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自学教程:C++ G_EffectIndex函数代码示例

51自学网 2021-06-01 21:01:10
  C++
这篇教程C++ G_EffectIndex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G_EffectIndex函数的典型用法代码示例。如果您正苦于以下问题:C++ G_EffectIndex函数的具体用法?C++ G_EffectIndex怎么用?C++ G_EffectIndex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G_EffectIndex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: NPC_Mark2_Precache

void NPC_Mark2_Precache( void ){	G_SoundIndex( "sound/chars/mark2/misc/mark2_explo" );// blows up on death	G_SoundIndex( "sound/chars/mark2/misc/mark2_pain" );	G_SoundIndex( "sound/chars/mark2/misc/mark2_fire" );	G_SoundIndex( "sound/chars/mark2/misc/mark2_move_lp" );	G_EffectIndex( "droidexplosion1" );	G_EffectIndex( "env/med_explode2" );	G_EffectIndex( "blaster/smoke_bolton" );	G_EffectIndex( "bryar/muzzle_flash" );	RegisterItem( FindItemForWeapon( WP_BRYAR_PISTOL ));	RegisterItem( FindItemForAmmo( 	AMMO_METAL_BOLTS));	RegisterItem( FindItemForAmmo( AMMO_POWERCELL ));	RegisterItem( FindItemForAmmo( AMMO_BLASTER ));}
开发者ID:Agustinlv,项目名称:BlueHarvest,代码行数:17,


示例2: auto_turret_die

//------------------------------------------------------------------------------------------------------------void auto_turret_die ( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath )//------------------------------------------------------------------------------------------------------------{	vec3_t	forward = { 0,0, 1 }, pos;	// Turn off the thinking of the base & use it's targets	g_entities[self->r.ownerNum].think = NULL;	g_entities[self->r.ownerNum].use = NULL;	// clear my data	self->die = NULL;	self->takedamage = qfalse;	self->s.health = self->health = 0;	self->s.loopSound = 0;	self->s.shouldtarget = qfalse;	VectorCopy( self->r.currentOrigin, pos );	pos[2] += self->r.maxs[2]*0.5f;	G_PlayEffect( EFFECT_EXPLOSION_TURRET, pos, forward );	G_PlayEffectID( G_EffectIndex( "turret/explode" ), pos, forward );		if ( self->splashDamage > 0 && self->splashRadius > 0 )	{		G_RadiusDamage( self->r.currentOrigin, 						attacker, 						self->splashDamage, 						self->splashRadius, 						attacker,						NULL,						MOD_UNKNOWN );	}	self->s.weapon = 0; // crosshair code uses this to mark crosshair red	if ( self->s.modelindex2 )	{		// switch to damage model if we should		self->s.modelindex = self->s.modelindex2;		if (self->target_ent && self->target_ent->s.modelindex2)		{			self->target_ent->s.modelindex = self->target_ent->s.modelindex2;		}		VectorCopy( self->r.currentAngles, self->s.apos.trBase );		VectorClear( self->s.apos.trDelta );				if ( self->target )		{			G_UseTargets( self, attacker );		}	}	else	{		ObjectDie( self, inflictor, attacker, damage, meansOfDeath );	}}
开发者ID:dpadgett,项目名称:base_enhanced,代码行数:59,


示例3: ImperialProbe_FireBlaster

/*-------------------------ImperialProbe_FireBlaster-------------------------*/void ImperialProbe_FireBlaster(void){	vec3_t	muzzle1,enemy_org1,delta1,angleToEnemy1;	static	vec3_t	forward, vright, up;//	static	vec3_t	muzzle;	int genBolt1;	gentity_t	*missile;	mdxaBone_t	boltMatrix;	genBolt1 = trap_G2API_AddBolt(NPC->ghoul2, 0, "*flash");	//FIXME: use {0, NPC->client->ps.legsYaw, 0}	trap_G2API_GetBoltMatrix( NPC->ghoul2, 0, 				genBolt1,				&boltMatrix, NPC->r.currentAngles, NPC->r.currentOrigin, level.time,				NULL, NPC->modelScale );	BG_GiveMeVectorFromMatrix( &boltMatrix, ORIGIN, muzzle1 );	G_PlayEffectID( G_EffectIndex("bryar/muzzle_flash"), muzzle1, vec3_origin );	G_Sound( NPC, CHAN_AUTO, G_SoundIndex( "sound/chars/probe/misc/fire" ));	if (NPC->health)	{		CalcEntitySpot( NPC->enemy, SPOT_CHEST, enemy_org1 );		enemy_org1[0]+= Q_irand(0,10);		enemy_org1[1]+= Q_irand(0,10);		VectorSubtract (enemy_org1, muzzle1, delta1);		vectoangles ( delta1, angleToEnemy1 );		AngleVectors (angleToEnemy1, forward, vright, up);	}	else	{		AngleVectors (NPC->r.currentAngles, forward, vright, up);	}	missile = CreateMissile( muzzle1, forward, 1600, 10000, NPC, qfalse );	missile->classname = "bryar_proj";	missile->s.weapon = WP_BRYAR_PISTOL;	if ( g_spskill.integer <= 1 )	{		missile->damage = 5;	}	else 	{		missile->damage = 10;	}	missile->dflags = DAMAGE_DEATH_KNOCKBACK;	missile->methodOfDeath = MOD_UNKNOWN;	missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;}
开发者ID:ForcePush,项目名称:OJPRPFZ,代码行数:62,


