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

/*
==============
Team_DroppedFlagThink

Automatically set in Launch_Item if the item is one of the flags

Flags are unique in that if they are dropped, the base flag must be respawned when they time out
==============
*/
void Team_DroppedFlagThink(gentity_t *ent) {
	if (ent->item->giTag == PW_REDFLAG) {
		G_Script_ScriptEvent(&g_entities[ent->s.otherEntityNum], "trigger", "returned");

		Team_ReturnFlagSound(ent, TEAM_AXIS);
		Team_ResetFlag(ent);

		if (level.gameManager) {
			G_Script_ScriptEvent(level.gameManager, "trigger", "axis_object_returned");
		}

		// Nico, bugfix: removed left printf
		// http://games.chruker.dk/enemy_territory/modding_project_bugfix.php?bug_id=058
		// trap_SendServerCommand( -1, "cp \"Axis have returned the objective!\" 2" );
	} else if (ent->item->giTag == PW_BLUEFLAG) {
		G_Script_ScriptEvent(&g_entities[ent->s.otherEntityNum], "trigger", "returned");

		Team_ReturnFlagSound(ent, TEAM_ALLIES);
		Team_ResetFlag(ent);

		if (level.gameManager) {
			G_Script_ScriptEvent(level.gameManager, "trigger", "allied_object_returned");
		}
	}
	// Reset Flag will delete this entity
}
开发者ID:boutetnico,项目名称:ETrun,代码行数:35,代码来源:g_team.c


示例2: G_CallSpawn

/*
===============
G_CallSpawn

Finds the spawn function for the entity and calls it,
returning qfalse if not found
===============
*/
qboolean G_CallSpawn(gentity_t *ent)
{
	spawn_t *s;
	gitem_t *item;

	if (!ent->classname)
	{
		G_Printf("G_CallSpawn: NULL classname\n");
		return qfalse;
	}

	// check item spawn functions
	for (item = bg_itemlist + 1 ; item->classname ; item++)
	{
		if (!strcmp(item->classname, ent->classname))
		{
			// found it
			if (g_gametype.integer != GT_WOLF_LMS)     // lets not have items in last man standing for the moment
			{
				G_SpawnItem(ent, item);

				G_Script_ScriptParse(ent);
				G_Script_ScriptEvent(ent, "spawn", "");
			}
			else
			{
				return qfalse;
			}
			return qtrue;
		}
	}

	// check normal spawn functions
	for (s = spawns ; s->name ; s++)
	{
		if (!strcmp(s->name, ent->classname))
		{
			// found it
			s->spawn(ent);

			// entity scripting
			if (/*ent->s.number >= MAX_CLIENTS &&*/ ent->scriptName)
			{
				G_Script_ScriptParse(ent);
				G_Script_ScriptEvent(ent, "spawn", "");
			}

			return qtrue;
		}
	}

	// hack: this avoids spammy prints on start, bsp uses obsolete classnames!
	// bot_sniper_spot (railgun)
	if (Q_stricmp(ent->classname, "bot_sniper_spot"))
	{
		G_Printf("%s doesn't have a spawn function\n", ent->classname);
	}

	return qfalse;
}
开发者ID:fretn,项目名称:etlegacy,代码行数:68,代码来源:g_spawn.c


示例3: target_script_trigger_use

/*QUAKED target_script_trigger (1 .7 .2) (-8 -8 -8) (8 8 8)
must have an aiName
must have a target

when used it will fire its targets
*/
void target_script_trigger_use(gentity_t *ent, gentity_t *other, gentity_t *activator) {
// START	Mad Doctor I changes, 8/16/2002
	qboolean found = qfalse;

	// Nico, silent GCC
	(void)activator;

	// Are we using ainame to find another ent instead of using scriptname for this one?
	if (ent->aiName) {
		gentity_t *trent = NULL;

		// Find the first entity with this name
		trent = G_Find(trent, FOFS(scriptName), ent->aiName);

		// Was there one?
		if (trent) {
			// We found it
			found = qtrue;

			// Play the script
			G_Script_ScriptEvent(trent, "trigger", ent->target);

		} // if (trent)...

	} // if (ent->aiName)...

