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

//-----------------------------------------------------------------------------
// Spawn
//-----------------------------------------------------------------------------
void CAmbientGeneric::Spawn()
{
	m_iSoundLevel = ComputeSoundlevel( m_radius, FBitSet(m_spawnflags, SF_AMBIENT_SOUND_EVERYWHERE) ? true : false );
	ComputeMaxAudibleDistance();

	char *szSoundFile = (char *)STRING(m_iszSound);

	if ( !m_iszSound || strlen( szSoundFile ) < 1 )
	{
		Warning( "Empty %s (%s) at %.2f, %.2f, %.2f\n", GetClassname(), GetDebugName(), GetAbsOrigin().x, GetAbsOrigin().y, GetAbsOrigin().z );
		UTIL_Remove(this);
		return;
	}

    SetSolid(SOLID_NONE);
    SetMoveType(MOVETYPE_NONE);

	// Set up think function for dynamic modification 
	// of ambient sound's pitch or volume. Don't
	// start thinking yet.

	SetThink(&CAmbientGeneric::RampThink);
	SetNextThink(TICK_NEVER_THINK);

	m_fActive = false;

	if ( FBitSet (m_spawnflags, SF_AMBIENT_SOUND_NOT_LOOPING) )
		m_fLooping = false;
	else
		m_fLooping = true;

	m_hSoundSource			= NULL;
	m_nSoundSourceEntIndex	= -1;

	Precache();

	// init all dynamic modulation parms
	InitModulationParms();
}
开发者ID:InfoSmart,项目名称:InSource-Singleplayer,代码行数:42,代码来源:sound.cpp


示例2: Vector

//-----------------------------------------------------------------------------
// Purpose: 
// Input  : *pPlayer - 
//-----------------------------------------------------------------------------
void CWeaponFrag::RollGrenade( CBasePlayer *pPlayer )
{
	// BUGBUG: Hardcoded grenade width of 4 - better not change the model :)
	Vector vecSrc;
	pPlayer->CollisionProp()->NormalizedToWorldSpace( Vector( 0.5f, 0.5f, 0.0f ), &vecSrc );
	vecSrc.z += GRENADE_RADIUS;

	Vector vecFacing = pPlayer->BodyDirection2D( );
	// no up/down direction
	vecFacing.z = 0;
	VectorNormalize( vecFacing );
	trace_t tr;
	UTIL_TraceLine( vecSrc, vecSrc - Vector(0,0,16), MASK_PLAYERSOLID, pPlayer, COLLISION_GROUP_NONE, &tr );
	if ( tr.fraction != 1.0 )
	{
		// compute forward vec parallel to floor plane and roll grenade along that
		Vector tangent;
		CrossProduct( vecFacing, tr.plane.normal, tangent );
		CrossProduct( tr.plane.normal, tangent, vecFacing );
	}
	vecSrc += (vecFacing * 18.0);
	CheckThrowPosition( pPlayer, pPlayer->WorldSpaceCenter(), vecSrc );

	Vector vecThrow;
	pPlayer->GetVelocity( &vecThrow, NULL );
	vecThrow += vecFacing * 700;
	// put it on its side
	QAngle orientation(0,pPlayer->GetLocalAngles().y,-90);
	// roll it
	AngularImpulse rotSpeed(0,0,720);
	Fraggrenade_Create( vecSrc, orientation, vecThrow, rotSpeed, pPlayer, GRENADE_TIMER, false );

	WeaponSound( SPECIAL1 );

	m_bRedraw = true;

	m_iPrimaryAttacks++;
	gamestats->Event_WeaponFired( pPlayer, true, GetClassname() );
}
开发者ID:Adidasman1,项目名称:source-sdk-2013,代码行数:43,代码来源:weapon_frag.cpp


示例3: CreateServerRagdoll

bool QUA_helicopter::BecomeRagdoll( const CTakeDamageInfo &info, const Vector &forceVector ) 
{ 
	
		/*CRagdollProp *pRagdoll = NULL;
		pRagdoll = assert_cast<CRagdollProp *>( CreateServerRagdoll( this, m_nForceBone, info, COLLISION_GROUP_VEHICLE ) );
		pRagdoll->GetBaseAnimating()->Dissolve( NULL, gpGlobals->curtime+2.0f, false, ENTITY_DISSOLVE_NORMAL );
		*/
		
		//CreateRagdollEntity();
		
		//pRagdoll->Dissolve
		//pRagdoll->DisableAutoFade();
		
		// Creamos un nuevo fantastico Strider
		
	QUA_helicopter *pHeli = (QUA_helicopter *)CreateEntityByName( "vehicle_helicopter" );
		
	if ( pHeli )
	{
		pHeli->m_bSpawn=true;
		//pHeli->m_iSpawnTry=0;
		//pHeli->m_hRagdoll=m_hRagdoll;
		pHeli->SetThink( &QUA_helicopter::Materialize );
		pHeli->SetContextThink( &QUA_helicopter::Materialize, gpGlobals->curtime + 5.0f, "RESPAWNING" );
		pHeli->SetNextThink( gpGlobals->curtime + 5.0f );
		pHeli->Teleport( &m_vOriginalSpawnOrigin, &m_vOriginalSpawnAngles, NULL );	
		
