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自学教程:C++ AddEFlags函数代码示例

51自学网 2021-06-01 19:40:49
  C++
这篇教程C++ AddEFlags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AddEFlags函数的典型用法代码示例。如果您正苦于以下问题:C++ AddEFlags函数的具体用法?C++ AddEFlags怎么用?C++ AddEFlags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AddEFlags函数的30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: AddEFlags

//-----------------------------------------------------------------------------// Purpose: // Input  : check - //-----------------------------------------------------------------------------void C_BaseEntity::SetCheckUntouch( bool check ){	// Invalidate touchstamp	if ( check )	{		touchStamp++;		AddEFlags( EFL_CHECK_UNTOUCH );	}	else	{		RemoveEFlags( EFL_CHECK_UNTOUCH );	}}
开发者ID:Au-heppa,项目名称:source-sdk-2013,代码行数:17,


示例2: Precache

//-----------------------------------------------------------------------------// Purpose: the entity//-----------------------------------------------------------------------------void CNPC_RocketTurret::Spawn( void ){ 	Precache();	BaseClass::Spawn();	SetViewOffset( vec3_origin );	AddEFlags( EFL_NO_DISSOLVE );	SetModel( ROCKET_TURRET_MODEL_NAME );	SetSolid( SOLID_VPHYSICS );	m_iMuzzleAttachment = LookupAttachment ( "barrel" );	m_iLightAttachment = LookupAttachment ( "eye" );	m_iPosePitch = LookupPoseParameter( "aim_pitch" );	m_iPoseYaw   = LookupPoseParameter( "aim_yaw" );	m_vecCurrentAngles = m_vecGoalAngles = GetAbsAngles();	CreateVPhysics();	//Set our autostart state	m_bEnabled	 = ( ( m_spawnflags & SF_ROCKET_TURRET_START_INACTIVE ) == false );	// Set Locked sprite	if ( m_bEnabled )	{		m_iLaserState = 1;		SetSequence(LookupSequence("idle"));	}	else	{		m_iLaserState = 0;		SetSequence(LookupSequence("inactive"));	}	SetCycle(1.0f);	UpdateSkin( ROCKET_SKIN_IDLE );	SetPoseParameter( "aim_pitch", 0 );	SetPoseParameter( "aim_yaw", -180 );	if ( m_bEnabled )	{		SetThink( &CNPC_RocketTurret::FollowThink );	}		SetNextThink( gpGlobals->curtime + ROCKET_TURRET_THINK_RATE );}
开发者ID:Axitonium,项目名称:SourceEngine2007,代码行数:53,


示例3: Precache

//-----------------------------------------------------------------------------// Spawn//-----------------------------------------------------------------------------void CNPC_Hutman::Spawn(){    Precache();    m_iHealth = 80;    m_iszCombatExpression = m_iszIdleExpression = m_iszAlertExpression = MAKE_STRING( HUTMAN_IDLE_SCENE );    BaseClass::Spawn();    AddEFlags( EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL | EFL_NO_PHYSCANNON_INTERACTION );    NPCInit();}
开发者ID:P1x3lF3v3r,项目名称:Estranged-Act-1,代码行数:17,


