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C++ IsOnFire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IsOnFire函数的典型用法代码示例。如果您正苦于以下问题:C++ IsOnFire函数的具体用法?C++ IsOnFire怎么用?C++ IsOnFire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IsOnFire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: GetChunkX

void cMonster::HandleDaylightBurning(cChunk & a_Chunk)
{
	if (!m_BurnsInDaylight)
	{
		return;
	}
	
	int RelY = (int)floor(GetPosY());
	if ((RelY < 0) || (RelY >= cChunkDef::Height))
	{
		// Outside the world
		return;
	}
	
	int RelX = (int)floor(GetPosX()) - GetChunkX() * cChunkDef::Width;
	int RelZ = (int)floor(GetPosZ()) - GetChunkZ() * cChunkDef::Width;
	if (
		(a_Chunk.GetSkyLight(RelX, RelY, RelZ) == 15) &&             // In the daylight
		(a_Chunk.GetBlock(RelX, RelY, RelZ) != E_BLOCK_SOULSAND) &&  // Not on soulsand
		(GetWorld()->GetTimeOfDay() < (12000 + 1000)) &&             // It is nighttime
		!IsOnFire()                                                  // Not already burning
	)
	{
		// Burn for 100 ticks, then decide again
		StartBurning(100);
	}
}
开发者ID:Noraaron1,项目名称:MCServer,代码行数:27,代码来源:Monster.cpp


示例2: GatherGrenadeConditions

void CNPC_Zombine::GatherGrenadeConditions( void )
{
	if ( m_iGrenadeCount <= 0 )
		return;

	if ( g_flZombineGrenadeTimes > gpGlobals->curtime )
		return;

	if ( m_flGrenadePullTime > gpGlobals->curtime )
		return;

	if ( m_flSuperFastAttackTime >= gpGlobals->curtime )
		return;
	
	if ( HasGrenade() )
		return;

	if ( GetEnemy() == NULL )
		return;

	if ( FVisible( GetEnemy() ) == false )
		return;

	if ( IsSprinting() )
		return;

	if ( IsOnFire() )
		return;
	
	if ( IsRunningDynamicInteraction() == true )
		return;

	if ( m_ActBusyBehavior.IsActive() )
		return;

	CBasePlayer *pPlayer = AI_GetSinglePlayer();

	if ( pPlayer && pPlayer->FVisible( this ) )
	{
		float flLengthToPlayer = (pPlayer->GetAbsOrigin() - GetAbsOrigin()).Length();
		float flLengthToEnemy = flLengthToPlayer;

		if ( pPlayer != GetEnemy() )
		{
			flLengthToEnemy = ( GetEnemy()->GetAbsOrigin() - GetAbsOrigin()).Length();
		}

		if ( flLengthToPlayer <= GRENADE_PULL_MAX_DISTANCE && flLengthToEnemy <= GRENADE_PULL_MAX_DISTANCE )
		{
			float flPullChance = 1.0f - ( flLengthToEnemy / GRENADE_PULL_MAX_DISTANCE );
			m_flGrenadePullTime = gpGlobals->curtime + 0.5f;

			if ( flPullChance >= random->RandomFloat( 0.0f, 1.0f ) )
			{
				g_flZombineGrenadeTimes = gpGlobals->curtime + 10.0f;
				SetCondition( COND_ZOMBINE_GRENADE );
			}
		}
	}
}
开发者ID:Baer42,项目名称:source-sdk-2013,代码行数:60,代码来源:npc_zombine.cpp


示例3: DeathSound

//=========================================================
// DeathSound 
//=========================================================
void CNPC_Houndeye::DeathSound(void)
{
	if (IsOnFire())
		return;

	EmitSound( "NPC_Houndeye.Die" );
}
开发者ID:RaraFolf,项目名称:FIREFIGHT-RELOADED-src-sdk-2013,代码行数:10,代码来源:npc_houndeye.cpp


示例4: PainSound

//=========================================================
// PainSound 
//=========================================================
void CNPC_Houndeye::PainSound(void)
{
	if (IsOnFire())
		return;

	EmitSound( "NPC_Houndeye.Pain" );
}
开发者ID:RaraFolf,项目名称:FIREFIGHT-RELOADED-src-sdk-2013,代码行数:10,代码来源:npc_houndeye.cpp


示例5: MoanSound

//---------------------------------------------------------
// Classic zombie only uses moan sound if on fire.
//---------------------------------------------------------
void CRebelZombie::MoanSound( envelopePoint_t *pEnvelope, int iEnvelopeSize )
{
	if( IsOnFire() )
	{
		BaseClass::MoanSound( pEnvelope, iEnvelopeSize );
	}
}
开发者ID:KyleGospo,项目名称:City-17-Episode-One-Source,代码行数:10,代码来源:npc_rebelzombie.cpp


