本文整理汇总了C++中idBitMsg::ReadShort方法的典型用法代码示例。如果您正苦于以下问题:C++ idBitMsg::ReadShort方法的具体用法?C++ idBitMsg::ReadShort怎么用?C++ idBitMsg::ReadShort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::ReadShort方法的4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: PopulateFromMessage
void rvInstance::PopulateFromMessage( const idBitMsg& msg ) {
bool proto69 = ( gameLocal.GetCurrentDemoProtocol() == 69 );
if ( proto69 ) {
numMapEntities = msg.ReadShort();
}
initialSpawnCount = msg.ReadShort();
delete[] mapEntityNumbers;
mapEntityNumbers = NULL;
if ( proto69 ) {
RV_PUSH_SYS_HEAP_ID(RV_HEAP_ID_LEVEL);
mapEntityNumbers = new unsigned short[ numMapEntities ];
RV_POP_HEAP();
memset( mapEntityNumbers, -1, sizeof( unsigned short ) * numMapEntities );
for ( int i = 0; i < numMapEntities; i++ ) {
mapEntityNumbers[ i ] = msg.ReadShort();
}
Populate();
} else {
int populateIndex = msg.ReadLong();
gameLocal.ClientSetStartingIndex( populateIndex );
//common->Printf( "pos: set firstFreeIndex to %d\n", populateIndex );
int checksum = msg.ReadLong();
Populate( checksum );
}
}
示例2: 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3: UnpackStats
void rvPlayerStat::UnpackStats( const idBitMsg& msg ) {
for( int i = 0; i < MAX_WEAPONS; i++ ) {
weaponShots[ i ] = msg.ReadShort();
}
for( int i = 0; i < MAX_WEAPONS; i++ ) {
weaponHits[ i ] = msg.ReadShort();
}
for( int i = 0; i < IGA_NUM_AWARDS; i++ ) {
inGameAwards[ i ] = msg.ReadByte();
}
endGameAwards.SetNum( msg.ReadByte() );
for( int i = 0; i < endGameAwards.Num(); i++ ) {
endGameAwards[ i ] = (endGameAward_t)msg.ReadByte();
}
deaths = msg.ReadBits( ASYNC_PLAYER_DEATH_BITS );
kills = msg.ReadBits( ASYNC_PLAYER_KILL_BITS );
}
示例4: 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.........