您当前的位置:首页 > IT编程 > C++
| C语言 | Java | VB | VC | python | Android | TensorFlow | C++ | oracle | 学术与代码 | cnn卷积神经网络 | gnn | 图像修复 | Keras | 数据集 | Neo4j | 自然语言处理 | 深度学习 | 医学CAD | 医学影像 | 超参数 | pointnet | pytorch | 异常检测 | Transformers | 情感分类 | 知识图谱 |

自学教程:C++ G_TempEntity函数代码示例

51自学网 2021-06-01 21:02:15
  C++
这篇教程C++ G_TempEntity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_TempEntity函数的典型用法代码示例。如果您正苦于以下问题:C++ G_TempEntity函数的具体用法?C++ G_TempEntity怎么用?C++ G_TempEntity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_TempEntity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: CheckGauntletAttack

/*===============CheckGauntletAttack===============*/qboolean CheckGauntletAttack( gentity_t *ent ) {    trace_t		tr;    vec3_t		end;    gentity_t	*tent;    gentity_t	*traceEnt;    int			damage;    // set aiming directions    AngleVectors (ent->client->ps.viewangles, forward, right, up);    CalcMuzzlePoint ( ent, forward, right, up, muzzle );    VectorMA (muzzle, 32, forward, end);    trap_Trace (&tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT);    if ( tr.surfaceFlags & SURF_NOIMPACT ) {        return qfalse;    }    traceEnt = &g_entities[ tr.entityNum ];    // send blood impact    if ( traceEnt->takedamage && traceEnt->client ) {        tent = G_TempEntity( tr.endpos, EV_MISSILE_HIT );        tent->s.otherEntityNum = traceEnt->s.number;        tent->s.eventParm = DirToByte( tr.plane.normal );        tent->s.weapon = ent->s.weapon;    }    if ( !traceEnt->takedamage) {        return qfalse;    }    if (ent->client->ps.powerups[PW_QUAD] ) {        G_AddEvent( ent, EV_POWERUP_QUAD, 0 );        s_quadFactor = g_quadfactor.value;    } else {        s_quadFactor = 1;    }    damage = 50 * s_quadFactor;    G_Damage( traceEnt, ent, ent, forward, tr.endpos,              damage, 0, MOD_GAUNTLET );    return qtrue;}
开发者ID:Clever-Boy,项目名称:entityplus,代码行数:51,


示例2: G_PlayEffect

//-----------------------------void G_PlayEffect( int fxID, vec3_t origin, vec3_t fwd ){	gentity_t	*tent;	vec3_t	temp;	tent = G_TempEntity( origin, EV_PLAY_EFFECT );	tent->s.eventParm = fxID;	VectorSet( tent->maxs, FX_ENT_RADIUS, FX_ENT_RADIUS, FX_ENT_RADIUS );	VectorScale( tent->maxs, -1, tent->mins );	VectorCopy( fwd, tent->pos3 );	// Assume angles, we'll do a cross product on the other end to finish up	MakeNormalVectors( fwd, tent->pos4, temp );	gi.linkentity( tent );}
开发者ID:blaenk,项目名称:jedioutcast,代码行数:18,


示例3: Team_CaptureFlagSound

void Team_CaptureFlagSound( gentity_t *ent, int team ) {	gentity_t	*te;	if (ent == NULL) {		G_Printf ("Warning:  NULL passed to Team_CaptureFlagSound/n");		return;	}	te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_TEAM_SOUND );	if( team == TEAM_BLUE ) {		te->s.eventParm = GTS_BLUE_CAPTURE;	}	else {		te->s.eventParm = GTS_RED_CAPTURE;	}	te->r.svFlags |= SVF_BROADCAST;}
开发者ID:Avatarchik,项目名称:Quake-III-Arena-D3D11,代码行数:17,


示例4: teslaFire

void teslaFire( gentity_t *ent ){    trace_t   tr;    vec3_t    end;    gentity_t *traceEnt, *tent;    VectorMA( muzzle, TESLAGEN_RANGE, forward, end );    trap_Trace( &tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT );    if( tr.entityNum == ENTITYNUM_NONE )        return;    traceEnt = &g_entities[ tr.entityNum ];    if( !traceEnt->client )        return;    if( traceEnt->client && traceEnt->client->ps.stats[ STAT_PTEAM ] != PTE_ALIENS &&            !traceEnt->client->pers.bleeder )        return;    //so the client side knows    ent->s.eFlags |= EF_FIRING;    if( traceEnt->takedamage )    {        G_Damage( traceEnt, ent, ent, forward, tr.endpos,                  TESLAGEN_DMG, 0, MOD_TESLAGEN );    }    // snap the endpos to integers to save net bandwidth, but nudged towards the line    SnapVectorTowards( tr.endpos, muzzle );    // send railgun beam effect    tent = G_TempEntity( tr.endpos, EV_TESLATRAIL );    VectorCopy( muzzle, tent->s.origin2 );    tent->s.generic1 = ent->s.number; //src    tent->s.clientNum = traceEnt->s.number; //dest    // move origin a bit to come closer to the drawn gun muzzle    VectorMA( tent->s.origin2, 28, up, tent->s.origin2 );}
开发者ID:guzza,项目名称:Xserver,代码行数:45,


