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

// Lists all doors in the same movement group as this one
int CBaseDoor::GetDoorMovementGroup( CBaseDoor *pDoorList[], int listMax )
{
	int count = 0;
	CBaseEntity	*pTarget = NULL;

	// Block all door pieces with the same targetname here.
	if ( GetEntityName() != NULL_STRING )
	{
		for (;;)
		{
			pTarget = gEntList.FindEntityByName( pTarget, GetEntityName(), NULL );

			if ( pTarget != this )
			{
				if ( !pTarget )
					break;

				CBaseDoor *pDoor = dynamic_cast<CBaseDoor *>(pTarget);

				if ( pDoor && count < listMax )
				{
					pDoorList[count] = pDoor;
					count++;
				}
			}
		}
	}

	return count;
}
开发者ID:KyleGospo,项目名称:City-17-Episode-One-Source,代码行数:31,代码来源:doors.cpp


示例2: Warning

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CPropCrane::Activate( void )
{
	BaseClass::Activate();

	// If we load a game, we don't need to set this all up again.
	if ( m_hCraneMagnet )
		return;

	// Find our magnet
	if ( m_iszMagnetName == NULL_STRING )
	{
		Warning( "prop_vehicle_crane %s has no magnet entity specified!\n", STRING(GetEntityName()) );
		UTIL_Remove( this );
		return;
	}

	m_hCraneMagnet = dynamic_cast<CPhysMagnet *>(gEntList.FindEntityByName( NULL, STRING(m_iszMagnetName) ));
	if ( !m_hCraneMagnet )
	{
		Warning( "prop_vehicle_crane %s failed to find magnet %s.\n", STRING(GetEntityName()), STRING(m_iszMagnetName) );
		UTIL_Remove( this );
		return;
	}

	// We want the magnet to cast a long shadow
	m_hCraneMagnet->SetShadowCastDistance( 2048 );

	// Create our constraint group
	constraint_groupparams_t group;
	group.Defaults();
	m_pConstraintGroup = physenv->CreateConstraintGroup( group );
	m_hCraneMagnet->SetConstraintGroup( m_pConstraintGroup );

	// Create our crane tip
	Vector vecOrigin;
	QAngle vecAngles;
	GetCraneTipPosition( &vecOrigin, &vecAngles );
	m_hCraneTip = CCraneTip::Create( m_hCraneMagnet, m_pConstraintGroup, vecOrigin, vecAngles );
	if ( !m_hCraneTip )
	{
		UTIL_Remove( this );
		return;
	}
	m_pConstraintGroup->Activate();

	// Make a rope to connect 'em
	int iIndex = m_hCraneMagnet->LookupAttachment("magnetcable_a");
	m_hRope = CRopeKeyframe::Create( this, m_hCraneMagnet, 1, iIndex );
	if ( m_hRope )
	{
		m_hRope->m_Width = 3;
		m_hRope->m_nSegments = ROPE_MAX_SEGMENTS / 2;
		m_hRope->EnableWind( false );
		m_hRope->SetupHangDistance( 0 );
		m_hRope->m_RopeLength = (m_hCraneMagnet->GetAbsOrigin() - m_hCraneTip->GetAbsOrigin()).Length() * 1.1;
	}

	// Start with the magnet off
	TurnMagnetOff();
}
开发者ID:Adidasman1,项目名称:source-sdk-2013,代码行数:63,代码来源:vehicle_crane.cpp


示例3: GetAbsOrigin

bool CFuncLadderEndPoint::Validate()
{
	// Find the the other end
	Vector startPos = GetAbsOrigin();
	
	CFuncLadderEndPoint *other = dynamic_cast< CFuncLadderEndPoint * >( GetNextTarget() );
	if ( !other )
	{
		DevMsg( 1, "func_ladderendpoint(%s) without matching target\n", STRING(GetEntityName()) );
		return false;
	}

	Vector endPos = other->GetAbsOrigin();

	CFuncLadder *ladder = ( CFuncLadder * )CreateEntityByName( "func_useableladder" );
	if ( ladder )
	{
		ladder->SetEndPoints( startPos, endPos );
		ladder->SetAbsOrigin( GetAbsOrigin() );
		ladder->SetParent( GetParent() );
		ladder->SetName( GetEntityName() );
		ladder->Spawn();
	}

