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自学教程:C++ target_laser_off函数代码示例

51自学网 2021-06-03 08:40:20
  C++
这篇教程C++ target_laser_off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target_laser_off函数的典型用法代码示例。如果您正苦于以下问题:C++ target_laser_off函数的具体用法?C++ target_laser_off怎么用?C++ target_laser_off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target_laser_off函数的10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: target_laser_start

void target_laser_start (gentity_t *self){	gentity_t *ent;	self->s.eType = ET_BEAM;	if (self->target) {		ent = G_Find (NULL, FOFS(targetname), self->target);		if (!ent) {			G_Printf ("%s at %s: %s is a bad target/n", self->classname, vtos(self->s.origin), self->target);		}		self->enemy = ent;	} else {		G_SetMovedir (self->s.angles, self->movedir);	}	self->use = target_laser_use;	self->think = target_laser_think;	if ( !self->damage ) {		self->damage = 1;	}	if (self->spawnflags & 1)		target_laser_on (self);	else		target_laser_off (self);}
开发者ID:ElderPlayerX,项目名称:Rune,代码行数:28,


示例2: target_laser_use

void target_laser_use (edict_t *self, edict_t *other, edict_t *activator){	self->activator = activator;	if (self->spawnflags & 1)		target_laser_off (self);	else		target_laser_on (self);}
开发者ID:AJenbo,项目名称:Quake-2,代码行数:8,


示例3: target_laser_use

void target_laser_use (gentity_t *self, gentity_t *other, gentity_t *activator){	self->activator = activator;	if ( self->nextthink > 0 )		target_laser_off (self);	else		target_laser_on (self);}
开发者ID:ElderPlayerX,项目名称:Rune,代码行数:8,


示例4: target_laser_start

void target_laser_start (edict_t *self){	edict_t *ent;	self->movetype = MOVETYPE_NONE;	self->solid = SOLID_NOT;	self->s.renderfx |= RF_BEAM|RF_TRANSLUCENT;	self->s.modelindex = 1;			// must be non-zero	// set the beam diameter	if (self->spawnflags & 64)		self->s.frame = 16;	else		self->s.frame = 4;	// set the color	if (self->spawnflags & 2)		self->s.skinnum = 0xf2f2f0f0;	else if (self->spawnflags & 4)		self->s.skinnum = 0xd0d1d2d3;	else if (self->spawnflags & 8)		self->s.skinnum = 0xf3f3f1f1;	else if (self->spawnflags & 16)		self->s.skinnum = 0xdcdddedf;	else if (self->spawnflags & 32)		self->s.skinnum = 0xe0e1e2e3;	if (!self->enemy)	{		if (self->target)		{			ent = G_Find (NULL, FOFS(targetname), self->target);			if (!ent)				gi.dprintf ("%s at %s: %s is a bad target/n", self->classname, vtos(self->s.origin), self->target);			self->enemy = ent;		}		else		{			G_SetMovedir (self->s.angles, self->movedir);		}	}	self->use = target_laser_use;	self->think = target_laser_think;	if (!self->dmg)		self->dmg = 1;	VectorSet (self->mins, -8, -8, -8);	VectorSet (self->maxs, 8, 8, 8);	gi.linkentity (self);	if (self->spawnflags & 1)		target_laser_on (self);	else		target_laser_off (self);}
开发者ID:AJenbo,项目名称:Quake-2,代码行数:56,


示例5: target_laser_use

void target_laser_use (gentity_t *self, gentity_t *other, gentity_t *activator){	G_ActivateBehavior(self,BSET_USE);	self->activator = activator;	if ( self->nextthink > 0 )		target_laser_off (self);	else		target_laser_on (self);}
开发者ID:AlexCSilva,项目名称:jediacademy,代码行数:10,


示例6: target_laser_use

void target_laser_use(gentity_t *self, gentity_t *other, gentity_t *activator) {	// Nico, silent GCC	(void)other;	self->activator = activator;	if (self->nextthink > 0) {		target_laser_off(self);	} else {		target_laser_on(self);	}}
开发者ID:boutetnico,项目名称:ETrun,代码行数:11,


示例7: target_laser_use

void target_laser_use (gentity_t *self, gentity_t *other, gentity_t *activator){	/* LQ3A */	UNREFERENCED_PARAMETER(other);	self->activator = activator;	if ( self->nextthink > 0 )		target_laser_off (self);	else		target_laser_on (self);}
开发者ID:monoknot,项目名称:loaded-q3a,代码行数:11,


示例8: target_laser_use

void target_laser_use (edict_t *self, edict_t *other, edict_t *activator){	if (!self || !activator)	{		return;	}	self->activator = activator;	if (self->spawnflags & 1)	{		target_laser_off(self);	}	else	{		target_laser_on(self);	}}
开发者ID:basecq,项目名称:q2dos,代码行数:18,


