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自学教程:C++ AddFlag函数代码示例

51自学网 2021-06-01 19:40:59
  C++
这篇教程C++ AddFlag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AddFlag函数的典型用法代码示例。如果您正苦于以下问题:C++ AddFlag函数的具体用法?C++ AddFlag怎么用?C++ AddFlag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AddFlag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: Precache

void CBaseTurret::Spawn(){ 	Precache( );	SetNextThink( gpGlobals->curtime + 1 );	SetMoveType( MOVETYPE_FLY );	m_nSequence		= 0;	m_flCycle		= 0;	SetSolid( SOLID_SLIDEBOX );	m_takedamage		= DAMAGE_YES;	AddFlag( FL_AIMTARGET );	m_iAmmoType = g_pGameRules->GetAmmoDef()->Index("SMG1");	AddFlag( FL_NPC );	if (( m_spawnflags & SF_NPC_TURRET_AUTOACTIVATE ) && !( m_spawnflags & SF_NPC_TURRET_STARTINACTIVE ))	{		m_iAutoStart = true;	}	ResetSequenceInfo( );	SetPoseParameter( TURRET_BC_YAW, 0 );	SetPoseParameter( TURRET_BC_PITCH, 0 );	// Activities	ADD_CUSTOM_ACTIVITY( CBaseTurret, ACT_TURRET_OPEN );	ADD_CUSTOM_ACTIVITY( CBaseTurret, ACT_TURRET_CLOSE );	ADD_CUSTOM_ACTIVITY( CBaseTurret, ACT_TURRET_CLOSED_IDLE );	ADD_CUSTOM_ACTIVITY( CBase`matTurret, ACT_TURRET_OPEN_IDLE );	ADD_CUSTOM_ACTIVITY( CBaseTurret, ACT_TURRET_FIRE );	ADD_CUSTOM_ACTIVITY( CBaseTurret, ACT_TURRET_RELOAD );}
开发者ID:Filip98,项目名称:source-sdk-2013,代码行数:33,


示例2: TemplateCommand

TemplateCommand ::	TemplateCommand( const string & name,									 const string & desc )		: Command( name, desc, TPL_HELP ) {	AddFlag( ALib::CommandLineFlag( FLAG_TFILE, true, 1 ) );	AddFlag( ALib::CommandLineFlag( FLAG_FNAMES, false, 1 ) );}
开发者ID:darrennolan,项目名称:csvfix,代码行数:7,


示例3: DateFormatCommand

DateFormatCommand  :: DateFormatCommand( const string & name,        const string & desc )    : Command( name, desc, DFMT_HELP ) {    AddFlag( ALib::CommandLineFlag( FLAG_COLS, true, 1 ) );    AddFlag( ALib::CommandLineFlag( FLAG_FMT, true, 1 ) );}
开发者ID:moissinac,项目名称:csvfix,代码行数:7,


示例4: Command

EditCommand ::EditCommand( const string & name,								const string & desc )		: Command( name, desc, EDIT_HELP ) {	AddFlag( ALib::CommandLineFlag( FLAG_EDIT, true, 1, true ) );	AddFlag( ALib::CommandLineFlag( FLAG_COLS, false, 1, false ) );}
开发者ID:bminossi,项目名称:csvfix,代码行数:7,


示例5: ValidateCommand

ValidateCommand ::	ValidateCommand( const string & name,										const string & desc )		: Command( name, desc, VALID_HELP ), mOutMode( Reports ) {	AddFlag( ALib::CommandLineFlag( FLAG_VFILE, true, 1 ) );	AddFlag( ALib::CommandLineFlag( FLAG_OMODE, false, 1 ) );	AddFlag( ALib::CommandLineFlag( FLAG_ERRCODE, false, 0 ) );}
开发者ID:bminossi,项目名称:csvfix,代码行数:7,


