本文整理汇总了C++中G_EffectIndex函数的典型用法代码示例。如果您正苦于以下问题:C++ G_EffectIndex函数的具体用法?C++ G_EffectIndex怎么用?C++ G_EffectIndex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_EffectIndex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: NPC_Mark2_Precache
void NPC_Mark2_Precache( void )
{
G_SoundIndex( "sound/chars/mark2/misc/mark2_explo" );// blows up on death
G_SoundIndex( "sound/chars/mark2/misc/mark2_pain" );
G_SoundIndex( "sound/chars/mark2/misc/mark2_fire" );
G_SoundIndex( "sound/chars/mark2/misc/mark2_move_lp" );
G_EffectIndex( "droidexplosion1" );
G_EffectIndex( "env/med_explode2" );
G_EffectIndex( "blaster/smoke_bolton" );
G_EffectIndex( "bryar/muzzle_flash" );
RegisterItem( FindItemForWeapon( WP_BRYAR_PISTOL ));
RegisterItem( FindItemForAmmo( AMMO_METAL_BOLTS));
RegisterItem( FindItemForAmmo( AMMO_POWERCELL ));
RegisterItem( FindItemForAmmo( AMMO_BLASTER ));
}
开发者ID:Agustinlv,项目名称:BlueHarvest,代码行数:17,代码来源:AI_Mark2.cpp
示例2: auto_turret_die
//------------------------------------------------------------------------------------------------------------
void auto_turret_die ( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath )
//------------------------------------------------------------------------------------------------------------
{
vec3_t forward = { 0,0, 1 }, pos;
// Turn off the thinking of the base & use it's targets
g_entities[self->r.ownerNum].think = NULL;
g_entities[self->r.ownerNum].use = NULL;
// clear my data
self->die = NULL;
self->takedamage = qfalse;
self->s.health = self->health = 0;
self->s.loopSound = 0;
self->s.shouldtarget = qfalse;
VectorCopy( self->r.currentOrigin, pos );
pos[2] += self->r.maxs[2]*0.5f;
G_PlayEffect( EFFECT_EXPLOSION_TURRET, pos, forward );
G_PlayEffectID( G_EffectIndex( "turret/explode" ), pos, forward );
if ( self->splashDamage > 0 && self->splashRadius > 0 )
{
G_RadiusDamage( self->r.currentOrigin,
attacker,
self->splashDamage,
self->splashRadius,
attacker,
NULL,
MOD_UNKNOWN );
}
self->s.weapon = 0; // crosshair code uses this to mark crosshair red
if ( self->s.modelindex2 )
{
// switch to damage model if we should
self->s.modelindex = self->s.modelindex2;
if (self->target_ent && self->target_ent->s.modelindex2)
{
self->target_ent->s.modelindex = self->target_ent->s.modelindex2;
}
VectorCopy( self->r.currentAngles, self->s.apos.trBase );
VectorClear( self->s.apos.trDelta );
if ( self->target )
{
G_UseTargets( self, attacker );
}
}
else
{
ObjectDie( self, inflictor, attacker, damage, meansOfDeath );
}
}
开发者ID:dpadgett,项目名称:base_enhanced,代码行数:59,代码来源:g_turret.c
示例3: ImperialProbe_FireBlaster
/*
-------------------------
ImperialProbe_FireBlaster
-------------------------
*/
void ImperialProbe_FireBlaster(void)
{
vec3_t muzzle1,enemy_org1,delta1,angleToEnemy1;
static vec3_t forward, vright, up;
// static vec3_t muzzle;
int genBolt1;
gentity_t *missile;
mdxaBone_t boltMatrix;
genBolt1 = trap_G2API_AddBolt(NPC->ghoul2, 0, "*flash");
//FIXME: use {0, NPC->client->ps.legsYaw, 0}
trap_G2API_GetBoltMatrix( NPC->ghoul2, 0,
genBolt1,
&boltMatrix, NPC->r.currentAngles, NPC->r.currentOrigin, level.time,
NULL, NPC->modelScale );
BG_GiveMeVectorFromMatrix( &boltMatrix, ORIGIN, muzzle1 );