		//pStrider->AddEffects(EF_NODRAW);
		//pStrider->AddSolidFlags(FSOLID_NOT_SOLID);
	}
	else
	{
		Warning("Respawn failed to create %s!\n", GetClassname() );
	}

	//this->Dissolve( NULL, gpGlobals->curtime+2.0f, false, ENTITY_DISSOLVE_NORMAL );
	return true; 
}
开发者ID:WorldGamers,项目名称:Mobile-Forces-Source,代码行数:38,代码来源:vehicle_helicopter.cpp


示例4: CheckThrowPosition

//-----------------------------------------------------------------------------
// Purpose: 
// Input  : *pPlayer - 
//-----------------------------------------------------------------------------
void CWeaponFrag::ThrowGrenade( CBasePlayer *pPlayer )
{
	Vector	vecEye = pPlayer->EyePosition();
	Vector	vForward, vRight;

	pPlayer->EyeVectors( &vForward, &vRight, NULL );
	Vector vecSrc = vecEye + vForward * 18.0f + vRight * 8.0f;
	CheckThrowPosition( pPlayer, vecEye, vecSrc );
//	vForward[0] += 0.1f;
	vForward[2] += 0.1f;

	Vector vecThrow;
	pPlayer->GetVelocity( &vecThrow, NULL );
	vecThrow += vForward * 1200;
	Fraggrenade_Create( vecSrc, vec3_angle, vecThrow, AngularImpulse(600,random->RandomInt(-1200,1200),0), pPlayer, GRENADE_TIMER, false );

	m_bRedraw = true;

	WeaponSound( SINGLE );

	m_iPrimaryAttacks++;
	gamestats->Event_WeaponFired( pPlayer, true, GetClassname() );
}
开发者ID:reepblue,项目名称:SourceSDKContent,代码行数:27,代码来源:weapon_frag.cpp


示例5: Vector

//-----------------------------------------------------------------------------
// Purpose: 
// Input  : *pPlayer - 
//-----------------------------------------------------------------------------
void CWeaponFrag::LobGrenade( CBasePlayer *pPlayer )
{
	Vector	vecEye = pPlayer->EyePosition();
	Vector	vForward, vRight;

	pPlayer->EyeVectors( &vForward, &vRight, NULL );
	Vector vecSrc = vecEye + vForward * 18.0f + vRight * 8.0f + Vector( 0, 0, -8 );
	CheckThrowPosition( pPlayer, vecEye, vecSrc );
	
	Vector vecThrow;
	pPlayer->GetVelocity( &vecThrow, NULL );
	vecThrow += vForward * 350 + Vector( 0, 0, 50 );
	Fraggrenade_Create( vecSrc, vec3_angle, vecThrow, AngularImpulse(200,random->RandomInt(-600,600),0), pPlayer, GRENADE_TIMER, false );

	WeaponSound( WPN_DOUBLE );
	// Send the player 'attack' animation.
	pPlayer->SetAnimation(PLAYER_ATTACK1);

	m_bRedraw = true;

	m_iPrimaryAttacks++;
	gamestats->Event_WeaponFired( pPlayer, true, GetClassname() );
}
开发者ID:RaraFolf,项目名称:FIREFIGHT-RELOADED-src-sdk-2013,代码行数:27,代码来源:weapon_frag.cpp


示例6: GetOwner

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CWeaponBugBait::PrimaryAttack( void )
{
	if ( m_bRedraw )
		return;

	CBaseCombatCharacter *pOwner  = GetOwner();
	
	if ( pOwner == NULL )
		return;

	CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
	
	if ( pPlayer == NULL )
		return;

	SendWeaponAnim( ACT_VM_HAULBACK );
	
	m_flTimeWeaponIdle		= FLT_MAX;
	m_flNextPrimaryAttack	= FLT_MAX;

	m_iPrimaryAttacks++;
	gamestats->Event_WeaponFired( pPlayer, true, GetClassname() );
}
开发者ID:xxauroraxx,项目名称:Source.Python,代码行数:26,代码来源:weapon_bugbait.cpp


示例7: CheckThrowPosition

//-----------------------------------------------------------------------------
// Purpose: 
// Input  : *pPlayer - 
//-----------------------------------------------------------------------------
void CWeaponFrag::ThrowGrenade( CBasePlayer *pPlayer )
{

	// VR Source - if weapon tracking through based on weapon angle vector.
	Vector	vecEye = pPlayer->EyePosition();
	Vector	vForward, vRight;

	pPlayer->EyeVectors( &vForward, &vRight, NULL );
	Vector vecSrc = vecEye + vForward * 18.0f + vRight * 8.0f;
	CheckThrowPosition( pPlayer, vecEye, vecSrc );
	vForward[2] += 0.1f;
	
	Vector vecThrow;
	pPlayer->GetVelocity( &vecThrow, NULL );
	
	// VR Source - use weapon angle vectors if available
	if ( pPlayer->Weapon_Tracking() ) 
	{
		vecThrow += pPlayer->Weapon_ShootDirection() * 1200;
	} 
	else
	{
		vecThrow += vForward * 1200;
	}
	

	//todo: do I need to replace the vec3_angle as well?

