本文整理汇总了C++中NET_Packet::w_s32方法的典型用法代码示例。如果您正苦于以下问题:C++ NET_Packet::w_s32方法的具体用法?C++ NET_Packet::w_s32怎么用?C++ NET_Packet::w_s32使用的例子?那么, 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NET_Packet
的用法示例。
在下文中一共展示了NET_Packet::w_s32方法的7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:
void game_sv_GameState::net_Export_State (NET_Packet& P, ClientID to)
{
// Generic
P.w_clientID (to);
P.w_s32 (m_type);
P.w_u16 (m_phase);
P.w_s32 (m_round);
P.w_u32 (m_start_time);
P.w_u8 (u8(g_sv_base_iVotingEnabled&0xff));
P.w_u8 (u8(net_sv_control_hit));
P.w_u8 (u8(g_bCollectStatisticData));
// Players
// u32 p_count = get_players_count() - ((g_dedicated_server)? 1 : 0);
xrClientData* tmp_client = static_cast<xrClientData*>(
m_server->GetClientByID(to));
game_PlayerState* tmp_ps = tmp_client->ps;
player_exporter tmp_functor(to, tmp_ps, &P);
fastdelegate::FastDelegate1<IClient*, void> pcounter;
pcounter.bind(&tmp_functor, &player_exporter::count_players);
fastdelegate::FastDelegate1<IClient*, void> exporter;
exporter.bind(&tmp_functor, &player_exporter::export_players);
m_server->ForEachClientDo(pcounter);
P.w_u16(tmp_functor.counter);
m_server->ForEachClientDo(exporter);
net_Export_GameTime(P);
}
示例2: OnBuyMenu_Ok
void game_cl_CaptureTheArtefact::OnBuyMenu_Ok()
{
#ifdef DEBUG
Msg("* CTA: Buy menu OK...");
#endif // #ifdef DEBUG
typedef CUIGameCTA::BuyMenuItemsCollection TBuyCol;
VERIFY2(m_game_ui, "game ui not initialized");
CUIGameCTA::BuyMenuItemsCollection toBuyItemsCollection;
s32 moneyDif = 0;
m_game_ui->GetPurchaseItems(toBuyItemsCollection, moneyDif);
R_ASSERT(local_player);
if (local_player->testFlag(GAME_PLAYER_FLAG_VERY_VERY_DEAD))
{
if (InWarmUp())
{
buy_amount = 0;
} else
{
buy_amount = moneyDif;
}
UpdateMoneyIndicator();
}
CGameObject* pPlayer = smart_cast<CGameObject*>(Level().CurrentEntity());
VERIFY(pPlayer);
NET_Packet P;
pPlayer->u_EventGen(P, GE_GAME_EVENT, pPlayer->ID());
P.w_u16(GAME_EVENT_PLAYER_BUY_FINISHED);
if (InWarmUp())
{
P.w_s32(0);
} else
{
P.w_s32(moneyDif);
}
P.w_u16(static_cast<u16>(toBuyItemsCollection.size()));
TBuyCol::const_iterator bie = toBuyItemsCollection.end();
for (TBuyCol::const_iterator toBuyIter = toBuyItemsCollection.begin();
toBuyIter != bie; ++toBuyIter)
{
P.w_u8(toBuyIter->first);
P.w_u8(toBuyIter->second);
}
pPlayer->u_EventSend(P);
if (local_player->testFlag(GAME_PLAYER_FLAG_VERY_VERY_DEAD))
{
u_EventGen(P, GE_GAME_EVENT, local_player->GameID);
P.w_u16(GAME_EVENT_PLAYER_BUYMENU_CLOSE);
u_EventSend(P);
}
set_buy_menu_not_ready();
}
示例3: SendActionEvent
void CInventory::SendActionEvent(s32 cmd, u32 flags)
{
CActor *pActor = smart_cast<CActor*>(m_pOwner);
if (!pActor) return;
NET_Packet P;
pActor->u_EventGen (P,GE_INV_ACTION, pActor->ID());
P.w_s32 (cmd);
P.w_u32 (flags);
P.w_s32 (pActor->GetZoomRndSeed());
P.w_s32 (pActor->GetShotRndSeed());
pActor->u_EventSend (P);
};
示例4:
void game_PlayerState::net_Export(NET_Packet& P, BOOL Full)
{
P.w_u8 (Full ? 1 : 0);
if (Full)
P.w_stringZ ( name );
P.w_u8 ( team );
P.w_s16 ( m_iRivalKills );
P.w_s16 ( m_iSelfKills );
P.w_s16 ( m_iTeamKills );
P.w_s16 ( m_iDeaths );
P.w_s32 ( money_for_round );
P.w_float_q8 ( experience_D, -1.0f, 2.0f);
P.w_u8 ( rank );
P.w_u8 ( af_count );
P.w_u16 ( flags__ );
P.w_u16 ( ping );
P.w_u16 ( GameID );
P.w_s8 ( skin );
P.w_u8 ( m_bCurrentVoteAgreed );
P.w_u32 (Device.dwTimeGlobal - DeathTime);
};
示例5: net_Export
void CEatableItem::net_Export(NET_Packet& P)
{
inherited::net_Export(P);
P.w_s32(m_iPortionsNum);
}
示例6: save
//---------------------------------------------------------------------
// Core events
void CPhantom::save(NET_Packet &output_packet)
{
output_packet.w_s32 (s32(m_CurState));
}
示例7: UPDATE_Write
void CSE_ALifeItemEatable::UPDATE_Write(NET_Packet &tNetPacket)
{
inherited::UPDATE_Write(tNetPacket);
// if (m_wVersion > 118)
tNetPacket.w_s32(m_portions_num);
}