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自学教程:C++ BecomeActive函数代码示例

51自学网 2021-06-01 19:54:50
  C++
这篇教程C++ BecomeActive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BecomeActive函数的典型用法代码示例。如果您正苦于以下问题:C++ BecomeActive函数的具体用法?C++ BecomeActive怎么用?C++ BecomeActive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BecomeActive函数的28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: RemoveShard

/*================idBrittleFracture::Think================*/void idBrittleFracture::Think( void ) {	int i, startTime, endTime, droppedTime;	shard_t *shard;	bool atRest = true, fading = false;	// remove overdue shards	for( i = 0; i < shards.Num(); i++ ) {		droppedTime = shards[i]->droppedTime;		if( droppedTime != -1 ) {			if( gameLocal.time - droppedTime > SHARD_ALIVE_TIME ) {				RemoveShard( i );				i--;			}			fading = true;		}	}	// remove the entity when nothing is visible	if( !shards.Num() ) {		PostEventMS( &EV_Remove, 0 );		return;	}	if( thinkFlags & TH_PHYSICS ) {		startTime = gameLocal.previousTime;		endTime = gameLocal.time;		// run physics on shards		for( i = 0; i < shards.Num(); i++ ) {			shard = shards[i];			if( shard->droppedTime == -1 ) {				continue;			}			shard->physicsObj.Evaluate( endTime - startTime, endTime );			if( !shard->physicsObj.IsAtRest() ) {				atRest = false;			}		}		if( atRest ) {			BecomeInactive( TH_PHYSICS );		} else {			BecomeActive( TH_PHYSICS );		}	}	if( !atRest || bounds.IsCleared() ) {		bounds.Clear();		for( i = 0; i < shards.Num(); i++ ) {			bounds.AddBounds( shards[i]->clipModel->GetAbsBounds() );		}	}	if( fading ) {		BecomeActive( TH_UPDATEVISUALS | TH_THINK );	} else {		BecomeInactive( TH_THINK );	}	RunPhysics();	Present();}
开发者ID:SL987654,项目名称:The-Darkmod-Experimental,代码行数:59,


示例2: InitCollisionInfo

END_CLASS/*=================hhProjectileCrawlerGrenade::Spawn=================*/void hhProjectileCrawlerGrenade::Spawn() {	modelScale.Init( gameLocal.time, 0, 1.0f, 1.0f );	modelProxy = NULL;	InitCollisionInfo();	//doesn't matter for single player, only for network logic -rww	modelProxyCopyDone = false;	if( !gameLocal.isClient ) {		SpawnModelProxy();	}	BecomeActive( TH_TICKER );	if (gameLocal.isClient)	{ //rww - do this right away on the client		//Get rid of our model.  The modelProxy is our model now.		SetModel( "" );	}	//rww - allow events on client	fl.clientEvents = true;}
开发者ID:mrwonko,项目名称:preymotionmod,代码行数:31,


示例3: switch

//--------------------------------// hhProxDoor::SetDoorState//--------------------------------void hhProxDoor::SetDoorState( EProxState doorState ) {	int i;	//HUMANHEAD PCF mdl 04/27/06 - Don't allow locked doors to become active	if ( doorLocked && doorState == PROXSTATE_Active ) {		return;	}	switch( doorState ) {		case PROXSTATE_Active:			BecomeActive( TH_TICKER );			CancelEvents( &EV_PollForExit );			PostEventMS( &EV_PollForExit, 500 );			OpenPortal();			break;		case PROXSTATE_GoingInactive:			break;		case PROXSTATE_Inactive:			// Guarantee the door is closed			for( i = 0; i < doorPieces.Num(); i++ ) {				if (doorPieces[i].IsValid()) {					doorPieces[ i ]->SetProximity( 0.0 );				}			}			ClosePortal();			CancelEvents( &EV_PollForExit );			BecomeInactive( TH_TICKER );			break;	}	proxState = doorState;}
开发者ID:mrwonko,项目名称:preymotionmod,代码行数:37,


示例4: BecomeActive

void idWorldManager::Spawn( void ){	int i;	for (i = 0; i < 3; i++)	{		idDict args;		records[i].index = 0;		records[i].playing = false;		records[i].completed = false;				args.Clear();		args.Set( "model", "models/monster_npc/tris.ase" );		args.SetInt( "solid", 0 );		args.Set("skin", "skins/npc/ghost2");		records[i].ghost = ( idMover * )gameLocal.SpawnEntityType( idMover::Type, &args );		records[i].ghost->Hide();		recordlines[i].lines.Clear();	}	lastPosition = vec3_zero;	lastAngle = 0;	nextRecordtime = 0;	recordStarttime = 0;	index = 0;	state = OFF;	BecomeActive( TH_THINK );}
开发者ID:tankorsmash,项目名称:quadcow,代码行数:29,


