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自学教程:C++ G_SpawnFloat函数代码示例

51自学网 2021-06-01 21:02:04
  C++
这篇教程C++ G_SpawnFloat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_SpawnFloat函数的典型用法代码示例。如果您正苦于以下问题:C++ G_SpawnFloat函数的具体用法?C++ G_SpawnFloat怎么用?C++ G_SpawnFloat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_SpawnFloat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: SP_func_timer

void SP_func_timer( gentity_t *self ) {	G_SpawnFloat( "random", "1", &self->random);	G_SpawnFloat( "wait", "1", &self->wait );	self->e_UseFunc   = useF_func_timer_use;	self->e_ThinkFunc = thinkF_func_timer_think;	if ( self->random >= self->wait ) {		self->random = self->wait - FRAMETIME;		gi.Printf( "func_timer at %s has random >= wait/n", vtos( self->s.origin ) );	}	if ( self->spawnflags & 1 ) {		self->nextthink = level.time + FRAMETIME;		self->activator = self;	}	self->svFlags = SVF_NOCLIENT;}
开发者ID:phire,项目名称:Jedi-Outcast,代码行数:19,


示例2: and

/*QUAKED trigger_multiple (.5 .5 .5) ?"wait" : Seconds between triggerings, 0.5 default, -1 = one time only."random"	wait variance, default is 0Variable sized repeatable trigger.  Must be targeted at one or more entities.so, the basic time between firing is a random time between(wait - random) and (wait + random)*/void SP_trigger_multiple(gentity_t * ent){	G_SpawnFloat("wait", "0.5", &ent->wait);	G_SpawnFloat("random", "0", &ent->random);	G_SpawnBoolean("red_only", "0", &ent->red_only);	G_SpawnBoolean("blue_only", "0", &ent->blue_only);	if(ent->random >= ent->wait && ent->wait >= 0)	{		ent->random = ent->wait - FRAMETIME;		G_Printf("trigger_multiple has random >= wait/n");	}	ent->touch = Touch_Multi;	ent->use = Use_Multi;	InitTrigger(ent);	trap_LinkEntity(ent);}
开发者ID:SinSiXX,项目名称:Rogue-Reborn,代码行数:26,


示例3: SP_func_timer

void SP_func_timer( gentity_t *self ) {	G_SpawnFloat( "random", "0", &self->random);	G_SpawnFloat( "wait", "1", &self->wait );	self->use = func_timer_use;	self->think = func_timer_think;	if ( self->random >= self->wait ) {		self->random = self->wait - ( FRAMETIME / 1000.f ); //Gordon div 1000 for milisecs...*cough*		G_Printf( "func_timer at %s has random >= wait/n", vtos( self->s.origin ) );	}	if ( self->spawnflags & 1 ) {		self->nextthink = level.time + FRAMETIME;		self->activator = self;	}	self->r.svFlags = SVF_NOCLIENT;}
开发者ID:thewolfteam,项目名称:Reloaded,代码行数:19,


示例4: SP_fx_cloudlayer

void SP_fx_cloudlayer( gentity_t *ent ){	// HACK: this effect is never played, rather it just caches the shaders I need cgame side	G_EffectIndex( "world/haze_cache" );	G_SpawnFloat( "radius", "2048", &ent->radius );	G_SpawnFloat( "random", "128", &ent->random );	G_SpawnFloat( "wait", "0", &ent->wait );	ent->s.eType = ET_CLOUD; // dumb	G_SetOrigin( ent, ent->s.origin );	ent->contents = 0;	VectorSet( ent->maxs, 200, 200, 200 );	VectorScale( ent->maxs, -1, ent->mins );	gi.linkentity( ent );}
开发者ID:BSzili,项目名称:OpenJK,代码行数:19,


