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

/*QUAKED target_autosave (1 1 0) (-8 -8 -8) (8 8 8)
saves game to 'autosave.sav' when triggered then dies.
*/
void SP_target_autosave(gentity_t *ent)
{
//	ent->use = Use_Target_Autosave;
	G_FreeEntity(ent);
}
开发者ID:morsik,项目名称:war-territory,代码行数:8,代码来源:g_target.c


示例2: Cmd_Give_f

/*
==================
Cmd_Give_f

Give items to a client
==================
*/
void Cmd_Give_f (gentity_t *ent)
{
	char		*name;
	gitem_t		*it;
	int			i;
	qboolean	give_all;
	gentity_t		*it_ent;
	trace_t		trace;

	if ( !CheatsOk( ent ) ) {
		return;
	}

	name = ConcatArgs( 1 );

	if (Q_stricmp(name, "all") == 0)
		give_all = qtrue;
	else
		give_all = qfalse;

	if (give_all || Q_stricmp( name, "health") == 0)
	{
		ent->health = ent->client->ps.stats[STAT_MAX_HEALTH];
		if (!give_all)
			return;
	}

	if (give_all || Q_stricmp(name, "weapons") == 0)
	{
		ent->client->ps.stats[STAT_WEAPONS] = (1 << WP_NUM_WEAPONS) - 1 - 
			( 1 << WP_GRAPPLING_HOOK ) - ( 1 << WP_NONE );
		if (!give_all)
			return;
	}

	if (give_all || Q_stricmp(name, "ammo") == 0)
	{
		for ( i = 0 ; i < MAX_WEAPONS ; i++ ) {
			ent->client->ps.ammo[i] = 999;
		}
		if (!give_all)
			return;
	}

	if (give_all || Q_stricmp(name, "armor") == 0)
	{
		ent->client->ps.stats[STAT_ARMOR] = 200;

		if (!give_all)
			return;
	}

	if (Q_stricmp(name, "excellent") == 0) {
		ent->client->ps.persistant[PERS_EXCELLENT_COUNT]++;
		return;
	}
	if (Q_stricmp(name, "impressive") == 0) {
		ent->client->ps.persistant[PERS_IMPRESSIVE_COUNT]++;
		return;
	}
	if (Q_stricmp(name, "gauntletaward") == 0) {
		ent->client->ps.persistant[PERS_GAUNTLET_FRAG_COUNT]++;
		return;
	}
	if (Q_stricmp(name, "defend") == 0) {
		ent->client->ps.persistant[PERS_DEFEND_COUNT]++;
		return;
	}
	if (Q_stricmp(name, "assist") == 0) {
		ent->client->ps.persistant[PERS_ASSIST_COUNT]++;
		return;
	}

	// spawn a specific item right on the player
	if ( !give_all ) {
		it = BG_FindItem (name);
		if (!it) {
			return;
		}

		it_ent = G_Spawn();
		VectorCopy( ent->r.currentOrigin, it_ent->s.origin );
		it_ent->classname = it->classname;
		G_SpawnItem (it_ent, it);
		FinishSpawningItem(it_ent );
		memset( &trace, 0, sizeof( trace ) );
		Touch_Item (it_ent, ent, &trace);
		if (it_ent->inuse) {
			G_FreeEntity( it_ent );
		}
	}
}
开发者ID:ArtanAhmeti,项目名称:lab,代码行数:99,代码来源:g_cmds.c


示例3: G_RunItem

/**
* @brief Run item.
*/
void G_RunItem(gentity_t *ent)
{
	vec3_t  origin;
	trace_t tr;
	int     contents;
	int     mask;

	// if groundentity has been set to -1, it may have been pushed off an edge
	if (ent->s.groundEntityNum == -1)
	{
		if (ent->s.pos.trType != TR_GRAVITY)
		{
			ent->s.pos.trType = TR_GRAVITY;
			ent->s.pos.trTime = level.time;
		}
	}

	if (ent->s.pos.trType == TR_STATIONARY || ent->s.pos.trType == TR_GRAVITY_PAUSED) // check think function
	{
		G_RunThink(ent);
		return;
	}

	if (ent->s.pos.trType == TR_LINEAR && (!ent->clipmask && !ent->r.contents))
	{
		// check think function
		G_RunThink(ent);
		return;
	}

	// get current position
	BG_EvaluateTrajectory(&ent->s.pos, level.time, origin, qfalse, ent->s.effect2Time);

	// trace a line from the previous position to the current position
	if (ent->clipmask)
	{
		mask = ent->clipmask;
	}
	else
	{
		mask = MASK_SOLID;
	}
	trap_Trace(&tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, origin,
	           ent->r.ownerNum, mask);

	if (ent->isProp && ent->takedamage)
	{
		G_RunItemProp(ent, origin);
	}

	VectorCopy(tr.endpos, ent->r.currentOrigin);

	if (tr.startsolid)
	{
		tr.fraction = 0;
	}

	trap_LinkEntity(ent);   // FIXME: avoid this for stationary?

	// check think function
	G_RunThink(ent);

	if (tr.fraction == 1)
	{
		return;
	}

	// if it is in a nodrop volume, remove it
	contents = trap_PointContents(ent->r.currentOrigin, -1);
	if (contents & CONTENTS_NODROP)
	{
		if (ent->item && ent->item->giType == IT_TEAM)
		{
			Team_ReturnFlag(ent);
		}
		else
		{
			G_FreeEntity(ent);
		}
		return;
	}

	G_BounceItem(ent, &tr);
}
开发者ID:Ponce,项目名称:etlegacy,代码行数:87,代码来源:g_items.c


示例4: trigger_always_think

void trigger_always_think(gentity_t *ent)
{
    G_UseTargets(ent, ent);
    G_FreeEntity(ent);
}
开发者ID:wtfbbqhax,项目名称:tremulous,代码行数:5,代码来源:g_trigger.cpp