G_PlayEffectID( G_EffectIndex("bryar/muzzle_flash"), muzzle1, vec3_origin );
G_Sound( NPC, CHAN_AUTO, G_SoundIndex( "sound/chars/probe/misc/fire" ));
if (NPC->health)
{
CalcEntitySpot( NPC->enemy, SPOT_CHEST, enemy_org1 );
enemy_org1[0]+= Q_irand(0,10);
enemy_org1[1]+= Q_irand(0,10);
VectorSubtract (enemy_org1, muzzle1, delta1);
vectoangles ( delta1, angleToEnemy1 );
AngleVectors (angleToEnemy1, forward, vright, up);
}
else
{
AngleVectors (NPC->r.currentAngles, forward, vright, up);
}
missile = CreateMissile( muzzle1, forward, 1600, 10000, NPC, qfalse );
missile->classname = "bryar_proj";
missile->s.weapon = WP_BRYAR_PISTOL;
if ( g_spskill.integer <= 1 )
{
missile->damage = 5;
}
else
{
missile->damage = 10;
}
missile->dflags = DAMAGE_DEATH_KNOCKBACK;
missile->methodOfDeath = MOD_UNKNOWN;
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
}
开发者ID:ForcePush,项目名称:OJPRPFZ,代码行数:62,代码来源:NPC_AI_ImperialProbe.c
示例4: NPC_Interrogator_Precache
/*
-------------------------
NPC_Interrogator_Precache
-------------------------
*/
void NPC_Interrogator_Precache(gentity_t *self)
{
G_SoundIndex( "sound/chars/interrogator/misc/torture_droid_lp" );
G_SoundIndex("sound/chars/mark1/misc/anger.wav");
G_SoundIndex( "sound/chars/probe/misc/talk");
G_SoundIndex( "sound/chars/interrogator/misc/torture_droid_inject" );
G_SoundIndex( "sound/chars/interrogator/misc/int_droid_explo" );
G_EffectIndex( "explosions/droidexplosion1" );
}
开发者ID:AlexCSilva,项目名称:jediacademy,代码行数:14,代码来源:NPC_AI_Interrogator.c
示例5: NPC_Probe_Precache
void NPC_Probe_Precache(void)
{
for ( int i = 1; i < 4; i++)
{
G_SoundIndex( va( "sound/chars/probe/misc/probetalk%d", i ) );
}
G_SoundIndex( "sound/chars/probe/misc/probedroidloop" );
G_SoundIndex("sound/chars/probe/misc/anger1");
G_SoundIndex("sound/chars/probe/misc/fire");
G_EffectIndex( "chunks/probehead" );
G_EffectIndex( "env/med_explode2" );
G_EffectIndex( "explosions/probeexplosion1");
G_EffectIndex( "bryar/muzzle_flash" );
RegisterItem( FindItemForAmmo( AMMO_BLASTER ));
RegisterItem( FindItemForWeapon( WP_BRYAR_PISTOL ) );
}
开发者ID:Christian-Barrett,项目名称:OpenJK,代码行数:18,代码来源:AI_ImperialProbe.cpp
示例6: G_ATSTCheckPain
void G_ATSTCheckPain( gentity_t *self, gentity_t *other, const vec3_t point, int damage, int mod,int hitLoc )
{
int newBolt;
if ( rand() & 1 )
{
G_SoundOnEnt( self, CHAN_LESS_ATTEN, "sound/chars/atst/atst_damaged1" );
}
else
{
G_SoundOnEnt( self, CHAN_LESS_ATTEN, "sound/chars/atst/atst_damaged2" );
}
if ((hitLoc==HL_ARM_LT) && (self->locationDamage[HL_ARM_LT] > LEFT_ARM_HEALTH))
{
if (self->locationDamage[hitLoc] >= LEFT_ARM_HEALTH) // Blow it up?
{
newBolt = gi.G2API_AddBolt( &self->ghoul2[self->playerModel], "*flash3" );
if ( newBolt != -1 )
{
// G_PlayEffect( "small_chunks", self->playerModel, self->genericBolt1, self->s.number);
ATST_PlayEffect( self, self->genericBolt1, "env/med_explode2" );
G_PlayEffect( G_EffectIndex("blaster/smoke_bolton"), self->playerModel, newBolt, self->s.number, point);
}
gi.G2API_SetSurfaceOnOff( &self->ghoul2[self->playerModel], "head_light_blaster_cann", TURN_OFF );
}
}
else if ((hitLoc==HL_ARM_RT) && (self->locationDamage[HL_ARM_RT] > RIGHT_ARM_HEALTH)) // Blow it up?
