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自学教程:C++ ClearBits函数代码示例

51自学网 2021-06-01 20:11:09
  C++
这篇教程C++ ClearBits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ClearBits函数的典型用法代码示例。如果您正苦于以下问题:C++ ClearBits函数的具体用法?C++ ClearBits怎么用?C++ ClearBits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ClearBits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: Use

void CPathTrack :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ){	int on;	// Use toggles between two paths	if ( m_paltpath )	{		on = !FBitSet( pev->spawnflags, SF_PATH_ALTERNATE );		if ( ShouldToggle( useType, on ) )		{			if ( on )				SetBits( pev->spawnflags, SF_PATH_ALTERNATE );			else				ClearBits( pev->spawnflags, SF_PATH_ALTERNATE );		}	}	else	// Use toggles between enabled/disabled	{		on = !FBitSet( pev->spawnflags, SF_PATH_DISABLED );		if ( ShouldToggle( useType, on ) )		{			if ( on )				SetBits( pev->spawnflags, SF_PATH_DISABLED );			else				ClearBits( pev->spawnflags, SF_PATH_DISABLED );		}	}}
开发者ID:6779660,项目名称:halflife,代码行数:29,


示例2: InitSensors

void InitSensors( void ){    TWCR = 0;   // Force TWI off (AD4 & 5 share the TWI pins)    // For DDRx pins, 1 = output, 0 = input.    // For input pins, PORTx = 0 = pullup disabled    //                 PORTx = 1 = pullup enabled     DDRC  = 0;  // All input pins    PORTC = 0;  // All pullups off    {        // Setup the input pins on Port D        uns8 pins = ( 1 <<  PgmSelect1  )                  | ( 1 <<  PgmSelect2  )                  | ( 1 <<  PgmSelect4  )                  | ( 1 <<  BlackButton  );        ClearBits( DDRD, pins );    // Configure inputs        ClearBits( PORTD, pins );   // Disable pullups    }    ADC_Init( ADC_PRESCALAR_AUTO );    // Delay for a short time to allow the ADC to initialize    ms_spin( 1 );}
开发者ID:JonHylands,项目名称:projects,代码行数:28,


示例3: ClearBits

void CSmokeGrenade::ShieldSecondaryFire( int animUp, int animDown ){    if( !m_pPlayer->HasShield() || m_flStartThrow )    {        return;    }	if( FBitSet( m_fWeaponState, WEAPONSTATE_SHIELD_DRAWN ) )	{		ClearBits( m_fWeaponState, WEAPONSTATE_SHIELD_DRAWN );		ClearBits( m_pPlayer->m_fUserPrefs, USERPREFS_SHIELD_DRAWN );		SendWeaponAnim( animDown, UseDecrement() );		strcpy( m_pPlayer->m_szAnimExtention, "shieldgren" );		m_flWeaponSpeed = 250.0;	}	else	{		SetBits( m_fWeaponState, WEAPONSTATE_SHIELD_DRAWN );		SetBits( m_pPlayer->m_fUserPrefs, USERPREFS_SHIELD_DRAWN );		SendWeaponAnim( animUp, UseDecrement() );		strcpy( m_pPlayer->m_szAnimExtention, "shielded" );		m_flWeaponSpeed = 180.0;	}    m_pPlayer->UpdateShieldCrosshair( ~m_fWeaponState & WEAPONSTATE_SHIELD_DRAWN );    m_flNextPrimaryAttack   = UTIL_WeaponTimeBase() + 0.4;    m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.4;    m_flTimeWeaponIdle      = UTIL_WeaponTimeBase() + 0.6;}
开发者ID:johndrinkwater,项目名称:CSSDK,代码行数:34,


