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自学教程:C++ ActivateTargets函数代码示例

51自学网 2021-06-01 19:40:26
  C++
这篇教程C++ ActivateTargets函数代码示例写得很实用,希望能帮到您。

本文整理汇总了C++中ActivateTargets函数的典型用法代码示例。如果您正苦于以下问题:C++ ActivateTargets函数的具体用法?C++ ActivateTargets怎么用?C++ ActivateTargets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ActivateTargets函数的26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: Hide

void hhGibbable::Explode(idEntity *activator) {	hhFxInfo fxInfo;	Hide();	fl.takedamage = false;	GetPhysics()->SetContents( 0 );	ActivateTargets( activator );	SetSkinByName(NULL);	if ( spawnArgs.GetFloat( "respawn", "0" ) ) {		PostEventSec( &EV_Respawn, spawnArgs.GetFloat( "respawn", "0" ) );	} else {		PostEventMS( &EV_Remove, 200 );	// Remove after a small delay to allow sound commands to execute	}	StartSound( "snd_gib", SND_CHANNEL_ANY );	// Find thinnest axis in the bounds and use for fx normal	idVec3 thinnest = vec3_origin;	int axisIndex = DetermineThinnestAxis();	thinnest[axisIndex] = 1.0f;	thinnest *= GetAxis();	fxInfo.RemoveWhenDone( true );	fxInfo.SetNormal(thinnest);	// Spawn FX system for gib	BroadcastFxInfo( spawnArgs.GetString("fx_gib"), GetOrigin(), GetAxis(), &fxInfo );	// Spawn gibs	if (spawnArgs.FindKey("def_debrisspawner")) {		hhUtils::SpawnDebrisMass(spawnArgs.GetString("def_debrisspawner"), this );	}}
开发者ID:mrwonko,项目名称:preymotionmod,代码行数:31,


示例2: GetPhysics

/*================idTrigger_Hurt::Event_Touch================*/void idTrigger_Hurt::Event_Touch( idEntity* other, trace_t* trace ){	const char* damage;		if( common->IsClient() )	{		return;	}		if( on && other && gameLocal.time >= nextTime )	{		bool playerOnly = spawnArgs.GetBool( "playerOnly" );		if( playerOnly )		{			if( !other->IsType( idPlayer::Type ) )			{				return;			}		}		damage = spawnArgs.GetString( "def_damage", "damage_painTrigger" );				idVec3 dir = vec3_origin;		if( spawnArgs.GetBool( "kick_from_center", "0" ) )		{			dir = other->GetPhysics()->GetOrigin() - GetPhysics()->GetOrigin();			dir.Normalize();		}		other->Damage( NULL, NULL, dir, damage, 1.0f, INVALID_JOINT );				ActivateTargets( other );		CallScript();				nextTime = gameLocal.time + SEC2MS( delay );	}}
开发者ID:ChristophHaag,项目名称:RBDOOM-3-BFG,代码行数:40,


示例3: if

/*================idBrittleFracture::AddForce================*/void idBrittleFracture::AddForce( idEntity *ent, int id, const idVec3 &point, const idVec3 &force ) {		//if ( id < 0 || id >= shards.Num() )	if ( id < 0)	{		return;	}	if (id >= shards.Num())		id = shards.Num() - 1;	if ( shards[id]->droppedTime != -1 )	{		shards[id]->physicsObj.AddForce( 0, point, force );	}	//else if ( health <= 0 && !disableFracture )	else if ( !disableFracture )	{		Shatter( point, force, gameLocal.time );		//StartSound( "snd_shatter", SND_CHANNEL_ANY, 0, false, NULL );		//BC Trigger any alarm things.		ActivateTargets( gameLocal.GetLocalPlayer() );	}}
开发者ID:tankorsmash,项目名称:quadcow,代码行数:33,


示例4: Unbind

/*============idMoveable::Killed============*/void idMoveable::Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location ){	if( unbindOnDeath )	{		Unbind();	}		if( brokenModel != "" )	{		SetModel( brokenModel );	}		if( explode )	{		if( brokenModel == "" )		{			PostEventMS( &EV_Remove, 1000 );		}	}		if( renderEntity.gui[ 0 ] )	{		renderEntity.gui[ 0 ] = NULL;	}		ActivateTargets( this );		fl.takedamage = false;}
开发者ID:revelator,项目名称:MHDoom,代码行数:34,


