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自学教程:C++ EMIT_SOUND_DYN函数代码示例

51自学网 2021-06-01 20:32:15
  C++
这篇教程C++ EMIT_SOUND_DYN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EMIT_SOUND_DYN函数的典型用法代码示例。如果您正苦于以下问题:C++ EMIT_SOUND_DYN函数的具体用法?C++ EMIT_SOUND_DYN怎么用?C++ EMIT_SOUND_DYN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EMIT_SOUND_DYN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: StudioFrameAdvance

void CBaseTurret::Retire(void){	// make the turret level	m_vecGoalAngles.x = 0;	m_vecGoalAngles.y = m_flStartYaw;	pev->nextthink = gpGlobals->time + 0.1;	StudioFrameAdvance( );	EyeOff( );	if (!MoveTurret())	{		if (m_iSpin)		{			SpinDownCall();		}		else if (pev->sequence != TURRET_ANIM_RETIRE)		{			SetTurretAnim(TURRET_ANIM_RETIRE);			EMIT_SOUND_DYN(ENT(pev), CHAN_BODY, this->GetDeploySound(), TURRET_MACHINE_VOLUME, ATTN_NORM, 0, 120);			SUB_UseTargets( this, USE_OFF, 0 );		}		else if (m_fSequenceFinished) 		{				m_iOn = 0;			m_flLastSight = 0;			SetTurretAnim(TURRET_ANIM_NONE);			pev->maxs.z = m_iRetractHeight;			pev->mins.z = -m_iRetractHeight;			UTIL_SetSize(pev, pev->mins, pev->maxs);			if (m_iAutoStart)			{				SetThink(&CBaseTurret::AutoSearchThink);						pev->nextthink = gpGlobals->time + .1;			}			else				SetThink(&CBaseTurret::SUB_DoNothing);		}	}	else	{		SetTurretAnim(TURRET_ANIM_SPIN);	}}
开发者ID:Arkshine,项目名称:NS,代码行数:46,


示例2: EMIT_SOUND_DYN

//=========================================================// Materialize - make a CBasePlayerItem visible and tangible//=========================================================void CBasePlayerItem::Materialize( void ){	if ( pev->effects & EF_NODRAW )	{		// changing from invisible state to visible.		EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "items/suitchargeok1.wav", 1, ATTN_NORM, 0, 150 );		pev->effects &= ~EF_NODRAW;		pev->effects |= EF_MUZZLEFLASH;	}	pev->solid = SOLID_TRIGGER;	UTIL_SetOrigin( this, pev->origin );// link into world.	SetTouch(&CBasePlayerItem::DefaultTouch);	SetThink (NULL);}
开发者ID:fmoraw,项目名称:SpiritOfHalfLife,代码行数:20,


示例3: RANDOM_FLOAT

BOOL CSqueak::Deploy( ){	// play hunt sound	float flRndSound = RANDOM_FLOAT ( 0 , 1 );#ifndef CLIENT_DLL	EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, gameplayMods::snarkPenguins.isActive() ? RANDOM_SOUND_ARRAY( pPinguHuntSounds ) : RANDOM_SOUND_ARRAY_PAYNED_PAIN_MONSTER( pHuntSounds ), 1, ATTN_NORM, 0, 100 );#endif // !CLIENT_DLL	m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME;	if ( gameplayMods::snarkPenguins.isActive() ) {		return DefaultDeploy( "models/v_pingu.mdl", "models/p_squeak.mdl", SQUEAK_UP, "squeak" );	} else {		return DefaultDeploy( "models/v_squeak.mdl", "models/p_squeak.mdl", SQUEAK_UP, "squeak" );	}}
开发者ID:suXinjke,项目名称:HalfPayne,代码行数:17,