示例4: Precache

void CRotButton::Spawn( void ){	Precache();	// set the axis of rotation	AxisDir( pev );	// check for clockwise rotation	if( FBitSet( pev->spawnflags, SF_ROTBUTTON_ROTATE_BACKWARDS ))		pev->movedir = pev->movedir * -1;	pev->movetype = MOVETYPE_PUSH;		if( FBitSet( pev->spawnflags, SF_ROTBUTTON_PASSABLE ))		pev->solid = SOLID_NOT;	else pev->solid = SOLID_BSP;	// shared code use this flag as BUTTON_DONTMOVE so we need to clear it here	ClearBits( pev->spawnflags, SF_ROTBUTTON_PASSABLE );	ClearBits( pev->spawnflags, SF_BUTTON_SPARK_IF_OFF );	ClearBits( pev->spawnflags, SF_BUTTON_DAMAGED_AT_LASER );	SET_MODEL( edict(), GetModel() );		if( pev->speed == 0 )		pev->speed = 40;	if( m_flWait == 0 )		m_flWait = 1;	if( pev->health > 0 )	{		pev->takedamage = DAMAGE_YES;	}	m_iState = STATE_OFF;	m_vecAngle1 = GetLocalAngles();	m_vecAngle2 = GetLocalAngles() + pev->movedir * m_flMoveDistance;	ASSERTSZ( m_vecAngle1 != m_vecAngle2, "rotating button start/end positions are equal" );	m_fStayPushed = (m_flWait == -1) ? TRUE : FALSE;	m_fRotating = TRUE;	// if the button is flagged for USE button activation only, take away it's touch function and add a use function	if( !FBitSet( pev->spawnflags, SF_BUTTON_TOUCH_ONLY ))	{		SetTouch( NULL );		SetUse( &CBaseButton::ButtonUse );	}	else	{			// touchable button		SetTouch( &CBaseButton::ButtonTouch );	}	UTIL_SetOrigin( this, GetLocalOrigin( ));	m_pUserData = WorldPhysic->CreateKinematicBodyFromEntity( this );}
开发者ID:FWGS,项目名称:XashXT,代码行数:59,


示例5: ClearBits

bool BitTest::test_ClearBits(){    int x = 3, y = 5;    ClearBits(x,0,1);    ClearBits(y,1,2);    return (x == 0 & y == 1);}
开发者ID:narolez571,项目名称:fundamentals,代码行数:8,


示例6: UTIL_SetAvelocity

void UTIL_SetAvelocity(CBaseEntity *pEnt, const Vector vecSet){	Vector vecNew;	if (pEnt->m_pMoveWith)		vecNew = vecSet + pEnt->m_pMoveWith->pev->avelocity;	else		vecNew = vecSet;	//	ALERT(at_console, "Setting AVelocity %f %f %f/n", vecNew.x, vecNew.y, vecNew.z);	if (pEnt->m_pChildMoveWith)	{		CBaseEntity *pMoving = pEnt->m_pChildMoveWith;		int sloopbreaker = MAX_MOVEWITH_DEPTH; // LRC - to save us from infinite loops		while (pMoving)		{			UTIL_SetMoveWithAvelocity(pMoving, vecNew, MAX_MOVEWITH_DEPTH);			UTIL_MergePos(pMoving); //force to update			if (vecSet != g_vecZero)SetBits(pMoving->m_iLFlags, LF_PARENTMOVE);			else ClearBits(pMoving->m_iLFlags, LF_PARENTMOVE);			pMoving = pMoving->m_pSiblingMoveWith;			sloopbreaker--;			if (sloopbreaker <= 0)			{				ALERT(at_error, "SetAvelocity: Infinite sibling list for MoveWith!/n");				break;			}		}	}	pEnt->pev->avelocity = vecNew;}
开发者ID:Hammermaps-DEV,项目名称:Spirit-of-Half-Life-1.9--VC2010,代码行数:31,


示例7: UTIL_SetVelocity

//LRCvoid UTIL_SetVelocity(CBaseEntity *pEnt, const Vector vecSet){	Vector vecNew;	if (pEnt->m_pMoveWith)		vecNew = vecSet + pEnt->m_pMoveWith->pev->velocity;	else		vecNew = vecSet;	//	ALERT(at_console,"SetV: %s is sent (%f,%f,%f) - goes from (%f,%f,%f) to (%f,%f,%f)/n",	//	    STRING(pEnt->pev->targetname), vecSet.x, vecSet.y, vecSet.z,	//		pEnt->pev->velocity.x, pEnt->pev->velocity.y, pEnt->pev->velocity.z,	//		vecNew.x, vecNew.y, vecNew.z	//	);	if (pEnt->m_pChildMoveWith)	{		CBaseEntity *pMoving = pEnt->m_pChildMoveWith;		int sloopbreaker = MAX_MOVEWITH_DEPTH; // LRC - to save us from infinite loops		while (pMoving)		{			UTIL_SetMoveWithVelocity(pMoving, vecNew, MAX_MOVEWITH_DEPTH);			if (vecSet != g_vecZero)SetBits(pMoving->m_iLFlags, LF_PARENTMOVE);			else ClearBits(pMoving->m_iLFlags, LF_PARENTMOVE);			pMoving = pMoving->m_pSiblingMoveWith;			sloopbreaker--;			if (sloopbreaker <= 0)			{				ALERT(at_error, "SetVelocity: Infinite sibling list for MoveWith!/n");				break;			}		}	}	pEnt->pev->velocity = vecNew;}
开发者ID:Hammermaps-DEV,项目名称:Spirit-of-Half-Life-1.9--VC2010,代码行数:36,