示例9: PlaceLaser

//.........这里部分代码省略.........	grenade -> movetype		= MOVETYPE_NONE;	grenade -> clipmask		= MASK_SHOT;	grenade->solid = SOLID_BBOX;	VectorSet(grenade->mins, -3, -3, 0);	VectorSet(grenade->maxs, 3, 3, 6);	grenade -> takedamage	= DAMAGE_NO;	grenade -> s.modelindex	= gi.modelindex ("models/objects/grenade2/tris.md2");    grenade -> owner        = ent;    grenade -> creator      = laser;    grenade -> monsterinfo.aiflags = AI_NOSTEP;	grenade -> classname	= "laser_defense_gr";	grenade -> nextthink	= level.time + LASER_TIMEUP+GetRandom(0,30);//GetRandom((LASER_TIMEUP/2),(2*LASER_TIMEUP));	grenade -> think		= laser_cleanup;	// Now lets find the other end of the laser    // by starting at the grenade position    VectorCopy (grenade->s.origin, start);	// setup laser movedir (projection of laser)    G_SetMovedir (grenade->s.angles, laser->movedir);	gi.linkentity (grenade);    VectorMA (start, 2048, laser->movedir, end);	endTrace = gi.trace (start, NULL, NULL, end, ent, MASK_SOLID);	// -----------	// Setup laser	// -----------	laser->movetype		= MOVETYPE_NONE;	laser->solid			= SOLID_NOT;	laser->s.renderfx		= RF_BEAM|RF_TRANSLUCENT;	laser->s.modelindex	= 1;			// must be non-zero	laser->s.sound		= gi.soundindex ("world/laser.wav");	laser->classname		= "laser_defense";	laser->s.frame		= 2 /* ent->myskills.build_lasers*/;	// as it gets higher in levels, the bigger it gets. beam diameter    laser->owner          = laser;	laser->s.skinnum		= laser_colour[LASER_DEFENSE_COLOR];  	laser->dmg			= LASER_INITIAL_DMG+LASER_ADDON_DMG*ent->myskills.abilities[BUILD_LASER].current_level;    laser->think          = pre_target_laser_def_think;	//laser->delay			= level.time + LASER_TIMEUP;	laser->health = health;	laser->creator		= grenade;	laser->activator		= ent;	// start off ...	target_laser_off (laser);	VectorCopy (endTrace.endpos, laser->s.old_origin);	// ... but make automatically come on	laser -> nextthink = level.time + 2;	// Set orgin of laser to point of contact with wall	VectorCopy(endTrace.endpos,laser->s.origin);	/*	while (blip = findradius (blip, laser->s.origin, 64))	{		if (!visible(laser, blip))			continue;		 if ( (!strcmp(blip->classname, "worldspawn") )		  || (!strcmp(blip->classname, "info_player_start") )		  || (!strcmp(blip->classname, "info_player_deathmatch") )		  || (!strcmp(blip->classname, "item_flagreturn_team1") )		  || (!strcmp(blip->classname, "item_flagreturn_team2") )		  || (!strcmp(blip->classname, "misc_teleporter_dest") )		  || (!strcmp(blip->classname, "info_teleport_destination") ) )		 {		  	safe_cprintf (ent, PRINT_HIGH, "Laser is too close to a spawnpoint or flag./nLaser Removed./n");			G_FreeEdict(laser);			G_FreeEdict(grenade);		  	return ;		 }	}	*/	// convert normal at point of contact to laser angles	vectoangles(tr.plane.normal,laser->s.angles);	// setup laser movedir (projection of laser)	G_SetMovedir (laser->s.angles, laser->movedir);	VectorSet (laser->mins, -18, -18, -18);	VectorSet (laser->maxs, 18, 18, 18);// link to world	gi.linkentity (laser);	ent->num_lasers++; // GHz: add to laser counter	//If you use this spell, you uncloak!	ent->svflags &= ~SVF_NOCLIENT;	ent->client->cloaking = false;	ent->client->cloakable = 0;	ent->client->pers.inventory[power_cube_index] -= LASER_COST;	//gi.dprintf("DEBUG: %s successfully created a laser./n", ent->client->pers.netname);}
开发者ID:zardoru,项目名称:vrxcl,代码行数:101,


示例10: Cmd_Trigger_f

void Cmd_Trigger_f (edict_t *ent){    char		*targetname;    edict_t	*t;    int		arg2;    arg2 = atoi (gi.argv(2));    targetname = gi.argv(1);    t = G_Find (NULL, FOFS(targetname), targetname);    switch (arg2)    {    /*    =============    Turn target off    =============    */    case 1:        if (!t)            return;        if (!strncmp(t->classname,"target_mappack_laser",sizeof("target_mappack_laser")))        {            if (t->spawnflags & 1)                target_laser_off (t);        }        if (!strncmp(t->classname,"mappack_light",sizeof("mappack_light")))        {            if (!t->spawnflags & 1)            {                gi.configstring (CS_LIGHTS+t->style, "a");                t->spawnflags |= 1;            }        }        break;    /*    =============    Turn target on    =============    */    case 2:        if (!t)            return;        if (!strncmp(t->classname,"target_satan_laser",sizeof("target_satan_laser")))        {            if (t->spawnflags & 1)            {            }            else                target_laser_on (t);        }        if (!strncmp(t->classname,"satan_light", sizeof("satan_light")))        {            if (t->spawnflags & 1)            {                gi.configstring (CS_LIGHTS+t->style, "m");                t->spawnflags &= ~1;            }        }        break;    /*    =============    Just swap em around, or trigger em if not toggleable    =============    */    default:        if (!t)            return;        t = G_Spawn();        t->classname = "DelayedUse";        t->nextthink = level.time + 0.01;        t->think = Think_Delay;        t->activator = ent;        t->target = gi.argv(1);        break;    }}
开发者ID:PBrookfield,项目名称:mpgamex86,代码行数:78,



注:本文中的target_laser_off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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