这篇教程C++ DEFINE_FIELD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DEFINE_FIELD函数的典型用法代码示例。如果您正苦于以下问题:C++ DEFINE_FIELD函数的具体用法?C++ DEFINE_FIELD怎么用?C++ DEFINE_FIELD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DEFINE_FIELD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: LINK_ENTITY_TO_CLASS int m_iPitch; int m_iExplode; int m_iTailGibs; int m_iBodyGibs; int m_iEngineGibs; int m_iDoLeftSmokePuff; int m_iDoRightSmokePuff;};LINK_ENTITY_TO_CLASS( monster_osprey, COsprey );TYPEDESCRIPTION COsprey::m_SaveData[] = { DEFINE_FIELD( COsprey, m_pGoalEnt, FIELD_CLASSPTR ), DEFINE_FIELD( COsprey, m_vel1, FIELD_VECTOR ), DEFINE_FIELD( COsprey, m_vel2, FIELD_VECTOR ), DEFINE_FIELD( COsprey, m_pos1, FIELD_POSITION_VECTOR ), DEFINE_FIELD( COsprey, m_pos2, FIELD_POSITION_VECTOR ), DEFINE_FIELD( COsprey, m_ang1, FIELD_VECTOR ), DEFINE_FIELD( COsprey, m_ang2, FIELD_VECTOR ), DEFINE_FIELD( COsprey, m_startTime, FIELD_TIME ), DEFINE_FIELD( COsprey, m_dTime, FIELD_FLOAT ), DEFINE_FIELD( COsprey, m_velocity, FIELD_VECTOR ), DEFINE_FIELD( COsprey, m_flIdealtilt, FIELD_FLOAT ), DEFINE_FIELD( COsprey, m_flRotortilt, FIELD_FLOAT ), DEFINE_FIELD( COsprey, m_flRightHealth, FIELD_FLOAT ),
开发者ID:Arkshine,项目名称:NS,代码行数:31,
示例2: DEFINE_FIELD BYTE m_bMoveSnd; // sound a door makes while moving BYTE m_bStopSnd; // sound a door makes when it stops locksound_t m_ls; // door lock sounds BYTE m_bLockedSound; // ordinals from entity selection BYTE m_bLockedSentence; BYTE m_bUnlockedSound; BYTE m_bUnlockedSentence;};TYPEDESCRIPTION CBaseDoor::m_SaveData[] = { DEFINE_FIELD( CBaseDoor, m_bHealthValue, FIELD_CHARACTER ), DEFINE_FIELD( CBaseDoor, m_bMoveSnd, FIELD_CHARACTER ), DEFINE_FIELD( CBaseDoor, m_bStopSnd, FIELD_CHARACTER ), DEFINE_FIELD( CBaseDoor, m_bLockedSound, FIELD_CHARACTER ), DEFINE_FIELD( CBaseDoor, m_bLockedSentence, FIELD_CHARACTER ), DEFINE_FIELD( CBaseDoor, m_bUnlockedSound, FIELD_CHARACTER ), DEFINE_FIELD( CBaseDoor, m_bUnlockedSentence, FIELD_CHARACTER ), };IMPLEMENT_SAVERESTORE( CBaseDoor, CBaseToggle );#define DOOR_SENTENCEWAIT 6#define DOOR_SOUNDWAIT 3
开发者ID:suXinjke,项目名称:HalfPayne,代码行数:30,
示例3: SpawnFlock void SpawnFlock( void ); virtual int Save( CSave &save ); virtual int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[]; // Sounds are shared by the flock static void PrecacheFlockSounds( void ); int m_cFlockSize; float m_flFlockRadius;};TYPEDESCRIPTION CFlockingFlyerFlock::m_SaveData[] = { DEFINE_FIELD( CFlockingFlyerFlock, m_cFlockSize, FIELD_INTEGER ), DEFINE_FIELD( CFlockingFlyerFlock, m_flFlockRadius, FIELD_FLOAT ),};IMPLEMENT_SAVERESTORE( CFlockingFlyerFlock, CBaseMonster );//=========================================================//=========================================================class CFlockingFlyer : public CBaseMonster{public: void Spawn( void ); void Precache( void ); void SpawnCommonCode( void ); void EXPORT IdleThink( void ); void BoidAdvanceFrame( void );
开发者ID:a1batross,项目名称:Xash3D_ancient,代码行数:31,
示例4: PRECACHE_SOUND PRECACHE_SOUND ("weapons/bullet_hit1.wav"); // hit by bullet PRECACHE_SOUND ("weapons/bullet_hit2.wav"); // hit by bullet PRECACHE_SOUND ("items/weapondrop1.wav");// weapon falls to the ground PRECACHE_SOUND ("items/9mmclip1.wav"); PRECACHE_SOUND( "weapons/357_cock1.wav" );} TYPEDESCRIPTION CBasePlayerItem::m_SaveData[] = { DEFINE_FIELD( CBasePlayerItem, m_pPlayer, FIELD_CLASSPTR ), DEFINE_FIELD( CBasePlayerItem, m_pNext, FIELD_CLASSPTR ), //DEFINE_FIELD( CBasePlayerItem, m_fKnown, FIELD_INTEGER ),Reset to zero on load DEFINE_FIELD( CBasePlayerItem, m_iId, FIELD_INTEGER ), // DEFINE_FIELD( CBasePlayerItem, m_iIdPrimary, FIELD_INTEGER ), // DEFINE_FIELD( CBasePlayerItem, m_iIdSecondary, FIELD_INTEGER ),};IMPLEMENT_SAVERESTORE( CBasePlayerItem, CBaseAnimating );TYPEDESCRIPTION CBasePlayerWeapon::m_SaveData[] = {#if defined( CLIENT_WEAPONS ) DEFINE_FIELD( CBasePlayerWeapon, m_flNextPrimaryAttack, FIELD_FLOAT ), DEFINE_FIELD( CBasePlayerWeapon, m_flNextSecondaryAttack, FIELD_FLOAT ), DEFINE_FIELD( CBasePlayerWeapon, m_flTimeWeaponIdle, FIELD_FLOAT ),
