• 设为首页
  • 点击收藏
  • 手机版
    手机扫一扫访问
    迪恩网络手机版
  • 关注官方公众号
    微信扫一扫关注
    迪恩网络公众号

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

void AvHBaseBuildable::StartRecycle()
{
	if(!GetHasUpgrade(this->pev->iuser4, MASK_RECYCLING))
	{
        int theRecycleTime = (GetGameRules()->GetCheatsEnabled() && !GetGameRules()->GetIsCheatEnabled(kcSlowResearch)) ? 2 : BALANCE_VAR(kRecycleTime);

        // Play recycle animation in reverse (would like to play them slower according to recycle time, but it doesn't work for all structures, seems dependent on # of keyframes)
        int theAnimation = this->GetRecycleAnimation();
        float theTimeForAnim = this->GetTimeForAnimation(theAnimation);
        float theFrameRate = -1;//-theTimeForAnim/theRecycleTime;
        this->PlayAnimationAtIndex(theAnimation, true, theFrameRate);
		
		// Schedule time to give points back
		SetThink(&AvHBaseBuildable::RecycleComplete);

		this->mTimeRecycleStarted = gpGlobals->time;
		
		this->mTimeRecycleDone = gpGlobals->time + theRecycleTime;
		
		this->pev->nextthink = this->mTimeRecycleDone;

		float theVolume = .5f;
		EMIT_SOUND(this->edict(), CHAN_AUTO, kBuildableRecycleSound, theVolume, ATTN_NORM);

        SetUpgradeMask(&this->pev->iuser4, MASK_RECYCLING);

		// run any events for this class on recycling the structure
		this->UpdateOnRecycle();

        // Remove tech immediately, so research or building isn't started using this tech
        this->TriggerRemoveTech();
	}
}
开发者ID:Arkshine,项目名称:NS,代码行数:33,代码来源:AvHBaseBuildable.cpp


示例2: GetGameRules

void AvHHive::SetHasBeenBuilt()
{
	AvHBuildable::SetHasBeenBuilt();

	GetGameRules()->TriggerAlert((AvHTeamNumber)this->pev->team, ALERT_HIVE_COMPLETE, this->entindex());

	// Make hive support any unassigned upgrade technologies (happens after a hive supporting a technology is destroyed and then rebuilt)
	AvHTeamNumber theTeam = (AvHTeamNumber)this->pev->team;
	AvHTeam* theTeamPointer = GetGameRules()->GetTeam(theTeam);
	if(theTeamPointer)
	{
		AvHAlienUpgradeListType theUpgrades = theTeamPointer->GetAlienUpgrades();

		if(AvHGetNumUpgradesInCategoryInList(theUpgrades, ALIEN_UPGRADE_CATEGORY_DEFENSE) > 0)
		{
			AvHSUUpdateHiveTechology(theTeam, ALIEN_BUILD_DEFENSE_CHAMBER);
		}

		if(AvHGetNumUpgradesInCategoryInList(theUpgrades, ALIEN_UPGRADE_CATEGORY_MOVEMENT) > 0)
		{
			AvHSUUpdateHiveTechology(theTeam, ALIEN_BUILD_MOVEMENT_CHAMBER);
		}

		if(AvHGetNumUpgradesInCategoryInList(theUpgrades, ALIEN_UPGRADE_CATEGORY_SENSORY) > 0)
		{
			AvHSUUpdateHiveTechology(theTeam, ALIEN_BUILD_SENSORY_CHAMBER);
		}
	}
}
开发者ID:Arkshine,项目名称:NS,代码行数:29,代码来源:AvHHive.cpp


示例3: GetGameRules

void AvHBaseBuildable::BuildableTouch(CBaseEntity* inEntity)
{
    if(inEntity->pev->team != this->pev->team)
    {
        this->Uncloak();

		// GHOSTBUILDING: Destroy and return res.
		if (this->mGhost && inEntity->IsAlive() && inEntity->IsPlayer())
		{
			this->TakeDamage(inEntity->pev, this->pev, 80000, DMG_GENERIC);

			AvHTeam* theTeam = GetGameRules()->GetTeam(AvHTeamNumber(this->pev->team));

			if (theTeam)
			{
				float thePercentage = .8f;
				float thePointsBack = GetGameRules()->GetCostForMessageID(this->mMessageID) * thePercentage;
				theTeam->SetTeamResources(theTeam->GetTeamResources() + thePointsBack);