{
if (self->locationDamage[hitLoc] >= RIGHT_ARM_HEALTH)
{
newBolt = gi.G2API_AddBolt( &self->ghoul2[self->playerModel], "*flash4" );
if ( newBolt != -1 )
{
// G_PlayEffect( "small_chunks", self->playerModel, self->genericBolt2, self->s.number);
ATST_PlayEffect( self, self->genericBolt2, "env/med_explode2" );
G_PlayEffect( G_EffectIndex("blaster/smoke_bolton"), self->playerModel, newBolt, self->s.number, point);
}
gi.G2API_SetSurfaceOnOff( &self->ghoul2[self->playerModel], "head_concussion_charger", TURN_OFF );
}
}
}
开发者ID:MrSquirrely,项目名称:Jedi-Academy,代码行数:44,代码来源:AI_Atst.cpp
示例7: NPC_Gonk_Precache
void NPC_Gonk_Precache( void ) {
G_SoundIndex( "sound/chars/gonk/misc/gonktalk1.wav" );
G_SoundIndex( "sound/chars/gonk/misc/gonktalk2.wav" );
G_SoundIndex( "sound/chars/gonk/misc/death1.wav" );
G_SoundIndex( "sound/chars/gonk/misc/death2.wav" );
G_SoundIndex( "sound/chars/gonk/misc/death3.wav" );
G_EffectIndex( "env/med_explode" );
}
开发者ID:Arcadiaprime,项目名称:japp,代码行数:10,代码来源:NPC_AI_Droid.cpp
示例8: NPC_R2D2_Precache
/*
-------------------------
NPC_R2D2_Precache
-------------------------
*/
void NPC_R2D2_Precache(void)
{
for ( int i = 1; i < 4; i++)
{
G_SoundIndex( va( "sound/chars/r2d2/misc/r2d2talk0%d.wav", i ) );
}
G_SoundIndex( "sound/chars/mark2/misc/mark2_explo" ); // ??
G_SoundIndex( "sound/chars/r2d2/misc/r2_move_lp.wav" );
G_EffectIndex( "env/med_explode");
}
开发者ID:Agustinlv,项目名称:BlueHarvest,代码行数:15,代码来源:AI_Droid.cpp
示例9: NPC_Sentry_Precache
/*
-------------------------
NPC_Sentry_Precache
-------------------------
*/
void NPC_Sentry_Precache( void ) {
int i;
G_SoundIndex( "sound/chars/sentry/misc/sentry_explo" );
G_SoundIndex( "sound/chars/sentry/misc/sentry_pain" );
G_SoundIndex( "sound/chars/sentry/misc/sentry_shield_open" );
G_SoundIndex( "sound/chars/sentry/misc/sentry_shield_close" );
G_SoundIndex( "sound/chars/sentry/misc/sentry_hover_1_lp" );
G_SoundIndex( "sound/chars/sentry/misc/sentry_hover_2_lp" );
for ( i = 1; i < 4; i++ ) {
G_SoundIndex( va( "sound/chars/sentry/misc/talk%d", i ) );
}
G_EffectIndex( "bryar/muzzle_flash" );
G_EffectIndex( "env/med_explode" );
RegisterItem( BG_FindItemForAmmo( AMMO_BLASTER ) );
}
开发者ID:redsaurus,项目名称:japp,代码行数:24,代码来源:NPC_AI_Sentry.c
示例10: G_PlayEffect
// Play an effect bolted onto the muzzle of the specified client
//----------------------------
void G_PlayEffect( const char *name, int clientNum )
{
gentity_t *tent;
tent = G_TempEntity( g_entities[clientNum].currentOrigin, EV_PLAY_MUZZLE_EFFECT );
tent->s.eventParm = G_EffectIndex( name );
tent->s.otherEntityNum = clientNum;
VectorSet( tent->maxs, FX_ENT_RADIUS, FX_ENT_RADIUS, FX_ENT_RADIUS );
VectorScale( tent->maxs, -1, tent->mins );
}
开发者ID:kikili,项目名称:OpenJK,代码行数:12,代码来源:g_utils.cpp
示例11: NPC_Howler_Pain
/*
-------------------------
NPC_Howler_Pain
-------------------------
*/
void NPC_Howler_Pain( gentity_t *self, gentity_t *inflictor, gentity_t *other, const vec3_t point, int damage, int mod,int hitLoc )
{
if ( !self || !self->NPC )
{
return;
}
if ( self->NPC->localState != LSTATE_BERZERK )//damage >= 10 )
{
self->NPC->stats.aggression += damage;
self->NPC->localState = LSTATE_WAITING;
TIMER_Remove( self, "attacking" );
VectorCopy( self->NPC->lastPathAngles, self->s.angles );
//if ( self->client->ps.legsAnim == BOTH_GESTURE1 )
{
G_StopEffect( G_EffectIndex( "howler/sonic" ), self->playerModel, self->genericBolt1, self->s.number );
}
NPC_SetAnim( self, SETANIM_BOTH, BOTH_PAIN1, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
TIMER_Set( self, "takingPain", self->client->ps.legsAnimTimer );//2900 );
if ( self->health > HOWLER_PANIC_HEALTH )
{//still have some health left
if ( Q_irand( 0, self->max_health ) > self->health )//FIXME: or check damage?