示例8: HandleAnimEvent

//=========================================================// HandleAnimEvent - catches the monster-specific messages// that occur when tagged animation frames are played.//=========================================================void CHeadCrab :: HandleAnimEvent( MonsterEvent_t *pEvent ){	switch( pEvent->event )	{		case HC_AE_JUMPATTACK:		{			ClearBits( pev->flags, FL_ONGROUND );			UTIL_SetOrigin (pev, pev->origin + Vector ( 0 , 0 , 1) );// take him off ground so engine doesn't instantly reset onground 			UTIL_MakeVectors ( pev->angles );			Vector vecJumpDir;			if (m_hEnemy != NULL)			{				float gravity = g_psv_gravity->value;				if (gravity <= 1)					gravity = 1;				// How fast does the headcrab need to travel to reach that height given gravity?				float height = (m_hEnemy->pev->origin.z + m_hEnemy->pev->view_ofs.z - pev->origin.z);				if (height < 16)					height = 16;				float speed = sqrt( 2 * gravity * height );				float time = speed / gravity;				// Scale the sideways velocity to get there at the right time				vecJumpDir = (m_hEnemy->pev->origin + m_hEnemy->pev->view_ofs - pev->origin);				vecJumpDir = vecJumpDir * ( 1.0 / time );				// Speed to offset gravity at the desired height				vecJumpDir.z = speed;				// Don't jump too far/fast				float distance = vecJumpDir.Length();								if (distance > 650)				{					vecJumpDir = vecJumpDir * ( 650.0 / distance );				}			}			else			{				// jump hop, don't care where				vecJumpDir = Vector( gpGlobals->v_forward.x, gpGlobals->v_forward.y, gpGlobals->v_up.z ) * 350;			}			int iSound = RANDOM_LONG(0,2);			if ( iSound != 0 )				EMIT_SOUND_DYN( edict(), CHAN_VOICE, pAttackSounds[iSound], GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() );			pev->velocity = vecJumpDir;			m_flNextAttack = gpGlobals->time + 2;		}		break;		default:			CBaseMonster::HandleAnimEvent( pEvent );			break;	}}
开发者ID:FaucetDC,项目名称:HLDC_SDK,代码行数:64,


示例9: UTIL_SetOrigin

void CTriggerCamera::TurnOn( void ){	pev->dmgtime = gpGlobals->time;	pev->armorvalue = pev->speed;	pev->frags = 0;	// copy over player information	if ( pev->spawnflags & SF_CAMERA_PLAYER_POSITION )	{		UTIL_SetOrigin( this, m_hActivator->pev->origin + m_hActivator->pev->view_ofs );		pev->angles.x = -m_hActivator->pev->angles.x;		pev->angles.y = m_hActivator->pev->angles.y;		pev->angles.z = 0;		pev->velocity = m_hActivator->pev->velocity;		ClearBits( pev->spawnflags, SF_CAMERA_PLAYER_POSITION );	}		// time-based camera	if( m_flWait ) pev->teleport_time = gpGlobals->time + m_flWait;	Move();	UpdatePlayerView();	m_iState = STATE_ON;	SetNextThink( gpGlobals->frametime );}
开发者ID:a1batross,项目名称:Xash3D_ancient,代码行数:25,


