本文整理汇总了Python中qwpython.qcsupport.qc.setsize函数的典型用法代码示例。如果您正苦于以下问题:Python setsize函数的具体用法?Python setsize怎么用?Python setsize使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了setsize函数的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的Python代码示例。
示例1: W_FireGrenade
def W_FireGrenade(*qwp_extra):
qc.self.currentammo = qc.self.ammo_rockets = qc.self.ammo_rockets - 1
qc.self.sound(defs.CHAN_WEAPON, 'weapons/grenade.wav', 1, defs.ATTN_NORM)
qc.msg_entity = qc.self
qc.WriteByte(defs.MSG_ONE, defs.SVC_SMALLKICK)
qc.newmis = qc.spawn()
qc.newmis.owner = qc.self
qc.newmis.movetype = defs.MOVETYPE_BOUNCE
qc.newmis.solid = defs.SOLID_BBOX
qc.newmis.classname = 'grenade'
qc.newmis.cnt = 0
# set newmis speed
qc.makevectors(qc.self.v_angle)
if qc.self.v_angle.x:
qc.newmis.velocity = qc.v_forward * 600 + qc.v_up * 200 + crandom() * qc.v_right * 10 + crandom() * qc.v_up * 10
else:
qc.newmis.velocity = qc.self.aim(10000)
qc.newmis.velocity *= 600
qc.newmis.velocity %= Vector(None, None, 200)
qc.newmis.avelocity = Vector(300, 300, 300)
qc.newmis.angles = qc.vectoangles(qc.newmis.velocity)
qc.newmis.touch = GrenadeTouch
# set newmis duration
qc.newmis.nextthink = qc.time + 2.5
qc.newmis.think = GrenadeExplode
qc.newmis.setmodel('progs/grenade.mdl')
qc.setsize(qc.newmis, Vector(0, 0, 0), Vector(0, 0, 0))
qc.setorigin(qc.newmis, qc.self.origin)
开发者ID:barryp,项目名称:qwpython,代码行数:29,代码来源:weapons.py
示例2: item_health
def item_health(*qwp_extra):
qc.self.touch = health_touch
if qc.self.spawnflags & H_ROTTEN:
engine.precache_model('maps/b_bh10.bsp')
engine.precache_sound('items/r_item1.wav')
qc.self.setmodel('maps/b_bh10.bsp')
qc.self.noise = 'items/r_item1.wav'
qc.self.healamount = 15
qc.self.healtype = 0
elif qc.self.spawnflags & H_MEGA:
engine.precache_model('maps/b_bh100.bsp')
engine.precache_sound('items/r_item2.wav')
qc.self.setmodel('maps/b_bh100.bsp')
qc.self.noise = 'items/r_item2.wav'
qc.self.healamount = 100
qc.self.healtype = 2
else:
engine.precache_model('maps/b_bh25.bsp')
engine.precache_sound('items/health1.wav')
qc.self.setmodel('maps/b_bh25.bsp')
qc.self.noise = 'items/health1.wav'
qc.self.healamount = 25
qc.self.healtype = 1
qc.setsize(qc.self, Vector(0, 0, 0), Vector(32, 32, 56))
StartItem()
开发者ID:barryp,项目名称:qwpython,代码行数:28,代码来源:items.py
示例3: item_armorInv
def item_armorInv(*qwp_extra):
qc.self.touch = armor_touch
engine.precache_model('progs/armor.mdl')
qc.self.setmodel('progs/armor.mdl')
qc.self.skin = 2
qc.setsize(qc.self, Vector(-16, -16, 0), Vector(16, 16, 56))
StartItem()
开发者ID:barryp,项目名称:qwpython,代码行数:7,代码来源:items.py
示例4: plat_spawn_inside_trigger
def plat_spawn_inside_trigger(*qwp_extra):
trigger = engine.world
tmin = Vector(0, 0, 0)
tmax = Vector(0, 0, 0)
#
# middle trigger
#
trigger = qc.spawn()
trigger.touch = plat_center_touch
trigger.movetype = defs.MOVETYPE_NONE
trigger.solid = defs.SOLID_TRIGGER
trigger.enemy = qc.self
tmin = qc.self.mins + Vector(25, 25, 0)
tmax = qc.self.maxs - Vector(25, 25, -8)