示例5: Cmd_Give_f


//.........这里部分代码省略.........
		ent->client->ps.inventory[INV_ELECTROBINOCULARS] = 1;
		//ent->client->ps.inventory[INV_BACTA_CANISTER] = 5;
		//ent->client->ps.inventory[INV_SEEKER] = 5;
		ent->client->ps.inventory[INV_LIGHTAMP_GOGGLES] = 1;
		//ent->client->ps.inventory[INV_SENTRY] = 5;
		//ent->client->ps.inventory[INV_GOODIE_KEY] = 5;
		//ent->client->ps.inventory[INV_SECURITY_KEY] = 5;

		if (!give_all)
		{
			return;
		}
	}
*/
	if (give_all || Q_stricmp(name, "weapons") == 0)
	{
		ent->client->ps.stats[STAT_WEAPONS] = (1 << (WP_MELEE)) - ( 1 << WP_NONE );
		if (!give_all)
			return;
	}

	if ( !give_all && Q_stricmp(gi.argv(1), "weaponnum") == 0 )
	{
		ent->client->ps.stats[STAT_WEAPONS] |= (1 << atoi(gi.argv(2)));
		return;
	}

	if ( Q_stricmp(name, "eweaps") == 0)	//for developing, gives you all the weapons, including enemy
	{
		ent->client->ps.stats[STAT_WEAPONS] = (unsigned)(1 << WP_NUM_WEAPONS) - ( 1 << WP_NONE ); // NOTE: this wasn't giving the last weapon in the list
		if (!give_all)
			return;
	}

	if (give_all || Q_stricmp(name, "ammo") == 0)
	{
		for ( i = 0 ; i < AMMO_MAX ; i++ ) {
			ent->client->ps.ammo[i] = ammoData[i].max;
		}
		if (!give_all)
			return;
	}

	if (give_all || Q_stricmp(gi.argv(1), "batteries") == 0)
	{
		if (gi.argc() == 3)
			ent->client->ps.batteryCharge = atoi(gi.argv(2));
		else
			ent->client->ps.batteryCharge = MAX_BATTERIES;

		if (!give_all)
			return;
	}

	if (give_all || Q_stricmp(gi.argv(1), "armor") == 0)
	{
		if (gi.argc() == 3)
			ent->client->ps.stats[STAT_ARMOR] = atoi(gi.argv(2));
		else
			ent->client->ps.stats[STAT_ARMOR] = ent->client->ps.stats[STAT_MAX_HEALTH];

		if ( ent->client->ps.stats[STAT_ARMOR] > 0 )
		{
			ent->client->ps.powerups[PW_BATTLESUIT] = Q3_INFINITE;
		}
		else
		{
			ent->client->ps.powerups[PW_BATTLESUIT] = 0;
		}

		if (!give_all)
			return;
	}

	// spawn a specific item right on the player
	if ( !give_all ) {
		gentity_t	*it_ent;
		trace_t		trace;
		it = FindItem (name);
		if (!it) {
			name = gi.argv(1);
			it = FindItem (name);
			if (!it) {
				gi.SendServerCommand( ent-g_entities, "print \"unknown item\n\"");
				return;
			}
		}

		it_ent = G_Spawn();
		VectorCopy( ent->currentOrigin, it_ent->s.origin );
		it_ent->classname = G_NewString(it->classname);
		G_SpawnItem (it_ent, it);
		FinishSpawningItem(it_ent );
		memset( &trace, 0, sizeof( trace ) );
		Touch_Item (it_ent, ent, &trace);
		if (it_ent->inuse) {
			G_FreeEntity( it_ent );
		}
	}
}
开发者ID:matthewvdz,项目名称:joja,代码行数:101,代码来源:g_cmds.cpp


示例6: IsLegShot

qboolean IsLegShot( gentity_t *targ, vec3_t dir, vec3_t point, int mod ) {
	float height;
	float theight;
	gentity_t *leg;

	if (!(targ->client))
		return qfalse;

	if (targ->health <= 0)
		return qfalse;

	if(!point) {
		return qfalse;
	}

	if(!IsHeadShotWeapon(mod)) {
		return qfalse;
	}

	leg = G_BuildLeg( targ );

	if( leg ) {
		gentity_t	*traceEnt;
		vec3_t		start, end;
		trace_t		tr;

		// trace another shot see if we hit the legs
		VectorCopy( point, start );
		VectorMA( start, 64, dir, end );
		trap_Trace( &tr, start, NULL, NULL, end, targ->s.number, MASK_SHOT );
			
		traceEnt = &g_entities[ tr.entityNum ];

		if( g_debugBullets.integer >= 3 ) {	// show hit player head bb
			gentity_t *tent;
			vec3_t b1, b2;
			VectorCopy( leg->r.currentOrigin, b1 );
			VectorCopy( leg->r.currentOrigin, b2 );
			VectorAdd( b1, leg->r.mins, b1 );
			VectorAdd( b2, leg->r.maxs, b2 );
			tent = G_TempEntity( b1, EV_RAILTRAIL );
			VectorCopy( b2, tent->s.origin2 );
			tent->s.dmgFlags = 1;

			// show headshot trace
			// end the headshot trace at the head box if it hits
			if( tr.fraction != 1 ) {
				VectorMA( start, (tr.fraction * 64), dir, end );
			}
			tent = G_TempEntity( start, EV_RAILTRAIL );
			VectorCopy( end, tent->s.origin2 );
			tent->s.dmgFlags = 0;
		}

		G_FreeEntity( leg );

		if( traceEnt == leg ) {
			return qtrue;
		}
	} else {
		height = point[2] - targ->r.absmin[2];
		theight = targ->r.absmax[2] - targ->r.absmin[2];

		if(height < (theight * 0.4f)) {
			return qtrue;
		}
	}

	return qfalse;
}
开发者ID:leakcim1324,项目名称:ETrun,代码行数:70,代码来源:g_combat.c


示例7: misc_model_breakable_die


//.........这里部分代码省略.........

	scale = scale / numChunks;

	if ( self->radius > 0.0f )
	{
		// designer wants to scale number of chunks, helpful because the above scale code is far from perfect
		//	I do this after the scale calculation because it seems that the chunk size generally seems to be very close, it's just the number of chunks is a bit weak
		numChunks *= self->radius;
	}

