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自学教程:C++ G_EventEnd函数代码示例

51自学网 2021-06-01 21:01:12
  C++
这篇教程C++ G_EventEnd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_EventEnd函数的典型用法代码示例。如果您正苦于以下问题:C++ G_EventEnd函数的具体用法?C++ G_EventEnd怎么用?C++ G_EventEnd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_EventEnd函数的26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: G_EventModelExplode

void G_EventModelExplode (const Edict& ent, const char* sound){	assert(ent.inuse);	G_EventAdd(PM_ALL, EV_MODEL_EXPLODE, ent.number);	gi.WriteString(sound);	G_EventEnd();}
开发者ID:Maximaximum,项目名称:ufoai,代码行数:7,


示例2: G_ActorFall

/** * @brief Let an actor fall down if e.g. the func_breakable the actor was standing on was destroyed. * @param[in,out] ent The actor that should fall down * @todo Handle cases where the grid position the actor would fall to is occupied by another actor already. */void G_ActorFall (edict_t *ent){	edict_t* entAtPos;	const int oldZ = ent->pos[2];	ent->pos[2] = gi.GridFall(gi.routingMap, ent->fieldSize, ent->pos);	if (oldZ == ent->pos[2])		return;	entAtPos = G_GetEdictFromPos(ent->pos, ET_NULL);	if (entAtPos != NULL && (G_IsBreakable(entAtPos) || G_IsBlockingMovementActor(entAtPos))) {		const int diff = oldZ - ent->pos[2];		G_TakeDamage(entAtPos, (int)(FALLING_DAMAGE_FACTOR * (float)diff));	}	G_EdictCalcOrigin(ent);	gi.LinkEdict(ent);	G_CheckVis(ent);	G_EventActorFall(ent);	G_EventEnd();}
开发者ID:jklemmack,项目名称:ufoai,代码行数:30,


示例3: G_EventEdictPerish

/** * @brief Send disappear event * @param[in] playerMask The bitmask to determine the clients this event is send to * @param[in,out] ent The edict that perished */void G_EventEdictPerish (playermask_t playerMask, const Edict& ent){	assert(ent.inuse);	G_EventAdd(playerMask, EV_ENT_PERISH, ent.number);	gi.WriteByte(ent.type);	G_EventEnd();}
开发者ID:Maximaximum,项目名称:ufoai,代码行数:12,


示例4: G_EventReset

void G_EventReset (const player_t *player, int activeTeam){	G_EventAdd(G_PlayerToPM(player), EV_RESET | EVENT_INSTANTLY, -1);	gi.WriteByte(player->pers.team);	gi.WriteByte(activeTeam);	G_EventEnd();}
开发者ID:jklemmack,项目名称:ufoai,代码行数:7,


示例5: G_EventActorDie

/** * @brief Announce the actor die event for the clients that are seeing the actor * @param[in] ent The actor that is dying */void G_EventActorDie (const edict_t* ent){	G_EventAdd(G_VisToPM(ent->visflags), EV_ACTOR_DIE, ent->number);	gi.WriteShort(ent->state);	gi.WriteByte(ent->pnum);	G_EventEnd();}
开发者ID:jklemmack,项目名称:ufoai,代码行数:11,


示例6: G_EventEndRoundAnnounce

void G_EventEndRoundAnnounce (const player_t *player){	G_EventAdd(PM_ALL, EV_ENDROUNDANNOUNCE | EVENT_INSTANTLY, -1);	gi.WriteByte(player->num);	gi.WriteByte(player->pers.team);	G_EventEnd();}
开发者ID:jklemmack,项目名称:ufoai,代码行数:7,


示例7: G_EventEdictPerish

/** * @brief Send disappear event * @param[in] playerMask The bitmask to determine the clients this event is send to * @param[in,out] ent The edict that perished */void G_EventEdictPerish (unsigned int playerMask, const edict_t *ent){	assert(ent->inuse);	G_EventAdd(playerMask, EV_ENT_PERISH, ent->number);	gi.WriteByte(ent->type);	G_EventEnd();}
开发者ID:jklemmack,项目名称:ufoai,代码行数:12,


示例8: G_EventEdictAppear

/** * @brief Send an appear event to the client. * @param playerMask The players to send the event to * @param ent The edict that should appear to the players included in the given mask. * @note Each following event that is relying on the fact that this edict must already * be known in the client, must also adopt the client side parsing of the event times. */void G_EventEdictAppear (unsigned int playerMask, const edict_t *ent){	G_EventAdd(playerMask, EV_ENT_APPEAR, ent->number);	gi.WriteByte(ent->type);	gi.WriteGPos(ent->pos);	G_EventEnd();}
开发者ID:jklemmack,项目名称:ufoai,代码行数:14,