开发者ID:mittorn,项目名称:csdm,代码行数:30,
示例5: DEFINE_FIELD#include "precompiled.h"/** Globals initialization*/#ifndef HOOK_GAMEDLLTYPEDESCRIPTION CLight::m_SaveData[] ={ DEFINE_FIELD(CLight, m_iStyle, FIELD_INTEGER), DEFINE_FIELD(CLight, m_iszPattern, FIELD_STRING),};#elseTYPEDESCRIPTION IMPLEMENT_ARRAY_CLASS(CLight, m_SaveData)[2];#endif // HOOK_GAMEDLL/* <e7ded> ../cstrike/dlls/lights.cpp:48 */LINK_ENTITY_TO_CLASS(light, CLight);/* <e7b2c> ../cstrike/dlls/lights.cpp:56 */IMPLEMENT_SAVERESTORE(CLight, CPointEntity);// Cache user-entity-field values until spawn is called./* <e7bef> ../cstrike/dlls/lights.cpp:62 */void CLight::__MAKE_VHOOK(KeyValue)(KeyValueData *pkvd){ if (FStrEq(pkvd->szKeyName, "style"))
开发者ID:Arkshine,项目名称:ReGameDLL_CS,代码行数:31,
示例6: LINK_ENTITY_TO_CLASS float m_painTime; float m_checkAttackTime; BOOL m_lastAttackCheck; int m_iHead; // UNDONE: What is this for? It isn't used? float m_flPlayerDamage;// how much pain has the player inflicted on me? CUSTOM_SCHEDULES;};LINK_ENTITY_TO_CLASS( monster_otis, COtis );TYPEDESCRIPTION COtis::m_SaveData[] = { DEFINE_FIELD( COtis, m_fGunDrawn, FIELD_BOOLEAN ), DEFINE_FIELD( COtis, m_painTime, FIELD_TIME ), DEFINE_FIELD( COtis, m_checkAttackTime, FIELD_TIME ), DEFINE_FIELD( COtis, m_lastAttackCheck, FIELD_BOOLEAN ), DEFINE_FIELD( COtis, m_flPlayerDamage, FIELD_FLOAT ), DEFINE_FIELD( COtis, m_fHostile, FIELD_BOOLEAN ), DEFINE_FIELD( COtis, m_iHead, FIELD_INTEGER ),};IMPLEMENT_SAVERESTORE( COtis, CTalkMonster );//=========================================================// KeyValue//=========================================================void COtis :: KeyValue( KeyValueData *pkvd ){
开发者ID:Hammermaps-DEV,项目名称:opposing-force-rebuilded-sdk,代码行数:31,
示例7: LINK_ENTITY_TO_CLASS BOOL m_fGunDrawn; float m_painTime; float m_checkAttackTime; BOOL m_lastAttackCheck; // UNDONE: What is this for? It isn't used? float m_flPlayerDamage;// how much pain has the player inflicted on me? CUSTOM_SCHEDULES;};LINK_ENTITY_TO_CLASS( monster_barney, CBarney );TYPEDESCRIPTION CBarney::m_SaveData[] = { DEFINE_FIELD( CBarney, m_fGunDrawn, FIELD_BOOLEAN ), DEFINE_FIELD( CBarney, m_painTime, FIELD_TIME ), DEFINE_FIELD( CBarney, m_checkAttackTime, FIELD_TIME ), DEFINE_FIELD( CBarney, m_lastAttackCheck, FIELD_BOOLEAN ), DEFINE_FIELD( CBarney, m_flPlayerDamage, FIELD_FLOAT ),};IMPLEMENT_SAVERESTORE( CBarney, CTalkMonster );//=========================================================// AI Schedules Specific to this monster//=========================================================Task_t tlBaFollow[] ={ { TASK_MOVE_TO_TARGET_RANGE,(float)128 }, // Move within 128 of target ent (client) { TASK_SET_SCHEDULE, (float)SCHED_TARGET_FACE },
开发者ID:6779660,项目名称:halflife,代码行数:31,