	VectorAdd( self->absmax, self->absmin, dis );
	VectorScale( dis, 0.5f, dis );

	CG_Chunks( self->s.number, dis, dir, self->absmin, self->absmax, 300, numChunks, self->material, self->s.modelindex3, scale );

	self->e_PainFunc = painF_NULL;
	self->e_DieFunc  = dieF_NULL;
//	self->e_UseFunc  = useF_NULL;

	self->takedamage = qfalse;

	if ( !(self->spawnflags & 4) )
	{//We don't want to stay solid
		self->s.solid = 0;
		self->contents = 0;
		self->clipmask = 0;
		gi.linkentity(self);
	}

	VectorSet(up, 0, 0, 1);

	if(self->target)
	{
		G_UseTargets(self, attacker);
	}

	if(inflictor->client)
	{
		VectorSubtract( self->currentOrigin, inflictor->currentOrigin, dir );
		VectorNormalize( dir );
	}
	else
	{
		VectorCopy(up, dir);
	}

	if ( !(self->spawnflags & 2048) ) // NO_EXPLOSION
	{
		// Ok, we are allowed to explode, so do it now!
		if(self->splashDamage > 0 && self->splashRadius > 0)
		{//explode
			vec3_t org;
			AddSightEvent( attacker, self->currentOrigin, 256, AEL_DISCOVERED, 100 );
			AddSoundEvent( attacker, self->currentOrigin, 128, AEL_DISCOVERED );
			//FIXME: specify type of explosion?  (barrel, electrical, etc.)  Also, maybe just use the explosion effect below since it's
			//				a bit better?
			// up the origin a little for the damage check, because several models have their origin on the ground, so they don't alwasy do damage, not the optimal solution...
			VectorCopy( self->currentOrigin, org );
			if ( self->mins[2] > -4 )
			{//origin is going to be below it or very very low in the model
				//center the origin
				org[2] = self->currentOrigin[2] + self->mins[2] + (self->maxs[2] - self->mins[2])/2.0f;
			}
			G_RadiusDamage( org, self, self->splashDamage, self->splashRadius, self, MOD_UNKNOWN );

			if ( self->model && Q_stricmp( "models/map_objects/ships/tie_fighter.md3", self->model ) == 0 )
			{//TEMP HACK for Tie Fighters- they're HUGE
				G_PlayEffect( "fighter_explosion2", self->currentOrigin );
				G_Sound( self, G_SoundIndex( "sound/weapons/tie_fighter/TIEexplode.wav" ) );
			}
			else
			{
				CG_MiscModelExplosion( self->absmin, self->absmax, size, self->material );
				G_Sound( self, G_SoundIndex("sound/weapons/explosions/cargoexplode.wav") );
			}
		}
		else
		{//just break
			AddSightEvent( attacker, self->currentOrigin, 128, AEL_DISCOVERED );
			AddSoundEvent( attacker, self->currentOrigin, 64, AEL_SUSPICIOUS );
			// This is the default explosion
			CG_MiscModelExplosion( self->absmin, self->absmax, size, self->material );
			G_Sound(self, G_SoundIndex("sound/weapons/explosions/cargoexplode.wav"));
		}
	}

	self->e_ThinkFunc = thinkF_NULL;
	self->nextthink = -1;

	if(self->s.modelindex2 != -1 && !(self->spawnflags & 8))
	{//FIXME: modelindex doesn't get set to -1 if the damage model doesn't exist
		self->svFlags |= SVF_BROKEN;
		self->s.modelindex = self->s.modelindex2;
		G_ActivateBehavior( self, BSET_DEATH );
	}
	else
	{
		G_FreeEntity( self );
	}
}
开发者ID:blaenk,项目名称:jedioutcast,代码行数:101,代码来源:g_breakable.cpp


示例8: G_MissileImpact

/*
================
G_MissileImpact

================
*/
void G_MissileImpact( gentity_t *ent, trace_t *trace )
{
    gentity_t   *other, *attacker;
    qboolean    returnAfterDamage = qfalse;
    vec3_t      dir;

    other = &g_entities[ trace->entityNum ];
    attacker = &g_entities[ ent->r.ownerNum ];

    // check for bounce
    if( !other->takedamage &&
            ( ent->s.eFlags & ( EF_BOUNCE | EF_BOUNCE_HALF ) ) )
    {
        G_BounceMissile( ent, trace );

        //only play a sound if requested
        if( !( ent->s.eFlags & EF_NO_BOUNCE_SOUND ) )
            G_AddEvent( ent, EV_GRENADE_BOUNCE, 0 );

        return;
    }

    if( !strcmp( ent->classname, "grenade" ) )
    {
        //grenade doesn't explode on impact
        G_BounceMissile( ent, trace );

        //only play a sound if requested
        if( !( ent->s.eFlags & EF_NO_BOUNCE_SOUND ) )
            G_AddEvent( ent, EV_GRENADE_BOUNCE, 0 );

        return;
    }
    else if( !strcmp( ent->classname, "lockblob" ) )
    {
        if( other->client && other->client->ps.stats[ STAT_TEAM ] == TEAM_HUMANS )
        {
            other->client->ps.stats[ STAT_STATE ] |= SS_BLOBLOCKED;
            other->client->lastLockTime = level.time;
            AngleVectors( other->client->ps.viewangles, dir, NULL, NULL );
            other->client->ps.stats[ STAT_VIEWLOCK ] = DirToByte( dir );
        }
    }
    else if( !strcmp( ent->classname, "slowblob" ) )
    {
        if( other->client && other->client->ps.stats[ STAT_TEAM ] == TEAM_HUMANS )
        {
            other->client->ps.stats[ STAT_STATE ] |= SS_SLOWLOCKED;
            other->client->lastSlowTime = level.time;
            AngleVectors( other->client->ps.viewangles, dir, NULL, NULL );
            other->client->ps.stats[ STAT_VIEWLOCK ] = DirToByte( dir );
        }
    }
    else if( !strcmp( ent->classname, "hive" ) )
    {
        if( other->s.eType == ET_BUILDABLE && other->s.modelindex == BA_A_HIVE )
        {
            if( !ent->parent )
                G_Printf( S_COLOR_YELLOW "WARNING: hive entity has no parent in G_MissileImpact\n" );
            else
                ent->parent->active = qfalse;