				AvHSUPlayNumericEventAboveStructure(thePointsBack, this);
			}

			// Uncloak the player
			AvHCloakable *theCloakable=dynamic_cast<AvHCloakable *>(inEntity);
			if ( theCloakable ) {
				theCloakable->Uncloak();
			}
		}
    }
}
开发者ID:Arkshine,项目名称:NS,代码行数:30,代码来源:AvHBaseBuildable.cpp


示例4: Vector

void AvHHive::HiveAliveThink(void)
{
	// For some reason, velocity is non-zero when created (meant they were showing up on motion-tracking)
	this->pev->velocity = Vector(0, 0, 0);

	if(GetGameRules()->GetGameStarted())
	{
        if(!this->mActive)
        {
		    bool theIsBuilding, theIsResearching;
		    float thePercentage;
		    AvHSHUGetBuildResearchState(this->pev->iuser3, this->pev->iuser4, this->pev->fuser1, theIsBuilding, theIsResearching, thePercentage);
		    
		    float theBuildTime = GetGameRules()->GetBuildTimeForMessageID(this->GetMessageID());
		    float theBuildPercentage = kHiveAliveThinkInterval/theBuildTime;
		    
		    float theNewPercentage = min(thePercentage + theBuildPercentage, 1.0f);
            this->SetNormalizedBuildPercentage(theNewPercentage);
        }
        else
		{
			this->ProcessHealing();

            // Play idle anims
            AvHBaseBuildable::AnimateThink();
		}

		this->UpdateReinforcements();

		//this->UpdateUmbra();
	}
	
	// Set next think
	this->pev->nextthink = gpGlobals->time + kHiveAliveThinkInterval;
}
开发者ID:Arkshine,项目名称:NS,代码行数:35,代码来源:AvHHive.cpp


示例5: processBalanceChange

void AvHTechTree::processBalanceChange(void)
{
	// Run through our tech nodes and update cost and build time
	TechNodeMap::iterator current, end = mNodesByMsg.end();
	for( current = mNodesByMsg.begin(); current != end; ++current )
	{
		current->second->setBuildTime(GetGameRules()->GetBuildTimeForMessageID(current->first));
		current->second->setCost(GetGameRules()->GetCostForMessageID(current->first));
	}
}
开发者ID:Arkshine,项目名称:NS,代码行数:10,代码来源:AvHTechTree.cpp


示例6: GetGameRules

void AvHBaseBuildable::UpdateDamageEffects()
{
	if(GetGameRules()->GetGameStarted() && this->GetIsBuilt())
	{
		// Add special effects for structures that are hurt or almost dead
		float theMaxHealth = GetGameRules()->GetBaseHealthForMessageID(this->GetMessageID());
		float theHealthScalar = this->pev->health/theMaxHealth;
		float theTimeInterval = max(gpGlobals->time - this->mTimeOfLastDamageUpdate, .1f);

		const float kParticleSystemLifetime = 5.0f;
		int theAverageSoundInterval = -1;
		
		// If we're at 25% health or less, emit black smoke
		if(gpGlobals->time > (this->mTimeOfLastDamageEffect + kParticleSystemLifetime))
		{
			if(theHealthScalar < .25f)
			{
				AvHSUPlayParticleEvent(kpsBuildableLightDamage, this->edict(), this->pev->origin);
				this->mTimeOfLastDamageEffect = gpGlobals->time;
				theAverageSoundInterval = 3;
			}
			// If we're at 50% health or less, emit light smoke
			else if(theHealthScalar < .5f)
			{
				AvHSUPlayParticleEvent(kpsBuildableLightDamage, this->edict(), this->pev->origin);
				this->mTimeOfLastDamageEffect = gpGlobals->time;
				theAverageSoundInterval = 5;
			}
		}
		
		// If we're at less then 75% health, spark occasionally
		if(theHealthScalar < .75f)
		{
			int theRandomChance = RANDOM_LONG(0, (float)8/theTimeInterval);
			if(theRandomChance == 0)
			{
				UTIL_Sparks(this->pev->origin);
				UTIL_Sparks(this->pev->origin);

				const char* theHurtSoundToPlay = kBuildableHurt1Sound;
				if(RANDOM_LONG(0, 1) == 1)
				{
					theHurtSoundToPlay = kBuildableHurt2Sound;
				}
				
				float theVolume = .3f;
				EMIT_SOUND(this->edict(), CHAN_AUTO, theHurtSoundToPlay, theVolume, ATTN_NORM);
			}
		}
		
		this->mTimeOfLastDamageUpdate = gpGlobals->time;
	}
}
开发者ID:Arkshine,项目名称:NS,代码行数:53,代码来源:AvHBaseBuildable.cpp