示例10: RANDOM_LONG

void CLeech::Killed(entvars_t *pevAttacker, int iGib){	Vector			vecSplatDir;	TraceResult		tr;	//ALERT(at_aiconsole, "Leech: killed/n");	// tell owner ( if any ) that we're dead.This is mostly for MonsterMaker functionality.	CBaseEntity *pOwner = CBaseEntity::Instance(pev->owner);	if (pOwner)		pOwner->DeathNotice(pev);	// When we hit the ground, play the "death_end" activity	if ( pev->waterlevel )	{		pev->angles.z = 0;		pev->angles.x = 0;		pev->origin.z += 1;		pev->avelocity = g_vecZero;		if ( RANDOM_LONG( 0, 99 ) < 70 )			pev->avelocity.y = RANDOM_LONG( -720, 720 );		pev->gravity = 0.02;		ClearBits(pev->flags, FL_ONGROUND);		SetActivity( ACT_DIESIMPLE );	}	else		SetActivity( ACT_DIEFORWARD );		pev->movetype = MOVETYPE_TOSS;	pev->takedamage = DAMAGE_NO;	SetThink( &CLeech::DeadThink );}
开发者ID:HoLyCoWzOrZ,项目名称:sing-engine,代码行数:32,


示例11: ClearGuardedMemoryBits

/**  Clear corresponding bits in bitmap table according to given memory range.  @param[in]  Address       Memory address to unset from.  @param[in]  NumberOfPages Number of pages to unset guard.  @return VOID**/VOIDEFIAPIClearGuardedMemoryBits (  IN EFI_PHYSICAL_ADDRESS    Address,  IN UINTN                   NumberOfPages  ){  UINT64            *BitMap;  UINTN             Bits;  UINTN             BitsToUnitEnd;  while (NumberOfPages > 0) {    BitsToUnitEnd = FindGuardedMemoryMap (Address, TRUE, &BitMap);    ASSERT (BitMap != NULL);    if (NumberOfPages > BitsToUnitEnd) {      // Cross map unit      Bits = BitsToUnitEnd;    } else {      Bits  = NumberOfPages;    }    ClearBits (Address, Bits, BitMap);    NumberOfPages -= Bits;    Address       += EFI_PAGES_TO_SIZE (Bits);  }}
开发者ID:mdaniel,项目名称:virtualbox-org-svn-vbox-trunk,代码行数:36,


示例12: ClearBits

int CSentry::TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType){	if ( !pev->takedamage )		return 0;//	if (!m_iOn)//	{//		SetThink( Deploy );//		SetUse( NULL );//		pev->nextthink = gpGlobals->time + 0.1;//	}	pev->health -= flDamage;	if (pev->health <= 0)	{		pev->health = 0;		pev->takedamage = DAMAGE_NO;		pev->dmgtime = gpGlobals->time;		ClearBits (pev->flags, FL_MONSTER); // why are they set in the first place???		SetUse(NULL);		SetThink(&CSentry::SentryDeath);		SUB_UseTargets( this, USE_ON, 0 ); // wake up others		pev->nextthink = gpGlobals->time + 0.1;		return 0;	}	return 1;}
开发者ID:tschumann,项目名称:naturalselection,代码行数:31,


示例13: ClearBits

void CUSP::SecondaryAttack(){    if( ShieldSecondaryFire( GUN_SHIELD_UP, GUN_SHIELD_DOWN ) )    {        return;    }    int anim;    if( FBitSet( m_fWeaponState, WEAPONSTATE_USP_SILENCED ) )    {        ClearBits( m_fWeaponState, WEAPONSTATE_USP_SILENCED );        anim = USP_DETACH_SILENCER;    }    else    {        SetBits( m_fWeaponState, WEAPONSTATE_USP_SILENCED );        anim = USP_ADD_SILENCER;    }    SendWeaponAnim( anim, UseDecrement() );    strcpy( m_pPlayer->m_szAnimExtention, "onehanded" );    m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 3.0;    m_flNextPrimaryAttack   = UTIL_WeaponTimeBase() + 3.0;    m_flTimeWeaponIdle      = UTIL_WeaponTimeBase() + 3.0;}
开发者ID:johndrinkwater,项目名称:CSSDK,代码行数:28,


