Show ComsGameStateMessage.cpp syntax highlighted
////////////////////////////////////////////////////////////////////////////////
// Scorched3D (c) 2000-2003
//
// This file is part of Scorched3D.
//
// Scorched3D is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// Scorched3D is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with Scorched3D; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
////////////////////////////////////////////////////////////////////////////////
#include <coms/ComsGameStateMessage.h>
#include <client/ScorchedClient.h>
#include <server/ScorchedServer.h>
#include <common/OptionsTransient.h>
ComsGameStateMessage::ComsGameStateMessage() :
ComsMessage("ComsGameStateMessage")
{
}
ComsGameStateMessage::~ComsGameStateMessage()
{
}
bool ComsGameStateMessage::writeMessage(NetBuffer &buffer)
{
if (!ScorchedServer::instance()->getOptionsTransient().
writeToBuffer(buffer)) return false;
return true;
}
bool ComsGameStateMessage::readMessage(NetBufferReader &reader)
{
#ifndef S3D_SERVER
if (!ScorchedClient::instance()->getOptionsTransient().
readFromBuffer(reader)) return false;
#endif // #ifndef S3D_SERVER
return true;
}
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