	Fraggrenade_Create( vecSrc, vec3_angle, vecThrow, AngularImpulse(600,random->RandomInt(-1200,1200),0), pPlayer, GRENADE_TIMER, false );

	m_bRedraw = true;

	WeaponSound( SINGLE );

	m_iPrimaryAttacks++;
	gamestats->Event_WeaponFired( pPlayer, true, GetClassname() );
}
开发者ID:TheHolyChicken,项目名称:halflife2-vr,代码行数:41,代码来源:weapon_frag.cpp


示例8: FireBolt

//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponCrossbow::PrimaryAttack( void )
{
	if ( m_bInZoom && g_pGameRules->IsMultiplayer() )
	{
//		FireSniperBolt();
		FireBolt();
	}
	else
	{
		FireBolt();
	}

	// Signal a reload
	m_bMustReload = true;

	SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration( ACT_VM_PRIMARYATTACK ) );

	CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
	if ( pPlayer )
	{
		m_iPrimaryAttacks++;
		gamestats->Event_WeaponFired( pPlayer, true, GetClassname() );
	}
}
开发者ID:SCell555,项目名称:source-sdk-2013,代码行数:27,代码来源:weapon_crossbow.cpp


示例9: SquadRecruit

//=========================================================
//
// SquadRecruit(), get some monsters of my classification and
// link them as a group.  returns the group size
//
//=========================================================
int CSquadMonster :: SquadRecruit( int searchRadius, int maxMembers )
{
	int squadCount;
	EntityClassification_t iMyClass = Classify();// cache this monster's class


	// Don't recruit if I'm already in a group
	if ( InSquad() )
		return 0;

	if ( maxMembers < 2 )
		return 0;

	// I am my own leader
	m_hSquadLeader = this;
	squadCount = 1;

	CBaseEntity *pEntity = NULL;

	if ( HasNetName() )
	{
		// I have a netname, so unconditionally recruit everyone else with that name.
		pEntity = UTIL_FindEntityByString( pEntity, "netname", GetNetName() );
		while ( pEntity )
		{
			CSquadMonster *pRecruit = pEntity->MySquadMonsterPointer();

			if ( pRecruit )
			{
				if ( !pRecruit->InSquad() && pRecruit->Classify() == iMyClass && pRecruit != this )
				{
					// minimum protection here against user error.in worldcraft. 
					if (!SquadAdd( pRecruit ))
						break;
					squadCount++;
				}
			}
	
			pEntity = UTIL_FindEntityByString( pEntity, "netname", GetNetName() );
		}
	}
	else 
	{
		while ((pEntity = UTIL_FindEntityInSphere( pEntity, GetAbsOrigin(), searchRadius )) != NULL)
		{
			CSquadMonster *pRecruit = pEntity->MySquadMonsterPointer( );

			if ( pRecruit && pRecruit != this && pRecruit->IsAlive() && !pRecruit->m_pCine )
			{
				// Can we recruit this guy?
				if ( !pRecruit->InSquad() && pRecruit->Classify() == iMyClass &&
				   ( (iMyClass != EntityClassifications().GetClassificationId( classify::ALIEN_MONSTER )) || FStrEq( GetClassname(), pRecruit->GetClassname() )) &&
				    !pRecruit->HasNetName() )
				{
					TraceResult tr;
					UTIL_TraceLine( GetAbsOrigin() + GetViewOffset(), pRecruit->GetAbsOrigin() + GetViewOffset(), ignore_monsters, pRecruit->edict(), &tr );// try to hit recruit with a traceline.
					if ( tr.flFraction == 1.0 )
					{
						if (!SquadAdd( pRecruit ))
							break;

						squadCount++;
					}
				}
			}
		}
	}

	// no single member squads
	if (squadCount == 1)
	{
		m_hSquadLeader = NULL;
	}

	return squadCount;
}
开发者ID:oskarlh,项目名称:HLEnhanced,代码行数:82,代码来源:CSquadMonster.cpp


示例10: Q_strncpy

//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMaterialModifyControl::InputStartFloatLerp( inputdata_t &inputdata )
{
    char parseString[255];
    Q_strncpy(parseString, inputdata.value.String(), sizeof(parseString));

//	if( debug_materialmodifycontrol.GetBool() )//&& Q_stristr( GetDebugName(), "alyx" ) )
//	{
//		DevMsg( 1, "CMaterialModifyControl::InputStartFloatLerp %s %s %s \"%s\"\n",
//			GetDebugName(), m_szMaterialName.Get(), m_szMaterialVar.Get(), inputdata.value.String() );
//	}

    // Get the start & end values
    char *pszParam = strtok(parseString," ");
    if ( pszParam && pszParam[0] )
    {
        float flStartValue = atof(pszParam);

        pszParam = strtok(NULL," ");
        if ( pszParam && pszParam[0] )
        {
            float flEndValue = atof(pszParam);

            pszParam = strtok(NULL," ");
            if ( pszParam && pszParam[0] )
            {
                float flTransitionTime = atof(pszParam);

                pszParam = strtok(NULL," ");
                if ( pszParam && pszParam[0] )
                {
                    bool bWrap = atoi(pszParam) != 0;
                    // We don't implement wrap currently.
                    bWrap = bWrap;