示例5: at

/*================idSound::Spawn================*/void idSound::Spawn( void ){	spawnArgs.GetVector( "move", "0 0 0", shakeTranslate );	spawnArgs.GetAngles( "rotate", "0 0 0", shakeRotate );	spawnArgs.GetFloat( "random", "0", random );	spawnArgs.GetFloat( "wait", "0", wait );		if( ( wait > 0.0f ) && ( random >= wait ) )	{		random = wait - 0.001;		gameLocal.DWarning( "speaker '%s' at (%s) has random >= wait", name.c_str(), GetPhysics()->GetOrigin().ToString( 0 ) );	}		soundVol		= 0.0f;	lastSoundVol	= 0.0f;		if( ( shakeRotate != ang_zero ) || ( shakeTranslate != vec3_zero ) )	{		BecomeActive( TH_THINK );	}		if( !refSound.waitfortrigger && ( wait > 0.0f ) )	{		timerOn = true;		PostEventSec( &EV_Speaker_Timer, wait + gameLocal.random.CRandomFloat() * random );	}	else	{		timerOn = false;	}}
开发者ID:revelator,项目名称:MHDoom,代码行数:36,


示例6: memset

/*================idExplodingBarrel::AddLight================*/void idExplodingBarrel::AddLight( const char *name, bool burn ) {	if ( lightHandle >= 0 ){		gameRenderWorld->FreeLightDef( lightHandle );	}	memset( &light, 0, sizeof ( light ) );	light.axis = mat3_identity;	light.lightRadius.x = spawnArgs.GetFloat( "light_radius" );	light.lightRadius.y = light.lightRadius.z = light.lightRadius.x;	light.origin = physicsObj.GetOrigin();	light.origin.z += 128;	light.pointLight = true;// RAVEN BEGIN// dluetscher: added detail levels to render lights	light.detailLevel = DEFAULT_LIGHT_DETAIL_LEVEL;// dluetscher: made sure that barrels are set to no shadows	light.noShadows = true;// RAVEN END	light.shader = declManager->FindMaterial( name );	light.shaderParms[ SHADERPARM_RED ] = 2.0f;	light.shaderParms[ SHADERPARM_GREEN ] = 2.0f;	light.shaderParms[ SHADERPARM_BLUE ] = 2.0f;	light.shaderParms[ SHADERPARM_ALPHA ] = 2.0f;	lightHandle = gameRenderWorld->AddLightDef( &light );	lightTime = gameLocal.time;	BecomeActive( TH_THINK );}
开发者ID:ET-NiK,项目名称:amxxgroup,代码行数:31,


示例7: idClipModel

void rvVehicleSpline::Spawn ( void ) {	physicsObj.SetSelf( this );	physicsObj.SetClipModel( new idClipModel(GetPhysics()->GetClipModel()), 1.0f );	physicsObj.SetContents( CONTENTS_SOLID );	physicsObj.SetClipMask( 0 );	physicsObj.SetLinearVelocity( GetPhysics()->GetLinearVelocity() );	physicsObj.SetLinearAcceleration( spawnArgs.GetFloat( "accel", "200" ) );	physicsObj.SetLinearDeceleration( spawnArgs.GetFloat( "decel", "200" ) );	viewAxis		= idAngles( 0, spawnArgs.GetFloat( "angle" ) , 0 ).ToMat3();	physicsObj.SetAxis( GetPhysics()->GetAxis() * viewAxis );	physicsObj.SetOrigin( GetPhysics()->GetOrigin() );	SetPhysics( &physicsObj );	BecomeActive( TH_THINK );	accelWithStrafe	= Sign( spawnArgs.GetFloat("accel_strafe") );	idealSpeed		= spawnArgs.GetFloat( "speed", "200" );	PostEventMS( &EV_PostSpawn, 0 );}
开发者ID:AliKalkandelen,项目名称:quake4,代码行数:25,