tmin %= Vector(None, None, tmax.z - (qc.self.pos1.z - qc.self.pos2.z + 8))
if qc.self.spawnflags & PLAT_LOW_TRIGGER:
tmax %= Vector(None, None, tmin.z + 8)
if qc.self.size.x <= 50:
tmin %= Vector((qc.self.mins.x + qc.self.maxs.x) / 2, None, None)
tmax %= Vector(tmin.x + 1, None, None)
if qc.self.size.y <= 50:
tmin %= Vector(None, (qc.self.mins.y + qc.self.maxs.y) / 2, None)
tmax %= Vector(None, tmin.y + 1, None)
qc.setsize(trigger, tmin, tmax)
开发者ID:barryp,项目名称:qwpython,代码行数:26,代码来源:plats.py
示例5: func_train
def func_train(*qwp_extra):
if not qc.self.speed:
qc.self.speed = 100
if not qc.self.target:
qc.objerror('func_train without a target')
if not qc.self.dmg:
qc.self.dmg = 2
if qc.self.sounds == 0:
qc.self.noise = ('misc/null.wav')
engine.precache_sound('misc/null.wav')
qc.self.noise1 = ('misc/null.wav')
engine.precache_sound('misc/null.wav')
elif qc.self.sounds == 1:
qc.self.noise = ('plats/train2.wav')
engine.precache_sound('plats/train2.wav')
qc.self.noise1 = ('plats/train1.wav')
engine.precache_sound('plats/train1.wav')
qc.self.cnt = 1
qc.self.solid = defs.SOLID_BSP
qc.self.movetype = defs.MOVETYPE_PUSH
qc.self.blocked = train_blocked
qc.self.use = train_use
qc.self.classname = 'train'
qc.self.setmodel(qc.self.model)
qc.setsize(qc.self, qc.self.mins, qc.self.maxs)
qc.setorigin(qc.self, qc.self.origin)
# start trains on the second frame, to make sure their targets have had
# a chance to spawn
qc.self.nextthink = qc.self.ltime + 0.1
qc.self.think = func_train_find
开发者ID:barryp,项目名称:qwpython,代码行数:31,代码来源:plats.py
示例6: weapon_supershotgun
def weapon_supershotgun(*qwp_extra):
engine.precache_model('progs/g_shot.mdl')
qc.self.setmodel('progs/g_shot.mdl')
qc.self.weapon = defs.IT_SUPER_SHOTGUN
qc.self.netname = 'Double-barrelled Shotgun'
qc.self.touch = weapon_touch
qc.setsize(qc.self, Vector(-16, -16, 0), Vector(16, 16, 56))
StartItem()
开发者ID:barryp,项目名称:qwpython,代码行数:8,代码来源:items.py
示例7: weapon_supernailgun
def weapon_supernailgun(*qwp_extra):
engine.precache_model('progs/g_nail2.mdl')
qc.self.setmodel('progs/g_nail2.mdl')
qc.self.weapon = defs.IT_SUPER_NAILGUN
qc.self.netname = 'Super Nailgun'
qc.self.touch = weapon_touch
qc.setsize(qc.self, Vector(-16, -16, 0), Vector(16, 16, 56))
StartItem()
开发者ID:barryp,项目名称:qwpython,代码行数:8,代码来源:items.py
示例8: weapon_lightning
def weapon_lightning(*qwp_extra):
engine.precache_model('progs/g_light.mdl')
qc.self.setmodel('progs/g_light.mdl')
qc.self.weapon = 3
qc.self.netname = 'Thunderbolt'
qc.self.touch = weapon_touch
qc.setsize(qc.self, Vector(-16, -16, 0), Vector(16, 16, 56))
StartItem()
开发者ID:barryp,项目名称:qwpython,代码行数:8,代码来源:items.py
示例9: weapon_rocketlauncher
def weapon_rocketlauncher(*qwp_extra):
engine.precache_model('progs/g_rock2.mdl')
qc.self.setmodel('progs/g_rock2.mdl')
qc.self.weapon = 3
qc.self.netname = 'Rocket Launcher'
qc.self.touch = weapon_touch
qc.setsize(qc.self, Vector(-16, -16, 0), Vector(16, 16, 56))
StartItem()
开发者ID:barryp,项目名称:qwpython,代码行数:8,代码来源:items.py
