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自学教程:C++ AddSolidFlags函数代码示例

51自学网 2021-06-01 19:45:28
  C++
这篇教程C++ AddSolidFlags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AddSolidFlags函数的典型用法代码示例。如果您正苦于以下问题:C++ AddSolidFlags函数的具体用法?C++ AddSolidFlags怎么用?C++ AddSolidFlags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AddSolidFlags函数的29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: SetModel

//-----------------------------------------------------------------------------// Purpose://-----------------------------------------------------------------------------void CTFGrenadePipebombProjectile::Spawn(){	if ( m_iType == TF_GL_MODE_REMOTE_DETONATE )	{		// Set this to max, so effectively they do not self-implode.		SetModel( TF_WEAPON_PIPEBOMB_MODEL );		SetDetonateTimerLength( FLT_MAX );	}	else	{		SetModel( TF_WEAPON_PIPEGRENADE_MODEL );		SetDetonateTimerLength( TF_WEAPON_GRENADE_DETONATE_TIME );		SetTouch( &CTFGrenadePipebombProjectile::PipebombTouch );	}	BaseClass::Spawn();	m_bTouched = false;	m_flCreationTime = gpGlobals->curtime;	// We want to get touch functions called so we can damage enemy players	AddSolidFlags( FSOLID_TRIGGER );	m_flMinSleepTime = 0;}
开发者ID:hitmen047,项目名称:TF2HLCoop,代码行数:28,


示例2: GetModelName

//-----------------------------------------------------------------------------// Purpose: //-----------------------------------------------------------------------------void CPointCommentaryNode::Spawn( void ){	// No model specified?	char *szModel = (char *)STRING( GetModelName() );	if (!szModel || !*szModel)	{		szModel = "models/extras/info_speech.mdl";		SetModelName( AllocPooledString(szModel) );	}	Precache();	SetModel( szModel );	UTIL_SetSize( this, -Vector(16,16,16), Vector(16,16,16) );	SetSolid( SOLID_BBOX );	AddSolidFlags( FSOLID_CUSTOMRAYTEST | FSOLID_CUSTOMBOXTEST );	AddEffects( EF_NOSHADOW );	// Setup for animation	ResetSequence( LookupSequence("idle") );	SetThink( &CPointCommentaryNode::SpinThink );	SetNextThink( gpGlobals->curtime + 0.1f ); 	m_iNodeNumber = 0;	m_iNodeNumberMax = 0;	SetDisabled( m_bDisabled );}
开发者ID:Bubbasacs,项目名称:FinalProj,代码行数:30,


示例3: Precache

void CGrenadePathfollower::Spawn( void ){	Precache( );	// -------------------------	// Inert when first spawned	// -------------------------	SetSolid( SOLID_BBOX );	AddSolidFlags( FSOLID_NOT_SOLID );	SetMoveType( MOVETYPE_NONE );	AddFlag( FL_OBJECT );	// So can be shot down	AddEffects( EF_NODRAW );	UTIL_SetSize(this, Vector(0, 0, 0), Vector(0, 0, 0));	m_flDamage		= sk_dmg_pathfollower_grenade.GetFloat();	m_DmgRadius		= sk_pathfollower_grenade_radius.GetFloat();	m_takedamage	= DAMAGE_YES;	m_iHealth		= 200;	SetGravity( 0.00001 );	SetFriction( 0.8 );	SetSequence( 1 );}
开发者ID:0xFEEDC0DE64,项目名称:UltraGame,代码行数:25,