示例5: func_plat

/**QUAKED func_plat (0 .5 .8) ?Plats are always drawn in the extended position so they will light correctly."lip"		default 8, protrusion above rest position"height"	total height of movement, defaults to model height"speed"		overrides default 200."dmg"		overrides default 2"model2"	.md3 model to also draw"color"		constantLight color"light"		constantLight radius*/void SP_func_plat(gentity_t *ent){	float		lip, height;	ent->sound1to2 = ent->sound2to1 = G_SoundIndex("sound/movers/plats/pt1_strt.wav");	ent->soundPos1 = ent->soundPos2 = G_SoundIndex("sound/movers/plats/pt1_end.wav");	VectorClear (ent->s.angles);	G_SpawnFloat("speed", "200", &ent->speed);	G_SpawnInt("dmg", "2", &ent->damage);	G_SpawnFloat("wait", "1", &ent->wait);	G_SpawnFloat("lip", "8", &lip);	ent->wait = 1000;	// create second position	trap_SetBrushModel(ent, ent->model);	if (!G_SpawnFloat("height", "0", &height)) {		height = (ent->r.maxs[2] - ent->r.mins[2]) - lip;	}	// pos1 is the rest (bottom) position, pos2 is the top	VectorCopy(ent->s.origin, ent->pos2);	VectorCopy(ent->pos2, ent->pos1);	ent->pos1[2] -= height;	InitMover(ent);	// touch function keeps the plat from returning while	// a live player is standing on it	ent->touch = Touch_Plat;	ent->blocked = Blocked_Door;	ent->parent = ent;	// so it can be treated as a door	// spawn the trigger if one hasn't been custom made	if (!ent->targetname) {		SpawnPlatTrigger(ent);	}}
开发者ID:baseas,项目名称:aftershock,代码行数:55,


示例6: SP_trigger_multiple

void SP_trigger_multiple( gentity_t *ent ) {	char	buffer[MAX_QPATH];	char	*s;	if ( G_SpawnString( "noise", "*NOSOUND*", &s ) ) 	{		Q_strncpyz( buffer, s, sizeof(buffer) );		COM_DefaultExtension( buffer, sizeof(buffer), ".wav");		ent->noise_index = G_SoundIndex(buffer);	}		G_SpawnFloat( "wait", "0", &ent->wait );//was 0.5 ... but that means wait can never be zero... we should probably put it back to 0.5, though...	G_SpawnFloat( "random", "0", &ent->random );	if ( (ent->wait > 0) && (ent->random >= ent->wait) ) {		ent->random = ent->wait - FRAMETIME;		gi.Printf(S_COLOR_YELLOW"trigger_multiple has random >= wait/n");	}	ent->delay *= 1000;//1 = 1 msec, 1000 = 1 sec	if ( !ent->speed && ent->target2 && ent->target2[0] )	{		ent->speed = 1000;	}	else	{		ent->speed *= 1000;	}	ent->e_TouchFunc = touchF_Touch_Multi;	ent->e_UseFunc   = useF_Use_Multi;	if ( ent->team && ent->team[0] )	{		ent->noDamageTeam = TranslateTeamName( ent->team );		ent->team = NULL;	}	InitTrigger( ent );	gi.linkentity (ent);}
开发者ID:AlexXT,项目名称:OpenJK,代码行数:42,


示例7: and

/*QUAKED func_timer (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) START_ONThis should be renamed trigger_timer...Repeatedly fires its targets.Can be turned on or off by using."wait"			base time between triggering all targets, default is 1"random"		wait variance, default is 0so, the basic time between firing is a random time between(wait - random) and (wait + random)*/void SP_func_timer(gentity_t *self) {	G_SpawnFloat("random", "1", &self->random);	G_SpawnFloat("wait", "1", &self->wait);	self->use = Use_Func_Timer;	self->think = Func_Timer_Think;	if (self->random >= self->wait) {		self->random = self->wait - FRAMETIME;		G_Printf("func_timer at %s has random >= wait/n", VectorToString(self->s.origin));	}	if (self->spawnflags & 1) {		self->nextthink = level.time + FRAMETIME;		self->activator = self;	}	self->r.svFlags = SVF_NOCLIENT;}
开发者ID:KuehnhammerTobias,项目名称:ioqw,代码行数:31,


