Beispiel #1
0
void game_cl_Deathmatch::OnSkinMenu_Ok			()
{
	CObject *l_pObj = Level().CurrentEntity();

	CGameObject *l_pPlayer = smart_cast<CGameObject*>(l_pObj);
	if(!l_pPlayer) return;

	NET_Packet		P;
	l_pPlayer->u_EventGen		(P, GE_GAME_EVENT, l_pPlayer->ID()	);
	P.w_u16(GAME_EVENT_PLAYER_GAME_MENU);
	P.w_u8(PLAYER_CHANGE_SKIN);



    P.w_s8	((u8)pCurSkinMenu->GetActiveIndex());
	l_pPlayer->u_EventSend		(P);
	//-----------------------------------------------------------------
	m_bSkinSelected = TRUE;

	// second stub here
	if (pCurBuyMenu) 
	{
		if (-1 == pCurSkinMenu->GetActiveIndex())
			pCurBuyMenu->SetSkin(0);
		else
            pCurBuyMenu->SetSkin((u8)pCurSkinMenu->GetActiveIndex());
	}
};
Beispiel #2
0
void	game_PlayerState::net_Export(NET_Packet& P, BOOL Full)
{
	P.w_u8			(Full ? 1 : 0);
	if (Full)
		P.w_stringZ		(	name	);

	P.w_u8			(	team			);
	P.w_s16			(	m_iRivalKills	);
	P.w_s16			(	m_iSelfKills	);
	P.w_s16			(	m_iTeamKills	);
	P.w_s16			(	m_iDeaths		);
	P.w_s32			(	money_for_round	);
	P.w_float_q8	(	experience_D, -1.0f, 2.0f);
	P.w_u8			(	rank		);
	P.w_u8			(	af_count	);
	P.w_u16			(	flags__	);
	P.w_u16			(	ping	);

	P.w_u16			(	GameID	);
	P.w_s8			(	skin	);
	P.w_u8			(	m_bCurrentVoteAgreed	);

	P.w_u32			(Device.dwTimeGlobal - DeathTime);
};