示例4: SetMoveType

//// Throw a chunk//void CGib::Spawn( const char *szGibModel ){	SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );	SetFriction(0.55); // deading the bounce a bit		// sometimes an entity inherits the edict from a former piece of glass,	// and will spawn using the same render FX or m_nRenderMode! bad!	SetRenderColorA( 255 );	m_nRenderMode = kRenderNormal;	m_nRenderFX = kRenderFxNone;		// hopefully this will fix the VELOCITY TOO LOW crap	m_takedamage = DAMAGE_EVENTS_ONLY;	SetSolid( SOLID_BBOX );	AddSolidFlags( FSOLID_NOT_STANDABLE );	SetCollisionGroup( COLLISION_GROUP_DEBRIS );	SetModel( szGibModel );#ifdef HL1_DLL	SetElasticity( 1.0 );	UTIL_SetSize( this, vec3_origin, vec3_origin );#endif//HL1_DLL	SetNextThink( gpGlobals->curtime + 4 );	m_lifeTime = 25;	SetTouch ( &CGib::BounceGibTouch );    m_bForceRemove = false;	m_material = matNone;	m_cBloodDecals = 5;// how many blood decals this gib can place (1 per bounce until none remain). }
开发者ID:Bubbasacs,项目名称:FinalProj,代码行数:37,


示例5: Spawn

//-----------------------------------------------------------------------------// Spawn//-----------------------------------------------------------------------------void CNPC_Mossman :: Spawn(){	Precache();	BaseClass::Spawn();	SetModel( "models/mossman.mdl" );	SetHullType(HULL_HUMAN);	SetHullSizeNormal();	SetSolid( SOLID_BBOX );	AddSolidFlags( FSOLID_NOT_STANDABLE );	SetMoveType( MOVETYPE_STEP );	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;		CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_OPEN_DOORS | bits_CAP_ANIMATEDFACE | bits_CAP_TURN_HEAD );	NPCInit();	Relink();}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:28,


示例6: Precache

//------------------------------------------------// Spawn//------------------------------------------------void CPropCannon::Spawn( void ){	Precache();	SetModel( STRING( GetModelName() ) );	SetCollisionGroup( COLLISION_GROUP_VEHICLE );	BaseClass::Spawn();	SetSolid( SOLID_BBOX );	AddSolidFlags( FSOLID_NOT_SOLID );	SetMoveType( MOVETYPE_NOCLIP );	m_takedamage = DAMAGE_EVENTS_ONLY;	m_takedamage = DAMAGE_EVENTS_ONLY;	m_flTurn = 0;	m_flExtension = 0;	m_flFlyTime = 0.0f;	m_flNextAttackTime = gpGlobals->curtime;	InitCannonSpeeds();		SetPoseParameter( "armextensionpose", m_flExtension );	CreateVPhysics();	SetNextThink( gpGlobals->curtime );}
开发者ID:Muini,项目名称:Nag-asw,代码行数:31,


示例7: SetPredictionEligible

// ----------------------------------------------------------------------------- //// CWeaponDODBase implementation. // ----------------------------------------------------------------------------- //CWeaponDODBase::CWeaponDODBase(){	SetPredictionEligible( true );	m_bInAttack = false;	m_iAltFireHint = 0;	AddSolidFlags( FSOLID_TRIGGER ); // Nothing collides with these but it gets touches.}
开发者ID:Axitonium,项目名称:SourceEngine2007,代码行数:10,


示例8: Precache

//------------------------------------------------// Spawn//------------------------------------------------void CPropCrane::Spawn( void ){    Precache();    SetModel( STRING( GetModelName() ) );    SetCollisionGroup( COLLISION_GROUP_VEHICLE );    BaseClass::Spawn();    SetSolid( SOLID_BBOX );    AddSolidFlags( FSOLID_NOT_SOLID );    SetMoveType( MOVETYPE_NOCLIP );    m_takedamage = DAMAGE_EVENTS_ONLY;    m_flTurn = 0;    m_flExtension = 0;    m_flNextDangerSoundTime = 0;    m_flNextCreakSound = 0;    m_flNextDropAllowedTime = 0;    m_flSlowRaiseTime = 0;    m_bDropping = false;    m_bMagnetOn = false;    InitCraneSpeeds();    SetPoseParameter( "armextensionpose", m_flExtension );    CreateVPhysics();    SetNextThink( gpGlobals->curtime );}
开发者ID:NEITMod,项目名称:HL2BM2,代码行数:32,