                    // Got all the parameters. Save 'em and return;
                    m_flFloatLerpStartValue = flStartValue;
                    m_flFloatLerpEndValue = flEndValue;
                    m_flFloatLerpTransitionTime = flTransitionTime;
                    m_nModifyMode = MATERIAL_MODIFY_MODE_FLOAT_LERP;
                    m_bNewAnimCommandsSemaphore = !m_bNewAnimCommandsSemaphore;
                    return;
                }
            }
        }
    }

    Warning("%s (%s) received StartFloatLerp input without correct parameters. Syntax: <Start Value> <End Value> <Transition Time> <Loop>\n<Loop> should be 1 or 0.\n", GetClassname(), GetDebugName() );
}
开发者ID:AluminumKen,项目名称:hl2sb-src,代码行数:51,代码来源:MaterialModifyControl.cpp


示例11: Warning

//-----------------------------------------------------------------------------
// Purpose: set a base and minimum bloom scale
//-----------------------------------------------------------------------------
void CEnvTonemapController::InputSetBloomScaleRange( inputdata_t &inputdata )
{
	float bloom_max=1, bloom_min=1;
	int nargs=sscanf("%f %f",inputdata.value.String(), bloom_max, bloom_min );
	if (nargs != 2)
	{
		Warning("%s (%s) received SetBloomScaleRange input without 2 arguments. Syntax: <max bloom> <min bloom>\n", GetClassname(), GetDebugName() );
		return;
	}
	m_flCustomBloomScale=bloom_max;
	m_flCustomBloomScale=bloom_min;
}
开发者ID:Baer42,项目名称:Source-SDK-2014,代码行数:15,代码来源:env_tonemap_controller.cpp


示例12: Q_strncpy

//-----------------------------------------------------------------------------
// Purpose: Blend the tonemap scale to the specified value
//-----------------------------------------------------------------------------
void CEnvTonemapController::InputBlendTonemapScale( inputdata_t &inputdata )
{
	char parseString[255];
	Q_strncpy(parseString, inputdata.value.String(), sizeof(parseString));

	// Get the target tonemap scale
	char *pszParam = strtok(parseString," ");
	if ( !pszParam || !pszParam[0] )
	{
		Warning("%s (%s) received BlendTonemapScale input without a target tonemap scale. Syntax: <target tonemap scale> <blend time>\n", GetClassname(), GetDebugName() );
		return;
	}
	m_flBlendTonemapEnd = atof( pszParam );

	// Get the blend time
	pszParam = strtok(NULL," ");
	if ( !pszParam || !pszParam[0] )
	{
		Warning("%s (%s) received BlendTonemapScale input without a blend time. Syntax: <target tonemap scale> <blend time>\n", GetClassname(), GetDebugName() );
		return;
	}
	m_flBlendEndTime = gpGlobals->curtime + atof( pszParam );

	m_flBlendStartTime = gpGlobals->curtime;
	m_flBlendTonemapStart = mat_hdr_tonemapscale.GetFloat();

	// Start thinking
	SetNextThink( gpGlobals->curtime + 0.1 );
	SetThink( &CEnvTonemapController::UpdateTonemapScaleBlend );
}
开发者ID:Baer42,项目名称:Source-SDK-2014,代码行数:33,代码来源:env_tonemap_controller.cpp


示例13: ToBasePlayer

//-----------------------------------------------------------------------------
// Purpose: 
//
//
//-----------------------------------------------------------------------------
void CWeaponShotgun::PrimaryAttack( void )
{
	// Only the player fires this way so we can cast
	CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );

	if (!pPlayer)
	{
		return;
	}

	// MUST call sound before removing a round from the clip of a CMachineGun
	WeaponSound(SINGLE);

	pPlayer->DoMuzzleFlash();

	SendWeaponAnim( ACT_VM_PRIMARYATTACK );

	// Don't fire again until fire animation has completed
	m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
	m_iClip1 -= 1;

	// player "shoot" animation
	pPlayer->SetAnimation( PLAYER_ATTACK1 );
	ToHL2MPPlayer(pPlayer)->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY );


	Vector	vecSrc		= pPlayer->Weapon_ShootPosition( );
	Vector	vecAiming	= pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );	

#ifdef HL2SB
#ifndef CLIENT_DLL
	pPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 1.0 );
#endif
#endif

#ifndef HL2SB
	FireBulletsInfo_t info( 7, vecSrc, vecAiming, GetBulletSpread(), MAX_TRACE_LENGTH, m_iPrimaryAmmoType );
#else
	FireBulletsInfo_t info( sk_plr_num_shotgun_pellets.GetInt(), vecSrc, vecAiming, GetBulletSpread(), MAX_TRACE_LENGTH, m_iPrimaryAmmoType );
#endif
	info.m_pAttacker = pPlayer;

	// Fire the bullets, and force the first shot to be perfectly accuracy
	pPlayer->FireBullets( info );
	