示例4: entindex

//------------------------------------------------------------------------------// Purpose://------------------------------------------------------------------------------void CAmbientGeneric::Activate( void ){	BaseClass::Activate();	// Initialize sound source.  If no source was given, or source can't be found	// then this is the source	if (m_hSoundSource == NULL)	{		if (m_sSourceEntName != NULL_STRING)		{			m_hSoundSource = gEntList.FindEntityByName( NULL, m_sSourceEntName );			if ( m_hSoundSource != NULL )			{				m_nSoundSourceEntIndex = m_hSoundSource->entindex();			}		}		if (m_hSoundSource == NULL)		{			m_hSoundSource = this;			m_nSoundSourceEntIndex = entindex();		}		else		{			if ( !FBitSet( m_spawnflags, SF_AMBIENT_SOUND_EVERYWHERE ) )			{				AddEFlags( EFL_FORCE_CHECK_TRANSMIT );			}		}	}	// If active start the sound	if ( m_fActive )	{		SoundFlags_t flags = SND_SPAWNING;		// If we are loading a saved game, we can't write into the init/signon buffer here, so just issue		//  as a regular sound message...		if ( gpGlobals->eLoadType == MapLoad_Transition ||			 gpGlobals->eLoadType == MapLoad_LoadGame || 			 g_pGameRules->InRoundRestart() )		{			flags = SND_NOFLAGS;		}			SendSound( flags );		SetNextThink( gpGlobals->curtime + 0.1f );	}}
开发者ID:Bubbasacs,项目名称:FinalProj,代码行数:52,


示例5: AddEFlags

CWorld::CWorld( ){	AddEFlags( EFL_NO_AUTO_EDICT_ATTACH | EFL_KEEP_ON_RECREATE_ENTITIES );	NetworkProp()->AttachEdict( INDEXENT(RequiredEdictIndex()) );	ActivityList_Init();	EventList_Init();		SetSolid( SOLID_BSP );	SetMoveType( MOVETYPE_NONE );	m_bColdWorld = false;	// Set this in the constructor for legacy maps (sjb)	m_iTimeOfDay = TIME_MIDNIGHT;}
开发者ID:DeadFuze,项目名称:swarm-sdk,代码行数:15,


示例6: AddEFlags

CFire::CFire( void ){	m_flFuel = 0.0f;	m_flAttackTime = 0.0f;	m_flDamageTime = 0.0f;	m_lastDamage = 0;	m_nFireType = FIRE_NATURAL;	//Spreading	m_flHeatAbsorb = 8.0f;	m_flHeatLevel = 0;	// Must be in the constructor!	AddEFlags( EFL_USE_PARTITION_WHEN_NOT_SOLID );}
开发者ID:Adidasman1,项目名称:source-sdk-2013,代码行数:15,


示例7: Precache

//-----------------------------------------------------------------------------// Spawn...//-----------------------------------------------------------------------------void CVGuiScreen::Spawn(){	Precache();	// This has no model, but we want it to transmit if it's in the PVS anyways	AddEFlags( EFL_FORCE_CHECK_TRANSMIT );	m_nAttachmentIndex = 0;	SetSolid( SOLID_OBB );	AddSolidFlags( FSOLID_NOT_SOLID );	SetActualSize( m_flWidth, m_flHeight );	m_fScreenFlags.Set( VGUI_SCREEN_ACTIVE );	m_takedamage = DAMAGE_NO;	AddFlag( FL_NOTARGET );}
开发者ID:paralin,项目名称:hl2sdk,代码行数:18,


示例8: Precache

//-----------------------------------------------------------------------------// Purpose://-----------------------------------------------------------------------------void CTFBaseRocket::Spawn( void ){    // Precache.    Precache();    // Client specific.#ifdef CLIENT_DLL    m_flSpawnTime = gpGlobals->curtime;    BaseClass::Spawn();    // Server specific.#else    //Derived classes must have set model.    Assert( GetModel() );    string_t strModelOverride = NULL_STRING;    CALL_ATTRIB_HOOK_STRING_ON_OTHER( m_hLauncher.Get(), strModelOverride, custom_projectile_model );    if ( strModelOverride != NULL_STRING )    {        SetModel( STRING( strModelOverride ) );    }    SetSolid( SOLID_BBOX );    SetMoveType( MOVETYPE_FLY, MOVECOLLIDE_FLY_CUSTOM );    AddEFlags( EFL_NO_WATER_VELOCITY_CHANGE );    AddEffects( EF_NOSHADOW );    SetCollisionGroup( TFCOLLISION_GROUP_ROCKETS );    UTIL_SetSize( this, -Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) );    // Setup attributes.    m_takedamage = DAMAGE_NO;    SetGravity( 0.0f );    // Setup the touch and think functions.    SetTouch( &CTFBaseRocket::RocketTouch );    SetThink( &CTFBaseRocket::FlyThink );    SetNextThink( gpGlobals->curtime );    // Don't collide with players on the owner's team for the first bit of our life    m_flCollideWithTeammatesTime = gpGlobals->curtime + 0.25;    m_bCollideWithTeammates = TFGameRules()->IsDeathmatch() ? true : false;#endif}
开发者ID:Deathreus,项目名称:TF2Classic,代码行数:51,