示例8: GetPhysics

/*================rvVehicleAnimated::Spawn================*/void rvVehicleAnimated::Spawn( void ) {	turnRate   = spawnArgs.GetFloat ( "turnRate", "90" );	viewAngles = GetPhysics()->GetAxis ( ).ToAngles ( );	viewAxis   = viewAngles.ToMat3();	// Initialize the physics object	physicsObj.SetSelf( this );	physicsObj.SetClipModel( new idClipModel( GetPhysics()->GetClipModel() ), 1.0f );	physicsObj.SetContents( CONTENTS_BODY );	physicsObj.SetClipMask( MASK_PLAYERSOLID|CONTENTS_VEHICLECLIP );	physicsObj.SetMaxStepHeight( spawnArgs.GetFloat ( "stepheight", "14" ) );	// Start just a tad above the floor	physicsObj.SetOrigin( GetPhysics()->GetOrigin() + idVec3( 0, 0, CM_CLIP_EPSILON ) );	physicsObj.SetMass( spawnArgs.GetFloat( "mass", "100" ) );	physicsObj.SetDelta( vec3_origin );	// Gravity	idVec3 gravity = spawnArgs.GetVector( "gravityDir", "0 0 -1" );	gravity *= g_gravity.GetFloat ( );	physicsObj.SetGravity( gravity );	SetPhysics( &physicsObj );	animator.RemoveOriginOffset( true );			additionalDelta.Zero();	BecomeActive( TH_THINK );		}
开发者ID:AliKalkandelen,项目名称:quake4,代码行数:35,


示例9: BecomeActive

/*================idTarget_FadeEntity::Event_Activate================*/void idTarget_FadeEntity::Event_Activate( idEntity *activator ){	idEntity *ent;	int i;		if( !targets.Num() )	{		return;	}		// always allow during cinematics	cinematic = true;	BecomeActive( TH_THINK );		ent = this;	for( i = 0; i < targets.Num(); i++ )	{		ent = targets[ i ].GetEntity();		if( ent )		{			ent->GetColor( fadeFrom );			break;		}	}		fadeStart = gameLocal.time;	fadeEnd = gameLocal.time + SEC2MS( spawnArgs.GetFloat( "fadetime" ) );}
开发者ID:revelator,项目名称:MHDoom,代码行数:33,


示例10: BecomeActive

/*================idBrittleFracture::DropShard================*/void idBrittleFracture::DropShard( shard_t* shard, const idVec3& point, const idVec3& dir, const float impulse, const int time ){	int i, j, clipModelId;	float dist, f;	idVec3 dir2, origin;	idMat3 axis;	shard_t* neighbour;		// don't display decals on dropped shards	shard->decals.DeleteContents( true );		// remove neighbour pointers of neighbours pointing to this shard	for( i = 0; i < shard->neighbours.Num(); i++ )	{		neighbour = shard->neighbours[i];		for( j = 0; j < neighbour->neighbours.Num(); j++ )		{			if( neighbour->neighbours[j] == shard )			{				neighbour->neighbours.RemoveIndex( j );				break;			}		}	}		// remove neighbour pointers	shard->neighbours.Clear();		// remove the clip model from the static physics object	clipModelId = shard->clipModel->GetId();	physicsObj.SetClipModel( NULL, 1.0f, clipModelId, false );		origin = shard->clipModel->GetOrigin();	axis = shard->clipModel->GetAxis();		// set the dropped time for fading	shard->droppedTime = time;		dir2 = origin - point;	dist = dir2.Normalize();	f = dist > maxShatterRadius ? 1.0f : idMath::Sqrt( idMath::Fabs( dist - minShatterRadius ) ) * ( 1.0f / idMath::Sqrt( idMath::Fabs( maxShatterRadius - minShatterRadius ) ) );		// setup the physics	shard->physicsObj.SetSelf( this );	shard->physicsObj.SetClipModel( shard->clipModel, density );	shard->physicsObj.SetMass( shardMass );	shard->physicsObj.SetOrigin( origin );	shard->physicsObj.SetAxis( axis );	shard->physicsObj.SetBouncyness( bouncyness );	shard->physicsObj.SetFriction( 0.6f, 0.6f, friction );	shard->physicsObj.SetGravity( gameLocal.GetGravity() );	shard->physicsObj.SetContents( CONTENTS_RENDERMODEL );	shard->physicsObj.SetClipMask( MASK_SOLID | CONTENTS_MOVEABLECLIP );	shard->physicsObj.ApplyImpulse( 0, origin, impulse * linearVelocityScale * dir );	shard->physicsObj.SetAngularVelocity( dir.Cross( dir2 ) * ( f * angularVelocityScale ) );		shard->clipModel->SetId( clipModelId );		BecomeActive( TH_PHYSICS );}
开发者ID:dcahrakos,项目名称:RBDOOM-3-BFG,代码行数:65,


