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C++ XmlNodeRef::getChild方法代码示例

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


在下文中一共展示了XmlNodeRef::getChild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: InitModification

void CVehicleModificationParams::InitModification( XmlNodeRef xmlModificationData )
{
	assert( xmlModificationData );

	bool hasParentModification = xmlModificationData->haveAttr( "parent" );
	if ( hasParentModification )
	{
		XmlNodeRef xmlModificationsGroup = xmlModificationData->getParent();

		const char* parentModificationName = xmlModificationData->getAttr( "parent" );
		XmlNodeRef xmlParentModificationData = FindModificationNodeByName( parentModificationName, xmlModificationsGroup );
		if ( xmlParentModificationData && ( xmlParentModificationData != xmlModificationData ) )
		{
			InitModification( xmlParentModificationData );
		}
	}

	XmlNodeRef xmlElemsGroup = xmlModificationData->findChild( "Elems" );
	if ( ! xmlElemsGroup )
	{
		return;
	}

	for ( int i = 0; i < xmlElemsGroup->getChildCount(); ++i )
	{
		XmlNodeRef xmlElem = xmlElemsGroup->getChild( i );

		InitModificationElem( xmlElem );
	}
}
开发者ID:NightOwlsEntertainment,项目名称:PetBox_A_Journey_to_Conquer_Elementary_Algebra,代码行数:30,代码来源:VehicleModificationParams.cpp

示例2: SetString

void CWorldState::SetString(const char * entityName,  char * valueName , string value)
{
//	CryLog("CWorldState::SetString()");
	if(worldStateXml)
	{
		XmlNodeRef entityNode = worldStateXml->findChild(entityName);

		if(!entityNode)
		{
			CreateChild(entityName);
			entityNode = worldStateXml->findChild(entityName);
		}
		const uint32 Count = entityNode->getChildCount();

		for (uint32 Index = 0; Index < Count; ++Index)
		{
			XmlNodeRef child = entityNode->getChild(Index);

			if(strcmp(child->getTag(),valueName)==0)
			{
				child->setAttr("value",value);
				worldStateXml->saveToFile(szSaveFile);
				return;
			}
		}

		//CryLog("CWorldState::CreateString()");

		XmlNodeRef child = entityNode->newChild(valueName);
		child->setAttr("value",value);
		worldStateXml->saveToFile(szSaveFile);
	}
	else
		return;
}
开发者ID:aronarts,项目名称:FireNET,代码行数:35,代码来源:WorldState.cpp

示例3: Init

//------------------------------------------------------------------------
void CGameRulesHoldObjectiveBase::Init( XmlNodeRef xml )
{
	const int numChildren = xml->getChildCount();
	for (int childIdx = 0; childIdx < numChildren; ++ childIdx)
	{
		XmlNodeRef xmlChild = xml->getChild(childIdx);
		if (!stricmp(xmlChild->getTag(), "SpawnParams"))
		{
			const char *pType = 0;
			if (xmlChild->getAttr("type", &pType))
			{
				if (!stricmp(pType, "avoid"))
				{
					m_spawnPOIType = eSPT_Avoid;
				}
				else
				{
					CryLog("CGameRulesHoldObjectiveBase::Init: ERROR: Unknown spawn point of interest type ('%s')", pType);
				}
				xmlChild->getAttr("distance", m_spawnPOIDistance);
			}
		}
		else if (!stricmp(xmlChild->getTag(), "EffectData"))
		{
			InitEffectData(xmlChild);
		}
	}

	for (int i = 0; i < HOLD_OBJECTIVE_MAX_ENTITIES; ++ i)
	{
		m_entities[i].Reset();
	}
}
开发者ID:aronarts,项目名称:FireNET,代码行数:34,代码来源:GameRulesHoldObjectiveBase.cpp

