/* ================ idPhysics_StaticMulti::WriteToSnapshot ================ */ void idPhysics_StaticMulti::WriteToSnapshot( idBitMsg& msg ) const { int i; idCQuat quat, localQuat; msg.WriteByte( current.Num() ); for( i = 0; i < current.Num(); i++ ) { quat = current[i].axis.ToCQuat(); localQuat = current[i].localAxis.ToCQuat(); msg.WriteFloat( current[i].origin[0] ); msg.WriteFloat( current[i].origin[1] ); msg.WriteFloat( current[i].origin[2] ); msg.WriteFloat( quat.x ); msg.WriteFloat( quat.y ); msg.WriteFloat( quat.z ); msg.WriteDeltaFloat( current[i].origin[0], current[i].localOrigin[0] ); msg.WriteDeltaFloat( current[i].origin[1], current[i].localOrigin[1] ); msg.WriteDeltaFloat( current[i].origin[2], current[i].localOrigin[2] ); msg.WriteDeltaFloat( quat.x, localQuat.x ); msg.WriteDeltaFloat( quat.y, localQuat.y ); msg.WriteDeltaFloat( quat.z, localQuat.z ); } }
/* ======================== idLobby::CreateUserUpdateMessage ======================== */ void idLobby::CreateUserUpdateMessage( int userIndex, idBitMsg & msg ) { lobbyUser_t * user = GetLobbyUser( userIndex ); if ( verify( user != NULL ) ) { msg.WriteByte( userIndex ); user->WriteClientMutableData( msg ); } }
void rvPlayerStat::PackStats( idBitMsg& msg ) { for( int i = 0; i < MAX_WEAPONS; i++ ) { msg.WriteShort( weaponShots[ i ] ); } for( int i = 0; i < MAX_WEAPONS; i++ ) { msg.WriteShort( weaponHits[ i ] ); } for( int i = 0; i < IGA_NUM_AWARDS; i++ ) { msg.WriteByte( inGameAwards[ i ] ); } msg.WriteByte( endGameAwards.Num() ); for( int i = 0; i < endGameAwards.Num(); i++ ) { msg.WriteByte( endGameAwards[ i ] ); } msg.WriteBits( idMath::ClampInt( 0, MP_PLAYER_MAXDEATHS, deaths ), ASYNC_PLAYER_DEATH_BITS ); msg.WriteBits( idMath::ClampInt( 0, MP_PLAYER_MAXKILLS, kills ), ASYNC_PLAYER_KILL_BITS ); }