	// Use the old method if we didn't find an entity with the ainame
	if (!found && ent->scriptName) {
		G_Script_ScriptEvent(ent, "trigger", ent->target);
	}

	G_UseTargets(ent, other);
}
开发者ID:boutetnico,项目名称:ETrun,代码行数:39,代码来源:g_target.c


示例4: Touch_flagonly

void Touch_flagonly( gentity_t *ent, gentity_t *other, trace_t *trace ) {

	if ( !other->client ) {
		return;
	}

	if ( ent->spawnflags & RED_FLAG && other->client->ps.powerups[ PW_REDFLAG ] ) {

		AddScore( other, ent->accuracy ); // JPW NERVE set from map, defaults to 20

		G_Script_ScriptEvent( ent, "death", "" );

		// Removes itself
		ent->touch = 0;
		ent->nextthink = level.time + FRAMETIME;
		ent->think = G_FreeEntity;
	} else if ( ent->spawnflags & BLUE_FLAG && other->client->ps.powerups[ PW_BLUEFLAG ] )   {

		AddScore( other, ent->accuracy ); // JPW NERVE set from map, defaults to 20

		G_Script_ScriptEvent( ent, "death", "" );

		// Removes itself
		ent->touch = 0;
		ent->nextthink = level.time + FRAMETIME;
		ent->think = G_FreeEntity;
	}
}
开发者ID:MAN-AT-ARMS,项目名称:iortcw-archive,代码行数:28,代码来源:g_trigger.c


示例5: Team_TouchOurFlag

int Team_TouchOurFlag(gentity_t *ent, gentity_t *other, int team) {
	gclient_t *cl = other->client;

	if (ent->flags & FL_DROPPED_ITEM) {
		// hey, its not home.  return it by teleporting it back
		if (cl->sess.sessionTeam == TEAM_AXIS) {
			if (level.gameManager) {
				G_Script_ScriptEvent(level.gameManager, "trigger", "axis_object_returned");
			}
			G_Script_ScriptEvent(&g_entities[ent->s.otherEntityNum], "trigger", "returned");
		} else {
			if (level.gameManager) {
				G_Script_ScriptEvent(level.gameManager, "trigger", "allied_object_returned");
			}
			G_Script_ScriptEvent(&g_entities[ent->s.otherEntityNum], "trigger", "returned");
		}
		// dhm
// jpw 800 672 2420
		//ResetFlag will remove this entity!  We must return zero
		Team_ReturnFlagSound(ent, team);
		Team_ResetFlag(ent);
		return 0;
	}

	// DHM - Nerve :: GT_WOLF doesn't support capturing the flag
	return 0;
}
开发者ID:boutetnico,项目名称:ETrun,代码行数:27,代码来源:g_team.c


示例6: Touch_flagonly

void Touch_flagonly (gentity_t *ent, gentity_t *other, trace_t *trace) {
	gentity_t* tmp;

	if (!other->client)
		return;
	

	if ( ent->spawnflags & RED_FLAG && other->client->ps.powerups[ PW_REDFLAG ] ) {

		if( ent->spawnflags & 4 ) {
			other->client->ps.powerups[ PW_REDFLAG ] = 0;
			other->client->speedScale = 0;
		}

		AddScore(other, ent->accuracy); // JPW NERVE set from map, defaults to 20
		//G_AddExperience( other, 2.f );

		tmp = ent->parent;
		ent->parent = other;

		G_Script_ScriptEvent( ent, "death", "" );

		G_Script_ScriptEvent( &g_entities[other->client->flagParent], "trigger", "captured" );

		ent->parent = tmp;

		// Removes itself
		ent->touch = NULL;
		ent->nextthink = level.time + FRAMETIME;
		ent->think = G_FreeEntity;
	} else if ( ent->spawnflags & BLUE_FLAG && other->client->ps.powerups[ PW_BLUEFLAG ] ) {

		if( ent->spawnflags & 4 ) {
			other->client->ps.powerups[ PW_BLUEFLAG ] = 0;
			other->client->speedScale = 0;
		}

		AddScore(other, ent->accuracy); // JPW NERVE set from map, defaults to 20

		//G_AddExperience( other, 2.f );

		tmp = ent->parent;
		ent->parent = other;

