示例#1
0
	virtual void Deserialize(const CParamNode& UNUSED(paramNode), IDeserializer& deserialize)
	{
		JSContext* cx = GetSimContext().GetScriptInterface().GetContext();
		JSAutoRequest rq(cx);
	
		u32 numCmds;
		deserialize.NumberU32_Unbounded("num commands", numCmds);
		for (size_t i = 0; i < numCmds; ++i)
		{
			i32 player;
			JS::RootedValue data(cx);
			deserialize.NumberI32_Unbounded("player", player);
			deserialize.ScriptVal("data", &data);
			m_LocalQueue.emplace_back(SimulationCommand(player, cx, data));
		}
	}
示例#2
0
	virtual void Deserialize(const CParamNode& paramNode, IDeserializer& deserialize)
	{
		Init(paramNode);

		deserialize.Bool("in world", m_InWorld);
		if (m_InWorld)
		{
			deserialize.NumberFixed_Unbounded("x", m_X);
			deserialize.NumberFixed_Unbounded("y", m_Y);
			deserialize.NumberFixed_Unbounded("z", m_Z);
			deserialize.NumberFixed_Unbounded("last x", m_LastX);
			deserialize.NumberFixed_Unbounded("last y diff", m_LastYDifference);
			deserialize.NumberFixed_Unbounded("last z", m_LastZ);
		}
		deserialize.NumberI32_Unbounded("territory", m_Territory);
		deserialize.NumberFixed_Unbounded("rot x", m_RotX);
		deserialize.NumberFixed_Unbounded("rot y", m_RotY);
		deserialize.NumberFixed_Unbounded("rot z", m_RotZ);
		deserialize.NumberFixed_Unbounded("altitude", m_Y);
		deserialize.Bool("relative", m_RelativeToGround);
		deserialize.Bool("floating", m_Floating);
		deserialize.NumberFixed_Unbounded("constructionprogress", m_ConstructionProgress);
		// TODO: should there be range checks on all these values?

		m_InterpolatedRotY = m_RotY.ToFloat();

		deserialize.NumberU32_Unbounded("turret parent", m_TurretParent);
		if (m_TurretParent != INVALID_ENTITY)
		{
			deserialize.NumberFixed_Unbounded("x", m_TurretPosition.X);
			deserialize.NumberFixed_Unbounded("y", m_TurretPosition.Y);
			deserialize.NumberFixed_Unbounded("z", m_TurretPosition.Z);
		}

		if (m_InWorld)
			UpdateXZRotation();

		UpdateMessageSubscriptions();
	}
示例#3
0
 virtual void Deserialize(const CParamNode& UNUSED(paramNode), IDeserializer& deserialize)
 {
     deserialize.NumberI32_Unbounded("owner", m_Owner);
 }