示例9: G_EventReset

void G_EventReset (const Player& player, int activeTeam){	G_EventAdd(G_PlayerToPM(player), EV_RESET | EVENT_INSTANTLY, -1);	gi.WriteByte(player.getTeam());	gi.WriteByte(activeTeam);	G_EventEnd();}
开发者ID:Maximaximum,项目名称:ufoai,代码行数:7,


示例10: G_EventModelExplodeTriggered

void G_EventModelExplodeTriggered (const Edict& ent, const char* sound){	assert(ent.inuse);	G_EventAdd(PM_ALL, EV_MODEL_EXPLODE_TRIGGERED, ent.getIdNum());	gi.WriteString(sound);	G_EventEnd();}
开发者ID:ArkyRomania,项目名称:ufoai,代码行数:7,


示例11: G_EventEdictAppear

/** * @brief Send an appear event to the client. * @param playerMask The players to send the event to * @param ent The edict that should appear to the players included in the given mask. * @note Each following event that is relying on the fact that this edict must already * be known in the client, must also adopt the client side parsing of the event times. */void G_EventEdictAppear (playermask_t playerMask, const Edict& ent){	G_EventAdd(playerMask, EV_ENT_APPEAR, ent.number);	gi.WriteByte(ent.type);	gi.WriteGPos(ent.pos);	G_EventEnd();}
开发者ID:Maximaximum,项目名称:ufoai,代码行数:14,


示例12: G_EventEndRoundAnnounce

void G_EventEndRoundAnnounce (const Player& player){	G_EventAdd(PM_ALL, EV_ENDROUNDANNOUNCE, -1);	gi.WriteByte(player.getNum());	gi.WriteByte(player.getTeam());	G_EventEnd();}
开发者ID:Maximaximum,项目名称:ufoai,代码行数:7,


示例13: G_EventSendParticle

/** * Send a particle spawn event to the client * @param[in] playerMask The clients that should see the particle * @param[in] ent The particle to spawn */void G_EventSendParticle (playermask_t playerMask, const Edict& ent){	G_EventAdd(playerMask, EV_PARTICLE_APPEAR, ent.number);	gi.WriteShort(ent.spawnflags);	gi.WritePos(ent.origin);	gi.WriteString(ent.particle);	G_EventEnd();}
开发者ID:Maximaximum,项目名称:ufoai,代码行数:13,


示例14: G_EventSendState

void G_EventSendState (playermask_t playerMask, const Edict& ent){	G_EventActorStateChange(playerMask & G_TeamToPM(ent.team), ent);	G_EventAdd(playerMask & ~G_TeamToPM(ent.team), EV_ACTOR_STATECHANGE, ent.number);	gi.WriteShort(ent.state & STATE_PUBLIC);	G_EventEnd();}
开发者ID:Maximaximum,项目名称:ufoai,代码行数:8,


示例15: G_EventSendEdict

/** * @brief Send the bounding box info to the client. * @param[in] ent The edict to send the bounding box for */void G_EventSendEdict (const Edict& ent){	G_EventAdd(PM_ALL, EV_ADD_EDICT, ent.number);	gi.WriteByte(ent.type);	gi.WritePos(ent.absBox.mins);	gi.WritePos(ent.absBox.maxs);	G_EventEnd();}
开发者ID:Maximaximum,项目名称:ufoai,代码行数:12,


示例16: G_EventSendEdict

/** * @brief Send the bounding box info to the client. * @param[in] ent The edict to send the bounding box for */void G_EventSendEdict (const edict_t *ent){	G_EventAdd(PM_ALL, EV_ADD_EDICT, ent->number);	gi.WriteByte(ent->type);	gi.WritePos(ent->absmin);	gi.WritePos(ent->absmax);	G_EventEnd();}
开发者ID:jklemmack,项目名称:ufoai,代码行数:12,


示例17: G_EventSendParticle

/** * Send a particle spawn event to the client * @param[in] playerMask The clients that should see the particle * @param[in] ent The particle to spawn */void G_EventSendParticle (unsigned int playerMask, const edict_t *ent){	G_EventAdd(playerMask, EV_PARTICLE_APPEAR, ent->number);	gi.WriteShort(ent->spawnflags);	gi.WritePos(ent->origin);	gi.WriteString(ent->particle);	G_EventEnd();}
开发者ID:jklemmack,项目名称:ufoai,代码行数:13,


示例18: G_EventActorDie

/** * @brief Announce the actor die event for the clients that are seeing the actor * @param[in] ent The actor that is dying */void G_EventActorDie (const Edict& ent, bool attacker){	G_EventAdd(G_VisToPM(ent.visflags), EV_ACTOR_DIE, ent.number);	gi.WriteShort(ent.state);	gi.WriteByte(ent.pnum);	gi.WriteByte(attacker);	G_EventEnd();}
开发者ID:Maximaximum,项目名称:ufoai,代码行数:12,