		G_Script_ScriptEvent( ent, "death", "" );

		G_Script_ScriptEvent( &g_entities[other->client->flagParent], "trigger", "captured" );

		ent->parent = tmp;

		// Removes itself
		ent->touch = NULL;
		ent->nextthink = level.time + FRAMETIME;
		ent->think = G_FreeEntity;
	}
}
开发者ID:BackupTheBerlios,项目名称:et-flf-svn,代码行数:56,代码来源:g_trigger.c


示例7: G_CallSpawn

/*
===============
G_CallSpawn

Finds the spawn function for the entity and calls it,
returning qfalse if not found
===============
*/
qboolean G_CallSpawn(gentity_t * ent)
{
	spawn_t        *s;
	gitem_t        *item;

	if(!ent->classname)
	{
		G_Printf("G_CallSpawn: NULL classname\n");
		return qfalse;
	}

	// check item spawn functions
	for(item = bg_itemlist + 1; item->classname; item++)
	{
		if(!strcmp(item->classname, ent->classname))
		{
			// found it
			if(g_gametype.integer != GT_WOLF_LMS)
			{					// Gordon: lets not have items in last man standing for the moment
				G_SpawnItem(ent, item);

				G_Script_ScriptParse(ent);
				G_Script_ScriptEvent(ent, "spawn", "");
			}
			else
			{
				return qfalse;
			}
			return qtrue;
		}
	}

	// check normal spawn functions
	for(s = spawns; s->name; s++)
	{
		if(!strcmp(s->name, ent->classname))
		{
			// found it
			s->spawn(ent);

			// RF, entity scripting
			if( /*ent->s.number >= MAX_CLIENTS && */ ent->scriptName)
			{
				G_Script_ScriptParse(ent);
				G_Script_ScriptEvent(ent, "spawn", "");
			}

			return qtrue;
		}
	}
	G_Printf("%s doesn't have a spawn function\n", ent->classname);
	return qfalse;
}
开发者ID:ethr,项目名称:ETXreaLPro_etmain,代码行数:61,代码来源:g_spawn.c


示例8: Team_TouchEnemyFlag

int Team_TouchEnemyFlag(gentity_t *ent, gentity_t *other, int team) {
	gclient_t *cl = other->client;
	gentity_t *tmp;

	ent->s.density--;

	tmp         = ent->parent;
	ent->parent = other;

	if (cl->sess.sessionTeam == TEAM_AXIS) {
		gentity_t *pm = G_PopupMessage(PM_OBJECTIVE);
		pm->s.effect3Time = G_StringIndex(ent->message);
		pm->s.effect2Time = TEAM_AXIS;
		pm->s.density     = 0; // 0 = stolen

		if (level.gameManager) {
			G_Script_ScriptEvent(level.gameManager, "trigger", "allied_object_stolen");
		}
		G_Script_ScriptEvent(ent, "trigger", "stolen");
	} else {
		gentity_t *pm = G_PopupMessage(PM_OBJECTIVE);
		pm->s.effect3Time = G_StringIndex(ent->message);
		pm->s.effect2Time = TEAM_ALLIES;
		pm->s.density     = 0; // 0 = stolen

		if (level.gameManager) {
			G_Script_ScriptEvent(level.gameManager, "trigger", "axis_object_stolen");
		}
		G_Script_ScriptEvent(ent, "trigger", "stolen");
	}

	ent->parent = tmp;

	if (team == TEAM_AXIS) {
		cl->ps.powerups[PW_REDFLAG] = INT_MAX;
	} else {
		cl->ps.powerups[PW_BLUEFLAG] = INT_MAX;
	} // flags never expire

	// store the entitynum of our original flag spawner
	if (ent->flags & FL_DROPPED_ITEM) {
		cl->flagParent = ent->s.otherEntityNum;
	} else {
		cl->flagParent = ent->s.number;
	}

	other->client->speedScale = ent->splashDamage; // Alter player speed

	if (ent->s.density > 0) {
		return 1; // We have more flags to give out, spawn back quickly
	}
	return -1; // Do not respawn this automatically, but do delete it if it was FL_DROPPED
}
开发者ID:boutetnico,项目名称:ETrun,代码行数:53,代码来源:g_team.c


