本文整理汇总了C++中bf_read::ReadFloat方法的典型用法代码示例。如果您正苦于以下问题:C++ bf_read::ReadFloat方法的具体用法?C++ bf_read::ReadFloat怎么用?C++ bf_read::ReadFloat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bf_read
的用法示例。
在下文中一共展示了bf_read::ReadFloat方法的13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: MsgFunc_StyleAnnouncement
void CHudStyleBar::MsgFunc_StyleAnnouncement( bf_read &msg )
{
announcement_t eAnnouncement = (announcement_t)msg.ReadLong();
style_point_t ePointStyle = (style_point_t)msg.ReadByte();
float flBar = msg.ReadFloat();
float flPoints = msg.ReadFloat();
CAnnouncement oAnnouncement;
oAnnouncement.m_flStartTime = gpGlobals->curtime;
oAnnouncement.m_eAnnouncement = eAnnouncement;
oAnnouncement.m_ePointStyle = ePointStyle;
oAnnouncement.m_flBarPosition = flBar;
if (m_aAnnouncements.Count())
{
// If a few at a time come in off the wire don't throw them all up at once. Subsequent ones should come in with a delay.
float flDelay = 0.02f;
if (gpGlobals->curtime < m_aAnnouncements[m_aAnnouncements.Tail()].m_flStartTime + flDelay)
oAnnouncement.m_flStartTime = m_aAnnouncements[m_aAnnouncements.Tail()].m_flStartTime + flDelay;
}
oAnnouncement.m_flStylePoints = flPoints;
m_aAnnouncements.AddToTail(oAnnouncement);
}
示例2: __MsgFunc_HapPunch
void __MsgFunc_HapPunch( bf_read &msg )
{
#ifdef WIN32
float x = msg.ReadFloat();
float y = msg.ReadFloat();
float z = msg.ReadFloat();
HapticsHandleMsg_HapPunch( QAngle(x,y,z) );
#endif // WIN32
}
示例3: __MsgFunc_Shake
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pszName -
// iSize -
// *pbuf -
// Output : static int
//-----------------------------------------------------------------------------
void __MsgFunc_Shake( bf_read &msg )
{
ScreenShake_t shake;
shake.command = msg.ReadByte();
shake.amplitude = msg.ReadFloat();
shake.frequency = msg.ReadFloat();
shake.duration = msg.ReadFloat();
g_ViewEffects.Shake( shake );
}
示例4: __MsgFunc_HapDmg
void __MsgFunc_HapDmg( bf_read &msg )
{
#ifdef WIN32
float pitch = msg.ReadFloat();
float yaw = msg.ReadFloat();
float damage = msg.ReadFloat();
int damageType = msg.ReadLong();
HapticsHandleMsg_HapDmg( pitch, yaw, damage, damageType );
#endif // WIN32
}
示例5: __MsgFunc_ASWSentryTracer
void __MsgFunc_ASWSentryTracer( bf_read &msg )
{
int iSentry = msg.ReadShort();
C_ASW_Sentry_Top *pSentry = dynamic_cast<C_ASW_Sentry_Top*>( ClientEntityList().GetEnt( iSentry ) ); // turn iMarine ent index into the marine
Vector vecEnd;
vecEnd.x = msg.ReadFloat();
vecEnd.y = msg.ReadFloat();
vecEnd.z = msg.ReadFloat();
if ( pSentry )
{
pSentry->ASWSentryTracer( vecEnd );
}
}
示例6: __MsgFunc_HapSetDrag
void __MsgFunc_HapSetDrag( bf_read &msg )
{
#ifdef WIN32
float drag = msg.ReadFloat();
HapticsHandleMsg_HapSetDrag( drag );
#endif // WIN32
}
示例7: __MsgFunc_ASWNewHoldoutWave
void __MsgFunc_ASWNewHoldoutWave( bf_read &msg )
{
int nWave = msg.ReadByte();
float flDuration = msg.ReadFloat();
CASW_Hud_Holdout *pHoldoutHud = GET_HUDELEMENT( CASW_Hud_Holdout );
pHoldoutHud->AnnounceNewWave( nWave, flDuration );
}
示例8: __MsgFunc_ASWShowHoldoutWaveEnd