示例6: memcpy

CWarMap::CWarMap(long lMapIndex, const TGuildWarInfo & r_info, TWarMapInfo * pkWarMapInfo, DWORD dwGuildID1, DWORD dwGuildID2){	m_kMapInfo = *pkWarMapInfo;	m_kMapInfo.lMapIndex = lMapIndex;	memcpy(&m_WarInfo, &r_info, sizeof(TGuildWarInfo));	m_TeamData[0].Initialize();	m_TeamData[0].dwID = dwGuildID1;	m_TeamData[0].pkGuild = CGuildManager::instance().TouchGuild(dwGuildID1);	m_TeamData[1].Initialize();	m_TeamData[1].dwID = dwGuildID2;	m_TeamData[1].pkGuild = CGuildManager::instance().TouchGuild(dwGuildID2);	m_iObserverCount = 0;	war_map_info* info = AllocEventInfo<war_map_info>();	info->pWarMap = this;	SetBeginEvent(event_create(war_begin_event, info, PASSES_PER_SEC(60)));	m_pkEndEvent = NULL;	m_pkTimeoutEvent = NULL;	m_pkResetFlagEvent = NULL;	m_bTimeout = false;	m_dwStartTime = get_dword_time();	m_bEnded = false;	if (GetType() == WAR_MAP_TYPE_FLAG)	{		AddFlagBase(0);		AddFlagBase(1);		AddFlag(0);		AddFlag(1);	}}
开发者ID:adi97ida,项目名称:Server,代码行数:35,


示例7: SQLUpdateCommand

SQLUpdateCommand ::	SQLUpdateCommand( const string & name,										const string & desc )		: SQLCommand( name, desc, UPD_HELP ) {	AddFlag( ALib::CommandLineFlag( FLAG_COLS, true, 1 ) );	AddFlag( ALib::CommandLineFlag( FLAG_WHERE, true, 1 ) );}
开发者ID:darrennolan,项目名称:csvfix,代码行数:7,


示例8: Command

ExcludeCommand ::ExcludeCommand( const string & name,								const string & desc )		: Command( name, desc, EXCL_HELP ), mReverse( false ) {	AddFlag( ALib::CommandLineFlag( FLAG_COLS, false, 1 ) );	AddFlag( ALib::CommandLineFlag( FLAG_REVCOLS, false, 1 ) );	AddFlag( ALib::CommandLineFlag( FLAG_IF, false, 1 ) );}
开发者ID:darrennolan,项目名称:csvfix,代码行数:8,


示例9: RemoveNewlineCommand

RemoveNewlineCommand :: RemoveNewlineCommand( const string & name,												const string & desc )		: Command( name, desc, RMNEW_HELP ), mSep( "" ) {	AddFlag( ALib::CommandLineFlag( FLAG_STR, false, 1 ) );	AddFlag( ALib::CommandLineFlag( FLAG_EXCLNL, false, 0 ) );	AddFlag( ALib::CommandLineFlag( FLAG_COLS, false, 1 ) );}
开发者ID:darrennolan,项目名称:csvfix,代码行数:8,


示例10: Command

ShuffleCommand ::ShuffleCommand( const string & name,                                 const string & desc )    : Command( name, desc, SHUFFLE_HELP ) {    AddFlag( ALib::CommandLineFlag( FLAG_NUM, false, 1 ) );    AddFlag( ALib::CommandLineFlag( FLAG_RSEED, false, 1 ) );    AddFlag( ALib::CommandLineFlag( FLAG_COLS, false, 1 ) );}
开发者ID:moissinac,项目名称:csvfix,代码行数:8,


示例11: FileInfoCommand

FileInfoCommand :: FileInfoCommand( const string & name,								const string & desc )		: Command( name, desc, INFO_HELP  ),			mBasename( false ), mTwoCols( false ) {	AddFlag( ALib::CommandLineFlag( FLAG_TWOC, false, false ) );	AddFlag( ALib::CommandLineFlag( FLAG_BASEN, false, false ) );}
开发者ID:bminossi,项目名称:csvfix,代码行数:8,


示例12: EvalCommand

EvalCommand ::	EvalCommand( const string & name,									 const string & desc )		: Command( name, desc, EVAL_HELP ), mDiscardInput( false ) {		AddFlag( ALib::CommandLineFlag( FLAG_EXPR, false, 1, true ) );		AddFlag( ALib::CommandLineFlag( FLAG_REMOVE, false, 1, true ) );		AddFlag( ALib::CommandLineFlag( FLAG_DISCARD, false, 0, true) );		AddFlag( ALib::CommandLineFlag( FLAG_IF, false, 1, true) );}
开发者ID:bminossi,项目名称:csvfix,代码行数:8,