示例4: NPC_Interrogator_Precache

/*-------------------------NPC_Interrogator_Precache-------------------------*/void NPC_Interrogator_Precache(gentity_t *self){	G_SoundIndex( "sound/chars/interrogator/misc/torture_droid_lp" );	G_SoundIndex("sound/chars/mark1/misc/anger.wav");	G_SoundIndex( "sound/chars/probe/misc/talk");	G_SoundIndex( "sound/chars/interrogator/misc/torture_droid_inject" );	G_SoundIndex( "sound/chars/interrogator/misc/int_droid_explo" );	G_EffectIndex( "explosions/droidexplosion1" );}
开发者ID:AlexCSilva,项目名称:jediacademy,代码行数:14,


示例5: NPC_Probe_Precache

void NPC_Probe_Precache(void){	for ( int i = 1; i < 4; i++)	{		G_SoundIndex( va( "sound/chars/probe/misc/probetalk%d", i ) );	}	G_SoundIndex( "sound/chars/probe/misc/probedroidloop" );	G_SoundIndex("sound/chars/probe/misc/anger1");	G_SoundIndex("sound/chars/probe/misc/fire");	G_EffectIndex( "chunks/probehead" );	G_EffectIndex( "env/med_explode2" );	G_EffectIndex( "explosions/probeexplosion1");	G_EffectIndex( "bryar/muzzle_flash" );	RegisterItem( FindItemForAmmo( AMMO_BLASTER ));	RegisterItem( FindItemForWeapon( WP_BRYAR_PISTOL ) );}
开发者ID:Christian-Barrett,项目名称:OpenJK,代码行数:18,


示例6: G_ATSTCheckPain

void G_ATSTCheckPain( gentity_t *self, gentity_t *other, const vec3_t point, int damage, int mod,int hitLoc ){    int newBolt;    if ( rand() & 1 )    {        G_SoundOnEnt( self, CHAN_LESS_ATTEN, "sound/chars/atst/atst_damaged1" );    }    else    {        G_SoundOnEnt( self, CHAN_LESS_ATTEN, "sound/chars/atst/atst_damaged2" );    }    if ((hitLoc==HL_ARM_LT) && (self->locationDamage[HL_ARM_LT] > LEFT_ARM_HEALTH))    {        if (self->locationDamage[hitLoc] >= LEFT_ARM_HEALTH)	// Blow it up?        {            newBolt = gi.G2API_AddBolt( &self->ghoul2[self->playerModel], "*flash3" );            if ( newBolt != -1 )            {//				G_PlayEffect( "small_chunks", self->playerModel, self->genericBolt1, self->s.number);                ATST_PlayEffect( self, self->genericBolt1, "env/med_explode2" );                G_PlayEffect( G_EffectIndex("blaster/smoke_bolton"), self->playerModel, newBolt, self->s.number, point);            }            gi.G2API_SetSurfaceOnOff( &self->ghoul2[self->playerModel], "head_light_blaster_cann", TURN_OFF );        }    }    else if ((hitLoc==HL_ARM_RT) && (self->locationDamage[HL_ARM_RT] > RIGHT_ARM_HEALTH))	// Blow it up?    {        if (self->locationDamage[hitLoc] >= RIGHT_ARM_HEALTH)        {            newBolt = gi.G2API_AddBolt( &self->ghoul2[self->playerModel], "*flash4" );            if ( newBolt != -1 )            {//				G_PlayEffect( "small_chunks", self->playerModel, self->genericBolt2, self->s.number);                ATST_PlayEffect( self, self->genericBolt2, "env/med_explode2" );                G_PlayEffect( G_EffectIndex("blaster/smoke_bolton"), self->playerModel, newBolt, self->s.number, point);            }            gi.G2API_SetSurfaceOnOff( &self->ghoul2[self->playerModel], "head_concussion_charger", TURN_OFF );        }    }}
开发者ID:MrSquirrely,项目名称:Jedi-Academy,代码行数:44,


