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C++ Killed函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中Killed函数的典型用法代码示例。如果您正苦于以下问题:C++ Killed函数的具体用法?C++ Killed怎么用?C++ Killed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Killed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C++代码示例。

示例1: while

void PlayerTrackBomb::SelectTarget()
{
	POSITION pos = list_->GetHeadPosition();

	while (pos != NULL)
	{
		EnemyPlane *p = (EnemyPlane *)list_->GetNext(pos);
		if (!p->GetLock())
		{
			p->Lock();
			plane_ = p;
			return;
		}
	}

	Killed();
}
开发者ID:VivienCheng,项目名称:SkyPlane,代码行数:17,代码来源:PlayerTraceBomb.cpp


示例2: vecDir

// DeadTakeDamage - takedamage function called when a monster's corpse is damaged.
int CBaseMonster::DeadTakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType)
{
	// grab the vector of the incoming attack. ( pretend that the inflictor is a little lower than it really is, so the body will tend to fly upward a bit).
	Vector vecDir(0, 0, 0);

	if (!FNullEnt(pevInflictor))
	{
		CBaseEntity *pInflictor = CBaseEntity::Instance(pevInflictor);
		if (pInflictor)
		{
			vecDir = (pInflictor->Center() - Vector(0, 0, 10) - Center()).Normalize();
			vecDir = g_vecAttackDir = vecDir.Normalize();
		}
	}

// turn this back on when the bounding box issues are resolved.
#if 0

	pev->flags &= ~FL_ONGROUND;
	pev->origin.z += 1;

	// let the damage scoot the corpse around a bit.
	if (!FNullEnt(pevInflictor) && (pevAttacker->solid != SOLID_TRIGGER))
	{
		pev->velocity = pev->velocity + vecDir * -DamageForce(flDamage);
	}

#endif

	// kill the corpse if enough damage was done to destroy the corpse and the damage is of a type that is allowed to destroy the corpse.
	if (bitsDamageType & DMG_GIB_CORPSE)
	{
		if (pev->health <= flDamage)
		{
			pev->health = -50;
			Killed(pevAttacker, GIB_ALWAYS);
			return 0;
		}

		// Accumulate corpse gibbing damage, so you can gib with multiple hits
		pev->health -= flDamage * 0.1;
	}

	return 1;
}
开发者ID:a1batross,项目名称:ReGameDLL_CS,代码行数:46,代码来源:combat.cpp


示例3: AddCounter

//延时器函数 放慢动画的模仿速度
void GameObject::DelayerCount()
{
	AddCounter();
	if (Counter() >= Delayer()) {
		AddIndexColumn();
		if (IndexColumn() == Ima()->Column())
		{
			IndexColumn(0);
			AddIndexRow();
		}
		if (IndexRow() == Ima()->Row())
		{
			if (Loop()) {
				IndexRow(0);
				IndexColumn(0);
			}
			else Killed();
		}
		ClearCounter();
	}
}
开发者ID:VivienCheng,项目名称:SkyPlane,代码行数:22,代码来源:GameObject.cpp


示例4: SetTouch

void CSqueakGrenade::HuntThink( void )
{
	// ALERT( at_console, "think\n" );

	if (!IsInWorld())
	{
		SetTouch( NULL );
		UTIL_Remove( this );
		return;
	}
	
	StudioFrameAdvance( );
	pev->nextthink = gpGlobals->time + 0.1;

	// explode when ready
	if (gpGlobals->time >= m_flDie)
	{
		g_vecAttackDir = pev->velocity.Normalize( );
		pev->health = -1;
		Killed( pev, 0 );
		return;
	}

	// float
	if (pev->waterlevel != 0)
	{
		if (pev->movetype == MOVETYPE_BOUNCE)
		{
			pev->movetype = MOVETYPE_FLY;
		}
		pev->velocity = pev->velocity * 0.9;
		pev->velocity.z += 8.0;
	}
	else if (pev->movetype = MOVETYPE_FLY)
	{
		pev->movetype = MOVETYPE_BOUNCE;
	}

	// return if not time to hunt
	if (m_flNextHunt > gpGlobals->time)
		return;

	m_flNextHunt = gpGlobals->time + 2.0;
	
	CBaseEntity *pOther = NULL;
	Vector vecDir;
	TraceResult tr;

	Vector vecFlat = pev->velocity;
	vecFlat.z = 0;
	vecFlat = vecFlat.Normalize( );

	UTIL_MakeVectors( pev->angles );

	if (m_hEnemy == NULL || !m_hEnemy->IsAlive())
	{
		// find target, bounce a bit towards it.
		Look( 512 );
		m_hEnemy = BestVisibleEnemy( );
	}

	// squeek if it's about time blow up
	if ((m_flDie - gpGlobals->time <= 0.5) && (m_flDie - gpGlobals->time >= 0.3))
	{
		EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "squeek/sqk_die1.wav", 1, ATTN_NORM, 0, 100 + RANDOM_LONG(0,0x3F));
		CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, 256, 0.25 );
	}

	// higher pitch as squeeker gets closer to detonation time
	float flpitch = 155.0 - 60.0 * ((m_flDie - gpGlobals->time) / SQUEEK_DETONATE_DELAY);
	if (flpitch < 80)
		flpitch = 80;

	if (m_hEnemy != NULL)
	{
		if (FVisible( m_hEnemy ))
		{
			vecDir = m_hEnemy->EyePosition() - pev->origin;
			m_vecTarget = vecDir.Normalize( );
		}

		float flVel = pev->velocity.Length();
		float flAdj = 50.0 / (flVel + 10.0);

		if (flAdj > 1.2)
			flAdj = 1.2;
		
		// ALERT( at_console, "think : enemy\n");

		// ALERT( at_console, "%.0f %.2f %.2f %.2f\n", flVel, m_vecTarget.x, m_vecTarget.y, m_vecTarget.z );

		pev->velocity = pev->velocity * flAdj + m_vecTarget * 300;
	}

	if (pev->flags & FL_ONGROUND)
	{
		pev->avelocity = Vector( 0, 0, 0 );
	}
	else
	{
//.........这里部分代码省略.........
开发者ID:vermagav,项目名称:mechmod,代码行数:101,代码来源:squeakgrenade.cpp


