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自学教程:C++ BALANCE_VAR函数代码示例

51自学网 2021-06-01 19:48:55
  C++
这篇教程C++ BALANCE_VAR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BALANCE_VAR函数的典型用法代码示例。如果您正苦于以下问题:C++ BALANCE_VAR函数的具体用法?C++ BALANCE_VAR怎么用?C++ BALANCE_VAR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BALANCE_VAR函数的12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: STRING

int AvHMine::GetItemInfo(ItemInfo *p) const{	p->iSlot = AVH_FIFTH_SLOT;	p->iPosition = 1;	p->pszName = STRING(pev->classname);	p->pszAmmo1 = "MineAmmo";	p->iMaxAmmo1 = 0;//BALANCE_VAR(kMineMaxAmmo);	p->pszAmmo2 = NULL;	p->iMaxAmmo2 = BALANCE_VAR(kMineDamage);	p->iMaxClip = BALANCE_VAR(kMineMaxAmmo);	p->iFlags = ITEM_FLAG_NOAUTOSWITCHEMPTY;//ITEM_FLAG_LIMITINWORLD | ITEM_FLAG_EXHAUSTIBLE;	p->iId = AVH_WEAPON_MINE;	p->iWeight = kDefaultTertiaryWeaponWeight;//	p->pszName = STRING(pev->classname);//	p->pszAmmo1 = "MineAmmo";//	p->iMaxAmmo1 = kMineMaxAmmo;//	p->pszAmmo2 = NULL;//	p->iMaxAmmo2 = -1;//	p->iMaxClip = WEAPON_NOCLIP;//	p->iFlags = ITEM_FLAG_LIMITINWORLD | ITEM_FLAG_EXHAUSTIBLE;//	p->iId = m_iId = AVH_WEAPON_MINE;//	p->iWeight = 5;		return 1;}
开发者ID:tschumann,项目名称:naturalselection,代码行数:27,


示例2: AvHMUUpdateAlienEnergy

void AvHMUUpdateAlienEnergy(float inTimePassed, int inUser3, int inUser4, float& ioFuser){	if(	(inUser3 == AVH_USER3_ALIEN_PLAYER1) ||		(inUser3 == AVH_USER3_ALIEN_PLAYER2) ||		(inUser3 == AVH_USER3_ALIEN_PLAYER3) ||		(inUser3 == AVH_USER3_ALIEN_PLAYER4) ||		(inUser3 == AVH_USER3_ALIEN_PLAYER5) ||		(inUser3 == AVH_USER3_ALIEN_PLAYER6))	{		if(!GetHasUpgrade(inUser4, MASK_PLAYER_STUNNED))		{			// Percentage (0-1) per second			float theAlienEnergyRate = (float)BALANCE_VAR(kAlienEnergyRate);			//float kFadeChargingDeplectionRate = -2.8f*kAlienEnergyRate;			float kChargingDepletionRate = -BALANCE_VAR(kChargingEnergyScalar)*theAlienEnergyRate;			const float kMultiplier = GetHasUpgrade(inUser4, MASK_BUFFED) ? (1.0f + BALANCE_VAR(kPrimalScreamEnergyFactor)) : 1.0f;			float theEnergyRate = theAlienEnergyRate*kMultiplier;			float theUpgradeFactor = 1.0f;			int theNumLevels = AvHGetAlienUpgradeLevel(inUser4, MASK_UPGRADE_5);			if(theNumLevels > 0)			{				theUpgradeFactor += theNumLevels*BALANCE_VAR(kAdrenalineEnergyPercentPerLevel);			}			float theCurrentEnergy = ioFuser/kNormalizationNetworkFactor;						float theNewEnergy = theCurrentEnergy + inTimePassed*theAlienEnergyRate*theUpgradeFactor;//			// If we're charging, reduce energy//			// Removed: Charge only reduces energy when active//			if(GetHasUpgrade(inUser4, MASK_ALIEN_MOVEMENT))//			{//				if(inUser3 == AVH_USER3_ALIEN_PLAYER4)//				{//					theNewEnergy += inTimePassed*kFadeChargingDeplectionRate;//				}//				else//				{//					theNewEnergy += inTimePassed*kChargingDepletionRate;//				}//			}						theNewEnergy = min(max(theNewEnergy, 0.0f), 1.0f);						ioFuser = theNewEnergy*kNormalizationNetworkFactor;		}	}}
开发者ID:Bacsu,项目名称:NS,代码行数:51,