void __MsgFunc_ASWShowHoldoutWaveEnd( bf_read &msg )
{
int nWave = msg.ReadByte();
float flDuration = msg.ReadFloat();
CASW_Hud_Holdout *pHoldoutHud = GET_HUDELEMENT( CASW_Hud_Holdout );
pHoldoutHud->ShowWaveScores( nWave, flDuration );
}
示例9: MsgFunc_ShowObjectives
static void MsgFunc_ShowObjectives( bf_read &msg )
{
CASWHudObjective *pObjectives = GET_HUDELEMENT( CASWHudObjective );
if ( !pObjectives )
return;
pObjectives->ShowObjectives( msg.ReadFloat() );
}
示例10: MsgFunc_HoloMessage
void CHoloShipComm::MsgFunc_HoloMessage( bf_read &msg )
{
char szDisplayName[ 128 ];
char szWaveName[ 128 ];
msg.ReadString( szDisplayName, sizeof( szDisplayName ) );
msg.ReadString( szWaveName, sizeof( szWaveName ) );
const float flDuration = msg.ReadFloat();
//Msg( "Holo message received: %s, %s, %f\n", szDisplayName, szWaveName, flDuration );
wchar_t wszFormatted[ 64 ];
g_pVGuiLocalize->ConstructString( wszFormatted, sizeof( wszFormatted ),
SafeLocalizeInline( "#holo_gui_comm_incoming" ).Get(),
1, SafeLocalizeInline( szDisplayName ).Get() );
m_pLabelHeader->SetText( wszFormatted );
m_flResetTimer = flDuration;
m_flFlashTimer = 0.5f;
ResetWaveForm( szWaveName );
}
示例11: MsgFunc_UpdateFlagCarrier
/*=======================================================
Protocol:
EventType [long]
teamid [long]
userid [long]
=======================================================*/
void CHudFlagCarrier::MsgFunc_UpdateFlagCarrier( bf_read& data )
{
int event = data.ReadLong();
int teamid = data.ReadLong();
int flagteamid = data.ReadLong();
int userid = data.ReadLong();
if ( event == HFLG_PICKUP )
{
int teamIndex = flagteamid;
m_FlagState[ teamIndex ] = HFLG_PICKUP;
UpdateFlagState( teamIndex );
m_iTakenByPlayer[ teamIndex ] = userid;
UpdateTakenAvatar( teamIndex );
}
else if ( event == HFLG_DROPPED || event == HFLG_DROPPED_TIMER )
{
m_DroppedMaxTime = data.ReadFloat();
int teamIndex = flagteamid;
m_FlagState[ teamIndex ] = HFLG_DROPPED_TIMER;
m_DroppedTimer[ teamIndex ].Reset();
m_DroppedTimer[ teamIndex ].Start( 0.0f );
UpdateFlagState( teamIndex );
m_iTakenByPlayer[ teamIndex ] = TAKEN_INVALID_PLAYER;
}
else if ( event == HFLG_RETURNED )
{
int teamIndex = flagteamid;
m_FlagState[ teamIndex ] = HFLG_BASE;
m_DroppedTimer[ teamIndex ].Reset();
UpdateFlagState( teamIndex );
m_iTakenByPlayer[ teamIndex ] = TAKEN_INVALID_PLAYER;
}
}
示例12: MsgFunc_ASWOrderUseItemFX
//-----------------------------------------------------------------------------
// Purpose: Message handler for ASWOrderUseItemFX message
//-----------------------------------------------------------------------------
void CASW_Hud_Squad_Hotbar::MsgFunc_ASWOrderUseItemFX( bf_read &msg )
{
int iMarine = msg.ReadShort();
C_ASW_Marine *pMarine = dynamic_cast<C_ASW_Marine*>(ClientEntityList().GetEnt(iMarine)); // turn iMarine ent index into the marine
if ( !pMarine )
return;
int iOrderType = msg.ReadShort();
int iInventorySlot = msg.ReadShort();
Vector vecPosition;
vecPosition.x = msg.ReadFloat();
vecPosition.y = msg.ReadFloat();
vecPosition.z = msg.ReadFloat();