示例8: Spawn void Spawn(); void EXPORT Smoke(void); void KeyValue(KeyValueData *pkvd); void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value); virtual int Save(CSave &save); virtual int Restore(CRestore &restore); static TYPEDESCRIPTION m_SaveData[]; int m_iMagnitude;// how large is the fireball? how much damage? int m_spriteScale; // what's the exact fireball sprite scale?};TYPEDESCRIPTION CEnvExplosion::m_SaveData[] ={ DEFINE_FIELD(CEnvExplosion, m_iMagnitude, FIELD_INTEGER), DEFINE_FIELD(CEnvExplosion, m_spriteScale, FIELD_INTEGER),};IMPLEMENT_SAVERESTORE(CEnvExplosion, CBaseMonster);LINK_ENTITY_TO_CLASS(env_explosion, CEnvExplosion);void CEnvExplosion::KeyValue(KeyValueData *pkvd){ if (FStrEq(pkvd->szKeyName, "iMagnitude")) { m_iMagnitude = atoi(pkvd->szValue); pkvd->fHandled = TRUE; } else CBaseEntity::KeyValue(pkvd);
开发者ID:Chuvi-w,项目名称:CSSDK,代码行数:31,
示例9: LINK_ENTITY_TO_CLASS static TYPEDESCRIPTION m_SaveData[];};LINK_ENTITY_TO_CLASS( trigger_submodel, CTriggerSubModel );//=============================//=============================// - savestoreTYPEDESCRIPTION CTriggerSubModel::m_SaveData[] = { DEFINE_FIELD( CTriggerSubModel, m_iBodygroup, FIELD_INTEGER ), DEFINE_FIELD( CTriggerSubModel, m_iSubmodel, FIELD_INTEGER ),};IMPLEMENT_SAVERESTORE( CTriggerSubModel, CBaseEntity );//=============================//=============================// - fonctionsvoid CTriggerSubModel :: Spawn ( void ){ pev->solid = SOLID_NOT;
开发者ID:jlecorre,项目名称:hlinvasion,代码行数:31,
示例10: REMOVE_ENTITY } REMOVE_ENTITY(ENT(pev));}// Convenient way to explicitly do nothing (passed to functions that require a method)void CBaseEntity :: SUB_DoNothing( void ){}// Global Savedata for DelayTYPEDESCRIPTION CBaseDelay::m_SaveData[] = { DEFINE_FIELD( CBaseDelay, m_flDelay, FIELD_FLOAT ), DEFINE_FIELD( CBaseDelay, m_iszKillTarget, FIELD_STRING ),};IMPLEMENT_SAVERESTORE( CBaseDelay, CBaseEntity );void CBaseDelay :: KeyValue( KeyValueData *pkvd ){ if (FStrEq(pkvd->szKeyName, "delay")) { m_flDelay = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "killtarget")) { m_iszKillTarget = ALLOC_STRING(pkvd->szValue);
开发者ID:mittorn,项目名称:csdm,代码行数:31,
示例11: if pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "lip") ) pkvd->fHandled = TRUE; else CBaseDelay::KeyValue( pkvd );}//// func_breakable - bmodel that breaks into pieces after taking damage//LINK_ENTITY_TO_CLASS( func_breakable, CBreakable );TYPEDESCRIPTION CBreakable::m_SaveData[] ={ DEFINE_FIELD( CBreakable, m_Material, FIELD_INTEGER ), DEFINE_FIELD( CBreakable, m_Explosion, FIELD_INTEGER ),// Don't need to save/restore these because we precache after restore// DEFINE_FIELD( CBreakable, m_idShard, FIELD_INTEGER ), DEFINE_FIELD( CBreakable, m_angle, FIELD_FLOAT ), DEFINE_FIELD( CBreakable, m_iszGibModel, FIELD_STRING ), DEFINE_FIELD( CBreakable, m_iszSpawnObject, FIELD_STRING ), // Explosion magnitude is stored in pev->impulse};IMPLEMENT_SAVERESTORE( CBreakable, CBaseEntity );void CBreakable::Spawn( void )
开发者ID:HoLyCoWzOrZ,项目名称:sing-engine,代码行数:31,
示例12: entity Vector m_barrelPos; // Length of the freakin barrel float m_spriteScale; // Scale of any sprites we shoot int m_iszSpriteSmoke; int m_iszSpriteFlash; TANKBULLET m_bulletType; // Bullet type int m_iBulletDamage; // 0 means use Bullet type's default damage Vector m_sightOrigin; // Last sight of target int m_spread; // firing spread int m_iszMaster; // Master entity (game_team_master or multisource)};TYPEDESCRIPTION CFuncTank::m_SaveData[] = { DEFINE_FIELD( CFuncTank, m_yawCenter, FIELD_FLOAT ), DEFINE_FIELD( CFuncTank, m_yawRate, FIELD_FLOAT ), DEFINE_FIELD( CFuncTank, m_yawRange, FIELD_FLOAT ), DEFINE_FIELD( CFuncTank, m_yawTolerance, FIELD_FLOAT ), DEFINE_FIELD( CFuncTank, m_pitchCenter, FIELD_FLOAT ), DEFINE_FIELD( CFuncTank, m_pitchRate, FIELD_FLOAT ), DEFINE_FIELD( CFuncTank, m_pitchRange, FIELD_FLOAT ), DEFINE_FIELD( CFuncTank, m_pitchTolerance, FIELD_FLOAT ), DEFINE_FIELD( CFuncTank, m_fireLast, FIELD_TIME ), DEFINE_FIELD( CFuncTank, m_fireRate, FIELD_FLOAT ), DEFINE_FIELD( CFuncTank, m_lastSightTime, FIELD_TIME ), DEFINE_FIELD( CFuncTank, m_persist, FIELD_FLOAT ), DEFINE_FIELD( CFuncTank, m_minRange, FIELD_FLOAT ), DEFINE_FIELD( CFuncTank, m_maxRange, FIELD_FLOAT ), DEFINE_FIELD( CFuncTank, m_barrelPos, FIELD_VECTOR ), DEFINE_FIELD( CFuncTank, m_spriteScale, FIELD_FLOAT ),