示例5: SetTouch

void CCrossbowBolt::BoltTouch( CBaseEntity *pOther )
{
	SetTouch( NULL );
	SetThink( NULL );

	if (pOther->pev->takedamage)
	{
		TraceResult tr = UTIL_GetGlobalTrace( );
		entvars_t	*pevOwner;

		pevOwner = VARS( pev->owner );

		// UNDONE: this needs to call TraceAttack instead
		ClearMultiDamage( );

		if ( pOther->IsPlayer() )
		{
			pOther->TraceAttack(pevOwner, gSkillData.plrDmgCrossbowClient, pev->velocity.Normalize(), &tr, DMG_NEVERGIB ); 
		}
		else
		{
			pOther->TraceAttack(pevOwner, gSkillData.plrDmgCrossbowMonster, pev->velocity.Normalize(), &tr, DMG_BULLET | DMG_NEVERGIB ); 
		}

		ApplyMultiDamage( pev, pevOwner );

		pev->velocity = Vector( 0, 0, 0 );
		// play body "thwack" sound
		switch( RANDOM_LONG(0,1) )
		{
		case 0:
			EMIT_SOUND(ENT(pev), CHAN_BODY, "weapons/xbow_hitbod1.wav", 1, ATTN_NORM); break;
		case 1:
			EMIT_SOUND(ENT(pev), CHAN_BODY, "weapons/xbow_hitbod2.wav", 1, ATTN_NORM); break;
		}

		if ( !g_pGameRules->IsMultiplayer() )
		{
			Killed( pev, GIB_NEVER );
		}
	}
	else
	{
		EMIT_SOUND_DYN(ENT(pev), CHAN_BODY, "weapons/xbow_hit1.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 98 + RANDOM_LONG(0,7));

		SetThink( &CCrossbowBolt::SUB_Remove );
		pev->nextthink = gpGlobals->time;// this will get changed below if the bolt is allowed to stick in what it hit.

		if ( FClassnameIs( pOther->pev, "worldspawn" ) )
		{
			// if what we hit is static architecture, can stay around for a while.
			Vector vecDir = pev->velocity.Normalize( );
			UTIL_SetOrigin( pev, pev->origin - vecDir * 12 );
			pev->angles = UTIL_VecToAngles( vecDir );
			pev->solid = SOLID_NOT;
			pev->movetype = MOVETYPE_FLY;
			pev->velocity = Vector( 0, 0, 0 );
			pev->avelocity.z = 0;
			pev->angles.z = RANDOM_LONG(0,360);
			pev->nextthink = gpGlobals->time + 10.0;
		}

		if (UTIL_PointContents(pev->origin) != CONTENTS_WATER)
		{
			UTIL_Sparks( pev->origin );
		}
	}

	if ( g_pGameRules->IsMultiplayer() )
	{
		SetThink( &CCrossbowBolt::ExplodeThink );
		pev->nextthink = gpGlobals->time + 0.1;
	}
}
开发者ID:CRASHFORT,项目名称:HL-Cam-Mod,代码行数:74,代码来源:crossbow.cpp


示例6: T_Damage


//.........这里部分代码省略.........
	{
		if ( !midair || ( (int)targ->s.v.flags & FL_ONGROUND ) )
		{
			if ( targ->ct == ctPlayer )			
				targ->s.v.currentammo = 1000 + Q_rint(damage);

			if ( attacker != targ && attacker->ct == ctPlayer)
				attacker->s.v.health = 1000 + Q_rint(damage);
		}
	}

	// update damage stats like: give/taked/team damage
	if ( attacker->ct == ctPlayer && targ->ct == ctPlayer )
	{
		if ( attacker == targ )
		{
			// self damage

			attacker->ps.dmg_self += dmg_dealt;
		}
		else
		{
			int items = targ->s.v.items;

			// damage to enemy weapon
			if ( items & (IT_ROCKET_LAUNCHER | IT_LIGHTNING) )
			{
				attacker->ps.dmg_eweapon += dmg_dealt;
			}

			if ( tp_num() && streq(attackerteam, targteam) )
			{
				attacker->ps.dmg_team += dmg_dealt;
			}
			else 
			{
				attacker->ps.dmg_g += dmg_dealt;
				targ->ps.dmg_t     += dmg_dealt;
			}

			// real hits

			if ( take || save )
			{
				if ( dtRL == targ->deathtype )
					attacker->ps.wpn[wpRL].rhits++;

				if ( dtGL == targ->deathtype )
					attacker->ps.wpn[wpGL].rhits++;
			}

			// virtual hits

			if ( virtual_take || save )
			{
				if ( dtRL == targ->deathtype )
				{
					attacker->ps.wpn[wpRL].vhits++;
					// virtual given rl damage
					attacker->ps.dmg_g_rl += ( virtual_take + save );
				}

				if ( dtGL == targ->deathtype )
					attacker->ps.wpn[wpGL].vhits++;
			}
		}
	}

	// mid air bonuses
	if ( midair && match_in_progress == 2 && attacker != targ && take && rl_dmg)
			MidairDamageBonus(attacker, midheight);

	if ( midair && match_in_progress == 2 && stomp_dmg ) {
		attacker->ps.mid_stomps++;
		targ->s.v.frags -= 3;
	}

 	// if targed killed, do appropriate action and return
	if ( ISDEAD( targ ) )
	{
		Killed( targ, attacker, inflictor );
		return;
	}

