quinta-feira, 13 de outubro de 2011

void CSoundMaker::SendMsg(CGameObject*,int,int,int,int)

void CSoundMaker::SendMsg(CGameObject* sender, int message, int arg1, int arg2, int arg3)
{
switch( message )
{
default:
this->CRenderObject::SendMsg(sender,message,arg1,arg2,arg3);
return;
case 0xE:
{
C3dWorldRes::soundSrcInfo* sound = (C3dWorldRes::soundSrcInfo*)arg1;
m_waveName = sound->waveName;// std::string <- char[80]
m_vol = sound->vol;// float <- float
m_width = sound->width;// int <- int
m_height = sound->height;// int <- int
m_pos.x = sound->pos.x;// float <- float
m_pos.y = sound->pos.y;// float <- float
m_pos.z = sound->pos.z;// float <- float
m_diagonal = sqrt(m_width*m_width + m_height*m_height);// float
m_cycle = ftol(sound->cycle*1000.0f);
m_lastPlayTime = timeGetTime() - m_cycle;
return;
}
}
}

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