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); }