示例7: NPC_Gonk_Precache

void NPC_Gonk_Precache( void ) {	G_SoundIndex( "sound/chars/gonk/misc/gonktalk1.wav" );	G_SoundIndex( "sound/chars/gonk/misc/gonktalk2.wav" );	G_SoundIndex( "sound/chars/gonk/misc/death1.wav" );	G_SoundIndex( "sound/chars/gonk/misc/death2.wav" );	G_SoundIndex( "sound/chars/gonk/misc/death3.wav" );	G_EffectIndex( "env/med_explode" );}
开发者ID:Arcadiaprime,项目名称:japp,代码行数:10,


示例8: NPC_R2D2_Precache

/*-------------------------NPC_R2D2_Precache-------------------------*/void NPC_R2D2_Precache(void){	for ( int i = 1; i < 4; i++)	{		G_SoundIndex( va( "sound/chars/r2d2/misc/r2d2talk0%d.wav", i ) );	}	G_SoundIndex( "sound/chars/mark2/misc/mark2_explo" ); // ??	G_SoundIndex( "sound/chars/r2d2/misc/r2_move_lp.wav" );	G_EffectIndex( "env/med_explode");}
开发者ID:Agustinlv,项目名称:BlueHarvest,代码行数:15,


示例9: NPC_Sentry_Precache

/*-------------------------NPC_Sentry_Precache-------------------------*/void NPC_Sentry_Precache( void ) {    int i;    G_SoundIndex( "sound/chars/sentry/misc/sentry_explo" );    G_SoundIndex( "sound/chars/sentry/misc/sentry_pain" );    G_SoundIndex( "sound/chars/sentry/misc/sentry_shield_open" );    G_SoundIndex( "sound/chars/sentry/misc/sentry_shield_close" );    G_SoundIndex( "sound/chars/sentry/misc/sentry_hover_1_lp" );    G_SoundIndex( "sound/chars/sentry/misc/sentry_hover_2_lp" );    for ( i = 1; i < 4; i++ ) {        G_SoundIndex( va( "sound/chars/sentry/misc/talk%d", i ) );    }    G_EffectIndex( "bryar/muzzle_flash" );    G_EffectIndex( "env/med_explode" );    RegisterItem( BG_FindItemForAmmo( AMMO_BLASTER ) );}
开发者ID:redsaurus,项目名称:japp,代码行数:24,


示例10: G_PlayEffect

// Play an effect bolted onto the muzzle of the specified client//----------------------------void G_PlayEffect( const char *name, int clientNum ){	gentity_t	*tent;	tent = G_TempEntity( g_entities[clientNum].currentOrigin, EV_PLAY_MUZZLE_EFFECT );	tent->s.eventParm = G_EffectIndex( name );	tent->s.otherEntityNum = clientNum;	VectorSet( tent->maxs, FX_ENT_RADIUS, FX_ENT_RADIUS, FX_ENT_RADIUS );	VectorScale( tent->maxs, -1, tent->mins );}
开发者ID:kikili,项目名称:OpenJK,代码行数:12,


示例11: NPC_Howler_Pain

/*-------------------------NPC_Howler_Pain-------------------------*/void NPC_Howler_Pain( gentity_t *self, gentity_t *inflictor, gentity_t *other, const vec3_t point, int damage, int mod,int hitLoc ) {	if ( !self || !self->NPC )	{		return;	}	if ( self->NPC->localState != LSTATE_BERZERK )//damage >= 10 )	{		self->NPC->stats.aggression += damage;		self->NPC->localState = LSTATE_WAITING;		TIMER_Remove( self, "attacking" );		VectorCopy( self->NPC->lastPathAngles, self->s.angles );		//if ( self->client->ps.legsAnim == BOTH_GESTURE1 )		{			G_StopEffect( G_EffectIndex( "howler/sonic" ), self->playerModel, self->genericBolt1, self->s.number );		}		NPC_SetAnim( self, SETANIM_BOTH, BOTH_PAIN1, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );		TIMER_Set( self, "takingPain", self->client->ps.legsAnimTimer );//2900 );		if ( self->health > HOWLER_PANIC_HEALTH )		{//still have some health left			if ( Q_irand( 0, self->max_health ) > self->health )//FIXME: or check damage?			{//back off!				TIMER_Set( self, "standing", -level.time );				TIMER_Set( self, "running", -level.time );				TIMER_Set( self, "walking", -level.time );				TIMER_Set( self, "retreating", Q_irand( 1000, 5000 ) );			}			else			{//go after him!				TIMER_Set( self, "standing", -level.time );				TIMER_Set( self, "running", self->client->ps.legsAnimTimer+Q_irand(3000,6000) );				TIMER_Set( self, "walking", -level.time );				TIMER_Set( self, "retreating", -level.time );			}		}		else if ( self->NPC )		{//panic!			if ( Q_irand( 0, 1 ) )			{//berzerk				self->NPC->localState = LSTATE_BERZERK;			}			else			{//flee				self->NPC->localState = LSTATE_FLEE;				TIMER_Set( self, "flee", Q_irand( 10000, 30000 ) );			}		}	}}
开发者ID:Arbixal,项目名称:OpenJK,代码行数:60,