	QAngle punch;
	punch.Init( SharedRandomFloat( "shotgunpax", -2, -1 ), SharedRandomFloat( "shotgunpay", -2, 2 ), 0 );
	pPlayer->ViewPunch( punch );

#ifdef HL2SB
#ifndef CLIENT_DLL
	CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), SOUNDENT_VOLUME_SHOTGUN, 0.2, GetOwner() );
#endif
#endif

	if (!m_iClip1 && pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
	{
		// HEV suit - indicate out of ammo condition
		pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0); 
	}

	m_bNeedPump = true;

#ifdef HL2SB
#ifndef CLIENT_DLL
	gamestats->Event_WeaponFired( pPlayer, true, GetClassname() );
#endif
#endif
}
开发者ID:AluminumKen,项目名称:hl2sb-src,代码行数:74,代码来源:weapon_shotgun.cpp


示例14: defined

void CBaseScripted::InitScriptedEntity( void )
{
#if defined ( LUA_SDK )
#if 0
#ifndef CLIENT_DLL
	// Let the instance reinitialize itself for the client.
	if ( m_nTableReference != LUA_NOREF )
		return;
#endif
#endif

	SetThink( &CBaseScripted::Think );
#ifdef CLIENT_DLL
	SetNextClientThink( gpGlobals->curtime );
#endif
	SetNextThink( gpGlobals->curtime );

	SetTouch( &CBaseScripted::Touch );

	char className[ 255 ];
#if defined ( CLIENT_DLL )
	if ( strlen( GetScriptedClassname() ) > 0 )
		Q_strncpy( className, GetScriptedClassname(), sizeof( className ) );
	else
		Q_strncpy( className, GetClassname(), sizeof( className ) );
#else
	Q_strncpy( m_iScriptedClassname.GetForModify(), GetClassname(), sizeof( className ) );
 	Q_strncpy( className, GetClassname(), sizeof( className ) );
#endif
 	Q_strlower( className );
	SetClassname( className );

	if ( m_nTableReference == LUA_NOREF )
	{
		LoadScriptedEntity();
		m_nTableReference = luaL_ref( L, LUA_REGISTRYINDEX );
	}
	else
	{
		lua_getglobal( L, "table" );
		if ( lua_istable( L, -1 ) )
		{
			lua_getfield( L, -1, "merge" );
			if ( lua_isfunction( L, -1 ) )
			{
				lua_remove( L, -2 );
				lua_getref( L, m_nTableReference );
				LoadScriptedEntity();
				luasrc_pcall( L, 2, 0, 0 );
			}
			else
			{
				lua_pop( L, 2 );
			}
		}
		else
		{
			lua_pop( L, 1 );
		}
	}

	BEGIN_LUA_CALL_ENTITY_METHOD( "Initialize" );
	END_LUA_CALL_ENTITY_METHOD( 0, 0 );
#endif
}
开发者ID:WorldGamers,项目名称:Mobile-Forces-Source,代码行数:65,代码来源:basescripted.cpp


示例15: MakeNPCInRadius

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CTemplateNPCMaker::MakeNPC( void )
{
	// If we should be using the radius spawn method instead, do so
	if ( m_flRadius && HasSpawnFlags(SF_NPCMAKER_ALWAYSUSERADIUS) )
	{
		MakeNPCInRadius();
		return;
	}

	if (!CanMakeNPC( ( m_iszDestinationGroup != NULL_STRING ) ))
		return;

	CNPCSpawnDestination *pDestination = NULL;
	if ( m_iszDestinationGroup != NULL_STRING )
	{
		pDestination = FindSpawnDestination();
		if ( !pDestination )
		{
			DevMsg( 2, "%s '%s' failed to find a valid spawnpoint in destination group: '%s'\n", GetClassname(), STRING(GetEntityName()), STRING(m_iszDestinationGroup) );
			return;
		}
	}

	CAI_BaseNPC	*pent = NULL;
	CBaseEntity *pEntity = NULL;
	MapEntity_ParseEntity( pEntity, STRING(m_iszTemplateData), NULL );
	if ( pEntity != NULL )
	{
		pent = (CAI_BaseNPC *)pEntity;
	}

	if ( !pent )
	{
		Warning("NULL Ent in NPCMaker!\n" );
		return;
	}
	
	if ( pDestination )
	{
		pent->SetAbsOrigin( pDestination->GetAbsOrigin() );

		// Strip pitch and roll from the spawner's angles. Pass only yaw to the spawned NPC.
		QAngle angles = pDestination->GetAbsAngles();
		angles.x = 0.0;
		angles.z = 0.0;
		pent->SetAbsAngles( angles );

		pDestination->OnSpawnedNPC( pent );
	}
	else
	{
		pent->SetAbsOrigin( GetAbsOrigin() );