示例8: SP_misc_portal_camera

/*QUAKED misc_portal_camera (0 0 1) (-8 -8 -8) (8 8 8) slowrotate fastrotate noswingThe target for a misc_portal_director.  You can set either angles or target another entity to determine the direction of view."roll" an angle modifier to orient the camera around the target vector;*/void SP_misc_portal_camera(gentity_t *ent) {	float	roll;	VectorClear( ent->r.mins );	VectorClear( ent->r.maxs );	trap_LinkEntity (ent);	G_SpawnFloat( "roll", "0", &roll );	ent->s.clientNum = roll/360.0 * 256;}
开发者ID:d00man,项目名称:openarena-vm,代码行数:15,


示例9: SP_misc_portal_camera

/*QUAKED misc_portal_camera (0 0 1) (-8 -8 -8) (8 8 8) slowrotate fastrotate noswingThe target for a misc_portal_director.  You can set either angles or target another entity to determine the direction of view."roll" an angle modifier to orient the camera around the target vector;*/void SP_misc_portal_camera(gentity_t *ent) {	float	roll;	VectorClear( &ent->r.mins );	VectorClear( &ent->r.maxs );	trap->SV_LinkEntity ((sharedEntity_t *)ent);	G_SpawnFloat( "roll", "0", &roll );	ent->s.clientNum = (int)(roll/360.0f * 256);}
开发者ID:AstralSerpent,项目名称:QtZ,代码行数:15,


示例10: 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11: and

/*QUAKED trigger_multiple (.5 .5 .5) ? AXIS_ONLY ALLIED_ONLY NOBOT BOTONLY SOLDIERONLY LTONLY MEDICONLY ENGINEERONLY COVERTOPSONLY"wait" : Seconds between triggerings, 0.5 default, -1 = one time only."random"	wait variance, default is 0Variable sized repeatable trigger.  Must be targeted at one or more entities.so, the basic time between firing is a random time between(wait - random) and (wait + random)*/void SP_trigger_multiple( gentity_t *ent ) {	G_SpawnFloat( "wait", "0.5", &ent->wait );	G_SpawnFloat( "random", "0", &ent->random );	if ( ent->random >= ent->wait && ent->wait >= 0 ) {		ent->random = ent->wait - (FRAMETIME * 0.001f);		G_Printf( "trigger_multiple has random >= wait/n" );	}	ent->touch = Touch_Multi;	ent->use = Use_Multi;	ent->s.eType = ET_TRIGGER_MULTIPLE;	InitTrigger( ent);#ifdef VISIBLE_TRIGGERS	ent->r.svFlags &= ~SVF_NOCLIENT;#endif // VISIBLE_TRIGGERS	trap_LinkEntity (ent);}
开发者ID:BackupTheBerlios,项目名称:et-flf-svn,代码行数:28,


示例12: SP_gfx_portal_camera

void SP_gfx_portal_camera( gentity_t *self ){	float roll;	VectorClear( self->r.mins );	VectorClear( self->r.maxs );	trap_LinkEntity( self );	G_SpawnFloat( "roll", "0", &roll );	self->s.clientNum = roll / 360.0f * 256;}
开发者ID:JacksonTech,项目名称:Unvanquished,代码行数:12,