{//back off!
TIMER_Set( self, "standing", -level.time );
TIMER_Set( self, "running", -level.time );
TIMER_Set( self, "walking", -level.time );
TIMER_Set( self, "retreating", Q_irand( 1000, 5000 ) );
}
else
{//go after him!
TIMER_Set( self, "standing", -level.time );
TIMER_Set( self, "running", self->client->ps.legsAnimTimer+Q_irand(3000,6000) );
TIMER_Set( self, "walking", -level.time );
TIMER_Set( self, "retreating", -level.time );
}
}
else if ( self->NPC )
{//panic!
if ( Q_irand( 0, 1 ) )
{//berzerk
self->NPC->localState = LSTATE_BERZERK;
}
else
{//flee
self->NPC->localState = LSTATE_FLEE;
TIMER_Set( self, "flee", Q_irand( 10000, 30000 ) );
}
}
}
}
开发者ID:Arbixal,项目名称:OpenJK,代码行数:60,代码来源:AI_Howler.cpp
示例12: NPC_Mouse_Precache
void NPC_Mouse_Precache( void ) {
int i;
for ( i = 1; i < 4; i++ ) {
G_SoundIndex( va( "sound/chars/mouse/misc/mousego%d.wav", i ) );
}
G_EffectIndex( "env/small_explode" );
G_SoundIndex( "sound/chars/mouse/misc/death1" );
G_SoundIndex( "sound/chars/mouse/misc/mouse_lp" );
}
开发者ID:Arcadiaprime,项目名称:japp,代码行数:11,代码来源:NPC_AI_Droid.cpp
示例13: SP_fx_explosion_trail
//----------------------------------------------------------
void SP_fx_explosion_trail( gentity_t *ent )
{
// We have to be useable, otherwise we won't spawn in
if ( !ent->targetname )
{
gi.Printf( S_COLOR_RED"ERROR: fx_explosion_trail at %s has no targetname specified\n", vtos( ent->s.origin ));
G_FreeEntity( ent );
return;
}
// Get our defaults
G_SpawnString( "fxFile", "env/exp_trail_comp", &ent->fxFile );
G_SpawnInt( "damage", "128", &ent->damage );
G_SpawnFloat( "radius", "128", &ent->radius );
G_SpawnFloat( "speed", "350", &ent->speed );
// Try and associate an effect file, unfortunately we won't know if this worked or not until the CGAME trys to register it...
ent->fxID = G_EffectIndex( ent->fxFile );
if ( ent->fullName )
{
G_EffectIndex( ent->fullName );
}
if ( ent->model )
{
ent->s.modelindex2 = G_ModelIndex( ent->model );
}
// Give us a bit of time to spawn in the other entities, since we may have to target one of 'em
ent->e_ThinkFunc = thinkF_fx_explosion_trail_link;
ent->nextthink = level.time + 500;
// Save our position and link us up!