示例4: LoadAntiCheatVars

void CAntiCheatManager::LoadAntiCheatVars(XmlNodeRef child)
{
	int numVars = child->getChildCount();
	for (int i=0; i<numVars; ++i)
	{
		XmlNodeRef varsChild = child->getChild(i);
		if (varsChild->isTag("Var"))
		{
			const char* sVarName = varsChild->getAttr("name");
			TAntiCheatVarIdx antiCheatVarIdx = FindAntiCheatVarIdx_Float(sVarName);
			if (antiCheatVarIdx != eAV_Invalid_Float)
			{
				varsChild->getAttr("value", m_cheatVarsFloat[antiCheatVarIdx]);
			}
			else
			{
				antiCheatVarIdx = FindAntiCheatVarIdx_Int(sVarName);
				if (antiCheatVarIdx != eAV_Invalid_Int)
				{
					varsChild->getAttr("value", m_cheatVarsInt[antiCheatVarIdx]);
				}
				else
				{
					CryLog("Unrecognised anti cheat var '%s'", sVarName);
				}
			}
		}
		else
		{
			CryLog("Unrecognised child node '%s'", varsChild->getTag());
		}
	}
}
开发者ID:aronarts,项目名称:FireNET,代码行数:33,代码来源:AntiCheatManager.cpp

示例5: Init

//-------------------------------------------------------------------------
void CGameRulesStandardState::Init( XmlNodeRef xml )
{
	m_pGameRules = g_pGame->GetGameRules();

	m_state = EGRS_Intro; 
	m_lastReceivedServerState = m_state; 
	m_timeInPostGame = 0.f;
	m_introMessageShown = false;
	m_isStarting = false;
	m_isWaitingForOverrideTimer = false;
	m_startTimerOverrideWait = 0.0f;
	m_timeInCurrentPostGameState = 0.f;
	m_postGameState = ePGS_Unknown;
	m_bHaveNotifiedIntroListeners = false; 
	m_bHasShownHighlightReel = false;

	ChangeState(EGRS_Intro);

	int numChildren = xml->getChildCount();
	for (int i = 0; i < numChildren; ++ i)
	{
		XmlNodeRef xmlChild = xml->getChild(i);
		if (!stricmp(xmlChild->getTag(), "StartStrings"))
		{
			const char *pString = 0;
			if (xmlChild->getAttr("startMatch", &pString))
			{
				m_startMatchString.Format("@%s", pString);
			}
		}
	}
}
开发者ID:aronarts,项目名称:FireNET,代码行数:33,代码来源:GameRulesStandardState.cpp

示例6: GetBool

bool CWorldState::GetBool(const char * entityName, char * valueName)
{
//	CryLog("CWorldState::GetBool()");
	bool result = false;

	if(worldStateXml)
	{

		XmlNodeRef entityNode = worldStateXml->findChild(entityName);

		if(entityNode)
		{
			const uint32 Count = entityNode->getChildCount();
			for (uint32 Index = 0; Index < Count; ++Index)
			{
				const XmlNodeRef currentNode = entityNode->getChild(Index);
				if(strcmp(currentNode->getTag(),valueName)==0)
				{
					if(strcmp(currentNode->getAttr("value"),"true")==0)
						result = true;
					break;
				}
			}
		}
		else
			CryWarning( VALIDATOR_MODULE_GAME, VALIDATOR_ERROR, "CWorldState::Failed to get world state value!");
	}
	else
		CryWarning( VALIDATOR_MODULE_GAME, VALIDATOR_ERROR, "CWorldState::Failed to get world state value!");

	return result;
}
开发者ID:aronarts,项目名称:FireNET,代码行数:32,代码来源:WorldState.cpp

示例7: InitGlobalFileEnums

void CEditorGame::InitGlobalFileEnums(IGameToEditorInterface* pGTE)
{
	// Read in enums stored offline XML. Format is
	// <GlobalEnums>
	//   <EnumName>
	//     <entry enum="someName=someValue" />  <!-- displayed name != value -->
	// 	   <entry enum="someNameValue" />       <!-- displayed name == value -->
	//   </EnumName>
	// </GlobalEnums>
	//
	XmlNodeRef rootNode = GetISystem()->LoadXmlFromFile("Libs/GlobalEnums.xml");
	if (!rootNode || !rootNode->getTag() || stricmp(rootNode->getTag(), "GlobalEnums") != 0)
	{
		// GameWarning("CEditorGame::InitUIEnums: File 'Libs/GlobalEnums.xml' is not a GlobalEnums file");
		return;
	}
	for (int i = 0; i < rootNode->getChildCount(); ++i)
	{
		XmlNodeRef enumNameNode = rootNode->getChild(i);
		const char* enumId = enumNameNode->getTag();
		if (enumId == 0 || *enumId=='\0')
			continue;
		int maxChilds = enumNameNode->getChildCount();
		if (maxChilds > 0)
		{
			// allocate enough space to hold all strings
			const char** nameValueStrings = new const char*[maxChilds];
			int curEntryIndex = 0;
			for (int j = 0; j < maxChilds; ++j)
			{
				XmlNodeRef enumNode = enumNameNode->getChild(j);
				const char* nameValue = enumNode->getAttr("enum");
				if (nameValue != 0 && *nameValue!='\0')
				{
					// put in the nameValue pair
					nameValueStrings[curEntryIndex++] = nameValue;
				}
			}
			// if we found some entries inform CUIDataBase about it
			if (curEntryIndex > 0)
				pGTE->SetUIEnums(enumId, nameValueStrings, curEntryIndex);