示例5: teslaFire

void teslaFire( gentity_t *self ){	trace_t   tr;	vec3_t    origin, target;	gentity_t *tent;	if ( !self->enemy )	{		return;	}	// Move the muzzle from the entity origin up a bit to fire over turrets	VectorMA( muzzle, self->r.maxs[ 2 ], self->s.origin2, origin );	// Don't aim for the center, aim at the top of the bounding box	VectorCopy( self->enemy->s.origin, target );	target[ 2 ] += self->enemy->r.maxs[ 2 ];	// Trace to the target entity	trap_Trace( &tr, origin, NULL, NULL, target, self->s.number, MASK_SHOT );	if ( tr.entityNum != self->enemy->s.number )	{		return;	}	// Client side firing effect	self->s.eFlags |= EF_FIRING;	// Deal damage	if ( self->enemy->takedamage )	{		vec3_t dir;		VectorSubtract( target, origin, dir );		G_Damage( self->enemy, self, self, dir, tr.endpos,		          TESLAGEN_DMG, 0, MOD_TESLAGEN );	}	// Send tesla zap trail	tent = G_TempEntity( tr.endpos, EV_TESLATRAIL );	tent->s.generic1 = self->s.number; // src	tent->s.clientNum = self->enemy->s.number; // dest}
开发者ID:SHOVELL,项目名称:Unvanquished,代码行数:44,


示例6: massDriverFire

void massDriverFire( gentity_t *ent ){  trace_t   tr;  vec3_t    end;  gentity_t *tent;  gentity_t *traceEnt;  G_CombatStats_Fire( ent, CSW_MDRIVER, MDRIVER_DMG );  VectorMA( muzzle, 8192.0f * 16.0f, forward, end );  G_UnlaggedOn( ent, muzzle, 8192.0f * 16.0f );  trap_Trace( &tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT );  G_UnlaggedOff( );  if( tr.surfaceFlags & SURF_NOIMPACT )    return;  traceEnt = &g_entities[ tr.entityNum ];  // snap the endpos to integers, but nudged towards the line  SnapVectorTowards( tr.endpos, muzzle );  // send impact  if( traceEnt->takedamage &&       (traceEnt->s.eType == ET_BUILDABLE ||        traceEnt->s.eType == ET_PLAYER ) )  {    BloodSpurt( ent, traceEnt, &tr );  }  else  {    tent = G_TempEntity( tr.endpos, EV_MISSILE_MISS );    tent->s.eventParm = DirToByte( tr.plane.normal );    tent->s.weapon = ent->s.weapon;    tent->s.generic1 = ent->s.generic1; //weaponMode  }  if( traceEnt->takedamage )  {    G_Damage( traceEnt, ent, ent, forward, tr.endpos,      MDRIVER_DMG, 0, MOD_MDRIVER );  }}
开发者ID:massivehaxxor,项目名称:new-edge,代码行数:44,


示例7: ProximityMine_ExplodeOnPlayer

/*================ProximityMine_ExplodeOnPlayer================*/static void ProximityMine_ExplodeOnPlayer( gentity_t *mine ) {	gentity_t	*player;	player = mine->enemy;	player->client->ps.eFlags &= ~EF_TICKING;	if ( player->client->invulnerabilityTime > level.time ) {		G_Damage( player, mine->parent, mine->parent, vec3_origin, mine->s.origin, 1000, DAMAGE_NO_KNOCKBACK, MOD_JUICED );		player->client->invulnerabilityTime = 0;		G_TempEntity( player->client->ps.origin, EV_JUICED );	}	else {		G_SetOrigin( mine, player->s.pos.trBase );		// make sure the explosion gets to the client		mine->r.svFlags &= ~SVF_NOCLIENT;		mine->splashMethodOfDeath = MOD_PROXIMITY_MINE;		G_ExplodeMissile( mine );	}}
开发者ID:OADoctor,项目名称:SmokinGuns,代码行数:24,