	// react to the damage - call pain function
	oldself = self;
	self = targ;

  	if ( (int)self->s.v.flags & FL_MONSTER )
  	{
		GetMadAtAttacker( attacker );
  	}

	if ( self->th_pain )
	{
		self->th_pain( attacker, take );
	}

	self = oldself;
}
开发者ID:meag,项目名称:ktx,代码行数:101,代码来源:combat.c


示例7: T_Damage


//.........这里部分代码省略.........
		take = 0;
		save = damage;
	}

//ZOID
//team armor protect
	if (ctf->value && targ->client && attacker->client &&
		targ->client->resp.ctf_team == attacker->client->resp.ctf_team &&
		targ != attacker && ((int)dmflags->value & DF_ARMOR_PROTECT)) {
		psave = asave = 0;
	} else {
//ZOID

		psave = CheckPowerArmor (targ, point, normal, take, dflags);
		take -= psave;

		asave = CheckArmor (targ, point, normal, take, te_sparks, dflags);
		take -= asave;
	}
	//treat cheat/powerup savings the same as armor
	asave += save;

//ZOID
//resistance tech
	take = CTFApplyResistance(targ, take);
//ZOID

	// team damage avoidance
	if (!(dflags & DAMAGE_NO_PROTECTION) && CheckTeamDamage (targ, attacker))
		return;

//ZOID
	CTFCheckHurtCarrier(targ, attacker);
//ZOID

// do the damage
	if (take)
	{
		if ((targ->svflags & SVF_MONSTER) || (client))
		{
			SpawnDamage (TE_BLOOD, point, normal, take);
			if(client && (targ->svflags & SVF_MONSTER) && attacker)
			{
				if(client->zc.battlemode & FIRE_CHIKEN) client->zc.battlemode &= ~FIRE_CHIKEN;

				if(mod == MOD_RAILGUN 
				|| mod == MOD_BFG_LASER
				|| mod == MOD_ROCKET
				|| mod == MOD_BLASTER
				|| mod == MOD_RIPPER
				|| mod == MOD_HYPERBLASTER
				|| mod == MOD_PHALANX)
				{
					if(attacker->client
						&& (9 * random() < Bot[client->zc.botindex].param[BOP_REACTION])
						&& !client->zc.first_target)
					{
						if(!OnSameTeam (targ, attacker)) client->zc.first_target = attacker;
					}
				}
			}
		}
		else
			SpawnDamage (te_sparks, point, normal, take);


		targ->health = targ->health - take;
			
		if (targ->health <= 0)
		{
			if ((targ->svflags & SVF_MONSTER) || (client))
				targ->flags |= FL_NO_KNOCKBACK;
			Killed (targ, inflictor, attacker, take, point);
			return;
		}
	}

	if (client)
	{
		if (!(targ->flags & FL_GODMODE) && (take))
			targ->pain (targ, attacker, knockback, take);
	}
	else if (take)
	{
		if (targ->pain)
			targ->pain (targ, attacker, knockback, take);
	}

	// add to the damage inflicted on a player this frame
	// the total will be turned into screen blends and view angle kicks
	// at the end of the frame
	if (client)
	{
		client->damage_parmor += psave;
		client->damage_armor += asave;
		client->damage_blood += take;
		client->damage_knockback += knockback;
		VectorCopy (point, client->damage_from);
	}
}
开发者ID:ZwS,项目名称:qudos,代码行数:101,代码来源:g_combat.c


示例8: Killed

/*
================
idExplodingBarrel::Event_Explode
================
*/
void idExplodingBarrel::Event_Explode() {
	if ( state == NORMAL || state == BURNING ) {
		state = BURNEXPIRED;
		Killed( NULL, NULL, 0, vec3_zero, 0 );
	}
}
开发者ID:alepulver,项目名称:dhewm3,代码行数:11,代码来源:Moveable.cpp


示例9: ceil


//.........这里部分代码省略.........
		m_iQuakeItems &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
	}
	pev->armorvalue -= flSave;
	float flTake = ceil(flDamage - flSave);

	// add to the damage total for clients, which will be sent as a single message at the end of the frame
	pev->dmg_take = pev->dmg_take + flTake;
	pev->dmg_inflictor = ENT(pevInflictor);

	Vector vecTemp;

	if ( pevAttacker == pevInflictor )	
	{
		vecTemp = pevAttacker->origin - ( VecBModelOrigin(pev) );
	}
	else
	// an actual missile was involved.
	{
		vecTemp = pevInflictor->origin - ( VecBModelOrigin(pev) );
	}

	// this global is still used for glass and other non-monster killables, along with decals.
	g_vecAttackDir = vecTemp.Normalize();


	// figure momentum add
	if ( (pevInflictor) && (pev->movetype == MOVETYPE_WALK) && !( FBitSet (bitsDamageType, DMG_BURN) ) && !( FBitSet (bitsDamageType, DMG_ACID) ) )
	{
		

		Vector vecPush = (pev->origin - (pevInflictor->absmin + pevInflictor->absmax) * 0.5).Normalize();
		// Set kickback for smaller weapons
		// Read: only if it's not yourself doing the damage
		if ( (flDamage < 60) && pAttacker->IsPlayer() && (pAttacker != this) ) 
			pev->velocity = pev->velocity + vecPush * flDamage * 11;
		else  
		{
			// Otherwise, these rules apply to rockets and grenades                        
			// for blast velocity
			if ( pAttacker == this )
			{
				if ( m_iQuakeWeapon != IT_LIGHTNING )
					pev->velocity = pev->velocity + vecPush * flDamage * 8;
			}
			else
				pev->velocity = pev->velocity + vecPush * flDamage * 8;
		}
		
		// Rocket Jump modifiers
		int iRocketJumpModifier = (int)CVAR_GET_FLOAT("rj");

		if ( (iRocketJumpModifier > 1) && (pAttacker == this) && m_iQuakeWeapon == ( IT_ROCKET_LAUNCHER | IT_GRENADE_LAUNCHER ) ) 
			pev->velocity = pev->velocity + vecPush * flDamage * iRocketJumpModifier;
	}

	// check for godmode or invincibility
	if (pev->flags & FL_GODMODE)
		return 0;
	if (m_flInvincibleFinished > gpGlobals->time)
	{
		if (m_fInvincSound < gpGlobals->time)
		{
			EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/protect3.wav", 1, ATTN_NORM);
			m_fInvincSound = gpGlobals->time + 2;
		}
		return 0;
	}


	// do the damage
	pev->health -= (int)flTake;