示例12: NPC_Mouse_Precache

void NPC_Mouse_Precache( void ) {	int	i;	for ( i = 1; i < 4; i++ ) {		G_SoundIndex( va( "sound/chars/mouse/misc/mousego%d.wav", i ) );	}	G_EffectIndex( "env/small_explode" );	G_SoundIndex( "sound/chars/mouse/misc/death1" );	G_SoundIndex( "sound/chars/mouse/misc/mouse_lp" );}
开发者ID:Arcadiaprime,项目名称:japp,代码行数:11,


示例13: SP_fx_explosion_trail

//----------------------------------------------------------void SP_fx_explosion_trail( gentity_t *ent ){	// We have to be useable, otherwise we won't spawn in	if ( !ent->targetname )	{		gi.Printf( S_COLOR_RED"ERROR: fx_explosion_trail at %s has no targetname specified/n", vtos( ent->s.origin ));		G_FreeEntity( ent );		return;	}	// Get our defaults	G_SpawnString( "fxFile", "env/exp_trail_comp", &ent->fxFile );	G_SpawnInt( "damage", "128", &ent->damage );	G_SpawnFloat( "radius", "128", &ent->radius );	G_SpawnFloat( "speed", "350", &ent->speed );	// Try and associate an effect file, unfortunately we won't know if this worked or not until the CGAME trys to register it...	ent->fxID = G_EffectIndex( ent->fxFile );	if ( ent->fullName )	{		G_EffectIndex( ent->fullName );	}	if ( ent->model )	{		ent->s.modelindex2 = G_ModelIndex( ent->model );	}	// Give us a bit of time to spawn in the other entities, since we may have to target one of 'em	ent->e_ThinkFunc = thinkF_fx_explosion_trail_link; 	ent->nextthink = level.time + 500;	// Save our position and link us up!	G_SetOrigin( ent, ent->s.origin );	VectorSet( ent->maxs, FX_ENT_RADIUS, FX_ENT_RADIUS, FX_ENT_RADIUS );	VectorScale( ent->maxs, -1, ent->mins );	gi.linkentity( ent );}
开发者ID:LTolosa,项目名称:Jedi-Outcast,代码行数:42,


示例14: NPC_Mark2_Part_Explode

void NPC_Mark2_Part_Explode( gentity_t *self, int bolt ) {	if ( bolt >= 0 ) {		mdxaBone_t	boltMatrix;		vector3		org, dir;		trap->G2API_GetBoltMatrix( self->ghoul2, 0,			bolt,			&boltMatrix, &self->r.currentAngles, &self->r.currentOrigin, level.time,			NULL, &self->modelScale );		BG_GiveMeVectorFromMatrix( &boltMatrix, ORIGIN, &org );		BG_GiveMeVectorFromMatrix( &boltMatrix, NEGATIVE_Y, &dir );		G_PlayEffectID( G_EffectIndex( "env/med_explode2" ), &org, &dir );		G_PlayEffectID( G_EffectIndex( "blaster/smoke_bolton" ), &org, &dir );	}	//G_PlayEffectID( G_EffectIndex("blaster/smoke_bolton"), self->playerModel, bolt, self->s.number);	self->count++;	// Count of pods blown off}
开发者ID:Arcadiaprime,项目名称:japp,代码行数:21,