示例9: Touch_flagonly

void Touch_flagonly(gentity_t *ent, gentity_t *other, trace_t *trace) {
	gentity_t *tmp;

	// Nico, silent GCC
	(void)trace;

	if (!other->client) {
		return;
	}


	if (ent->spawnflags & RED_FLAG && other->client->ps.powerups[PW_REDFLAG]) {

		if (ent->spawnflags & 4) {
			other->client->ps.powerups[PW_REDFLAG] = 0;
			other->client->speedScale              = 0;
		}

		tmp         = ent->parent;
		ent->parent = other;

		G_Script_ScriptEvent(ent, "death", "");

		G_Script_ScriptEvent(&g_entities[other->client->flagParent], "trigger", "captured");

		ent->parent = tmp;

		// Removes itself
		ent->touch     = NULL;
		ent->nextthink = level.time + FRAMETIME;
		ent->think     = G_FreeEntity;
	} else if (ent->spawnflags & BLUE_FLAG && other->client->ps.powerups[PW_BLUEFLAG]) {

		if (ent->spawnflags & 4) {
			other->client->ps.powerups[PW_BLUEFLAG] = 0;
			other->client->speedScale               = 0;
		}

		tmp         = ent->parent;
		ent->parent = other;

		G_Script_ScriptEvent(ent, "death", "");

		G_Script_ScriptEvent(&g_entities[other->client->flagParent], "trigger", "captured");

		ent->parent = tmp;

		// Removes itself
		ent->touch     = NULL;
		ent->nextthink = level.time + FRAMETIME;
		ent->think     = G_FreeEntity;
	}
}
开发者ID:Exosum,项目名称:ETrun,代码行数:53,代码来源:g_trigger.c


示例10: Touch_flagonly_multiple

void Touch_flagonly_multiple(gentity_t * ent, gentity_t * other, trace_t * trace)
{
	gentity_t      *tmp;

	if(!other->client)
	{
		return;
	}

	if(ent->spawnflags & RED_FLAG && other->client->ps.powerups[PW_REDFLAG])
	{

		other->client->ps.powerups[PW_REDFLAG] = 0;
		other->client->speedScale = 0;

		AddScore(other, ent->accuracy);	// JPW NERVE set from map, defaults to 20
		//G_AddExperience( other, 2.f );

		tmp = ent->parent;
		ent->parent = other;

		G_Script_ScriptEvent(ent, "death", "");

		G_Script_ScriptEvent(&g_entities[other->client->flagParent], "trigger", "captured");
#ifdef OMNIBOT
		Bot_Util_SendTrigger(ent, NULL, va("Allies captured %s", ent->scriptName), "");
#endif

		ent->parent = tmp;
	}
	else if(ent->spawnflags & BLUE_FLAG && other->client->ps.powerups[PW_BLUEFLAG])
	{

		other->client->ps.powerups[PW_BLUEFLAG] = 0;
		other->client->speedScale = 0;

		AddScore(other, ent->accuracy);	// JPW NERVE set from map, defaults to 20

		//G_AddExperience( other, 2.f );

		tmp = ent->parent;
		ent->parent = other;

		G_Script_ScriptEvent(ent, "death", "");

		G_Script_ScriptEvent(&g_entities[other->client->flagParent], "trigger", "captured");
#ifdef OMNIBOT
		Bot_Util_SendTrigger(ent, NULL, va("Axis captured %s", ent->scriptName), "");
#endif

		ent->parent = tmp;
	}
}
开发者ID:DerSaidin,项目名称:OpenWolf,代码行数:53,代码来源:g_trigger.c


示例11: checkpoint_touch

void checkpoint_touch(gentity_t *self, gentity_t *other, trace_t *trace) {
	// Nico, silent GCC
	(void)trace;

	if (self->count == (int)other->client->sess.sessionTeam) {
		return;
	}

	// Set controlling team
	self->count = other->client->sess.sessionTeam;