	// tell director about it
	MESSAGE_BEGIN( MSG_SPEC, SVC_DIRECTOR );
		WRITE_BYTE ( 9 );	// command length in bytes
		WRITE_BYTE ( DRC_CMD_EVENT );	// take damage event
		WRITE_SHORT( ENTINDEX(this->edict()) );	// index number of primary entity
		WRITE_SHORT( ENTINDEX(ENT(pevInflictor)) );	// index number of secondary entity
		WRITE_LONG( 5 );   // eventflags (priority and flags)
	MESSAGE_END();

	// react to the damage
	m_bitsDamageType |= bitsDamageType; // Save this so we can report it to the client
	m_bitsHUDDamage = -1;  // make sure the damage bits get resent
	
	if ( pev->health <= 0 )
	{
		g_pevLastInflictor = pevInflictor;

		Killed( pevAttacker, GIB_NORMAL );
	
		g_pevLastInflictor = NULL;
		return 0;
	}

	// play pain sound
	Pain( pAttacker );

	return flTake;
}
开发者ID:6779660,项目名称:halflife,代码行数:101,代码来源:quake_player.cpp


示例10: DeadTakeDamage

// The damage is coming from inflictor, but get mad at attacker
// This should be the only function that ever reduces health.
// bitsDamageType indicates the type of damage sustained, ie: DMG_SHOCK
//
// Time-based damage: only occurs while the monster is within the trigger_hurt.
// When a monster is poisoned via an arrow etc it takes all the poison damage at once.
int CBaseMonster::__MAKE_VHOOK(TakeDamage)(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType)
{
	if (pev->takedamage == DAMAGE_NO)
		return 0;

	if (!IsAlive())
	{
		return DeadTakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType);
	}

	if (pev->deadflag == DEAD_NO)
	{
		// no pain sound during death animation.
		PainSound();
	}

	// LATER: make armor consideration here!
	float flTake = flDamage;

	// set damage type sustained
	m_bitsDamageType |= bitsDamageType;

	// grab the vector of the incoming attack. ( pretend that the inflictor is a little lower than it really is, so the body will tend to fly upward a bit).
	Vector vecDir(0, 0, 0);

	if (!FNullEnt(pevInflictor))
	{
		CBaseEntity *pInflictor = CBaseEntity::Instance(pevInflictor);

		if (pInflictor)
		{
#ifndef PLAY_GAMEDLL
			vecDir = (pInflictor->Center() - Vector(0, 0, 10) - Center()).Normalize();
#else
			// TODO: fix test demo
			vecDir = NormalizeSubtract<
				float_precision, float, float_precision, float_precision
				>(Center(), pInflictor->Center() - Vector(0, 0, 10));
#endif
			vecDir = g_vecAttackDir = vecDir.Normalize();
		}
	}

	// add to the damage total for clients, which will be sent as a single
	// message at the end of the frame
	// TODO: remove after combining shotgun blasts?
	if (IsPlayer())
	{
		if (pevInflictor)
		{
			pev->dmg_inflictor = ENT(pevInflictor);
		}

		pev->dmg_take += flTake;
	}

	pev->health -= flTake;

	if (m_MonsterState == MONSTERSTATE_SCRIPT)
	{
		SetConditions(bits_COND_LIGHT_DAMAGE);
		return 0;
	}

	if (pev->health <= 0.0f)
	{
		g_pevLastInflictor = pevInflictor;

		if (bitsDamageType & DMG_ALWAYSGIB)
			Killed(pevAttacker, GIB_ALWAYS);

		else if (bitsDamageType & DMG_NEVERGIB)
			Killed(pevAttacker, GIB_NEVER);
		else
			Killed(pevAttacker, GIB_NORMAL);

		g_pevLastInflictor = NULL;
		return 0;
	}
	if ((pev->flags & FL_MONSTER) && !FNullEnt(pevAttacker))
	{
		if (pevAttacker->flags & (FL_MONSTER | FL_CLIENT))
		{
			if (pevInflictor)
			{
				if (m_hEnemy == NULL || pevInflictor == m_hEnemy->pev || !HasConditions(bits_COND_SEE_ENEMY))
					m_vecEnemyLKP = pevInflictor->origin;
			}
			else
			{
				m_vecEnemyLKP = pev->origin + (g_vecAttackDir * 64);
			}

			MakeIdealYaw(m_vecEnemyLKP);
//.........这里部分代码省略.........
开发者ID:a1batross,项目名称:ReGameDLL_CS,代码行数:101,代码来源:combat.cpp


示例11: Killed

void CGrappleHook::Move( void ) 
{
	// Fograin92: If owner (player) is dead
	if( !myowner->IsAlive() )
	{
		Killed(pev, 0); // Remove tongue instantly
		return;
	}

	// Fograin92: Player isn't holding attack buttons
	if( !(myowner->pev->button & (IN_ATTACK|IN_ATTACK2)) )
	{
		bPullBack = true;	// Fograin92: We should pull the tongue back
	}

	// Fograin92: Animate pull-back tongue animation ONLY if we didn't hit a monster
	if(bPullBack)
	{
		UTIL_MakeVectors( myowner->pev->v_angle + myowner->pev->punchangle ); 
		Vector GunPosition = myowner->GetGunPosition();
		GunPosition = GunPosition + gpGlobals->v_up * -4 + gpGlobals->v_right * 3 + gpGlobals->v_forward * 6;

		pev->velocity = (GunPosition - pev->origin) * 10;	// Pull back the tongue tip
		float fDistance = (GunPosition - pev->origin).Length2D();	// Calculate distance between tongue tip and player
		//ALERT( at_console, "^2HLU -> ^3weapon_grapple ^2-> %f\n", fDistance );

		if (fDistance < 40)
		{
			Killed(pev, 0);
			return;
		}
		
	}
	else
	{
		// Fograin92: We did hit a monster
		if(m_iHitMonster > 0)
		{
			// Fograin92: Let's "stick" grapple tongue XYZ to target's center XYZ
			pev->origin = myHitMonster->Center();