示例13: hit

/*QUAKED func_breakable (0 .8 .5) ? INVINCIBLE IMPACT CRUSHER THIN SABERONLY HEAVY_WEAP USE_NOT_BREAK PLAYER_USE NO_EXPLOSIONINVINCIBLE - can only be broken by being usedIMPACT - does damage on impactCRUSHER - won't reverse movement when hit an obstacleTHIN - can be broken by impact damage, like glassSABERONLY - only takes damage from sabersHEAVY_WEAP - only takes damage by a heavy weapon, like an emplaced gun or AT-ST gun.USE_NOT_BREAK - Using it doesn't make it break, still can be destroyed by damagePLAYER_USE - Player can use it with the use buttonNO_EXPLOSION - Does not play an explosion effect, though will still create chunks if specifiedWhen destroyed, fires it's trigger and chunks and plays sound "noise" or sound for type if no noise specified"targetname" entities with matching target will fire it"paintarget" target to fire when hit (but not destroyed)"wait"		how long minimum to wait between firing paintarget each time hit"delay"		When killed or used, how long (in seconds) to wait before blowing up (none by default)"model2"	.md3 model to also draw"target"	all entities with a matching targetname will be used when this is destoryed"health"	default is 10"radius"  Chunk code tries to pick a good volume of chunks, but you can alter this to scale the number of spawned chunks. (default 1)  (.5) is half as many chunks, (2) is twice as many chunksDamage: default is none"splashDamage" - damage to do"splashRadius" - radius for above damage"team" - This cannot take damage from members of this team:	"player"	"neutral"	"enemy"Don't know if these work:  "color"		constantLight color"light"		constantLight radius"material" - default is "0 - MAT_METAL" - choose from this list:0 = MAT_METAL		(basic blue-grey scorched-DEFAULT)1 = MAT_GLASS		2 = MAT_ELECTRICAL	(sparks only)3 = MAT_ELEC_METAL	(METAL2 chunks and sparks)4 =	MAT_DRK_STONE	(brown stone chunks)5 =	MAT_LT_STONE	(tan stone chunks)6 =	MAT_GLASS_METAL (glass and METAL2 chunks)7 = MAT_METAL2		(electronic type of metal)8 = MAT_NONE		(no chunks)9 = MAT_GREY_STONE	(grey colored stone)10 = MAT_METAL3		(METAL and METAL2 chunk combo)11 = MAT_CRATE1		(yellow multi-colored crate chunks)12 = MAT_GRATE1		(grate chunks--looks horrible right now)13 = MAT_ROPE		(for yavin_trial, no chunks, just wispy bits )14 = MAT_CRATE2		(red multi-colored crate chunks)15 = MAT_WHITE_METAL (white angular chunks for Stu, NS_hideout )*/void SP_func_breakable( gentity_t *self ) {	if(!(self->spawnflags & 1))	{		if(!self->health)		{			self->health = 10;		}	}	if ( self->spawnflags & 16 ) // saber only	{		self->flags |= FL_DMG_BY_SABER_ONLY;	}	else if ( self->spawnflags & 32 ) // heavy weap	{		self->flags |= FL_DMG_BY_HEAVY_WEAP_ONLY;	}	if (self->health) 	{		self->takedamage = qtrue;	}	G_SoundIndex("sound/weapons/explosions/cargoexplode.wav");//precaching	G_SpawnFloat( "radius", "1", &self->radius ); // used to scale chunk code if desired by a designer	G_SpawnInt( "material", "0", (int*)&self->material );	CacheChunkEffects( self->material );	self->e_UseFunc = useF_funcBBrushUse;	//if ( self->paintarget )	{		self->e_PainFunc = painF_funcBBrushPain;	}	self->e_TouchFunc = touchF_funcBBrushTouch;	if ( self->team && self->team[0] )	{		self->noDamageTeam = TranslateTeamName( self->team );		if(self->noDamageTeam == TEAM_FREE)		{			G_Error("team name %s not recognized/n", self->team);		}	}//.........这里部分代码省略.........
开发者ID:Hasimir,项目名称:jedi-outcast-1,代码行数:101,