示例6: GetChunkZ

void cMonster::HandleDaylightBurning(cChunk & a_Chunk, bool WouldBurn)
{
	if (!m_BurnsInDaylight)
	{
		return;
	}

	int RelY = POSY_TOINT;
	if ((RelY < 0) || (RelY >= cChunkDef::Height))
	{
		// Outside the world
		return;
	}
	if (!a_Chunk.IsLightValid())
	{
		m_World->QueueLightChunk(GetChunkX(), GetChunkZ());
		return;
	}

	if (!IsOnFire() && WouldBurn)
	{
		// Burn for 100 ticks, then decide again
		StartBurning(100);
	}
}
开发者ID:4264,项目名称:cuberite,代码行数:25,代码来源:Monster.cpp


示例7: PainSound

//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
void CNPC_Monk::PainSound( const CTakeDamageInfo &info )
{
	if (IsOnFire())
		return;

	SpeakIfAllowed( TLK_WOUND );
}
开发者ID:RaraFolf,项目名称:FIREFIGHT-RELOADED-src-sdk-2013,代码行数:9,代码来源:npc_monk.cpp


示例8: GetChunkX

void cMonster::HandleDaylightBurning(cChunk & a_Chunk)
{
	if (!m_BurnsInDaylight)
	{
		return;
	}
	
	int RelY = POSY_TOINT;
	if ((RelY < 0) || (RelY >= cChunkDef::Height))
	{
		// Outside the world
		return;
	}
	
	int RelX = POSX_TOINT - GetChunkX() * cChunkDef::Width;
	int RelZ = POSZ_TOINT - GetChunkZ() * cChunkDef::Width;

	if (!a_Chunk.IsLightValid())
	{
		m_World->QueueLightChunk(GetChunkX(), GetChunkZ());
		return;
	}

	if (
		(a_Chunk.GetSkyLight(RelX, RelY, RelZ) == 15) &&             // In the daylight
		(a_Chunk.GetBlock(RelX, RelY, RelZ) != E_BLOCK_SOULSAND) &&  // Not on soulsand
		(GetWorld()->GetTimeOfDay() < (12000 + 1000)) &&             // It is nighttime
		!IsOnFire() &&                                               // Not already burning
		(GetWorld()->GetWeather() != eWeather_Rain)                  // Not raining
	)
	{
		// Burn for 100 ticks, then decide again
		StartBurning(100);
	}
}
开发者ID:axisd,项目名称:MCServer,代码行数:35,代码来源:Monster.cpp


示例9: switch

void CNPC_Zombine::RunTask( const Task_t *pTask )
{
	switch ( pTask->iTask )
	{
		case TASK_WAIT_FOR_MOVEMENT_STEP:
		case TASK_WAIT_FOR_MOVEMENT:
		{
			BaseClass::RunTask( pTask );

			if ( IsOnFire() && IsSprinting() )
			{
				StopSprint();
			}

			//Only do this if I have an enemy
			if ( GetEnemy() )
			{
				if ( AllowedToSprint() == true )
				{
					Sprint( ( GetHealth() <= GetMaxHealth() * 0.5f ) );
					return;
				}

				if ( HasGrenade() )
				{
					if ( IsSprinting() )
					{
						GetNavigator()->SetMovementActivity( (Activity)ACT_ZOMBINE_GRENADE_RUN );
					}
					else
					{
						GetNavigator()->SetMovementActivity( (Activity)ACT_ZOMBINE_GRENADE_WALK );
					}

					return;
				}

				if ( GetNavigator()->GetMovementActivity() != ACT_WALK )
				{
					if ( IsSprinting() == false )
					{
						GetNavigator()->SetMovementActivity( ACT_WALK );
					}
				}
			}
			else
			{
				GetNavigator()->SetMovementActivity( ACT_WALK );
			}
		
			break;
		}
		default:
		{
			BaseClass::RunTask( pTask );
			break;
		}
	}
}
开发者ID:Baer42,项目名称:source-sdk-2013,代码行数:59,代码来源:npc_zombine.cpp


示例10: DeathSound

//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
void CNPC_Fisherman::DeathSound( const CTakeDamageInfo &info )
{
	if (IsOnFire())
		return;

	// Sentences don't play on dead NPCs
	SentenceStop();
}
开发者ID:RaraFolf,项目名称:FIREFIGHT-RELOADED-src-sdk-2013,代码行数:10,代码来源:npc_fisherman.cpp