开发者ID:tschumann,项目名称:naturalselection,代码行数:31,
示例13: LINK_ENTITY_TO_CLASS CSprite *m_pSprite; EGON_FIRESTATE m_fireState; EGON_FIREMODE m_fireMode; float m_shakeTime; BOOL m_deployed;};LINK_ENTITY_TO_CLASS( weapon_egon, CEgon );int CEgon::g_fireAnims1[] = { EGON_FIRE1, EGON_FIRE2, EGON_FIRE3, EGON_FIRE4 };int CEgon::g_fireAnims2[] = { EGON_ALTFIRECYCLE };TYPEDESCRIPTION CEgon::m_SaveData[] = { DEFINE_FIELD( CEgon, m_pBeam, FIELD_CLASSPTR ), DEFINE_FIELD( CEgon, m_pNoise, FIELD_CLASSPTR ), DEFINE_FIELD( CEgon, m_pSprite, FIELD_CLASSPTR ), DEFINE_FIELD( CEgon, m_shootTime, FIELD_TIME ), DEFINE_FIELD( CEgon, m_fireState, FIELD_INTEGER ), DEFINE_FIELD( CEgon, m_fireMode, FIELD_INTEGER ), DEFINE_FIELD( CEgon, m_shakeTime, FIELD_TIME ), DEFINE_FIELD( CEgon, m_flAmmoUseTime, FIELD_TIME ),};IMPLEMENT_SAVERESTORE( CEgon, CBasePlayerWeapon );void CEgon::Spawn( ){ Precache( ); m_iId = WEAPON_EGON;
开发者ID:a1batross,项目名称:Xash3D_ancient,代码行数:31,
示例14: IdleSound static const char *pDieSounds[]; static const char *pPainSounds[]; void IdleSound( void ); void AlertSound( void ); void AttackSound( void ); void BiteSound( void ); void DeathSound( void ); void PainSound( void );};LINK_ENTITY_TO_CLASS( monster_ichthyosaur, CIchthyosaur );TYPEDESCRIPTION CIchthyosaur::m_SaveData[] = { DEFINE_FIELD( CIchthyosaur, m_SaveVelocity, FIELD_VECTOR ), DEFINE_FIELD( CIchthyosaur, m_idealDist, FIELD_FLOAT ), DEFINE_FIELD( CIchthyosaur, m_flBlink, FIELD_FLOAT ), DEFINE_FIELD( CIchthyosaur, m_flEnemyTouched, FIELD_FLOAT ), DEFINE_FIELD( CIchthyosaur, m_bOnAttack, FIELD_BOOLEAN ), DEFINE_FIELD( CIchthyosaur, m_flMaxSpeed, FIELD_FLOAT ), DEFINE_FIELD( CIchthyosaur, m_flMinSpeed, FIELD_FLOAT ), DEFINE_FIELD( CIchthyosaur, m_flMaxDist, FIELD_FLOAT ), DEFINE_FIELD( CIchthyosaur, m_flNextAlert, FIELD_TIME ),};IMPLEMENT_SAVERESTORE( CIchthyosaur, CFlyingMonster );const char *CIchthyosaur::pIdleSounds[] = {
开发者ID:HoLyCoWzOrZ,项目名称:sing-engine,代码行数:31,
示例15: LINK_ENTITY_TO_CLASS // CBaseEntity *m_pTarget; float m_flDie; Vector m_vecTarget; float m_flNextHunt; float m_flNextHit; Vector m_posPrev; EHANDLE m_hOwner; int m_iMyClass;};float CSqueakGrenade::m_flNextBounceSoundTime = 0;LINK_ENTITY_TO_CLASS( monster_snark, CSqueakGrenade )TYPEDESCRIPTION CSqueakGrenade::m_SaveData[] = { DEFINE_FIELD( CSqueakGrenade, m_flDie, FIELD_TIME ), DEFINE_FIELD( CSqueakGrenade, m_vecTarget, FIELD_VECTOR ), DEFINE_FIELD( CSqueakGrenade, m_flNextHunt, FIELD_TIME ), DEFINE_FIELD( CSqueakGrenade, m_flNextHit, FIELD_TIME ), DEFINE_FIELD( CSqueakGrenade, m_posPrev, FIELD_POSITION_VECTOR ), DEFINE_FIELD( CSqueakGrenade, m_hOwner, FIELD_EHANDLE ),};IMPLEMENT_SAVERESTORE( CSqueakGrenade, CGrenade )#define SQUEEK_DETONATE_DELAY 15.0int CSqueakGrenade :: Classify ( void ){ if (m_iMyClass != 0) return m_iMyClass; // protect against recursion
开发者ID:Solexid,项目名称:halflife,代码行数:31,