		// Strip pitch and roll from the spawner's angles. Pass only yaw to the spawned NPC.
		QAngle angles = GetAbsAngles();
		angles.x = 0.0;
		angles.z = 0.0;
		pent->SetAbsAngles( angles );
	}

	m_OnSpawnNPC.Set( pEntity, pEntity, this );

	if ( m_spawnflags & SF_NPCMAKER_FADE )
	{
		pent->AddSpawnFlags( SF_NPC_FADE_CORPSE );
	}

	pent->RemoveSpawnFlags( SF_NPC_TEMPLATE );

	if ( ( m_spawnflags & SF_NPCMAKER_NO_DROP ) == false )
	{
		pent->RemoveSpawnFlags( SF_NPC_FALL_TO_GROUND ); // don't fall, slam
	}

	ChildPreSpawn( pent );

	DispatchSpawn( pent );
	pent->SetOwnerEntity( this );
	DispatchActivate( pent );

	ChildPostSpawn( pent );

	m_nLiveChildren++;// count this NPC

	if (!(m_spawnflags & SF_NPCMAKER_INF_CHILD))
	{
		m_nMaxNumNPCs--;

		if ( IsDepleted() )
		{
			m_OnAllSpawned.FireOutput( this, this );

			// Disable this forever.  Don't kill it because it still gets death notices
			SetThink( NULL );
			SetUse( NULL );
		}
	}
//.........这里部分代码省略.........
开发者ID:Adidasman1,项目名称:source-sdk-2013,代码行数:101,代码来源:monstermaker.cpp


示例16: ToBasePlayer

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CWeaponSMG1::SecondaryAttack( void )
{
	// Only the player fires this way so we can cast
	CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
	
	if ( pPlayer == NULL )
		return;

	//Must have ammo
	if ( ( pPlayer->GetAmmoCount( m_iSecondaryAmmoType ) <= 0 ) || ( pPlayer->GetWaterLevel() == 3 ) )
	{
		SendWeaponAnim( ACT_VM_DRYFIRE );
		BaseClass::WeaponSound( EMPTY );
		m_flNextSecondaryAttack = gpGlobals->curtime + 0.5f;
		return;
	}

	if( m_bInReload )
		m_bInReload = false;

	// MUST call sound before removing a round from the clip of a CMachineGun
	BaseClass::WeaponSound( WPN_DOUBLE );

	pPlayer->RumbleEffect( RUMBLE_357, 0, RUMBLE_FLAGS_NONE );

	Vector vecSrc = pPlayer->Weapon_ShootPosition();
	Vector	vecThrow;
	// Don't autoaim on grenade tosses
	AngleVectors( pPlayer->EyeAngles() + pPlayer->GetPunchAngle(), &vecThrow );
	VectorScale( vecThrow, 1000.0f, vecThrow );
	
	//Create the grenade
	QAngle angles;
	VectorAngles( vecThrow, angles );
	CGrenadeAR2 *pGrenade = (CGrenadeAR2*)Create( "grenade_ar2", vecSrc, angles, pPlayer );
	pGrenade->SetAbsVelocity( vecThrow );

	pGrenade->SetLocalAngularVelocity( RandomAngle( -400, 400 ) );
	pGrenade->SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE ); 
	pGrenade->SetThrower( GetOwner() );
	pGrenade->SetDamage( sk_plr_dmg_smg1_grenade.GetFloat() );

	SendWeaponAnim( ACT_VM_SECONDARYATTACK );

	CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), 1000, 0.2, GetOwner(), SOUNDENT_CHANNEL_WEAPON );

	// player "shoot" animation
	pPlayer->SetAnimation( PLAYER_ATTACK1 );

	// Decrease ammo
	pPlayer->RemoveAmmo( 1, m_iSecondaryAmmoType );

	// Can shoot again immediately
	m_flNextPrimaryAttack = gpGlobals->curtime + 0.5f;

	// Can blow up after a short delay (so have time to release mouse button)
	m_flNextSecondaryAttack = gpGlobals->curtime + 1.0f;

	// Register a muzzleflash for the AI.
	pPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 0.5 );	

	m_iSecondaryAttacks++;
	gamestats->Event_WeaponFired( pPlayer, false, GetClassname() );
}
开发者ID:0xFEEDC0DE64,项目名称:UltraGame,代码行数:67,代码来源:weapon_smg1.cpp


示例17: SetThink

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
bool CTFDroppedWeapon::MyTouch( CBasePlayer *pPlayer )
{
	bool bSuccess = false;

	CTFPlayer *pTFPlayer = dynamic_cast<CTFPlayer *>( pPlayer );

	if ( ValidTouch( pTFPlayer ) && pTFPlayer->IsPlayerClass( TF_CLASS_MERCENARY ) )
	{
		// Don't remove weapon while a player is standing over it.
		SetThink( NULL );

