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本文整理汇总了C++中CreateVPhysics函数的典型用法代码示例。如果您正苦于以下问题:C++ CreateVPhysics函数的具体用法?C++ CreateVPhysics怎么用?C++ CreateVPhysics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CreateVPhysics函数的29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: Precachevoid CNewRecharge::Spawn(){ Precache( ); SetMoveType( MOVETYPE_NONE ); SetSolid( SOLID_VPHYSICS ); CreateVPhysics(); SetModel( HEALTH_CHARGER_MODEL_NAME ); AddEffects( EF_NOSHADOW ); ResetSequence( LookupSequence( "idle" ) ); SetInitialCharge(); UpdateJuice( MaxJuice() ); m_nState = 0; m_iCaps = FCAP_CONTINUOUS_USE; CreateVPhysics(); m_flJuice = m_iJuice; m_iReactivate = 0; SetCycle( 1.0f - ( m_flJuice / MaxJuice() ) );}
开发者ID:Adidasman1,项目名称:source-sdk-2013,代码行数:28,
示例2: Precache//-----------------------------------------------------------------------------// Purpose: //-----------------------------------------------------------------------------void CNewWallHealth::Spawn(void){ Precache( ); SetMoveType( MOVETYPE_NONE ); SetSolid( SOLID_VPHYSICS ); CreateVPhysics(); SetModel( HEALTH_CHARGER_MODEL_NAME ); AddEffects( EF_NOSHADOW ); ResetSequence( LookupSequence( "idle" ) ); m_iJuice = sk_healthcharger.GetInt(); m_nState = 0; m_iReactivate = 0; m_iCaps = FCAP_CONTINUOUS_USE; CreateVPhysics(); m_flJuice = m_iJuice; SetCycle( 1.0f - ( m_flJuice / sk_healthcharger.GetFloat() ) );}
开发者ID:SizzlingStats,项目名称:hl2sdk-ob-valve,代码行数:28,
示例3: Precache//------------------------------------------------// Spawn//------------------------------------------------void CPropCannon::Spawn( void ){ Precache(); SetModel( STRING( GetModelName() ) ); SetCollisionGroup( COLLISION_GROUP_VEHICLE ); BaseClass::Spawn(); SetSolid( SOLID_BBOX ); AddSolidFlags( FSOLID_NOT_SOLID ); SetMoveType( MOVETYPE_NOCLIP ); m_takedamage = DAMAGE_EVENTS_ONLY; m_takedamage = DAMAGE_EVENTS_ONLY; m_flTurn = 0; m_flExtension = 0; m_flFlyTime = 0.0f; m_flNextAttackTime = gpGlobals->curtime; InitCannonSpeeds(); SetPoseParameter( "armextensionpose", m_flExtension ); CreateVPhysics(); SetNextThink( gpGlobals->curtime );}
开发者ID:Adidasman1,项目名称:source-sdk-2013,代码行数:31,
示例4: Precache//------------------------------------------------// Spawn//------------------------------------------------void CPropCrane::Spawn( void ){ Precache(); SetModel( STRING( GetModelName() ) ); SetCollisionGroup( COLLISION_GROUP_VEHICLE ); BaseClass::Spawn(); SetSolid( SOLID_BBOX ); AddSolidFlags( FSOLID_NOT_SOLID ); SetMoveType( MOVETYPE_NOCLIP ); m_takedamage = DAMAGE_EVENTS_ONLY; m_flTurn = 0; m_flExtension = 0; m_flNextDangerSoundTime = 0; m_flNextCreakSound = 0; m_flNextDropAllowedTime = 0; m_flSlowRaiseTime = 0; m_bDropping = false; m_bMagnetOn = false; InitCraneSpeeds(); SetPoseParameter( "armextensionpose", m_flExtension ); CreateVPhysics(); SetNextThink( gpGlobals->curtime );}
开发者ID:Adidasman1,项目名称:source-sdk-2013,代码行数:32,