示例4: EMIT_SOUND_DYN

BOOL CPython::Deploy( ){#ifdef CLIENT_DLL	if ( bIsMultiplayer() )#else	if ( g_pGameRules->IsMultiplayer() )#endif	{		// enable laser sight geometry.		pev->body = 1;	}	else	{		pev->body = 0;	}	EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/weapon_deploy.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 93 + RANDOM_LONG(0,0xF));	return DefaultDeploy( "models/weapons/357/v_357.mdl", "models/weapons/357/p_357.mdl", PYTHON_DRAW, "python", UseDecrement(), pev->body );}
开发者ID:JoelTroch,项目名称:am_src_rebirth,代码行数:18,


示例5: SetTurretAnim

void CTurret::SpinDownCall(void){	if (m_iSpin)	{		SetTurretAnim( TURRET_ANIM_SPIN );		if (pev->framerate == 1.0)		{			EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, "turret/tu_active2.wav", 0, 0, SND_STOP, 100);			EMIT_SOUND(ENT(pev), CHAN_ITEM, "turret/tu_spindown.wav", TURRET_MACHINE_VOLUME, ATTN_NORM);		}		pev->framerate -= 0.02;		if (pev->framerate <= 0)		{			pev->framerate = 0;			m_iSpin = 0;		}	}}
开发者ID:suXinjke,项目名称:HalfPayne,代码行数:18,


示例6: switch

void CAWP::SecondaryAttack(){    switch( m_pPlayer->m_iFOV )    {        case 90 : m_pPlayer->m_iFOV = m_pPlayer->pev->fov = 40;        case 40 : m_pPlayer->m_iFOV = m_pPlayer->pev->fov = 10;        case 10 : m_pPlayer->m_iFOV = m_pPlayer->pev->fov = 90;    }        /*! @todo: Implements this :    if( TheBots )        TheBots->OnEvent( EVENT_WEAPON_ZOOMED, m_pPlayer->pev, NULL ); */        m_pPlayer->ResetMaxSpeed();    EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/zoom.wav", VOL_NORM, 2.4, 0, ATTN_NORM );    m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.3;}
开发者ID:johndrinkwater,项目名称:CSSDK,代码行数:18,


示例7: UTIL_MakeVectors

void CMGargantua::StompAttack( void ){	TraceResult trace;	UTIL_MakeVectors( pev->angles );	Vector vecStart = pev->origin + Vector(0,0,60) + 35 * gpGlobals->v_forward;	Vector vecAim = ShootAtEnemy( vecStart );	Vector vecEnd = (vecAim * 1024) + vecStart;	UTIL_TraceLine( vecStart, vecEnd, ignore_monsters, edict(), &trace );	CStomp::StompCreate( vecStart, trace.vecEndPos, 0 );	UTIL_ScreenShake( pev->origin, 12.0, 100.0, 2.0, 1000 );	EMIT_SOUND_DYN ( edict(), CHAN_WEAPON, pStompSounds[ RANDOM_LONG(0,ARRAYSIZE(pStompSounds)-1) ], 1.0, ATTN_GARG, 0, PITCH_NORM + RANDOM_LONG(-10,10) );	UTIL_TraceLine( pev->origin, pev->origin - Vector(0,0,20), ignore_monsters, edict(), &trace );	if ( trace.flFraction < 1.0 )		UTIL_DecalTrace( &trace, DECAL_GARGSTOMP1 );}
开发者ID:ET-NiK,项目名称:amxxgroup,代码行数:18,


示例8: RampPitchVol

void CFuncRotating :: RampPitchVol( void ){	// calc volume and pitch as % of maximum vol and pitch.	float fpct = fabs( GetLocalAvelocity().Length() ) / m_flMaxSpeed;	float fvol = bound( 0.0f, m_flVolume * fpct, 1.0f ); // slowdown volume ramps down to 0	float fpitch = FANPITCHMIN + ( FANPITCHMAX - FANPITCHMIN ) * fpct;			int pitch = bound( 0, fpitch, 255 );	if( pitch == PITCH_NORM )	{		pitch = PITCH_NORM - 1;	}	// change the fan's vol and pitch	EMIT_SOUND_DYN( edict(), CHAN_STATIC, STRING( pev->noise3 ), fvol, m_flAttenuation, SND_CHANGE_PITCH|SND_CHANGE_VOL, pitch );}
开发者ID:XashDev,项目名称:XashXT,代码行数:19,