示例5: GetName

/*=====================idCameraView::Stop=====================*/void idCameraView::Stop( void ) {	if ( g_debugCinematic.GetBool() ) {		gameLocal.Printf( "%d: '%s' stop/n", gameLocal.framenum, GetName() );	}	gameLocal.SetCamera(NULL);	ActivateTargets( gameLocal.GetLocalPlayer() );}
开发者ID:chegestar,项目名称:omni-bot,代码行数:12,


示例6: MaskForFruit

void hhSlots::CheckVictory() {	#define NUM_VICTORIES	16	static victory_t victoryTable[NUM_VICTORIES] = {		{	MASK_BARBARBAR,		MASK_BARBARBAR,		MASK_BARBARBAR,		10000},		{	MASK_BARBAR,		MASK_BARBAR,		MASK_BARBAR,		1000},		{	MASK_BAR,			MASK_BAR,			MASK_BAR,			500},		{	MASK_ANYBAR,		MASK_ANYBAR,		MASK_ANYBAR,		100},		{	MASK_MELON,			MASK_MELON,			MASK_MELON,			60},		{	MASK_GRAPE,			MASK_GRAPE,			MASK_GRAPE,			50},		{	MASK_APPLE,			MASK_APPLE,			MASK_APPLE,			40},		{	MASK_LEMON,			MASK_LEMON,			MASK_LEMON,			30},		{	MASK_ORANGE,		MASK_ORANGE,		MASK_ORANGE,		20},		{	MASK_CHERRY,		MASK_CHERRY,		MASK_CHERRY,		10},		{	MASK_CHERRY,		MASK_CHERRY,		MASK_ANY,			5},		{	MASK_ANY,			MASK_CHERRY,		MASK_CHERRY,		5},		{	MASK_CHERRY,		MASK_ANY,			MASK_CHERRY,		5},		{	MASK_CHERRY,		MASK_ANY,			MASK_ANY,			2},		{	MASK_ANY,			MASK_CHERRY,		MASK_ANY,			2},		{	MASK_ANY,			MASK_ANY,			MASK_CHERRY,		2}	};	PlayerCredits -= Bet;	result = SLOTRESULT_LOSE;	creditsWon = 0;	for (int ix=0; ix<NUM_VICTORIES; ix++) {		int fruitmask1 = MaskForFruit(reel1[ReelPos2Slot(reelPos1)]);		int fruitmask2 = MaskForFruit(reel2[ReelPos2Slot(reelPos2)]);		int fruitmask3 = MaskForFruit(reel3[ReelPos2Slot(reelPos3)]);		if ((fruitmask1 & victoryTable[ix].f1) &&			(fruitmask2 & victoryTable[ix].f2) &&			(fruitmask3 & victoryTable[ix].f3) ) {			result = SLOTRESULT_WIN;			creditsWon = Bet * victoryTable[ix].payoff;			PlayerCredits += creditsWon;			PlayerCredits = idMath::ClampInt(0, 999999999, PlayerCredits);			// Play victory sound			if (victoryAmount && PlayerCredits >= victoryAmount) {				StartSound( "snd_victory", SND_CHANNEL_ANY );				ActivateTargets( gameLocal.GetLocalPlayer() );				victoryAmount = 0;			}			else if (victoryTable[ix].payoff > 5) {				StartSound( "snd_winbig", SND_CHANNEL_ANY );			}			else {				StartSound( "snd_win", SND_CHANNEL_ANY );			}			break;		}	}	PlayerBet = idMath::ClampInt(0, PlayerCredits, PlayerBet);}
开发者ID:mrwonko,项目名称:preymotionmod,代码行数:60,


示例7: ActivateTargets

/*================idTrigger_Count::Event_TriggerAction================*/void idTrigger_Count::Event_TriggerAction( idEntity *activator ) {    ActivateTargets( activator );    CallScript( activator );    if ( goal == -1 ) {        PostEventMS( &EV_Remove, 0 );    }}
开发者ID:ET-NiK,项目名称:amxxgroup,代码行数:12,