示例11: BecomeActive

/*===============tdmFuncShooter::Spawn===============*/void tdmFuncShooter::Spawn() {	_active = !spawnArgs.GetBool( "start_off" );	_lastFireTime = 0;	_fireInterval = spawnArgs.GetInt( "fire_interval", "-1" );	_fireIntervalFuzzyness = spawnArgs.GetInt( "fire_interval_fuzzyness", "0" );	_startDelay = spawnArgs.GetInt( "start_delay", "0" );	idStr reqStimStr = spawnArgs.GetString( "required_stim" );	if( !reqStimStr.IsEmpty() ) {		_requiredStim = CStimResponse::GetStimType( reqStimStr );		_requiredStimTimeOut = spawnArgs.GetInt( "required_stim_timeout", "5000" );	}	_triggerRequired = spawnArgs.GetBool( "required_trigger" );	_triggerTimeOut = spawnArgs.GetInt( "required_trigger_timeout", "4000" );	_ammo = spawnArgs.GetInt( "ammo", "-1" );	_useAmmo = ( _ammo != -1 );	if( _active && _fireInterval > 0 ) {		BecomeActive( TH_THINK );		setupNextFireTime();		_nextFireTime += _startDelay;		// Set the end time if we have a positive lifetime		int maxLifeTime = spawnArgs.GetInt( "max_lifetime", "-1" );		if( maxLifeTime > 0 ) {			_endTime = gameLocal.time + SEC2MS( maxLifeTime );		}	}	// Always react to stims if a required stim is setup.	if( _requiredStim != ST_DEFAULT ) {		//DM_LOG(LC_STIM_RESPONSE, LT_INFO)LOGSTRING("tdmFuncShooter is requiring stim %d/r", _requiredStim);		GetPhysics()->SetContents( GetPhysics()->GetContents() | CONTENTS_RESPONSE );	}}
开发者ID:revelator,项目名称:The-Darkmod-Experimental,代码行数:36,


示例12: memset

/*================idExplodingBarrel::AddParticles================*/void idExplodingBarrel::AddParticles( const char *name, bool burn ) {	if ( name && *name ) {		if ( particleModelDefHandle >= 0 ){			gameRenderWorld->FreeEntityDef( particleModelDefHandle );		}		memset( &particleRenderEntity, 0, sizeof ( particleRenderEntity ) );		const idDeclModelDef *modelDef = static_cast<const idDeclModelDef *>( declManager->FindType( DECL_MODELDEF, name ) );		if ( modelDef ) {			particleRenderEntity.origin = physicsObj.GetAbsBounds().GetCenter();			particleRenderEntity.axis = mat3_identity;			particleRenderEntity.hModel = modelDef->ModelHandle();			float rgb = ( burn ) ? 0.0f : 1.0f;			particleRenderEntity.shaderParms[ SHADERPARM_RED ] = rgb;			particleRenderEntity.shaderParms[ SHADERPARM_GREEN ] = rgb;			particleRenderEntity.shaderParms[ SHADERPARM_BLUE ] = rgb;			particleRenderEntity.shaderParms[ SHADERPARM_ALPHA ] = rgb;			particleRenderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.realClientTime );			particleRenderEntity.shaderParms[ SHADERPARM_DIVERSITY ] = ( burn ) ? 1.0f : gameLocal.random.RandomInt( 90 );			particleRenderEntity.suppressSurfaceInViewID = -8;	// sikk - Depth Render			if ( !particleRenderEntity.hModel ) {				particleRenderEntity.hModel = renderModelManager->FindModel( name );			}			particleModelDefHandle = gameRenderWorld->AddEntityDef( &particleRenderEntity );			if ( burn ) {				BecomeActive( TH_THINK );			}			particleTime = gameLocal.realClientTime;		}	}}
开发者ID:alepulver,项目名称:dhewm3,代码行数:37,


示例13: at

/*================idSound::Spawn================*/void idSound::Spawn( void ) {	spawnArgs.GetVector( "move", "0 0 0", shakeTranslate );	spawnArgs.GetAngles( "rotate", "0 0 0", shakeRotate );	spawnArgs.GetFloat( "random", "0", random );	spawnArgs.GetFloat( "wait", "0", wait );	if ( ( wait > 0.0f ) && ( random >= wait ) ) {		random = wait - 0.001;		gameLocal.Warning( "speaker '%s' at (%s) has random >= wait", name.c_str(), GetPhysics()->GetOrigin().ToString(0) );	}	soundVol		= 0.0f;	lastSoundVol	= 0.0f;	if ( ( shakeRotate != ang_zero ) || ( shakeTranslate != vec3_zero ) ) {		BecomeActive( TH_THINK );	}	if ( !refSound.waitfortrigger && ( wait > 0.0f ) ) {		timerOn = true;		PostEventSec( &EV_Speaker_Timer, wait + gameLocal.random.CRandomFloat() * random );	} else {		timerOn = false;	}	// add this speaker to the list of ambient music speakers affected by tdm_music_volume    if ( spawnArgs.GetBool( "s_music" ) ) {       gameLocal.musicSpeakers.Append( entityNumber );    }}
开发者ID:dolanor,项目名称:TheDarkMod,代码行数:34,