示例9: abs

/* <1e8f9> ../cstrike/dlls/bmodels.cpp:540 */void CFuncRotating::RampPitchVol(int fUp){	Vector vecAVel = pev->avelocity;	float_precision vecCur;	float_precision vecFinal;	float_precision fpct;	float fvol;	float fpitch;	int pitch;	// get current angular velocity	vecCur = abs((int)(vecAVel.x != 0 ? vecAVel.x : (vecAVel.y != 0 ? vecAVel.y : vecAVel.z)));	// get target angular velocity	vecFinal = (pev->movedir.x != 0 ? pev->movedir.x : (pev->movedir.y != 0 ? pev->movedir.y : pev->movedir.z));	vecFinal *= pev->speed;	vecFinal = abs((int)vecFinal);	// calc volume and pitch as % of final vol and pitch	fpct = vecCur / vecFinal;	//if (fUp)	//{	//	// spinup volume ramps up from 50% max vol	//	fvol = m_flVolume * (0.5 + fpct/2.0);	//}	//else	{		// slowdown volume ramps down to 0		fvol = m_flVolume * fpct;	}	fpitch = FANPITCHMIN + (FANPITCHMAX - FANPITCHMIN) * fpct;	pitch = (int)fpitch;	if (pitch == PITCH_NORM)	{		pitch = PITCH_NORM - 1;	}	// change the fan's vol and pitch	EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseRunning), fvol, m_flAttenuation, (SND_CHANGE_PITCH | SND_CHANGE_VOL), pitch);}
开发者ID:Arkshine,项目名称:ReGameDLL_CS,代码行数:44,


示例10: EMIT_SOUND_DYN

void CDisplacer::PrimaryAttack(){	int flags;	flags = 0;	if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] < DISPLACER_PRIMARY_USAGE)	{		EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "buttons/button11.wav", 1.0, ATTN_NORM, 0, PITCH_NORM);		m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;		return;	}	m_iSecondaryMode = TRUE;	pev->nextthink = gpGlobals->time + 1.05;	m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.05;	SetThink( &CDisplacer::FireThink );	m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.20;	PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usSpinDisplacer, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, m_iBeam, 0, m_iSecondaryMode); }
开发者ID:Fograin,项目名称:hl-subsmod-ex,代码行数:19,


示例11: StartTask

void CHeadCrab :: StartTask ( Task_t *pTask ){	m_iTaskStatus = TASKSTATUS_RUNNING;	switch ( pTask->iTask )	{	case TASK_RANGE_ATTACK1:		{			EMIT_SOUND_DYN( edict(), CHAN_WEAPON, pAttackSounds[0], GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() );			m_IdealActivity = ACT_RANGE_ATTACK1;			SetTouch ( LeapTouch );			break;		}	default:		{			CBaseMonster :: StartTask( pTask );		}	}}
开发者ID:FaucetDC,项目名称:HLDC_SDK,代码行数:19,


示例12: UTIL_PointContents

void CShockBeam::Explode(){	const Contents contents = UTIL_PointContents( GetAbsOrigin() );	if( m_pSprite )	{		UTIL_Remove( m_pSprite );		m_pSprite = nullptr;	}	if( m_pBeam1 )	{		UTIL_Remove( m_pBeam1 );		m_pBeam1 = nullptr;	}	if( m_pBeam2 )	{		UTIL_Remove( m_pBeam2 );		m_pBeam2 = nullptr;	}	SetDamage( 40 );	MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, GetAbsOrigin() );	WRITE_BYTE( TE_DLIGHT );	WRITE_COORD_VECTOR( GetAbsOrigin() );	WRITE_BYTE( 8 );	WRITE_BYTE( 0 );	WRITE_BYTE( 253 );	WRITE_BYTE( 253 );	WRITE_BYTE( 5 );	WRITE_BYTE( 10 );	MESSAGE_END();	SetOwner( nullptr );	EMIT_SOUND_DYN(		this, CHAN_WEAPON,		"weapons/shock_impact.wav",		UTIL_RandomFloat( 0.8, 0.9 ), ATTN_NORM, 0, PITCH_NORM );}
开发者ID:swmpdg,项目名称:HLEnhanced,代码行数:42,