示例8: CallScript

/*================idTrigger_Multi::TriggerAction================*/void idTrigger_Multi::TriggerAction( idEntity *activator ) {// RAVEN BEGIN// jdischler: added for Aweldon.  The trigger, when activated, will call the listed func with all attached targets, then return.    if ( spawnArgs.GetBool( "_callWithTargets", "0" ))    {        idEntity *ent;        for( int i = 0; i < targets.Num(); i++ )        {            ent = targets[ i ].GetEntity();            if ( !ent )            {                continue;            }            CallScript( ent );        }        return;    }// RAVEN END    ActivateTargets( triggerWithSelf ? this : activator );    CallScript( triggerWithSelf ? this : activator );    if ( wait >= 0 ) {        nextTriggerTime = gameLocal.time + SEC2MS( wait + random * gameLocal.random.CRandomFloat() );    } else {        // we can't just remove (this) here, because this is a touch function        // called while looping through area links...        nextTriggerTime = gameLocal.time + 1;        PostEventMS( &EV_Remove, 0 );    }}
开发者ID:ET-NiK,项目名称:amxxgroup,代码行数:35,


示例9: ActivateTargets

/*================idTrigger_Timer::Event_Timer================*/void idTrigger_Timer::Event_Timer( void ) {	ActivateTargets( this );	// set time before next firing	if( wait >= 0.0f ) {		PostEventSec( &EV_Timer, wait + gameLocal.random.CRandomFloat() * random );	}}
开发者ID:nbohr1more,项目名称:Revelation,代码行数:12,


示例10: CheckSpawn

/*==============idSpawner::Event_Activate==============*/void idSpawner::Event_Activate( idEntity *activator ) {	// "trigger_only" spawners will attempt to spawn when triggered	if ( spawnArgs.GetBool( "trigger_only" ) ) {		// Update next spawn time to follo CheckSpawn into thinking its time to spawn again		nextSpawnTime = gameLocal.time;		CheckSpawn();		return;	}		// If nextSpawnTime is zero then the spawner is currently deactivated	if ( nextSpawnTime == 0 ) {		// Start thinking		BecomeActive( TH_THINK );				// Allow immediate spawn		nextSpawnTime = gameLocal.time;				// Spawn any ai targets and add them to the current count		ActivateTargets( this );	} else {		nextSpawnTime = 0;		BecomeInactive( TH_THINK );				// Remove the spawner if need be		if ( spawnArgs.GetBool( "remove", "1" ) ) {			PostEventMS( &EV_Remove, 0 );		}	}}
开发者ID:RobertBeckebans,项目名称:Sikkpin-Breadcrumps-src,代码行数:34,


示例11: sizeof

/*================idBrittleFracture::Shatter================*/void idBrittleFracture::Shatter( const idVec3 &point, const idVec3 &impulse, const int time ) {	int i;	idVec3 dir;	shard_t *shard;	float m;	if ( gameLocal.isServer ) {		idBitMsg	msg;		byte		msgBuf[MAX_EVENT_PARAM_SIZE];		msg.Init( msgBuf, sizeof( msgBuf ) );		msg.BeginWriting();		msg.WriteFloat( point[0] );		msg.WriteFloat( point[1] );		msg.WriteFloat( point[2] );		msg.WriteFloat( impulse[0] );		msg.WriteFloat( impulse[1] );		msg.WriteFloat( impulse[2] );		ServerSendEvent( EVENT_SHATTER, &msg, true, -1 );	}	if ( time > ( gameLocal.time - SHARD_ALIVE_TIME ) ) {		StartSound( "snd_shatter", SND_CHANNEL_ANY, 0, false, NULL );	}	if ( !IsBroken() ) {		Break();	}	if ( fxFracture.Length() ) {		idEntityFx::StartFx( fxFracture, &point, &GetPhysics()->GetAxis(), this, true );	}	dir = impulse;	m = dir.Normalize();	for ( i = 0; i < shards.Num(); i++ ) {		shard = shards[i];		if ( shard->droppedTime != -1 ) {			continue;		}		if ( ( shard->clipModel->GetOrigin() - point ).LengthSqr() > Square( maxShatterRadius ) ) {			continue;		}		DropShard( shard, point, dir, m, time );	}	DropFloatingIslands( point, impulse, time );	//trigger it.	if (!firedTargets)	{		firedTargets = true;		ActivateTargets(this);	}}
开发者ID:tankorsmash,项目名称:quadcow,代码行数:64,