示例7: compareWorldChecksum

// takes filename, returns whether errors were encountered, returns whether checksums are identical or not
static int compareWorldChecksum(lua_State* inState)
{
	bool theSuccess = false;
	bool theChecksumsAreEqual = false;
	
	const char* theFileName = lua_tostring(inState, 1);
	Checksum theOldChecksum;
	theSuccess = theOldChecksum.ReadFromFile(theFileName);

	Checksum theNewChecksum;
	GetGameRules()->ComputeWorldChecksum(theNewChecksum);
	if(theSuccess)
	{
		StringList theErrors;
		theChecksumsAreEqual = theNewChecksum.Compare(theOldChecksum, theErrors);
	}
	
	// Return function success
	lua_pushnumber(inState, theSuccess);

	// Return checksums are equal
	lua_pushnumber(inState, theChecksumsAreEqual);
	
	return 2;
}
开发者ID:tschumann,项目名称:naturalselection,代码行数:26,代码来源:AvHScriptServer.cpp


示例8: MAKE_STRING

void AvHUmbraProjectile::Spawn(void)
{
	this->Precache();

	CBaseEntity::Spawn();
	
	this->pev->movetype = MOVETYPE_FLY;
	this->pev->classname = MAKE_STRING(kwsUmbraProjectile);
	
	SET_MODEL(ENT(this->pev), kClientUmbraSprite);
	this->pev->solid = SOLID_BBOX;
	
	if(!GetGameRules()->GetDrawInvisibleEntities())
	{
		this->pev->effects = EF_NODRAW;
	}
	else
	{
		this->pev->frame = 0;
		this->pev->scale = 0.5;
		this->pev->rendermode = kRenderTransAlpha;
		this->pev->renderamt = 255;
	}
	
	UTIL_SetSize(this->pev, Vector( 0, 0, 0), Vector(0, 0, 0));

	SetTouch(&AvHUmbraProjectile::UmbraTouch);
}
开发者ID:Arkshine,项目名称:NS,代码行数:28,代码来源:AvHUmbraGun.cpp


示例9: MAKE_STRING

void AvHHive::Spawn()
{
	this->Precache();
	
	AvHBaseBuildable::Spawn();
    
	this->pev->classname = MAKE_STRING(kesTeamHive);
	//this->pev->movetype	= MOVETYPE_FLY;

	this->pev->movetype	= MOVETYPE_FLY;
	this->pev->solid = SOLID_NOT;
	this->pev->flags = 0;
	this->pev->iuser3 = AVH_USER3_HIVE;

	this->mMaxHitPoints = GetGameRules()->GetBaseHealthForMessageID(ALIEN_BUILD_HIVE);
	
	SET_MODEL( ENT(this->pev), kHiveModel);
	//this->pev->scale = 2;

//	this->pev->sequence = 0;
//	this->pev->frame = 0;
//	ResetSequenceInfo();

	this->ResetEntity();

}
开发者ID:Arkshine,项目名称:NS,代码行数:26,代码来源:AvHHive.cpp


示例10: GetGameRules

void AvHResearchManager::UpdateResearch()
{
	// Run through every item in the list and update research, marking any done 
	for(ResearchListType::iterator theIter = this->mResearchingTech.begin(); theIter != this->mResearchingTech.end(); )
	{
		if(theIter->GetCanEntityContinueResearch())
		{
			bool theHighTechCheat = GetGameRules()->GetIsCheatEnabled(kcHighTech);
			if(theIter->UpdateResearch() || theHighTechCheat)
			{
				AvHMessageID theResearchingTech = theIter->GetResearching();
				int theEntityIndex = theIter->GetEntityIndex();

				this->SetResearchDone(theResearchingTech, theEntityIndex);

				theIter = this->mResearchingTech.erase(theIter);
			}
			else
			{
				theIter++;
			}
		}
		else
		{
			theIter = this->mResearchingTech.erase(theIter);
		}
	}
}
开发者ID:Arkshine,项目名称:NS,代码行数:28,代码来源:AvHResearchManager.cpp


示例11: GetGameRules

void HolidayManager::HookIfNecessary()
{
	// Already hooked
	if (m_iHookID)
		return;