示例14: Setup

/*================idEntityFx::Event_Trigger================*/void idEntityFx::Event_Trigger( idEntity *activator ) {	if ( g_skipFX.GetBool() ) {		return;	}	float		fxActionDelay;	const char *fx;	if ( gameLocal.time < nextTriggerTime ) {		return;	}	if ( spawnArgs.GetString( "fx", "", &fx) ) {		Setup( fx );		Start( gameLocal.time );		PostEventMS( &EV_Fx_KillFx, Duration() );		BecomeActive( TH_THINK );	}	fxActionDelay = spawnArgs.GetFloat( "fxActionDelay" );	if ( fxActionDelay != 0.0f ) {		nextTriggerTime = gameLocal.time + SEC2MS( fxActionDelay );	} else {		// prevent multiple triggers on same frame		nextTriggerTime = gameLocal.time + 1;	}	PostEventSec( &EV_Fx_Action, fxActionDelay, activator );}
开发者ID:Salamek,项目名称:Shadow-of-Dust,代码行数:34,


示例15: CheckSpawn

/*==============idSpawner::Event_Activate==============*/void idSpawner::Event_Activate( idEntity *activator ) {	// "trigger_only" spawners will attempt to spawn when triggered	if ( spawnArgs.GetBool( "trigger_only" ) ) {		// Update next spawn time to follo CheckSpawn into thinking its time to spawn again		nextSpawnTime = gameLocal.time;		CheckSpawn();		return;	}		// If nextSpawnTime is zero then the spawner is currently deactivated	if ( nextSpawnTime == 0 ) {		// Start thinking		BecomeActive( TH_THINK );				// Allow immediate spawn		nextSpawnTime = gameLocal.time;				// Spawn any ai targets and add them to the current count		ActivateTargets( this );	} else {		nextSpawnTime = 0;		BecomeInactive( TH_THINK );				// Remove the spawner if need be		if ( spawnArgs.GetBool( "remove", "1" ) ) {			PostEventMS( &EV_Remove, 0 );		}	}}
开发者ID:RobertBeckebans,项目名称:Sikkpin-Breadcrumps-src,代码行数:34,


示例16: GetColor

/*================idLight::Fade================*/void idLight::Fade( const idVec4 &to, float fadeTime ) {	GetColor( fadeFrom );	fadeTo = to;	fadeStart = gameLocal.time;	fadeEnd = gameLocal.time + SEC2MS( fadeTime );	BecomeActive( TH_THINK );}
开发者ID:alepulver,项目名称:dhewm3,代码行数:12,


示例17: BecomeInactive

/*================idTrigger_Touch::Event_Trigger================*/void idTrigger_Touch::Event_Trigger( idEntity *activator ) {    if ( thinkFlags & TH_THINK ) {        BecomeInactive( TH_THINK );    } else {        BecomeActive( TH_THINK );    }}
开发者ID:ET-NiK,项目名称:amxxgroup,代码行数:12,


示例18: BecomeInactive

END_CLASS/*================idTarget_EndLevel::Event_Activate================*/void idTarget_EndLevel::Event_Activate( idEntity *activator ) {	if ( thinkFlags & TH_THINK ) {		BecomeInactive( TH_THINK );	} else {		// always allow during cinematics		cinematic = true;		BecomeActive( TH_THINK );	}	idPlayer* player;	player = gameLocal.GetLocalPlayer();	player->SetInfluenceLevel( 2 );	player->endLevelTime = gameLocal.time;	// sikk - End Level time	player->doEndLevel = true;				// sikk - End Level Flag	if ( !player->scoreBoardOpen ) {		player->ToggleScoreboard();	}	StartSoundShader( declManager->FindSound( "music_endLevel" ), SND_CHANNEL_ANY, 0, false, NULL );}
开发者ID:RobertBeckebans,项目名称:Sikkpin-Feedback,代码行数:26,