	// Delete both endpoints
	UTIL_Remove( other );
	UTIL_Remove( this );

	return true;
}
开发者ID:paralin,项目名称:hl2sdk,代码行数:30,代码来源:func_ladder_endpoint.cpp


示例4: Put

static void Put( const char *name, const TNetInputValue &value )
{
	FILE *fout = 0;

	if (dump)
	{
		fout = fopen("netinput.log", "at");
	}

	FILETIME tm;
	GetSystemTimeAsFileTime(&tm);
	ITextModeConsole *pTMC = gEnv->pSystem->GetITextModeConsole();

	if (lastFrame != gEnv->pRenderer->GetFrameID())
	{
		ypos = 0;
		lastFrame = gEnv->pRenderer->GetFrameID();
		tstamp = (uint64(tm.dwHighDateTime) << 32) | tm.dwLowDateTime;
	}

	float white[] = {1, 1, 1, 1};
	char buf[256];

	if (const Vec3 *pVec = value.GetPtr<Vec3>())
	{
		sprintf(buf, "%s: %f %f %f", name, pVec->x, pVec->y, pVec->z);
		gEnv->pRenderer->Draw2dLabel(10.f, (float)(ypos += 20), 2.f, white, false, "%s", buf);

		if (pTMC)
		{
			pTMC->PutText( 0, ypos / 20, buf );
		}

		if (fout)
		{
			fprintf(fout, "%I64d %s %s %f %f %f\n", tstamp, GetEntityName(), name, pVec->x, pVec->y, pVec->z);
		}
	}
	else if (const float *pFloat = value.GetPtr<float>())
	{
		sprintf(buf, "%s: %f", name, *pFloat);
		gEnv->pRenderer->Draw2dLabel(10.f, (float)(ypos += 20), 2, white, false, "%s", buf);

		if (pTMC)
		{
			pTMC->PutText( 0, ypos / 20, buf );
		}

		if (fout)
		{
			fprintf(fout, "%I64d %s %s %f\n", tstamp, GetEntityName(), name, *pFloat);
		}
	}

	if (fout)
	{
		fclose(fout);
	}
}
开发者ID:Oliverreason,项目名称:bare-minimum-cryengine3,代码行数:59,代码来源:NetInputChainDebug.cpp


示例5: SetThink

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CEnvBeam::Spawn( void )
{
	if ( !m_iszSpriteName )
	{
		SetThink( &CEnvBeam::SUB_Remove );
		return;
	}

	BaseClass::Spawn();

	m_noiseAmplitude = MIN(MAX_BEAM_NOISEAMPLITUDE, m_noiseAmplitude);

	// Check for tapering
	if ( HasSpawnFlags( SF_BEAM_TAPEROUT ) )
	{
		SetWidth( m_boltWidth );
		SetEndWidth( 0 );
	}
	else
	{
		SetWidth( m_boltWidth );
		SetEndWidth( GetWidth() );	// Note: EndWidth is not scaled
	}

	if ( ServerSide() )
	{
		SetThink( &CEnvBeam::UpdateThink );
		SetNextThink( gpGlobals->curtime );
		SetFireTime( gpGlobals->curtime );

		if ( GetEntityName() != NULL_STRING )
		{
			if ( !(m_spawnflags & SF_BEAM_STARTON) )
			{
				AddEffects( EF_NODRAW );
				m_active = 0;
				SetNextThink( TICK_NEVER_THINK );
			}
			else
			{
				m_active = 1;
			}
		}
	}
	else
	{
		m_active = 0;
		if ( !GetEntityName() || FBitSet(m_spawnflags, SF_BEAM_STARTON) )
		{
			SetThink( &CEnvBeam::StrikeThink );
			SetNextThink( gpGlobals->curtime + 1.0f );
		}
	}

}
开发者ID:xxauroraxx,项目名称:Source.Python,代码行数:58,代码来源:EnvBeam.cpp


示例6: FindGround

void CStructure::StartTurn()
{
	BaseClass::StartTurn();

	FindGround();

	if (!GetSupplier() && !dynamic_cast<CCPU*>(this))
	{
		if (GetPlayerOwner())
			GetPlayerOwner()->RemoveUnit(this);
		SetSupplier(NULL);
	}

	if (GetSupplier() && !GetSupplier()->GetPlayerOwner())
	{
		GetSupplier()->RemoveChild(this);
		if (GetPlayerOwner())
			GetPlayerOwner()->RemoveUnit(this);
		SetSupplier(NULL);
	}

	if (GetPlayerOwner() == NULL)
		return;

	if (IsConstructing())
	{
		m_iTurnsToConstruct--;

		if (m_iTurnsToConstruct == (size_t)0)
		{
			GetDigitanksPlayer()->AppendTurnInfo(tstring("Construction finished on ") + GetEntityName());
			CompleteConstruction();