			// be nice and free our array
			delete[] nameValueStrings;
		}
	}
}
开发者ID:MrHankey,项目名称:Tanks,代码行数:47,代码来源:EditorGame.cpp

示例8: Assign

void CScriptProperties::Assign( XmlNodeRef &propsNode,IScriptTable* pPropsTable )
{
	const char* key    = "";
	const char* value  = "";
	int         nAttrs = propsNode->getNumAttributes();
	for (int attr = 0; attr < nAttrs; attr++)
	{
		if (!propsNode->getAttributeByIndex( attr,&key,&value ))
			continue;

		ScriptVarType varType = pPropsTable->GetValueType(key);
		switch (varType)
		{
		case svtNull:
			break;
		case svtString:
			pPropsTable->SetValue( key,value );
			break;
		case svtNumber:
		{
			float fValue = (float)atof(value);
			pPropsTable->SetValue( key,fValue );
		}
		break;
		case svtBool:
		{
			bool const bValue = (stricmp(value, "true") == 0) || (stricmp(value, "1") == 0);
			pPropsTable->SetValue(key, bValue);
		}
		break;
		case svtObject:
		{
			Vec3 vec;
			propsNode->getAttr(key,vec);
			CScriptVector vecTable;
			pPropsTable->GetValue( key,vecTable );
			vecTable.Set( vec );
			//pPropsTable->SetValue( key,vec );
		}
		break;
		case svtPointer:
		case svtUserData:
		case svtFunction:
			// Ignore invalid property types.
			break;
		}
	}

	for (int i = 0; i < propsNode->getChildCount(); i++)
	{
		XmlNodeRef       childNode = propsNode->getChild(i);
		SmartScriptTable pChildPropTable;
		if (pPropsTable->GetValue(childNode->getTag(),pChildPropTable))
		{
			// Recurse.
			Assign( childNode,pChildPropTable );
		}
	}
}
开发者ID:joewan,项目名称:pycmake,代码行数:59,代码来源:ScriptProperties.cpp

示例9: LoadAttributes

//------------------------------------------------------------------------
bool CPlayerProfile::LoadAttributes(const XmlNodeRef& root, int requiredVersion)
{
	int version = 0;
	const bool bHaveVersion = root->getAttr(VERSION_TAG, version);
	
	if (requiredVersion > 0)
	{
		if (bHaveVersion && version < requiredVersion)
		{
			GameWarning("CPlayerProfile::LoadAttributes: Attributes of profile '%s' have different version (%d != %d). Updated.", GetName(), version, requiredVersion);
			return false;
		}
		else if (!bHaveVersion)
		{
			GameWarning("CPlayerProfile::LoadAttributes: Attributes of legacy profile '%s' has no version (req=%d). Loading anyway.", GetName(), requiredVersion);
		}
		m_attributesVersion = requiredVersion;
	}
	else
		// for default profile we set the version we found in the rootNode
		m_attributesVersion = version;

	int nChilds = root->getChildCount();
	for (int i=0; i<nChilds; ++i)
	{
		XmlNodeRef child = root->getChild(i);
		if (child && strcmp(child->getTag(), "Attr") == 0)
		{
			const char* name = child->getAttr("name");
			const char* value = child->getAttr("value");
			const char* platform = child->getAttr("platform");