            G_FreeEntity( ent );
            return;
        }
        else
        {
            //prevent collision with the client when returning
            ent->r.ownerNum = other->s.number;

            ent->think = G_ExplodeMissile;
            ent->nextthink = level.time + FRAMETIME;

            //only damage humans
            if( other->client && other->client->ps.stats[ STAT_TEAM ] == TEAM_HUMANS )
                returnAfterDamage = qtrue;
            else
                return;
        }
    }

    // impact damage
    if( other->takedamage )
    {
        // FIXME: wrong damage direction?
        if( ent->damage )
        {
            vec3_t  velocity;

            BG_EvaluateTrajectoryDelta( &ent->s.pos, level.time, velocity );
            if( VectorLength( velocity ) == 0 )
                velocity[ 2 ] = 1;  // stepped on a grenade

            G_Damage( other, ent, attacker, velocity, ent->s.origin, ent->damage,
//.........这里部分代码省略.........
开发者ID:GrangerHub,项目名称:tremulous,代码行数:101,代码来源:g_missile.c


示例9: G_RunMissile

/*
================
G_RunMissile

================
*/
void G_RunMissile( gentity_t *ent )
{
    vec3_t    origin;
    trace_t   tr;
    int       passent;
    qboolean  impact = qfalse;

    // get current position
    BG_EvaluateTrajectory( &ent->s.pos, level.time, origin );

    // ignore interactions with the missile owner
    passent = ent->r.ownerNum;

    // general trace to see if we hit anything at all
    trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs,
                origin, passent, ent->clipmask );

    if( tr.startsolid || tr.allsolid )
    {
        tr.fraction = 0.0f;
        VectorCopy( ent->r.currentOrigin, tr.endpos );
    }

    if( tr.fraction < 1.0f )
    {
        if( !ent->pointAgainstWorld || tr.contents & CONTENTS_BODY )
        {
            // We hit an entity or we don't care
            impact = qtrue;
        }
        else
        {
            trap_Trace( &tr, ent->r.currentOrigin, NULL, NULL, origin,
                        passent, ent->clipmask );

            if( tr.fraction < 1.0f )
            {
                // Hit the world with point trace
                impact = qtrue;
            }
            else
            {
                if( tr.contents & CONTENTS_BODY )
                {
                    // Hit an entity
                    impact = qtrue;
                }
                else
                {
                    trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs,
                                origin, passent, CONTENTS_BODY );

                    if( tr.fraction < 1.0f )
                        impact = qtrue;
                }
            }
        }
    }

    VectorCopy( tr.endpos, ent->r.currentOrigin );

    if( impact )
    {
        if( tr.surfaceFlags & SURF_NOIMPACT )
        {
            // Never explode or bounce on sky
            G_FreeEntity( ent );
            return;
        }

        G_MissileImpact( ent, &tr );

        if( ent->s.eType != ET_MISSILE )
            return;   // exploded
    }

    ent->r.contents = CONTENTS_SOLID; //trick trap_LinkEntity into...
    trap_LinkEntity( ent );
    ent->r.contents = 0; //...encoding bbox information

    // check think function after bouncing
    G_RunThink( ent );
}
开发者ID:GrangerHub,项目名称:tremulous,代码行数:89,代码来源:g_missile.c


示例10: G_smvRunCamera

// Set up snapshot merge based on this portal
qboolean G_smvRunCamera( gentity_t *ent ) {
	int id = ent->TargetFlag;
	int chargeTime, sprintTime, hintTime, weapHeat;
	playerState_t *tps, *ps;

	// Opt out if not a real MV portal
	if ( ent->tagParent == NULL || ent->tagParent->client == NULL ) {
		return( qfalse );
	}

	if ( ( ps = &ent->tagParent->client->ps ) == NULL ) {
		return( qfalse );
	}

	// If viewing client is no longer connected, delete this camera
	if ( ent->tagParent->client->pers.connected != CON_CONNECTED ) {
		G_FreeEntity( ent );
		return( qtrue );
	}

	// Also remove if the target player is no longer in the game playing
	if ( ent->target_ent->client->pers.connected != CON_CONNECTED ||
		 ent->target_ent->client->sess.sessionTeam == TEAM_SPECTATOR ) {
		G_smvLocateEntityInMVList( ent->tagParent, ent->target_ent - g_entities, qtrue );
		return( qtrue );
	}

	// Seems that depending on player's state, we pull from either r.currentOrigin, or s.origin
	//		if(!spec) then use: r.currentOrigin
	//		if(spec) then use:  s.origin
	//
	// This is true for both the portal origin and its target (origin2)
	//
	VectorCopy( ent->tagParent->s.origin, ent->s.origin );
	G_SetOrigin( ent, ent->s.origin );
	VectorCopy( ent->target_ent->r.currentOrigin, ent->s.origin2 );
	trap_LinkEntity( ent );

	// Only allow client ids 0 to (MAX_MVCLIENTS-1) to be updated with extra info
	if ( id >= MAX_MVCLIENTS ) {
		return( qtrue );
	}

	tps = &ent->target_ent->client->ps;

	if ( tps->stats[STAT_PLAYER_CLASS] == PC_ENGINEER ) {
		chargeTime = g_engineerChargeTime.value;
	} else if ( tps->stats[STAT_PLAYER_CLASS] == PC_MEDIC ) {
		chargeTime = g_medicChargeTime.value;
	} else if ( tps->stats[STAT_PLAYER_CLASS] == PC_FIELDOPS )                                                                                                {
		chargeTime = g_LTChargeTime.value;
	} else if ( tps->stats[STAT_PLAYER_CLASS] == PC_COVERTOPS )                                                                                                                                                                                               {
		chargeTime = g_covertopsChargeTime.value;
	} else { chargeTime = g_soldierChargeTime.value;}

	chargeTime = ( level.time - tps->classWeaponTime >= (int)chargeTime ) ? 0 : ( 1 + floor( 15.0f * (float)( level.time - tps->classWeaponTime ) / chargeTime ) );
	sprintTime = ( ent->target_ent->client->pmext.sprintTime >= 20000 ) ? 0.0f : ( 1 + floor( 7.0f * (float)ent->target_ent->client->pmext.sprintTime / 20000.0f ) );
	weapHeat   = floor( (float)tps->curWeapHeat * 15.0f / 255.0f );
	hintTime   = ( tps->serverCursorHint != HINT_BUILD && ( tps->serverCursorHintVal >= 255 || tps->serverCursorHintVal == 0 ) ) ?
				 0 : ( 1 + floor( 15.0f * (float)tps->serverCursorHintVal / 255.0f ) );