示例19: SEC2MS

/*================idTarget_SetFov::Event_Activate================*/void idTarget_SetFov::Event_Activate( idEntity *activator ) {	// always allow during cinematics	cinematic = true;	idPlayer *player = gameLocal.GetLocalPlayer();	fovSetting.Init( gameLocal.time, SEC2MS( spawnArgs.GetFloat( "time" ) ), player ? player->DefaultFov() : g_fov.GetFloat(), spawnArgs.GetFloat( "fov" ) );	BecomeActive( TH_THINK );}
开发者ID:nbohr1more,项目名称:Revelation,代码行数:12,


示例20: BecomeActive

void hhAnimatedGui::FadeInGui() {    float curScale = guiScale.GetCurrentValue(gameLocal.time);    guiScale.Init(gameLocal.time, 500, curScale, AG_LARGE_SCALE);    BecomeActive(TH_THINK);    attachedConsole->SetDeformation(DEFORMTYPE_SCALE, curScale);    attachedConsole->Show();}
开发者ID:mrwonko,项目名称:preymotionmod,代码行数:7,


示例21: explicitTS

/*================idExplodingBarrel::AddParticles================*/void idExplodingBarrel::AddParticles( const char* name, bool burn ){	if( name && *name )	{		int explicitTimeGroup = timeGroup;		SetTimeState explicitTS( explicitTimeGroup );		if( particleModelDefHandle >= 0 )		{			gameRenderWorld->FreeEntityDef( particleModelDefHandle );		}		memset( &particleRenderEntity, 0, sizeof( particleRenderEntity ) );		idRenderModel* modelDef = renderModelManager->FindModel( name );		if( modelDef )		{			particleRenderEntity.origin = physicsObj.GetAbsBounds().GetCenter();			particleRenderEntity.axis = mat3_identity;			particleRenderEntity.hModel = modelDef;			float rgb = ( burn ) ? 0.0f : 1.0f;			particleRenderEntity.shaderParms[ SHADERPARM_RED ] = rgb;			particleRenderEntity.shaderParms[ SHADERPARM_GREEN ] = rgb;			particleRenderEntity.shaderParms[ SHADERPARM_BLUE ] = rgb;			particleRenderEntity.shaderParms[ SHADERPARM_ALPHA ] = rgb;			particleRenderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.realClientTime );			particleRenderEntity.shaderParms[ SHADERPARM_DIVERSITY ] = ( burn ) ? 1.0f : gameLocal.random.RandomInt( 90 );			particleRenderEntity.timeGroup = explicitTimeGroup;			particleModelDefHandle = gameRenderWorld->AddEntityDef( &particleRenderEntity );			if( burn )			{				BecomeActive( TH_THINK );			}			particleTime = gameLocal.realClientTime;		}	}}
开发者ID:dcahrakos,项目名称:RBDOOM-3-BFG,代码行数:39,


示例22: RV_PUSH_HEAP_MEM

/*================idTrigger_Touch::Spawn================*/void idTrigger_Touch::Spawn( void ) {    // get the clip model// RAVEN BEGIN// mwhitlock: Dynamic memory consolidation    RV_PUSH_HEAP_MEM(this);// RAVEN END    clipModel = new idClipModel( GetPhysics()->GetClipModel() );// RAVEN BEGIN// mwhitlock: Dynamic memory consolidation    RV_POP_HEAP();// RAVEN END    // remove the collision model from the physics object    GetPhysics()->SetClipModel( NULL, 1.0f );    if ( spawnArgs.GetBool( "start_on" ) ) {        BecomeActive( TH_THINK );    }    filterTeam = -1;    idStr filterTeamStr = spawnArgs.GetString( "filterTeam" );    if ( filterTeamStr.Size() )    {        if ( !idStr::Icmp( "marine", filterTeamStr.c_str() ) )        {            filterTeam = AITEAM_MARINE;        }        else if ( !idStr::Icmp( "strogg", filterTeamStr.c_str() ) )        {            filterTeam = AITEAM_STROGG;        }    }}
开发者ID:ET-NiK,项目名称:amxxgroup,代码行数:36,


示例23: GetPhysics

/*===========hhForceField::EnterTurningOnState===========*/void hhForceField::EnterTurningOnState() {	GetPhysics()->SetContents( cachedContents );	SetSkin( NULL );	StartSound( "snd_start", SND_CHANNEL_ANY );	Show();	BecomeActive( TH_TICKER );}
开发者ID:mrwonko,项目名称:preymotionmod,代码行数:13,


示例24: BecomeActive

/*================hhSpring::LinkSpringAll	HUMANHEAD================*/void hhSpring::LinkSpringAll(idEntity *ent1, int bodyID1, idVec3 &offset1,							 idEntity *ent2, int bodyID2, idVec3 &offset2) {	physics1 = ent1;	physics2 = ent2;	spring.SetPosition( physics1.GetEntity(), bodyID1, offset1, physics2.GetEntity(), bodyID2, offset2 );	BecomeActive(TH_THINK);}
开发者ID:mrwonko,项目名称:preymotionmod,代码行数:14,