			bool platformValid = true;
			if(platform != NULL && platform[0])
			{
#if defined(DURANGO)
				platformValid = (strstr(platform, "xbox")!=0);
#elif defined(ORBIS)
				platformValid = (strstr(platform, "ps4")!=0);
#else
				platformValid = (strstr(platform, "pc")!=0);
#endif
			}

			if (name && value && platformValid)
			{
				m_attributeMap[name] = TFlowInputData(string(value));
			}
		}
	}

	if(m_pManager->HasEnabledOnlineAttributes() && m_pManager->CanProcessOnlineAttributes() && !IsDefault())
	{
		m_pManager->LoadOnlineAttributes(this);
	}

	return true;
}
开发者ID:aronarts,项目名称:FireNET,代码行数:59,代码来源:PlayerProfile.cpp

示例10: PreLoadModule

bool CFlowGraphModule::PreLoadModule(const char* fileName)
{
	m_fileName = fileName;

	XmlNodeRef moduleRef = gEnv->pSystem->LoadXmlFromFile(fileName);

	if (!moduleRef)
	{
		CryWarning(VALIDATOR_MODULE_FLOWGRAPH, VALIDATOR_WARNING, "Unable to preload Flowgraph Module: %s", PathUtil::GetFileName(fileName).c_str());
		return false;
	}

	assert(!stricmp(moduleRef->getTag(), "Graph"));

	bool module = false;
	moduleRef->getAttr("isModule", module);
	assert(module);

	XmlString tempName;
	if (moduleRef->getAttr("moduleName", tempName))
		m_name = tempName;

	bool bResult = (m_pRootGraph != NULL);
	assert(m_pRootGraph == NULL);

	// first handle module ports
	XmlNodeRef modulePorts = moduleRef->findChild("ModuleInputsOutputs");
	RemoveModulePorts();
	if (modulePorts)
	{
		int nPorts = modulePorts->getChildCount();
		for (int i = 0; i < nPorts; ++i)
		{
			XmlString portName;
			int       portType;
			bool      isInput;

			XmlNodeRef port = modulePorts->getChild(i);
			port->getAttr("Name", portName);
			port->getAttr("Type", portType);
			port->getAttr("Input", isInput);

			IFlowGraphModule::SModulePortConfig portConfig;
			portConfig.name  = portName.c_str();
			portConfig.type  = (EFlowDataTypes)portType;
			portConfig.input = isInput;

			AddModulePort(portConfig);
		}
	}

	// and create nodes for this module (needs to be done before actual graph load, so that the
	//	nodes can be created there)
	RegisterNodes();

	return bResult;
}
开发者ID:joewan,项目名称:pycmake,代码行数:57,代码来源:Module.cpp

示例11: Init

//------------------------------------------------------------------------
void CGameRulesCommonDamageHandling::Init( XmlNodeRef xml )
{
	m_pGameRules = g_pGame->GetGameRules();

