本文整理汇总了C++中GetActivity函数的典型用法代码示例。如果您正苦于以下问题:C++ GetActivity函数的具体用法?C++ GetActivity怎么用?C++ GetActivity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GetActivity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: StartSatchelDetonate
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CWeapon_SLAM::StartSatchelDetonate()
{
if ( GetActivity() != ACT_SLAM_DETONATOR_IDLE && GetActivity() != ACT_SLAM_THROW_IDLE )
return;
// -----------------------------------------
// Play detonate animation
// -----------------------------------------
if (m_bNeedReload)
{
SendWeaponAnim(ACT_SLAM_DETONATOR_DETONATE);
}
else if (m_tSlamState == SLAM_SATCHEL_ATTACH)
{
SendWeaponAnim(ACT_SLAM_STICKWALL_DETONATE);
}
else if (m_tSlamState == SLAM_SATCHEL_THROW)
{
SendWeaponAnim(ACT_SLAM_THROW_DETONATE);
}
else
{
return;
}
SatchelDetonate();
// needs a higher delay on all of these, a minimum time really - to elimiate refires.
m_flNextPrimaryAttack = m_flNextSecondaryAttack = SLAM_REFIRE_DELAY + gpGlobals->curtime + SequenceDuration();
}
开发者ID:0xFEEDC0DE64,项目名称:UltraGame,代码行数:35,代码来源:weapon_slam.cpp
示例2: GetActivity
//-----------------------------------------------------------------------------
// Purpose: Allows the weapon to choose proper weapon idle animation
//-----------------------------------------------------------------------------
void CBaseHL2MPCombatWeapon::WeaponIdle( void )
{
//See if we should idle high or low
if ( WeaponShouldBeLowered() )
{
// Move to lowered position if we're not there yet
if ( GetActivity() != ACT_VM_IDLE_LOWERED && GetActivity() != ACT_VM_IDLE_TO_LOWERED
&& GetActivity() != ACT_TRANSITION )
{
SendWeaponAnim( ACT_VM_IDLE_LOWERED );
}
else if ( HasWeaponIdleTimeElapsed() )
{
// Keep idling low
SendWeaponAnim( ACT_VM_IDLE_LOWERED );
}
}
else
{
// See if we need to raise immediately
if ( m_flRaiseTime < gpGlobals->curtime && GetActivity() == ACT_VM_IDLE_LOWERED )
{
SendWeaponAnim( ACT_VM_IDLE );
}
else if ( HasWeaponIdleTimeElapsed() )
{
SendWeaponAnim( ACT_VM_IDLE );
}
}
}
开发者ID:Au-heppa,项目名称:source-sdk-2013,代码行数:33,代码来源:weapon_hl2mpbasehlmpcombatweapon.cpp
示例3: StartSatchelDetonate
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CWeapon_SLAM::StartSatchelDetonate()
{
if ( GetActivity() != ACT_SLAM_DETONATOR_IDLE && GetActivity() != ACT_SLAM_THROW_IDLE )
return;
// -----------------------------------------
// Play detonate animation
// -----------------------------------------
if (m_bNeedReload)
{
SendWeaponAnim(ACT_SLAM_DETONATOR_DETONATE);
}
else if (m_tSlamState == SLAM_SATCHEL_ATTACH)
{
SendWeaponAnim(ACT_SLAM_STICKWALL_DETONATE);
}
else if (m_tSlamState == SLAM_SATCHEL_THROW)
{
SendWeaponAnim(ACT_SLAM_THROW_DETONATE);
}
else
{
return;
}
SatchelDetonate();
m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
m_flNextSecondaryAttack = gpGlobals->curtime + SequenceDuration();
}
开发者ID:sparrowstar,项目名称:Uprising,代码行数:35,代码来源:weapon_slam.cpp
示例4: MaxYawSpeed
//-----------------------------------------------------------------------------
// Purpose:
// Input:
// Output:
//-----------------------------------------------------------------------------
float CASW_Ranger::MaxYawSpeed( void )
{
if ( GetActivity() == ACT_STRAFE_LEFT || GetActivity() == ACT_STRAFE_RIGHT )
{
return 0.1f;
}
return 32.0f;// * GetMovementSpeedModifier();
}
开发者ID:Cre3per,项目名称:hl2sdk-csgo,代码行数:14,代码来源:asw_ranger.cpp
示例5: Touch
void CXenPLight :: Touch( CBaseEntity *pOther )
{
if ( pOther->IsPlayer() )
{
pev->dmgtime = gpGlobals->time + XEN_PLANT_HIDE_TIME;
if ( GetActivity() == ACT_IDLE || GetActivity() == ACT_STAND )
{
SetActivity( ACT_CROUCH );
}
}
}
开发者ID:Arkshine,项目名称:NS,代码行数:11,代码来源:xen.cpp
示例6: StudioFrameAdvance
void CBaseCombatWeapon::Operator_FrameUpdate( CBaseCombatCharacter *pOperator )
{
StudioFrameAdvance( ); // animate
if ( IsSequenceFinished() )
{
if ( SequenceLoops() )
{
// animation does loop, which means we're playing subtle idle. Might need to fidget.