示例15: Boba_Precache

void Boba_Precache( void ){	G_SoundIndex( "sound/chars/boba/bf_blast-off.wav" );	G_SoundIndex( "sound/chars/boba/bf_jetpack_lp.wav" );	G_SoundIndex( "sound/chars/boba/bf_land.wav" );	G_SoundIndex( "sound/weapons/boba/bf_flame.mp3" );	G_SoundIndex( "sound/player/footsteps/boot1" );	G_SoundIndex( "sound/player/footsteps/boot2" );	G_SoundIndex( "sound/player/footsteps/boot3" );	G_SoundIndex( "sound/player/footsteps/boot4" );	G_EffectIndex( "boba/jetSP" );	G_EffectIndex( "boba/fthrw" );	G_EffectIndex( "volumetric/black_smoke" );	G_EffectIndex( "chunks/dustFall" );	AverageEnemyDirectionSamples = 0;	VectorClear(AverageEnemyDirection);	BobaHadDeathScript			= false;	BobaActive					= true;	BobaFootStepCount			= 0;}
开发者ID:Christian-Barrett,项目名称:OpenJK,代码行数:21,


示例16: NPC_Mark1_Part_Explode

/*-------------------------NPC_Mark1_Part_Explode-------------------------*/void NPC_Mark1_Part_Explode( gentity_t *self, int bolt ){	if ( bolt >=0 )	{		mdxaBone_t	boltMatrix;		vec3_t		org, dir;		trap_G2API_GetBoltMatrix( self->ghoul2, 0, 					bolt,					&boltMatrix, self->r.currentAngles, self->r.currentOrigin, level.time,					NULL, self->modelScale );		BG_GiveMeVectorFromMatrix( &boltMatrix, ORIGIN, org );		BG_GiveMeVectorFromMatrix( &boltMatrix, NEGATIVE_Y, dir );		G_PlayEffectID( G_EffectIndex("env/med_explode2"), org, dir );		G_PlayEffectID( G_EffectIndex("blaster/smoke_bolton"), org, dir );	}}
开发者ID:NoahBennet,项目名称:base_enhanced,代码行数:26,


示例17: TieBomberThink

void TieBomberThink( gentity_t *self ){	// NOTE: Lerp2Angles will think this thinkfunc if the model is a misc_model_breakable. Watchout	// for that in a script (try to just use ROFF's?).	// Stop thinking, you're dead.	if ( self->health <= 0 )	{		return;	}	// Needed every think...	self->nextthink = level.time + FRAMETIME;	gentity_t *player = &g_entities[0];	vec3_t	playerDir;	float	playerDist;		//use player eyepoint	VectorSubtract( player->currentOrigin, self->currentOrigin, playerDir );	playerDist = VectorNormalize( playerDir );	// Time to attack?	if ( player->health > 0 && playerDist < MIN_PLAYER_DIST && self->attackDebounceTime < level.time )  	{		// Doesn't matter what model gets loaded here, as long as it exists.		// It's only used as a point on to which the falling effect for the bomb		// can be attached to (kinda inefficient, I know).		char name1[200] = "models/players/gonk/model.glm";		gentity_t *bomb = G_CreateObject( self, self->s.pos.trBase, self->s.apos.trBase, 0, 0, TR_GRAVITY, 0 );		bomb->s.modelindex = G_ModelIndex( name1 );		gi.G2API_InitGhoul2Model( bomb->ghoul2, name1, bomb->s.modelindex, NULL_HANDLE, NULL_HANDLE, 0, 0);		bomb->s.radius = 50;		bomb->s.eFlags |= EF_NODRAW;		// Make the bombs go forward in the bombers direction a little.		vec3_t	fwd, rt;		AngleVectors( self->currentAngles, fwd, rt, NULL );		rt[2] -= 0.5f;		VectorMA( bomb->s.pos.trBase, -30.0, rt, bomb->s.pos.trBase );		VectorScale( fwd, 300, bomb->s.pos.trDelta );		SnapVector( bomb->s.pos.trDelta );		// save net bandwidth		// Start the effect.		G_PlayEffect( G_EffectIndex( "ships/tiebomber_bomb_falling" ), bomb->playerModel, gi.G2API_AddBolt( &bomb->ghoul2[0], "model_root" ), bomb->s.number, bomb->currentOrigin, 1000, qtrue );		// Set the tie bomb to have a touch function, so when it hits the ground (or whatever), there's a nice 'boom'.		bomb->e_TouchFunc = touchF_TouchTieBomb;		self->attackDebounceTime = level.time + 1000;	}}
开发者ID:Almightygir,项目名称:OpenJK,代码行数:52,