示例9: AddEFlags

CSun::CSun(){	m_vDirection.Init( 0, 0, 1 );		m_bUseAngles = false;	m_flPitch = 0;	m_flYaw = 0;	m_nSize = 16;	m_bOn = true;	AddEFlags( EFL_FORCE_CHECK_TRANSMIT );	m_strMaterial = NULL_STRING;	m_strOverlayMaterial = NULL_STRING;	m_nOverlaySize = -1;}
开发者ID:Au-heppa,项目名称:swarm-sdk,代码行数:16,


示例10: Precache

//-----------------------------------------------------------------------------// Purpose: //-----------------------------------------------------------------------------void CCitadelEnergyCore::Spawn( void ){	Precache();	UTIL_SetSize( this, Vector( -8, -8, -8 ), Vector( 8, 8, 8 ) );	// See if we start active	if ( HasSpawnFlags( SF_ENERGYCORE_START_ON ) )	{		m_nState = (int)ENERGYCORE_STATE_DISCHARGING;		m_flStartTime = gpGlobals->curtime;	}	// No model but we still need to force this!	AddEFlags( EFL_FORCE_CHECK_TRANSMIT );}
开发者ID:paralin,项目名称:hl2sdk,代码行数:19,


示例11: Precache

//-----------------------------------------------------------------------------// Purpose: //-----------------------------------------------------------------------------void CNPC_Barney::Spawn( void ){	Precache();	m_iHealth = 80;	m_iszIdleExpression = MAKE_STRING("scenes/Expressions/BarneyIdle.vcd");	m_iszAlertExpression = MAKE_STRING("scenes/Expressions/BarneyAlert.vcd");	m_iszCombatExpression = MAKE_STRING("scenes/Expressions/BarneyCombat.vcd");	BaseClass::Spawn();	AddEFlags( EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL | EFL_NO_PHYSCANNON_INTERACTION );	NPCInit();	SetUse( &CNPC_Barney::UseFunc );}
开发者ID:HL2-Ghosting-Team,项目名称:src,代码行数:20,


示例12: Precache

//------------------------------------------------------------------------------// Spawn//------------------------------------------------------------------------------void CQUAGrenadeHelicopter::Spawn( void ){	Precache();	// point sized, solid, bouncing	SetCollisionGroup( COLLISION_GROUP_PROJECTILE );	SetModel( "models/combine_helicopter/helicopter_bomb01.mdl" );			SetSolid( SOLID_BBOX );		SetCollisionBounds( Vector( -12.5, -12.5, -12.5 ), Vector( 12.5, 12.5, 12.5 ) );		VPhysicsInitShadow( false, false );		SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_CUSTOM );		SetElasticity( 0.5f );		AddEffects( EF_NOSHADOW );		// We're always being dropped beneath the helicopter; need to not	// be affected by the rotor wash	AddEFlags( EFL_NO_ROTORWASH_PUSH );	// contact grenades arc lower	SetGravity( UTIL_ScaleForGravity( 400 ) );	// use a lower gravity for grenades to make them easier to see	QAngle angles;	VectorAngles(GetAbsVelocity(), angles );	SetLocalAngles( angles );		SetThink( NULL );		// Tumble in air	QAngle vecAngVel( random->RandomFloat ( -100, -500 ), 0, 0 );	SetLocalAngularVelocity( vecAngVel );		// Explode on contact	SetTouch( &CQUAGrenadeHelicopter::ExplodeConcussion );	m_bActivated = false;	m_pWarnSound = NULL;	m_flDamage = 75.0;	// Allow player to blow this puppy up in the air	m_takedamage = DAMAGE_YES;	g_pNotify->AddEntity( this, this );}
开发者ID:WorldGamers,项目名称:Mobile-Forces-Source,代码行数:49,