示例3: SetUse

void AvHMovementChamber::EnergyAliensThink(){	// Don't teleport until it's "warmed up"	SetUse(&AvHMovementChamber::TeleportUse);	// Loop through all players	CBaseEntity* theBaseEntity = NULL;	int theNumEntsProcessed = 0;		while(((theBaseEntity = UTIL_FindEntityInSphere(theBaseEntity, this->pev->origin, BALANCE_VAR(kMovementChamberEnergyRange))) != NULL) && (theNumEntsProcessed < BALANCE_VAR(kAlienChamberMaxPlayers)))	{		if(theBaseEntity->pev->team == this->pev->team)		{			float theEnergizeAmount = BALANCE_VAR(kMovementChamberEnergyAmount);			AvHBaseBuildable* theBuildable = dynamic_cast<AvHBaseBuildable*>(theBaseEntity);			AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(theBaseEntity);			if(thePlayer && thePlayer->IsAlive())			{				if(thePlayer->Energize(theEnergizeAmount))				{					theNumEntsProcessed++;				}			}			// Energize alien buildables//			else if(theBuildable)//			{//				if(theBuildable->Energize(theEnergizeAmount))//				{//					theNumEntsProcessed++;//				}//			}		}	}	// Play an animation (spin the arms if energizing)	int theIdle = this->GetIdle2Animation();	// Play sound	if(theNumEntsProcessed > 0)	{		EMIT_SOUND(this->edict(), CHAN_AUTO, kAlienEnergySound, 1.0f, ATTN_NORM);		theIdle = this->GetIdle1Animation();	}	this->PlayAnimationAtIndex(theIdle);		// Set next think	this->pev->nextthink = gpGlobals->time + BALANCE_VAR(kMovementChamberThinkInterval);}
开发者ID:Arkshine,项目名称:NS,代码行数:50,


示例4: SetThink

void AvHDefenseChamber::SetHasBeenBuilt(){	AvHAlienUpgradeBuilding::SetHasBeenBuilt();		SetThink(&AvHDefenseChamber::RegenAliensThink);	this->pev->nextthink = gpGlobals->time + BALANCE_VAR(kDefenseChamberThinkInterval);}
开发者ID:Arkshine,项目名称:NS,代码行数:7,


示例5: Precache

void AvHPistol::Spawn(){    AvHMarineWeapon::Spawn();	Precache();	this->m_iId = AVH_WEAPON_PISTOL;	this->m_iDefaultAmmo = BALANCE_VAR(kHGMaxClip)*(BALANCE_VAR(kMarineSpawnClips) + 1);    // Set our class name	this->pev->classname = MAKE_STRING(kwsPistol);	SET_MODEL(ENT(this->pev), kHGWModel);	FallInit();// get ready to fall down.}
开发者ID:tschumann,项目名称:naturalselection,代码行数:16,


示例6: BALANCE_VAR

void AvHBaseBuildable::RecycleComplete(){	// Look at whether it has been built and health to determine how many points to give back	float thePercentage = BALANCE_VAR(kRecycleResourcePercentage);	if(!this->GetIsBuilt())	{		thePercentage = .8f;	}	// Make sure the building is still alive, can't get points back if it's dead	if(this->pev->health <= 0)	{		thePercentage = 0.0f;	}	// Look up team	AvHTeam* theTeam = GetGameRules()->GetTeam((AvHTeamNumber)this->pev->team);	if(theTeam)	{		bool theIsEnergyTech = AvHSHUGetDoesTechCostEnergy(this->mMessageID);		ASSERT(!theIsEnergyTech);		float thePointsBack = GetGameRules()->GetCostForMessageID(this->mMessageID)*thePercentage;		theTeam->SetTeamResources(theTeam->GetTeamResources() + thePointsBack);        // Play "+ resources" event        AvHSUPlayNumericEventAboveStructure(thePointsBack, this);		// puzl: 980		// Less smoke and more sparks  for recycled buildings		this->Killed(this->pev, GIB_RECYCLED);		// :puzl	}}
开发者ID:Arkshine,项目名称:NS,代码行数:35,