示例18: SP_fx_target_beam

//------------------------------------------void SP_fx_target_beam( gentity_t *ent ){	G_SetOrigin( ent, ent->s.origin );	ent->speed	*= 1000;	ent->wait	*= 1000;	ent->random *= 1000;	if ( ent->speed < FRAMETIME )	{		ent->speed = FRAMETIME;	}	G_SpawnInt( "damage", "0", &ent->damage );	G_SpawnString( "fxFile", "env/targ_beam", &ent->fxFile );	if ( ent->spawnflags & 16 ) // NO_IMPACT FX	{		ent->delay = 0;	}	else	{		G_SpawnString( "fxFile2", "env/targ_beam_impact", &ent->fullName );		ent->delay = G_EffectIndex( ent->fullName );	}	ent->fxID = G_EffectIndex( ent->fxFile );	ent->activator = ent;	ent->owner	= NULL;	ent->e_ThinkFunc = thinkF_fx_target_beam_link;	ent->nextthink	= level.time + START_TIME_LINK_ENTS;	VectorSet( ent->maxs, FX_ENT_RADIUS, FX_ENT_RADIUS, FX_ENT_RADIUS );	VectorScale( ent->maxs, -1, ent->mins );	gi.linkentity( ent );}
开发者ID:LTolosa,项目名称:Jedi-Outcast,代码行数:40,


示例19: G_MissileBounceEffect

void G_MissileBounceEffect( gentity_t *ent, vector3 *org, vector3 *dir ) {	//FIXME: have an EV_BOUNCE_MISSILE event that checks the s.weapon and does the appropriate effect	switch ( ent->s.weapon ) {	case WP_BOWCASTER:		G_PlayEffectID( G_EffectIndex( "bowcaster/deflect" ), &ent->r.currentOrigin, dir );		break;	case WP_BLASTER:	case WP_BRYAR_PISTOL:		G_PlayEffectID( G_EffectIndex( "blaster/deflect" ), &ent->r.currentOrigin, dir );		break;	default:	{		gentity_t *te = G_TempEntity( org, EV_SABER_BLOCK );		VectorCopy( org, &te->s.origin );		VectorCopy( dir, &te->s.angles );		te->s.eventParm = 0;		te->s.weapon = 0;//saberNum		te->s.legsAnim = 0;//bladeNum	}		break;	}}
开发者ID:Arcadiaprime,项目名称:japp,代码行数:22,


示例20: NPC_GM_StartLaser

void NPC_GM_StartLaser( void ){	if ( !NPC->lockCount )	{//haven't already started a laser attack		//warm up for the beam attack		TIMER_Set( NPC, "beamDelay", NPC->client->ps.torsoTimer );		TIMER_Set( NPC, "attackDelay", NPC->client->ps.torsoTimer+3000 );		NPC->lockCount = 1;		//turn on warmup effect		G_PlayEffectID( G_EffectIndex("galak/beam_warmup"), NPC->r.currentOrigin, vec3_origin );		G_SoundOnEnt( NPC, CHAN_AUTO, "sound/weapons/galak/lasercharge.wav" );	}}
开发者ID:mehmehsomeone,项目名称:OpenRP,代码行数:13,


示例21: WP_Melee

void WP_Melee( gentity_t *ent )//---------------------------------------------------------{	gentity_t	*tr_ent;	trace_t		tr;	vec3_t		mins, maxs, end;	int			damage = ent->s.number ? (g_spskill->integer*2)+1 : 3;	float		range = ent->s.number ? 64 : 32;	VectorMA( muzzle, range, forwardVec, end );	VectorSet( maxs, 6, 6, 6 );	VectorScale( maxs, -1, mins );	gi.trace ( &tr, muzzle, mins, maxs, end, ent->s.number, MASK_SHOT, (EG2_Collision)0, 0 );	if ( tr.entityNum >= ENTITYNUM_WORLD )	{		return;	}	tr_ent = &g_entities[tr.entityNum];	if ( ent->client && !PM_DroidMelee( ent->client->NPC_class ) )	{		if ( ent->s.number || ent->alt_fire )		{			damage *= Q_irand( 2, 3 );		}		else		{			damage *= Q_irand( 1, 2 );		}	}	if ( tr_ent && tr_ent->takedamage )	{		int dflags = DAMAGE_NO_KNOCKBACK;		G_PlayEffect( G_EffectIndex( "melee/punch_impact" ), tr.endpos, forwardVec );		//G_Sound( tr_ent, G_SoundIndex( va("sound/weapons/melee/punch%d", Q_irand(1, 4)) ) );		if ( ent->NPC && (ent->NPC->aiFlags&NPCAI_HEAVY_MELEE) )		{ //4x damage for heavy melee class			damage *= 4;			dflags &= ~DAMAGE_NO_KNOCKBACK;			dflags |= DAMAGE_DISMEMBER;		}		G_Damage( tr_ent, ent, ent, forwardVec, tr.endpos, damage, dflags, MOD_MELEE );	}}
开发者ID:Aura15,项目名称:OpenJK,代码行数:50,


