本文整理汇总了C++中GetServerDE函数的典型用法代码示例。如果您正苦于以下问题:C++ GetServerDE函数的具体用法?C++ GetServerDE怎么用?C++ GetServerDE使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了GetServerDE函数的20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,您的评价将有助于我们的系统推荐出更棒的C++代码示例。
示例1: GetServerDE
void WeaponPowerup::Save(HMESSAGEWRITE hWrite, DDWORD dwSaveFlags)
{
CServerDE* pServerDE = GetServerDE();
if (!pServerDE || !hWrite) return;
pServerDE->WriteToMessageByte(hWrite, m_iWeaponType);
pServerDE->WriteToMessageByte(hWrite, m_eModelSize);
pServerDE->WriteToMessageDWord(hWrite, m_dwAmmo);
}
开发者ID:Joincheng,项目名称:lithtech,代码行数:9,代码来源:WeaponPowerups.cpp
示例2: GetServerDE
void SpellPickup::ObjectTouch(HOBJECT hObject)
{
CServerDE* pServerDE = GetServerDE();
if (!pServerDE) return;
HMESSAGEWRITE hMessage = pServerDE->StartMessageToObject(this, hObject, MID_ADDAMMO);
pServerDE->WriteToMessageByte(hMessage, (DBYTE)m_nSpellType);
pServerDE->EndMessage(hMessage);
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:9,代码来源:SpellPickups.cpp
示例3: GetServerDE
void PickupObject::SendEffectMessage()
{
CServerDE* pServerDE = GetServerDE();
if (!pServerDE) return;
HMESSAGEWRITE hMessage = pServerDE->StartSpecialEffectMessage(this);
pServerDE->WriteToMessageByte(hMessage, SFX_POWERUP_ID);
pServerDE->EndMessage(hMessage);
}
开发者ID:bsmr-games,项目名称:Blood2,代码行数:9,代码来源:PickupObject.cpp
示例4: GetServerDE
LTBOOL Key::InitialUpdate(LTVector* pMovement)
{
ILTServer* pServerDE = GetServerDE();
if (!pServerDE) return LTFALSE;
pServerDE->SetNextUpdate (m_hObject, 0.0f);
return LTTRUE;
}
开发者ID:germanocaldeira,项目名称:no-one-lives-forever,代码行数:9,代码来源:Key.cpp
示例5: GetServerDE
DBOOL ParticleSystem::ReadProp(ObjectCreateStruct *)
{
CServerDE* pServerDE = GetServerDE();
if (!pServerDE) return DFALSE;
GenericProp genProp;
if (g_pServerDE->GetPropGeneric("Static", &genProp) == DE_OK)
m_bStatic = genProp.m_Bool;
if (g_pServerDE->GetPropGeneric("ParticleFlags", &genProp) == DE_OK)
m_dwFlags = genProp.m_Long;
if (g_pServerDE->GetPropGeneric("BurstWait", &genProp) == DE_OK)
m_fBurstWait = genProp.m_Float;
if (g_pServerDE->GetPropGeneric("ParticlesPerSecond", &genProp) == DE_OK)
m_fParticlesPerSecond = genProp.m_Float;
if (g_pServerDE->GetPropGeneric("EmissionRadius", &genProp) == DE_OK)
m_fEmissionRadius = genProp.m_Float;
if (g_pServerDE->GetPropGeneric("MinimumVelocity", &genProp) == DE_OK)
m_fMinimumVelocity = genProp.m_Float;