示例16: PRECACHE_SOUND PRECACHE_SOUND ("weapons/grenade_hit2.wav");//grenade PRECACHE_SOUND ("weapons/grenade_hit3.wav");//grenade PRECACHE_SOUND ("weapons/bullet_hit1.wav"); // hit by bullet PRECACHE_SOUND ("weapons/bullet_hit2.wav"); // hit by bullet PRECACHE_SOUND ("items/weapondrop1.wav");// weapon falls to the ground} TYPEDESCRIPTION CBasePlayerItem::m_SaveData[] = { DEFINE_FIELD( CBasePlayerItem, m_pPlayer, FIELD_CLASSPTR ), DEFINE_FIELD( CBasePlayerItem, m_pNext, FIELD_CLASSPTR ), //DEFINE_FIELD( CBasePlayerItem, m_fKnown, FIELD_INTEGER ),Reset to zero on load DEFINE_FIELD( CBasePlayerItem, m_iId, FIELD_INTEGER ), // DEFINE_FIELD( CBasePlayerItem, m_iIdPrimary, FIELD_INTEGER ), // DEFINE_FIELD( CBasePlayerItem, m_iIdSecondary, FIELD_INTEGER ),};IMPLEMENT_SAVERESTORE( CBasePlayerItem, CBaseAnimating );TYPEDESCRIPTION CBasePlayerWeapon::m_SaveData[] = {#if defined( CLIENT_WEAPONS ) DEFINE_FIELD( CBasePlayerWeapon, m_flNextPrimaryAttack, FIELD_FLOAT ), DEFINE_FIELD( CBasePlayerWeapon, m_flNextSecondaryAttack, FIELD_FLOAT ), DEFINE_FIELD( CBasePlayerWeapon, m_flTimeWeaponIdle, FIELD_FLOAT ),
开发者ID:Rhoin,项目名称:Xash3D-CrossPlatform-Port,代码行数:31,
示例17: LINK_ENTITY_TO_CLASS int m_iExplode; int m_iBodyGibs; float m_flGoalSpeed; int m_iDoSmokePuff; CBeam *m_pBeam; // modif de Julien BOOL m_bFlashLightOn;};LINK_ENTITY_TO_CLASS( monster_apache, CApache );TYPEDESCRIPTION CApache::m_SaveData[] = { DEFINE_FIELD( CApache, m_iRockets, FIELD_INTEGER ), DEFINE_FIELD( CApache, m_flForce, FIELD_FLOAT ), DEFINE_FIELD( CApache, m_flNextRocket, FIELD_TIME ), DEFINE_FIELD( CApache, m_vecTarget, FIELD_VECTOR ), DEFINE_FIELD( CApache, m_posTarget, FIELD_POSITION_VECTOR ), DEFINE_FIELD( CApache, m_vecDesired, FIELD_VECTOR ), DEFINE_FIELD( CApache, m_posDesired, FIELD_POSITION_VECTOR ), DEFINE_FIELD( CApache, m_vecGoal, FIELD_VECTOR ), DEFINE_FIELD( CApache, m_angGun, FIELD_VECTOR ), DEFINE_FIELD( CApache, m_flLastSeen, FIELD_TIME ), DEFINE_FIELD( CApache, m_flPrevSeen, FIELD_TIME ),// DEFINE_FIELD( CApache, m_iSoundState, FIELD_INTEGER ), // Don't save, precached// DEFINE_FIELD( CApache, m_iSpriteTexture, FIELD_INTEGER ),// DEFINE_FIELD( CApache, m_iExplode, FIELD_INTEGER ),// DEFINE_FIELD( CApache, m_iBodyGibs, FIELD_INTEGER ), DEFINE_FIELD( CApache, m_pBeam, FIELD_CLASSPTR ),
开发者ID:jlecorre,项目名称:hlinvasion,代码行数:31,
示例18: Save virtual int Save( CSave &save ); virtual int Restore( CRestore &restore ); virtual int ObjectCaps( void ) { return CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } static TYPEDESCRIPTION m_SaveData[]; int m_density; int m_frequency; int m_bubbleModel; int m_state;};LINK_ENTITY_TO_CLASS( env_bubbles, CBubbling );TYPEDESCRIPTION CBubbling::m_SaveData[] = { DEFINE_FIELD( CBubbling, m_density, FIELD_INTEGER ), DEFINE_FIELD( CBubbling, m_frequency, FIELD_INTEGER ), DEFINE_FIELD( CBubbling, m_state, FIELD_INTEGER ), // Let spawn restore this! // DEFINE_FIELD( CBubbling, m_bubbleModel, FIELD_INTEGER ),};IMPLEMENT_SAVERESTORE( CBubbling, CBaseEntity );#define SF_BUBBLES_STARTOFF 0x0001void CBubbling::Spawn( void ){ Precache( ); SET_MODEL( ENT(pev), STRING(pev->model) ); // Set size
开发者ID:Hammermaps-DEV,项目名称:SOHL-V1.0-Refresh,代码行数:31,
示例19: SetActivity void SetActivity( Activity act ); inline Activity GetActivity( void ) { return m_Activity; } virtual int ObjectCaps( void ) { return CBaseAnimating :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } virtual int Save( CSave &save ); virtual int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[];private: Activity m_Activity;};TYPEDESCRIPTION CActAnimating::m_SaveData[] ={ DEFINE_FIELD( CActAnimating, m_Activity, FIELD_INTEGER ),};IMPLEMENT_SAVERESTORE( CActAnimating, CBaseAnimating );void CActAnimating :: SetActivity( Activity act ){ int sequence = LookupActivity( act ); if ( sequence != ACTIVITY_NOT_AVAILABLE ) { pev->sequence = sequence; m_Activity = act; pev->frame = 0; ResetSequenceInfo( ); }}