示例9: Precache

//-----------------------------------------------------------------------------// Purpose: //-----------------------------------------------------------------------------void CNPC_Bug_Warrior::Spawn( void ){	Precache();	SetModel( BUG_WARRIOR_MODEL );	SetHullType(HULL_WIDE_HUMAN);//HULL_WIDE_SHORT;	SetHullSizeNormal();	SetDefaultEyeOffset();	SetViewOffset( (WorldAlignMins() + WorldAlignMaxs()) * 0.5 );	// See from my center	SetDistLook( 1024.0 );		SetNavType(NAV_GROUND);	m_NPCState		= NPC_STATE_NONE;	SetBloodColor( BLOOD_COLOR_YELLOW );	m_iHealth		= npc_bug_warrior_health.GetFloat();	SetSolid( SOLID_BBOX );	AddSolidFlags( FSOLID_NOT_STANDABLE );	SetMoveType( MOVETYPE_STEP );	m_iszPatrolPathName = NULL_STRING;	// Only do this if a squadname appears in the entity	if ( m_SquadName != NULL_STRING )	{		CapabilitiesAdd( bits_CAP_SQUAD );	}	CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_INNATE_MELEE_ATTACK1 );	NPCInit();	BaseClass::Spawn();}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:38,


示例10: VPhysicsInitShadow

//-----------------------------------------------------------------------------bool CBaseDoor::CreateVPhysics( ){	if ( !FClassnameIs( this, "func_water" ) )	{		//normal door		// NOTE: Create this even when the door is not solid to support constraints.		VPhysicsInitShadow( false, false );	}	else	{		// special contents		AddSolidFlags( FSOLID_VOLUME_CONTENTS );		SETBITS( m_spawnflags, SF_DOOR_SILENT );	// water is silent for now		IPhysicsObject *pPhysics = VPhysicsInitShadow( false, false );		fluidparams_t fluid;				Assert( CollisionProp()->GetCollisionAngles() == vec3_angle );		fluid.damping = 0.01f;		fluid.surfacePlane[0] = 0;		fluid.surfacePlane[1] = 0;		fluid.surfacePlane[2] = 1;		fluid.surfacePlane[3] = CollisionProp()->GetCollisionOrigin().z + CollisionProp()->OBBMaxs().z - 1;		fluid.currentVelocity.Init(0,0,0);		fluid.torqueFactor = 0.1f;		fluid.viscosityFactor = 0.01f;		fluid.pGameData = static_cast<void *>(this);				//FIXME: Currently there's no way to specify that you want slime		fluid.contents = CONTENTS_WATER;				physenv->CreateFluidController( pPhysics, &fluid );	}	return true;}
开发者ID:KyleGospo,项目名称:City-17-Episode-One-Source,代码行数:36,


示例11: Precache

//-----------------------------------------------------------------------------// Purpose: This used to have something to do with bees flying, but //			now it only initializes moving furniture in scripted sequences//-----------------------------------------------------------------------------void CNPC_Furniture::Spawn( ){	Precache();		SetModel( STRING(GetModelName()) );	SetMoveType( MOVETYPE_STEP );	SetSolid( SOLID_BBOX );	// Our collision, if needed, will be done through bone followers	AddSolidFlags( FSOLID_NOT_SOLID );	SetBloodColor( DONT_BLEED );	m_iHealth = TOO_MUCH_HEALTH_TO_DIE; //wow	m_takedamage = DAMAGE_AIM;	SetSequence( 0 );	SetCycle( 0 );	SetNavType( NAV_FLY );	AddFlag( FL_FLY );	CapabilitiesAdd( bits_CAP_MOVE_FLY | bits_CAP_TURN_HEAD | bits_CAP_ANIMATEDFACE );	AddEFlags( EFL_NO_MEGAPHYSCANNON_RAGDOLL );//	pev->nextthink += 1.0;//	SetThink (WalkMonsterDelay);	ResetSequenceInfo( );	SetCycle( 0 );	NPCInit();	// Furniture needs to block LOS	SetBlocksLOS( true );}
开发者ID:Bubbasacs,项目名称:FinalProj,代码行数:38,