			// Fograin92: We did hit tiny monster, let's pull it
			if(m_iHitMonster == 2)
			{
				myHitMonster->pev->movetype = MOVETYPE_FLY;	// Remove gravity effect on our pulled monster
				myHitMonster->pev->velocity = (myowner->pev->origin - myHitMonster->pev->origin) * 4;	// Pull our monster
			}

			// Fograin92: Check distance (player <-> monster)
			float fDistance = (myowner->pev->origin - myHitMonster->pev->origin).Length2D();

			// Fograin92: The monster is very close to player, let's OWN IT!
			if (fDistance < 40)
			{
				ALERT( at_console, "^2HLU -> ^3weapon_grapple ^2-> OWNED -> ^3%s\n", STRING(myHitMonster->pev->classname) );

				// Fograin92: Did we pull the gib?
				if( myHitMonster->Classify() == CLASS_GIBS )
					myHitMonster->SUB_Remove();
				else 
					myHitMonster->TakeDamage(myHitMonster->pev, myowner->pev, 10000, DMG_GENERIC);

				Killed(pev, 0);	// Fograin92: Target died, kill tongue
			}

		}
	}

	// Fograin92: If tongue (beam) exists
	if( m_pTongue )
	{
		UTIL_MakeVectors( myowner->pev->v_angle + myowner->pev->punchangle ); 
		Vector GunPosition = myowner->GetGunPosition();
		GunPosition = GunPosition + gpGlobals->v_up * -4 + gpGlobals->v_right * 3 + gpGlobals->v_forward * 6;

		m_pTongue->PointEntInit( GunPosition, this->entindex() );
	}
	else
	{
		// Fograin92: Create tongue (beam)
		m_pTongue = CBeam::BeamCreate( "sprites/_tongue.spr", 8 );
		m_pTongue->SetFlags( 0x20 );	// Solid beam
		m_pTongue->SetColor( 100, 100, 100 );
		m_pTongue->SetScrollRate( 20 );
	}

	pev->nextthink = gpGlobals->time + 0.01;
}
开发者ID:Fograin,项目名称:hl-subsmod-ex,代码行数:88,代码来源:weapon_grapple.cpp


示例12: T_Damage


//.........这里部分代码省略.........
	if (rsave > 0) {
		SpawnDamage (TE_SCREEN_SPARKS, point, normal, rsave);
	}
	if (sasave > 0) {
		SpawnDamage (TE_SHIELD_SPARKS, point, normal, sasave);
	}

	if ((take > 0) || ( (take < 0) && (targ->health < 2 * targ->max_health)) ) {
		targ->health -= take;
	}
	if ( (targ->health > 0) && ((take != 0) || (take + asave > 0)) ) {
		addExp(attacker, targ, take + asave); //Also give exp for killing armor
	}
	if (take != 0) {
		if ((targ->svflags & SVF_MONSTER) || (client))
			SpawnDamage (TE_BLOOD, point, normal, take);
		else
			SpawnDamage (te_sparks, point, normal, take);


		if ((attacker->client) && (mod != MOD_TELEFRAG)) /* && (targ->health > 0))*/ {
			if ((damage > 0) && (attacker->client->pers.skill[34] /*|| (attacker->client->pers.skills.classLevel[4] > 0)*/) && ((targ->health + take) > 0)) {
				int maxhealth = attacker->max_health * 0.75;
				maxhealth += 13.5 * pow(attacker->client->pers.skills.classLevel[4], 1.05);
				if (attacker->health < maxhealth) {
					float amount = 0;
					float mult = 0;

					//mult += 0.001 * pow(attacker->client->pers.skills.classLevel[4], 1.1); // Vampire class level bonus
					//mult *= 0.4 + 0.6 * ((float) attacker->client->pers.skills.classLevel[4] / (float) attacker->radius_dmg); // Penalty if not pure Vampire
					mult += 0.01 * attacker->client->pers.skill[34]; //From item powerups
					if (attacker->client->damage_time > level.time) {
						mult *= 0.25;
					}
					amount = take * mult;
					if ((mod == MOD_TELEFRAG) || (attacker == targ))
						amount = 0;
					attacker->client->pers.add_health += amount;
					if (attacker->health > maxhealth)
						attacker->health = maxhealth;
				}
			}
		}

		if (targ->health <= 0) {
			if ((targ->svflags & SVF_MONSTER) || (client))
				targ->flags |= FL_NO_KNOCKBACK;
			Killed (targ, inflictor, attacker, take, point);
			return take;
		}
	}

	if (take > 0) {
		if (targ->svflags & SVF_MONSTER) {
			edict_t *oldenemy = targ->enemy;
			if (targ->radius_dmg && (targ != attacker) && (attacker->takedamage) && (targ->monsterinfo.ability & GIEX_MABILITY_SHARDARMOR) && targ->monsterinfo.shardtime < (level.time - 0.1)) {
				vec3_t aim, end;
				float mult = level.time - targ->monsterinfo.shardtime;
				if (mult > 1.7)
					mult = 1.7;
				mult += 0.2;
				targ->monsterinfo.shardtime = level.time + 0.2;

				VectorMA(attacker->s.origin, 0.3, attacker->velocity, end);
				end[2] += attacker->viewheight;
				VectorSubtract (end, point, aim);

				if (targ->monsterinfo.ability & GIEX_MABILITY_DAMAGE) // Damage ability shouldn't affect Shard armor, halve mult
					mult *= 0.5;

				monster_fire_blaster (targ, point, aim, (int) ceil((16 + 10 * targ->monsterinfo.skill) * mult), 2200, MZ2_SOLDIER_BLASTER_1, EF_BLASTER);
				gi.sound(targ, CHAN_AUTO, gi.soundindex("giex/magarm2.wav"), 0.8, ATTN_NORM, 0);
			}
			M_ReactToDamage (targ, attacker);
			if (!(targ->monsterinfo.aiflags & AI_DUCKED) && (take)) {
				targ->pain_debounce_time = level.time + 2 + 0.1 * targ->monsterinfo.skill;
				if (oldenemy != NULL)
					targ->pain (targ, attacker, knockback, take);
			}
		} else if (client) {
			if (!(targ->flags & FL_GODMODE) && (take))
				targ->pain (targ, attacker, knockback, take);
		} else if (take) {
			if (targ->pain)
				targ->pain (targ, attacker, knockback, take);
		}
	}