开发者ID:Xash3DLinux,项目名称:xash3dlinux,代码行数:31,
示例20: EntityGetStateGLOBALESTATE CGlobalState :: EntityGetState( string_t globalname ){ globalentity_t *pEnt = Find( globalname ); if ( pEnt ) return pEnt->state; return GLOBAL_OFF;}// Global Savedata for DelayTYPEDESCRIPTION CGlobalState::m_SaveData[] = { DEFINE_FIELD( CGlobalState, m_listCount, FIELD_INTEGER ),};// Global Savedata for DelayTYPEDESCRIPTION gGlobalEntitySaveData[] = { DEFINE_ARRAY( globalentity_t, name, FIELD_CHARACTER, 64 ), DEFINE_ARRAY( globalentity_t, levelName, FIELD_CHARACTER, 32 ), DEFINE_FIELD( globalentity_t, state, FIELD_INTEGER ),};int CGlobalState::Save( CSave &save ){ int i; globalentity_t *pEntity;
开发者ID:ET-NiK,项目名称:amxxgroup,代码行数:29,
示例21: KeyValue void KeyValue( KeyValueData *pkvd ); void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); virtual int Save( CSave &save ); virtual int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[]; string_t m_globalstate; int m_triggermode; int m_initialstate;};TYPEDESCRIPTION CEnvGlobal::m_SaveData[] ={ DEFINE_FIELD( CEnvGlobal, m_globalstate, FIELD_STRING ), DEFINE_FIELD( CEnvGlobal, m_triggermode, FIELD_INTEGER ), DEFINE_FIELD( CEnvGlobal, m_initialstate, FIELD_INTEGER ),};IMPLEMENT_SAVERESTORE( CEnvGlobal, CBaseEntity );LINK_ENTITY_TO_CLASS( env_global, CEnvGlobal );void CEnvGlobal::KeyValue( KeyValueData *pkvd ){ pkvd->fHandled = TRUE; if ( FStrEq(pkvd->szKeyName, "globalstate") ) // State name m_globalstate = ALLOC_STRING( pkvd->szValue ); else if ( FStrEq(pkvd->szKeyName, "triggermode") )
开发者ID:6779660,项目名称:halflife,代码行数:31,
示例22: LINK_ENTITY_TO_CLASSprivate: int m_iOnStyle; // style to use while on int m_iOffStyle; // style to use while off int m_iTurnOnStyle; // style to use while turning on int m_iTurnOffStyle; // style to use while turning off int m_iTurnOnTime; // time taken to turn on int m_iTurnOffTime; // time taken to turn off int m_iszPattern; // custom style to use while on int m_iszCurrentStyle; // current style string};LINK_ENTITY_TO_CLASS( light, CLight );LINK_ENTITY_TO_CLASS( light_spot, CLight );TYPEDESCRIPTION CLight::m_SaveData[] = { DEFINE_FIELD( CLight, m_iState, FIELD_INTEGER ), DEFINE_FIELD( CLight, m_iszPattern, FIELD_STRING ), DEFINE_FIELD( CLight, m_iszCurrentStyle, FIELD_STRING ), DEFINE_FIELD( CLight, m_iOnStyle, FIELD_INTEGER ), DEFINE_FIELD( CLight, m_iOffStyle, FIELD_INTEGER ), DEFINE_FIELD( CLight, m_iTurnOnStyle, FIELD_INTEGER ), DEFINE_FIELD( CLight, m_iTurnOffStyle, FIELD_INTEGER ), DEFINE_FIELD( CLight, m_iTurnOnTime, FIELD_INTEGER ), DEFINE_FIELD( CLight, m_iTurnOffTime, FIELD_INTEGER ),};IMPLEMENT_SAVERESTORE( CLight, CBaseLogic );//// Cache user-entity-field values until spawn is called.//void CLight :: KeyValue( KeyValueData* pkvd)
开发者ID:a1batross,项目名称:Xash3D_ancient,代码行数:31,
示例23: RunTask void RunTask( Task_t *pTask ); int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType ); void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType); void PlayScriptedSentence( const char *pszSentence, float duration, float volume, float attenuation, BOOL bConcurrent, CBaseEntity *pListener ); EHANDLE m_hPlayer; EHANDLE m_hTalkTarget; float m_flTalkTime;};LINK_ENTITY_TO_CLASS( monster_gman, CGMan );TYPEDESCRIPTION CGMan::m_SaveData[] = { DEFINE_FIELD( CGMan, m_hTalkTarget, FIELD_EHANDLE ), DEFINE_FIELD( CGMan, m_flTalkTime, FIELD_TIME ),};IMPLEMENT_SAVERESTORE( CGMan, CBaseMonster );//=========================================================// Classify - indicates this monster's place in the // relationship table.//=========================================================int CGMan :: Classify ( void ){ return m_iClass?m_iClass:CLASS_NONE;}//=========================================================
