Exemplo n.º 1
0
	void CSObject::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options)
	{
		out->addInt(		"Id",				getId());
		out->addString(		"Name",				getName().c_str());
		out->addBool(		"Dead",				getDead());
		out->addBool(		"DebugObject",		getDebugObject());
		out->addVector3d(	"Position",			getRelativePosition());
		out->addVector3d(	"PositionOffset",	getPositionOffset());
		out->addVector3d(	"Rotation",			getRelativeRotation());
		out->addVector3d(	"RotationOffset",	getRotationOffset());
		out->addVector3d(	"Scale",			getRelativeScale());
		out->addVector3d(	"ScaleOffset",		getScaleOffset());
		out->addVector3d(	"BBOffset",			getBBOffset());
		out->addBool(		"Shadow",			getShadow());
		out->addString(		"ActorFileName",	getActorFileName().c_str());
		out->addString(		"TextureFileName",	getTextureFileName().c_str());
	}
Exemplo n.º 2
0
inet::PlayerState Player::getState()
{
	inet::PlayerState p;
	p.dir[0] = *(getDir());
	p.dir[1] = *(getDir()+1);
	p.flyingdir = _state.flyingdir;
	p.left = getLeft();
	p.depth = getDepth();
	p.elevation = getElevation();
	p.velocity[0] = *(getVelocity());
	p.velocity[1] = *(getVelocity()+1);
	p.hp = getHP();
	p.mana = getMana();
	p.state = _state.state;
	p.defence = getDefence();
	p.dead = getDead();
	strcpy(p.attackid, _state.attackid);
	return p;
}