if (g_pServerDE->GetPropGeneric("MaximumVelocity", &genProp) == DE_OK)
m_fMaximumVelocity = genProp.m_Float;
if (g_pServerDE->GetPropGeneric("VelocityOffset", &genProp) == DE_OK)
m_fVelocityOffset = genProp.m_Float;
if (g_pServerDE->GetPropGeneric("ParticleLifetime", &genProp) == DE_OK)
m_fParticleLifetime = genProp.m_Float;
if (g_pServerDE->GetPropGeneric("Color1", &genProp) == DE_OK)
VEC_COPY(m_vColor1, genProp.m_Color);
if (g_pServerDE->GetPropGeneric("Color2", &genProp) == DE_OK)
VEC_COPY(m_vColor2, genProp.m_Color);
if (g_pServerDE->GetPropGeneric("ParticleRadius", &genProp) == DE_OK)
m_fRadius = genProp.m_Float;
if (g_pServerDE->GetPropGeneric("Gravity", &genProp) == DE_OK)
m_fGravity = genProp.m_Float;
if (g_pServerDE->GetPropGeneric("RotationVelocity", &genProp) == DE_OK)
m_fRotationVelocity = genProp.m_Float;
if (g_pServerDE->GetPropGeneric("TextureName", &genProp) == DE_OK)
{
if (genProp.m_String[0]) m_hstrTextureName = pServerDE->CreateString(genProp.m_String);
}
return DTRUE;
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:56,代码来源:ParticleSystem.cpp
示例6: GetServerDE
void VolumeBrush::UpdateZeroGravity(ContainerPhysics* pCPStruct)
{
CServerDE* pServerDE = GetServerDE();
if (!pCPStruct || !pCPStruct->m_hObject) return;
if (pCPStruct->m_Flags & FLAG_GRAVITY)
{
pCPStruct->m_Flags &= ~FLAG_GRAVITY;
}
}
开发者ID:jordandavidson,项目名称:lithtech,代码行数:10,代码来源:VolumeBrush.cpp
示例7: GetServerDE
void ClientLightFX::Load(HMESSAGEREAD hRead, DDWORD dwLoadFlags)
{
CServerDE* pServerDE = GetServerDE();
if (!pServerDE || !hRead) return;
m_bOn = (DBOOL) pServerDE->ReadFromMessageByte(hRead);
m_bDynamic = (DBOOL) pServerDE->ReadFromMessageByte(hRead);
m_fLifeTime = pServerDE->ReadFromMessageFloat(hRead);
m_fStartTime = pServerDE->ReadFromMessageFloat(hRead);
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:10,代码来源:ClientLightFX.cpp
示例8: GetServerDE
PolyGrid::~PolyGrid()
{
CServerDE* pServerDE = GetServerDE();
if (!pServerDE) return;
if (m_hstrSurfaceSprite)
{
pServerDE->FreeString(m_hstrSurfaceSprite);
}
}
开发者ID:bsmr-games,项目名称:Blood2,代码行数:10,代码来源:PolyGrid.cpp
示例9: GetServerDE
void CClientParticleStreamSFX::Save(HMESSAGEWRITE hWrite, DDWORD dwSaveFlags)
{
CServerDE* pServerDE = GetServerDE();
if (!pServerDE || !hWrite) return;
// Only need to save the data that changes (all the data in the
// special fx message is saved/loaded for us)...