示例13: EMIT_SOUND_DYN

BOOL CUsas::Deploy( ){#ifdef CLIENT_DLL	if ( bIsMultiplayer() )#else	if ( g_pGameRules->IsMultiplayer() )#endif	{		// enable laser sight geometry.		pev->body = 3;	}	else	{		pev->body = 0;	}	EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/weapon_deploy.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 93 + RANDOM_LONG(0,0xF));	m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1.1;	return DefaultDeploy( "models/weapons/USAS/v_USAS.mdl", "models/weapons/USAS/p_USAS.mdl", USAS_DEPLOY, "xm4", UseDecrement(), pev->body );}
开发者ID:JoelTroch,项目名称:am_src_rebirth,代码行数:20,


示例14: SetTouch

void CDiscwarPowerup::PowerupTouch(CBaseEntity *pOther){	if(!pOther->IsPlayer())		return;	CBasePlayer *pPlayer = (CBasePlayer *)pOther;	// Give the powerup to the player	pPlayer->GivePowerup(m_iPowerupType);	m_hPlayerIGaveTo = pPlayer;	SetTouch(NULL);	pev->effects |= EF_NODRAW;	// Choose another powerup soon	SetThink(&CDiscwarPowerup::ChoosePowerupThink);	pev->nextthink = gpGlobals->time + DISC_POWERUP_RESPAWN_TIME;	// Play the powerup sound	EMIT_SOUND_DYN(pOther->edict(), CHAN_STATIC, "powerup.wav", 1.0, ATTN_NORM, 0, 98 + RANDOM_LONG(0, 3));}
开发者ID:Sh1ft0x0EF,项目名称:HLSDKRevamp,代码行数:20,


示例15: ResetEmptySound

void CM3::WeaponIdle( void ){	ResetEmptySound( );	m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );	if ( m_flPumpTime && m_flPumpTime < gpGlobals->time )	{		// play pumping sound		EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/scock1.wav", 1, ATTN_NORM, 0, 95 + RANDOM_LONG(0,0x1f));		m_flPumpTime = 0;	}	if (m_flTimeWeaponIdle <  UTIL_WeaponTimeBase() )	{		if (m_iClip == 0 && m_fInSpecialReload == 0 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])		{			Reload( );		}		else if (m_fInSpecialReload != 0)		{			if (m_iClip != 8 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])			{				Reload( );			}			else			{				// reload debounce has timed out				SendWeaponAnim( M3_AFTER_RELOAD );								m_fInSpecialReload = 0;				m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.5;			}		}		else		{			m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (60.0/12.0);			SendWeaponAnim( M3_IDLE1 );		}	}}
开发者ID:mittorn,项目名称:csdm,代码行数:41,


示例16: EMIT_SOUND_DYN

BOOL CAK74::Deploy( ){//	CVAR_SET_FLOAT( "in_reload", 1 );	EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/weapon_deploy.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 93 + RANDOM_LONG(0,0xF));	m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1.1;	if (!FStringNull (v_model) )	{		m_pPlayer->pev->viewmodel = v_model;//		m_pPlayer->pev->weaponmodel = p_model;			SendWeaponAnim( AK_NMC_DEPLOY, 1, 0 );			return TRUE;	}	else	{		return DefaultDeploy( AK74_MODEL_1STPERSON, AK74_MODEL_3RDPERSON, AK_NMC_DEPLOY, "ar25" ); //"mp5"	}		}
开发者ID:JoelTroch,项目名称:am_src_30jan2011,代码行数:21,


