本文整理汇总了C++中CServerDE::WriteToMessageVector方法的典型用法代码示例。如果您正苦于以下问题:C++ CServerDE::WriteToMessageVector方法的具体用法?C++ CServerDE::WriteToMessageVector怎么用?C++ CServerDE::WriteToMessageVector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::WriteToMessageVector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: 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2: 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);
}
示例3: 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 );
}
示例4: SetupFX
void CClientExplosionSFX::SetupFX(DVector *vPos, DVector *vNormal, DDWORD nType)
{
CServerDE* pServerDE = GetServerDE();
if (!pServerDE) return;
HMESSAGEWRITE hMessage = pServerDE->StartInstantSpecialEffectMessage(&m_vPos);
pServerDE->WriteToMessageByte(hMessage, SFX_EXPLOSIONFX_ID);
pServerDE->WriteToMessageVector(hMessage, vPos);
pServerDE->WriteToMessageVector(hMessage, vNormal);
pServerDE->WriteToMessageDWord(hMessage, nType);
pServerDE->EndMessage(hMessage);
}
示例5: 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);
}
示例6: 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);
}
示例7: SendEffectMessage
void ClientLightFX::SendEffectMessage()
{
CServerDE* pServerDE = GetServerDE();
if (!pServerDE) return;
HMESSAGEWRITE hMessage = pServerDE->StartSpecialEffectMessage(this);
pServerDE->WriteToMessageByte(hMessage, SFX_LIGHT_ID);
pServerDE->WriteToMessageVector(hMessage, &m_vColor);
pServerDE->WriteToMessageDWord(hMessage, m_dwLightFlags);
pServerDE->WriteToMessageFloat(hMessage, m_fIntensityMin);
pServerDE->WriteToMessageFloat(hMessage, m_fIntensityMax);
pServerDE->WriteToMessageByte(hMessage, m_nIntensityWaveform);
pServerDE->WriteToMessageFloat(hMessage, m_fIntensityFreq);
pServerDE->WriteToMessageFloat(hMessage, m_fIntensityPhase);
pServerDE->WriteToMessageFloat(hMessage, m_fRadiusMin);
pServerDE->WriteToMessageFloat(hMessage, m_fRadiusMax);
pServerDE->WriteToMessageByte(hMessage, m_nRadiusWaveform);
pServerDE->WriteToMessageFloat(hMessage, m_fRadiusFreq);
pServerDE->WriteToMessageFloat(hMessage, m_fRadiusPhase);
pServerDE->WriteToMessageHString(hMessage, m_hstrRampUpSound);
pServerDE->WriteToMessageHString(hMessage, m_hstrRampDownSound);
pServerDE->EndMessage(hMessage);
}
示例8: 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);
}
示例9: Save
void VolumeBrush::Save(HMESSAGEWRITE hWrite, DDWORD dwSaveFlags)
{
CServerDE* pServerDE = GetServerDE();
if (!pServerDE || !hWrite) return;
DFLOAT fTime = pServerDE->GetTime();
// pServerDE->WriteToLoadSaveMessageObject(hWrite, m_hSurfaceObj);
pServerDE->WriteToMessageFloat(hWrite, m_fViscosity);
pServerDE->WriteToMessageByte(hWrite, (DBYTE)m_eContainerCode);
pServerDE->WriteToMessageVector(hWrite, &m_vCurrent);
pServerDE->WriteToMessageFloat(hWrite, m_fDamage);
pServerDE->WriteToMessageByte(hWrite, m_nDamageType);
pServerDE->WriteToMessageFloat(hWrite, m_fSurfaceHeight);
pServerDE->WriteToMessageByte(hWrite, m_bShowSurface);
pServerDE->WriteToMessageVector(hWrite, &m_vSurfaceColor1);
pServerDE->WriteToMessageVector(hWrite, &m_vSurfaceColor2);
pServerDE->WriteToMessageVector(hWrite, &m_vLastPos);
pServerDE->WriteToMessageByte(hWrite, m_bHidden);
pServerDE->WriteToMessageFloat(hWrite, m_fGravity);
pServerDE->WriteToMessageFloat(hWrite, (m_fLastDamageTime - fTime));
pServerDE->WriteToMessageFloat(hWrite, m_fXScaleMin);
pServerDE->WriteToMessageFloat(hWrite, m_fXScaleMax);
pServerDE->WriteToMessageFloat(hWrite, m_fYScaleMin);
pServerDE->WriteToMessageFloat(hWrite, m_fYScaleMax);
pServerDE->WriteToMessageFloat(hWrite, m_fXScaleDuration);
pServerDE->WriteToMessageFloat(hWrite, m_fYScaleDuration);
pServerDE->WriteToMessageHString(hWrite, m_hstrSurfaceSprite);
pServerDE->WriteToMessageDWord(hWrite, m_dwFlags);
pServerDE->WriteToMessageDWord(hWrite, m_dwSaveFlags);
// HOBJECT m_hSurfaceObj;
pServerDE->WriteToMessageByte(hWrite, m_bLocked);
pServerDE->WriteToMessageByte(hWrite, m_bUnlockKeyRemove);
pServerDE->WriteToMessageHString(hWrite, m_hstrKeyName);
pServerDE->WriteToMessageByte(hWrite, m_bFogEnable);