示例5: CreateVPhysics//-----------------------------------------------------------------------------// Purpose: //-----------------------------------------------------------------------------void CNPC_Furniture::OnRestore( void ){ // Recreate any bone followers we have CreateVPhysics(); BaseClass::OnRestore();}
开发者ID:Au-heppa,项目名称:source-sdk-2013,代码行数:10,
示例6: Precache//-----------------------------------------------------------------------------// Purpose: //-----------------------------------------------------------------------------void Dota_Resupply::Spawn( void ){ Precache(); BaseClass::Spawn(); SetModel( STRING( GetModelName() ) ); SetMoveType( MOVETYPE_NONE ); SetSolid( SOLID_VPHYSICS ); CreateVPhysics(); ResetSequence( LookupSequence( "Idle" ) ); SetBodygroup( 1, true ); m_flCloseTime = gpGlobals->curtime; m_flAnimTime = gpGlobals->curtime; m_flPlaybackRate = 0.0; SetCycle( 0 ); m_takedamage = DAMAGE_EVENTS_ONLY; // Issue #28: JMS - 2013-10-12 - ammobox needs to fire a new modevent letting all clients know that one is spawned IGameEvent *pEvent = gameeventmanager->CreateEvent( "ammobox_spawn" ); if ( pEvent ) { pEvent->SetInt( "entindex", entindex() ); gameeventmanager->FireEvent( pEvent ); }}
开发者ID:schroe2a,项目名称:DotaSource2,代码行数:32,
示例7: Precachevoid CPhysicsCannister::Spawn( void ){ Precache(); SetModel( STRING(GetModelName()) ); SetBloodColor( DONT_BLEED ); AddSolidFlags( FSOLID_CUSTOMRAYTEST ); m_takedamage = DAMAGE_YES; SetNextThink( TICK_NEVER_THINK ); if ( m_iHealth <= 0 ) m_iHealth = 25; m_flAnimTime = gpGlobals->curtime; m_flPlaybackRate = 0.0; SetCycle( 0 ); m_bFired = false; // not thrusting m_active = false; CreateVPhysics(); if ( !VPhysicsGetObject() ) { // must have a physics object or code will crash later UTIL_Remove(this); }}
开发者ID:0xFEEDC0DE64,项目名称:UltraGame,代码行数:28,
示例8: SetMoveTypevoid CFuncBrush::Spawn( void ){ SetMoveType( MOVETYPE_PUSH ); // so it doesn't get pushed by anything SetSolid( SOLID_VPHYSICS ); AddEFlags( EFL_USE_PARTITION_WHEN_NOT_SOLID ); if ( m_iSolidity == BRUSHSOLID_NEVER ) { AddSolidFlags( FSOLID_NOT_SOLID ); } SetModel( STRING( GetModelName() ) ); if ( m_iDisabled ) TurnOff(); // If it can't move/go away, it's really part of the world if ( !GetEntityName() || !m_iParent ) AddFlag( FL_WORLDBRUSH ); CreateVPhysics(); // Slam the object back to solid - if we really want it to be solid. if ( m_bSolidBsp ) { SetSolid( SOLID_BSP ); }}
开发者ID:Bubbasacs,项目名称:FinalProj,代码行数:29,
示例9: SetModelvoid CFunc_LOD::Spawn(){ // Bind to our bmodel. SetModel( STRING( GetModelName() ) ); SetSolid( SOLID_BSP ); BaseClass::Spawn(); CreateVPhysics();}
开发者ID:Adidasman1,项目名称:source-sdk-2013,代码行数:9,
示例10: Precache//-----------------------------------------------------------------------------// Purpose: //-----------------------------------------------------------------------------void CGrenadeHopwire::Spawn( void ){ Precache(); SetModel( GRENADE_MODEL_CLOSED ); SetCollisionGroup( COLLISION_GROUP_PROJECTILE ); CreateVPhysics();}
开发者ID:Muini,项目名称:Nag-asw,代码行数:12,
示例11: Precache//------------------------------------------------------------------------------// Purpose://------------------------------------------------------------------------------void CPlayer_Control::Spawn( void ){ Precache(); SetFriction( 0.55 ); // deading the bounce a bit m_bActive = false; CreateVPhysics();}