示例17: RampPitchVol

void CFuncRotating :: RampPitchVol (int fUp){	float fvol;	float fpitch;	int pitch;	float speedfactor = m_fCurSpeed/pev->speed;		fvol = m_flVolume * speedfactor;	  // slowdown volume ramps down to 0	fpitch = FANPITCHMIN + (FANPITCHMAX - FANPITCHMIN) * speedfactor;		pitch = (int) fpitch;	if (pitch == PITCH_NORM)		pitch = PITCH_NORM-1;	// change the fan's vol and pitch	EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseRunning), 		fvol, m_flAttenuation, SND_CHANGE_PITCH | SND_CHANGE_VOL, pitch);}
开发者ID:RichardRohac,项目名称:hl-amnesia-src,代码行数:21,


示例18: RANDOM_LONG

//=========================================================// FallThink - Items that have just spawned run this think// to catch them when they hit the ground. Once we're sure// that the object is grounded, we change its solid type// to trigger and set it in a large box that helps the// player get it.//=========================================================void CBasePlayerItem::FallThink ( void ){	pev->nextthink = gpGlobals->time + 0.1;	if ( pev->flags & FL_ONGROUND )	{		// clatter if we have an owner (i.e., dropped by someone)		// don't clatter if the gun is waiting to respawn (if it's waiting, it is invisible!)		if ( !FNullEnt( pev->owner ) )		{			int pitch = 95 + RANDOM_LONG(0,29);			EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "items/weapondrop1.wav", 1, ATTN_NORM, 0, pitch);			}		// lie flat		pev->angles.x = 0;		pev->angles.z = 0;		Materialize(); 	}}
开发者ID:vermagav,项目名称:mechmod,代码行数:28,


示例19: ZapInit

void CNihilanthHVR :: ZapInit( CBaseEntity *pEnemy ){	pev->movetype = MOVETYPE_FLY;	pev->solid = SOLID_BBOX;	SET_MODEL(edict(), "sprites/nhth1.spr");	pev->rendercolor.x = 255;	pev->rendercolor.y = 255;	pev->rendercolor.z = 255;	pev->scale = 2.0;	pev->velocity = (pEnemy->pev->origin - pev->origin).Normalize() * 200;	m_hEnemy = pEnemy;	SetThink( &CNihilanthHVR::ZapThink );	SetTouch( &CNihilanthHVR::ZapTouch );	pev->nextthink = gpGlobals->time + 0.1;	EMIT_SOUND_DYN( edict(), CHAN_WEAPON, "debris/zap4.wav", 1, ATTN_NORM, 0, 100 );}
开发者ID:Fograin,项目名称:hl-subsmod-ex,代码行数:21,


示例20: if

/* <1e9c3> ../cstrike/dlls/bmodels.cpp:615 */void CFuncRotating::SpinDown(void){	//rotational velocity	Vector vecAVel;	vec_t vecdir;	pev->nextthink = pev->ltime + 0.1;	//spin down slower than spinup	pev->avelocity = pev->avelocity - (pev->movedir * (pev->speed * m_flFanFriction));	// cache entity's rotational velocity	vecAVel = pev->avelocity;	if (pev->movedir.x != 0)		vecdir = pev->movedir.x;	else if (pev->movedir.y != 0)		vecdir = pev->movedir.y;	else		vecdir = pev->movedir.z;	// if we've met or exceeded target speed, set target speed and stop thinking	// (note: must check for movedir > 0 or < 0)	if (((vecdir > 0) && (vecAVel.x <= 0 && vecAVel.y <= 0 && vecAVel.z <= 0))		|| ((vecdir < 0) && (vecAVel.x >= 0 && vecAVel.y >= 0 && vecAVel.z >= 0)))	{		// set speed in case we overshot		pev->avelocity = g_vecZero;		// stop sound, we're done		EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseRunning), 0, ATTN_NONE, SND_STOP, m_pitch);		SetThink(&CFuncRotating::Rotate);		Rotate();	}	else	{		RampPitchVol(FALSE);	}}
开发者ID:Arkshine,项目名称:ReGameDLL_CS,代码行数:41,