			GetDigitanksPlayer()->AddActionItem(this, ACTIONTYPE_NEWSTRUCTURE);
		}
		else
			GetDigitanksPlayer()->AppendTurnInfo(tsprintf(tstring("Constructing ") + GetEntityName() + " (%d turns left)", m_iTurnsToConstruct.Get()));
	}

	if (IsUpgrading())
	{
		m_iTurnsToUpgrade--;

		if (m_iTurnsToUpgrade == (size_t)0)
		{
			GetDigitanksPlayer()->AppendTurnInfo(GetEntityName() + " finished upgrading.");

			UpgradeComplete();
		}
		else
			GetDigitanksPlayer()->AppendTurnInfo(tsprintf(tstring("Upgrading ") + GetEntityName() + " (%d turns left)", GetTurnsToUpgrade()));
	}
}
开发者ID:BSVino,项目名称:Digitanks,代码行数:53,代码来源:structure.cpp


示例7: dsp_speaker

//-----------------------------------------------------------------------------
// Purpose: If we've got a speaker, add ourselves to the list of microphones that want to listen
//-----------------------------------------------------------------------------
void CEnvMicrophone::ActivateSpeaker( void )
{
	// If we're enabled, set the dsp_speaker preset to my specified one
	if ( !m_bDisabled )
	{
		ConVarRef dsp_speaker( "dsp_speaker" );
		if ( dsp_speaker.IsValid() )
		{
			int iDSPPreset = m_iSpeakerDSPPreset;
			if ( !iDSPPreset )
			{
				// Reset it to the default
				iDSPPreset = atoi( dsp_speaker.GetDefault() );
			}
			DevMsg( 2, "Microphone %s set dsp_speaker to %d.\n", STRING(GetEntityName()), iDSPPreset);
			dsp_speaker.SetValue( m_iSpeakerDSPPreset );
		}
	}

	if ( m_iszSpeakerName != NULL_STRING )
	{
		// We've got a speaker to play heard sounds through. To do this, we need to add ourselves 
		// to the list of microphones who want to be told whenever a sound is played.
		if ( s_Microphones.Find(this) == -1 )
		{
			s_Microphones.AddToTail( this );
		}
	}
}
开发者ID:xxauroraxx,项目名称:Source.Python,代码行数:32,代码来源:envmicrophone.cpp


示例8: Warning

//-----------------------------------------------------------------------------
// Purpose: Pick up a specified object
// Input  : &inputdata - 
//-----------------------------------------------------------------------------
void CNPC_CombineDropship::InputPickup( inputdata_t &inputdata )
{
	// Can't pickup if we're already carrying something
	if ( m_hContainer )
	{
		Warning("npc_combinedropship %s was told to pickup, but is already carrying something.\n", STRING(GetEntityName()) );
		return;
	}

	string_t iszTargetName = inputdata.value.StringID();
	if ( iszTargetName == NULL_STRING )
	{
		Warning("npc_combinedropship %s tried to pickup with no specified pickup target.\n", STRING(GetEntityName()) );
		return;
	}
	CBaseEntity *pTarget = gEntList.FindEntityByName( NULL, iszTargetName, NULL );
	if ( !pTarget )
	{
		Warning("npc_combinedropship %s couldn't find pickup target named %s\n", STRING(GetEntityName()), STRING(iszTargetName) );
		return;
	}

	// Start heading to the point
	m_hPickupTarget = pTarget;
	// Disable collisions to my target
	m_hPickupTarget->SetOwnerEntity(this);
	if ( m_NPCState == NPC_STATE_IDLE )
	{
		SetState( NPC_STATE_ALERT );
	}
	m_iLandState = LANDING_SWOOPING;
	m_flLandingSpeed = GetAbsVelocity().Length();
}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:37,代码来源:npc_combinedropship.cpp


示例9: Warning

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CNPC_VehicleDriver::InputGotoPathCorner( inputdata_t &inputdata )
{
	string_t iszPathName = inputdata.value.StringID();
	if ( iszPathName != NULL_STRING )
	{
		CBaseEntity *pEntity = gEntList.FindEntityByName( NULL, iszPathName );
		if ( !pEntity )
		{
			Warning("npc_vehicledriver %s couldn't find entity named %s\n", STRING(GetEntityName()), STRING(iszPathName) );
			return;
		}