	// Nothing wants us
	if (m_isHolidayForward->GetFunctionCount() == 0)
		return;

	void *pGameRules = GetGameRules();
	if (!pGameRules)
	{
		if (m_bInMap)
		{
			g_pSM->LogError(myself, "Gamerules ptr not found. TF2_OnIsHolidayActive will not be available.");
		}
		return;
	}

	static int offset = -1;
	if (offset == -1)
	{
		if (!g_pGameConf->GetOffset("IsHolidayActive", &offset))
		{
			g_pSM->LogError(myself, "IsHolidayActive gamedata offset missing. TF2_OnIsHolidayActive will not be available.");
			return;
		}

		SH_MANUALHOOK_RECONFIGURE(IsHolidayActive, offset, 0, 0);
	}

	m_iHookID = SH_ADD_MANUALHOOK(IsHolidayActive, pGameRules, SH_MEMBER(this, &HolidayManager::Hook_IsHolidayActive), false);
}
开发者ID:404UserNotFound,项目名称:sourcemod,代码行数:34,代码来源:holiday.cpp


示例12: MAKE_STRING

void AvHSpike::Spawn()
{
	this->Precache();
	CBaseEntity::Spawn();
	
	this->pev->movetype = MOVETYPE_FLY;
	this->pev->classname = MAKE_STRING(kSpikeProjectileClassName);
	
	SET_MODEL(ENT(this->pev), kSpikeProjectileModel);
	this->pev->solid = SOLID_BBOX;
	this->mDamage = 0.0f;
	
	// Comment out effects line, uncomment next four, then comment out creation of temp entity in EV_SpikeGun to see server side Spike for testing
	if(!GetGameRules()->GetDrawInvisibleEntities())
	{
		this->pev->effects = EF_NODRAW;
	}
	else
	{
		this->pev->frame = 0;
		this->pev->scale = 0.5;
		this->pev->rendermode = kRenderTransAlpha;
		this->pev->renderamt = 255;
	}
	
	//UTIL_SetSize(this->pev, Vector( 0, 0, 0), Vector(0, 0, 0));
//	UTIL_SetSize(this->pev, Vector( -16, -16, -16), Vector(16, 16, 16));
	//UTIL_SetSize(this->pev, Vector( -50, -50, -50), Vector(50, 50, 50));
	
	SetTouch(&AvHSpike::SpikeTouch);
	
	// Enforce short range
	SetThink(&AvHSpike::SpikeDeath);
	this->pev->nextthink = gpGlobals->time + kSpikeLifetime;
}
开发者ID:tschumann,项目名称:naturalselection,代码行数:35,代码来源:AvHAlienTurret.cpp


示例13: AvHBuildable

AvHBaseBuildable::AvHBaseBuildable(AvHTechID inTechID, AvHMessageID inMessageID, char* inClassName, int inUser3) : AvHBuildable(inTechID), kStartAlpha(128), mAverageUseSoundLength(.5f)
{
	this->mClassName = inClassName;
	this->mMessageID = inMessageID;

	this->mBaseHealth = GetGameRules()->GetBaseHealthForMessageID(inMessageID);

	char* theModelName = AvHSHUGetBuildTechModelName(inMessageID);
	ASSERT(theModelName);
	this->mModelName = theModelName;

	this->mSelectID = inUser3;
	this->mTimeToConstruct = GetGameRules()->GetBuildTimeForMessageID(inMessageID);

	// Very important that this doesn't go in Init(), else mapper-placed structures disappear on map-reset
	this->mPersistent = false;

	this->Init();
}
开发者ID:Arkshine,项目名称:NS,代码行数:19,代码来源:AvHBaseBuildable.cpp


示例14: GetGameRules

void AvHBuildable::TriggerAddTech() const
{
	AvHTeamNumber theTeamNumber = this->GetTeamNumber();
	AvHTeam* theTeam = GetGameRules()->GetTeam(theTeamNumber);
	
	if(theTeam)
	{
		theTeam->TriggerAddTech(this->mTechID);
	}
}
开发者ID:tschumann,项目名称:naturalselection,代码行数:10,代码来源:AvHBuildable.cpp


示例15: InitializeBuildable

// Requires mSelectID and mMessageID to be set
// Sets the pev user variables, mBaseHealth, pev->health and pev->armorvalue
void AvHBaseBuildable::InternalInitializeBuildable()
{
	// Always buildable
	InitializeBuildable(this->pev->iuser3, this->pev->iuser4, this->pev->fuser1, this->mSelectID);
	this->mBaseHealth = GetGameRules()->GetBaseHealthForMessageID(this->mMessageID);
	this->pev->health = this->mBaseHealth*kBaseHealthPercentage;
	this->pev->max_health = this->mBaseHealth;

