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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: AddEFlagsCWorld::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: AddEFlagsCFire::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: AddEFlagsCSun::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: AddEFlagsCRopeKeyframe::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 C++ AddEasternKingdomsScripts函数代码示例 C++ AddDoor函数代码示例
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