		ClearWaypoints();

		// Drive to the point
		SetGoalEnt( pEntity );
		if ( m_NPCState == NPC_STATE_IDLE )
		{
			SetState( NPC_STATE_ALERT );
		}
		SetCondition( COND_PROVOKED );

		// Force him to start forward
		InputStartForward( inputdata );
	}
}
开发者ID:BenLubar,项目名称:SwarmDirector2,代码行数:29,代码来源:npc_vehicledriver.cpp


示例10: switch

void CWorldItem::Spawn( void )
{
	CBaseEntity *pEntity = NULL;

	switch (m_iType) 
	{
	case 44: // ITEM_BATTERY:
		pEntity = CBaseEntity::Create( "item_battery", GetLocalOrigin(), GetLocalAngles() );
		break;
	case 45: // ITEM_SUIT:
		pEntity = CBaseEntity::Create( "item_suit", GetLocalOrigin(), GetLocalAngles() );
		break;
	}

	if (!pEntity)
	{
		Warning("unable to create world_item %d\n", m_iType );
	}
	else
	{
		pEntity->m_target = m_target;
		pEntity->SetName( GetEntityName() );
		pEntity->ClearSpawnFlags();
		pEntity->AddSpawnFlags( m_spawnflags );
	}

	UTIL_RemoveImmediate( this );
}
开发者ID:Randdalf,项目名称:bliink,代码行数:28,代码来源:item_world.cpp


示例11: SetMoveType

void CFuncBrush::Spawn( void )
{
	SetMoveType( MOVETYPE_PUSH );  // so it doesn't get pushed by anything

	SetSolid( SOLID_VPHYSICS );
	AddEFlags( EFL_USE_PARTITION_WHEN_NOT_SOLID );

	if ( m_iSolidity == BRUSHSOLID_NEVER )
	{
		AddSolidFlags( FSOLID_NOT_SOLID );
	}

	SetModel( STRING( GetModelName() ) );

	if ( m_iDisabled )
		TurnOff();
	
	// If it can't move/go away, it's really part of the world
	if ( !GetEntityName() || !m_iParent )
		AddFlag( FL_WORLDBRUSH );

	CreateVPhysics();

	// Slam the object back to solid - if we really want it to be solid.
	if ( m_bSolidBsp )
	{
		SetSolid( SOLID_BSP );
	}
}
开发者ID:Bubbasacs,项目名称:FinalProj,代码行数:29,代码来源:modelentities.cpp


示例12: DevMsg

void CPoseController::InputGetFMod( inputdata_t &inputdata )
{
	DevMsg( "FMod values for pose controller %s\nTYPE: %i\nTIME OFFSET: %f\nRATE: %f\nAMPLITUDE: %f\n", 
			STRING(GetEntityName()), 
			m_nFModType.Get(), 
			m_fFModTimeOffset.Get(), 
			m_fFModRate.Get(), 
			m_fFModAmplitude.Get() );
}
开发者ID:SizzlingStats,项目名称:hl2sdk-ob-valve,代码行数:9,代码来源:point_posecontroller.cpp


示例13: Activate

//-----------------------------------------------------------------------------
// Activate!
//-----------------------------------------------------------------------------
void CPathTrack::Activate( void )
{
	BaseClass::Activate();

	if ( GetEntityName() != NULL_STRING )		// Link to next, and back-link
	{
		Link();
	}
}
开发者ID:AluminumKen,项目名称:hl2sb-src,代码行数:12,代码来源:pathtrack.cpp


示例14: Warning

void CTemplateNPCMaker::Precache()
{
	BaseClass::Precache();

	if ( !m_iszTemplateData )
	{
		//
		// This must be the first time we're activated, not a load from save game.
		// Look up the template in the template database.
		//
		if (!m_iszTemplateName)
		{
			Warning( "npc_template_maker %s has no template NPC!\n", STRING(GetEntityName()) );
			UTIL_Remove( this );
			return;
		}
		else
		{
			m_iszTemplateData = Templates_FindByTargetName(STRING(m_iszTemplateName));
			if ( m_iszTemplateData == NULL_STRING )
			{
				DevWarning( "npc_template_maker %s: template NPC %s not found!\n", STRING(GetEntityName()), STRING(m_iszTemplateName) );
				UTIL_Remove( this );
				return;
			}
		}
	}