示例10: TossWeapon
def TossWeapon(*qwp_extra):
if defs.deathmatch != 1:
return # only in deathmatch 1
if (qc.self.weapon == defs.IT_AXE) or (qc.self.weapon == defs.IT_SHOTGUN) or (qc.self.weapon == defs.IT_GRAPPLE):
return
item = qc.spawn()
item.owner = qc.self
qc.makevectors(qc.self.v_angle)
qc.setorigin(item, qc.self.origin + Vector(0, 0, 16))
item.velocity = qc.self.aim(1000)
item.velocity *= 500
item.flags = defs.FL_ITEM
item.solid = defs.SOLID_TRIGGER
item.movetype = defs.MOVETYPE_BOUNCE
if qc.self.weapon == defs.IT_SUPER_SHOTGUN:
item.setmodel("progs/g_shot.mdl")
item.weapon = defs.IT_SUPER_SHOTGUN
item.netname = "Double-barrelled Shotgun"
item.classname = "weapon_supershotgun"
qc.self.items -= defs.IT_SUPER_SHOTGUN
elif qc.self.weapon == defs.IT_NAILGUN:
item.setmodel("progs/g_nail.mdl")
item.weapon = defs.IT_NAILGUN
item.netname = "nailgun"
item.classname = "weapon_nailgun"
qc.self.items -= defs.IT_NAILGUN
elif qc.self.weapon == defs.IT_SUPER_NAILGUN:
item.setmodel("progs/g_nail2.mdl")
item.weapon = defs.IT_SUPER_NAILGUN
item.netname = "Super Nailgun"
item.classname = "weapon_supernailgun"
qc.self.items -= defs.IT_SUPER_NAILGUN
elif qc.self.weapon == defs.IT_GRENADE_LAUNCHER:
item.setmodel("progs/g_rock.mdl")
item.weapon = 3
item.netname = "Grenade Launcher"
item.classname = "weapon_grenadelauncher"
qc.self.items -= defs.IT_GRENADE_LAUNCHER
elif qc.self.weapon == defs.IT_ROCKET_LAUNCHER:
item.setmodel("progs/g_rock2.mdl")
item.weapon = 3
item.netname = "Rocket Launcher"
item.classname = "weapon_rocketlauncher"
qc.self.items -= defs.IT_ROCKET_LAUNCHER
elif qc.self.weapon == defs.IT_LIGHTNING:
item.setmodel("progs/g_light.mdl")
item.weapon = 3
item.netname = "Thunderbolt"
item.classname = "weapon_lightning"
qc.self.items -= defs.IT_LIGHTNING
qc.setsize(item, Vector(-16, -16, 0), Vector(16, 16, 56))
item.touch = Team_weapon_touch
item.think = subs.SUB_Remove
item.nextthink = qc.time + 120
qc.self.weapon = weapons.W_BestWeapon()
weapons.W_SetCurrentAmmo()
开发者ID:barryp,项目名称:qwpython,代码行数:58,代码来源:teamplay.py
示例11: weapon_grenadelauncher
def weapon_grenadelauncher(*qwp_extra):
if defs.deathmatch <= 3:
engine.precache_model('progs/g_rock.mdl')
qc.self.setmodel('progs/g_rock.mdl')
qc.self.weapon = 3
qc.self.netname = 'Grenade Launcher'
qc.self.touch = weapon_touch
qc.setsize(qc.self, Vector(-16, -16, 0), Vector(16, 16, 56))
StartItem()
开发者ID:barryp,项目名称:qwpython,代码行数:9,代码来源:items.py
示例12: weapon_nailgun
def weapon_nailgun(*qwp_extra):
if defs.deathmatch <= 3:
engine.precache_model('progs/g_nail.mdl')
qc.self.setmodel('progs/g_nail.mdl')
qc.self.weapon = defs.IT_NAILGUN
qc.self.netname = 'nailgun'
qc.self.touch = weapon_touch
qc.setsize(qc.self, Vector(-16, -16, 0), Vector(16, 16, 56))
StartItem()
开发者ID:barryp,项目名称:qwpython,代码行数:9,代码来源:items.py
示例13: MakeLink
def MakeLink(*qwp_extra):
qc.newmis = qc.spawn()
qc.newmis.movetype = defs.MOVETYPE_FLYMISSILE
qc.newmis.solid = defs.SOLID_NOT
qc.newmis.owner = qc.self # SELF is the hook!