示例14: G_SpawnItem

/*============G_SpawnItemSets the clipping size and plants the object on the floor.Items can't be immediately dropped to floor, because they mightbe on an entity that hasn't spawned yet.============*/void G_SpawnItem (gentity_t *ent, gitem_t *item) {	G_SpawnFloat( "random", "0", &ent->random );	G_SpawnFloat( "wait", "0", &ent->wait );	RegisterItem( item );	if ( G_ItemDisabled(item) )		return;	ent->item = item;	// some movers spawn on the second frame, so delay item	// spawns until the third frame so they can ride trains	ent->nextthink = level.time + FRAMETIME * 2;	ent->think = FinishSpawningItem;	ent->physicsBounce = 0.50;		// items are bouncy	if ( item->giType == IT_POWERUP ) {		G_SoundIndex( "sounds/items/powerup_respawn" );		G_SpawnFloat( "noglobalsound", "0", &ent->speed);	}}
开发者ID:PadWorld-Entertainment,项目名称:wop-gamesource,代码行数:32,


示例15: SP_trigger_equipment

/*===============SP_trigger_equipment===============*/void SP_trigger_equipment(gentity_t * self){	char           *buffer;	G_SpawnFloat("wait", "0.5", &self->wait);	G_SpawnFloat("random", "0", &self->random);	if(self->random >= self->wait && self->wait >= 0)	{		self->random = self->wait - FRAMETIME;		G_Printf(S_COLOR_YELLOW "WARNING: trigger_equipment has random >= wait/n");	}	G_SpawnString("equipment", "", &buffer);	BG_ParseCSVEquipmentList(buffer, self->wTriggers, WP_NUM_WEAPONS, self->uTriggers, UP_NUM_UPGRADES);	self->touch = trigger_equipment_touch;	self->use = trigger_equipment_use;	InitTrigger(self);	trap_LinkEntity(self);}
开发者ID:redrumrobot,项目名称:dretchstorm,代码行数:28,


示例16: SP_trigger_buildable

/*===============SP_trigger_buildable===============*/void SP_trigger_buildable(gentity_t * self){	char           *buffer;	G_SpawnFloat("wait", "0.5", &self->wait);	G_SpawnFloat("random", "0", &self->random);	if(self->random >= self->wait && self->wait >= 0)	{		self->random = self->wait - FRAMETIME;		G_Printf(S_COLOR_YELLOW "WARNING: trigger_buildable has random >= wait/n");	}	G_SpawnString("buildables", "", &buffer);	BG_ParseCSVBuildableList(buffer, self->bTriggers, BA_NUM_BUILDABLES);	self->touch = trigger_buildable_touch;	self->use = trigger_buildable_use;	InitTrigger(self);	trap_LinkEntity(self);}
开发者ID:redrumrobot,项目名称:dretchstorm,代码行数:28,


示例17: SP_trigger_class

/*===============SP_trigger_class===============*/void SP_trigger_class(gentity_t * self){	char           *buffer;	G_SpawnFloat("wait", "0.5", &self->wait);	G_SpawnFloat("random", "0", &self->random);	if(self->random >= self->wait && self->wait >= 0)	{		self->random = self->wait - FRAMETIME;		G_Printf(S_COLOR_YELLOW "WARNING: trigger_class has random >= wait/n");	}	G_SpawnString("classes", "", &buffer);	BG_ParseCSVClassList(buffer, self->cTriggers, PCL_NUM_CLASSES);	self->touch = trigger_class_touch;	self->use = trigger_class_use;	InitTrigger(self);	trap_LinkEntity(self);}
开发者ID:redrumrobot,项目名称:dretchstorm,代码行数:28,