示例11: AllowedToSprint

bool CNPC_Zombine::AllowedToSprint( void )
{
	if ( IsOnFire() )
		return false;
	
	//If you're sprinting then there's no reason to sprint again.
	if ( IsSprinting() )
		return false;

	int iChance = SPRINT_CHANCE_VALUE;

	//Secobmod FixMe ?? also changed to HL2MPRules
	CHL2_Player *pPlayer = dynamic_cast <CHL2_Player*> ( UTIL_GetNearestPlayer(GetAbsOrigin() ));
	//CHL2MP_Player *pPlayer = dynamic_cast<CHL2MP_Player *>( UTIL_GetNearestPlayer(GetAbsOrigin() );

	if ( pPlayer )
	{
#ifdef MFS
		if ( HL2MPRules()->IsAlyxInDarknessMode() && pPlayer->FlashlightIsOn() == false )
#else
		if (IsAlyxInDarknessMode() && pPlayer->FlashlightIsOn() == false)
#endif
		{
			iChance = SPRINT_CHANCE_VALUE_DARKNESS;
		}

		//Bigger chance of this happening if the player is not looking at the zombie
		if ( pPlayer->FInViewCone( this ) == false )
		{
			iChance *= 2;
		}
	}

	if ( HasGrenade() ) 
	{
		iChance *= 4;
	}

	//Below 25% health they'll always sprint
	if ( ( GetHealth() > GetMaxHealth() * 0.5f ) )
	{
		if ( IsStrategySlotRangeOccupied( SQUAD_SLOT_ZOMBINE_SPRINT1, SQUAD_SLOT_ZOMBINE_SPRINT2 ) == true )
			return false;
		
		if ( random->RandomInt( 0, 100 ) > iChance )
			return false;
		
		if ( m_flSprintRestTime > gpGlobals->curtime )
			return false;
	}

	float flLength = ( GetEnemy()->WorldSpaceCenter() - WorldSpaceCenter() ).Length();

	if ( flLength > MAX_SPRINT_DISTANCE )
		return false;

	return true;
}
开发者ID:WorldGamers,项目名称:Mobile-Forces-Source,代码行数:58,代码来源:npc_zombine.cpp


示例12: info

bool CASW_Parasite::CheckInfestTarget( CBaseEntity *pOther )
{
	if (m_flDamageImmuneUntil >= gpGlobals->curtime)
	{
		// no fair infesting while we're invulnerable.
		return false;
	}

	CASW_Marine* pMarine = CASW_Marine::AsMarine( pOther );
	if ( pMarine )
	{
		// if marine has electrified armour on, that protects him from infestation
		if ( pMarine->IsElectrifiedArmorActive() )
		{
			CTakeDamageInfo info( NULL, NULL, Vector(0,0,0), GetAbsOrigin(), GetHealth() * 2, DMG_SHOCK );
			TakeDamage(info);
			return false;
		}

		if ( pMarine->m_takedamage == DAMAGE_NO )
		{
			// We're in the death cam... no fair infesting there
			return false;
		}

		if ( IsOnFire() )
		{
			// don't actually infest if we're on fire, since we'll die very shortly
			return false;
		}

		if ( pMarine->m_iJumpJetting.Get() != 0 )
		{
			// marine is in the middle of a jump jet or blink, don't infest him
			return false;
		}
		return true;
	}
	else if ( pOther->Classify() == CLASS_ASW_COLONIST )
	{
		return !IsOnFire();
	}
	return false;
}
开发者ID:BenLubar,项目名称:SwarmDirector2,代码行数:44,代码来源:asw_parasite.cpp


示例13: AddRandomDropItem

void cCow::GetDrops(cItems & a_Drops, cEntity * a_Killer)
{
	unsigned int LootingLevel = 0;
	if (a_Killer != nullptr)
	{
		LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting);
	}
	AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_LEATHER);
	AddRandomDropItem(a_Drops, 1, 3 + LootingLevel, IsOnFire() ? E_ITEM_STEAK : E_ITEM_RAW_BEEF);
}
开发者ID:36451,项目名称:MCServer,代码行数:10,代码来源:Cow.cpp


示例14: AddRandomDropItem

void cChicken::GetDrops(cItems & a_Drops, cEntity * a_Killer)
{
	int LootingLevel = 0;
	if (a_Killer != nullptr)
	{
		LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting);
	}
	AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_FEATHER);
	AddRandomDropItem(a_Drops, 1, 1, IsOnFire() ? E_ITEM_COOKED_CHICKEN : E_ITEM_RAW_CHICKEN);
}
开发者ID:DjKiDD,项目名称:MCServer,代码行数:10,代码来源:Chicken.cpp