开发者ID:a1batross,项目名称:Xash3D_ancient,代码行数:31,
示例24: LINK_ENTITY_TO_CLASS Vector m_vecDir; Vector m_vecEnd; float m_flBeamLength; EHANDLE m_hOwner; CBeam *m_pBeam; Vector m_posOwner; Vector m_angleOwner; edict_t *m_pRealOwner;// tracelines don't hit PEV->OWNER, which means a player couldn't detonate his own trip mine, so we store the owner here.};LINK_ENTITY_TO_CLASS( monster_tripmine, CTripmineGrenade );TYPEDESCRIPTION CTripmineGrenade::m_SaveData[] = { DEFINE_FIELD( CTripmineGrenade, m_flPowerUp, FIELD_TIME ), DEFINE_FIELD( CTripmineGrenade, m_vecDir, FIELD_VECTOR ), DEFINE_FIELD( CTripmineGrenade, m_vecEnd, FIELD_POSITION_VECTOR ), DEFINE_FIELD( CTripmineGrenade, m_flBeamLength, FIELD_FLOAT ), DEFINE_FIELD( CTripmineGrenade, m_hOwner, FIELD_EHANDLE ), DEFINE_FIELD( CTripmineGrenade, m_pBeam, FIELD_CLASSPTR ), DEFINE_FIELD( CTripmineGrenade, m_posOwner, FIELD_POSITION_VECTOR ), DEFINE_FIELD( CTripmineGrenade, m_angleOwner, FIELD_VECTOR ), DEFINE_FIELD( CTripmineGrenade, m_pRealOwner, FIELD_EDICT ),};IMPLEMENT_SAVERESTORE(CTripmineGrenade,CGrenade);void CTripmineGrenade :: Spawn( void ){
开发者ID:Rhoin,项目名称:Xash3D-CrossPlatform-Port,代码行数:31,
示例25: LINK_ENTITY_TO_CLASS Vector m_vecEstVelocity; Vector m_velocity; int m_fInCombat;};LINK_ENTITY_TO_CLASS(monster_alien_controller, CController);TYPEDESCRIPTION CController::m_SaveData[] ={ DEFINE_ARRAY(CController, m_pBall, FIELD_CLASSPTR, 2), DEFINE_ARRAY(CController, m_iBall, FIELD_INTEGER, 2), DEFINE_ARRAY(CController, m_iBallTime, FIELD_TIME, 2), DEFINE_ARRAY(CController, m_iBallCurrent, FIELD_INTEGER, 2), DEFINE_FIELD(CController, m_vecEstVelocity, FIELD_VECTOR),};IMPLEMENT_SAVERESTORE(CController, CSquadMonster);const char *CController::pAttackSounds[] ={ "controller/con_attack1.wav", "controller/con_attack2.wav", "controller/con_attack3.wav",};const char *CController::pIdleSounds[] ={ "controller/con_idle1.wav", "controller/con_idle2.wav", "controller/con_idle3.wav",
开发者ID:Sh1ft0x0EF,项目名称:HLSDKRevamp,代码行数:30,
示例26: Save virtual int Save(CSave &save); virtual int Restore(CRestore &restore); static TYPEDESCRIPTION m_SaveData[]; virtual int ObjectCaps(void) { return (CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION); } float m_flAttenuation; // attenuation value dynpitchvol_t m_dpv; BOOL m_fActive; // only TRUE when the entity is playing a looping sound BOOL m_fLooping; // TRUE when the sound played will loop};LINK_ENTITY_TO_CLASS(ambient_generic, CAmbientGeneric);TYPEDESCRIPTION CAmbientGeneric::m_SaveData[] = { DEFINE_FIELD(CAmbientGeneric, m_flAttenuation, FIELD_FLOAT), DEFINE_FIELD(CAmbientGeneric, m_fActive, FIELD_BOOLEAN), DEFINE_FIELD(CAmbientGeneric, m_fLooping, FIELD_BOOLEAN), // HACKHACK - This is not really in the spirit of the save/restore design, but save this // out as a binary data block. If the dynpitchvol_t is changed, old saved games will NOT // load these correctly, so bump the save/restore version if you change the size of the struct // The right way to do this is to split the input parms (read in keyvalue) into members and re-init this // struct in Precache(), but it's unlikely that the struct will change, so it's not worth the time right now. DEFINE_ARRAY(CAmbientGeneric, m_dpv, FIELD_CHARACTER, sizeof(dynpitchvol_t)),};IMPLEMENT_SAVERESTORE(CAmbientGeneric, CBaseEntity);//// ambient_generic - general-purpose user-defined static sound