pServerDE->WriteToMessageByte(hWrite, bOn);
}
开发者ID:bsmr-games,项目名称:Blood2,代码行数:10,代码来源:ClientParticleStreamSFX.cpp
示例10: GetServerDE
void Rain::TriggerMsg(HOBJECT hSender, HSTRING hMsg)
{
CServerDE* pServerDE = GetServerDE();
HSTRING hstr;
hstr = pServerDE->CreateString(g_szTriggerOn);
if (pServerDE->CompareStringsUpper(hMsg, hstr))
SendEffectMessage();
pServerDE->FreeString(hstr);
}
开发者ID:jordandavidson,项目名称:lithtech,代码行数:10,代码来源:Rain.cpp
示例11: GetServerDE
void PowerupPickup::ObjectTouch(HOBJECT hObject)
{
CServerDE* pServerDE = GetServerDE();
if (!pServerDE) return;
HMESSAGEWRITE hMessage = pServerDE->StartMessageToObject(this, hObject, MID_ADDPOWERUP);
pServerDE->WriteToMessageByte(hMessage, (DBYTE)m_nType);
pServerDE->WriteToMessageFloat(hMessage, m_fValue * m_fValueMult);
pServerDE->EndMessage(hMessage);
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:10,代码来源:PowerupPickups.cpp
示例12: switch
DDWORD Cat::ObjectMessageFn(HOBJECT hSender, DDWORD messageID, HMESSAGEREAD hRead)
{
switch(messageID)
{
case MID_DAMAGE:
{
CServerDE* pServerDE = GetServerDE();
if (!pServerDE) break;
DVector vDir;
pServerDE->ReadFromMessageVector(hRead, &vDir);
DFLOAT fDamage = pServerDE->ReadFromMessageFloat(hRead);
DamageType eType = (DamageType)pServerDE->ReadFromMessageByte(hRead);
HOBJECT hHeHitMe = pServerDE->ReadFromMessageObject(hRead);
if (eType == DT_SQUEAKY)
{
if (m_hstrSqueakedAtSound)
{
char* pSound = pServerDE->GetStringData(m_hstrSqueakedAtSound);
if (pSound) PlaySoundFromObject(m_hObject, pSound, m_fSoundRadius, SOUNDPRIORITY_MISC_MEDIUM );
}
// If we're supposed to trigger something, trigger it here
if (m_hstrSqueakyTarget && m_hstrSqueakyMessage)
{
SendTriggerMsgToObjects(this, m_hstrSqueakyTarget, m_hstrSqueakyMessage);
}
}
else
{
if (m_hstrDeathSound)
{
DVector vPos;
pServerDE->GetObjectPos(m_hObject, &vPos);
char* pSound = pServerDE->GetStringData(m_hstrDeathSound);
if (pSound) PlaySoundFromPos(&vPos, pSound, m_fSoundRadius, SOUNDPRIORITY_MISC_MEDIUM );
}
if (m_hstrDeathTriggerTarget && m_hstrDeathTriggerMessage)
{
SendTriggerMsgToObjects(this, m_hstrDeathTriggerTarget, m_hstrDeathTriggerMessage);
}
pServerDE->RemoveObject(m_hObject);
}
break;
}
default : break;
}
return InventoryItem::ObjectMessageFn(hSender, messageID, hRead);
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:55,代码来源:Cat.cpp
示例13: GetServerDE
void Naga::PostPropRead(ObjectCreateStruct *pStruct)
{
CServerDE* pServerDE = GetServerDE();
if (!pServerDE || !pStruct) return;
char* pFilename = "Models\\Enemies\\Naga.abc";
char* pSkin = "Skins\\Enemies\\Naga.dtx";
_mbscpy((unsigned char*)pStruct->m_Filename, (const unsigned char*)pFilename);
_mbscpy((unsigned char*)pStruct->m_SkinName, (const unsigned char*)pSkin);
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:11,代码来源:Naga.cpp
示例14: GetServerDE
CDestructableBrush::~CDestructableBrush()
{
CServerDE* pServerDE = GetServerDE();
if (!pServerDE) return;
if (m_hstrDebrisSkin)
{
pServerDE->FreeString(m_hstrDebrisSkin);
m_hstrDebrisSkin = NULL;
}
}
开发者ID:bsmr-games,项目名称:Blood2,代码行数:11,代码来源:DestructableBrush.cpp
示例15: GetServerDE
void KeyPickup::Save(HMESSAGEWRITE hWrite, DDWORD dwSaveFlags)
{
CServerDE* pServerDE = GetServerDE();
if (!pServerDE || !hWrite) return;
pServerDE->WriteToMessageHString(hWrite, m_hstrFilename);
pServerDE->WriteToMessageHString(hWrite, m_hstrSkinName);
pServerDE->WriteToMessageHString(hWrite, m_hstrIconFile);
pServerDE->WriteToMessageHString(hWrite, m_hstrIconFileH);
pServerDE->WriteToMessageByte(hWrite, m_byUseCount);
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:11,代码来源:ItemPickups.cpp
示例16: GetServerDE
DBOOL Trigger::Update()
{
CServerDE* pServerDE = GetServerDE();
if (!pServerDE) return DFALSE;
// Handle timed trigger...