示例21: LeapTouch

//=========================================================// LeapTouch - this is the headcrab's touch function when it// is in the air//=========================================================void CHeadCrab :: LeapTouch ( CBaseEntity *pOther ){	if ( !pOther->pev->takedamage )	{		return;	}	if ( pOther->Classify() == Classify() )	{		return;	}	// Don't hit if back on ground	if ( !FBitSet( pev->flags, FL_ONGROUND ) )	{		EMIT_SOUND_DYN( edict(), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pBiteSounds), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() );				pOther->TakeDamage( pev, pev, GetDamageAmount(), DMG_SLASH );	}	SetTouch( NULL );}
开发者ID:FaucetDC,项目名称:HLDC_SDK,代码行数:26,


示例22: ALERT

void CGargantua::TraceAttack( const CTakeDamageInfo& info, Vector vecDir, TraceResult& tr ){	ALERT( at_aiconsole, "CGargantua::TraceAttack/n");	if ( !IsAlive() )	{		CBaseMonster::TraceAttack( info, vecDir, tr );		return;	}	CTakeDamageInfo newInfo = info;	// UNDONE: Hit group specific damage?	if ( newInfo.GetDamageTypes() & (GARG_DAMAGE|DMG_BLAST) )	{		if ( m_painSoundTime < gpGlobals->time )		{			EMIT_SOUND_DYN( this, CHAN_VOICE, pPainSounds[ RANDOM_LONG(0,ARRAYSIZE(pPainSounds)-1) ], 1.0, ATTN_GARG, 0, PITCH_NORM );			m_painSoundTime = gpGlobals->time + RANDOM_FLOAT( 2.5, 4 );		}	}	newInfo.GetMutableDamageTypes() &= GARG_DAMAGE;	if ( newInfo.GetDamageTypes() == 0)	{		if ( GetDamageTime() != gpGlobals->time || (RANDOM_LONG(0,100) < 20) )		{			UTIL_Ricochet( tr.vecEndPos, RANDOM_FLOAT(0.5,1.5) );			SetDamageTime( gpGlobals->time );//			if ( RANDOM_LONG(0,100) < 25 )//				EMIT_SOUND_DYN( this, CHAN_BODY, pRicSounds[ RANDOM_LONG(0,ARRAYSIZE(pRicSounds)-1) ], 1.0, ATTN_NORM, 0, PITCH_NORM );		}		newInfo.GetMutableDamage() = 0;	}	CBaseMonster::TraceAttack( newInfo, vecDir, tr );}
开发者ID:oskarlh,项目名称:HLEnhanced,代码行数:39,


示例23: TeleportInit

void CNihilanthHVR :: TeleportInit( CNihilanth *pOwner, CBaseEntity *pEnemy, CBaseEntity *pTarget, CBaseEntity *pTouch ){	pev->movetype = MOVETYPE_FLY;	pev->solid = SOLID_BBOX;	pev->rendercolor.x = 255;	pev->rendercolor.y = 255;	pev->rendercolor.z = 255;	pev->velocity.z *= 0.2;	SET_MODEL(edict(), "sprites/exit1.spr");	m_pNihilanth = pOwner;	m_hEnemy = pEnemy;	m_hTargetEnt = pTarget;	m_hTouch = pTouch;	SetThink( &CNihilanthHVR::TeleportThink );	SetTouch( &CNihilanthHVR::TeleportTouch );	pev->nextthink = gpGlobals->time + 0.1;	EMIT_SOUND_DYN( edict(), CHAN_WEAPON, "x/x_teleattack1.wav", 1, 0.2, 0, 100 );}
开发者ID:Fograin,项目名称:hl-subsmod-ex,代码行数:23,