qc.newmis.avelocity = Vector(200, 200, 200)
qc.newmis.setmodel('progs/bit.mdl')
qc.setorigin(qc.newmis, qc.self.origin)
qc.setsize(qc.newmis, Vector(0, 0, 0), Vector(0, 0, 0))
return qc.newmis
开发者ID:barryp,项目名称:qwpython,代码行数:10,代码来源:grapple.py
示例14: spawn_field
def spawn_field(fmins, fmaxs, *qwp_extra):
trigger = qc.spawn()
trigger.movetype = defs.MOVETYPE_NONE
trigger.solid = defs.SOLID_TRIGGER
trigger.owner = qc.self
trigger.touch = door_trigger_touch
t1 = fmins
t2 = fmaxs
qc.setsize(trigger, t1 - Vector(60, 60, 8), t2 + Vector(60, 60, 8))
return (trigger)
开发者ID:barryp,项目名称:qwpython,代码行数:10,代码来源:doors.py
示例15: item_artifact_envirosuit
def item_artifact_envirosuit(*qwp_extra):
qc.self.touch = powerup_touch
engine.precache_model('progs/suit.mdl')
engine.precache_sound('items/suit.wav')
engine.precache_sound('items/suit2.wav')
qc.self.noise = 'items/suit.wav'
qc.self.setmodel('progs/suit.mdl')
qc.self.netname = 'Biosuit'
qc.self.items = defs.IT_SUIT
qc.setsize(qc.self, Vector(-16, -16, -24), Vector(16, 16, 32))
StartItem()
开发者ID:barryp,项目名称:qwpython,代码行数:11,代码来源:items.py
示例16: item_artifact_super_damage
def item_artifact_super_damage(*qwp_extra):
qc.self.touch = powerup_touch
engine.precache_model('progs/quaddama.mdl')
engine.precache_sound('items/damage.wav')
engine.precache_sound('items/damage2.wav')
engine.precache_sound('items/damage3.wav')
qc.self.noise = 'items/damage.wav'
qc.self.setmodel('progs/quaddama.mdl')
qc.self.netname = 'Quad Damage'
qc.self.items = defs.IT_QUAD
qc.setsize(qc.self, Vector(-16, -16, -24), Vector(16, 16, 32))
StartItem()
开发者ID:barryp,项目名称:qwpython,代码行数:12,代码来源:items.py
示例17: item_artifact_invisibility
def item_artifact_invisibility(*qwp_extra):
qc.self.touch = powerup_touch
engine.precache_model('progs/invisibl.mdl')
engine.precache_sound('items/inv1.wav')
engine.precache_sound('items/inv2.wav')
engine.precache_sound('items/inv3.wav')
qc.self.noise = 'items/inv1.wav'
qc.self.setmodel('progs/invisibl.mdl')
qc.self.netname = 'Ring of Shadows'
qc.self.items = defs.IT_INVISIBILITY
qc.setsize(qc.self, Vector(-16, -16, -24), Vector(16, 16, 32))
StartItem()
开发者ID:barryp,项目名称:qwpython,代码行数:12,代码来源:items.py
示例18: W_FireSuperSpikes
def W_FireSuperSpikes(*qwp_extra):
qc.self.sound(defs.CHAN_WEAPON, 'weapons/spike2.wav', 1, defs.ATTN_NORM)
qc.self.attack_finished = qc.time + 0.2
qc.self.currentammo = qc.self.ammo_nails = qc.self.ammo_nails - 2
dir = qc.self.aim(1000)
launch_spike(qc.self.origin + Vector(0, 0, 16), dir)
qc.newmis.touch = superspike_touch
qc.newmis.classname = 'spike'
qc.newmis.setmodel('progs/s_spike.mdl')
qc.setsize(qc.newmis, defs.VEC_ORIGIN, defs.VEC_ORIGIN)
qc.msg_entity = qc.self
qc.WriteByte(defs.MSG_ONE, defs.SVC_SMALLKICK)
开发者ID:barryp,项目名称:qwpython,代码行数:12,代码来源:weapons.py
示例19: item_artifact_invulnerability
def item_artifact_invulnerability(*qwp_extra):
qc.self.touch = powerup_touch
engine.precache_model('progs/invulner.mdl')
engine.precache_sound('items/protect.wav')
engine.precache_sound('items/protect2.wav')
engine.precache_sound('items/protect3.wav')
qc.self.noise = 'items/protect.wav'
qc.self.setmodel('progs/invulner.mdl')
qc.self.netname = 'Pentagram of Protection'
qc.self.items = defs.IT_INVULNERABILITY
qc.setsize(qc.self, Vector(-16, -16, -24), Vector(16, 16, 32))
StartItem()
开发者ID:barryp,项目名称:qwpython,代码行数:12,代码来源:items.py
示例20: spawn_tdeath
def spawn_tdeath(org, death_owner, *qwp_extra):
death = qc.spawn()
death.classname = 'teledeath'
death.movetype = defs.MOVETYPE_NONE
death.solid = defs.SOLID_TRIGGER
death.angles = Vector(0, 0, 0)
qc.setsize(death, death_owner.mins - Vector(1, 1, 1), death_owner.maxs + Vector(1, 1, 1))
qc.setorigin(death, org)
death.touch = tdeath_touch
death.nextthink = qc.time + 0.1
death.think = subs.SUB_Remove
death.owner = death_owner
qc.force_retouch = 2 # make sure even still objects get hit
开发者ID:barryp,项目名称:qwpython,代码行数:13,代码来源:triggers.py
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