示例13: DSVReadCommand

DSVReadCommand :: DSVReadCommand( const string & name,                                  const string & desc )    : DSVBase( name, desc, DSVR_HELP ), mIsCSV( false ), mCollapseSep( false ) {    AddFlag( ALib::CommandLineFlag( FLAG_CSV, false, 0 ) );    AddFlag( ALib::CommandLineFlag( FLAG_CMULTI, false, 0 ) );}
开发者ID:purinda,项目名称:csvfix,代码行数:8,


示例14: AsciiTableCommand

AsciiTableCommand :: AsciiTableCommand( const string & name,								const string & desc )		: Command( name, desc, ATABLE_HELP ), mUseLineSep( false ) {	AddFlag( ALib::CommandLineFlag( FLAG_HEADER, false, 1 ) );	AddFlag( ALib::CommandLineFlag( FLAG_RALIGN, false, 1 ) );	AddFlag( ALib::CommandLineFlag( FLAG_SEP, false, 0 ) );}
开发者ID:darrennolan,项目名称:csvfix,代码行数:8,


示例15: CallCommand

CallCommand :: CallCommand( const string & name, const string & desc )				: Command( name, desc, CALL_HELP ),					mOutBufSize( DEF_OUTBUF_SIZE ) {	AddFlag( ALib::CommandLineFlag( FLAG_DLL, true, 1 ) );	AddFlag( ALib::CommandLineFlag( FLAG_FUNC, true, 1 ) );	AddFlag( ALib::CommandLineFlag( FLAG_COLS, false, 1 ) );	AddFlag( ALib::CommandLineFlag( FLAG_BSIZE, false, 1 ) );}
开发者ID:bminossi,项目名称:csvfix,代码行数:9,


示例16: TrimCommand

TrimCommand ::	TrimCommand( const string & name,                             const string & desc )    : Command( name, desc, TRIM_HELP ) {    AddFlag( ALib::CommandLineFlag( FLAG_COLS, false, 1 ) );    AddFlag( ALib::CommandLineFlag( FLAG_TRLEAD, false, 0 ) );    AddFlag( ALib::CommandLineFlag( FLAG_TRTRAIL, false, 0 ) );    AddFlag( ALib::CommandLineFlag( FLAG_WIDTH, false, 1 ) );}
开发者ID:purinda,项目名称:csvfix,代码行数:9,


示例17: PivotCommand

PivotCommand :: PivotCommand( const string & name,								const string & desc )		: Command( name, desc, PIVOT_HELP ) {	AddFlag( ALib::CommandLineFlag( FLAG_ACTION, true, 1 ) );	AddFlag( ALib::CommandLineFlag( FLAG_COL, true, 1 ) );	AddFlag( ALib::CommandLineFlag( FLAG_ROW, true, 1 ) );	AddFlag( ALib::CommandLineFlag( FLAG_FACT, true, 1 ) );}
开发者ID:bminossi,项目名称:csvfix,代码行数:10,


示例18: PickDefaultSpawnTeam

//-----------------------------------------------------------------------------// Purpose: Sets HL2 specific defaults.//-----------------------------------------------------------------------------void CHL2MP_Player::Spawn(void){#ifdef GE_DLL    m_bSpawnInterpCounter = !m_bSpawnInterpCounter;    BaseClass::Spawn();#else    m_flNextModelChangeTime = 0.0f;    m_flNextTeamChangeTime = 0.0f;    PickDefaultSpawnTeam();    BaseClass::Spawn();    if ( !IsObserver() )    {        pl.deadflag = false;        RemoveSolidFlags( FSOLID_NOT_SOLID );        RemoveEffects( EF_NODRAW );        GiveDefaultItems();    }    RemoveEffects( EF_NOINTERP );    m_nRenderFX = kRenderNormal;    m_Local.m_iHideHUD = 0;    AddFlag(FL_ONGROUND); // set the player on the ground at the start of the round.    m_impactEnergyScale = HL2MPPLAYER_PHYSDAMAGE_SCALE;    if ( HL2MPRules()->IsIntermission() )    {        AddFlag( FL_FROZEN );    }    else    {        RemoveFlag( FL_FROZEN );    }    m_bSpawnInterpCounter = !m_bSpawnInterpCounter;    m_Local.m_bDucked = false;    SetPlayerUnderwater(false);    m_bReady = false;#endif    //Tony; do the spawn animevent    DoAnimationEvent( PLAYERANIMEVENT_SPAWN );    SetContextThink( &CHL2MP_Player::HL2MPPushawayThink, gpGlobals->curtime + PUSHAWAY_THINK_INTERVAL, HL2MP_PUSHAWAY_THINK_CONTEXT );}
开发者ID:Entropy-Soldier,项目名称:ges-legacy-code,代码行数:58,