示例22: Boba_StopFlameThrower

void Boba_StopFlameThrower( gentity_t *self ){	if ( self->s.number < MAX_CLIENTS )	{		self->client->ps.torsoAnimTimer  =	0;		G_StopEffect( G_EffectIndex("boba/fthrw"), self->playerModel, self->genericBolt3, self->s.number);		return;	}	if ((NPCInfo->aiFlags&NPCAI_FLAMETHROW))	{		self->NPC->aiFlags				&= ~NPCAI_FLAMETHROW;		self->client->ps.torsoAnimTimer  =	0;		TIMER_Set( self, "flameTime",			0);		TIMER_Set( self, "nextAttackDelay",		0);		TIMER_Set( self, "Boba_TacticsSelect",	0);	//	G_SoundOnEnt( self, CHAN_WEAPON, "sound/effects/flameoff.mp3" );		G_StopEffect( G_EffectIndex("boba/fthrw"), self->playerModel, self->genericBolt3, self->s.number);		Boba_Printf("FlameThrower OFF");	}}
开发者ID:Christian-Barrett,项目名称:OpenJK,代码行数:23,


示例23: WP_FireDisruptor

//---------------------------------------------------------void WP_FireDisruptor( gentity_t *ent, qboolean alt_fire )//---------------------------------------------------------{	if ( alt_fire )	{		WP_DisruptorAltFire( ent );	}	else	{		WP_DisruptorMainFire( ent );	}	G_PlayEffect( G_EffectIndex( "disruptor/line_cap" ), wpMuzzle, wpFwd );}
开发者ID:AlexXT,项目名称:OpenJK,代码行数:15,


示例24: NPC_Mark1_Precache

/*-------------------------NPC_Mark1_Precache-------------------------*/void NPC_Mark1_Precache(void){	G_SoundIndex( "sound/chars/mark1/misc/mark1_wakeup");	G_SoundIndex( "sound/chars/mark1/misc/shutdown");	G_SoundIndex( "sound/chars/mark1/misc/walk");	G_SoundIndex( "sound/chars/mark1/misc/run");	G_SoundIndex( "sound/chars/mark1/misc/death1");	G_SoundIndex( "sound/chars/mark1/misc/death2");	G_SoundIndex( "sound/chars/mark1/misc/anger");	G_SoundIndex( "sound/chars/mark1/misc/mark1_fire");	G_SoundIndex( "sound/chars/mark1/misc/mark1_pain");	G_SoundIndex( "sound/chars/mark1/misc/mark1_explo");	G_EffectIndex( "env/med_explode2");	G_EffectIndex( "explosions/probeexplosion1");	G_EffectIndex( "blaster/smoke_bolton");	G_EffectIndex( "bryar/muzzle_flash");	G_EffectIndex( "explosions/droidexplosion1" );	RegisterItem( BG_FindItemForAmmo( 	AMMO_METAL_BOLTS));	RegisterItem( BG_FindItemForAmmo( AMMO_BLASTER ));	RegisterItem( BG_FindItemForWeapon( WP_BOWCASTER ));	RegisterItem( BG_FindItemForWeapon( WP_BRYAR_PISTOL ));}
开发者ID:NoahBennet,项目名称:base_enhanced,代码行数:29,


示例25: SP_fx_runner

//----------------------------------------------------------void SP_fx_runner( gentity_t *ent ){	char		*fxFile;	// Get our defaults	G_SpawnInt( "delay", "400", &ent->delay );	G_SpawnFloat( "random", "0", &ent->random );	if (!ent->s.angles[0] && !ent->s.angles[1] && !ent->s.angles[2])	{		// didn't have angles, so give us the default of up		VectorSet( ent->s.angles, -90, 0, 0 );	}	// make us useable if we can be targeted	if ( ent->targetname )	{		ent->use = fx_runner_use;	}	G_SpawnString( "fxFile", "", &fxFile );	G_SpawnString( "fxTarget", "", &ent->roffname );	if ( !fxFile || !fxFile[0] )	{		Com_Printf( S_COLOR_RED"ERROR: fx_runner %s at %s has no fxFile specified/n", ent->targetname, vtos(ent->s.origin) );		G_FreeEntity( ent );		return;	}	// Try and associate an effect file, unfortunately we won't know if this worked or not 	//	until the CGAME trys to register it...	ent->bolt_Head = G_EffectIndex( fxFile );	//It is dirty, yes. But no one likes adding things to the entity structure.	// Give us a bit of time to spawn in the other entities, since we may have to target one of 'em	ent->think = fx_runner_link; 	ent->nextthink = level.time + 300;	// Save our position and link us up!	G_SetOrigin( ent, ent->s.origin );	VectorSet( ent->r.maxs, FX_ENT_RADIUS, FX_ENT_RADIUS, FX_ENT_RADIUS );	VectorScale( ent->r.maxs, -1, ent->r.mins );	trap_LinkEntity( ent );}
开发者ID:Boothand,项目名称:Birdbones,代码行数:49,