示例13: Precache

//-----------------------------------------------------------------------------// Purpose: //-----------------------------------------------------------------------------void CNPC_Fisherman::Spawn( void ){	m_iHatLayer = -1;	m_iHatState = -1;	Precache();	m_iHealth = 80;//	m_iszIdleExpression = MAKE_STRING("scenes/Expressions/FishermanIdle.vcd");//	m_iszAlertExpression = MAKE_STRING("scenes/Expressions/FishermanAlert.vcd");//	m_iszCombatExpression = MAKE_STRING("scenes/Expressions/FishermanCombat.vcd");	BaseClass::Spawn();	AddEFlags( EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL | EFL_NO_PHYSCANNON_INTERACTION );	NPCInit();}
开发者ID:RaraFolf,项目名称:FIREFIGHT-RELOADED-src-sdk-2013,代码行数:22,


示例14: Precache

//-----------------------------------------------------------------------------// Purpose: //-----------------------------------------------------------------------------void CGrenadeSpit::Spawn( void ){	Precache( );	SetSolid( SOLID_BBOX );	SetMoveType( MOVETYPE_FLYGRAVITY );	SetSolidFlags( FSOLID_NOT_STANDABLE );	SetModel( "models/spitball_large.mdl" );	UTIL_SetSize( this, vec3_origin, vec3_origin );	SetUse( &CBaseGrenade::DetonateUse );	SetTouch( &CGrenadeSpit::GrenadeSpitTouch );	SetNextThink( gpGlobals->curtime + 0.1f );	m_flDamage		= sk_antlion_worker_spit_grenade_dmg.GetFloat();	m_DmgRadius		= sk_antlion_worker_spit_grenade_radius.GetFloat();	m_takedamage	= DAMAGE_NO;	m_iHealth		= 1;	SetGravity( UTIL_ScaleForGravity( SPIT_GRAVITY ) );	SetFriction( 0.8f );	SetCollisionGroup( HL2COLLISION_GROUP_SPIT );	AddEFlags( EFL_FORCE_CHECK_TRANSMIT );	// We're self-illuminating, so we don't take or give shadows	AddEffects( EF_NOSHADOW|EF_NORECEIVESHADOW );	// Create the dust effect in place	m_hSpitEffect = (CParticleSystem *) CreateEntityByName( "info_particle_system" );	if ( m_hSpitEffect != NULL )	{		// Setup our basic parameters		m_hSpitEffect->KeyValue( "start_active", "1" );		m_hSpitEffect->KeyValue( "effect_name", "antlion_spit_trail" );		m_hSpitEffect->SetParent( this );		m_hSpitEffect->SetLocalOrigin( vec3_origin );		DispatchSpawn( m_hSpitEffect );		if ( gpGlobals->curtime > 0.5f )			m_hSpitEffect->Activate();	}}
开发者ID:xxauroraxx,项目名称:Source.Python,代码行数:46,