示例18: bob

/*QUAKED func_bobbing (0 .5 .8) ? X_AXIS Y_AXISNormally bobs on the Z axis"model2"	.md3 model to also draw"height"	amplitude of bob (32 default)"speed"		seconds to complete a bob cycle (4 default)"phase"		the 0.0 to 1.0 offset in the cycle to start at"dmg"		damage to inflict when blocked (2 default)"color"		constantLight color"light"		constantLight radius*/void SP_func_bobbing (gentity_t *ent) {	float		height;	float		phase;	G_SpawnFloat( "speed", "4", &ent->speed );	G_SpawnFloat( "height", "32", &height );	G_SpawnInt( "dmg", "2", &ent->damage );	G_SpawnFloat( "phase", "0", &phase );	trap->SV_SetBrushModel( (sharedEntity_t *)ent, ent->model );	InitMover( ent );	VectorCopy( &ent->s.origin, &ent->s.pos.trBase );	VectorCopy( &ent->s.origin, &ent->r.currentOrigin );	ent->s.pos.trDuration = (int)(ent->speed * 1000);	ent->s.pos.trTime = (int)(ent->s.pos.trDuration * phase);	ent->s.pos.trType = TR_SINE;	// set the axis of bobbing		 if ( ent->spawnflags & 1 )		ent->s.pos.trDelta.x = height;	else if ( ent->spawnflags & 2 )		ent->s.pos.trDelta.y = height;	else								ent->s.pos.trDelta.z = height;}
开发者ID:Razish,项目名称:QtZ,代码行数:34,


示例19: button

/*QUAKED trigger_multiple (.5 .5 .5) ? USE_BUTTON RED_ONLY BLUE_ONLYUSE_BUTTON - Won't fire unless player is in it and pressing use button (in addition to any other conditions)RED_ONLY - Only red team can useBLUE_ONLY - Only blue team can use"roffname"		If set, will play a roff upon activation"rofftarget"	If set with roffname, will activate the roff an entity with				this as its targetname. Otherwise uses roff on activating entity."wait" : Seconds between triggerings, 0.5 default, -1 = one time only."random"	wait variance, default is 0Variable sized repeatable trigger.  Must be targeted at one or more entities.so, the basic time between firing is a random time between(wait - random) and (wait + random)*/void SP_trigger_multiple( gentity_t *ent ) {	if (ent->roffname)	{		ent->roffid = trap_ROFF_Cache(ent->roffname);	}	else	{		ent->roffid = -1;	}	G_SpawnFloat( "wait", "0.5", &ent->wait );	G_SpawnFloat( "random", "0", &ent->random );	if ( ent->random >= ent->wait && ent->wait >= 0 ) {		ent->random = ent->wait - FRAMETIME;		G_Printf( "trigger_multiple has random >= wait/n" );	}	ent->touch = Touch_Multi;	ent->use = Use_Multi;	InitTrigger( ent );	trap_LinkEntity (ent);}
开发者ID:blaenk,项目名称:jedioutcast,代码行数:38,


示例20: 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21: game

/*QUAKED target_fog (1 1 0) (-8 -8 -8) (8 8 8)color picker chooses color of fog"distance" sets fog distance.  Use value '0' to give control back to the game (and use the fog values specified in the sky shader if present)"time" time it takes to change fog to new value.  default time is 1 sec*/void SP_target_fog(gentity_t *ent) {	int   dist;	float ftime;	ent->use = Use_target_fog;	// ent->s.density will carry the 'distance' value	if (G_SpawnInt("distance", "0", &dist) && dist >= 0) {		ent->s.density = dist;	}	// ent->s.time will carry the 'time' value	if (G_SpawnFloat("time", "0.5", &ftime) && ftime >= 0) {		ent->s.time = ftime * 1000; // sec to ms	}}
开发者ID:boutetnico,项目名称:ETrun,代码行数:21,


示例22: SP_misc_portal_camera

/*QUAKED misc_portal_camera (0 0 1) (-8 -8 -8) (8 8 8) slowrotate fastrotate noswingThe target for a misc_portal_director.  You can set either angles or target another entity to determine the direction of view."roll" an angle modifier to orient the camera around the target vector;*/void SP_misc_portal_camera(gentity_t * ent){	float           roll;	G_SpawnBoolean("slowrotate", "0", &ent->slowrotate);	G_SpawnBoolean("fastrotate", "0", &ent->fastrotate);	G_SpawnBoolean("swing", "0", &ent->swing);	VectorClear(ent->r.mins);	VectorClear(ent->r.maxs);	trap_LinkEntity(ent);	G_SpawnFloat("roll", "0", &roll);	ent->s.clientNum = roll / 360.0 * 256;}
开发者ID:SinSiXX,项目名称:Rogue-Reborn,代码行数:20,