	Assert( m_iszTemplateData != NULL_STRING );

	// If the mapper marked this as "preload", then instance the entity preache stuff and delete the entity
	//if ( !HasSpawnFlags(SF_NPCMAKER_NOPRELOADMODELS) )
	if ( m_iszTemplateData != NULL_STRING )
	{
		CBaseEntity *pEntity = NULL;
		MapEntity_ParseEntity( pEntity, STRING(m_iszTemplateData), NULL );
		if ( pEntity != NULL )
		{
			PrecacheTemplateEntity( pEntity );
			UTIL_RemoveImmediate( pEntity );
		}
	}
}
开发者ID:Adidasman1,项目名称:source-sdk-2013,代码行数:43,代码来源:monstermaker.cpp


示例15: Warning

//-----------------------------------------------------------------------------
// Purpose: 
// Input  : &inputdata - 
//-----------------------------------------------------------------------------
void CEnvScreenOverlay::InputStartOverlay( inputdata_t &inputdata )
{
	if ( m_iszOverlayNames[0] == NULL_STRING )
	{
		Warning("env_screenoverlay %s has no overlays to display.\n", STRING(GetEntityName()) );
		return;
	}

	m_flStartTime = gpGlobals->curtime;
}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:14,代码来源:env_screenoverlay.cpp


示例16: STRING

//-----------------------------------------------------------------------------
// Precache 
//-----------------------------------------------------------------------------
void CParticleSystem::Precache( void )
{
	const char *pParticleSystemName = STRING( m_iszEffectName );
	if ( pParticleSystemName == NULL || pParticleSystemName[0] == 0 )
	{
		Warning( "info_particle_system (%s) has no particle system name specified!\n", GetEntityName().ToCStr() );
	}

	PrecacheParticleSystem( pParticleSystemName );
}
开发者ID:SizzlingStats,项目名称:hl2sdk-ob-valve,代码行数:13,代码来源:particle_system.cpp


示例17: GetEntityName

//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CEnvInstructorHint::InputEndHint( inputdata_t &inputdata )
{
	static int s_InstructorServerHintEventStop = 0;
	IGameEvent * event = gameeventmanager->CreateEvent( "instructor_server_hint_stop", false, &s_InstructorServerHintEventStop );
	if ( event )
	{
		event->SetString( "hint_name", GetEntityName().ToCStr() );

		gameeventmanager->FireEvent( event );
	}
}
开发者ID:BenLubar,项目名称:SwarmDirector2,代码行数:13,代码来源:env_instructor_hint.cpp


示例18: STRING

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
CPointTemplate *CEnvEntityMaker::FindTemplate()
{
	// Find our point_template
	CPointTemplate *pTemplate = dynamic_cast<CPointTemplate *>(gEntList.FindEntityByName( NULL, STRING(m_iszTemplate) ));
	if ( !pTemplate )
	{
		Warning( "env_entity_maker %s failed to find template %s.\n", GetEntityName().ToCStr(), STRING(m_iszTemplate) );
	}

	return pTemplate;
}
开发者ID:Au-heppa,项目名称:swarm-sdk,代码行数:14,代码来源:env_entity_maker.cpp


示例19: GetEntityName

void CDialogueManager::InputStartDialogue(inputdata_t &inputData)
{
	// If our options have been disabled we don't care anymore:
	if (!m_bOptionAvailable[0] && !m_bOptionAvailable[1] && !m_bOptionAvailable[2])
		return;

	OnStartDialogue.FireOutput(this, this);

	// Run Event here:
	g_pGameRules->StartDialogueScene(szDialogueScene.ToCStr(), GetEntityName().ToCStr(), m_bOptionAvailable[0], m_bOptionAvailable[1], m_bOptionAvailable[2]);
}
开发者ID:BerntA,项目名称:tfo-code,代码行数:11,代码来源:tfo_dialogue.cpp


示例20: Warning

void CEnvScreenOverlay::InputStopOverlay( inputdata_t &inputdata )
{
	if ( m_iszOverlayNames[0] == NULL_STRING )
	{
		Warning("env_screenoverlay %s has no overlays to display.\n", STRING(GetEntityName()) );
		return;
	}

	m_flStartTime = -1;
	m_bIsActive = false; 
}
开发者ID:Adidasman1,项目名称:source-sdk-2013,代码行数:11,代码来源:env_screenoverlay.cpp



注:本文中的GetEntityName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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