Ejemplo n.º 1
0
DDWORD Rain::ObjectMessageFn(HOBJECT hSender, DDWORD messageID, HMESSAGEREAD hRead)
{
    CServerDE* pServerDE = GetServerDE();
    switch (messageID)
    {
    case MID_TRIGGER:
        HSTRING hMsg = pServerDE->ReadFromMessageHString(hRead);
        TriggerMsg(hSender, hMsg);
        pServerDE->FreeString(hMsg);
        break;
    }

    return CClientSFX::ObjectMessageFn(hSender, messageID, hRead);
}
uint32 CinematicTrigger::ObjectMessageFn(HOBJECT hSender, uint32 messageID, HMESSAGEREAD hRead)
{
	switch (messageID)
	{
		case MID_TRIGGER :
		{
			const char* szMsg = (const char*)g_pLTServer->ReadFromMessageDWord(hRead);
			TriggerMsg(hSender, szMsg);
		}
		break;

		default : break;
	}

	return BaseClass::ObjectMessageFn(hSender, messageID, hRead);
}
uint32 GameBase::ObjectMessageFn(HOBJECT hSender, uint32 messageID, HMESSAGEREAD hRead)
{
    if (!g_pLTServer) return 0;

	switch(messageID)
	{
		case MID_TRIGGER:
		{
			const char* szMsg = (const char*)g_pLTServer->ReadFromMessageDWord(hRead);
			TriggerMsg(hSender, szMsg);

			// Make sure other people can read it...

            g_pLTServer->ResetRead(hRead);
		}
		break;

		default : break;
	}

	return BaseClass::ObjectMessageFn(hSender, messageID, hRead);
}