	// Store max health in armorvalue
	//this->pev->armorvalue = GetGameRules()->GetBaseHealthForMessageID(this->mMessageID);
}
开发者ID:Arkshine,项目名称:NS,代码行数:13,代码来源:AvHBaseBuildable.cpp


示例16:

int	AvHPlayer::GetExperienceLevel() const
{
	int theLevel = 1;
	
	if(GetGameRules()->GetIsCombatMode())
	{
		theLevel = AvHPlayerUpgrade::GetPlayerLevel(this->GetExperience());
	}
	
	return theLevel;
}
开发者ID:Arkshine,项目名称:NS,代码行数:11,代码来源:AvHCombat.cpp


示例17: SetExperience

void AvHPlayer::SetExperience(float inExperience)
{
	if(GetGameRules()->GetIsCombatMode())
	{
		int theCurrentLevel = AvHPlayerUpgrade::GetPlayerLevel(this->GetExperience());
		
		this->mExperience = inExperience;

		// Update server player data in case we get disconnected
		AvHTeam* theTeam = this->GetTeamPointer();
		if(theTeam)
		{
			AvHServerPlayerData* theServerPlayerData = this->GetServerPlayerData();
			if(theServerPlayerData)
			{
				theServerPlayerData->SetExperience(this->mExperience);
			}
		}
		
		int theNewLevel = AvHPlayerUpgrade::GetPlayerLevel(this->GetExperience());
		
		if(theCurrentLevel != theNewLevel)
		{
			int theIsMarine = this->GetIsMarine();
			PLAYBACK_EVENT_FULL(0, this->edict(), gLevelUpEventID, 0, this->pev->origin, (float *)&g_vecZero, 0.0, 0.0, theIsMarine, 0, 0, 0 );
			
			// Give player health and armor back on level-up, to allow more soloing, heroics, and reduce dependence on hives/resupply
			AvHUser3 theUser3 = AvHUser3(this->pev->iuser3);
            float theMaxHealth = AvHPlayerUpgrade::GetMaxHealth(this->pev->iuser4, theUser3, theCurrentLevel);
			float theHealthPercentage = this->pev->health/theMaxHealth;
			
            float theLevelUpHealthPercentage = BALANCE_IVAR(kCombatLevelupHealthIncreasePercent)/100.0f;
            theHealthPercentage = min(theHealthPercentage + theLevelUpHealthPercentage, 1.0f);
			this->pev->health = theHealthPercentage*theMaxHealth;

            float theMaxArmor = AvHPlayerUpgrade::GetMaxArmorLevel(this->pev->iuser4, theUser3);
            float theArmorPercentage = this->pev->armorvalue/theMaxArmor;

            float theLevelUpArmorPercentage = BALANCE_IVAR(kCombatLevelupArmorIncreasePercent)/100.0f;
            theArmorPercentage = min(theArmorPercentage + theLevelUpArmorPercentage, 1.0f);
			this->pev->armorvalue = theArmorPercentage*theMaxArmor;
			
			// Unlock tiers as player levels up
	//		if(theNewLevel >= 4)
	//		{
	//			this->mCombatNodes.SetResearchDone(COMBAT_TIER2_UNLOCK);
	//		}
	//		if(theNewLevel >= 7)
	//		{
	//			this->mCombatNodes.SetResearchDone(COMBAT_TIER3_UNLOCK);
	//		}
		}
	}
}
开发者ID:Arkshine,项目名称:NS,代码行数:54,代码来源:AvHCombat.cpp


示例18: AvHSUGetEntityFromIndex

bool AvHResearchNode::UpdateResearch()
{
	bool theResearchDone = false;
	
	AvHMessageID theResearchingTech = this->GetResearching();
	if(theResearchingTech != MESSAGE_NULL)
	{
		CBaseEntity* theResearchEntity = AvHSUGetEntityFromIndex(this->mEntityIndex);
		ASSERT(theResearchEntity);
		
		float theTimeResearchDone = this->GetTimeResearchDone();
		