	// Set animation
	if (self->count == TEAM_AXIS) {
		if (self->s.frame == WCP_ANIM_NOFLAG) {
			self->s.frame = WCP_ANIM_RAISE_AXIS;
		} else if (self->s.frame == WCP_ANIM_AMERICAN_RAISED) {
			self->s.frame = WCP_ANIM_AMERICAN_TO_AXIS;
		} else {
			self->s.frame = WCP_ANIM_AXIS_RAISED;
		}
	} else {
		if (self->s.frame == WCP_ANIM_NOFLAG) {
			self->s.frame = WCP_ANIM_RAISE_AMERICAN;
		} else if (self->s.frame == WCP_ANIM_AXIS_RAISED) {
			self->s.frame = WCP_ANIM_AXIS_TO_AMERICAN;
		} else {
			self->s.frame = WCP_ANIM_AMERICAN_RAISED;
		}
	}

	self->parent = other;

	// Gordon: reset player disguise on touching flag
	// Run script trigger
	if (self->count == TEAM_AXIS) {
		self->health = 0;
		G_Script_ScriptEvent(self, "trigger", "axis_capture");
	} else {
		self->health = 10;
		G_Script_ScriptEvent(self, "trigger", "allied_capture");
	}

	// Play a sound
	G_AddEvent(self, EV_GENERAL_SOUND, self->soundPos1);

	// Don't allow touch again until animation is finished
	self->touch = NULL;

	self->think     = checkpoint_think;
	self->nextthink = level.time + 1000;
}
开发者ID:boutetnico,项目名称:ETrun,代码行数:51,代码来源:g_team.c


示例12: multi_trigger

// the trigger was just activated
// ent->activator should be set to the activator so it can be held through a delay
// so wait for the delay time before firing
void multi_trigger(gentity_t * ent, gentity_t * activator)
{
	ent->activator = activator;

	G_Script_ScriptEvent(ent, "activate", NULL);

	if(ent->nextthink)
	{
		return;					// can't retrigger until the wait is over
	}

	G_UseTargets(ent, ent->activator);

	if(ent->wait > 0)
	{
		ent->think = multi_wait;
		ent->nextthink = level.time + (ent->wait + ent->random * crandom()) * 1000;
	}
	else
	{
		// we can't just remove (self) here, because this is a touch function
		// called while looping through area links...
		ent->touch = 0;
		ent->nextthink = level.time + FRAMETIME;
		ent->think = G_FreeEntity;
	}
}
开发者ID:DerSaidin,项目名称:OpenWolf,代码行数:30,代码来源:g_trigger.c


示例13: G_CallSpawn

/*
===============
G_CallSpawn

Finds the spawn function for the entity and calls it,
returning qfalse if not found
===============
*/
qboolean G_CallSpawn( gentity_t *ent ) {
	spawn_t *s;
	gitem_t *item;
	int hash;

	if ( !ent->classname ) {
		G_Printf( "G_CallSpawn: NULL classname\n" );
		return qfalse;
	}

	if ( g_deathmatch.integer ) {
		if ( !strcmp( "func_explosive", ent->classname ) ) {
			return qfalse;
		}

		if ( !strcmp( "trigger_hurt", ent->classname ) ) {
			return qfalse;
		}

		// don't spawn the flags in cp
		if ( g_gametype.integer == 7 && !strcmp( "team_WOLF_checkpoint", ent->classname ) ) {
			return qfalse;
		}
	}

	// check item spawn functions
	for ( item = bg_itemlist + 1 ; item->classname ; item++ ) {
		if ( !strcmp( item->classname, ent->classname ) ) {
			// found it
			// DHM - Nerve :: allow flags in GTWOLF
			if ( item->giType == IT_TEAM && ( g_gametype.integer != GT_CTF && g_gametype.integer < GT_WOLF ) ) {
				return qfalse;
			}
			G_SpawnItem( ent, item );
			return qtrue;
		}
	}

	// check normal spawn functions
	hash = BG_StringHashValue( ent->classname );
	for ( s = spawns ; s->name ; s++ ) {
		if ( s->hash == hash ) {
			// found it
			s->spawn( ent );

			// RF, entity scripting
			if ( ent->s.number >= MAX_CLIENTS && ent->scriptName ) {
				G_Script_ScriptParse( ent );
				G_Script_ScriptEvent( ent, "spawn", "" );
			}

			return qtrue;
		}
	}
	G_Printf( "%s doesn't have a spawn function\n", ent->classname );
	return qfalse;
}
开发者ID:chegestar,项目名称:omni-bot,代码行数:65,代码来源:g_spawn.c