示例15: GetModelName

//-----------------------------------------------------------------------------// Spawn//-----------------------------------------------------------------------------void CNPC_Eli::Spawn(){	// Eli is allowed to use multiple models, because he appears in the pod.	// He defaults to his normal model.	char *szModel = (char *)STRING( GetModelName() );	if (!szModel || !*szModel)	{		szModel = "models/eli.mdl";		SetModelName( AllocPooledString(szModel) );	}	Precache();	SetModel( szModel );	BaseClass::Spawn();	SetHullType(HULL_HUMAN);	SetHullSizeNormal();	// If Eli has a parent, he's currently inside a pod. Prevent him from moving.	if ( GetMoveParent() )	{		SetSolid( SOLID_BBOX );		AddSolidFlags( FSOLID_NOT_STANDABLE );		SetMoveType( MOVETYPE_NONE );		CapabilitiesAdd( bits_CAP_ANIMATEDFACE | bits_CAP_TURN_HEAD );		CapabilitiesAdd( bits_CAP_FRIENDLY_DMG_IMMUNE );	}	else	{		SetupWithoutParent();	}	AddEFlags( EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL | EFL_NO_PHYSCANNON_INTERACTION );	SetBloodColor( BLOOD_COLOR_RED );	m_iHealth			= 8;	m_flFieldOfView		= 0.5;// indicates the width of this NPC's forward view cone ( as a dotproduct result )	m_NPCState			= NPC_STATE_NONE;	NPCInit();}
开发者ID:Muini,项目名称:Nag-asw,代码行数:45,


示例16: AddEFlags

//-----------------------------------------------------------------------------// Purpose: //-----------------------------------------------------------------------------void CGrenadeHopwire::CombatThink( void ){	// Stop the grenade from moving	AddEFlags( EF_NODRAW );	AddFlag( FSOLID_NOT_SOLID );	VPhysicsDestroyObject();	SetAbsVelocity( vec3_origin );	SetMoveType( MOVETYPE_NONE );	// Do special behaviors if there are any striders in the area	KillStriders();	// FIXME: Replace	//EmitSound("NPC_Strider.Shoot");	//EmitSound("d3_citadel.weapon_zapper_beam_loop2");	// Quick screen flash	CBasePlayer *pPlayer = ToBasePlayer( GetThrower() );	color32 white = { 255,255,255,255 };	UTIL_ScreenFade( pPlayer, white, 0.2f, 0.0f, FFADE_IN );	// Create the vortex controller to pull entities towards us	if ( hopwire_vortex.GetBool() )	{		m_hVortexController = CGravityVortexController::Create( GetAbsOrigin(), 512, 150, 3.0f );		// Start our client-side effect		EntityMessageBegin( this, true );			WRITE_BYTE( 0 );		MessageEnd();				// Begin to stop in two seconds		SetThink( &CGrenadeHopwire::EndThink );		SetNextThink( gpGlobals->curtime + 2.0f );	}	else	{		// Remove us immediately		SetThink( &CBaseEntity::SUB_Remove );		SetNextThink( gpGlobals->curtime + 0.1f );	}}
开发者ID:Muini,项目名称:Nag-asw,代码行数:45,


示例17: Precache

//-----------------------------------------------------------------------------// Purpose: //-----------------------------------------------------------------------------void CTFBaseRocket::Spawn( void ){	// Precache.	Precache();// Client specific.#ifdef CLIENT_DLL	m_flSpawnTime = gpGlobals->curtime;	BaseClass::Spawn();// Server specific.#else	//Derived classes must have set model.	Assert( GetModel() );		SetSolid( SOLID_BBOX );	SetMoveType( MOVETYPE_FLY, MOVECOLLIDE_FLY_CUSTOM );	AddEFlags( EFL_NO_WATER_VELOCITY_CHANGE );	AddEffects( EF_NOSHADOW );	SetCollisionGroup( TFCOLLISION_GROUP_ROCKETS );	UTIL_SetSize( this, -Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) );	// Setup attributes.	m_takedamage = DAMAGE_NO;	SetGravity( 0.0f );	// Setup the touch and think functions.	SetTouch( &CTFBaseRocket::RocketTouch );	SetThink( &CTFBaseRocket::FlyThink );	SetNextThink( gpGlobals->curtime );	// Don't collide with players on the owner's team for the first bit of our life	m_flCollideWithTeammatesTime = gpGlobals->curtime + 0.25;	m_bCollideWithTeammates = false;#endif}
开发者ID:Axitonium,项目名称:SourceEngine2007,代码行数:44,