示例12: ActivateTargets

/*================idBrittleFracture::Killed================*/void idBrittleFracture::Killed( idEntity* inflictor, idEntity* attacker, int damage, const idVec3& dir, int location ){	if( !disableFracture )	{		ActivateTargets( this );		Break();	}}
开发者ID:dcahrakos,项目名称:RBDOOM-3-BFG,代码行数:13,


示例13: ServerSendEvent

/*================idItem::Pickup================*/bool idItem::Pickup(idPlayer *player){	if (!GiveToPlayer(player)) {		return false;	}	if (gameLocal.isServer) {		ServerSendEvent(EVENT_PICKUP, NULL, false, -1);	}	// play pickup sound	StartSound("snd_acquire", SND_CHANNEL_ITEM, 0, false, NULL);	// trigger our targets	ActivateTargets(player);	// clear our contents so the object isn't picked up twice	GetPhysics()->SetContents(0);	// hide the model	Hide();	// add the highlight shell	if (itemShellHandle != -1) {		gameRenderWorld->FreeEntityDef(itemShellHandle);		itemShellHandle = -1;	}	float respawn = spawnArgs.GetFloat("respawn");	bool dropped = spawnArgs.GetBool("dropped");	bool no_respawn = spawnArgs.GetBool("no_respawn");	if (gameLocal.isMultiplayer && respawn == 0.0f) {		respawn = 20.0f;	}	if (respawn && !dropped && !no_respawn) {		const char *sfx = spawnArgs.GetString("fxRespawn");		if (sfx && *sfx) {			PostEventSec(&EV_RespawnFx, respawn - 0.5f);		}		PostEventSec(&EV_RespawnItem, respawn);	} else if (!spawnArgs.GetBool("inv_objective") && !no_respawn) {		// give some time for the pickup sound to play		// FIXME: Play on the owner		if (!spawnArgs.GetBool("inv_carry")) {			PostEventMS(&EV_Remove, 5000);		}	}	BecomeInactive(TH_THINK);	return true;}
开发者ID:AreaScout,项目名称:dante-doom3-odroid,代码行数:61,


示例14: SetModel

/*================idLight::BecomeBroken================*/void idLight::BecomeBroken( idEntity *activator ) {	const char *damageDefName;	fl.takedamage = false;	if ( brokenModel.Length() ) {		SetModel( brokenModel );		if ( !spawnArgs.GetBool( "nonsolid" ) ) {			GetPhysics()->SetClipModel( new idClipModel( brokenModel.c_str() ), 1.0f );			GetPhysics()->SetContents( CONTENTS_SOLID );		}	} else if ( spawnArgs.GetBool( "hideModelOnBreak" ) ) {		SetModel( "" );		GetPhysics()->SetContents( 0 );	}	if ( gameLocal.isServer ) {		ServerSendEvent( EVENT_BECOMEBROKEN, NULL, true, -1 );		if ( spawnArgs.GetString( "def_damage", "", &damageDefName ) ) {			idVec3 origin = renderEntity.origin + renderEntity.bounds.GetCenter() * renderEntity.axis;			gameLocal.RadiusDamage( origin, activator, activator, this, this, damageDefName );		}	}	ActivateTargets( activator );	// offset the start time of the shader to sync it to the game time	renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.time );	renderLight.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.time );	// set the state parm	renderEntity.shaderParms[ SHADERPARM_MODE ] = 1;	renderLight.shaderParms[ SHADERPARM_MODE ] = 1;	// if the light has a sound, either start the alternate (broken) sound, or stop the sound	const char *parm = spawnArgs.GetString( "snd_broken" );	if ( refSound.shader || ( parm && *parm ) ) {		StopSound( SND_CHANNEL_ANY, false );		const idSoundShader *alternate = refSound.shader ? refSound.shader->GetAltSound() : declManager->FindSound( parm );		if ( alternate ) {			// start it with no diversity, so the leadin break sound plays			refSound.referenceSound->StartSound( alternate, SND_CHANNEL_ANY, 0.0, 0 );		}	}	parm = spawnArgs.GetString( "mtr_broken" );	if ( parm && *parm ) {		SetShader( parm );	}	UpdateVisuals();}
开发者ID:alepulver,项目名称:dhewm3,代码行数:61,