	// add to the damage inflicted on a player this frame
	// the total will be turned into screen blends and view angle kicks
	// at the end of the frame
	if (client) {
		client->damage_parmor += psave;
		client->damage_armor += (asave + save);
		client->damage_blood += take;
		client->damage_knockback += knockback;
		VectorCopy (point, client->damage_from);
	}
	return take;
}
开发者ID:Chromozon,项目名称:Quake2_Giex-G10,代码行数:101,代码来源:g_combat.c


示例13: _log


//.........这里部分代码省略.........
			//other:
			//passiveEmDamageResonanceMultiplier
			//passiveThermalDamageResonanceMultiplier
			//passiveKineticDamageResonanceMultiplier
			//passiveExplosiveDamageResonanceMultiplier
			//activeEmDamageResonance
			//activeThermalDamageResonance
			//activeKineticDamageResonance
			//activeExplosiveDamageResonance
			//structureUniformity

			// Not sure about this, but with this we get some random hits... :)
			//total_hull_damage += total_hull_damage * random_damage_mult;
			hull_damage.SumWithMultFactor( random_damage_mult );
			double total_hull_damage = hull_damage.GetTotal();
			total_damage += total_hull_damage;

			if(total_hull_damage < available_hull)
			{

				//we can take all this damage with our hull...
				double new_damage = m_hullDamage + total_hull_damage;
				m_hullDamage = new_damage;
				_log(ITEM__TRACE, "%s(%u): Applying entire %.1f damage to structure. New structure damage: %.1f", GetName(), GetID(), total_hull_damage, new_damage);
			}
			else
			{
				//dead....
				_log(ITEM__TRACE, "%s(%u): %.1f damage has depleated our structure. Time to explode.", GetName(), GetID(), total_hull_damage);
				killed = true;
				//m_hullDamage = m_self->hp();
                m_hullDamage = m_self->GetAttribute(AttrHp).get_float();
			}
			
			//TODO: deal with damaging modules. no idea the mechanics on this.
		}
	}
	
	//if( total_damage <= 0.0 )
	//	return(killed);
	
	PyTuple *up;

	//Notifications to ourself:
	Notify_OnEffectHit noeh;
	noeh.itemID = d.source->GetID();
	noeh.effectID = d.effect;
	noeh.targetID = GetID();
	noeh.damage = total_damage;

	up = noeh.Encode();
	QueueDestinyEvent(&up);
	PySafeDecRef( up );

	//NOTE: could send out the RD version of this message instead of the R version, which
	//includes "weapon" and "owner" instead of "source".
	Notify_OnDamageMessage_Self ondam;
	//ondam.messageID = "AttackHit2R";	//TODO: randomize/select this somehow.
	ondam.messageID = DamageMessageIDs_Self[random_damage];
	ondam.damage = total_damage;
	ondam.source = d.source->GetID();
	ondam.splash = "";
	up = ondam.Encode();
	QueueDestinyEvent(&up);
	PySafeDecRef( up );

	//Notifications to others:
	//I am not sure what the correct scope of this broadcast
	//should be. For now, it goes to anybody targeting us.
	if(targets.IsTargetedBySomething()) {
		up = noeh.Encode();
		targets.QueueTBDestinyEvent(&up);
		PySafeDecRef( up );

		Notify_OnDamageMessage_Other ondamo;
		//ondamo.messageID = "AttackHit3";		//TODO: select this based on the severity of the hit...
		ondamo.messageID = DamageMessageIDs_Other[random_damage];
		ondamo.format_type = fmtMapping_itemTypeName;
		ondamo.weaponType = d.weapon->typeID();
		ondamo.damage = total_damage;
		ondamo.target = GetID();
		ondamo.splash = "";

		up = ondamo.Encode();
		targets.QueueTBDestinyEvent(&up);
		PySafeDecRef( up );
	}
	
	if(killed == true)
	{
		Killed(d);
	}
	else
	{
		_SendDamageStateChanged();
	}

	return(killed);

}
开发者ID:Almamu,项目名称:evemu_incursion,代码行数:101,代码来源:Damage.cpp


示例14: Damage

/*
============
idActor::Damage

this		entity that is being damaged
inflictor	entity that is causing the damage
attacker	entity that caused the inflictor to damage targ
	example: this=monster, inflictor=rocket, attacker=player

dir			direction of the attack for knockback in global space
point		point at which the damage is being inflicted, used for headshots
damage		amount of damage being inflicted

inflictor, attacker, dir, and point can be NULL for environmental effects

Bleeding wounds and surface overlays are applied in the collision code that
calls Damage()
============
*/
void idActor::Damage( idEntity *inflictor, idEntity *attacker, const noVec3 &dir, const char *damageDefName, const float damageScale, const int location ) {
	if ( !fl.takedamage ) {
		return;
	}

	if ( !inflictor ) {
		inflictor = gameLocal.world;
	}
	if ( !attacker ) {
		attacker = gameLocal.world;
	}
#if 0
#ifdef _D3XP
	SetTimeState ts( timeGroup );

	// Helltime boss is immune to all projectiles except the helltime killer
	if ( finalBoss && idStr::Icmp(inflictor->GetEntityDefName(), "projectile_helltime_killer") ) {
		return;
	}

	// Maledict is immume to the falling asteroids
	if ( !idStr::Icmp( GetEntityDefName(), "monster_boss_d3xp_maledict" ) && 
		(!idStr::Icmp( damageDefName, "damage_maledict_asteroid" ) || !idStr::Icmp( damageDefName, "damage_maledict_asteroid_splash" ) ) ) {
			return;
	}
#else
	if ( finalBoss && !inflictor->IsType( idSoulCubeMissile::Type ) ) {
		return;
	}
#endif
#endif
	const idDict *damageDef = gameLocal.FindEntityDefDict( damageDefName );
	if ( !damageDef ) {
		gameLocal.Error( "Unknown damageDef '%s'", damageDefName );
	}

	int	damage = damageDef->GetInt( "damage" ) * damageScale;
	damage = GetDamageForLocation( damage, location );