if (m_bTimedTrigger)
{
DFLOAT fTime = pServerDE->GetTime();
if (fTime > m_fNextTriggerTime)
{
m_fNextTriggerTime = fTime + GetRandom(m_fMinTriggerTime, m_fMaxTriggerTime);
DoTrigger(DNULL, DFALSE);
}
}
// Attach the trigger to the object...
if (m_hstrAttachToObject && !m_bAttached)
{
AttachToObject();
m_bAttached = DTRUE;
}
if (m_bDelayingActivate)
{
UpdateDelayingActivate();
}
else
{
m_bActive = DTRUE;
// If not a timed trigger, my object touch notification will trigger
// new updates until then, I don't care.
if (m_bTimedTrigger)
{
pServerDE->SetNextUpdate(m_hObject, UPDATE_DELTA);
pServerDE->SetDeactivationTime(m_hObject, 0.0f);
}
else
{
pServerDE->SetNextUpdate(m_hObject, 0.0f);
pServerDE->SetDeactivationTime(m_hObject, TRIGGER_DEACTIVATION_TIME);
}
}
return DTRUE;
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:54,代码来源:Trigger.cpp
示例17: GetServerDE
void Gabriel::StopShieldSound()
{
CServerDE* pServerDE = GetServerDE();
if (!pServerDE || !m_hShieldSound) return;
if (m_hShieldSound)
{
pServerDE->KillSound(m_hShieldSound);
m_hShieldSound = DNULL;
}
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:11,代码来源:Gabriel.cpp
示例18: GetServerDE
DBOOL CHandWeaponModel::Update()
{
CServerDE* pServerDE = GetServerDE();
if (!pServerDE) return 0;
if (m_bFirstUpdate)
{
m_bFirstUpdate = DFALSE;
DDWORD dwFlags = pServerDE->GetObjectFlags(m_hObject);
if (m_bVisible)
pServerDE->SetObjectFlags(m_hObject, dwFlags | FLAG_VISIBLE);
else
pServerDE->SetObjectFlags(m_hObject, dwFlags & ~FLAG_VISIBLE);
if( !m_bDropped )
{
pServerDE->SetNextUpdate(m_hObject, 0.0f);
return DTRUE;
}
}
// See if standing on anything
CollisionInfo collisionInfo;
pServerDE->GetStandingOn(m_hObject, &collisionInfo);
DBOOL bIsStandingOn = (collisionInfo.m_hObject != DNULL);
if (bIsStandingOn)
{
// Spawn a powerup
DVector vF, vPos, vU;
DRotation rRot;
// We want the rotation aligned.