int iSequence = SelectWeightedSequence( GetActivity() );
if ( iSequence != ACTIVITY_NOT_AVAILABLE )
{
ResetSequence( iSequence ); // Set to new anim (if it's there)
}
}
#if 0
else
{
// animation that just ended doesn't loop! That means we just finished a fidget
// and should return to our heaviest weighted idle (the subtle one)
SelectHeaviestSequence( GetActivity() );
}
#endif
}
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner == NULL )
return;
CBaseViewModel *vm = pOwner->GetViewModel( m_nViewModelIndex );
if ( vm == NULL )
return;
// HACK: Player weapon and view model often use the same mdl, which results
// in duplicate anim events. For now, let the view model handle the events
// if they're the same, which is the preferred behavior in general.
CStudioHdr *w_hdr = GetModelPtr();
CStudioHdr *v_hdr = vm->GetModelPtr();
if ( w_hdr->GetRenderHdr() != v_hdr->GetRenderHdr() )
{
// Animation events are passed back to the weapon's owner/operator
DispatchAnimEvents( pOperator );
}
// Update and dispatch the viewmodel events
if ( vm != NULL )
{
vm->StudioFrameAdvance();
vm->DispatchAnimEvents( this );
}
}
开发者ID:BenLubar,项目名称:SwarmDirector2,代码行数:51,代码来源:basecombatweapon.cpp
示例7: PrescheduleThink
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Assassin::PrescheduleThink( void )
{
if ( GetActivity() == ACT_RUN || GetActivity() == ACT_WALK)
{
CPASAttenuationFilter filter( this );
static int iStep = 0;
iStep = ! iStep;
if (iStep)
{
EmitSound( filter, entindex(), "NPC_Assassin.Footstep" );
}
}
}
开发者ID:0xFEEDC0DE64,项目名称:UltraGame,代码行数:17,代码来源:npc_assassin.cpp
示例8: ShouldShowControlPanels
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CWeaponBuilder::ShouldShowControlPanels( void )
{
if ( GetActivity() == ACT_VM_IDLE )
return true;
return false;
}
开发者ID:Axitonium,项目名称:SourceEngine2007,代码行数:11,代码来源:weapon_builder.cpp
示例9: Think
void CXenPLight :: Think( void )
{
StudioFrameAdvance();
pev->nextthink = gpGlobals->time + 0.1;
switch( GetActivity() )
{
case ACT_CROUCH:
if ( m_fSequenceFinished )
{
SetActivity( ACT_CROUCHIDLE );
LightOff();
}
break;
case ACT_CROUCHIDLE:
if ( gpGlobals->time > pev->dmgtime )
{
SetActivity( ACT_STAND );
LightOn();
}
break;
case ACT_STAND:
if ( m_fSequenceFinished )
SetActivity( ACT_IDLE );
break;
case ACT_IDLE:
default:
break;
}
}
开发者ID:Arkshine,项目名称:NS,代码行数:33,代码来源:xen.cpp
示例10: GetActivity
ECode RestrictedSettingsFragment::OnDestroy()
{
AutoPtr<IActivity> activity;
GetActivity((IActivity**)&activity);
IContext::Probe(activity)->UnregisterReceiver(mScreenOffReceiver);
return SettingsPreferenceFragment::OnDestroy();
}
开发者ID:XilongPei,项目名称:Elastos5,代码行数:7,代码来源:RestrictedSettingsFragment.cpp
示例11: switch
float CNPC_Gargantua::MaxYawSpeed ( void )
{
float ys = 60;
switch ( GetActivity() )
{
case ACT_IDLE:
ys = 60;
break;
case ACT_TURN_LEFT:
case ACT_TURN_RIGHT:
ys = 180;
break;
case ACT_WALK:
case ACT_RUN:
ys = 60;
break;
default:
ys = 60;
break;
}
return ys;
}
开发者ID:hitmen047,项目名称:TF2HLCoop,代码行数:25,代码来源:hl1_npc_gargantua.cpp
示例12: switch
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
float CNPC_Headcrab::MaxYawSpeed ( void )
{
switch ( GetActivity() )
{
case ACT_IDLE:
return 30;
break;
case ACT_RUN:
case ACT_WALK:
return 20;
break;
case ACT_TURN_LEFT:
case ACT_TURN_RIGHT:
return 15;
break;
case ACT_RANGE_ATTACK1:
return 30;
break;
default:
return 30;
break;
}
return BaseClass::MaxYawSpeed();
}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:34,代码来源:hl1_npc_headcrab.cpp
示例13: ItemPostFrame
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFCompoundBow::ItemPostFrame( void )
{
BaseClass::ItemPostFrame();
if ( m_flChargeBeginTime != 0.0f )
{
float flChargeTime = gpGlobals->curtime - m_flChargeBeginTime;
if ( flChargeTime >= TF_BOW_CHARGE_TIRED_TIME )
{
// Play flinching animation if it was charged for too long.