示例25: idClipModel

/*================idMoveableItem::Spawn================*/void idMoveableItem::Spawn( void ) {	idTraceModel trm;	float density, friction, bouncyness, tsize;	idStr clipModelName;	idBounds bounds;	// create a trigger for item pickup	spawnArgs.GetFloat( "triggersize", "16.0", tsize );	trigger = new idClipModel( idTraceModel( idBounds( vec3_origin ).Expand( tsize ) ) );	trigger->Link( gameLocal.clip, this, 0, GetPhysics()->GetOrigin(), GetPhysics()->GetAxis() );	trigger->SetContents( CONTENTS_TRIGGER );	// check if a clip model is set	spawnArgs.GetString( "clipmodel", "", clipModelName );	if ( !clipModelName[0] ) {		clipModelName = spawnArgs.GetString( "model" );		// use the visual model	}	// load the trace model	if ( !collisionModelManager->TrmFromModel( clipModelName, trm ) ) {		gameLocal.Error( "idMoveableItem '%s': cannot load collision model %s", name.c_str(), clipModelName.c_str() );		return;	}	// if the model should be shrinked	if ( spawnArgs.GetBool( "clipshrink" ) ) {		trm.Shrink( CM_CLIP_EPSILON );	}	// get rigid body properties	spawnArgs.GetFloat( "density", "0.5", density );	density = idMath::ClampFloat( 0.001f, 1000.0f, density );	spawnArgs.GetFloat( "friction", "0.05", friction );	friction = idMath::ClampFloat( 0.0f, 1.0f, friction );	spawnArgs.GetFloat( "bouncyness", "0.6", bouncyness );	bouncyness = idMath::ClampFloat( 0.0f, 1.0f, bouncyness );	// setup the physics	physicsObj.SetSelf( this );	physicsObj.SetClipModel( new idClipModel( trm ), density );	physicsObj.SetOrigin( GetPhysics()->GetOrigin() );	physicsObj.SetAxis( GetPhysics()->GetAxis() );	physicsObj.SetBouncyness( bouncyness );	physicsObj.SetFriction( 0.6f, 0.6f, friction );	physicsObj.SetGravity( gameLocal.GetGravity() );	physicsObj.SetContents( CONTENTS_RENDERMODEL );	physicsObj.SetClipMask( MASK_SOLID | CONTENTS_MOVEABLECLIP );	SetPhysics( &physicsObj );	smoke = NULL;	smokeTime = 0;	const char *smokeName = spawnArgs.GetString( "smoke_trail" );	if ( *smokeName != '/0' ) {		smoke = static_cast<const idDeclParticle *>( declManager->FindType( DECL_PARTICLE, smokeName ) );		smokeTime = gameLocal.time;		BecomeActive( TH_UPDATEPARTICLES );	}}
开发者ID:angjminer,项目名称:deamos,代码行数:63,