示例19: Precache

//------------------------------------------------------------------------------// Purpose :// Input   :// Output  :// Notes   : Have your derived Helicopter's Spawn() function call this one FIRST//------------------------------------------------------------------------------void CBaseHelicopter::Spawn( void ){	Precache( );	SetSolid( SOLID_BBOX );	SetMoveType( MOVETYPE_STEP );	AddFlag( FL_FLY );	m_lifeState			= LIFE_ALIVE;	// motor	//******	// All of this stuff is specific to the individual type of aircraft. Handle it yourself.	//******	//	m_iAmmoType = g_pGameRules->GetAmmoDef()->Index("MediumRound"); 	//	SetModel( "models/attack_helicopter.mdl" );	//	UTIL_SetSize( this, Vector( -32, -32, -64 ), Vector( 32, 32, 0 ) );	//	UTIL_SetOrigin( this, GetLocalOrigin() );	//	m_iHealth = 100;	//	m_flFieldOfView = -0.707; // 270 degrees	//	InitBoneControllers();	//	m_iRockets			= 10;	//	Get the rotor sound started up.	// This base class assumes the helicopter has no guns or missiles. 	// Set the appropriate flags in your derived class' Spawn() function.	m_fHelicopterFlags &= ~BITS_HELICOPTER_MISSILE_ON;	m_fHelicopterFlags &= ~BITS_HELICOPTER_GUN_ON;	m_pRotorSound = NULL;	m_pRotorBlast = NULL;	m_flCycle = 0;	ResetSequenceInfo();	AddFlag( FL_NPC );	m_flMaxSpeed = BASECHOPPER_MAX_SPEED;	m_flMaxSpeedFiring = BASECHOPPER_MAX_FIRING_SPEED;	m_takedamage = DAMAGE_AIM;	// Don't start up if the level designer has asked the 	// helicopter to start disabled.	if ( !(m_spawnflags & SF_AWAITINPUT) )	{		Startup();		SetNextThink( gpGlobals->curtime + 1.0f );	}	InitPathingData( BASECHOPPER_LEAD_DISTANCE, BASECHOPPER_MIN_CHASE_DIST_DIFF, BASECHOPPER_AVOID_DIST );	// Setup collision hull	ExpandBBox( m_cullBoxMins, m_cullBoxMaxs );	AddSolidFlags( FSOLID_CUSTOMRAYTEST | FSOLID_CUSTOMBOXTEST );}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:61,


示例20: SQLCommand

SQLCommand :: SQLCommand( const string & name,							const string & desc,							const string & help )	: Command( name, desc, help ), mQuoteNulls(false) {	AddFlag( ALib::CommandLineFlag( FLAG_NOQUOTE, false, 1 ) );	AddFlag( ALib::CommandLineFlag( FLAG_QNULLS, false, 0 ) );	AddFlag( ALib::CommandLineFlag( FLAG_TABLE, true, 1 ) );	AddFlag( ALib::CommandLineFlag( FLAG_SQLSEP, false, 1 ) );	AddFlag( ALib::CommandLineFlag( FLAG_ENULLS, false, 0 ) );}
开发者ID:darrennolan,项目名称:csvfix,代码行数:11,


