示例#1
0
/*
================
idScriptObject::WriteNetworkState
================
*/
void idScriptObject::WriteNetworkState( networkStateMode_t mode, const sdEntityStateNetworkData& baseState, sdEntityStateNetworkData& newState, idBitMsg& msg ) const {
	NET_GET_STATES( sdScriptObjectNetworkData );
	SetupStateData( mode, newData );

	baseData.Reset();
	newData.Reset();

	for ( int i = 0; i < networkFields[ mode ].fields.Num(); i++ ) {
		const networkFieldSync_t& value = networkFields[ mode ].fields[ i ];

		switch( value.type ) {
			case ev_object: {
				idScriptObject* object = gameLocal.program->GetScriptObject( *reinterpret_cast< int* >( value.data ) );
				int id = 0;
				if ( object ) {
					idEntity* ent = object->GetClass()->Cast< idEntity >();
					id = gameLocal.GetSpawnId( ent );
				}
				
				const int& oldBase = baseData.GetInt();
				int& newBase = newData.GetInt();

				newBase = id;

				msg.WriteDeltaLong( oldBase, newBase );

				break;
			}
			case ev_vector: {
				const idVec3& oldBase = baseData.GetVector();
				idVec3& newBase = newData.GetVector();

				newBase = *reinterpret_cast< idVec3* >( value.data );

				msg.WriteDeltaVector( oldBase, newBase );
				break;
			}
			case ev_float: {
				const float& oldBase = baseData.GetFloat();
				float& newBase = newData.GetFloat();

				newBase = *reinterpret_cast< float* >( value.data );

				msg.WriteDeltaFloat( oldBase, newBase );
				break;
			}
			case ev_boolean: {
				const int& oldBase = baseData.GetInt();
				int& newBase = newData.GetInt();

				newBase = *reinterpret_cast< int* >( value.data ) != 0;

				msg.WriteBits( newBase, 1 );
				break;
			}
		}
	}
}
示例#2
0
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 );
}
/*
================
idPhysics_Monster::WriteToSnapshot
================
*/
void idPhysics_Monster::WriteToSnapshot( idBitMsg& msg ) const
{
	msg.WriteFloat( current.origin[0] );
	msg.WriteFloat( current.origin[1] );
	msg.WriteFloat( current.origin[2] );
	msg.WriteFloat( current.velocity[0], MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS );
	msg.WriteFloat( current.velocity[1], MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS );
	msg.WriteFloat( current.velocity[2], MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS );
	msg.WriteDeltaFloat( current.origin[0], current.localOrigin[0] );
	msg.WriteDeltaFloat( current.origin[1], current.localOrigin[1] );
	msg.WriteDeltaFloat( current.origin[2], current.localOrigin[2] );
	msg.WriteDeltaFloat( 0.0f, current.pushVelocity[0], MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS );
	msg.WriteDeltaFloat( 0.0f, current.pushVelocity[1], MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS );
	msg.WriteDeltaFloat( 0.0f, current.pushVelocity[2], MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS );
	msg.WriteLong( current.atRest );
	msg.WriteBits( current.onGround, 1 );
}
示例#4
0
/*
================
idMoveable::WriteToSnapshot
================
*/
void idExplodingBarrel::WriteToSnapshot( idBitMsg& msg ) const
{
	idMoveable::WriteToSnapshot( msg );
	msg.WriteBits( IsHidden(), 1 );
}