示例15: DeathSound

//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
void CNPC_Monk::DeathSound( const CTakeDamageInfo &info )
{
	if (IsOnFire())
		return;

	// Sentences don't play on dead NPCs
	SentenceStop();

	Speak( TLK_DEATH );
}
开发者ID:RaraFolf,项目名称:FIREFIGHT-RELOADED-src-sdk-2013,代码行数:12,代码来源:npc_monk.cpp


示例16: PainSound

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CRebelZombie::PainSound( const CTakeDamageInfo &info )
{
	// We're constantly taking damage when we are on fire. Don't make all those noises!
	if ( IsOnFire() )
	{
		return;
	}

	EmitSound( "Zombie.Pain" );
}
开发者ID:KyleGospo,项目名称:City-17-Episode-One-Source,代码行数:13,代码来源:npc_rebelzombie.cpp


示例17: Tick

void cZombie::Tick(float a_Dt, cChunk & a_Chunk)
{
	super::Tick(a_Dt, a_Chunk);

	// TODO Same as in cSkeleton :D
	if ((GetWorld()->GetTimeOfDay() < (12000 + 1000)) && !IsOnFire())
	{
		// Burn for 10 ticks, then decide again
		StartBurning(10);
	}
}
开发者ID:Xury,项目名称:MCServer,代码行数:11,代码来源:Zombie.cpp


示例18: DeathSound

void CNPC_CombineS::DeathSound( const CTakeDamageInfo &info )
{
	// NOTE: The response system deals with this at the moment
	if ( GetFlags() & FL_DISSOLVING )
		return;

	if (IsOnFire())
		return;

	GetSentences()->Speak( "COMBINE_DIE", SENTENCE_PRIORITY_INVALID, SENTENCE_CRITERIA_ALWAYS ); 
}
开发者ID:RaraFolf,项目名称:FIREFIGHT-RELOADED-src-sdk-2013,代码行数:11,代码来源:npc_combines.cpp


示例19: PainSound

void CZombie::PainSound( const CTakeDamageInfo &info )
{
	// We're constantly taking damage when we are on fire. Don't make all those noises!
	if ( IsOnFire() )
		return;

	if(m_iZombieType == ZOMBIE_BISOU)
		EmitSound( "Zombie.Bisou.Pain" );
	else
		EmitSound( "Zombie.Pain" );
}
开发者ID:Orygin,项目名称:BisounoursParty,代码行数:11,代码来源:npc_zombie.cpp


示例20: InfestColonist

void CASW_Parasite::InfestColonist(CASW_Colonist* pColonist)
{
	if (m_bDefanged || !pColonist)	// no infesting if we've been defanged
		return;

	if (!IsOnFire())	// don't actually infest if we're on fire, since we'll die very shortly
		pColonist->BecomeInfested(this);

	// attach
	int attachment = pColonist->LookupAttachment( "chest" );
	if ( attachment )
	{
		//SetAbsAngles( GetOwnerEntity()->GetAbsAngles() );
		SetSolid( SOLID_NONE );
		SetMoveType( MOVETYPE_NONE );
		QAngle current(0,0,0);

		Vector diff = pColonist->GetAbsOrigin() - GetAbsOrigin();
		float angle = UTIL_VecToYaw(diff);
		angle -= pColonist->GetAbsAngles()[YAW];	// get the diff between our angle from the marine and the marine's facing;
		
		current = GetAbsAngles();
		
		SetParent( pColonist, attachment );
				Vector vecPosition;
		float fRaise = random->RandomFloat(0,20);
		
		SetLocalOrigin( Vector( -fRaise * 0.2f, 0, fRaise ) );
		SetLocalAngles( QAngle( 0, angle + asw_infest_angle.GetFloat(), 0 ) );
		// play our infesting anim
		if ( asw_parasite_inside.GetBool() )
		{
			SetActivity(ACT_RANGE_ATTACK2);
		}
		else
		{
			int iInfestAttack = LookupSequence("Infest_attack");
			if (GetSequence() != iInfestAttack)
			{
				ResetSequence(iInfestAttack);
			}
		}
		// don't do anymore thinking - need to think still to animate?
		AddFlag( FL_NOTARGET );
		SetThink( &CASW_Parasite::InfestThink );
		SetTouch( NULL );
		m_bInfesting = true;		
	}
	else
	{
		FinishedInfesting();
	}		
}
开发者ID:detoxhby,项目名称:SwarmDirector2,代码行数:53,代码来源:asw_parasite.cpp



注:本文中的IsOnFire函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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