示例14: checkpoint_touch

void checkpoint_touch( gentity_t *self, gentity_t *other, trace_t *trace ) {

	if ( self->count == other->client->sess.sessionTeam ) {
		return;
	}

	// Set controlling team
	self->count = other->client->sess.sessionTeam;

	// Set animation
	if ( self->count == TEAM_RED ) {
		if ( self->s.frame == WCP_ANIM_NOFLAG ) {
			self->s.frame = WCP_ANIM_RAISE_NAZI;
		} else if ( self->s.frame == WCP_ANIM_AMERICAN_RAISED ) {
			self->s.frame = WCP_ANIM_AMERICAN_TO_NAZI;
		} else {
			self->s.frame = WCP_ANIM_NAZI_RAISED;
		}
	} else {
		if ( self->s.frame == WCP_ANIM_NOFLAG ) {
			self->s.frame = WCP_ANIM_RAISE_AMERICAN;
		} else if ( self->s.frame == WCP_ANIM_NAZI_RAISED ) {
			self->s.frame = WCP_ANIM_NAZI_TO_AMERICAN;
		} else {
			self->s.frame = WCP_ANIM_AMERICAN_RAISED;
		}
	}

	// Run script trigger
	if ( self->count == TEAM_RED ) {
		G_Script_ScriptEvent( self, "trigger", "axis_capture" );
	} else {
		G_Script_ScriptEvent( self, "trigger", "allied_capture" );
	}

	// Play a sound
	G_AddEvent( self, EV_GENERAL_SOUND, self->soundPos1 );

	// Don't allow touch again until animation is finished
	self->touch = NULL;

	self->think = checkpoint_think;
	self->nextthink = level.time + 1000;
}
开发者ID:bibendovsky,项目名称:rtcw,代码行数:44,代码来源:g_team.cpp


示例15: multi_trigger

// the trigger was just activated
// ent->activator should be set to the activator so it can be held through a delay
// so wait for the delay time before firing
void multi_trigger(gentity_t *ent, gentity_t *activator)
{
	ent->activator = activator;

	if (ent->numPlayers > 1)
	{
		gentity_t *tnt;   // temp ent for counting players
		int       i;
		int       entList[MAX_GENTITIES];   // list of entities
		int       cnt     = trap_EntitiesInBox(ent->r.mins, ent->r.maxs, entList, MAX_GENTITIES);
		int       players = 0;   // number of ents in trigger

		for (i = 0; i < cnt; i++)
		{
			tnt = &g_entities[entList[i]];

			if (tnt->client)
			{
				players++;
			}
		}

		// not enough players, return
		if (players < ent->numPlayers)
		{
			return;
		}
	}

	G_Script_ScriptEvent(ent, "activate", NULL);

	if (ent->nextthink)
	{
		return;     // can't retrigger until the wait is over
	}

	G_UseTargets(ent, ent->activator);

	if (ent->wait > 0)
	{
		ent->think     = multi_wait;
		ent->nextthink = level.time + (ent->wait + ent->random * crandom()) * 1000;
	}
	else
	{
		// we can't just remove (self) here, because this is a touch function
		// called while looping through area links...
		ent->touch     = 0;
		ent->nextthink = level.time + FRAMETIME;
		ent->think     = G_FreeEntity;
	}
}
开发者ID:Ponce,项目名称:etlegacy,代码行数:55,代码来源:g_trigger.c


示例16: script_mover_die

void script_mover_die(gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod) {
	G_Script_ScriptEvent( self, "death", "" );

	if (!(self->spawnflags & 8)) {
		G_FreeEntity( self );
	}

	if( self->tankLink ) {
		G_LeaveTank( self->tankLink, qtrue );
	}

	self->die = NULL;
}
开发者ID:BackupTheBerlios,项目名称:et-flf-svn,代码行数:13,代码来源:g_script.c


示例17: G_CallSpawn

/*
===============
G_CallSpawn

Finds the spawn function for the entity and calls it,
returning qfalse if not found
===============
*/
qboolean G_CallSpawn(gentity_t *ent) {
	spawn_t *s;
	gitem_t *item;

	if (!ent->classname) {
		G_DPrintf("G_CallSpawn: NULL classname\n");
		return qfalse;
	}