开发者ID:TotallyMehis,项目名称:ZM-Updated,代码行数:12,
示例12: Precachevoid CArmorPiece::Spawn(void){ BaseClass::Spawn(); Precache(); SetModel(STRING(GetModelName())); CreateVPhysics();}
开发者ID:RaraFolf,项目名称:FIREFIGHT-RELOADED-src-sdk-2013,代码行数:9,
示例13: SetClassnamevoid CReplayBall::Spawn( void ){ SetClassname("replay_ball"); Precache(); SetModelName(MAKE_STRING(BALL_MODEL)); CreateVPhysics(); //SetSolid(SOLID_NONE); SetSimulatedEveryTick(true); SetAnimatedEveryTick(true);}
开发者ID:rain2372,项目名称:IOS-1,代码行数:10,
示例14: Precachevoid CNPCWheatleyBoss::Spawn(void){ Precache(); SetModel(BOSS_MODEL); SetSolid(SOLID_VPHYSICS); CreateVPhysics(); BaseClass::Spawn();}
开发者ID:RubberWar,项目名称:Portal-2,代码行数:10,
示例15: SetMoveTypevoid CFuncVPhysicsClip::Spawn( void ){ SetMoveType( MOVETYPE_PUSH ); // so it doesn't get pushed by anything SetSolid( SOLID_VPHYSICS ); AddSolidFlags( FSOLID_NOT_SOLID ); SetModel( STRING( GetModelName() ) ); AddEffects( EF_NODRAW ); CreateVPhysics(); VPhysicsGetObject()->EnableCollisions( !m_bDisabled );}
开发者ID:AluminumKen,项目名称:hl2sb-src,代码行数:10,
示例16: ParsePropData//-----------------------------------------------------------------------------// Purpose: //-----------------------------------------------------------------------------void CBreakable::Spawn( void ){ // Initialize damage modifiers. Must be done before baseclass spawn. m_flDmgModBullet = func_breakdmg_bullet.GetFloat(); m_flDmgModClub = func_breakdmg_club.GetFloat(); m_flDmgModExplosive = func_breakdmg_explosive.GetFloat(); ParsePropData(); Precache( ); if ( !m_iHealth || FBitSet( m_spawnflags, SF_BREAK_TRIGGER_ONLY ) ) { // This allows people to shoot at the glass (since it's penetrable) if ( m_Material == matGlass ) { m_iHealth = 1; } m_takedamage = DAMAGE_NO; } else { m_takedamage = DAMAGE_YES; } m_iMaxHealth = ( m_iHealth > 0 ) ? m_iHealth : 1; SetSolid( SOLID_BSP ); SetMoveType( MOVETYPE_PUSH ); // this is a hack to shoot the gibs in a specific yaw/direction m_angle = GetLocalAngles().y; SetLocalAngles( vec3_angle ); SetModel( STRING( GetModelName() ) );//set size and link into world. SetTouch( &CBreakable::BreakTouch ); if ( FBitSet( m_spawnflags, SF_BREAK_TRIGGER_ONLY ) ) // Only break on trigger { SetTouch( NULL ); } // Flag unbreakable glass as "worldbrush" so it will block ALL tracelines if ( !IsBreakable() && m_nRenderMode != kRenderNormal ) AddFlag( FL_WORLDBRUSH ); if ( m_impactEnergyScale == 0 ) { m_impactEnergyScale = 1.0; } CreateVPhysics();}
开发者ID:Biohazard90,项目名称:g-string_2013,代码行数:57,
示例17: SetLocalAnglesvoid CFuncWall::Spawn( void ){ SetLocalAngles( vec3_angle ); SetMoveType( MOVETYPE_PUSH ); // so it doesn't get pushed by anything SetModel( STRING( GetModelName() ) ); // If it can't move/go away, it's really part of the world AddFlag( FL_WORLDBRUSH ); // set manual mode CreateVPhysics();}
开发者ID:AluminumKen,项目名称:hl2sb-src,代码行数:12,