		// Set time during the first update
		if(theTimeResearchDone < 0)
		{
			this->mTimeResearchStarted = gpGlobals->time;
			theTimeResearchDone = this->mTimeResearchStarted + GetGameRules()->GetBuildTimeForMessageID(theResearchingTech);
			this->mTimeResearchDone = theTimeResearchDone;
			theResearchEntity->pev->iuser2 = (int)this->mResearch;
		}
		
		if((gpGlobals->time >= theTimeResearchDone) || GetGameRules()->GetIsTesting())
		{
			theResearchDone = true;
			//AvHSHUSetBuildResearchState(theResearchEntity->pev->iuser3, theResearchEntity->pev->iuser4, theResearchEntity->pev->fuser1, false, 0.0f);
			//			theResearchEntity->pev->fuser1 = 0.0f;
			//			theResearchEntity->pev->iuser2 = 0;
		}
		else
		{
			float theNormalizedResearchFactor = (gpGlobals->time - this->mTimeResearchStarted)/(this->mTimeResearchDone - this->mTimeResearchStarted);
			theNormalizedResearchFactor = min(max(theNormalizedResearchFactor, 0.0f), 1.0f);

			//theResearchEntity->pev->fuser1 = (kResearchFuser1Base + theNormalizedResearchFactor)*kNormalizationNetworkFactor;
			AvHSHUSetBuildResearchState(theResearchEntity->pev->iuser3, theResearchEntity->pev->iuser4, theResearchEntity->pev->fuser1, false, theNormalizedResearchFactor);
		}
	}
	
	return theResearchDone;
}
开发者ID:Arkshine,项目名称:NS,代码行数:40,代码来源:AvHResearchManager.cpp


示例19: ResetSequenceInfo

void AvHHive::CueRespawnEffect(AvHPlayer* inPlayer)
{
	// Play hive animation, play effect for player?
	this->pev->sequence = 4;
	this->pev->frame = 0;
	ResetSequenceInfo();

	// Create umbra around spawning players, but not until after late-join period (to avoid a ton of umbras all at once)
	if(!GetGameRules()->GetArePlayersAllowedToJoinImmediately())
	{
		//this->CreateUmbra(inPlayer->pev->origin);
	}
}
开发者ID:Arkshine,项目名称:NS,代码行数:13,代码来源:AvHHive.cpp


示例20: ASSERT

bool AvHResearchManager::SetResearchDone(AvHMessageID inTech, int inEntityIndex)
{
	bool theFoundIt = false;
	
	if(this->mTechNodes.SetResearchDone(inTech))
	{
		edict_t* theEdict = g_engfuncs.pfnPEntityOfEntIndex(inEntityIndex);
		ASSERT(!theEdict->free);
		CBaseEntity* theEntity = CBaseEntity::Instance(theEdict);
		ASSERT(theEntity);

		// Potentially inform all entities and team of upgrade
		GetGameRules()->ProcessTeamUpgrade(inTech, this->mTeamNumber, inEntityIndex, true);
		
		// Hook research complete
		AvHSUResearchComplete(theEntity, inTech);

		// No longer researching
		//theEntity->pev->fuser1 = kResearchFuser1Base*kNormalizationNetworkFactor;
		AvHSHUSetBuildResearchState(theEntity->pev->iuser3, theEntity->pev->iuser4, theEntity->pev->fuser1, true, 0.0f);
		
		// Tell entity that it's no longer researching
		AvHBuildable* theBuildable = dynamic_cast<AvHBuildable*>(theEntity);
		if(theBuildable)
		{
			theBuildable->SetResearching(false);
		}
		
		// Send message indicating research is done
		GetGameRules()->TriggerAlert(this->mTeamNumber, ALERT_RESEARCH_COMPLETE, inEntityIndex);
		
		theFoundIt = true;
	}
	
	return theFoundIt;
}
开发者ID:Arkshine,项目名称:NS,代码行数:36,代码来源:AvHResearchManager.cpp



注:本文中的GetGameRules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。


鲜花

握手

雷人

路过

鸡蛋
该文章已有0人参与评论

请发表评论

全部评论

专题导读
上一篇:
C++ GetGateIDFromEntry函数代码示例发布时间:2022-05-30
下一篇:
C++ GetGameObject函数代码示例发布时间:2022-05-30
热门推荐
阅读排行榜

扫描微信二维码

查看手机版网站

随时了解更新最新资讯

139-2527-9053

在线客服(服务时间 9:00~18:00)

在线QQ客服
地址:深圳市南山区西丽大学城创智工业园
电邮:jeky_zhao#qq.com
移动电话:139-2527-9053

Powered by 互联科技 X3.4© 2001-2213 极客世界.|Sitemap