerDE->WriteToMessageVector(hMessage, &m_vColor1);
    pServerDE->WriteToMessageVector(hMessage, &m_vColor2);
    pServerDE->WriteToMessageFloat(hMessage, m_fTimeLimit);
    pServerDE->WriteToMessageFloat(hMessage, m_fPulse);
    pServerDE->EndMessage(hMessage);
}
开发者ID:jordandavidson,项目名称:lithtech,代码行数:27,代码来源:Rain.cpp

示例12: 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13: ObjectTouch

void UltraRestore::ObjectTouch (HOBJECT hObject)
{
	CServerDE* pServerDE = GetServerDE();
	if (!pServerDE) return;
	
	// send it very large values for heal and repair - the normal heal and repair functions
	// will cap the values at the maximums...

	HMESSAGEWRITE hMessage = pServerDE->StartMessageToObject(this, hObject, MID_HEAL);
	pServerDE->WriteToMessageFloat(hMessage, 20000.0f);
	pServerDE->EndMessage(hMessage);
	
	hMessage = pServerDE->StartMessageToObject(this, hObject, MID_REPAIR);
	pServerDE->WriteToMessageFloat(hMessage, 20000.0f);
	pServerDE->EndMessage(hMessage);

	UltraPowerupItem::ObjectTouch (hObject);
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:18,代码来源:UltraPowerups.cpp

示例14: ObjectTouch

void PowerupPickup::ObjectTouch(HOBJECT hObject)
{
	CServerDE* pServerDE = GetServerDE();
	if (!pServerDE) return;

	HMESSAGEWRITE hMessage = pServerDE->StartMessageToObject(this, hObject, MID_ADDPOWERUP);
	pServerDE->WriteToMessageByte(hMessage, (DBYTE)m_nType);
	pServerDE->WriteToMessageFloat(hMessage, m_fValue * m_fValueMult);
	pServerDE->EndMessage(hMessage);
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:10,代码来源:PowerupPickups.cpp

示例15: 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


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