示例15: SetAlertMode

/*================idSecurityCamera::Event_Alert================*/void idSecurityCamera::Event_Alert( void ) {	float	wait;	SetAlertMode( ACTIVATED );	StopSound( SND_CHANNEL_ANY, false );	StartSound( "snd_activate", SND_CHANNEL_BODY, 0, false, NULL );	ActivateTargets( this );	CancelEvents( &EV_SecurityCam_ContinueSweep );	wait = spawnArgs.GetFloat( "wait", "20" );	PostEventSec( &EV_SecurityCam_ContinueSweep, wait );}
开发者ID:nbohr1more,项目名称:Revelation,代码行数:15,


示例16: Event_Stop

/*=================rvEffect::Event_Activate=================*/void rvEffect::Event_Activate( idEntity *activator ) {    // Stop the effect if its already playing    if( !clientEntities.IsListEmpty ( ) ) {        Event_Stop ( );    } else {        Event_Start ( );    }    ActivateTargets( activator );}
开发者ID:ET-NiK,项目名称:amxxgroup,代码行数:15,


示例17: ActivateTargets

void CMultiStateMover::DoneMoving() {	idMover::DoneMoving();	if( spawnArgs.GetBool( "trigger_on_reached", "0" ) ) {		// Trigger targets now that we've reached our goal position		ActivateTargets( this );	}	// Try to locate the position entity	CMultiStateMoverPosition *positionEnt = GetPositionEntity( GetPhysics()->GetOrigin() );	if( positionEnt != NULL ) {		// Fire the event on the position entity		positionEnt->OnMultistateMoverArrive( this );	}}
开发者ID:SL987654,项目名称:The-Darkmod-Experimental,代码行数:13,


示例18: bPlayerResponsible

/*================idBrittleFracture::Killed================*/void idBrittleFracture::Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location ) {	bool bPlayerResponsible( false );	if( !disableFracture ) {		ActivateTargets( this );		Break();	}	if( attacker && attacker->IsType( idPlayer::Type ) ) {		bPlayerResponsible = ( attacker == gameLocal.GetLocalPlayer() );	} else if( attacker && attacker->m_SetInMotionByActor.GetEntity() ) {		bPlayerResponsible = ( attacker->m_SetInMotionByActor.GetEntity() == gameLocal.GetLocalPlayer() );	}	gameLocal.m_MissionData->MissionEvent( COMP_DESTROY, this, bPlayerResponsible );}
开发者ID:SL987654,项目名称:The-Darkmod-Experimental,代码行数:18,


示例19: BecomeInactive

/*================idTarget_WaitForButton::Think================*/void idTarget_WaitForButton::Think( void ) {	idPlayer *player;	if( thinkFlags & TH_THINK ) {		player = gameLocal.GetLocalPlayer();		if( player && !( player->oldButtons & BUTTON_ATTACK ) && ( player->usercmd.buttons & BUTTON_ATTACK ) ) {			player->usercmd.buttons &= ~BUTTON_ATTACK;			BecomeInactive( TH_THINK );			ActivateTargets( player );		}	} else {		BecomeInactive( TH_ALL );	}}
开发者ID:nbohr1more,项目名称:Revelation,代码行数:18,