示例21: JoinCommand

JoinCommand :: JoinCommand( const string & name,							const string & desc )			: Command( name, desc, JOIN_HELP),					mOuterJoin( false ), mIgnoreCase( false ), mKeep( false ) {	AddFlag( ALib::CommandLineFlag( FLAG_COLS, true, 1 ) );	AddFlag( ALib::CommandLineFlag( FLAG_OUTERJ, false, 0 ) );	AddFlag( ALib::CommandLineFlag( FLAG_INVERT, false, 0 ) );	AddFlag( ALib::CommandLineFlag( FLAG_ICASE, false, 0 ) );	AddFlag( ALib::CommandLineFlag( FLAG_KEEP, false, 0 ) );}
开发者ID:bminossi,项目名称:csvfix,代码行数:11,


示例22: FileSplitCommand

FileSplitCommand :: FileSplitCommand( const string & name,							const string & desc )			: Command( name, desc, SPLIT_HELP), mUseFieldNames( false ) {	AddFlag( ALib::CommandLineFlag( FLAG_COLS, true, 1 ) );	AddFlag( ALib::CommandLineFlag( FLAG_FSPRE, false, 1 ) );	AddFlag( ALib::CommandLineFlag( FLAG_FSDIR, false, 1 ) );	AddFlag( ALib::CommandLineFlag( FLAG_FSEXT, false, 1 ) );	AddFlag( ALib::CommandLineFlag( FLAG_USEFLD, false, 0 ) );	mFileNo = 1;}
开发者ID:darrennolan,项目名称:csvfix,代码行数:12,


示例23: PickDefaultSpawnTeam

//-----------------------------------------------------------------------------// Purpose: Sets HL2 specific defaults.//-----------------------------------------------------------------------------void CHL2MP_Player::Spawn(void){    m_flNextModelChangeTime = 0.0f;    m_flNextTeamChangeTime = 0.0f;    PickDefaultSpawnTeam();    BaseClass::Spawn();    pl.deadflag = false;    m_lifeState = LIFE_ALIVE;    RemoveSolidFlags( FSOLID_NOT_SOLID );    RemoveEffects( EF_NODRAW );    //BP On donne par défaut les armes correspondantes au mode de jeu    //GiveDefaultItems();    GiveAllItems();    RemoveEffects( EF_NOINTERP );    m_nRenderFX = kRenderNormal;    m_Local.m_iHideHUD = 0;    AddFlag(FL_ONGROUND); // set the player on the ground at the start of the round.    m_impactEnergyScale = HL2MPPLAYER_PHYSDAMAGE_SCALE;    if ( HL2MPRules()->IsIntermission() )        AddFlag( FL_FROZEN );    else        RemoveFlag( FL_FROZEN );    m_bSpawnInterpCounter = !m_bSpawnInterpCounter;    m_Local.m_bDucked = false;    SetPlayerUnderwater(false);    m_bReady = false;    m_hKiller.Set(NULL);    //Tony; do the spawn animevent    DoAnimationEvent( PLAYERANIMEVENT_SPAWN );    SetContextThink( &CHL2MP_Player::HL2MPPushawayThink, gpGlobals->curtime + PUSHAWAY_THINK_INTERVAL, HL2MP_PUSHAWAY_THINK_CONTEXT );    if ( GetTeamNumber() != TEAM_SPECTATOR )        StopObserverMode();}
开发者ID:SCell555,项目名称:bisonours-party,代码行数:55,


示例24: PickDefaultSpawnTeam

//-----------------------------------------------------------------------------// Purpose: Sets HL2 specific defaults.//-----------------------------------------------------------------------------void CHL2MP_Player::Spawn(void){	m_flNextModelChangeTime = 0.0f;	m_flNextTeamChangeTime = 0.0f;	PickDefaultSpawnTeam();	BaseClass::Spawn();		if ( !IsObserver() )	{		pl.deadflag = false;		RemoveSolidFlags( FSOLID_NOT_SOLID );		RemoveEffects( EF_NODRAW );				GiveDefaultItems();	}	SetNumAnimOverlays( 3 );	ResetAnimation();	m_nRenderFX = kRenderNormal;	m_Local.m_iHideHUD = 0;		AddFlag(FL_ONGROUND); // set the player on the ground at the start of the round.	m_impactEnergyScale = HL2MPPLAYER_PHYSDAMAGE_SCALE;	if ( HL2MPRules()->IsIntermission() )	{		AddFlag( FL_FROZEN );	}	else	{		RemoveFlag( FL_FROZEN );	}	m_iSpawnInterpCounter = (m_iSpawnInterpCounter + 1) % 8;	m_Local.m_bDucked = false;	SetPlayerUnderwater(false);	m_bReady = false;	m_flNextKickAttack = gpGlobals->curtime;	CBaseViewModel *Leg = GetViewModel(1);	Leg->SetWeaponModel("models/weapons/v_kick.mdl", NULL);}
开发者ID:RaraFolf,项目名称:FIREFIGHT-RELOADED-src-sdk-2013,代码行数:54,