#ifndef DM_WEAPON_BUCKET
		int iSlot = m_Item.GetStaticData()->GetLoadoutSlot( TF_CLASS_MERCENARY );
		CTFWeaponBase *pWeapon = (CTFWeaponBase *)pTFPlayer->GetEntityForLoadoutSlot( iSlot );
		const char *pszWeaponName = m_Item.GetEntityName();
		int iAmmoType = m_pWeaponInfo->iAmmoType;

		if ( pWeapon )
		{
			if ( pWeapon->GetItemID() == m_Item.GetItemDefIndex() )
			{
				// Give however many ammo we have
				if ( pTFPlayer->GiveAmmo( m_iAmmo, iAmmoType, true, TF_AMMO_SOURCE_AMMOPACK ) )
					bSuccess = true;
			}
			else if ( !(pTFPlayer->m_nButtons & IN_ATTACK) && ( pTFPlayer->m_nButtons & IN_USE ) ) // Check Use button
			{
				// Drop a usable weapon
				pTFPlayer->DropWeapon( pWeapon );

				if ( pWeapon == pTFPlayer->GetActiveTFWeapon() )
				{
					pWeapon->Holster();
				}
				pTFPlayer->Weapon_Detach( pWeapon );
				UTIL_Remove( pWeapon );
				pWeapon = NULL;
			}
			else
			{
				pTFPlayer->m_Shared.SetDesiredWeaponIndex( m_Item.GetItemDefIndex() );
			}
		}
#else
		CTFWeaponBase *pWeapon = pTFPlayer->Weapon_OwnsThisID( m_nWeaponID );
		if ( pWeapon )
		{
			if ( pTFPlayer->GiveAmmo( 999, GetTFWeaponInfo( m_nWeaponID )->iAmmoType ) );
				bSuccess = true;
		}
#endif

		if ( !pWeapon )
		{
			CTFWeaponBase *pNewWeapon = (CTFWeaponBase *)pTFPlayer->GiveNamedItem( pszWeaponName, 0, &m_Item );
			if ( pNewWeapon )
			{
				pPlayer->SetAmmoCount( m_iAmmo, iAmmoType );
				pNewWeapon->DefaultTouch( pPlayer );
				if ( pPlayer == GetOwnerEntity() )
				{
					// If this is the same guy who dropped it restore old clip size to avoid exploiting swapping
					// weapons for faster reload.
					pNewWeapon->m_iClip1 = m_iClip;
				}
				pTFPlayer->m_Shared.SetDesiredWeaponIndex( -1 );
				bSuccess = true;
			}
		}

		if ( bSuccess )
		{
			CSingleUserRecipientFilter user( pPlayer );
			user.MakeReliable();

			UserMessageBegin( user, "ItemPickup" );
			WRITE_STRING( GetClassname() );
			MessageEnd();

			pPlayer->EmitSound( "BaseCombatCharacter.AmmoPickup" );
		}
	}

	return bSuccess;
}
开发者ID:TenmaPL,项目名称:TF2Classic,代码行数:88,代码来源:tf_dropped_weapon.cpp


示例18: ToBasePlayer

void CBaseHLBludgeonWeapon::MotionSwing( const Vector &pos, const Vector &dir, float velocity )
{
	trace_t traceHit;

	// Try a ray
	CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
	if ( !pOwner )
		return;
	
	Vector v;
	
	Vector swingStart = pos;
	Vector forward = dir/dir.Length(); //dir*velocity;
	
	Vector swingEnd = swingStart + forward * (GetRange()*.75);

	UTIL_TraceLine( swingStart, swingEnd, MASK_SHOT_HULL, pOwner, COLLISION_GROUP_NONE, &traceHit );
	Activity nHitActivity = ACT_VM_HITCENTER;

	// Like bullets, bludgeon traces have to trace against triggers.
	CTakeDamageInfo triggerInfo( GetOwner(), GetOwner(), GetDamageForActivity( nHitActivity ), DMG_CLUB );
	triggerInfo.SetDamagePosition( traceHit.startpos );
	triggerInfo.SetDamageForce( forward );
	TraceAttackToTriggers( triggerInfo, traceHit.startpos, traceHit.endpos, forward );

	if ( traceHit.fraction == 1.0 )
	{
		float bludgeonHullRadius = 1.732f * BLUDGEON_HULL_DIM;  // hull is +/- 16, so use cuberoot of 2 to determine how big the hull is from center to the corner point

		// Back off by hull "radius"
		swingEnd -= forward * bludgeonHullRadius;

		UTIL_TraceHull( swingStart, swingEnd, g_bludgeonMins, g_bludgeonMaxs, MASK_SHOT_HULL, pOwner, COLLISION_GROUP_NONE, &traceHit );
		if ( traceHit.fraction < 1.0 && traceHit.m_pEnt )
		{
			Vector vecToTarget = traceHit.m_pEnt->GetAbsOrigin() - swingStart;
			VectorNormalize( vecToTarget );

			float dot = vecToTarget.Dot( forward );

			// YWB:  Make sure they are sort of facing the guy at least...
			if ( dot < 0.70721f )
			{
				// Force amiss
				traceHit.fraction = 1.0f;
			}
			else
			{
				nHitActivity = ChooseIntersectionPointAndActivity( traceHit, g_bludgeonMins, g_bludgeonMaxs, pOwner );
			}
		}
	}
	
	gamestats->Event_WeaponFired( pOwner, true, GetClassname() );

	// -------------------------
	//	Miss
	// -------------------------
	
	float motionFireRate = GetFireRate()*.75;
	
	if ( traceHit.fraction == 1.0f )
	{
		nHitActivity = ACT_VM_MISSCENTER;

		// We want to test the first swing again
		Vector testEnd = swingStart + forward * GetRange();
				