示例26: NPC_GM_StartLaser

void NPC_GM_StartLaser( void ){	if ( !NPCS.NPC->lockCount )	{//haven't already started a laser attack		//warm up for the beam attack#if 0		NPC_SetAnim( NPC, SETANIM_TORSO, TORSO_RAISEWEAP2, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );#endif		TIMER_Set( NPCS.NPC, "beamDelay", NPCS.NPC->client->ps.torsoTimer );		TIMER_Set( NPCS.NPC, "attackDelay", NPCS.NPC->client->ps.torsoTimer+3000 );		NPCS.NPC->lockCount = 1;		//turn on warmup effect		G_PlayEffectID( G_EffectIndex("galak/beam_warmup"), NPCS.NPC->r.currentOrigin, vec3_origin );		G_SoundOnEnt( NPCS.NPC, CHAN_AUTO, "sound/weapons/galak/lasercharge.wav" );	}}
开发者ID:Avygeil,项目名称:NewJK,代码行数:16,


示例27: CacheChunkEffects

//---------------------------------------------------static void CacheChunkEffects( material_t material ){	switch( material )	{	case MAT_GLASS:		G_EffectIndex( "chunks/glassbreak" );		break;	case MAT_GLASS_METAL:		G_EffectIndex( "chunks/glassbreak" );		G_EffectIndex( "chunks/metalexplode" );		break;	case MAT_ELECTRICAL:	case MAT_ELEC_METAL:		G_EffectIndex( "chunks/sparkexplode" );		break;	case MAT_METAL:	case MAT_METAL2:	case MAT_METAL3:	case MAT_CRATE1:	case MAT_CRATE2:		G_EffectIndex( "chunks/metalexplode" );		break;	case MAT_GRATE1:		G_EffectIndex( "chunks/grateexplode" );		break;	case MAT_DRK_STONE:	case MAT_LT_STONE:	case MAT_GREY_STONE:	case MAT_WHITE_METAL: // what is this crap really supposed to be??		G_EffectIndex( "chunks/rockbreaklg" );		G_EffectIndex( "chunks/rockbreakmed" );		break;	case MAT_ROPE:		G_EffectIndex( "chunks/ropebreak" );//		G_SoundIndex(); // FIXME: give it a sound		break;	default:		break;	}}
开发者ID:Almightygir,项目名称:OpenJK,代码行数:41,


示例28: ATST_PlayEffect

static void ATST_PlayEffect( gentity_t *self, const int boltID, const char *fx ) {    if ( boltID >= 0 && fx && fx[0] ) {        mdxaBone_t	boltMatrix;        vector3		org, dir;        trap->G2API_GetBoltMatrix( self->ghoul2, 0,                                   boltID,                                   &boltMatrix, self->r.currentAngles, self->r.currentOrigin, level.time,                                   NULL, self->modelScale );        BG_GiveMeVectorFromMatrix( &boltMatrix, ORIGIN, org );        BG_GiveMeVectorFromMatrix( &boltMatrix, NEGATIVE_Y, dir );        G_PlayEffectID( G_EffectIndex( (char *)fx ), org, dir );    }}
开发者ID:redsaurus,项目名称:japp,代码行数:16,


示例29: NPC_Howler_Precache

/*-------------------------NPC_Howler_Precache-------------------------*/void NPC_Howler_Precache( void ){	int i;	//G_SoundIndex( "sound/chars/howler/howl.mp3" );	G_EffectIndex( "howler/sonic" );	G_SoundIndex( "sound/chars/howler/howl.mp3" );	for ( i = 1; i < 3; i++ )	{		G_SoundIndex( va( "sound/chars/howler/idle_hiss%d.mp3", i ) );	}	for ( i = 1; i < 6; i++ )	{		G_SoundIndex( va( "sound/chars/howler/howl_talk%d.mp3", i ) );		G_SoundIndex( va( "sound/chars/howler/howl_yell%d.mp3", i ) );	}}
开发者ID:Arbixal,项目名称:OpenJK,代码行数:21,



注:本文中的G_EffectIndex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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