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自学教程:C++ DEFINE_FIELD函数代码示例

51自学网 2021-06-01 20:20:38
  C++
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: EntityGetState

GLOBALESTATE 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_CLASS

private:	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。


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