示例25: PickDefaultSpawnTeam

//-----------------------------------------------------------------------------// Purpose: Sets HL2 specific defaults.//-----------------------------------------------------------------------------void CHL2MP_Player::Spawn(void){	m_flNextModelChangeTime = 0.0f;	m_flNextTeamChangeTime = 0.0f;	PickDefaultSpawnTeam();	BaseClass::Spawn();		if ( !IsObserver() )	{		pl.deadflag = false;		RemoveSolidFlags( FSOLID_NOT_SOLID );		RemoveEffects( EF_NODRAW );				GiveDefaultItems();	}	m_nRenderFX = kRenderNormal;	m_Local.m_iHideHUD = 0;		AddFlag(FL_ONGROUND); // set the player on the ground at the start of the round.	m_impactEnergyScale = HL2MPPLAYER_PHYSDAMAGE_SCALE;	if ( HL2MPRules()->IsIntermission() )	{		AddFlag( FL_FROZEN );	}	else	{		RemoveFlag( FL_FROZEN );	}	m_iSpawnInterpCounter = (m_iSpawnInterpCounter + 1) % 8;	m_Local.m_bDucked = false;	SetPlayerUnderwater(false);	m_bReady = false;	//Tony; do the spawn animevent	DoAnimationEvent( PLAYERANIMEVENT_SPAWN );}
开发者ID:hlstriker,项目名称:source-sdk-2013,代码行数:52,


示例26: check_clean_nick

/* check_clean_nick() * * input        - pointer to source *              - *              - nickname *              - truncated nickname *              - origin of client *              - pointer to server nick is coming from * output       - none * side effects - if nickname is erroneous, or a different length to *                truncated nickname, return 1 */static intcheck_clean_nick(struct Client *client_p, struct Client *source_p,                 char *nick, struct Client *server_p){  /* the old code did some wacky stuff here, if the nick is invalid, kill it   * and dont bother messing at all   */  if (!valid_nickname(nick, 0))  {    ++ServerStats.is_kill;    sendto_realops_flags(UMODE_DEBUG, L_ALL, SEND_NOTICE,                         "Bad/long Nick: %s From: %s(via %s)",                         nick, server_p->name, client_p->name);    sendto_one(client_p, ":%s KILL %s :%s (Bad Nickname)",               me.name, nick, me.name);    /* bad nick change */    if (source_p != client_p)    {      kill_client_ll_serv_butone(client_p, source_p,                                 "%s (Bad Nickname)",                                 me.name);      AddFlag(source_p, FLAGS_KILLED);      exit_client(source_p, &me, "Bad Nickname");    }    return 1;  }  return 0;}
开发者ID:jmaurice,项目名称:ircd-hybrid,代码行数:44,


示例27: SetModelName

//-----------------------------------------------------------------------------// Purpose: //-----------------------------------------------------------------------------void CWeaponStriderBuster::Spawn( void ){		SetModelName( AllocPooledString("models/magnusson_device.mdl") );	BaseClass::Spawn();		// Setup for being shot by the player	m_takedamage = DAMAGE_EVENTS_ONLY;	// Ignore touches until launched.	SetTouch ( NULL );	AddFlag( FL_AIMTARGET|FL_OBJECT );	m_hParticleEffect = CreateEntityByName( "info_particle_system" );	if ( m_hParticleEffect )	{		m_hParticleEffect->KeyValue( "start_active", "1" );		m_hParticleEffect->KeyValue( "effect_name", "striderbuster_smoke" );		DispatchSpawn( m_hParticleEffect );		if ( gpGlobals->curtime > 0.2f )		{			m_hParticleEffect->Activate();		}		m_hParticleEffect->SetAbsOrigin( GetAbsOrigin() );		m_hParticleEffect->SetParent( this );	}	SetHealth( striderbuster_health.GetFloat() );		SetNextThink(gpGlobals->curtime + 0.01f);}
开发者ID:FooGames,项目名称:SecobMod,代码行数:34,