	// (Remaining bits)
	// ammo      : 0
	// ammo-1    : 0
	// ammiclip  : 0
	// ammoclip-1: 16
	id = MAX_WEAPONS - 1 - ( id * 2 );

	if ( tps->pm_flags & PMF_LIMBO ) {
		ps->ammo[id] = 0;
		ps->ammo[id - 1] = 0;
		ps->ammoclip[id - 1] = 0;
	} else {
		ps->ammo[id]  = ( ( ( ent->target_ent->health > 0 ) ? ent->target_ent->health : 0 ) & 0xFF ); // Meds up to 140 :(
		ps->ammo[id] |= ( hintTime & 0x0F ) << 8; // 4 bits for work on current item (dynamite, weapon repair, etc.)
		ps->ammo[id] |= ( weapHeat & 0x0F ) << 12; // 4 bits for weapon heat info

		ps->ammo[id - 1]  = tps->ammo[BG_FindAmmoForWeapon( tps->weapon )] & 0x3FF;   // 11 bits needed to cover 1500 Venom ammo
		ps->ammo[id - 1] |= ( BG_simpleWeaponState( tps->weaponstate ) & 0x03 ) << 11;  // 2 bits for current weapon state
		ps->ammo[id - 1] |= ( ( tps->persistant[PERS_HWEAPON_USE] ) ? 1 : 0 ) << 13;    // 1 bit for mg42 use
		ps->ammo[id - 1] |= ( BG_simpleHintsCollapse( tps->serverCursorHint, hintTime ) & 0x03 ) << 14; // 2 bits for cursor hints

//	G_Printf("tps->hint: %d, dr: %d, collapse: %d\n", tps->serverCursorHint, HINT_DOOR_ROTATING, G_simpleHintsCollapse(tps->serverCursorHint, hintTime));

		ps->ammoclip[id - 1]  = tps->ammoclip[BG_FindClipForWeapon( tps->weapon )] & 0x1FF;   // 9 bits to cover 500 Venom ammo clip
		ps->ammoclip[id - 1] |= ( chargeTime & 0x0F ) << 9;   // 4 bits for weapon charge time
		ps->ammoclip[id - 1] |= ( sprintTime & 0x07 ) << 13;  // 3 bits for fatigue
	}

	return( qtrue );
}
开发者ID:AdrienJaguenet,项目名称:Enemy-Territory,代码行数:92,代码来源:g_multiview.c


示例11: trigger_concussive_dust

/*
QUAKED trigger_concussive_dust (.5 .5 .5) ?
Allows client side prediction of teleportation events.
Must point at a target_position, which will be the teleport destination.
*/
void SP_trigger_concussive_dust(gentity_t *self)
{
	G_Printf("trigger_concussive_dust is obsolete, please delete it.\n");
	G_FreeEntity(self);
}
开发者ID:Mailaender,项目名称:etlegacy,代码行数:10,代码来源:g_trigger.c


示例12: FinishSpawningItem

void FinishSpawningItem( gentity_t *ent ) {
	trace_t		tr;
	vec3_t		dest;
	gitem_t		*item;
	int			itemNum;

	itemNum=1;
	for ( item = bg_itemlist + 1 ; item->classname ; item++,itemNum++) 
	{
		if (!strcmp(item->classname,ent->classname))
		{
			break;
		}
	}

	// Set bounding box for item
	VectorSet( ent->mins, item->mins[0],item->mins[1] ,item->mins[2]);
	VectorSet( ent->maxs, item->maxs[0],item->maxs[1] ,item->maxs[2]);

	if ((!ent->mins[0] && !ent->mins[1] && !ent->mins[2]) && 
		(!ent->maxs[0] && !ent->maxs[1] && !ent->maxs[2]))
	{
		VectorSet (ent->mins, -ITEM_RADIUS, -ITEM_RADIUS, -2);//to match the comments in the items.dat file!
		VectorSet (ent->maxs, ITEM_RADIUS, ITEM_RADIUS, ITEM_RADIUS);
	}

	if ((item->quantity) && (item->giType == IT_AMMO))
	{
		ent->count = item->quantity;
	}

	if ((item->quantity) && (item->giType == IT_BATTERY))
	{
		ent->count = item->quantity; 
	}


//	if ( item->giType == IT_WEAPON ) // NOTE: james thought it was ok to just always do this?
	{
		ent->s.radius = 20;
		VectorSet( ent->s.modelScale, 1.0f, 1.0f, 1.0f );
		gi.G2API_InitGhoul2Model( ent->ghoul2, ent->item->world_model, G_ModelIndex( ent->item->world_model ), NULL, NULL, 0, 0);
	}

	// Set crystal ammo amount based on skill level
/*	if ((itemNum == ITM_AMMO_CRYSTAL_BORG) ||
		(itemNum == ITM_AMMO_CRYSTAL_DN) ||
		(itemNum == ITM_AMMO_CRYSTAL_FORGE) ||
		(itemNum == ITM_AMMO_CRYSTAL_SCAVENGER) ||
		(itemNum == ITM_AMMO_CRYSTAL_STASIS))
	{
		CrystalAmmoSettings(ent);
	}
*/
	ent->s.eType = ET_ITEM;
	ent->s.modelindex = ent->item - bg_itemlist;		// store item number in modelindex
	ent->s.modelindex2 = 0; // zero indicates this isn't a dropped item

	ent->contents = CONTENTS_TRIGGER|CONTENTS_ITEM;//CONTENTS_BODY;//CONTENTS_TRIGGER|
	ent->e_TouchFunc = touchF_Touch_Item;
	// useing an item causes it to respawn
	ent->e_UseFunc = useF_Use_Item;
	ent->svFlags |= SVF_PLAYER_USABLE;//so player can pick it up