G_SetOrigin( ent, ent->s.origin );
VectorSet( ent->maxs, FX_ENT_RADIUS, FX_ENT_RADIUS, FX_ENT_RADIUS );
VectorScale( ent->maxs, -1, ent->mins );
gi.linkentity( ent );
}
开发者ID:LTolosa,项目名称:Jedi-Outcast,代码行数:42,代码来源:g_fx.cpp
示例14: NPC_Mark2_Part_Explode
void NPC_Mark2_Part_Explode( gentity_t *self, int bolt ) {
if ( bolt >= 0 ) {
mdxaBone_t boltMatrix;
vector3 org, dir;
trap->G2API_GetBoltMatrix( self->ghoul2, 0,
bolt,
&boltMatrix, &self->r.currentAngles, &self->r.currentOrigin, level.time,
NULL, &self->modelScale );
BG_GiveMeVectorFromMatrix( &boltMatrix, ORIGIN, &org );
BG_GiveMeVectorFromMatrix( &boltMatrix, NEGATIVE_Y, &dir );
G_PlayEffectID( G_EffectIndex( "env/med_explode2" ), &org, &dir );
G_PlayEffectID( G_EffectIndex( "blaster/smoke_bolton" ), &org, &dir );
}
//G_PlayEffectID( G_EffectIndex("blaster/smoke_bolton"), self->playerModel, bolt, self->s.number);
self->count++; // Count of pods blown off
}
开发者ID:Arcadiaprime,项目名称:japp,代码行数:21,代码来源:NPC_AI_Mark2.cpp
示例15: Boba_Precache
void Boba_Precache( void )
{
G_SoundIndex( "sound/chars/boba/bf_blast-off.wav" );
G_SoundIndex( "sound/chars/boba/bf_jetpack_lp.wav" );
G_SoundIndex( "sound/chars/boba/bf_land.wav" );
G_SoundIndex( "sound/weapons/boba/bf_flame.mp3" );
G_SoundIndex( "sound/player/footsteps/boot1" );
G_SoundIndex( "sound/player/footsteps/boot2" );
G_SoundIndex( "sound/player/footsteps/boot3" );
G_SoundIndex( "sound/player/footsteps/boot4" );
G_EffectIndex( "boba/jetSP" );
G_EffectIndex( "boba/fthrw" );
G_EffectIndex( "volumetric/black_smoke" );
G_EffectIndex( "chunks/dustFall" );
AverageEnemyDirectionSamples = 0;
VectorClear(AverageEnemyDirection);
BobaHadDeathScript = false;
BobaActive = true;
BobaFootStepCount = 0;
}
开发者ID:Christian-Barrett,项目名称:OpenJK,代码行数:21,代码来源:AI_BobaFett.cpp
示例16: NPC_Mark1_Part_Explode
/*
-------------------------
NPC_Mark1_Part_Explode
-------------------------
*/
void NPC_Mark1_Part_Explode( gentity_t *self, int bolt )
{
if ( bolt >=0 )
{
mdxaBone_t boltMatrix;
vec3_t org, dir;
trap_G2API_GetBoltMatrix( self->ghoul2, 0,
bolt,
&boltMatrix, self->r.currentAngles, self->r.currentOrigin, level.time,
NULL, self->modelScale );
BG_GiveMeVectorFromMatrix( &boltMatrix, ORIGIN, org );
BG_GiveMeVectorFromMatrix( &boltMatrix, NEGATIVE_Y, dir );
G_PlayEffectID( G_EffectIndex("env/med_explode2"), org, dir );
G_PlayEffectID( G_EffectIndex("blaster/smoke_bolton"), org, dir );
}
}
开发者ID:NoahBennet,项目名称:base_enhanced,代码行数:26,代码来源:NPC_AI_Mark1.c
示例17: TieBomberThink
void TieBomberThink( gentity_t *self )
{
// NOTE: Lerp2Angles will think this thinkfunc if the model is a misc_model_breakable. Watchout
// for that in a script (try to just use ROFF's?).
// Stop thinking, you're dead.
if ( self->health <= 0 )
{
return;
}
// Needed every think...
self->nextthink = level.time + FRAMETIME;
gentity_t *player = &g_entities[0];
vec3_t playerDir;
float playerDist;
//use player eyepoint
VectorSubtract( player->currentOrigin, self->currentOrigin, playerDir );
playerDist = VectorNormalize( playerDir );
// Time to attack?
if ( player->health > 0 && playerDist < MIN_PLAYER_DIST && self->attackDebounceTime < level.time )
{
// Doesn't matter what model gets loaded here, as long as it exists.
// It's only used as a point on to which the falling effect for the bomb
// can be attached to (kinda inefficient, I know).
char name1[200] = "models/players/gonk/model.glm";
gentity_t *bomb = G_CreateObject( self, self->s.pos.trBase, self->s.apos.trBase, 0, 0, TR_GRAVITY, 0 );
bomb->s.modelindex = G_ModelIndex( name1 );
gi.G2API_InitGhoul2Model( bomb->ghoul2, name1, bomb->s.modelindex, NULL_HANDLE, NULL_HANDLE, 0, 0);
bomb->s.radius = 50;
bomb->s.eFlags |= EF_NODRAW;
// Make the bombs go forward in the bombers direction a little.
vec3_t fwd, rt;
AngleVectors( self->currentAngles, fwd, rt, NULL );
rt[2] -= 0.5f;
VectorMA( bomb->s.pos.trBase, -30.0, rt, bomb->s.pos.trBase );
VectorScale( fwd, 300, bomb->s.pos.trDelta );
SnapVector( bomb->s.pos.trDelta ); // save net bandwidth
// Start the effect.