示例14: GetNextTarget

//// Train next - path corner needs to change to next target //void CFuncTrain::Next( void ){	CBaseEntity	*pTarg;	// now find our next target	//TODO: this entity is supposed to work with path_corner only. Other entities will work, but will probably misbehave. - Solokiller	//Check for classname and ignore others?	pTarg = GetNextTarget();	if( !pTarg )	{		if( pev->noiseMovement )			STOP_SOUND( this, CHAN_STATIC, ( char* ) STRING( pev->noiseMovement ) );		// Play stop sound		if( pev->noiseStopMoving )			EMIT_SOUND( this, CHAN_VOICE, ( char* ) STRING( pev->noiseStopMoving ), m_volume, ATTN_NORM );		return;	}	// Save last target in case we need to find it again	pev->message = pev->target;	pev->target = pTarg->pev->target;	m_flWait = pTarg->GetDelay();	if( m_pevCurrentTarget && m_pevCurrentTarget->speed != 0 )	{// don't copy speed from target if it is 0 (uninitialized)		pev->speed = m_pevCurrentTarget->speed;		ALERT( at_aiconsole, "Train %s speed to %4.2f/n", GetTargetname(), pev->speed );	}	m_pevCurrentTarget = pTarg->pev;// keep track of this since path corners change our target for us.	pev->enemy = pTarg->edict();//hack	if( FBitSet( m_pevCurrentTarget->spawnflags, SF_CORNER_TELEPORT ) )	{		// Path corner has indicated a teleport to the next corner.		SetBits( pev->effects, EF_NOINTERP );		SetAbsOrigin( pTarg->GetAbsOrigin() - ( pev->mins + pev->maxs )* 0.5 );		Wait(); // Get on with doing the next path corner.	}	else	{		// Normal linear move.		// CHANGED this from CHAN_VOICE to CHAN_STATIC around OEM beta time because trains should		// use CHAN_STATIC for their movement sounds to prevent sound field problems.		// this is not a hack or temporary fix, this is how things should be. (sjb).		if( pev->noiseMovement )		{			STOP_SOUND( this, CHAN_STATIC, ( char* ) STRING( pev->noiseMovement ) );			EMIT_SOUND( this, CHAN_STATIC, ( char* ) STRING( pev->noiseMovement ), m_volume, ATTN_NORM );		}		ClearBits( pev->effects, EF_NOINTERP );		SetMoveDone( &CFuncTrain::Wait );		LinearMove( pTarg->GetAbsOrigin() - ( pev->mins + pev->maxs )* 0.5, pev->speed );	}}
开发者ID:swmpdg,项目名称:HLEnhanced,代码行数:62,


示例15: Killed

void CFlyingMonster :: Killed( entvars_t *pevAttacker, int iGib ){	pev->movetype = MOVETYPE_STEP;	ClearBits( pev->flags, FL_ONGROUND );	pev->angles.z = 0;	pev->angles.x = 0;	CBaseMonster::Killed( pevAttacker, iGib );}
开发者ID:NonPIayerCharacter,项目名称:hlsdk-xash3d,代码行数:8,


示例16: iLoadCutInternal

//	Note:  .Cut support has not been tested yet!// A .cut can only have 1 bpp.//	We need to add support for the .pal's PSP outputs with these...ILboolean iLoadCutInternal(){	CUT_HEAD	Header;	ILuint		Size, i = 0, j;	ILubyte		Count, Run;	if (iCurImage == NULL) {		ilSetError(IL_ILLEGAL_OPERATION);		return IL_FALSE;	}	Header.Width = GetLittleShort();	Header.Height = GetLittleShort();	Header.Dummy = GetLittleInt();	if (Header.Width == 0 || Header.Height == 0) {		ilSetError(IL_INVALID_FILE_HEADER);		return IL_FALSE;	}	if (!ilTexImage(Header.Width, Header.Height, 1, 1, IL_COLOUR_INDEX, IL_UNSIGNED_BYTE, NULL)) {  // always 1 bpp		return IL_FALSE;	}	iCurImage->Origin = IL_ORIGIN_LOWER_LEFT;	Size = Header.Width * Header.Height;	while (i < Size) {		Count = igetc();		if (Count == 0) { // end of row			igetc();  // Not supposed to be here, but			igetc();  //  PSP is putting these two bytes here...WHY?!			continue;		}		if (Count & BIT_7) {  // rle-compressed			ClearBits(Count, BIT_7);			Run = igetc();			for (j = 0; j < Count; j++) {				iCurImage->Data[i++] = Run;			}		}		else {  // run of pixels			for (j = 0; j < Count; j++) {				iCurImage->Data[i++] = igetc();			}		}	}	iCurImage->Origin = IL_ORIGIN_UPPER_LEFT;  // Not sure	/*iCurImage->Pal.Palette = SharedPal.Palette;	iCurImage->Pal.PalSize = SharedPal.PalSize;	iCurImage->Pal.PalType = SharedPal.PalType;*/	return ilFixImage();}
开发者ID:123woodman,项目名称:minko,代码行数:59,