示例18: QAngle//------------------------------------------------------------------------------// Purpose: Called before spawning, after keyvalues have been parsed.//------------------------------------------------------------------------------void CFuncMoveLinear::Spawn( void ){ // Convert movedir from angles to a vector QAngle angMoveDir = QAngle( m_vecMoveDir.x, m_vecMoveDir.y, m_vecMoveDir.z ); AngleVectors( angMoveDir, &m_vecMoveDir ); SetMoveType( MOVETYPE_PUSH ); SetModel( STRING( GetModelName() ) ); // Don't allow zero or negative speeds if (m_flSpeed <= 0) { m_flSpeed = 100; } // If move distance is set to zero, use with width of the // brush to determine the size of the move distance if (m_flMoveDistance <= 0) { Vector vecOBB = CollisionProp()->OBBSize(); vecOBB -= Vector( 2, 2, 2 ); m_flMoveDistance = DotProductAbs( m_vecMoveDir, vecOBB ) - m_flLip; } /* BM: Fixing this based on: https://developer.valvesoftware.com/wiki/CFuncMoveLinear_Fix m_vecPosition1 = GetAbsOrigin() - (m_vecMoveDir * m_flMoveDistance * m_flStartPosition); m_vecPosition2 = m_vecPosition1 + (m_vecMoveDir * m_flMoveDistance); m_vecFinalDest = GetAbsOrigin(); //*/ m_vecPosition1 = GetLocalOrigin() - (m_vecMoveDir * m_flMoveDistance * m_flStartPosition); m_vecPosition2 = m_vecPosition1 + (m_vecMoveDir * m_flMoveDistance); m_vecFinalDest = GetLocalOrigin(); //*/ The start & end positions are now calculated in local (parent) space. SetTouch( NULL ); Precache(); // It is solid? SetSolid( SOLID_VPHYSICS ); if ( FClassnameIs( this, "func_water_analog" ) ) { AddSolidFlags( FSOLID_VOLUME_CONTENTS ); } if ( !FClassnameIs( this, "func_water_analog" ) && FBitSet (m_spawnflags, SF_MOVELINEAR_NOTSOLID) ) { AddSolidFlags( FSOLID_NOT_SOLID ); } CreateVPhysics();}
开发者ID:SCell555,项目名称:source-sdk-2013,代码行数:56,
示例19: Precache//// Tentacle Spawn//void CNPC_Tentacle::Spawn( ){ Precache( ); SetSolid( SOLID_BBOX ); //Necessary for TestCollision to be called for hitbox ray hits AddSolidFlags( FSOLID_CUSTOMRAYTEST ); SetMoveType( MOVETYPE_NONE ); ClearEffects(); m_iHealth = 75; SetSequence( 0 ); SetModel( "models/tentacle2.mdl" ); UTIL_SetSize( this, Vector( -32, -32, 0 ), Vector( 32, 32, 64 ) ); // Use our hitboxes to determine our render bounds CollisionProp()->SetSurroundingBoundsType( USE_HITBOXES ); m_takedamage = DAMAGE_AIM; AddFlag( FL_NPC ); m_bloodColor = BLOOD_COLOR_GREEN; ResetSequenceInfo( ); m_iDir = 1; SetThink( &CNPC_Tentacle::Start ); SetNextThink( gpGlobals->curtime + 0.2 ); SetTouch( &CNPC_Tentacle::HitTouch ); m_flInitialYaw = GetAbsAngles().y; GetMotor()->SetIdealYawAndUpdate( m_flInitialYaw ); g_fFlySound = FALSE; g_fSquirmSound = FALSE; m_iHitDmg = 200; if (m_flMaxYaw <= 0) m_flMaxYaw = 65; m_NPCState = NPC_STATE_IDLE; UTIL_SetOrigin( this, GetAbsOrigin() ); CreateVPhysics(); AddEffects( EF_NOSHADOW );}
开发者ID:AgentAgrimar,项目名称:source-sdk-trilogy,代码行数:55,
示例20: SetMoveTypevoid CWeightButton::Spawn(){ BaseClass::Spawn(); // Convert movedir from angles to a vector SetMoveType( MOVETYPE_VPHYSICS ); SetSolid( SOLID_VPHYSICS ); SetModel( STRING( GetModelName() ) ); CreateVPhysics(); SetThink( &CWeightButton::TriggerThink ); SetNextThink( gpGlobals->curtime + TICK_INTERVAL ); m_bHasBeenPressed = false;}
