bool CClientWeaponDisc::OnMessage( uint8 messageID, ILTMessage_Read *pMsg ) { switch ( messageID ) { case MID_PROJECTILE: { // projectile message, send to the hanler routine bool bMessageHandled = HandleMessageProjectile( messageID, pMsg ); if ( bMessageHandled ) { return true; } } break; default: { // only projectile messages should be going to the weapon ASSERT( 0 ); } break; } // switch( messageID ) return false; }
uint32 CTronPlayerObj::ObjectMessageFn( HOBJECT hSender, ILTMessage_Read *pMsg ) { pMsg->SeekTo(0); uint32 messageID = pMsg->Readuint32(); switch ( messageID ) { case MID_PROJECTILE: { bool bMessageHandled; bMessageHandled = HandleMessageProjectile( hSender, pMsg ); if ( bMessageHandled ) { return 1; } } break; } return CPlayerObj::ObjectMessageFn(hSender, pMsg); }