if ( GetActivity() == ACT_ITEM2_VM_IDLE_2 )
{
SendWeaponAnim( ACT_ITEM2_VM_CHARGE_IDLE_3 );
}
else if ( IsViewModelSequenceFinished() )
{
SendWeaponAnim( ACT_ITEM2_VM_IDLE_3 );
}
}
else if ( IsViewModelSequenceFinished() )
{
SendWeaponAnim( ACT_ITEM2_VM_IDLE_2 );
}
}
}
开发者ID:Deathreus,项目名称:TF2Classic,代码行数:28,代码来源:tf_weapon_compound_bow.cpp
示例14: RunAI
//========================================================
// RunAI - overridden for bullsquid because there are things
// that need to be checked every think.
//========================================================
void CNPC_Bullsquid::RunAI ( void )
{
// first, do base class stuff
BaseClass::RunAI();
if ( m_nSkin != 0 )
{
// close eye if it was open.
m_nSkin = 0;
}
if ( random->RandomInt( 0,39 ) == 0 )
{
m_nSkin = 1;
}
if ( GetEnemy() != NULL && GetActivity() == ACT_RUN )
{
// chasing enemy. Sprint for last bit
if ( (GetAbsOrigin() - GetEnemy()->GetAbsOrigin()).Length2D() < SQUID_SPRINT_DIST )
{
m_flPlaybackRate = 1.25;
}
}
}
开发者ID:hitmen047,项目名称:TF2HLCoop,代码行数:30,代码来源:hl1_npc_bullsquid.cpp
示例15: SetNextThink
void CBaseTurret::Deploy(void)
{
SetNextThink( gpGlobals->curtime + 0.1f );
StudioFrameAdvance( );
if ( GetActivity() != ACT_TURRET_OPEN )
{
m_iOn = 1;
SetActivity( (Activity)ACT_TURRET_OPEN );
EmitSound( "NPC_Turret.Deploy" );
m_OnDeploy.FireOutput(NULL, this);
}
if (m_fSequenceFinished)
{
Vector curmins, curmaxs;
curmins = WorldAlignMins();
curmaxs = WorldAlignMaxs();
curmaxs.z = m_iDeployHeight;
curmins.z = -m_iDeployHeight;
SetCollisionBounds( curmins, curmaxs );
Relink();
SetActivity( (Activity)ACT_TURRET_OPEN_IDLE );
m_flPlaybackRate = 0;
SetThink(&CBaseTurret::SearchThink);
}
m_flLastSight = gpGlobals->curtime + m_flMaxWait;
}
开发者ID:SizzlingStats,项目名称:hl2sdk-ob-valve,代码行数:35,代码来源:npc_turret.cpp
示例16: switch
//=========================================================
// MaxYawSpeed - allows each sequence to have a different
// turn rate associated with it.
//=========================================================
float CNPC_Houndeye::MaxYawSpeed ( void )
{
int ys = 90;
switch ( GetActivity() )
{
case ACT_CROUCHIDLE://sleeping!
ys = 0;
break;
case ACT_IDLE:
ys = 60;
break;
case ACT_WALK:
ys = 90;
break;
case ACT_RUN:
ys = 90;
break;
case ACT_TURN_LEFT:
case ACT_TURN_RIGHT:
ys = 90;
break;
}
return ys;
}
开发者ID:AluminumKen,项目名称:hl2sb-src,代码行数:29,代码来源:npc_houndeye.cpp
示例17: AngleVectors
//-----------------------------------------------------------------------------
// Animation event handlers
//-----------------------------------------------------------------------------
void CWeaponKatana::HandleAnimEventMeleeHit( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
{
// Trace up or down based on where the enemy is...