示例8: G_PlayEffect

// Play an effect at a position on an entity.// Mostly for G_MissileBounceEffect so we can play an effect on the bouncee.//-----------------------------void G_PlayEffect( int fxID, int clientNum, vec3_t origin, vec3_t fwd ){	gentity_t	*tent;	vec3_t	temp;	tent = G_TempEntity( origin, EV_PLAY_EFFECT );	tent->s.eventParm = fxID;	if ( clientNum != -1 )	{		tent->s.saberActive = 1;		tent->s.otherEntityNum = clientNum;	}	VectorSet( tent->maxs, FX_ENT_RADIUS, FX_ENT_RADIUS, FX_ENT_RADIUS );	VectorScale( tent->maxs, -1, tent->mins );	VectorCopy( fwd, tent->s.angles );	// Assume angles, we'll do a cross product on the other end to finish up	MakeNormalVectors( fwd, tent->s.angles2, temp );}
开发者ID:5Quintessential,项目名称:jedioutcast,代码行数:22,


示例9: trap_SetConfigstring

bool Gametype_inf::onItemTouch(gitem_t *item, gclient_s *other){	if (other->sess.team == TEAM_BLUE){		trap_SetConfigstring(CS_GAMETYPE_MESSAGE, va("%i,%s", level.time + 5000, va("@%s ^7has taken the briefcase!", other->pers.netname.c_str()))); // Taken.		trap_SendServerCommand(-1, va("print/"^3[INF] %s ^7has taken the briefcase./n/"", other->pers.netname.c_str()));		// Boe!Man 11/29/12: Global sound.		if (!level.intermissionQueued && !level.intermissiontime){			gentity_t* tent;			tent = G_TempEntity(vec3_origin, EV_GLOBAL_SOUND);			tent->s.eventParm = caseTakenSound;			tent->r.svFlags = SVF_BROADCAST;		}		// Boe!Man 11/29/12: Radio message.		G_Voice(&g_entities[other->ps.clientNum], NULL, SAY_TEAM, "got_it", qfalse);		return true;	}	else		return false;}
开发者ID:Jordi1990,项目名称:Sof2MPSDK,代码行数:19,


示例10: gas_think

void gas_think( gentity_t *ent ) {	gentity_t *tent;	ent->count++;	if ( ent->health < ent->count ) {		ent->think = G_FreeEntity;		if ( ent->s.density == 5 ) {			ent->nextthink = level.time + FRAMETIME;		} else {			ent->nextthink = level.time + 3000;		}		return;	}	ent->r.maxs[0] = ent->r.maxs[1] = ent->r.maxs[2]++;	ent->r.mins[0] = ent->r.mins[1] = ent->r.mins[2]--;	ent->nextthink = level.time + FRAMETIME;	tent = G_TempEntity( ent->r.currentOrigin, EV_SMOKE );	VectorCopy( ent->r.currentOrigin, tent->s.origin );	if ( ent->s.density == 5 ) {		tent->s.time = 500;		tent->s.time2 = 100;		tent->s.density = 5;		tent->s.angles2[0] = 8;		tent->s.angles2[1] = 32;	} else	{		tent->s.time = 5000;		tent->s.time2 = 3000;		tent->s.density = 5;		tent->s.angles2[0] = 24;		tent->s.angles2[1] = 96;	}	trap_LinkEntity( ent );}
开发者ID:MAN-AT-ARMS,项目名称:iortcw-archive,代码行数:42,


示例11: G_TempEntity

/*==============fire_mortar	dir is a non-normalized direction/power vector==============*/gentity_t *fire_mortar( gentity_t *self, vec3_t start, vec3_t dir ) {	gentity_t   *bolt;//	VectorNormalize (dir);	if ( self->spawnflags ) {		gentity_t   *tent;		tent = G_TempEntity( self->s.pos.trBase, EV_MORTAREFX );		tent->s.density = self->spawnflags; // send smoke and muzzle flash flags		VectorCopy( self->s.pos.trBase, tent->s.origin );		VectorCopy( self->s.apos.trBase, tent->s.angles );	}	bolt = G_Spawn();	bolt->classname = const_cast<char*>("mortar");	bolt->nextthink = level.time + 20000;   // push it out a little	bolt->think = G_ExplodeMissile;	bolt->s.eType = ET_MISSILE;	bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN | SVF_BROADCAST;   // broadcast sound.  not multiplayer friendly, but for mortars it should be okay	// bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;	bolt->s.weapon = WP_MORTAR;	bolt->r.ownerNum = self->s.number;	bolt->parent = self;	bolt->damage = G_GetWeaponDamage( WP_MORTAR ); // JPW NERVE	bolt->splashDamage = G_GetWeaponDamage( WP_MORTAR ); // JPW NERVE	bolt->splashRadius = 120;	bolt->methodOfDeath = MOD_MORTAR;	bolt->splashMethodOfDeath = MOD_MORTAR_SPLASH;	bolt->clipmask = MASK_MISSILESHOT;	bolt->s.pos.trType = TR_GRAVITY;	bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME;     // move a bit on the very first frame	VectorCopy( start, bolt->s.pos.trBase );//	VectorScale( dir, 900, bolt->s.pos.trDelta );	VectorCopy( dir, bolt->s.pos.trDelta );	SnapVector( bolt->s.pos.trDelta );          // save net bandwidth	VectorCopy( start, bolt->r.currentOrigin );	return bolt;}
开发者ID:bibendovsky,项目名称:rtcw,代码行数:48,