示例12: Precache

//-----------------------------------------------------------------------------// Spawn//-----------------------------------------------------------------------------void CNPC_GMan::Spawn(){	Precache();	BaseClass::Spawn();	SetModel( "models/gman.mdl" );	SetHullType(HULL_HUMAN);	SetHullSizeNormal();	SetSolid( SOLID_BBOX );	AddSolidFlags( FSOLID_NOT_STANDABLE );	SetMoveType( MOVETYPE_STEP );	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;	SetImpactEnergyScale( 0.0f ); // no physics damage on the gman		CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_OPEN_DOORS | bits_CAP_ANIMATEDFACE | bits_CAP_TURN_HEAD );	CapabilitiesAdd( bits_CAP_FRIENDLY_DMG_IMMUNE );	AddEFlags( EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL );	NPCInit();}
开发者ID:Muini,项目名称:Nag-asw,代码行数:29,


示例13: Precache

void CGEGrenade::Spawn( void ){	Precache();	BaseClass::Spawn();	SetModel( "models/weapons/grenade/w_grenade.mdl" );		// So NPC's can "see" us	AddFlag( FL_OBJECT );	m_takedamage	= DAMAGE_YES;	m_iHealth		= 1;	m_bHitSomething = false;	m_bDroppedOnDeath = false;	// Default Damages they should be modified by the thrower	SetDamage( 320 );	SetDamageRadius( 260 );	SetSize( -Vector(4,4,4), Vector(4,4,4) );	SetCollisionGroup( COLLISION_GROUP_MINE );		// Init our physics definition	VPhysicsInitNormal( SOLID_VPHYSICS, GetSolidFlags() | FSOLID_TRIGGER, false );	SetMoveType( MOVETYPE_VPHYSICS );	// Don't think until we have a time to think about!	SetThink( NULL );	// Bounce if we hit something!	SetTouch( &BaseClass::BounceTouch );	AddSolidFlags( FSOLID_NOT_STANDABLE );}
开发者ID:Entropy-Soldier,项目名称:ges-legacy-code,代码行数:33,


示例14: VPhysicsGetObject

void CStatueProp::Event_Killed( const CTakeDamageInfo &info ){	IPhysicsObject *pPhysics = VPhysicsGetObject();	if ( pPhysics && !pPhysics->IsMoveable() )	{		pPhysics->EnableMotion( true );		VPhysicsTakeDamage( info );	}		m_nShatterFlags = 0; // If you have some flags to network for the shatter effect, put them here!	m_vShatterPosition = info.GetDamagePosition();	m_vShatterForce = info.GetDamageForce();	m_bShatter = true;	// Skip over breaking code!	//Break( info.GetInflictor(), info );	//BaseClass::Event_Killed( info );	// FIXME: Short delay before we actually remove so that the client statue gets a network update before we need it	// This isn't a reliable way to do this and needs to be rethought.	AddSolidFlags( FSOLID_NOT_SOLID );	SetNextThink( gpGlobals->curtime + 0.2f );	SetThink( &CBaseEntity::SUB_Remove );}
开发者ID:BenLubar,项目名称:SwarmDirector2,代码行数:26,


示例15: Precache

//=========================================================// Spawn//=========================================================void CNPC_HAssassin::Spawn(){	Precache( );	SetModel( "models/hassassin.mdl");		SetHullType(HULL_HUMAN);	SetHullSizeNormal();	SetNavType ( NAV_GROUND );	SetSolid( SOLID_BBOX );	AddSolidFlags( FSOLID_NOT_STANDABLE );	SetMoveType( MOVETYPE_STEP );	m_bloodColor		= BLOOD_COLOR_RED;    ClearEffects();	m_iHealth			= sk_hassassin_health.GetFloat();	m_flFieldOfView		= VIEW_FIELD_WIDE; // indicates the width of this monster's forward view cone ( as a dotproduct result )	m_NPCState			= NPC_STATE_NONE;		m_HackedGunPos		= Vector( 0, 24, 48 );	m_iTargetRanderamt	= 20;	SetRenderColor( 255, 255, 255, 20 );	m_nRenderMode		= kRenderTransTexture;	CapabilitiesClear();	CapabilitiesAdd( bits_CAP_MOVE_GROUND );	CapabilitiesAdd( bits_CAP_INNATE_RANGE_ATTACK1 | bits_CAP_INNATE_RANGE_ATTACK2 | bits_CAP_INNATE_MELEE_ATTACK1 );	NPCInit();}
开发者ID:AgentAgrimar,项目名称:source-sdk-trilogy,代码行数:35,