示例20: if

void hhBlackJack::AssessScores(){	if (PlayerScore > 21) {		creditsWon = -Bet;		resultIndex = BJRESULT_BUST;	}	else if (DealerScore > 21) {		creditsWon = Bet;		resultIndex = BJRESULT_WIN;	}	else if (PlayerScore == 21 && PlayerHand.Num() == 2) {		// BlackJack		creditsWon = Bet * 2;		resultIndex = BJRESULT_BLACKJACK;	}	else if (PlayerScore <= 21 && PlayerHand.Num() == 5) {		creditsWon = Bet * 5;		resultIndex = BJRESULT_5CARD;	}	else if (DealerScore > PlayerScore) {		creditsWon = -Bet;		resultIndex = BJRESULT_LOSE;	}	else if (PlayerScore > DealerScore) {		creditsWon = Bet;		resultIndex = BJRESULT_WIN;	}	else {		// Push		creditsWon = 0;		resultIndex = BJRESULT_PUSH;	}	PlayerCredits += creditsWon;	PlayerCredits = idMath::ClampInt(0, 999999999, PlayerCredits);	Bet = PlayerBet;	// Play victory/failure sound	if (victoryAmount && PlayerCredits >= victoryAmount) {		StartSound( "snd_victory", SND_CHANNEL_ANY, 0, true, NULL );		ActivateTargets( gameLocal.GetLocalPlayer() );		victoryAmount = 0;	}	else if (creditsWon > 0) {		StartSound( "snd_win", SND_CHANNEL_ANY, 0, true, NULL );	}	else if (creditsWon < 0) {		StartSound( "snd_lose", SND_CHANNEL_ANY, 0, true, NULL );	}}
开发者ID:mrwonko,项目名称:preymotionmod,代码行数:50,


示例21: GetName

/*=====================idCameraAnim::Stop=====================*/void idCameraAnim::Stop(void) {	if (gameLocal.GetCamera() == this) {		if (g_debugCinematic.GetBool()) {			gameLocal.Printf("%d: '%s' stop/n", gameLocal.framenum, GetName());		}		BecomeInactive(TH_THINK);		gameLocal.SetCamera(NULL);		if (threadNum) {			idThread::ObjectMoveDone(threadNum, this);			threadNum = 0;		}		ActivateTargets(activator.GetEntity());	}}
开发者ID:revelator,项目名称:Revelation-Engine,代码行数:19,


示例22: ActivateTargets

/*================idTrigger_Multi::TriggerAction================*/void idTrigger_Multi::TriggerAction( idEntity *activator ) {	ActivateTargets( triggerWithSelf ? this : activator );	CallScript();	if ( wait >= 0 ) {		nextTriggerTime = gameLocal.time + SEC2MS( wait + random * gameLocal.random.CRandomFloat() );	} else {		// we can't just remove (this) here, because this is a touch function		// called while looping through area links...		// If the player spawned inside the trigger, the player Spawn function called Think directly,		// allowing for multiple triggers on a trigger_once.  Increasing the nextTriggerTime prevents it.		nextTriggerTime = gameLocal.time + 99999;		PostEventMS( &EV_Remove, 0 );	}}
开发者ID:M-Code,项目名称:DOOM-3-BFG,代码行数:20,


示例23: StartSound

/*================idItem::Pickup================*/bool idItem::Pickup( idPlayer *player ) {	if ( !GiveToPlayer( player ) ) {		return false;	}	// play pickup sound	StartSound( "snd_acquire", SND_CHANNEL_ITEM, 0, false, NULL );	// sikk - play the sounds through the player	//player->StartSoundShader( declManager->FindSound( spawnArgs.GetString( "snd_acquire" ) ), SND_CHANNEL_ITEM, SSF_PRIVATE_SOUND, false, NULL );	// trigger our targets	ActivateTargets( player );	// clear our contents so the object isn't picked up twice	GetPhysics()->SetContents( 0 );	// hide the model	Hide();	FreeLightDef();	// sikk - Crumb Light	// add the highlight shell	if ( itemShellHandle != -1 ) {		gameRenderWorld->FreeEntityDef( itemShellHandle );		itemShellHandle = -1;	}	float respawn = spawnArgs.GetFloat( "respawn" );	bool dropped = spawnArgs.GetBool( "dropped" );	bool no_respawn = spawnArgs.GetBool( "no_respawn" );	if ( respawn && !dropped && !no_respawn ) {		const char *sfx = spawnArgs.GetString( "fxRespawn" );		if ( sfx && *sfx ) {			PostEventSec( &EV_RespawnFx, respawn - 0.5f );		} 		PostEventSec( &EV_RespawnItem, respawn );	} else if ( !spawnArgs.GetBool( "inv_objective" ) && !no_respawn ) {		// give some time for the pickup sound to play		// FIXME: Play on the owner		if ( !spawnArgs.GetBool( "inv_carry" ) ) {			PostEventMS( &EV_Remove, 5000 );		}	}	BecomeInactive( TH_THINK );	return true;}
开发者ID:RobertBeckebans,项目名称:Sikkpin-Breadcrumps-src,代码行数:53,