示例24: ALERT

void CMGargantua::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ){	ALERT( at_aiconsole, "CMGargantua::TraceAttack/n");	if ( !IsAlive() )	{		CMBaseMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType );		return;	}	// UNDONE: Hit group specific damage?	if ( bitsDamageType & (GARG_DAMAGE|DMG_BLAST) )	{		if ( m_painSoundTime < gpGlobals->time )		{			EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, pPainSounds[ RANDOM_LONG(0,ARRAYSIZE(pPainSounds)-1) ], 1.0, ATTN_GARG, 0, PITCH_NORM );			m_painSoundTime = gpGlobals->time + RANDOM_FLOAT( 2.5, 4 );		}	}	bitsDamageType &= GARG_DAMAGE;	if ( bitsDamageType == 0)	{		if ( pev->dmgtime != gpGlobals->time || (RANDOM_LONG(0,100) < 20) )		{			UTIL_Ricochet( ptr->vecEndPos, RANDOM_FLOAT(0.5,1.5) );			pev->dmgtime = gpGlobals->time;//			if ( RANDOM_LONG(0,100) < 25 )//				EMIT_SOUND_DYN( ENT(pev), CHAN_BODY, pRicSounds[ RANDOM_LONG(0,ARRAYSIZE(pRicSounds)-1) ], 1.0, ATTN_NORM, 0, PITCH_NORM );		}		flDamage = 0;	}	CMBaseMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType );}
开发者ID:ET-NiK,项目名称:amxxgroup,代码行数:37,


示例25: ASSERT

void AvHCocoon::FireProjectiles(void){#ifdef AVH_SERVER		// Make sure we have enough points to shoot this thing	AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(this->m_pPlayer);	ASSERT(thePlayer);		vec3_t theNewPoint = this->pev->origin;	TraceResult	tr;		// Do a traceline to see who to cocoon	UTIL_MakeVectors(this->pev->angles);	Vector theForwardDir = (gpGlobals->v_forward + gpGlobals->v_right + gpGlobals->v_up);	UTIL_TraceLine(this->pev->origin + this->pev->view_ofs, this->pev->origin + this->pev->view_ofs + theForwardDir*128, dont_ignore_monsters, ENT(this->m_pPlayer->pev), &tr);	if(tr.flFraction != 1.0)	{		CBaseEntity* theEntity = CBaseEntity::Instance(tr.pHit);		if(theEntity)		{			AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(theEntity);			if(thePlayer /*&& (thePlayer->pev->team != this->pev->team)*/ && (thePlayer->GetRole() != ROLE_GESTATING) && (thePlayer->GetRole() != ROLE_COCOONED))			{				GetGameRules()->MarkDramaticEvent(kCocoonPriority, thePlayer, this->m_pPlayer);				// Play successful cocoon sound!				EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, kCocoonSound2, 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-3,3) );								// Yes!				thePlayer->StartCocooning();			}		}	}					#endif	}
开发者ID:tschumann,项目名称:naturalselection,代码行数:37,


示例26: UTIL_TraceLine

bool NPC::AttackAction(edict_t *entity, bool needSetSpeed){	if (FNullEnt(entity) || !IsAlive(entity))		return false;	if (!IsOnAttackDistance(entity, m_attackDistance))		return false;	if (needSetSpeed)		m_moveSpeed = 0.0f;	if ((m_attackTime + m_attackDelayTime) <= gpGlobals->time)	{		TraceResult tr;		UTIL_TraceLine(pev->origin, GetEntityOrigin(entity), ignore_monsters, GetEntity(), &tr);		if (tr.pHit != entity && tr.flFraction < 1.0f)			return false;		g_npcAS |= ASC_ATTACK;		m_attackTime = gpGlobals->time;		m_changeActionTime = -1.0f;		MakeVectors(pev->angles);		float x = RANDOM_FLOAT(-0.5, 0.5) + RANDOM_FLOAT(-0.5, 0.5);		float y = RANDOM_FLOAT(-0.5, 0.5) + RANDOM_FLOAT(-0.5, 0.5);		Vector vecDir = gpGlobals->v_forward + x * 0.15 * gpGlobals->v_right + y * 0.15 * gpGlobals->v_up;		TakeDamage(m_enemy, GetEntity(), m_attackDamage, 0, tr.vecEndPos, vecDir);		if (strcmp(m_npcSound[NS_ATTACK], "null") != 0)			EMIT_SOUND_DYN(GetEntity(), CHAN_WEAPON, m_npcSound[NS_ATTACK], VOL_NORM, ATTN_NORM, 0, 94);		return true;	}	return false;}
开发者ID:CCNHsK-Dev,项目名称:SyPB,代码行数:37,