开发者ID:0xFEEDC0DE64,项目名称:UltraGame,代码行数:13,
示例21: Precache//-----------------------------------------------------------------------------// Purpose: Spawn the object//-----------------------------------------------------------------------------void CExtinguisherCharger::Spawn( void ){ Precache(); SetSolid( SOLID_BSP ); SetMoveType( MOVETYPE_PUSH ); SetModel( STRING( GetModelName() ) ); m_bSoundOn = false; CreateVPhysics();}
开发者ID:SCell555,项目名称:source-sdk-2013,代码行数:16,
示例22: Precachevoid CTripwireHook::Spawn( void ){ Precache( ); SetModel( "models/Weapons/w_grenade.mdl" );//<<CHECK>> UTIL_SetSize(this, Vector( -1, -1, -1), Vector(1,1, 1)); m_takedamage = DAMAGE_NO; m_bAttached = false; CreateVPhysics();}
开发者ID:Adidasman1,项目名称:source-sdk-2013,代码行数:13,
示例23: Precache//-----------------------------------------------------------------------------// Purpose: the entity//-----------------------------------------------------------------------------void CNPC_RocketTurret::Spawn( void ){ Precache(); BaseClass::Spawn(); SetViewOffset( vec3_origin ); AddEFlags( EFL_NO_DISSOLVE ); SetModel( ROCKET_TURRET_MODEL_NAME ); SetSolid( SOLID_VPHYSICS ); m_iMuzzleAttachment = LookupAttachment ( "barrel" ); m_iLightAttachment = LookupAttachment ( "eye" ); m_iPosePitch = LookupPoseParameter( "aim_pitch" ); m_iPoseYaw = LookupPoseParameter( "aim_yaw" ); m_vecCurrentAngles = m_vecGoalAngles = GetAbsAngles(); CreateVPhysics(); //Set our autostart state m_bEnabled = ( ( m_spawnflags & SF_ROCKET_TURRET_START_INACTIVE ) == false ); // Set Locked sprite if ( m_bEnabled ) { m_iLaserState = 1; SetSequence(LookupSequence("idle")); } else { m_iLaserState = 0; SetSequence(LookupSequence("inactive")); } SetCycle(1.0f); UpdateSkin( ROCKET_SKIN_IDLE ); SetPoseParameter( "aim_pitch", 0 ); SetPoseParameter( "aim_yaw", -180 ); if ( m_bEnabled ) { SetThink( &CNPC_RocketTurret::FollowThink ); } SetNextThink( gpGlobals->curtime + ROCKET_TURRET_THINK_RATE );}
开发者ID:Axitonium,项目名称:SourceEngine2007,代码行数:53,
示例24: CreateVPhysicsvoid CGEPropDynamic::Materialize(void){ //A more lightweight and optional func_rebreakable materalize function CreateVPhysics(); if (m_bRobustSpawn) { // iterate on all entities in the vicinity. CBaseEntity *pEntity; Vector max = CollisionProp()->OBBMaxs(); for (CEntitySphereQuery sphere(GetAbsOrigin(), max.NormalizeInPlace()); (pEntity = sphere.GetCurrentEntity()) != NULL; sphere.NextEntity()) { if (pEntity == this || pEntity->GetSolid() == SOLID_NONE || pEntity->GetSolid() == SOLID_BSP || pEntity->GetSolidFlags() & FSOLID_NOT_SOLID || pEntity->GetMoveType() & MOVETYPE_NONE) continue; // Ignore props that can't move if (pEntity->VPhysicsGetObject() && !pEntity->VPhysicsGetObject()->IsMoveable()) continue; // Prevent respawn if we are blocked by anything and try again in 1 second if (Intersects(pEntity)) { SetSolid(SOLID_NONE); AddSolidFlags(FSOLID_NOT_SOLID); VPhysicsDestroyObject(); SetNextThink(gpGlobals->curtime + 1.0f); return; } } } m_iHealth = m_iHealthOverride; if (m_iHealth > 0) m_takedamage = DAMAGE_YES; RemoveEffects(EF_NODRAW); RemoveSolidFlags(FSOLID_NOT_SOLID); m_bUsingBrokenSkin = false; if (m_bUseRandomSkins) PickNewSkin(); else m_nSkin = m_iStartingSkin; SetRenderColor(m_col32basecolor.r, m_col32basecolor.g, m_col32basecolor.b); m_Respawn.FireOutput(this, this);}