示例24: ActivateTargets

/*================rvCTF_AssaultPoint::ResetSpawns================*/void rvCTF_AssaultPoint::ResetSpawns( int team ) {	// check to see if team can spawn at me, if not pass down	if( owner == team ) {		ActivateTargets( this );	} else {		if( team == TEAM_MARINE ) {			if( static_cast<rvCTF_AssaultPoint*>(toMarine.GetEntity())->IsType( rvCTF_AssaultPoint::Type ) ) {				static_cast<rvCTF_AssaultPoint*>(toMarine.GetEntity())->ResetSpawns( team );			}		} else if( team == TEAM_STROGG ) {			if( static_cast<rvCTF_AssaultPoint*>(toStrogg.GetEntity())->IsType( rvCTF_AssaultPoint::Type ) ) {				static_cast<rvCTF_AssaultPoint*>(toStrogg.GetEntity())->ResetSpawns( team );			}		}		}}
开发者ID:chegestar,项目名称:omni-bot,代码行数:21,


示例25: ActivateTargets

void CFrobLock::Event_TriggerTargets(){	ActivateTargets(this);	// Additionally to triggering the targets, update the frobability according to our locked status	if (spawnArgs.GetBool("update_target_frobability", "0"))	{		for (int i = 0; i < targets.Num(); ++i)		{			idEntity* ent = targets[i].GetEntity();			if (ent == NULL) continue;			// Set frobability based on unlocked/locked status			ent->SetFrobable(!IsLocked());		}	}}
开发者ID:nbohr1more,项目名称:TheDarkMod_SVN_Unofficial-1,代码行数:18,


示例26: TriggerResponse

void CMultiStateMover::Activate( idEntity *activator ) {	// Fire the TRIGGER response	TriggerResponse( activator, ST_TRIGGER );	if( activator == NULL ) {		return;	}	// Get the "position" spawnarg from the activator	idStr targetPosition;	if( !activator->spawnArgs.GetString( "position", "", targetPosition ) ) {		return; // no "position" key found => exit	}	int targetPositionIndex = GetPositionInfoIndex( targetPosition );	if( targetPositionIndex == -1 ) {		gameLocal.Warning( "Multistate mover '%s' is targetted by entity '%s' with unknown 'position': %s", name.c_str(), activator->name.c_str(), targetPosition.c_str() );		return;	}	// We appear to have a valid position index, start moving	CMultiStateMoverPosition *positionEnt = positionInfo[targetPositionIndex].positionEnt.GetEntity();	if( IsAtPosition( positionEnt ) ) {		// nothing to do, we're already at the target position		return;	}	const idVec3 &targetPos = positionEnt->GetPhysics()->GetOrigin();	const idVec3 &curPos = GetPhysics()->GetOrigin();	// Check if we are at a defined position	CMultiStateMoverPosition *curPositionEnt = GetPositionEntity( curPos );	// We're done moving if the velocity is very close to zero	bool isAtRest = GetPhysics()->GetLinearVelocity().Length() <= VECTOR_EPSILON;	if( isAtRest ) {		if( spawnArgs.GetBool( "trigger_on_leave", "0" ) ) {			// We're leaving our position, trigger targets			ActivateTargets( this );		}		if( curPositionEnt != NULL ) {			// Fire the event on the position entity			curPositionEnt->OnMultistateMoverLeave( this );		}	}	// Set the rotation direction of any targetted func_rotaters	SetGearDirection( targetPos );	// Finally start moving (this will update the "stage" members of the mover)	MoveToPos( targetPos );}
开发者ID:SL987654,项目名称:The-Darkmod-Experimental,代码行数:43,



注:本文中的ActivateTargets函数示例整理自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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