示例19: G_EventStartShoot

/** * @brief Start the shooting event * @param ent The entity that starts the shooting * @param teamMask the vis mask of the teams to determine the clients from this event is send to * @param shootType The type of the shoot * @param at The grid position to target to */void G_EventStartShoot (const Edict& ent, teammask_t teamMask, shoot_types_t shootType, const pos3_t at){	G_EventAdd(G_VisToPM(teamMask), EV_ACTOR_START_SHOOT, ent.number);	gi.WriteByte(shootType);	gi.WriteGPos(ent.pos);	gi.WriteGPos(at);	G_EventEnd();}
开发者ID:Maximaximum,项目名称:ufoai,代码行数:15,


示例20: G_EventInventoryDelete

/** * @brief Tell the client to remove the item from the container * @param[in] ent Pointer to entity having given inventory. * @param[in] playerMask The player mask to determine which clients should receive the event (e.g. @c G_VisToPM(ent->visflags)) * @param[in] containerId Id of the container the item is in. * @param[in] x,y Position of item in container. */void G_EventInventoryDelete (const Edict& ent, playermask_t playerMask, const containerIndex_t containerId, int x, int y){	G_EventAdd(playerMask, EV_INV_DEL, ent.number);	gi.WriteByte(containerId);	gi.WriteByte(x);	gi.WriteByte(y);	G_EventEnd();}
开发者ID:Maximaximum,项目名称:ufoai,代码行数:15,


示例21: G_EventSendState

void G_EventSendState (unsigned int playerMask, const edict_t *ent){	G_EventActorStateChange(playerMask & G_TeamToPM(ent->team), ent);	G_EventAdd(playerMask & ~G_TeamToPM(ent->team), EV_ACTOR_STATECHANGE, ent->number);	gi.WriteShort(ent->state & STATE_PUBLIC);	G_EventEnd();}
开发者ID:jklemmack,项目名称:ufoai,代码行数:8,


示例22: G_EventInventoryDelete

/** * @brief Tell the client to remove the item from the container * @param[in] ent Pointer to entity having given inventory. * @param[in] playerMask The player mask to determine which clients should receive the event (e.g. @c G_VisToPM(ent->visflags)) * @param[in] invDef Pointer to inventory definition having given container. * @param[in] x Position of item in container. * @param[in] y Position of item in container. */void G_EventInventoryDelete (const edict_t* ent, int playerMask, const invDef_t* invDef, int x, int y){	G_EventAdd(playerMask, EV_INV_DEL, ent->number);	gi.WriteByte(invDef->id);	gi.WriteByte(x);	gi.WriteByte(y);	G_EventEnd();}
开发者ID:jklemmack,项目名称:ufoai,代码行数:16,


示例23: G_EventStartShoot

/** * @brief Start the shooting event * @param ent The entity that starts the shooting * @param visMask the vis mask of the teams to determine the clients from this event is send to * @param shootType The type of the shoot * @param at The grid position to target to */void G_EventStartShoot (const edict_t* ent, vismask_t visMask, shoot_types_t shootType, const pos3_t at){	G_EventAdd(G_VisToPM(visMask), EV_ACTOR_START_SHOOT, ent->number);	gi.WriteByte(shootType);	gi.WriteGPos(ent->pos);	gi.WriteGPos(at);	G_EventEnd();}
开发者ID:jklemmack,项目名称:ufoai,代码行数:15,


示例24: G_EventActorStats

void G_EventActorStats (const Edict& ent, playermask_t playerMask){	G_EventAdd(playerMask, EV_ACTOR_STATS, ent.getIdNum());	gi.WriteByte(ent.TU);	gi.WriteShort(ent.HP);	gi.WriteByte(ent.getStun());	gi.WriteByte(ent.morale);	G_EventEnd();}
开发者ID:ArkyRomania,项目名称:ufoai,代码行数:9,


示例25: G_EventShootHidden

/** * @brief Start the shooting event for hidden actors * @param teamMask the vis mask to determine the clients from this event is send to * @param fd The firedefinition to use for the shoot * @param firstShoot Is this the first shoot */void G_EventShootHidden (teammask_t teamMask, const fireDef_t* fd, bool firstShoot){	G_EventAdd(~G_VisToPM(teamMask), EV_ACTOR_SHOOT_HIDDEN, -1);	gi.WriteByte(firstShoot);	gi.WriteShort(fd->obj->idx);	gi.WriteByte(fd->weapFdsIdx);	gi.WriteByte(fd->fdIdx);	G_EventEnd();}
开发者ID:Maximaximum,项目名称:ufoai,代码行数:15,


示例26: G_EventActorStats

void G_EventActorStats (const Edict& ent, playermask_t playerMask){	G_EventAdd(playerMask, EV_ACTOR_STATS, ent.number);	gi.WriteByte(ent.TU);	gi.WriteShort(ent.HP);	gi.WriteByte(ent.STUN);	gi.WriteByte(ent.morale);	G_EventEnd();}
开发者ID:Maximaximum,项目名称:ufoai,代码行数:9,



注:本文中的G_EventEnd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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