示例26: and

/*================idTrigger_Multi::Spawn"wait" : Seconds between triggerings, 0.5 default, -1 = one time only."call" : Script function to call when triggered"random"	wait variance, default is 0Variable sized repeatable trigger.  Must be targeted at one or more entities.so, the basic time between firing is a random time between(wait - random) and (wait + random)================*/void idTrigger_Multi::Spawn( void ) {    spawnArgs.GetFloat( "wait", "0.5", wait );    spawnArgs.GetFloat( "random", "0", random );    spawnArgs.GetFloat( "delay", "0", delay );    spawnArgs.GetFloat( "random_delay", "0", random_delay );    if ( random && ( random >= wait ) && ( wait >= 0 ) ) {        random = wait - 1;        gameLocal.Warning( "idTrigger_Multi '%s' at (%s) has random >= wait", name.c_str(), GetPhysics()->GetOrigin().ToString(0) );    }    if ( random_delay && ( random_delay >= delay ) && ( delay >= 0 ) ) {        random_delay = delay - 1;        gameLocal.Warning( "idTrigger_Multi '%s' at (%s) has random_delay >= delay", name.c_str(), GetPhysics()->GetOrigin().ToString(0) );    }    spawnArgs.GetString( "requires", "", requires );    spawnArgs.GetInt( "removeItem", "0", removeItem );    spawnArgs.GetBool( "triggerFirst", "0", triggerFirst );    spawnArgs.GetBool( "triggerWithSelf", "0", triggerWithSelf );    spawnArgs.GetInt( "buyZone", "0", buyZoneTrigger);    spawnArgs.GetInt( "controlZone", "0", controlZoneTrigger);    if ( buyZoneTrigger == -1 )        gameLocal.Warning( "trigger_buyzone '%s' at (%s) has no buyZone key set!", name.c_str(), GetPhysics()->GetOrigin().ToString(0) );    if ( controlZoneTrigger == -1 )        gameLocal.Warning( "trigger_controlzone '%s' at (%s) has no controlZone key set!", name.c_str(), GetPhysics()->GetOrigin().ToString(0) );    if ( spawnArgs.GetBool( "onlyVehicle" ) ) {        touchVehicle = true;    } else if ( spawnArgs.GetBool( "anyTouch" ) ) {        touchClient = true;        touchOther = true;    } else if ( spawnArgs.GetBool( "noTouch" ) ) {        touchClient = false;        touchOther = false;    } else if ( spawnArgs.GetBool( "noClient" ) ) {        touchClient = false;        touchOther = true;    } else {        touchClient = true;        touchOther = false;    }    nextTriggerTime = 0;    if ( spawnArgs.GetBool( "flashlight_trigger" ) ) {        GetPhysics()->SetContents( CONTENTS_FLASHLIGHT_TRIGGER );    } else if ( spawnArgs.GetBool( "projectile_trigger" ) ) {        GetPhysics()->SetContents( CONTENTS_TRIGGER | CONTENTS_PROJECTILE );    } else {        GetPhysics()->SetContents( CONTENTS_TRIGGER );    }    BecomeActive( TH_THINK );}
开发者ID:ET-NiK,项目名称:amxxgroup,代码行数:70,


示例27: PostEventMS

/*================idSecurityCamera::Spawn================*/void idSecurityCamera::Spawn( void ) {	idStr	str;	sweepAngle	= spawnArgs.GetFloat( "sweepAngle", "90" );	health		= spawnArgs.GetInt( "health", "100" );	scanFov		= spawnArgs.GetFloat( "scanFov", "90" );	scanDist	= spawnArgs.GetFloat( "scanDist", "200" );	flipAxis	= spawnArgs.GetBool( "flipAxis" );	modelAxis	= spawnArgs.GetInt( "modelAxis" );	if ( modelAxis < 0 || modelAxis > 2 ) {		modelAxis = 0;	}	spawnArgs.GetVector( "viewOffset", "0 0 0", viewOffset );	if ( spawnArgs.GetBool( "spotLight" ) ) {		PostEventMS( &EV_SecurityCam_AddLight, 0 );	}	negativeSweep = ( sweepAngle < 0 ) ? true : false;	sweepAngle = abs( sweepAngle );	scanFovCos = cos( scanFov * idMath::PI / 360.0f );	angle = GetPhysics()->GetAxis().ToAngles().yaw;	StartSweep();	SetAlertMode( SCANNING );	BecomeActive( TH_THINK );	if ( health ) {		fl.takedamage = true;	}	pvsArea = gameLocal.pvs.GetPVSArea( GetPhysics()->GetOrigin() );	// if no target specified use ourself	str = spawnArgs.GetString( "cameraTarget" );	if ( str.Length() == 0 ) {		spawnArgs.Set( "cameraTarget", spawnArgs.GetString( "name" ) );	}	// check if a clip model is set	spawnArgs.GetString( "clipmodel", "", str );	if ( !str[0] ) {		str = spawnArgs.GetString( "model" );		// use the visual model	}	if ( !collisionModelManager->TrmFromModel( str, trm ) ) {		gameLocal.Error( "idSecurityCamera '%s': cannot load collision model %s", name.c_str(), str.c_str() );		return;	}	GetPhysics()->SetContents( CONTENTS_SOLID );	GetPhysics()->SetClipMask( MASK_SOLID | CONTENTS_BODY | CONTENTS_CORPSE | CONTENTS_MOVEABLECLIP );	// setup the physics	UpdateChangeableSpawnArgs( NULL );}
开发者ID:angjminer,项目名称:deamos,代码行数:62,


示例28: GetPhysics

void idMoveable::SetIsPushed( bool isNowPushed, const idVec3 &pushDirection ) {	isPushed = isNowPushed;	this->pushDirection = pushDirection;	lastPushOrigin = GetPhysics()->GetOrigin();	// Update our think flags to allow UpdateMoveables to be called.	if( isPushed ) {		BecomeActive( TH_THINK );	}}
开发者ID:revelator,项目名称:The-Darkmod-Experimental,代码行数:9,



注:本文中的BecomeActive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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