示例27: EMIT_SOUND_DYN

BOOL CMP5::Deploy( ){//	m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1.3; //delay before fire	EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/weapon_deploy.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 93 + RANDOM_LONG(0,0xF));    	if ( m_fDefaultAnim == SILENCER_OFF_FULLAUTO || m_fDefaultAnim == SILENCER_OFF_SEMI )	{		if (!FStringNull (v_model) )		{			m_pPlayer->pev->viewmodel = v_model;//			m_pPlayer->pev->weaponmodel = p_model;					SendWeaponAnim( A2_DEPLOY, 1, 0 );				return TRUE;		}		else		return DefaultDeploy("models/weapons/MP5/v_MP5.mdl", "models/weapons/MP5/p_MP5.mdl", A2_DEPLOY, "mp5", 3.50f ); //"mp5a4", 3.50f );	}    else	{		if (!FStringNull (v_model) )		{			m_pPlayer->pev->viewmodel = v_model;//			m_pPlayer->pev->weaponmodel = p_model;					SendWeaponAnim( SD2_DEPLOY, 1, 0 );				return TRUE;		}		else		return DefaultDeploy("models/weapons/MP5/v_MP5.mdl", "models/weapons/MP5/p_MP5_2.mdl", SD2_DEPLOY, "mp5", 3.50f );	}	 m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );//	return DefaultDeploy("models/weapons/MP5/v_MP5.mdl", "models/weapons/MP5/p_MP5.mdl", A2_DEPLOY, "mp5a4" );}
开发者ID:JoelTroch,项目名称:am_src_30jan2011,代码行数:37,


示例28: RANDOM_LONG

//=========================================================// Randomly decide what powerup to bevoid CDiscwarPowerup::ChoosePowerupThink(void){	int iPowerup   = RANDOM_LONG(0, NUM_POWERUPS - 1);	m_iPowerupType = (1 << iPowerup);	SET_MODEL(ENT(pev), szPowerupModels[iPowerup]);	pev->effects &= ~EF_NODRAW;	SetTouch(&CDiscwarPowerup::PowerupTouch);	// Start Animating	pev->sequence = 0;	pev->frame    = 0;	ResetSequenceInfo();	SetThink(&CDiscwarPowerup::AnimateThink);	pev->nextthink = gpGlobals->time + 0.1;	pev->rendermode = kRenderTransAdd;	pev->renderamt  = 150;	// Play the powerup appear sound	EMIT_SOUND_DYN(edict(), CHAN_STATIC, "pspawn.wav", 1.0, ATTN_NORM, 0, 98 + RANDOM_LONG(0, 3));}
开发者ID:Sh1ft0x0EF,项目名称:HLSDKRevamp,代码行数:26,


示例29: PainSound

//=========================================================// PainSound//=========================================================void CScientist :: PainSound ( void ){	if (gpGlobals->time < m_painTime )		return;		m_painTime = gpGlobals->time + RANDOM_FLOAT(0.5, 0.75);	if ( FClassnameIs(pev, "monster_rosenberg"))		EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "rosenberg/ro_pain1.wav", 1, ATTN_NORM, 0, GetVoicePitch());	else	{	switch (RANDOM_LONG(0,4))		{		case 0: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "scientist/sci_pain1.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;		case 1: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "scientist/sci_pain2.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;		case 2: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "scientist/sci_pain3.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;		case 3: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "scientist/sci_pain4.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;		case 4: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "scientist/sci_pain5.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;		}	}}
开发者ID:a1batross,项目名称:Xash3D_ancient,代码行数:23,


示例30: Deploy

BOOL CSaw :: Deploy ( ) { 	EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/weapon_deploy.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 93 + RANDOM_LONG(0,0xF));	return DefaultDeploy("models/weapons/saw/v_saw.mdl", "models/weapons/saw/p_saw.mdl", M249_DRAW, "xm4", 3.50f );}
开发者ID:JoelTroch,项目名称:am_src_rebirth,代码行数:6,



注:本文中的EMIT_SOUND_DYN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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