	// check item spawn functions
	for (item = bg_itemlist + 1 ; item->classname ; ++item) {
		if (!strcmp(item->classname, ent->classname)) {
			// found it
			G_SpawnItem(ent, item);

			G_Script_ScriptParse(ent);
			G_Script_ScriptEvent(ent, "spawn", "");
			return qtrue;
		}
	}

	// check normal spawn functions
	for (s = spawns ; s->name ; ++s) {
		if (!strcmp(s->name, ent->classname)) {
			// found it
			s->spawn(ent);

			// RF, entity scripting
			if (ent->scriptName) {
				G_Script_ScriptParse(ent);
				G_Script_ScriptEvent(ent, "spawn", "");
			}

			return qtrue;
		}
	}
	G_DPrintf("%s doesn't have a spawn function\n", ent->classname);
	return qfalse;
}
开发者ID:boutetnico,项目名称:ETrun,代码行数:47,代码来源:g_spawn.c


示例18: Touch_flagonly_multiple

void Touch_flagonly_multiple(gentity_t *ent, gentity_t *other, trace_t *trace) {
	gentity_t *tmp;

	// Nico, silent GCC
	(void)trace;

	if (!other->client) {
		return;
	}

	if (ent->spawnflags & RED_FLAG && other->client->ps.powerups[PW_REDFLAG]) {

		other->client->ps.powerups[PW_REDFLAG] = 0;
		other->client->speedScale              = 0;

		tmp         = ent->parent;
		ent->parent = other;

		G_Script_ScriptEvent(ent, "death", "");

		G_Script_ScriptEvent(&g_entities[other->client->flagParent], "trigger", "captured");

		ent->parent = tmp;
	} else if (ent->spawnflags & BLUE_FLAG && other->client->ps.powerups[PW_BLUEFLAG]) {

		other->client->ps.powerups[PW_BLUEFLAG] = 0;
		other->client->speedScale               = 0;

		tmp         = ent->parent;
		ent->parent = other;

		G_Script_ScriptEvent(ent, "death", "");

		G_Script_ScriptEvent(&g_entities[other->client->flagParent], "trigger", "captured");

		ent->parent = tmp;
	}
}
开发者ID:Exosum,项目名称:ETrun,代码行数:38,代码来源:g_trigger.c


示例19: script_mover_use

void script_mover_use(gentity_t *ent, gentity_t *other, gentity_t *activator) {
	if(ent->spawnflags & 8) {
		if(ent->count) {
			ent->health = ent->count;
			ent->s.dl_intensity = ent->health;

			G_Script_ScriptEvent( ent, "rebirth", "" );
			
			ent->die = script_mover_die;
		}
	} else {
		script_mover_spawn(ent);
	}
}
开发者ID:BackupTheBerlios,项目名称:et-flf-svn,代码行数:14,代码来源:g_script.c


示例20: target_script_trigger

/*
QUAKED target_script_trigger (1 .7 .2) (-8 -8 -8) (8 8 8)
must have an aiName
must have a target

when used it will fire its targets
*/
void target_script_trigger_use(gentity_t *ent, gentity_t *other, gentity_t *activator)
{
	qboolean found = qfalse;
	// for all entities/bots with this ainame
	gentity_t *trent = NULL;

	// Are we using ainame to find another ent instead of using scriptname for this one?
	if (ent->aiName)
	{
		// Find the first entity with this name
		trent = G_Find(trent, FOFS(scriptName), ent->aiName);

		// Was there one?
		if (trent)
		{
			// We found it
			found = qtrue;

			// Play the script
			G_Script_ScriptEvent(trent, "trigger", ent->target);

		} // if (trent)...

	} // if (ent->aiName)...

	// Use the old method if we didn't find an entity with the ainame
	if (!found)
	{
		if (ent->scriptName)
		{
			G_Script_ScriptEvent(ent, "trigger", ent->target);
		}
	}

	G_UseTargets(ent, other);
}
开发者ID:GenaSG,项目名称:etlegacy,代码行数:43,代码来源:g_target.c



注:本文中的G_Script_ScriptEvent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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