示例7: Regenerate

bool AvHBaseBuildable::Regenerate(float inRegenerationAmount, bool inPlaySound, bool dcHealing){	bool theDidHeal = false;	if ( gpGlobals->time > this->mTimeOfLastDCRegeneration + BALANCE_VAR(kDefenseChamberThinkInterval) - 0.05f || (dcHealing == false)) {		if ( dcHealing )			this->mTimeOfLastDCRegeneration = gpGlobals->time;		float theMaxHealth = this->mBaseHealth;		if(!this->GetIsBuilt())		{			float theNormalizedBuildPercentage = this->GetNormalizedBuildPercentage();			theMaxHealth = (kBaseHealthPercentage + theNormalizedBuildPercentage*(1.0f - kBaseHealthPercentage))*this->mBaseHealth;		}		// If we aren't at full health, heal health		if(this->pev->health < theMaxHealth)		{			this->pev->health = min(theMaxHealth, this->pev->health + inRegenerationAmount);			this->HealthChanged();			theDidHeal = true;		}				// Play regen event		if(theDidHeal)		{			if(inPlaySound)			{				// Play regeneration event				PLAYBACK_EVENT_FULL(0, this->edict(), gRegenerationEventID, 0, this->pev->origin, (float *)&g_vecZero, 1.0f, 0.0, /*theWeaponIndex*/ 0, 0, 0, 0 );			}		}	}	return theDidHeal;}
开发者ID:Arkshine,项目名称:NS,代码行数:35,


示例8: while

void AvHDefenseChamber::RegenAliensThink(){	// Loop through all players	CBaseEntity* theBaseEntity = NULL;	int theNumEntsHealed = 0;		while(((theBaseEntity = UTIL_FindEntityInSphere(theBaseEntity, this->pev->origin, BALANCE_VAR(kDefensiveChamberHealRange))) != NULL) && (theNumEntsHealed < BALANCE_VAR(kAlienChamberMaxPlayers)))	{		if(theBaseEntity->pev->team == this->pev->team)		{			AvHBaseBuildable* theBuildable = dynamic_cast<AvHBaseBuildable*>(theBaseEntity);			AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(theBaseEntity);			float thePercent=BALANCE_VAR(kDefensiveChamberRegenPercent)/100.0f;			float amount=BALANCE_VAR(kDefensiveChamberRegenAmount) + (theBaseEntity->pev->max_health*thePercent);			if(thePlayer && thePlayer->IsAlive())			{				if(thePlayer->Heal(amount, true, true))				{					theNumEntsHealed++;				}			}			else if(theBuildable && theBuildable->GetIsBuilt() && (theBuildable != this))			{				if(theBuildable->Regenerate(amount, true, true))				{					theNumEntsHealed++;				}			}		}	}		// Set next think	this->pev->nextthink = gpGlobals->time + BALANCE_VAR(kDefenseChamberThinkInterval);		// Play a random idle animation	int theIdle = this->GetIdle1Animation();		if(RANDOM_LONG(0, 1))	{		theIdle = this->GetIdle2Animation();	}		this->PlayAnimationAtIndex(theIdle);}
开发者ID:Arkshine,项目名称:NS,代码行数:44,