示例17: EnableRightEye

void EnableRightEye( int enable ){    if ( enable )    {        SetBits( PORTD, ( 1 <<  RightEyeEnable ) );    }    else    {        ClearBits( PORTD, ( 1 <<  RightEyeEnable ) );    }}
开发者ID:JonHylands,项目名称:projects,代码行数:11,


示例18: UTIL_WeaponTimeBase

void CSmokeGrenade::Holster(){    m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;    if( !m_pPlayer->m_rgAmmo[ m_iPrimaryAmmoType ] )    {        ClearBits( m_pPlayer->pev->weapons, 1 << WEAPON_SMOKEGRENADE );        DestroyItem();    }    m_flStartThrow   = 0;    m_flReleaseThrow = -1.0;}
开发者ID:johndrinkwater,项目名称:CSSDK,代码行数:13,


示例19: Precache

void CUSP::Spawn(){    Precache();    m_iId = WEAPON_USP;    SET_MODEL( ENT( pev ), "models/w_usp.mdl" );    m_flAccuracy   = USP_MAX_INACCURACY;    m_iDefaultAmmo = USP_DEFAULT_GIVE;    ClearBits( m_fWeaponState, WEAPONSTATE_SHIELD_DRAWN );    FallInit();}
开发者ID:johndrinkwater,项目名称:CSSDK,代码行数:14,


示例20: ClearBits

BOOL CSmokeGrenade::Deploy( void ){    ClearBits( m_iWeaponState, WPNSTATE_SHIELD_DRAWN );    m_flReleaseThrow = -1;    m_fMaxSpeed      = SMOKEGRENADE_MAX_SPEED;    m_pPlayer->m_bShieldDrawn = false;    if( m_pPlayer->HasShield() )        return DefaultDeploy( "models/shield/v_shield_smokegrenade.mdl", "models/shield/p_shield_smokegrenade.mdl", SMOKEGRENADE_DRAW, "shieldgren", UseDecrement() != FALSE );    else        return DefaultDeploy( "models/v_smokegrenade.mdl", "models/p_smokegrenade.mdl", SMOKEGRENADE_DRAW, "grenade", UseDecrement() != FALSE );}
开发者ID:Chuvi-w,项目名称:CSSDK,代码行数:14,


示例21: ClearBits

BOOL CDEAGLE::Deploy( void ){    m_flAccuracy    = 0.9;    m_fMaxSpeed     = DEAGLE_MAX_SPEED;    ClearBits( m_iWeaponState, WPNSTATE_SHIELD_DRAWN );    m_pPlayer->m_bShieldDrawn = false;    if( m_pPlayer->HasShield() )        return DefaultDeploy( "models/shield/v_shield_deagle.mdl", "models/shield/p_shield_deagle.mdl", DEAGLE_DRAW, "shieldgun", UseDecrement() != FALSE );    else        return DefaultDeploy( "models/v_deagle.mdl", "models/p_deagle.mdl", DEAGLE_DRAW, "onehanded", UseDecrement() != FALSE );}
开发者ID:Chuvi-w,项目名称:CSSDK,代码行数:14,


示例22: ClearBits

BOOL CFiveSeven::Deploy( void ){    m_flAccuracy = 0.92;    m_fMaxSpeed  = FIVESEVEN_MAX_SPEED;    ClearBits( m_iWeaponState, WPNSTATE_SHIELD_DRAWN );    m_pPlayer->m_bShieldDrawn = false;    if( m_pPlayer->HasShield() )        return DefaultDeploy( "models/shield/v_shield_fiveseven.mdl", "models/shield/p_shield_fiveseven.mdl", FIVESEVEN_DRAW, "shieldgun", UseDecrement() != FALSE );    else        return DefaultDeploy( "models/v_fiveseven.mdl", "models/p_fiveseven.mdl", FIVESEVEN_DRAW, "onehanded", UseDecrement() != FALSE );}
开发者ID:Chuvi-w,项目名称:CSSDK,代码行数:14,