示例16: Precache

//=========================================================// Spawn//=========================================================void CNPC_Bullsquid::Spawn(){	Precache( );	SetModel( "models/bullsquid.mdl");	SetHullType(HULL_WIDE_SHORT);	SetHullSizeNormal();	SetSolid( SOLID_BBOX );	AddSolidFlags( FSOLID_NOT_STANDABLE );	SetMoveType( MOVETYPE_STEP );	m_bloodColor		= BLOOD_COLOR_GREEN;		SetRenderColor( 255, 255, 255, 255 );		m_iHealth			= sk_bullsquid_health.GetFloat();	m_flFieldOfView		= 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result )	m_NPCState			= NPC_STATE_NONE;		CapabilitiesClear();	CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_INNATE_RANGE_ATTACK1 | bits_CAP_INNATE_MELEE_ATTACK1 | bits_CAP_INNATE_MELEE_ATTACK2 );		m_fCanThreatDisplay	= TRUE;	m_flNextSpitTime = gpGlobals->curtime;	NPCInit();	m_flDistTooFar		= 784;}
开发者ID:hitmen047,项目名称:TF2HLCoop,代码行数:32,


示例17: Precache

//=========================================================// Spawn//=========================================================void CNPC_Houndeye::Spawn(){	Precache( );	SetModel("models/houndeye.mdl");	SetHullType(HULL_WIDE_SHORT);	SetHullSizeNormal();	SetSolid( SOLID_BBOX );	AddSolidFlags( FSOLID_NOT_STANDABLE );	SetMoveType( MOVETYPE_STEP );	SetBloodColor( BLOOD_COLOR_YELLOW );	m_iHealth			= sk_Houndeye_health.GetFloat();	m_flFieldOfView		= 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result )	m_NPCState			= NPC_STATE_NONE;	m_fAsleep			= false; // everyone spawns awake	m_fDontBlink		= false;	CapabilitiesAdd( bits_CAP_SQUAD );	CapabilitiesAdd( bits_CAP_MOVE_GROUND );	CapabilitiesAdd( bits_CAP_INNATE_RANGE_ATTACK1 );	CapabilitiesAdd( bits_CAP_TURN_HEAD );	m_flNextSecondaryAttack = 0;	m_bLoopClockwise		= random->RandomInt(0,1) ? true : false;	SetCollisionGroup( HL2COLLISION_GROUP_HOUNDEYE ); 	NPCInit();}
开发者ID:RaraFolf,项目名称:FIREFIGHT-RELOADED-src-sdk-2013,代码行数:32,


示例18: SetMoveType

void CBasePlayer::SharedSpawn(){	SetMoveType( MOVETYPE_WALK );	SetSolid( SOLID_BBOX );	AddSolidFlags( FSOLID_NOT_STANDABLE );	SetFriction( 1.0f );	pl.deadflag	= false;	m_lifeState	= LIFE_ALIVE;	m_iHealth = 100;	m_takedamage		= DAMAGE_YES;	m_Local.m_bDrawViewmodel = true;	m_Local.m_flStepSize = sv_stepsize.GetFloat();	m_Local.m_bAllowAutoMovement = true;	m_nRenderFX = kRenderFxNone;	m_flNextAttack	= gpGlobals->curtime;	m_flMaxspeed		= 0.0f;	MDLCACHE_CRITICAL_SECTION();	SetSequence( SelectWeightedSequence( ACT_IDLE ) );	if ( GetFlags() & FL_DUCKING ) 		SetCollisionBounds( VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX );	else		SetCollisionBounds( VEC_HULL_MIN, VEC_HULL_MAX );	// dont let uninitialized value here hurt the player	m_Local.m_flFallVelocity = 0;	SetBloodColor( BLOOD_COLOR_RED );}
开发者ID:kbeirne,项目名称:SourceEngineBlink,代码行数:33,