开发者ID:Sh1ft0x0EF,项目名称:HLSDKRevamp,代码行数:30,
示例27: DEFINE_FIELD#include "precompiled.h"/** Globals initialization*/#ifndef HOOK_GAMEDLLTYPEDESCRIPTION CAirtank::m_SaveData[] ={ DEFINE_FIELD(CAirtank, m_state, FIELD_INTEGER)};#endifLINK_ENTITY_TO_CLASS(item_airtank, CAirtank, CCSAirtank);IMPLEMENT_SAVERESTORE(CAirtank, CGrenade);void CAirtank::__MAKE_VHOOK(Spawn)(){ Precache(); // motor pev->movetype = MOVETYPE_FLY; pev->solid = SOLID_BBOX; SET_MODEL(ENT(pev), "models/w_oxygen.mdl"); UTIL_SetSize(pev, Vector(-16, -16, 0), Vector(16, 16, 36)); UTIL_SetOrigin(pev, pev->origin); SetTouch(&CAirtank::TankTouch); SetThink(&CAirtank::TankThink);
开发者ID:Slinfy97,项目名称:ReGameDLL_CS,代码行数:31,
示例28: DEFINE_FIELD#include "precompiled.h"/** Globals initialization*/#ifndef HOOK_GAMEDLLTYPEDESCRIPTION CFuncRotating::m_SaveData[] ={ DEFINE_FIELD(CFuncRotating, m_flFanFriction, FIELD_FLOAT), DEFINE_FIELD(CFuncRotating, m_flAttenuation, FIELD_FLOAT), DEFINE_FIELD(CFuncRotating, m_flVolume, FIELD_FLOAT), DEFINE_FIELD(CFuncRotating, m_pitch, FIELD_FLOAT), DEFINE_FIELD(CFuncRotating, m_sounds, FIELD_INTEGER)};TYPEDESCRIPTION CPendulum::m_SaveData[] ={ DEFINE_FIELD(CPendulum, m_accel, FIELD_FLOAT), DEFINE_FIELD(CPendulum, m_distance, FIELD_FLOAT), DEFINE_FIELD(CPendulum, m_time, FIELD_TIME), DEFINE_FIELD(CPendulum, m_damp, FIELD_FLOAT), DEFINE_FIELD(CPendulum, m_maxSpeed, FIELD_FLOAT), DEFINE_FIELD(CPendulum, m_dampSpeed, FIELD_FLOAT), DEFINE_FIELD(CPendulum, m_center, FIELD_VECTOR), DEFINE_FIELD(CPendulum, m_start, FIELD_VECTOR),};#elseTYPEDESCRIPTION IMPLEMENT_ARRAY_CLASS(CFuncRotating, m_SaveData)[5];
开发者ID:Arkshine,项目名称:ReGameDLL_CS,代码行数:31,
示例29: LINK_ENTITY_TO_CLASS static TYPEDESCRIPTION m_SaveData[]; CUSTOM_SCHEDULES;private: float m_painTime; float m_healTime; float m_fearTime;};LINK_ENTITY_TO_CLASS( monster_scientist, CScientist );LINK_ENTITY_TO_CLASS( monster_rosenberg, CScientist );TYPEDESCRIPTION CScientist::m_SaveData[] = { DEFINE_FIELD( CScientist, m_painTime, FIELD_TIME ), DEFINE_FIELD( CScientist, m_healTime, FIELD_TIME ), DEFINE_FIELD( CScientist, m_fearTime, FIELD_TIME ),};IMPLEMENT_SAVERESTORE( CScientist, CTalkMonster );//=========================================================// AI Schedules Specific to this monster//=========================================================Task_t tlFollow[] ={ { TASK_SET_FAIL_SCHEDULE, (float)SCHED_CANT_FOLLOW }, // If you fail, bail out of follow { TASK_MOVE_TO_TARGET_RANGE,(float)128 }, // Move within 128 of target ent (client)// { TASK_SET_SCHEDULE, (float)SCHED_TARGET_FACE },};
开发者ID:a1batross,项目名称:Xash3D_ancient,代码行数:31,
示例30: DEFINE_FIELD#include "precompiled.h"/** Globals initialization*/#ifndef HOOK_GAMEDLLTYPEDESCRIPTION CRecharge::m_SaveData[] ={ DEFINE_FIELD(CRecharge, m_flNextCharge, FIELD_TIME), DEFINE_FIELD(CRecharge, m_iReactivate, FIELD_INTEGER), DEFINE_FIELD(CRecharge, m_iJuice, FIELD_INTEGER), DEFINE_FIELD(CRecharge, m_iOn, FIELD_INTEGER), DEFINE_FIELD(CRecharge, m_flSoundTime, FIELD_TIME),};#elseTYPEDESCRIPTION IMPL_CLASS(CRecharge, m_SaveData)[5];#endif // HOOK_GAMEDLL/* <c61e2> ../cstrike/dlls/h_battery.cpp:61 */IMPLEMENT_SAVERESTORE(CRecharge, CBaseEntity);/* <c65cc> ../cstrike/dlls/h_battery.cpp:63 */LINK_ENTITY_TO_CLASS(func_recharge, CRecharge);/* <c648b> ../cstrike/dlls/h_battery.cpp:66 */void CRecharge::__MAKE_VHOOK(KeyValue)(KeyValueData *pkvd){
开发者ID:Adidasman1,项目名称:ReGameDLL_CS,代码行数:31,
注:本文中的DEFINE_FIELD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。 C++ DEFINE_PROP_END_OF_LIST函数代码示例 C++ DEFINE函数代码示例 |