	// Hang in air?
	ent->s.origin[2] += 1;//just to get it off the damn ground because coplanar = insolid
	if ( ent->spawnflags & ITMSF_SUSPEND) 
	{
		// suspended
		G_SetOrigin( ent, ent->s.origin );
	} 
	else 
	{
		// drop to floor
		VectorSet( dest, ent->s.origin[0], ent->s.origin[1], MIN_WORLD_COORD );
		gi.trace( &tr, ent->s.origin, ent->mins, ent->maxs, dest, ent->s.number, MASK_SOLID|CONTENTS_PLAYERCLIP, G2_NOCOLLIDE, 0 );
		if ( tr.startsolid ) 
		{
			if ( &g_entities[tr.entityNum] != NULL )
			{
				gi.Printf (S_COLOR_RED"FinishSpawningItem: removing %s startsolid at %s (in a %s)\n", ent->classname, vtos(ent->s.origin), g_entities[tr.entityNum].classname );
			}
			else
			{
				gi.Printf (S_COLOR_RED"FinishSpawningItem: removing %s startsolid at %s (in a %s)\n", ent->classname, vtos(ent->s.origin) );
			}
			assert( 0 && "item starting in solid");
#ifndef FINAL_BUILD
			if (!g_entities[ENTITYNUM_WORLD].s.radius){	//not a region
				delayedShutDown = level.time + 100;
			}
#endif
			G_FreeEntity( ent );
			return;
		}

		// allow to ride movers
		ent->s.groundEntityNum = tr.entityNum;

		G_SetOrigin( ent, tr.endpos );
//.........这里部分代码省略.........
开发者ID:Agustinlv,项目名称:BlueHarvest,代码行数:101,代码来源:g_items.cpp


示例13: Touch_Item


//.........这里部分代码省略.........
		if ( other->client->ps.eFlags&EF_FORCE_GRIPPED )
		{//can't pick up anything while being gripped
			return;
		}
		if ( PM_InKnockDown( &other->client->ps ) && !PM_InGetUp( &other->client->ps ) )
		{//can't pick up while in a knockdown
			return;
		}
	}
	if (!ent->item) {		//not an item!
		gi.Printf( "Touch_Item: %s is not an item!\n", ent->classname);
		return;
	}
	qboolean bHadWeapon = qfalse;
	// call the item-specific pickup function
	switch( ent->item->giType ) 
	{
	case IT_WEAPON:
		if ( other->NPC && other->s.weapon == WP_NONE )
		{//Make them duck and sit here for a few seconds
			int pickUpTime = Q_irand( 1000, 3000 );
			TIMER_Set( other, "duck", pickUpTime );
			TIMER_Set( other, "roamTime", pickUpTime );
			TIMER_Set( other, "stick", pickUpTime );
			TIMER_Set( other, "verifyCP", pickUpTime );
			TIMER_Set( other, "attackDelay", 600 );
			respawn = 0;
		}
		if ( other->client->ps.stats[STAT_WEAPONS] & ( 1 << ent->item->giTag ) )
		{
			bHadWeapon = qtrue;
		}
		respawn = Pickup_Weapon(ent, other);
		break;
	case IT_AMMO:
		respawn = Pickup_Ammo(ent, other);
		break;
	case IT_ARMOR:
		respawn = Pickup_Armor(ent, other);
		break;
	case IT_HEALTH:
		respawn = Pickup_Health(ent, other);
		break;
	case IT_HOLDABLE:
		respawn = Pickup_Holdable(ent, other);
		break;
	case IT_BATTERY:
		respawn = Pickup_Battery( ent, other );
		break;
	case IT_HOLOCRON:
		respawn = Pickup_Holocron( ent, other );
		break;
	default:
		return;
	}

	if ( !respawn ) 
	{
		return;
	}

	// play the normal pickup sound
	if ( !other->s.number && g_timescale->value < 1.0f  )
	{//SIGH... with timescale on, you lose events left and right
extern void CG_ItemPickup( int itemNum, qboolean bHadItem );
		// but we're SP so we'll cheat
		cgi_S_StartSound( NULL, other->s.number, CHAN_AUTO,	cgi_S_RegisterSound( ent->item->pickup_sound ) );
		// show icon and name on status bar
		CG_ItemPickup( ent->s.modelindex, bHadWeapon );
	}
	else
	{
		if ( bHadWeapon )
		{
			G_AddEvent( other, EV_ITEM_PICKUP, -ent->s.modelindex );
		} 
		else
		{
			G_AddEvent( other, EV_ITEM_PICKUP, ent->s.modelindex );
		}
	}

	// fire item targets
	G_UseTargets (ent, other);

	// wait of -1 will not respawn
//	if ( ent->wait == -1 ) 
	{
		//why not just remove me?
		G_FreeEntity( ent );
		/*
		//NOTE: used to do this:  (for respawning?)
		ent->svFlags |= SVF_NOCLIENT;
		ent->s.eFlags |= EF_NODRAW;
		ent->contents = 0;
		ent->unlinkAfterEvent = qtrue;
		*/
		return;
	}
}
开发者ID:Agustinlv,项目名称:BlueHarvest,代码行数:101,代码来源:g_items.cpp


示例14: G_RunItem


//.........这里部分代码省略.........
			ent->s.pos.trType = TR_GRAVITY;
			ent->s.pos.trTime = level.time;
		}
	}

	if ( ent->s.pos.trType == TR_STATIONARY ) 
	{
		// check think function
		G_RunThink( ent );
		if ( !g_gravity->value )
		{
			ent->s.pos.trType = TR_GRAVITY;
			ent->s.pos.trTime = level.time;
			ent->s.pos.trDelta[0] += crandom() * 40.0f; // I dunno, just do this??
			ent->s.pos.trDelta[1] += crandom() * 40.0f;
			ent->s.pos.trDelta[2] += random() * 20.0f;
		}
		return;
	}