// But only if we're basically facing that direction
Vector vecDirection;
AngleVectors( GetAbsAngles(), &vecDirection );
Vector vecEnd;
VectorMA( pOperator->Weapon_ShootPosition(), 50, vecDirection, vecEnd );
CBaseEntity *pHurt = pOperator->CheckTraceHullAttack( pOperator->Weapon_ShootPosition(), vecEnd,
Vector(-16,-16,-16), Vector(36,36,36), GetDamageForActivity( GetActivity() ), DMG_CLUB, 0.75 );
// did I hit someone?
if ( pHurt )
{
// play sound
WeaponSound( MELEE_HIT );
// Fake a trace impact, so the effects work out like a player's crowbaw
trace_t traceHit;
UTIL_TraceLine( pOperator->Weapon_ShootPosition(), pHurt->GetAbsOrigin(), MASK_SHOT_HULL, pOperator, COLLISION_GROUP_NONE, &traceHit );
ImpactEffect( traceHit );
}
else
{
WeaponSound( MELEE_MISS );
}
}
开发者ID:dreckard,项目名称:dhl2,代码行数:31,代码来源:weapon_katana.cpp
示例18: PrescheduleThink
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CNPC_Houndeye::PrescheduleThink ( void )
{
BaseClass::PrescheduleThink();
// if the hound is mad and is running, make hunt noises.
if ( m_NPCState == NPC_STATE_COMBAT && ( GetActivity() == ACT_RUN ) && random->RandomFloat( 0, 1 ) < 0.2 )
{
WarnSound();
}
// at random, initiate a blink if not already blinking or sleeping
if ( !m_fDontBlink )
{
/*//<<TEMP>>//<<TEMP>>
if ( ( pev->skin == 0 ) && random->RandomInt(0,0x7F) == 0 )
{// start blinking!
pev->skin = HOUNDEYE_EYE_FRAMES - 1;
}
else if ( pev->skin != 0 )
{// already blinking
pev->skin--;
}
*/
}
}
开发者ID:AluminumKen,项目名称:hl2sb-src,代码行数:30,代码来源:npc_houndeye.cpp
示例19: SetPrecedencesLists
/*
* Arma 3 listas:
* ncp = Non Created Precedencies
* dcp = Drain Connected Precedencies
* ndcp = Non Drain Connected Precedencies
* Las mismas las arma con cada una de las actividades que preceden a tal actividad.
*/
void
SetPrecedencesLists(graphADT g, lisInfADT list, listInfADT * ncp, listInfADT * dcp, listInfADT * ndcp, char ** precedencies)
{
int i = 0;
activityADT act;
actInfo * info;
listActADT actList;
while(precedencies[i])
{
info = CopyActInfo(getActInfo(list, precedencies[i]));
if((act = GetActivity(g, precedencies[i])) == NULL)
insertInf(ncp, info);
else
{
actList = GetStageStart(GetActivityOrig(g, precedencies[i]));
while(!ListActIsEmpty(actList))
{Act
act = ListHeader(actList);
if(IsDrain(GetActivityDest(g, ListActHeadID(list))))
insertInf(dcp, info);
else
insertInf(ndcp, info);
actList = ListTail(actList);
}
}
i++;
}
}
开发者ID:gonzalorey,项目名称:ITBA_cpm-eda,代码行数:35,代码来源:graphBuilder.c
示例20: if
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFMinigun::SendWeaponAnim( int iActivity )
{
#ifdef CLIENT_DLL
// Client procedurally animates the barrel bone
if ( iActivity == ACT_MP_ATTACK_STAND_PRIMARYFIRE || iActivity == ACT_MP_ATTACK_STAND_PREFIRE )
{
m_flBarrelTargetVelocity = MAX_BARREL_SPIN_VELOCITY;
}
else if ( iActivity == ACT_MP_ATTACK_STAND_POSTFIRE )
{
m_flBarrelTargetVelocity = 0;
}
#endif
// When we start firing, play the startup firing anim first
if ( iActivity == ACT_VM_PRIMARYATTACK )
{
// If we're already playing the fire anim, let it continue. It loops.
if ( GetActivity() == ACT_VM_PRIMARYATTACK )
return true;
// Otherwise, play the start it
return BaseClass::SendWeaponAnim( ACT_VM_PRIMARYATTACK );
}
return BaseClass::SendWeaponAnim( iActivity );
}
开发者ID:Navton,项目名称:TF2Classic,代码行数:32,代码来源:tf_weapon_minigun.cpp
注:本文中的GetActivity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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