pServerDE->WriteToMessageFloat(hWrite, m_fFogFarZ);
pServerDE->WriteToMessageFloat(hWrite, m_fFogNearZ);
pServerDE->WriteToMessageVector(hWrite, &m_vFogColor);
pServerDE->WriteToMessageFloat(hWrite, m_fSurfaceAlpha);
pServerDE->WriteToMessageDWord(hWrite, m_dwNumSurfacePolies);
}
示例10: 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11: Save
void PathListData::Save(HMESSAGEWRITE hWrite)
{
CServerDE* pServerDE = BaseClass::GetServerDE();
if (!pServerDE || !hWrite) return;
pServerDE->WriteToMessageVector(hWrite, &m_vPos);
pServerDE->WriteToMessageHString(hWrite, m_hstrName);
pServerDE->WriteToMessageHString(hWrite, m_hstrActionTarget);
pServerDE->WriteToMessageHString(hWrite, m_hstrActionMessage);
}
示例12: Save
void Rain::Save(HMESSAGEWRITE hWrite, DDWORD dwSaveFlags)
{
CServerDE* pServerDE = GetServerDE();
if (!pServerDE || !hWrite) return;
pServerDE->WriteToMessageDWord(hWrite, m_dwFlags);
pServerDE->WriteToMessageFloat(hWrite, m_fDensity);
pServerDE->WriteToMessageFloat(hWrite, m_fLifetime);
pServerDE->WriteToMessageByte(hWrite, m_bGravity);
pServerDE->WriteToMessageFloat(hWrite, m_fParticleScale);
pServerDE->WriteToMessageFloat(hWrite, m_fSpread);
pServerDE->WriteToMessageByte(hWrite, m_bTriggered);
pServerDE->WriteToMessageVector(hWrite, &m_vDims);
pServerDE->WriteToMessageVector(hWrite, &m_vDirection);
pServerDE->WriteToMessageVector(hWrite, &m_vColor1);
pServerDE->WriteToMessageVector(hWrite, &m_vColor2);
pServerDE->WriteToMessageFloat(hWrite, m_fTimeLimit);
pServerDE->WriteToMessageFloat(hWrite, m_fPulse);
}
示例13: Save
void CProjectile::Save(HMESSAGEWRITE hWrite, DDWORD dwSaveFlags)
{
CServerDE* pServerDE = GetServerDE();
if (!pServerDE || !hWrite) return;
DFLOAT fTime = pServerDE->GetTime();
pServerDE->WriteToMessageVector(hWrite, &m_vDir);
pServerDE->WriteToMessageFloat(hWrite, m_fVelocity);
pServerDE->WriteToMessageDWord(hWrite, m_dwFlags);
pServerDE->WriteToMessageByte(hWrite, m_nDamageType);
// HOBJECT m_hFiredFrom; // Who fired us? Can't tell
pServerDE->WriteToMessageDWord(hWrite, m_nRadius);
pServerDE->WriteToMessageFloat(hWrite, m_fStartTime - fTime);
pServerDE->WriteToMessageByte(hWrite, m_bRemoveFromWorld);
pServerDE->WriteToMessageFloat(hWrite, m_fDamage);
pServerDE->WriteToMessageFloat(hWrite, m_fLifeTime);
pServerDE->WriteToMessageDWord(hWrite, m_nDamageMsgID);
// DBOOL m_bSmokeTrail; // Do we generate a smoke trail
pServerDE->WriteToMessageByte(hWrite, m_bShockwave);
pServerDE->WriteToMessageByte(hWrite, m_bExplosion);
pServerDE->WriteToMessageByte(hWrite, m_bSparks);
pServerDE->WriteToMessageVector(hWrite, &m_vShockwaveScaleMin);
pServerDE->WriteToMessageVector(hWrite, &m_vShockwaveScaleMax);
pServerDE->WriteToMessageVector(hWrite, &m_vLightColor);
pServerDE->WriteToMessageFloat(hWrite, m_fShockwaveDuration);
pServerDE->WriteToMessageHString(hWrite,m_hstrShockwaveFilename);
pServerDE->WriteToMessageVector(hWrite, &m_vDims);
pServerDE->WriteToMessageByte(hWrite, m_bExplode);
// Special members
pServerDE->WriteToMessageVector(hWrite, &m_LastPos);
pServerDE->WriteToMessageByte(hWrite, m_bArmed);
pServerDE->WriteToMessageFloat(hWrite, m_fPitchVel);
pServerDE->WriteToMessageFloat(hWrite, m_fYawVel);
pServerDE->WriteToMessageFloat(hWrite, m_fPitch);
pServerDE->WriteToMessageFloat(hWrite, m_fYaw);
}
示例14: 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);
}
}
示例15: AddExplosion
void CProjectile::AddExplosion(DVector vPos, DVector vNormal)
{
CServerDE* pServerDE = BaseClass::GetServerDE();
if (!pServerDE) return;
DDWORD nType = EXP_GRENADE;
DVector vUp;
VEC_SET(vUp, 0.0f, 1.0f, 0.0f);
HMESSAGEWRITE hMessage = pServerDE->StartInstantSpecialEffectMessage(&vPos);
pServerDE->WriteToMessageByte(hMessage, SFX_EXPLOSIONFX_ID);
pServerDE->WriteToMessageVector(hMessage, &vPos);
pServerDE->WriteToMessageVector(hMessage, &vUp);
pServerDE->WriteToMessageDWord(hMessage, nType);
pServerDE->EndMessage2(hMessage, MESSAGE_GUARANTEED | MESSAGE_NAGGLEFAST);
PlaySoundFromPos(&vPos, "Sounds\\Weapons\\c4\\explosion_1.wav", 1000.0f, SOUNDPRIORITY_MISC_MEDIUM);
}