示例19: GetTeamNumber

//-----------------------------------------------------------------------------// Purpose: Initializes the control zone//			Records who was the original controlling team (for control locking)//-----------------------------------------------------------------------------void CControlZone::Spawn( void ){	// set the starting controlling team	m_ControllingTeam.Set( GetTeamNumber(), this, this );	// remember who the original controlling team was (for control locking)	m_iDefendingTeam = GetTeamNumber();	// Solid	SetSolid( SOLID_BSP );	AddSolidFlags( FSOLID_TRIGGER );	SetMoveType( MOVETYPE_NONE );	SetModel( STRING( GetModelName() ) );    // set size and link into world	// TF2 rules	m_flTimeTillContested = 10.0;	// Go to contested 10 seconds after enemies enter the zone	m_flTimeTillCaptured = 5.0;		// Go to captured state as soon as only one team holds the zone		if ( m_nZoneNumber == 0 )	{		Warning( "Warning, trigger_controlzone without Zone Number set/n" );	}	m_ZonePlayerList.Purge();}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:29,


示例20: Precache

//-----------------------------------------------------------------------------//-----------------------------------------------------------------------------void CWeaponStunStick::Spawn(){	Precache();	BaseClass::Spawn();	AddSolidFlags( FSOLID_NOT_STANDABLE );}
开发者ID:Entropy-Soldier,项目名称:ges-legacy-code,代码行数:9,


示例21: GetModelName

//-----------------------------------------------------------------------------// Spawn//-----------------------------------------------------------------------------void CNPC_Kleiner::Spawn(){	// Allow custom model usage (mostly for monitors)	char *szModel = (char *)STRING( GetModelName() );	if (!szModel || !*szModel)	{		szModel = "models/kleiner.mdl";		SetModelName( AllocPooledString(szModel) );	}	Precache();	SetModel( szModel );	BaseClass::Spawn();	SetHullType(HULL_HUMAN);	SetHullSizeNormal();	SetSolid( SOLID_BBOX );	AddSolidFlags( FSOLID_NOT_STANDABLE );	SetMoveType( MOVETYPE_STEP );	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;		CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_OPEN_DOORS | bits_CAP_ANIMATEDFACE | bits_CAP_TURN_HEAD );	CapabilitiesAdd( bits_CAP_FRIENDLY_DMG_IMMUNE );	AddEFlags( EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL | EFL_NO_PHYSCANNON_INTERACTION );	NPCInit();}
开发者ID:Muini,项目名称:Nag-asw,代码行数:36,


示例22: GetSolidFlags

bool CItem::CreateItemVPhysicsObject( void ){	// Create the object in the physics system	int nSolidFlags = GetSolidFlags() | FSOLID_NOT_STANDABLE;	if ( !m_bActivateWhenAtRest )	{		nSolidFlags |= FSOLID_TRIGGER;	}	if ( VPhysicsInitNormal( SOLID_VPHYSICS, nSolidFlags, false ) == NULL )	{		SetSolid( SOLID_BBOX );		AddSolidFlags( nSolidFlags );		// If it's not physical, drop it to the floor		if (UTIL_DropToFloor(this, MASK_SOLID) == 0)		{			Warning( "Item %s fell out of level at %f,%f,%f/n", GetClassname(), GetAbsOrigin().x, GetAbsOrigin().y, GetAbsOrigin().z);			UTIL_Remove( this );			return false;		}	}	return true;}
开发者ID:Denzeriko,项目名称:hl2-mod,代码行数:25,


示例23: Precache

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