本文整理汇总了C++中idBitMsg::ReadFloat方法的典型用法代码示例。如果您正苦于以下问题:C++ idBitMsg::ReadFloat方法的具体用法?C++ idBitMsg::ReadFloat怎么用?C++ idBitMsg::ReadFloat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idBitMsg
的用法示例。
在下文中一共展示了idBitMsg::ReadFloat方法的6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: ClientReceiveEvent
/*
================
sdClientProjectile::ClientReceiveEvent
================
*/
bool sdClientProjectile::ClientReceiveEvent( const idVec3 &origin, int event, int time, const idBitMsg &msg ) {
if ( sdClientEntity::ClientReceiveEvent( origin, event, time, msg ) ) {
return true;
}
switch( event ) {
case EVENT_COLLIDE: {
trace_t collision;
idVec3 velocity;
int index;
memset( &collision, 0, sizeof( collision ) );
collision.endpos = collision.c.point = origin;
collision.c.normal = msg.ReadDir( 24 );
collision.endAxis = collision.c.normal.ToMat3();
index = msg.ReadShort();
if ( index >= -1 && index < declManager->GetNumMaterials() ) {
if ( index != -1 ) {
collision.c.material = declManager->MaterialByIndex( index, false );
}
}
velocity[0] = msg.ReadFloat( 5, 10 );
velocity[1] = msg.ReadFloat( 5, 10 );
velocity[2] = msg.ReadFloat( 5, 10 );
Collide( collision, velocity );
return true;
}
default: {
return false;
}
}
}
示例2: ClientReceiveEvent
/*
================
idBrittleFracture::ClientReceiveEvent
================
*/
bool idBrittleFracture::ClientReceiveEvent( int event, int time, const idBitMsg &msg ) {
idVec3 point, dir;
switch( event ) {
case EVENT_PROJECT_DECAL: {
point[0] = msg.ReadFloat();
point[1] = msg.ReadFloat();
point[2] = msg.ReadFloat();
dir[0] = msg.ReadFloat();
dir[1] = msg.ReadFloat();
dir[2] = msg.ReadFloat();
ProjectDecal( point, dir, time, NULL );
return true;
}
case EVENT_SHATTER: {
point[0] = msg.ReadFloat();
point[1] = msg.ReadFloat();
point[2] = msg.ReadFloat();
dir[0] = msg.ReadFloat();
dir[1] = msg.ReadFloat();
dir[2] = msg.ReadFloat();
Shatter( point, dir, time );
return true;
}
default: {
return idEntity::ClientReceiveEvent( event, time, msg );
}
}
return false;
}
示例3: OnServerStatsRequestMessage
/*
================
sdStatsTracker::OnServerStatsRequestMessage
================
*/
void sdStatsTracker::OnServerStatsRequestMessage( const idBitMsg& msg ) {
idStrPool* globalKeys;
idStrPool* globalValues;
idDict::GetGlobalPools( globalKeys, globalValues );
char buffer[ 2048 ];
sdNetStatKeyValList list;
int numEntries = msg.ReadLong();
for ( int i = 0; i < numEntries; i++ ) {
msg.ReadString( buffer, sizeof( buffer ) );
sdNetStatKeyValue kv;
kv.type = ( sdNetStatKeyValue::statValueType )msg.ReadByte();
kv.key = globalKeys->AllocString( buffer );
switch ( kv.type ) {
case sdNetStatKeyValue::SVT_FLOAT:
case sdNetStatKeyValue::SVT_FLOAT_MAX:
kv.val.f = msg.ReadFloat();
break;
case sdNetStatKeyValue::SVT_INT:
case sdNetStatKeyValue::SVT_INT_MAX:
kv.val.i = msg.ReadLong();
break;
}
list.Append( kv );
}
OnServerStatsRequestMessage( list );
sdReliableClientMessage response( GAME_RELIABLE_CMESSAGE_ACKNOWLEDGESTATS );
response.Send();
}
示例4: ReadFromSnapshot
/*
================
idPhysics_Monster::ReadFromSnapshot
================
*/
void idPhysics_Monster::ReadFromSnapshot( const idBitMsg& msg )
{
current.origin[0] = msg.ReadFloat();
current.origin[1] = msg.ReadFloat();
current.origin[2] = msg.ReadFloat();
current.velocity[0] = msg.ReadFloat( MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS );
current.velocity[1] = msg.ReadFloat( MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS );
current.velocity[2] = msg.ReadFloat( MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS );
current.localOrigin[0] = msg.ReadDeltaFloat( current.origin[0] );