示例18: AddEFlags

CRopeKeyframe::CRopeKeyframe(){	AddEFlags( EFL_FORCE_CHECK_TRANSMIT );		m_takedamage = DAMAGE_YES;	m_iStartAttachment = m_iEndAttachment = 0;	m_Slack = 0;	m_Width = 2;	m_TextureScale = 4;	// 4:1	m_nSegments = 5;	m_RopeLength = 20;	m_fLockedPoints = (int) (ROPE_LOCK_START_POINT | ROPE_LOCK_END_POINT); // by default, both points are locked	m_flScrollSpeed = 0;	m_RopeFlags = ROPE_SIMULATE | ROPE_INITIAL_HANG;	m_iRopeMaterialModelIndex = -1;	m_Subdiv = 2;	m_bCreatedFromMapFile = true;}
开发者ID:BenLubar,项目名称:SwarmDirector2,代码行数:21,


示例19: SetSolid

//-----------------------------------------------------------------------------// Purpose: //-----------------------------------------------------------------------------void CASW_Sentry_Top::Spawn( void ){	SetSolid( SOLID_NONE );	SetSolidFlags( 0 );	SetMoveCollide( MOVECOLLIDE_DEFAULT );	SetMoveType( MOVETYPE_NONE );	SetCollisionGroup( COLLISION_GROUP_DEBRIS );	Precache();	SetTopModel();	BaseClass::Spawn();	AddEFlags( EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL | EFL_NO_PHYSCANNON_INTERACTION );		m_fDeployYaw = GetAbsAngles().y;	m_fCurrentYaw = GetAbsAngles().y;	SetThink( &CASW_Sentry_Top::AnimThink );	SetNextThink( gpGlobals->curtime + 0.01f );}
开发者ID:Nightgunner5,项目名称:Jastian-Summer,代码行数:24,


示例20: SetMoveType

//-----------------------------------------------------------------------------// Purpose: //-----------------------------------------------------------------------------void CASW_Dummy_Vehicle::Spawn( void ){	//SetSolid( SOLID_BBOX );	///AddSolidFlags( FSOLID_NOT_SOLID );	SetMoveType( MOVETYPE_NONE );		PrecacheModel(VEHICLE_MODEL);	Precache();	SetModel(VEHICLE_MODEL);	BaseClass::Spawn();	SetCollisionGroup( COLLISION_GROUP_VEHICLE );	AddEFlags( EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL | EFL_NO_PHYSCANNON_INTERACTION );		SetNextThink( TICK_NEVER_THINK );	Msg("* Spawned CASW_Dummy_Vehicle/n");	g_pDummyVehicle = this;}
开发者ID:BenLubar,项目名称:SwarmDirector2,代码行数:25,


示例21: AddEFlags

//------------------------------------------------------------------------------// Purpose ://------------------------------------------------------------------------------void CColorCorrectionVolume::Spawn( void ){	BaseClass::Spawn();	AddEFlags( EFL_FORCE_CHECK_TRANSMIT | EFL_DIRTY_ABSTRANSFORM );	Precache();	SetSolid( SOLID_BSP );	SetSolidFlags( FSOLID_TRIGGER | FSOLID_NOT_SOLID );	SetModel( STRING( GetModelName() ) );	SetThink( &CColorCorrectionVolume::ThinkFunc );	SetNextThink( gpGlobals->curtime + 0.01f );	if( m_bStartDisabled )	{		m_bEnabled = false;	}	else	{		m_bEnabled = true;	}}
开发者ID:FooGames,项目名称:SecobMod,代码行数:26,