开发者ID:djoslin0,项目名称:ges-legacy-code,代码行数:50,
示例25: Precache//---------------------------------------------------------//---------------------------------------------------------void CBounceBomb::Spawn(){ Precache(); Wake( false ); SetModel("models/props_combine/combine_mine01.mdl"); SetSolid( SOLID_VPHYSICS ); m_hSprite.Set( NULL ); m_takedamage = DAMAGE_EVENTS_ONLY; // Find my feet! m_iHookN = LookupPoseParameter( "blendnorth" ); m_iHookE = LookupPoseParameter( "blendeast" ); m_iHookS = LookupPoseParameter( "blendsouth" ); m_iAllHooks = LookupPoseParameter( "blendstates" ); m_flHookPositions = 0; SetHealth( 100 ); m_bBounce = true; SetSequence( SelectWeightedSequence( ACT_IDLE ) ); OpenHooks( true ); m_bHeldByPhysgun = false; m_iFlipAttempts = 0; if( !GetParent() ) { // Create vphysics now if I'm not being carried. CreateVPhysics(); } m_flTimeGrabbed = FLT_MAX; if( m_bDisarmed ) { SetMineState( MINE_STATE_DORMANT ); } else { SetMineState( MINE_STATE_DEPLOY ); }}
开发者ID:paralin,项目名称:hl2sdk,代码行数:51,
示例26: Precache//-----------------------------------------------------------------------------// Purpose: Spawn the object//-----------------------------------------------------------------------------void CExtinguisherCharger::Spawn( void ){ Precache(); SetSolid( SOLID_BSP ); SetMoveType( MOVETYPE_PUSH ); UTIL_SetSize( this, EntitySpaceMins(), EntitySpaceMaxs() ); SetModel( STRING( GetModelName() ) ); Relink(); m_bSoundOn = false; CreateVPhysics();}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:18,
示例27: Precachevoid CRecharge::Spawn(){ Precache( ); SetSolid( SOLID_BSP ); SetMoveType( MOVETYPE_PUSH ); SetModel( STRING( GetModelName() ) ); m_iJuice = sk_suitcharger.GetFloat(); SetTextureFrameIndex( 0 ); m_iCaps = FCAP_CONTINUOUS_USE; CreateVPhysics();}
开发者ID:AgentAgrimar,项目名称:source-sdk-trilogy,代码行数:15,
示例28: Precachevoid CRecharge::Spawn(){ Precache( ); SetSolid( SOLID_BSP ); SetMoveType( MOVETYPE_PUSH ); Relink(); UTIL_SetSize(this, EntitySpaceMins(), EntitySpaceMaxs()); SetModel( STRING( GetModelName() ) ); m_iJuice = sk_suitcharger.GetFloat(); SetTextureFrameIndex( 0 ); CreateVPhysics();}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:15,
示例29: SetCollisionGroupvoid CGrenade_Brickbat::Spawn( void ){ SetCollisionGroup( COLLISION_GROUP_PROJECTILE ); SetTouch( BrickbatTouch ); SetThink( BrickbatThink ); SetNextThink( gpGlobals->curtime + 0.1f ); m_takedamage = DAMAGE_YES; m_iHealth = 1; SetGravity( 1.0 ); SetSequence( 1 ); CreateVPhysics();}
开发者ID:Au-heppa,项目名称:source-sdk-2013,代码行数:15,
注:本文中的CreateVPhysics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++ CreateVertexBuffer函数代码示例 C++ CreateTupleDescCopy函数代码示例 |