示例9: BALANCE_VAR

void AvHHive::ProcessHealing(){	// Regenerate nearby friendly aliens	CBaseEntity* theEntity = NULL;	const int theHiveHealRadius = BALANCE_VAR(kHiveHealRadius);	while((theEntity = UTIL_FindEntityInSphere(theEntity, this->pev->origin, theHiveHealRadius)) != NULL)	{		AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(theEntity);		if(thePlayer)		{			if(thePlayer->GetIsRelevant() && (thePlayer->GetTeam() == this->GetTeamNumber()) && !thePlayer->GetIsBeingDigested())			{                // Hive heals percentage of player health                float theRegenPercentage = BALANCE_VAR(kHiveRegenerationPercentage);                int theMaxHealth = AvHPlayerUpgrade::GetMaxHealth(thePlayer->pev->iuser4, (AvHUser3)thePlayer->pev->iuser3, thePlayer->GetExperienceLevel());                float theRegenAmount = (theRegenPercentage*theMaxHealth);                thePlayer->Heal(theRegenAmount, true);			}		}	}		// Regenerate self	bool theDidHeal = false;		// If we aren't at full health, heal health	if(this->pev->health < this->mMaxHitPoints)	{        float theHiveRegenAmount = BALANCE_VAR(kHiveRegenerationAmount);        float theCombatModeScalar = /*GetGameRules()->GetIsCombatMode() ? (1.0f/BALANCE_VAR(kCombatModeTimeScalar)) :*/ 1.0f;		this->pev->health = min((float)this->mMaxHitPoints, this->pev->health + theHiveRegenAmount*theCombatModeScalar);		theDidHeal = true;	}		// Play regen event	if(theDidHeal)	{		// Play regeneration event		PLAYBACK_EVENT_FULL(0, this->edict(), gRegenerationEventID, 0, this->pev->origin, (float *)&g_vecZero, 1.0f, 0.0, /*theWeaponIndex*/ 0, 0, 0, 0 );	}}
开发者ID:Arkshine,项目名称:NS,代码行数:42,


示例10: BALANCE_VAR

float AvHMarineWeapon::ComputeAttackInterval() const{    float theROF = this->GetRateOfFire();    int theUser4 = this->m_pPlayer->pev->iuser4;    // Speed attack if in range of primal scream    if(GetHasUpgrade(theUser4, MASK_BUFFED))    {        float theCatalystROFFactor = 1.0f + BALANCE_VAR(kCatalystROFFactor);        theROF /= theCatalystROFFactor;    }    return theROF;}
开发者ID:Arkshine,项目名称:NS,代码行数:16,


示例11: ASSERT

void AvHSonicGun::FireProjectiles(void){	Vector vecSrc	 = m_pPlayer->GetGunPosition( );	Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );		ASSERT(this->m_iPrimaryAmmoType >= 0);	//int theNumBullets = min(kSGBulletsPerShot, this->m_iClientClip);	float theDamageMultiplier;	AvHPlayerUpgrade::GetWeaponUpgrade(this->m_pPlayer->pev->iuser3, this->m_pPlayer->pev->iuser4, &theDamageMultiplier);	float theDamage = this->mDamage*theDamageMultiplier;	    // Fire the bullets and apply damage	//this->m_pPlayer->FireBullets(kSGBulletsPerShot, vecSrc, vecAiming, this->GetProjectileSpread(), this->mRange, 0, 0, theDamage);	this->m_pPlayer->FireBulletsPlayer(BALANCE_VAR(kSGBulletsPerShot), vecSrc, vecAiming, this->GetProjectileSpread(), this->mRange, BULLET_PLAYER_BUCKSHOT, 0, theDamage, 0, this->m_pPlayer->random_seed);}
开发者ID:tschumann,项目名称:naturalselection,代码行数:16,


示例12: BALANCE_VAR

char* AvHAlienResourceTower::GetActiveSoundList() const{	char* theActiveSoundList = NULL;	// Don't play active sounds until kAlienResourceTowerSoundDelayTime seconds have passed, to prevent marines from knowing where aliens start	int theTimeToWaitBeforeSounds = BALANCE_VAR(kAlienResourceTowerSoundDelayTime);	int theGameTime = GetGameRules()->GetGameTime();	if((theGameTime > 0) && (theGameTime >= theTimeToWaitBeforeSounds))	{		theActiveSoundList = kAlienResourceTowerSoundList;	}	else	{		int a = 0;	}	return theActiveSoundList;}
开发者ID:Arkshine,项目名称:NS,代码行数:18,



注:本文中的BALANCE_VAR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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