	// inform the attacker that they hit someone
	attacker->DamageFeedback( this, inflictor, damage );
	if ( damage > 0 ) {
		health -= damage;

#ifdef _D3XP
		//Check the health against any damage cap that is currently set
		if(damageCap >= 0 && health < damageCap) {
			health = damageCap;
		}
#endif

		if ( health <= 0 ) {
			if ( health < -999 ) {
				health = -999;
			}
			Killed( inflictor, attacker, damage, dir, location );
			if ( ( health < -20 ) && spawnArgs.GetBool( "gib" ) && damageDef->GetBool( "gib" ) ) {
			Gib( dir, damageDefName );
			}
		} else {
			Pain( inflictor, attacker, damage, dir, location );
		}
	} else {
		// don't accumulate knockback
		if ( af.IsLoaded() ) {
			// clear impacts
			af.Rest();

			// physics is turned off by calling af.Rest()
			BecomeActive( TH_PHYSICS );
		}
	}

}
开发者ID:DanielNeander,项目名称:my-3d-engine,代码行数:93,代码来源:MD5Actor.cpp


示例15: T_Damage


//.........这里部分代码省略.........

	if (ctf->value)
		CTFCheckHurtCarrier (targ, attacker);

	// do the damage
	if (take)
	{
		// zucc added check for stopAP, if it hit a vest we want sparks
		if (((targ->svflags & SVF_MONSTER) || (client)) && !do_sparks)
			SpawnDamage (TE_BLOOD, point, normal, take);
		else
			SpawnDamage (te_sparks, point, normal, take);

		// all things that have at least some instantaneous damage, i.e. bruising/falling
		if (instant_dam)
			targ->health = targ->health - take;

		if (targ->health <= 0)
		{
			if (client && attacker->client)
			{
				//Added these here also, if this is the last shot and before shots is from
				//different attacker, msg's would go to wrong client -M
				if (!OnSameTeam (attacker, targ))
					attacker->client->resp.damage_dealt += damage;
			
				client->attacker = attacker;
				client->attacker_mod = mod;
				client->attacker_loc = damage_type;
			}

			if ((targ->svflags & SVF_MONSTER) || (client))
				targ->flags |= FL_NO_KNOCKBACK;
			Killed (targ, inflictor, attacker, take, point);
			return;
		}
	}

	if (targ->svflags & SVF_MONSTER)
	{
		M_ReactToDamage (targ, attacker);
		if (!(targ->monsterinfo.aiflags & AI_DUCKED) && (take))
		{
			targ->pain (targ, attacker, knockback, take);
			// nightmare mode monsters don't go into pain frames often
			if (skill->value == 3)
				targ->pain_debounce_time = level.time + 5;
		}
	}
	else if (client)
	{
		if (!(targ->flags & FL_GODMODE) && (take))
			targ->pain (targ, attacker, knockback, take);
	}
	else if (take)
	{
		if (targ->pain)
			targ->pain (targ, attacker, knockback, take);
	}

	// add to the damage inflicted on a player this frame
	// the total will be turned into screen blends and view angle kicks
	// at the end of the frame
	if (client)
	{
		client->damage_parmor += psave;
开发者ID:andrijan,项目名称:ajaq,代码行数:67,代码来源:g_combat.c


示例16: Min

bool ETHParticleManager::UpdateParticleSystem(
	const Vector2& v2Pos,
	const Vector3& v3Pos,
	const float angle,
	const unsigned long lastFrameElapsedTime)
{
	bool anythingDrawn = false;
	const unsigned long cappedLastFrameElapsedTime = Min(lastFrameElapsedTime, static_cast<unsigned long>(250));
	const float frameSpeed = static_cast<float>((static_cast<double>(cappedLastFrameElapsedTime) / 1000.0) * 60.0);

	Matrix4x4 rot = RotateZ(DegreeToRadian(angle));
	m_nActiveParticles = 0;
	for (int t = 0; t < m_system.nParticles; t++)
	{
		PARTICLE& particle = m_particles[t];

		if (m_system.repeat > 0)
			if (particle.repeat >= m_system.repeat)
				continue;

		// check how many particles are active
		if (particle.size > 0.0f && particle.released)
		{
			if (!Killed() || (Killed() && particle.elapsed < particle.lifeTime))
				m_nActiveParticles++;
		}

		anythingDrawn = true;

		particle.elapsed += lastFrameElapsedTime;

		if (!particle.released)
		{
			// if we shouldn't release all particles at the same time, check if it's time to release this particle
			const float releaseTime = 
				((m_system.lifeTime + m_system.randomizeLifeTime) * (static_cast<float>(particle.id) / static_cast<float>(m_system.nParticles)));

			if (particle.elapsed > releaseTime || m_system.allAtOnce)
			{
				particle.elapsed = 0.0f;
				particle.released = true;
				PositionParticle(t, v2Pos, angle, rot, v3Pos);
			}
		}

		if (particle.released)
		{
			particle.dir += (m_system.gravityVector * frameSpeed);
			particle.pos += (particle.dir * frameSpeed);
			particle.angle += (particle.angleDir * frameSpeed);
			particle.size  += (m_system.growth * frameSpeed);
			const float w = particle.elapsed / particle.lifeTime;
			particle.color = m_system.color0 + (m_system.color1 - m_system.color0) * w;

			// update particle animation if there is any
			if (m_system.spriteCut.x > 1 || m_system.spriteCut.y > 1)
			{
				if (m_system.animationMode == ETHParticleSystem::PLAY_ANIMATION)
				{
					particle.currentFrame = static_cast<unsigned int>(
						Min(static_cast<int>(static_cast<float>(m_system.GetNumFrames()) * w),
							m_system.GetNumFrames() - 1));
				}
			}

			particle.size = Min(particle.size, m_system.maxSize);
			particle.size = Max(particle.size, m_system.minSize);

			if (particle.elapsed > particle.lifeTime)
			{
				particle.repeat++;
				if (!Killed())
					ResetParticle(t, v2Pos, v3Pos, angle, rot);
			}
		}
	}
	m_finished = !anythingDrawn;