示例28: SetMoveType

void CFuncBrush::Spawn( void ){	SetMoveType( MOVETYPE_PUSH );  // so it doesn't get pushed by anything	SetSolid( SOLID_VPHYSICS );	AddEFlags( EFL_USE_PARTITION_WHEN_NOT_SOLID );	if ( m_iSolidity == BRUSHSOLID_NEVER )	{		AddSolidFlags( FSOLID_NOT_SOLID );	}	SetModel( STRING( GetModelName() ) );	if ( m_iDisabled )		TurnOff();		// If it can't move/go away, it's really part of the world	if ( !GetEntityName() || !m_iParent )		AddFlag( FL_WORLDBRUSH );	CreateVPhysics();	// Slam the object back to solid - if we really want it to be solid.	if ( m_bSolidBsp )	{		SetSolid( SOLID_BSP );	}}
开发者ID:Bubbasacs,项目名称:FinalProj,代码行数:29,


示例29: AddFlag

//-----------------------------------------------------------------------------// Transfer dissolve//-----------------------------------------------------------------------------void CBaseAnimating::TransferDissolveFrom( CBaseAnimating *pAnim ){	if ( !pAnim || !pAnim->IsDissolving() )		return;	CEntityDissolve *pDissolve = CEntityDissolve::Create( this, pAnim );	if (pDissolve)	{		AddFlag( FL_DISSOLVING );		m_flDissolveStartTime = pAnim->m_flDissolveStartTime;		CEntityDissolve *pDissolveFrom = dynamic_cast < CEntityDissolve * > (pAnim->GetEffectEntity());		if ( pDissolveFrom )		{			pDissolve->SetDissolverOrigin( pDissolveFrom->GetDissolverOrigin() );			pDissolve->SetDissolveType( pDissolveFrom->GetDissolveType() );			if ( pDissolveFrom->GetDissolveType() == ENTITY_DISSOLVE_CORE )			{				pDissolve->SetMagnitude( pDissolveFrom->GetMagnitude() );				pDissolve->m_flFadeOutStart = CORE_DISSOLVE_FADE_START;				pDissolve->m_flFadeOutModelStart = CORE_DISSOLVE_MODEL_FADE_START;				pDissolve->m_flFadeOutModelLength = CORE_DISSOLVE_MODEL_FADE_LENGTH;				pDissolve->m_flFadeInLength = CORE_DISSOLVE_FADEIN_LENGTH;			}		}	}}
开发者ID:AluminumKen,项目名称:hl2sb-src,代码行数:32,


示例30: SetBlocksLOS

//------------------------------------------------// Spawn//------------------------------------------------void CPropAPC::Spawn( void ){	BaseClass::Spawn();	SetBlocksLOS( true );	m_iHealth = m_iMaxHealth = sk_apc_health.GetFloat();	SetCycle( 0 );	m_iMachineGunBurstLeft = MACHINE_GUN_BURST_SIZE;	m_iRocketSalvoLeft = ROCKET_SALVO_SIZE;	m_nRocketSide = 0;	m_lifeState = LIFE_ALIVE;	m_bInFiringCone = false;	m_flHandbrakeTime = gpGlobals->curtime + 0.1;	m_bInitialHandbrake = false;	// Reset the gun to a default pose.	SetPoseParameter( "vehicle_weapon_pitch", 0 );	SetPoseParameter( "vehicle_weapon_yaw", 90 );	CreateAPCLaserDot();	if ( IsXbox() )	{		AddFlag( FL_AIMTARGET );	}}
开发者ID:paralin,项目名称:hl2sdk,代码行数:29,



注:本文中的AddFlag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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