G_PlayEffect( G_EffectIndex( "ships/tiebomber_bomb_falling" ), bomb->playerModel, gi.G2API_AddBolt( &bomb->ghoul2[0], "model_root" ), bomb->s.number, bomb->currentOrigin, 1000, qtrue );
// Set the tie bomb to have a touch function, so when it hits the ground (or whatever), there's a nice 'boom'.
bomb->e_TouchFunc = touchF_TouchTieBomb;
self->attackDebounceTime = level.time + 1000;
}
}
开发者ID:Almightygir,项目名称:OpenJK,代码行数:52,代码来源:g_breakable.cpp
示例18: SP_fx_target_beam
//------------------------------------------
void SP_fx_target_beam( gentity_t *ent )
{
G_SetOrigin( ent, ent->s.origin );
ent->speed *= 1000;
ent->wait *= 1000;
ent->random *= 1000;
if ( ent->speed < FRAMETIME )
{
ent->speed = FRAMETIME;
}
G_SpawnInt( "damage", "0", &ent->damage );
G_SpawnString( "fxFile", "env/targ_beam", &ent->fxFile );
if ( ent->spawnflags & 16 ) // NO_IMPACT FX
{
ent->delay = 0;
}
else
{
G_SpawnString( "fxFile2", "env/targ_beam_impact", &ent->fullName );
ent->delay = G_EffectIndex( ent->fullName );
}
ent->fxID = G_EffectIndex( ent->fxFile );
ent->activator = ent;
ent->owner = NULL;
ent->e_ThinkFunc = thinkF_fx_target_beam_link;
ent->nextthink = level.time + START_TIME_LINK_ENTS;
VectorSet( ent->maxs, FX_ENT_RADIUS, FX_ENT_RADIUS, FX_ENT_RADIUS );
VectorScale( ent->maxs, -1, ent->mins );
gi.linkentity( ent );
}
开发者ID:LTolosa,项目名称:Jedi-Outcast,代码行数:40,代码来源:g_fx.cpp
示例19: G_MissileBounceEffect
void G_MissileBounceEffect( gentity_t *ent, vector3 *org, vector3 *dir ) {
//FIXME: have an EV_BOUNCE_MISSILE event that checks the s.weapon and does the appropriate effect
switch ( ent->s.weapon ) {
case WP_BOWCASTER:
G_PlayEffectID( G_EffectIndex( "bowcaster/deflect" ), &ent->r.currentOrigin, dir );
break;
case WP_BLASTER:
case WP_BRYAR_PISTOL:
G_PlayEffectID( G_EffectIndex( "blaster/deflect" ), &ent->r.currentOrigin, dir );
break;
default:
{
gentity_t *te = G_TempEntity( org, EV_SABER_BLOCK );
VectorCopy( org, &te->s.origin );
VectorCopy( dir, &te->s.angles );
te->s.eventParm = 0;
te->s.weapon = 0;//saberNum
te->s.legsAnim = 0;//bladeNum
}
break;
}
}
开发者ID:Arcadiaprime,项目名称:japp,代码行数:22,代码来源:g_missile.cpp
示例20: NPC_GM_StartLaser
void NPC_GM_StartLaser( void )
{
if ( !NPC->lockCount )
{//haven't already started a laser attack
//warm up for the beam attack
TIMER_Set( NPC, "beamDelay", NPC->client->ps.torsoTimer );
TIMER_Set( NPC, "attackDelay", NPC->client->ps.torsoTimer+3000 );
NPC->lockCount = 1;
//turn on warmup effect
G_PlayEffectID( G_EffectIndex("galak/beam_warmup"), NPC->r.currentOrigin, vec3_origin );
G_SoundOnEnt( NPC, CHAN_AUTO, "sound/weapons/galak/lasercharge.wav" );
}
}
开发者ID:mehmehsomeone,项目名称:OpenRP,代码行数:13,代码来源:NPC_AI_GalakMech.cpp
注:本文中的G_EffectIndex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。 |
请发表评论