示例23: ClientPrint

void CFamas::SecondaryAttack(){    if( FBitSet( m_fWeaponState, WEAPONSTATE_FAMAS_BURST_MODE ) )    {        ClientPrint( m_pPlayer->pev, HUD_PRINTCENTER, "#Switch_To_FullAuto" );        ClearBits( m_fWeaponState, WEAPONSTATE_FAMAS_BURST_MODE );    }    else    {        ClientPrint( m_pPlayer->pev, HUD_PRINTCENTER, "#Switch_To_BurstFire" );        SetBits( m_fWeaponState, WEAPONSTATE_FAMAS_BURST_MODE );    }    m_flNextSecondaryAttack = gpGlobals->time + 0.3;}
开发者ID:johndrinkwater,项目名称:CSSDK,代码行数:15,


示例24: MAKE_STRING

void CP228::Spawn(void){	pev->classname = MAKE_STRING("weapon_p228");	Precache();	m_iId = WEAPON_P228;	SET_MODEL(ENT(pev), "models/w_p228.mdl");	ClearBits(m_iWeaponState, WPNSTATE_SHIELD_DRAWN);	m_iDefaultAmmo = P228_DEFAULT_GIVE;	m_flAccuracy   = 0.9;	FallInit();}
开发者ID:Chuvi-w,项目名称:CSSDK,代码行数:15,


示例25: MAKE_STRING

void CFiveSeven::Spawn( void ){    pev->classname = MAKE_STRING( "weapon_fiveseven" );    Precache();    m_iId = WEAPON_FIVESEVEN;    SET_MODEL( edict(), "models/w_fiveseven.mdl" );    m_iDefaultAmmo = FIVESEVEN_DEFAULT_GIVE;    m_flAccuracy   = 0.92;    ClearBits( m_iWeaponState, WPNSTATE_SHIELD_DRAWN );    FallInit();}
开发者ID:Chuvi-w,项目名称:CSSDK,代码行数:15,


示例26: Precache

void CSmokeGrenade::Spawn(){    Precache();    m_iId = WEAPON_SMOKEGRENADE;    SET_MODEL( ENT( pev ), "models/w_smokegrenade.mdl" );    pev->dmg = 4.0;    m_iDefaultAmmo   = SMOKEGRENADE_DEFAULT_GIVE;    m_flStartThrow   = 0;    m_flReleaseThrow = -1.0;    ClearBits( m_fWeaponState, WEAPONSTATE_SHIELD_DRAWN );    FallInit();}
开发者ID:johndrinkwater,项目名称:CSSDK,代码行数:17,


示例27: MAKE_STRING

void CSmokeGrenade::Spawn( void ){    pev->classname = MAKE_STRING( "weapon_smokegrenade" );    Precache();    m_iId = WEAPON_SMOKEGRENADE;    SET_MODEL( edict(), "models/w_smokegrenade.mdl" );    pev->dmg = 4;    ClearBits( m_iWeaponState, WPNSTATE_SHIELD_DRAWN );    m_iDefaultAmmo   = SMOKEGRENADE_DEFAULT_GIVE;    m_flStartThrow   = 0;    m_flReleaseThrow = -1;    FallInit();}
开发者ID:Chuvi-w,项目名称:CSSDK,代码行数:18,


示例28: TrySmellTalk

// try to smell somethingvoid CTalkMonster :: TrySmellTalk( void ){	if ( !FOkToSpeak() )		return;	// clear smell bits periodically	if ( gpGlobals->time > m_flLastSaidSmelled  )	{//		ALERT ( at_aiconsole, "Clear smell bits/n" );		ClearBits(m_bitsSaid, bit_saidSmelled);	}	// smelled something?	if (!FBitSet(m_bitsSaid, bit_saidSmelled) && HasConditions ( bits_COND_SMELL ))	{		PlaySentence( m_szGrp[TLK_SMELL], RANDOM_FLOAT(2.8, 3.2), VOL_NORM, ATTN_IDLE );		m_flLastSaidSmelled = gpGlobals->time + 60;// don't talk about the stinky for a while.		SetBits(m_bitsSaid, bit_saidSmelled);	}}
开发者ID:oskarlh,项目名称:HLEnhanced,代码行数:20,



注:本文中的ClearBits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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