	// get current position
	EvaluateTrajectory( &ent->s.pos, level.time, origin );

	// trace a line from the previous position to the current position
	if ( ent->clipmask ) 
	{
		mask = ent->clipmask;
	} 
	else 
	{
		mask = MASK_SOLID|CONTENTS_PLAYERCLIP;//shouldn't be able to get anywhere player can't
	}

	int ignore = ENTITYNUM_NONE;
	if ( ent->owner )
	{
		ignore = ent->owner->s.number;
	}
	else if ( ent->activator )
	{
		ignore = ent->activator->s.number;
	}
	gi.trace( &tr, ent->currentOrigin, ent->mins, ent->maxs, origin, ignore, mask, G2_NOCOLLIDE, 0 );

	VectorCopy( tr.endpos, ent->currentOrigin );

	if ( tr.startsolid ) 
	{
		tr.fraction = 0;
	}

	gi.linkentity( ent );	// FIXME: avoid this for stationary?

	// check think function
	G_RunThink( ent );

	if ( tr.fraction == 1 ) 
	{
		if ( g_gravity->value <= 0 )
		{
			if ( ent->s.apos.trType != TR_LINEAR )
			{
				VectorCopy( ent->currentAngles, ent->s.apos.trBase );
				ent->s.apos.trType = TR_LINEAR;
				ent->s.apos.trDelta[1] = Q_flrand( -300, 300 );
				ent->s.apos.trDelta[0] = Q_flrand( -10, 10 );
				ent->s.apos.trDelta[2] = Q_flrand( -10, 10 );
				ent->s.apos.trTime = level.time;
			}
		}
		//friction in zero-G
		if ( !g_gravity->value )
		{
			float friction = 0.975f;
			/*friction -= ent->mass/1000.0f;
			if ( friction < 0.1 )
			{
				friction = 0.1f;
			}
			*/
			VectorScale( ent->s.pos.trDelta, friction, ent->s.pos.trDelta );
			VectorCopy( ent->currentOrigin, ent->s.pos.trBase );
			ent->s.pos.trTime = level.time;
		}
		return;
	}

	// if it is in a nodrop volume, remove it
	contents = gi.pointcontents( ent->currentOrigin, -1 );
	if ( contents & CONTENTS_NODROP ) 
	{
		G_FreeEntity( ent );
		return;
	}

	if ( !tr.startsolid )
	{
		G_BounceItem( ent, &tr );
	}
}
开发者ID:Agustinlv,项目名称:BlueHarvest,代码行数:101,代码来源:g_items.cpp


示例15: G_SpawnGEntityFromSpawnVars

/*
===================
G_SpawnGEntityFromSpawnVars

Spawn an entity and fill in all of the level fields from
level.spawnVars[], then call the class specfic spawn function
===================
*/
void G_SpawnGEntityFromSpawnVars( void ) {
	int			i;
	gentity_t	*ent;
	char		*s, *value, *gametypeName;
	static char *gametypeNames[] = {"ffa", "tournament", "single", "team", "ctf", "oneflag", "obelisk", "harvester"};
	int spawnVarsOffset[MAX_SPAWN_VARS][2];	// key / value pairs offsets

	// Convert to offsets.
	for (i = 0; i < level.numSpawnVars; ++i) {
		spawnVarsOffset[i][0] = level.spawnVars[i][0] - level.spawnVarChars;
		spawnVarsOffset[i][1] = level.spawnVars[i][1] - level.spawnVarChars;
	}

	// Early out if spawn is not required.
	if (!dmlab_update_spawn_vars(
			level.spawnVarChars,
			&level.numSpawnVarChars,
			spawnVarsOffset,
			&level.numSpawnVars)) {
		return;
	}

	// Convert from offsets.
	for (i = 0; i < level.numSpawnVars; ++i) {
		level.spawnVars[i][0] = level.spawnVarChars + spawnVarsOffset[i][0];
		level.spawnVars[i][1] = level.spawnVarChars + spawnVarsOffset[i][1];
	}

	// get the next free entity
	ent = G_Spawn();

	for ( i = 0 ; i < level.numSpawnVars ; i++ ) {
		G_ParseField( level.spawnVars[i][0], level.spawnVars[i][1], ent );
	}

	// check for "notsingle" flag
	if ( g_gametype.integer == GT_SINGLE_PLAYER ) {
		G_SpawnInt( "notsingle", "0", &i );
		if ( i ) {
			ADJUST_AREAPORTAL();
			G_FreeEntity( ent );
			return;
		}
	}
	// check for "notteam" flag (GT_FFA, GT_TOURNAMENT, GT_SINGLE_PLAYER)
	if ( g_gametype.integer >= GT_TEAM ) {
		G_SpawnInt( "notteam", "0", &i );
		if ( i ) {
			ADJUST_AREAPORTAL();
			G_FreeEntity( ent );
			return;
		}
	} else {
		G_SpawnInt( "notfree", "0", &i );
		if ( i ) {
			ADJUST_AREAPORTAL();
			G_FreeEntity( ent );
			return;
		}
	}

#ifdef MISSIONPACK
	G_SpawnInt( "notta", "0", &i );
	if ( i ) {
		ADJUST_AREAPORTAL();
		G_FreeEntity( ent );
		return;
	}
#else
	G_SpawnInt( "notq3a", "0", &i );
	if ( i ) {
		ADJUST_AREAPORTAL();
		G_FreeEntity( ent );
		return;
	}
#endif

	if( G_SpawnString( "gametype", NULL, &value ) ) {
		if( g_gametype.integer >= GT_FFA && g_gametype.integer < GT_MAX_GAME_TYPE ) {
			gametypeName = gametypeNames[g_gametype.integer];

			s = strstr( value, gametypeName );
			if( !s ) {
				ADJUST_AREAPORTAL();
				G_FreeEntity( ent );
				return;
			}
		}
	}

	// move editor origin to pos
	VectorCopy( ent->s.origin, ent->s.pos.trBase );
//.........这里部分代码省略.........
开发者ID:ArtanAhmeti,项目名称:lab,代码行数:101,代码来源:g_spawn.c