pServerDE->GetObjectRotation(m_hObject, &rRot);
pServerDE->GetRotationVectors(&rRot, &vU, &vPos, &vF);
vF.y = 0.0f;
VEC_SET(vU, 0,1,0);
pServerDE->AlignRotation(&rRot, &vF, &vU);
pServerDE->GetObjectPos(m_hObject, &vPos);
vPos.y += 10;
SpawnWeaponPickup(m_dwType, m_hObject, &vPos, &rRot, !m_bOwnedByPlayer);
return DFALSE;
}
pServerDE->SetNextUpdate( m_hObject, 0.01f);
return DTRUE;
}
开发者ID:bsmr-games,项目名称:Blood2,代码行数:54,代码来源:HandWeaponModel.cpp
示例19: GetServerDE
ObjectiveTrigger::~ObjectiveTrigger()
{
CServerDE* pServerDE = GetServerDE();
if (m_hstrAIName) pServerDE->FreeString (m_hstrAIName);
if (m_hAddObjectives) pServerDE->FreeString (m_hAddObjectives);
if (m_hRemoveObjectives) pServerDE->FreeString (m_hRemoveObjectives);
if (m_hCompletedObjectives) pServerDE->FreeString (m_hCompletedObjectives);
if (!pServerDE) return;
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:11,代码来源:ObjectiveTrigger.cpp
示例20: Setup
void PolyGrid:: Setup(DVector* pvDims, DVector* pvColor1, DVector* pvColor2,
HSTRING hstrSurfaceSprite, DFLOAT fXScaleMin, DFLOAT fXScaleMax,
DFLOAT fYScaleMin, DFLOAT fYScaleMax, DFLOAT fXScaleDuration,
DFLOAT fYScaleDuration, DFLOAT fXPan, DFLOAT fYPan,
DFLOAT fAlpha, DDWORD dwNumPolies)
{
D_WORD wColor1, wColor2;
CServerDE* pServerDE = GetServerDE();
if (!pServerDE || !pvDims || !pvColor1 || !pvColor2 || dwNumPolies < 4) return;
VEC_COPY(m_vDims, *pvDims);
pServerDE->SetObjectDims(m_hObject, pvDims);
VEC_COPY(m_vColor1, *pvColor1);
VEC_COPY(m_vColor2, *pvColor2);
wColor1 = Color255VectorToWord( pvColor1 );
wColor2 = Color255VectorToWord( pvColor2 );
// Limit the number of polies to 32k...
if ( dwNumPolies > 0x7FFF )
dwNumPolies = 0x7FFF;
HSTRING hstrSprite = hstrSurfaceSprite ? hstrSurfaceSprite : pServerDE->CreateString("");
// Tell the clients about the polygrid...
HMESSAGEWRITE hMessage = pServerDE->StartSpecialEffectMessage(this);
pServerDE->WriteToMessageByte(hMessage, SFX_POLYGRID_ID);
pServerDE->WriteToMessageVector(hMessage, &m_vDims);
pServerDE->WriteToMessageWord(hMessage, wColor1);
pServerDE->WriteToMessageWord(hMessage, wColor2);
pServerDE->WriteToMessageFloat(hMessage, fXScaleMin);
pServerDE->WriteToMessageFloat(hMessage, fXScaleMax);
pServerDE->WriteToMessageFloat(hMessage, fYScaleMin);
pServerDE->WriteToMessageFloat(hMessage, fYScaleMax);
pServerDE->WriteToMessageFloat(hMessage, fXScaleDuration);
pServerDE->WriteToMessageFloat(hMessage, fYScaleDuration);
pServerDE->WriteToMessageFloat(hMessage, fXPan);
pServerDE->WriteToMessageFloat(hMessage, fYPan);
pServerDE->WriteToMessageFloat(hMessage, fAlpha);
pServerDE->WriteToMessageHString(hMessage, hstrSprite);
pServerDE->WriteToMessageWord(hMessage, (D_WORD)dwNumPolies);
pServerDE->WriteToMessageByte(hMessage, m_nPlasmaType);
pServerDE->WriteToMessageByte(hMessage, m_nRingRate[0]);
pServerDE->WriteToMessageByte(hMessage, m_nRingRate[1]);
pServerDE->WriteToMessageByte(hMessage, m_nRingRate[2]);
pServerDE->WriteToMessageByte(hMessage, m_nRingRate[3]);
pServerDE->EndMessage(hMessage);
if (!hstrSurfaceSprite)
{
pServerDE->FreeString(hstrSprite);
}
}
开发者ID:bsmr-games,项目名称:Blood2,代码行数:54,代码来源:PolyGrid.cpp
注:本文中的GetServerDE函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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