	// Reserved hit types - in sync with RESERVED_HIT_TYPES
	/*00*/ //m_pGameRules->RegisterHitType("invalid",							CGameRules::EHitTypeFlag::None);
	/*01*/ m_pGameRules->RegisterHitType("melee",								CGameRules::EHitTypeFlag::IsMeleeAttack | CGameRules::EHitTypeFlag::IgnoreHeadshots);
	/*02*/ m_pGameRules->RegisterHitType("collision",						CGameRules::EHitTypeFlag::Server);
	/*03*/ m_pGameRules->RegisterHitType("frag",								CGameRules::EHitTypeFlag::Server | CGameRules::EHitTypeFlag::AllowPostDeathDamage);
	/*04*/ m_pGameRules->RegisterHitType("explosion",						CGameRules::EHitTypeFlag::Server | CGameRules::EHitTypeFlag::AllowPostDeathDamage);
	/*05*/ m_pGameRules->RegisterHitType("stealthKill",					CGameRules::EHitTypeFlag::Server | CGameRules::EHitTypeFlag::AllowPostDeathDamage);
	/*06*/ m_pGameRules->RegisterHitType("silentMelee",					CGameRules::EHitTypeFlag::IsMeleeAttack | CGameRules::EHitTypeFlag::SinglePlayerOnly | CGameRules::EHitTypeFlag::IgnoreHeadshots);
	/*07*/ m_pGameRules->RegisterHitType("punish",							CGameRules::EHitTypeFlag::ClientSelfHarm);
	/*08*/ m_pGameRules->RegisterHitType("punishFall",					CGameRules::EHitTypeFlag::ClientSelfHarm);
	/*10*/ m_pGameRules->RegisterHitType("fall",								CGameRules::EHitTypeFlag::ClientSelfHarm);
	/*11*/ m_pGameRules->RegisterHitType("normal",							CGameRules::EHitTypeFlag::Server);	//Used for killing players so they can switch teams
	/*12*/ m_pGameRules->RegisterHitType("fire",								CGameRules::EHitTypeFlag::Server); // used by PressurizedObject.lua
	/*14*/ m_pGameRules->RegisterHitType("heavyBullet",					CGameRules::EHitTypeFlag::ValidationRequired);
	/*18*/ m_pGameRules->RegisterHitType("environmentalThrow",	CGameRules::EHitTypeFlag::CustomValidationRequired | CGameRules::EHitTypeFlag::AllowPostDeathDamage | CGameRules::EHitTypeFlag::IgnoreHeadshots);
	/*19*/ m_pGameRules->RegisterHitType("meleeLeft",						CGameRules::EHitTypeFlag::IsMeleeAttack | CGameRules::EHitTypeFlag::SinglePlayerOnly | CGameRules::EHitTypeFlag::IgnoreHeadshots);
	/*20*/ m_pGameRules->RegisterHitType("meleeRight",					CGameRules::EHitTypeFlag::IsMeleeAttack | CGameRules::EHitTypeFlag::SinglePlayerOnly | CGameRules::EHitTypeFlag::IgnoreHeadshots);
	/*21*/ m_pGameRules->RegisterHitType("meleeKick",						CGameRules::EHitTypeFlag::IsMeleeAttack | CGameRules::EHitTypeFlag::SinglePlayerOnly | CGameRules::EHitTypeFlag::IgnoreHeadshots);
	/*22*/ m_pGameRules->RegisterHitType("meleeUppercut",				CGameRules::EHitTypeFlag::IsMeleeAttack | CGameRules::EHitTypeFlag::SinglePlayerOnly | CGameRules::EHitTypeFlag::IgnoreHeadshots);
	/*23*/ m_pGameRules->RegisterHitType("vehicleDestruction",	CGameRules::EHitTypeFlag::Server | CGameRules::EHitTypeFlag::AllowPostDeathDamage);
	/*27*/ m_pGameRules->RegisterHitType("eventDamage",					CGameRules::EHitTypeFlag::ClientSelfHarm);
	/*29*/ m_pGameRules->RegisterHitType("environmentalMelee",	CGameRules::EHitTypeFlag::IsMeleeAttack | CGameRules::EHitTypeFlag::CustomValidationRequired | CGameRules::EHitTypeFlag::AllowPostDeathDamage | CGameRules::EHitTypeFlag::IgnoreHeadshots);
	
	CRY_ASSERT(m_pGameRules->GetHitTypesCount() == CGameRules::EHitType::Unreserved);

	// Read any non-native hit_types from the HitTypes.xml file!
	XmlNodeRef xmlNode = gEnv->pSystem->LoadXmlFromFile( "Scripts/Entities/Items/HitTypes.xml" );

	if( xmlNode )
	{
		const int numEntries = xmlNode->getChildCount();
		for (int i = 0; i < numEntries; ++i)
		{
			XmlNodeRef hitTypeXML = xmlNode->getChild(i);

			if (strcmp(hitTypeXML->getTag(), "hit_type") != 0)
				continue;

			if( const char* pHitType = hitTypeXML->getAttr("name") )
			{
				TBitfield flags = CGameRules::EHitTypeFlag::None;

				if( const char * pHitTypeFlags = hitTypeXML->getAttr("flags"))
				{
					flags = AutoEnum_GetBitfieldFromString(pHitTypeFlags, CGameRules::s_hitTypeFlags, CGameRules::EHitTypeFlag::HIT_TYPES_FLAGS_numBits);
				}

				m_pGameRules->RegisterHitType( pHitType, flags );
			}
		}
	}
	m_scriptHitInfo.Create(gEnv->pScriptSystem);
}
开发者ID:Xydrel,项目名称:Infected,代码行数:58,代码来源:GameRulesCommonDamageHandling.cpp