示例22: DestroyVguiScreen

//-----------------------------------------------------------------------------// Create, destroy vgui panels...//-----------------------------------------------------------------------------void C_VGuiScreen::CreateVguiScreen( const char *pTypeName ){	// Clear out any old screens.	DestroyVguiScreen();	AddEFlags( EFL_USE_PARTITION_WHEN_NOT_SOLID );	// Create the new screen...	VGuiScreenInitData_t initData( this );	m_PanelWrapper.Activate( pTypeName, NULL, 0, &initData );	// Retrieve the panel dimensions	vgui::Panel *pPanel = m_PanelWrapper.GetPanel();	if (pPanel)	{		int x, y;		pPanel->GetBounds( x, y, m_nPixelWidth, m_nPixelHeight );	}	else	{		m_nPixelWidth = m_nPixelHeight = 0;	}}
开发者ID:NEITMod,项目名称:Fixing_AI_In_Multiplayer,代码行数:26,


示例23: AddEFlags

//------------------------------------------------------------------------------// Purpose ://------------------------------------------------------------------------------void CColorCorrection::Spawn( void ){	AddEFlags( EFL_FORCE_CHECK_TRANSMIT | EFL_DIRTY_ABSTRANSFORM );	Precache();	SetSolid( SOLID_NONE );	// To fade in/out the weight.	SetContextThink( &CColorCorrection::FadeInThink, TICK_NEVER_THINK, s_pFadeInContextThink );	SetContextThink( &CColorCorrection::FadeOutThink, TICK_NEVER_THINK, s_pFadeOutContextThink );		if( m_bStartDisabled )	{		m_bEnabled = false;		m_flCurWeight.Set ( 0.0f );	}	else	{		m_bEnabled = true;		m_flCurWeight.Set ( 1.0f );	}	BaseClass::Spawn();}
开发者ID:Au-heppa,项目名称:source-sdk-2013,代码行数:26,


示例24: UTIL_Remove

//-----------------------------------------------------------------------------// Purpose: //-----------------------------------------------------------------------------void CItem_ItemCrate::Spawn( void ){ 	if ( g_pGameRules->IsAllowedToSpawn( this ) == false )	{		UTIL_Remove( this );		return;	}	DisableAutoFade();	SetModelName( AllocPooledString( pszItemCrateModelName[m_CrateAppearance] ) );	if ( NULL_STRING == m_strItemClass )	{		Warning( "CItem_ItemCrate(%i):  CRATE_SPECIFIC_ITEM with NULL ItemClass string (deleted)!!!/n", entindex() );		UTIL_Remove( this );		return;	}	Precache( );	SetModel( pszItemCrateModelName[m_CrateAppearance] );	AddEFlags( EFL_NO_ROTORWASH_PUSH );	BaseClass::Spawn( );}
开发者ID:AluminumKen,项目名称:hl2sb-src,代码行数:26,


示例25: Assert

// Purpose: // Input  : isbeingremoved - //			*predicted - // Output : Returns true on success, false on failure.//-----------------------------------------------------------------------------bool CBeam::OnPredictedEntityRemove( bool isbeingremoved, C_BaseEntity *predicted ){	BaseClass::OnPredictedEntityRemove( isbeingremoved, predicted );	CBeam *beam = dynamic_cast< CBeam * >( predicted );	if ( !beam )	{		// Hrm, we didn't link up to correct type!!!		Assert( 0 );		// Delete right away since it's fucked up		return true;	}	if ( beam->IsEFlagSet( EFL_KILLME ) )	{		// Don't delete right away		AddEFlags( EFL_KILLME );		return false;	}	// Go ahead and delete if it's not short-lived	return true;}
开发者ID:xxauroraxx,项目名称:Source.Python,代码行数:28,


示例26: Precache

//=========================================================// Spawn()// Crear un nuevo //=========================================================void CNPC_Base::Spawn(){	Precache();	// Modelo y color de sangre.	SetModel(MODEL_BASE);	SetBloodColor(BLOOD);	// Tama
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