	// manages the sound
	HandleSoundPlayback(v2Pos, frameSpeed);

	return true;
}
开发者ID:angeltown,项目名称:ethanon,代码行数:83,代码来源:ETHParticleManager.cpp


示例17: T_Damage


//.........这里部分代码省略.........

			if (targ->client  && attacker == targ)
				VectorScale (dir, 1600.0 * (float)knockback / mass, kvel);	// the rocket jump hack...
			else
				VectorScale (dir, 500.0 * (float)knockback / mass, kvel);

			VectorAdd (targ->velocity, kvel, targ->velocity);
		}
	}

	take = damage;
	save = 0;

	// check for godmode
	if ( (targ->flags & FL_GODMODE) && !(dflags & DAMAGE_NO_PROTECTION) )
	{
		take = 0;
		save = damage;
		SpawnDamage (te_sparks, point, normal, save);
	}

	// check for invincibility
	if ((client && client->invincible_framenum > level.framenum ) && !(dflags & DAMAGE_NO_PROTECTION))
	{
		if (targ->pain_debounce_time < level.time)
		{
			gi.sound(targ, CHAN_ITEM, gi.soundindex("items/protect4.wav"), 1, ATTN_NORM, 0);
			targ->pain_debounce_time = level.time + 2;
		}
		take = 0;
		save = damage;
	}

	psave = CheckPowerArmor (targ, point, normal, take, dflags);
	take -= psave;

	asave = CheckArmor (targ, point, normal, take, te_sparks, dflags);
	take -= asave;

	//treat cheat/powerup savings the same as armor
	asave += save;

	// team damage avoidance
	if (!(dflags & DAMAGE_NO_PROTECTION) && CheckTeamDamage (targ, attacker))
		return;

// do the damage
	if (take)
	{
		if ((targ->svflags & SVF_MONSTER) || (client))
			SpawnDamage (TE_BLOOD, point, normal, take);
		else
			SpawnDamage (te_sparks, point, normal, take);


		targ->health = targ->health - take;
			
		if (targ->health <= 0)
		{
			if ((targ->svflags & SVF_MONSTER) || (client))
				targ->flags |= FL_NO_KNOCKBACK;
			Killed (targ, inflictor, attacker, take, point);
			return;
		}
	}

	if (targ->svflags & SVF_MONSTER)
	{
		M_ReactToDamage (targ, attacker);
		if (!(targ->monsterinfo.aiflags & AI_DUCKED) && (take))
		{
			targ->pain (targ, attacker, knockback, take);
			// nightmare mode monsters don't go into pain frames often
			if (skill->value == 3)
				targ->pain_debounce_time = level.time + 5;
		}
	}
	else if (client)
	{
		if (!(targ->flags & FL_GODMODE) && (take))
			targ->pain (targ, attacker, knockback, take);
	}
	else if (take)
	{
		if (targ->pain)
			targ->pain (targ, attacker, knockback, take);
	}

	// add to the damage inflicted on a player this frame
	// the total will be turned into screen blends and view angle kicks
	// at the end of the frame
	if (client)
	{
		client->damage_parmor += psave;
		client->damage_armor += asave;
		client->damage_blood += take;
		client->damage_knockback += knockback;
		VectorCopy (point, client->damage_from);
	}
}
开发者ID:1vanK,项目名称:Urho3DQuake2,代码行数:101,代码来源:g_combat.c


示例18: ETH_STREAM_DECL

bool ETHParticleManager::DrawParticleSystem(
	Vector3 v3Ambient,
	const float maxHeight,
	const float minHeight,
	const DEPTH_SORTING_MODE ownerType,
	const Vector2& zAxisDirection,
	const Vector2& parallaxOffset,
	const float ownerDepth)
{
	if (!m_pBMP)
	{
		ETH_STREAM_DECL(ss) << GS_L("ETHParticleManager::DrawParticleSystem: Invalid particle system bitmap");
		m_provider->Log(ss.str(), Platform::FileLogger::WARNING);
		return false;
	}

	const VideoPtr& video = m_provider->GetVideo();
	Video::ALPHA_MODE alpha = video->GetAlphaMode();
	video->SetAlphaMode(m_system.alphaMode);

	// if the alpha blending is not additive, we'll have to sort it
	if (alpha == Video::AM_PIXEL)
	{
		BubbleSort(m_particles);
	}

	m_pBMP->SetOrigin(Sprite::EO_CENTER);
	for (int t = 0; t < m_system.nParticles; t++)
	{
		const PARTICLE& particle = m_particles[t];

		if (m_system.repeat > 0)
			if (particle.repeat >= m_system.repeat)
				continue;

		if (particle.size <= 0.0f || !particle.released)
			continue;

		if (Killed() && particle.elapsed > particle.lifeTime)
			continue;

		Vector3 v3FinalAmbient(1, 1, 1);
		if (m_system.alphaMode == Video::AM_PIXEL || m_system.alphaMode == Video::AM_ALPHA_TEST)
		{
			v3FinalAmbient.x = Min(m_system.emissive.x + v3Ambient.x, 1.0f);
			v3FinalAmbient.y = Min(m_system.emissive.y + v3Ambient.y, 1.0f);
			v3FinalAmbient.z = Min(m_system.emissive.z + v3Ambient.z, 1.0f);
		}

		Color dwColor;
		const Vector4& color(particle.color);
		dwColor.a = (GS_BYTE)(color.w * 255.0f);
		dwColor.r = (GS_BYTE)(color.x * v3FinalAmbient.x * 255.0f);
		dwColor.g = (GS_BYTE)(color.y * v3FinalAmbient.y * 255.0f);
		dwColor.b = (GS_BYTE)(color.z * v3FinalAmbient.z * 255.0f);

		// compute the right in-screen position
		const Vector2 v2Pos = ETHGlobal::ToScreenPos(Vector3(particle.pos, m_system.startPo 

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