示例12:

void CD6ArmorManager::LoadFromXML(XmlNodeRef& rootNode)
{
	int childCount = rootNode->getChildCount();
	for (int i = 0; i < childCount; ++i)
	{
		XmlNodeRef node = rootNode->getChild(i);
		if (NULL == node)
			continue;

		if (0 == strcmp(node->getTag(), "Armor"))
		{
			XmlString armorName;
			SArmorDef armorDef;

			// Read the Armor tag's name attribute
			if (!node->getAttr("name", armorName))
				continue;
			armorDef.szArmorName = armorName;

			// Read warheads
			int childCount = node->getChildCount();
			for (int i = 0; i < childCount; ++i)
			{
				XmlNodeRef warhead = node->getChild(i);
				if (0 == strcmp(warhead->getTag(), "Warhead"))
				{
					SArmorWarheadDef warheadDef;
					XmlString name;

					if (!warhead->getAttr("name", name))
						break;
					warheadDef.szWarheadName = name;
					if (!warhead->getAttr("multiplier", warheadDef.fMultiplier))
						warheadDef.fMultiplier = 1.0f;

					armorDef.warheads.push_back(warheadDef);
				}
			}

			m_ArmorDefs.insert(std::make_pair(m_NextArmorId++, armorDef));
		}
	}
}
开发者ID:RenEvo,项目名称:dead6,代码行数:43,代码来源:CD6ArmorManager.cpp

示例13: LoadWeaponsAccessories

void CHUD::LoadWeaponsAccessories()
{
	XmlNodeRef weaponAccessoriesXmlNode = GetISystem()->LoadXmlFile("Libs/UI/WeaponAccessories.xml");
	if(weaponAccessoriesXmlNode)
	{
		int iNumChildren = weaponAccessoriesXmlNode->getChildCount();
		for(int iChild=0; iChild<iNumChildren; iChild++)
		{
			LoadWeaponAccessories(weaponAccessoriesXmlNode->getChild(iChild));
		}
	}
}
开发者ID:mrwonko,项目名称:CrysisVR,代码行数:12,代码来源:HUDWeaponAccessories.cpp

示例14: LoadEquipmentPacks

// Loads equipment packs from rootNode 
void CEquipmentManager::LoadEquipmentPacks(const XmlNodeRef& rootNode)
{
	MEMSTAT_CONTEXT(EMemStatContextTypes::MSC_Other, 0, "Equipment Packs");

	if (rootNode->isTag("EquipPacks") == false)
		return;
	
	for (int i=0; i<rootNode->getChildCount(); ++i)
	{
		XmlNodeRef packNode = rootNode->getChild(i);
		LoadEquipmentPack(packNode, true);
	}
}
开发者ID:aronarts,项目名称:FireNET,代码行数:14,代码来源:EquipmentManager.cpp

示例15: CompareNodes

bool CEntityPoolSignature::CompareNodes(const XmlNodeRef &a, const XmlNodeRef &b, bool bRecursive)
{
	FUNCTION_PROFILER(GetISystem(), PROFILE_ENTITY);

	assert(bool(a));
	assert(bool(b));

	bool bResult = (a && b && a->isTag(b->getTag()));

	// Check value
	bResult &= (bResult && 0 == strcmp(a->getContent(), b->getContent()));

	// Check attributes
	bResult &= (bResult && CompareNodeAttributes(a, b));

	// Check children if recursive
	if (bResult && bRecursive)
	{
		const int childCount_a = a->getChildCount();
		const int childCount_b = b->getChildCount();
		bResult &= (childCount_a == childCount_b);

		if (bResult)
		{
			for (int child = 0; bResult && child < childCount_a; ++child)
			{
				XmlNodeRef child_a = a->getChild(child);
				XmlNodeRef child_b = b->getChild(child);
				if (child_a && child_b)
				{
					bResult &= CompareNodes(child_a, child_b, true);
				}
			}
		}
	}

	return bResult;
}
开发者ID:aronarts,项目名称:FireNET,代码行数:38,代码来源:EntityPoolSignature.cpp


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