示例23: SP_misc_particle_system

/*===============SP_spawn_particle_systemSpawn function for particle system=============== */void SP_misc_particle_system(gentity_t *self) {  char *s;  G_SetOrigin(self, self->s.origin);  G_SpawnString("psName", "", &s);  G_SpawnFloat("wait", "0", &self->wait);  //add the particle system to the client precache list  self->s.modelindex = G_ParticleSystemIndex(s);  if (self->spawnflags & 1)    self->s.eFlags |= EF_NODRAW;  self->use = SP_use_particle_system;  self->s.eType = ET_PARTICLE_SYSTEM;  trap_LinkEntity(self);}
开发者ID:AlienHoboken,项目名称:Tremulous-Z-Server,代码行数:25,


示例24: func_button

/**QUAKED func_button (0 .5 .8) ?When a button is touched, it moves some distance in the direction of its angle, triggers all of its targets, waits some time, then returns to its original position where it can be triggered again."model2"	.md3 model to also draw"angle"		determines the opening direction"target"	all entities with a matching targetname will be used"speed"		override the default 40 speed"wait"		override the default 1 second wait (-1 = never return)"lip"		override the default 4 pixel lip remaining at end of move"health"	if set, the button must be killed instead of touched"color"		constantLight color"light"		constantLight radius*/void SP_func_button(gentity_t *ent){	vec3_t		abs_movedir;	float		distance;	vec3_t		size;	float		lip;	ent->sound1to2 = G_SoundIndex("sound/movers/switches/butn2.wav");	if (!ent->speed) {		ent->speed = 40;	}	if (!ent->wait) {		ent->wait = 1;	}	ent->wait *= 1000;	// first position	VectorCopy(ent->s.origin, ent->pos1);	// calculate second position	trap_SetBrushModel(ent, ent->model);	G_SpawnFloat("lip", "4", &lip);	G_SetMovedir(ent->s.angles, ent->movedir);	abs_movedir[0] = fabs(ent->movedir[0]);	abs_movedir[1] = fabs(ent->movedir[1]);	abs_movedir[2] = fabs(ent->movedir[2]);	VectorSubtract(ent->r.maxs, ent->r.mins, size);	distance = abs_movedir[0] * size[0] + abs_movedir[1] * size[1] + abs_movedir[2] * size[2] - lip;	VectorMA(ent->pos1, distance, ent->movedir, ent->pos2);	if (ent->health) {		// shootable button		ent->takedamage = qtrue;	} else {		// touchable button		ent->touch = Touch_Button;	}	InitMover(ent);}
开发者ID:baseas,项目名称:aftershock,代码行数:58,


示例25: wait

/*QUAKED func_button (0 .5 .8) ?When a button is touched, it moves some distance in the direction of its angle, triggers all of its targets, waits some time, then returns to its original position where it can be triggered again."model2"	.md3 model to also draw"angle"		determines the opening direction"target"	all entities with a matching targetname will be used"speed"		override the default 40 speed"wait"		override the default 1 second wait (-1 = never return)"lip"		override the default 4 pixel lip remaining at end of move"health"	if set, the button must be killed instead of touched"color"		constantLight color"light"		constantLight radius*/void SP_func_button( gentity_t *ent ) {	vector3		abs_movedir;	float		distance;	vector3		size;	float		lip;	ent->sound1to2 = G_SoundIndex("sound/movers/switches/butn2.wav");		if ( !ent->speed ) {		ent->speed = 40;	}	if ( !ent->wait ) {		ent->wait = 1;	}	ent->wait *= 1000;	// first position	VectorCopy( &ent->s.origin, &ent->pos1 );	// calculate second position	trap->SV_SetBrushModel( (sharedEntity_t *)ent, ent->model );	G_SpawnFloat( "lip", "4", &lip );	G_SetMovedir( &ent->s.angles, &ent->movedir );	abs_movedir.x = fabsf(ent->movedir.x);	abs_movedir.y = fabsf(ent->movedir.y);	abs_movedir.z = fabsf(ent->movedir.z);	VectorSubtract( &ent->r.maxs, &ent->r.mins, &size );	distance = abs_movedir.x * size.x + abs_movedir.y * size.y + abs_movedir.z * size.z - lip;	VectorMA (&ent->pos1, distance, &ent->movedir, &ent->pos2);	if (ent->health) {		// shootable button		ent->takedamage = qtrue;	} else {		// touchable button		ent->touch = Touch_Button;	}	InitMover( ent );}
开发者ID:Razish,项目名称:QtZ,代码行数:56,