// loops through to see if we already have an order effect for this marine
StopItemFX( pMarine );
const char *pszClassName = NULL;
switch( iOrderType )
{
case ASW_USE_ORDER_WITH_ITEM:
{
// check we have an item in that slot
CASW_Weapon* pWeapon = pMarine->GetASWWeapon( iInventorySlot );
if ( !pWeapon || !pWeapon->GetWeaponInfo() || !pWeapon->GetWeaponInfo()->m_bOffhandActivate )
return;
pszClassName = pWeapon->GetClassname();
}
break;
case ASW_USE_ORDER_HACK:
{
pszClassName = "asw_weapon_t75"; // for now, we're using the t75 icon for hacking
}
break;
default:
{
Assert( false ); // unspecified order type
return;
}
break;
}
//CNewParticleEffect *pEffect = pMarine->ParticleProp()->Create( "order_use_item", PATTACH_CUSTOMORIGIN, -1, vecPosition - pMarine->GetAbsOrigin() );
CNewParticleEffect *pEffect = pMarine->ParticleProp()->Create( "order_use_item", PATTACH_ABSORIGIN );
if ( pEffect )
{
pMarine->ParticleProp()->AddControlPoint( pEffect, 1, pMarine, PATTACH_CUSTOMORIGIN );
pEffect->SetControlPoint( 1, vecPosition );//vecPosition - pMarine->GetAbsOrigin()
for ( int i = 0; i < NUM_USE_ITEM_ORDER_CLASSES; i++ )
{
if ( pszUseItemOrderClasses[i] && !Q_strcmp ( pszUseItemOrderClasses[i] , pszClassName ) )
{
pEffect->SetControlPoint( 2, Vector( i, 0, 0 ) );
break;
}
}
HotbarOrderEffectsList_t::IndexLocalType_t iIndex = m_hHotbarOrderEffects.AddToTail();
m_hHotbarOrderEffects[iIndex].iEffectID = iMarine;
m_hHotbarOrderEffects[iIndex].pEffect = pEffect;
}
}
示例13: HandleMessage
//.........这里部分代码省略.........
senddata.WriteUBitLong(6, 6);
senddata.WriteByte(state);
senddata.WriteLong(aservercount);
return true;
}
if (type == 7) // svc_Print
{
char print[2048];
msg.ReadString(print, sizeof(print));
// printf("svc_Print: %s", print);
printf("%s", print);
return true;
}
if (type == 8)//svc_ServerInfo
{
unsigned short protoversion = msg.ReadShort();
long servercount = msg.ReadLong();
bool srctv = (bool)(msg.ReadOneBit() == 1);
bool dedicated = (bool)(msg.ReadOneBit() == 1);
long crc = msg.ReadLong();
short maxclasses = msg.ReadWord();
char mapmd5[16];
msg.ReadBytes(mapmd5, 16);
char players = msg.ReadByte();
char maxplayers = msg.ReadByte();
float tickinterval = msg.ReadFloat();
char platform = msg.ReadChar();
char gamedir[255];
char levelname[255];
char skyname[255];
char hostname[255];
char loadingurl[255];
char gamemode[255];
msg.ReadString(gamedir, sizeof(gamedir));
msg.ReadString(levelname, sizeof(levelname));
msg.ReadString(skyname, sizeof(skyname));
msg.ReadString(hostname, sizeof(hostname));
msg.ReadString(loadingurl, sizeof(loadingurl));
msg.ReadString(gamemode, sizeof(gamemode));
printf("ServerInfo, players: %lu/%lu | map: %s | name: %s | gm: %s | count: %i | left: %i | step: %i\n", players, maxplayers, levelname, hostname, gamemode, servercount, msg.GetNumBitsLeft(), bconnectstep);
netchan->m_iServerCount = servercount;
bconnectstep = 4;
return true;
}
if (type == 10)//svc_ClassInfo
{
int classes = msg.ReadShort();
int useclientclasses = msg.ReadOneBit();
unsigned int size = (int)(log2(classes) + 1);