		// See if we happened to hit water
		if ( ImpactWater( swingStart, testEnd ) )
			m_flNextPrimaryAttack = gpGlobals->curtime + motionFireRate;
	
	}
	else
	{
		Hit( traceHit, nHitActivity, false ? true : false );
		
		SendWeaponAnim( ACT_VM_HITDYNAMIC );

		//Setup our next attack times
		m_flNextPrimaryAttack = gpGlobals->curtime + motionFireRate;
		m_flNextSecondaryAttack = gpGlobals->curtime + motionFireRate;

	}
}
开发者ID:Mixpicles,项目名称:halflife-vr,代码行数:85,代码来源:basebludgeonweapon.cpp


示例19: ToBasePlayer

//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponGrapple::PrimaryAttack( void )
{
	// Can't have an active hook out
	if ( m_hHook != NULL )
		return;
 
	#ifndef CLIENT_DLL
	CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );

	if ( !pPlayer )
	{
		return;
	}

	if ( m_iClip1 <= 0 )
	{
		if ( !m_bFireOnEmpty )
		{
			Reload();
		}
		else
		{
			WeaponSound( EMPTY );
			m_flNextPrimaryAttack = 0.15;
		}

		return;
	}

	m_iPrimaryAttacks++;
	gamestats->Event_WeaponFired( pPlayer, true, GetClassname() );

	WeaponSound( SINGLE );
	pPlayer->DoMuzzleFlash();

	SendWeaponAnim( ACT_VM_PRIMARYATTACK );
	pPlayer->SetAnimation( PLAYER_ATTACK1 );

	m_flNextPrimaryAttack = gpGlobals->curtime + 0.75;
	m_flNextSecondaryAttack = gpGlobals->curtime + 0.75;

	//Disabled so we can shoot all the time that we want
	//m_iClip1--;

	Vector vecSrc		= pPlayer->Weapon_ShootPosition();
	Vector vecAiming	= pPlayer->GetAutoaimVector( AUTOAIM_SCALE_DEFAULT );	

	//We will not shoot bullets anymore
	//pPlayer->FireBullets( 1, vecSrc, vecAiming, vec3_origin, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 0 );

	pPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 0.5 );

	CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), 600, 0.2, GetOwner() );

	if ( !m_iClip1 && pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 )
	{
		// HEV suit - indicate out of ammo condition
		pPlayer->SetSuitUpdate( "!HEV_AMO0", FALSE, 0 ); 
	}

	trace_t tr;
	Vector vecShootOrigin, vecShootDir, vecDir, vecEnd;

	//Gets the direction where the player is aiming
	AngleVectors (pPlayer->EyeAngles(), &vecDir);

	//Gets the position of the player
	vecShootOrigin = pPlayer->Weapon_ShootPosition();

	//Gets the position where the hook will hit
	vecEnd	= vecShootOrigin + (vecDir * MAX_TRACE_LENGTH);	
	
	//Traces a line between the two vectors
	UTIL_TraceLine( vecShootOrigin, vecEnd, MASK_SHOT, pPlayer, COLLISION_GROUP_NONE, &tr);

	//Draws the beam
	DrawBeam( vecShootOrigin, tr.endpos, 15.5 );

	//Creates an energy impact effect if we don't hit the sky or other places
	if ( (tr.surface.flags & SURF_SKY) == false )
	{
		CPVSFilter filter( tr.endpos );
		te->GaussExplosion( filter, 0.0f, tr.endpos, tr.plane.normal, 0 );
		m_nBulletType = GetAmmoDef()->Index("GaussEnergy");
		UTIL_ImpactTrace( &tr, m_nBulletType );

		//Makes a sprite at the end of the beam
		m_pLightGlow = CSprite::SpriteCreate( "sprites/physcannon_bluecore2b.vmt", GetAbsOrigin(), TRUE);

		//Sets FX render and color
		m_pLightGlow->SetTransparency( 9, 255, 255, 255, 200, kRenderFxNoDissipation );
		
		//Sets the position
		m_pLightGlow->SetAbsOrigin(tr.endpos);
		
		//Bright
		m_pLightGlow->SetBrightness( 255 );
//.........这里部分代码省略.........
开发者ID:MaestroFenix,项目名称:NewGrappleHook,代码行数:101,代码来源:c_weapon_grapple.cpp


示例20: Operator_ForceNPCFire

//-----------------------------------------------------------------------------
// Purpose: 
// Input  : *pEvent - 
//			*pOperator - 
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
{
	if ( (pEvent->type & AE_TYPE_NEWEVENTSYSTEM) && (pEvent->type & AE_TYPE_SERVER) )
	{
		if ( pEvent->event == AE_NPC_WEAPON_FIRE )
		{
			bool bSecondary = (atoi( pEvent->options ) != 0);
			Operator_ForceNPCFire( pOperator, bSecondary );
			return;
		}
	}

	DevWarning( 2, "Unhandled animation event %d from %s --> %s\n", pEvent->event, pOperator->GetClassname(), GetClassname() );
}
开发者ID:Bubbasacs,项目名称:FinalProj,代码行数:19,代码来源:basecombatweapon.cpp



注:本文中的GetClassname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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