示例16: G_delayPrint

void G_delayPrint( gentity_t *dpent ) {
	int think_next = 0;
	bool fFree = true;

	switch ( dpent->spawnflags ) {
	case DP_PAUSEINFO:
	{
		if ( level.match_pause > PAUSE_UNPAUSING ) {
			int cSeconds = match_timeoutlength.integer * 1000 - ( level.time - dpent->timestamp );

			if ( cSeconds > 1000 ) {
				AP( va( "cp \"^3Match resuming in ^1%d^3 seconds!\n\"", cSeconds / 1000 ) );
				think_next = level.time + 15000;
				fFree = false;
			} else {
				level.match_pause = PAUSE_UNPAUSING;
				AP( "print \"^3Match resuming in 10 seconds!\n\"" );
				G_globalSound( "sound/osp/prepare.wav" );
				G_spawnPrintf( DP_UNPAUSING, level.time + 10, NULL );
			}
		}
		break;
	}

	case DP_UNPAUSING:
	{
		if ( level.match_pause == PAUSE_UNPAUSING ) {
			int cSeconds = 11 * 1000 - ( level.time - dpent->timestamp );

			if ( cSeconds > 1000 ) {
				AP( va( "cp \"^3Match resuming in ^1%d^3 seconds!\n\"", cSeconds / 1000 ) );
				think_next = level.time + 1000;
				fFree = false;
			} else {
				level.match_pause = PAUSE_NONE;
				G_globalSound( "sound/osp/fight.wav" );
				G_printFull( "^1FIGHT!", NULL );
				trap_SetConfigstring( CS_LEVEL_START_TIME, va( "%i", level.startTime + level.timeDelta ) );
				level.server_settings &= ~CV_SVS_PAUSE;
				trap_SetConfigstring( CS_SERVERTOGGLES, va( "%d", level.server_settings ) );
			}
		}
		break;
	}

	case DP_MVSPAWN:
	{
		int i;
		gentity_t *ent;

		for ( i = 0; i < level.numConnectedClients; i++ ) {
			ent = g_entities + level.sortedClients[i];

			if ( ent->client->pers.mvReferenceList == 0 ) {
				continue;
			}
			if ( ent->client->sess.sessionTeam != TEAM_SPECTATOR ) {
				continue;
			}
			G_smvRegenerateClients( ent, ent->client->pers.mvReferenceList );
		}

		break;
	}

	default:
		break;
	}

	dpent->nextthink = think_next;
	if ( fFree ) {
		dpent->think = 0;
		G_FreeEntity( dpent );
	}
}
开发者ID:TheDushan,项目名称:OpenWolf,代码行数:75,代码来源:g_match.cpp


示例17: G_RunFrame

/*
================
G_RunFrame

Advances the non-player objects in the world
================
*/
void G_RunFrame( int levelTime ) {
	int			i;
	gentity_t	*ent;
	int			msec;
int start, end;

	// if we are waiting for the level to restart, do nothing
	if ( level.restarted ) {
		return;
	}

	level.framenum++;
	level.previousTime = level.time;
	level.time = levelTime;
	msec = level.time - level.previousTime;

	// get any cvar changes
	G_UpdateCvars();

	//
	// go through all allocated objects
	//
	start = trap_Milliseconds();
	ent = &g_entities[0];
	for (i=0 ; i<level.num_entities ; i++, ent++) {
		if ( !ent->inuse ) {
			continue;
		}

		// clear events that are too old
		if ( level.time - ent->eventTime > EVENT_VALID_MSEC ) {
			if ( ent->s.event ) {
				ent->s.event = 0;	// &= EV_EVENT_BITS;
				if ( ent->client ) {
					ent->client->ps.externalEvent = 0;
					// predicted events should never be set to zero
					//ent->client->ps.events[0] = 0;
					//ent->client->ps.events[1] = 0;
				}
			}
			if ( ent->freeAfterEvent ) {
				// tempEntities or dropped items completely go away after their event
				G_FreeEntity( ent );
				continue;
			} else if ( ent->unlinkAfterEvent ) {
				// items that will respawn will hide themselves after their pickup event
				ent->unlinkAfterEvent = qfalse;
				trap_UnlinkEntity( ent );
			}
		}

		// temporary entities don't think
		if ( ent->freeAfterEvent ) {
			continue;
		}

		if ( !ent->r.linked && ent->neverFree ) {
			continue;
		}

		if ( ent->s.eType == ET_MISSILE ) {
			G_RunMissile( ent );
			continue;
		}

		if ( ent->s.eType == ET_ITEM || ent->physicsObject ) {
			G_RunItem( ent );
			continue;
		}

		if ( ent->s.eType == ET_MOVER ) {
			G_RunMover( ent );
			continue;
		}

		if ( i < MAX_CLIENTS ) {
			G_RunClient( ent );
			continue;
		}

		G_RunThink( ent );
	}
end = trap_Milliseconds();

start = trap_Milliseconds();
	// perform final fixups on the players
	ent = &g_entities[0];
	for (i=0 ; i < level.maxclients ; i++, ent++ ) {
		if ( ent->inuse ) {
			ClientEndFrame( ent );
		}
	}
end = trap_Milliseconds();
//.........这里部分代码省略.........
开发者ID:vclayton,项目名称:unlox,代码行数:101,代码来源:g_main.c


示例18: SP_bot_jump_dest

/*QUAKED bot_jump_dest (0.5 0.8 0) (-18 -18 -24) (18 18 40) NODROP
Bots will use this spot to jump to

Must recompile .AAS file after adding/changing these entities

NOTE: MUST HAVE A MATCHING BOT_JUMP_SOURCE

NODROP means dont drop it to the ground
*/
void SP_bot_jump_dest(gentity_t *ent)
{
	// only used for bspc process
	G_FreeEntity(ent);
}
开发者ID:morsik,项目名称:war-territory,代码行数:14,代码来源:g_bot.c


示例19: SP_target_location


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C++ G_IMPLEMENT_INTERFACE函数代码示例发布时间:2022-05-30
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C++ G_FreeEdict函数代码示例发布时间:2022-05-30
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