示例26: SP_misc_light_flare

/*===============SP_misc_light_flareSpawn function for light flare=============== */void SP_misc_light_flare(gentity_t *self) {  self->s.eType = ET_LIGHTFLARE;  self->s.modelindex = G_ShaderIndex(self->targetShaderName);  VectorCopy(self->pos2, self->s.origin2);  //try to find a spot near to the flare which is empty. This  //is used to facilitate visibility testing  findEmptySpot(self->s.origin, 8.0f, self->s.angles2);  self->use = SP_use_light_flare;  G_SpawnFloat("speed", "200", &self->speed);  self->s.time = self->speed;  G_SpawnInt("mindist", "0", &self->s.generic1);  if (self->spawnflags & 1)    self->s.eFlags |= EF_NODRAW;  trap_LinkEntity(self);}
开发者ID:AlienHoboken,项目名称:Tremulous-Z-Server,代码行数:28,


示例27: SP_fx_runner

//----------------------------------------------------------void SP_fx_runner( gentity_t *ent ){	// Get our defaults	G_SpawnInt( "delay", "200", &ent->delay );	G_SpawnFloat( "random", "0", &ent->random );	G_SpawnInt( "splashRadius", "16", &ent->splashRadius );	G_SpawnInt( "splashDamage", "5", &ent->splashDamage );	if ( !G_SpawnAngleHack( "angle", "0", ent->s.angles ))	{		// didn't have angles, so give us the default of up		VectorSet( ent->s.angles, -90, 0, 0 );	}	if ( !ent->fxFile )	{		gi.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->fxID = G_EffectIndex( ent->fxFile );	ent->s.eType = ET_MOVER;	// 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_runner_link; 	ent->nextthink = level.time + 400;	// 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:40,


示例28: seconds

/*QUAKED target_scriptrunner (1 0 0) (-4 -4 -4) (4 4 4) runonactivator x x x x x x INACTIVE--- SPAWNFLAGS ---runonactivator - Will run the script on the entity that used this or tripped the trigger that used thisINACTIVE - start off----- KEYS ------Usescript - Script to run when usedcount - how many times to run, -1 = infinite.  Default is oncewait - can't be used again in this amount of seconds (Default is 1 second if it's multiple-use)delay - how long to wait after use to run script*/void SP_target_scriptrunner( gentity_t *self ){	float v;	if ( self->spawnflags & 128 )	{		self->flags |= FL_INACTIVE;	}	if ( !self->count )	{		self->count = 1;//default 1 use only	}	// FIXME: this is a hack... because delay is read in as an int, so I'm bypassing that because it's too late in the project to change it and I want to be able to set less than a second delays	// no one should be setting a radius on a scriptrunner, if they are this would be bad, take this out for the next project	v = 0.0f;	G_SpawnFloat( "delay", "0", &v );	self->delay = v * 1000;//sec to ms	self->wait *= 1000;//sec to ms	G_SetOrigin( self, self->s.origin );	self->use = target_scriptrunner_use;}
开发者ID:dpadgett,项目名称:base_enhanced,代码行数:35,



注:本文中的G_SpawnFloat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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