current.localOrigin[1] = msg.ReadDeltaFloat( current.origin[1] );
current.localOrigin[2] = msg.ReadDeltaFloat( current.origin[2] );
current.pushVelocity[0] = msg.ReadDeltaFloat( 0.0f, MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS );
current.pushVelocity[1] = msg.ReadDeltaFloat( 0.0f, MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS );
current.pushVelocity[2] = msg.ReadDeltaFloat( 0.0f, MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS );
current.atRest = msg.ReadLong();
current.onGround = msg.ReadBits( 1 ) != 0;
}
示例5: ReadMapStats
/*
================
sdGameRulesCampaign::ReadMapStats
================
*/
void sdGameRulesCampaign::ReadMapStats( const idBitMsg& msg ) {
int index = msg.ReadLong();
if ( index >= campaignMapData.Num() ) {
gameLocal.Warning( "sdGameRulesCampaign::ReadStats Out of Bounds Map Stats Received" );
return;
}
mapData_t& mapData = campaignMapData[ index ];
mapData.winner = sdTeamManager::GetInstance().ReadTeamFromStream( msg );
mapData.written = true;
for ( int i = 0; i < mapData.teamData.Num(); i++ ) {
teamMapData_t& teamData = mapData.teamData[ i ];
for ( int j = 0; j < teamData.xp.Num(); j++ ) {
teamData.xp[ j ] = msg.ReadFloat();
}
}
OnMapStatsReceived( index );
}
示例6: ServerProcessReliableMessage
/*
================
idGameLocal::ServerProcessReliableMessage
================
*/
void idGameLocal::ServerProcessReliableMessage( int clientNum, int type, const idBitMsg& msg )
{
if( clientNum < 0 )
{
return;
}
switch( type )
{
case GAME_RELIABLE_MESSAGE_CHAT:
case GAME_RELIABLE_MESSAGE_TCHAT:
{
char name[128];
char text[128];
msg.ReadString( name, sizeof( name ) );
msg.ReadString( text, sizeof( text ) );
mpGame.ProcessChatMessage( clientNum, type == GAME_RELIABLE_MESSAGE_TCHAT, name, text, NULL );
break;
}
case GAME_RELIABLE_MESSAGE_VCHAT:
{
int index = msg.ReadLong();
bool team = msg.ReadBits( 1 ) != 0;
mpGame.ProcessVoiceChat( clientNum, team, index );
break;
}
case GAME_RELIABLE_MESSAGE_DROPWEAPON:
{
mpGame.DropWeapon( clientNum );
break;
}
case GAME_RELIABLE_MESSAGE_EVENT:
{
// allocate new event
entityNetEvent_t* event = eventQueue.Alloc();
eventQueue.Enqueue( event, idEventQueue::OUTOFORDER_DROP );
event->spawnId = msg.ReadBits( 32 );
event->event = msg.ReadByte();
event->time = msg.ReadLong();
event->paramsSize = msg.ReadBits( idMath::BitsForInteger( MAX_EVENT_PARAM_SIZE ) );
if( event->paramsSize )
{
if( event->paramsSize > MAX_EVENT_PARAM_SIZE )
{
NetworkEventWarning( event, "invalid param size" );
return;
}
msg.ReadByteAlign();
msg.ReadData( event->paramsBuf, event->paramsSize );
}
break;
}
case GAME_RELIABLE_MESSAGE_SPECTATE:
{
bool spec = msg.ReadBool();
idPlayer* player = GetClientByNum( clientNum );
if( serverInfo.GetBool( "si_spectators" ) )
{
// never let spectators go back to game while sudden death is on
if( mpGame.GetGameState() == idMultiplayerGame::SUDDENDEATH && !spec && player->wantSpectate )
{
// Don't allow the change
}
else
{
if( player->wantSpectate && !spec )
{
player->forceRespawn = true;
}
player->wantSpectate = spec;
}
}
else
{
// If the server turned off si_spectators while a player is spectating, then any spectate message forces the player out of spectate mode
if( player->wantSpectate )
{
player->forceRespawn = true;
}
player->wantSpectate = false;
}
break;
}
case GAME_RELIABLE_MESSAGE_CLIENT_HITSCAN_HIT:
{
const int attackerNum = msg.ReadShort();
const int victimNum = msg.ReadShort();
idVec3 dir;
msg.ReadVectorFloat( dir );
const int damageDefIndex = msg.ReadLong();
const float damageScale = msg.ReadFloat();
const int location = msg.ReadLong();
//.........这里部分代码省略.........