示例12: weapon_supershotgun_fire

void weapon_supershotgun_fire (gentity_t *ent) {	gentity_t		*tent;	// send shotgun blast	tent = G_TempEntity( muzzle, EV_SHOTGUN );	VectorScale( forward, 4096, tent->s.origin2 );	SnapVector( tent->s.origin2 );	tent->s.eventParm = rand() & 255;		// seed for spread pattern//unlagged - attack prediction #2	if ( g_unlagged.integer ) {		// this has to be something the client can predict now		tent->s.eventParm = ent->client->attackTime % 256; // seed for spread pattern	} else {		tent->s.eventParm = rand() & 255;		// seed for spread pattern	}//unlagged - attack prediction #2	tent->s.otherEntityNum = ent->s.number;	ShotgunPattern( tent->s.pos.trBase, tent->s.origin2, tent->s.eventParm, ent );}
开发者ID:themuffinator,项目名称:fnq3,代码行数:20,


示例13: BloodSpurt

/*===============BloodSpurtGenerates a blood spurt event for traces with accurate end points===============*/static void BloodSpurt( gentity_t *attacker, gentity_t *victim, trace_t *tr ){	gentity_t *tent;	if ( !attacker->client )	{		return;	}	if ( victim->health <= 0 )	{		return;	}	tent = G_TempEntity( tr->endpos, EV_MISSILE_HIT );	tent->s.otherEntityNum = victim->s.number;	tent->s.eventParm = DirToByte( tr->plane.normal );	tent->s.weapon = attacker->s.weapon;	tent->s.generic1 = attacker->s.generic1; // weaponMode}
开发者ID:SHOVELL,项目名称:Unvanquished,代码行数:27,


示例14: smoke_think

void smoke_think(gentity_t *ent){    gentity_t   *tent;    ent->nextthink = level.time + ent->delay;    if(!(ent->spawnflags & 4))    {        return;    }    if(ent->health)    {        ent->health--;        if(!ent->health)        {            ent->think = G_FreeEntity;            ent->nextthink = level.time + FRAMETIME;        }    }    tent = G_TempEntity(ent->r.currentOrigin, EV_SMOKE);    VectorCopy(ent->r.currentOrigin, tent->s.origin);    tent->s.time = ent->speed;    tent->s.time2 = ent->duration;    tent->s.density = ent->s.density;    // this is used to set the size of the smoke particle    tent->s.angles2[0] = ent->start_size;    tent->s.angles2[1] = ent->end_size;    tent->s.angles2[2] = ent->wait;    VectorCopy(ent->pos3, tent->s.origin2);    if(ent->s.frame)      // denotes reverse gravity effect    {        tent->s.frame = 1;    }}
开发者ID:Justasic,项目名称:RTCW-SP,代码行数:41,


示例15: CheckObeliskAttack

/* * CheckObeliskAttack */qboolCheckObeliskAttack(Gentity *obelisk, Gentity *attacker){	Gentity *te;	/* if this really is an obelisk */	if(obelisk->die != ObeliskDie)		return qfalse;	/* if the attacker is a client */	if(!attacker->client)		return qfalse;	/* if the obelisk is on the same team as the attacker then don't hurt it */	if(obelisk->spawnflags == attacker->client->sess.team)		return qtrue;	/* obelisk may be hurt */	/* if not played any sounds recently */	if((obelisk->spawnflags == TEAM_RED &&	    teamgame.redObeliskAttackedTime < level.time -	    OVERLOAD_ATTACK_BASE_SOUND_TIME) ||	   (obelisk->spawnflags == TEAM_BLUE &&	    teamgame.blueObeliskAttackedTime < level.time -	    OVERLOAD_ATTACK_BASE_SOUND_TIME)){		/* tell which obelisk is under attack */		te = G_TempEntity(obelisk->s.pos.base, EV_GLOBAL_TEAM_SOUND);		if(obelisk->spawnflags == TEAM_RED){			te->s.eventParm = GTS_REDOBELISK_ATTACKED;			teamgame.redObeliskAttackedTime = level.time;		}else{			te->s.eventParm = GTS_BLUEOBELISK_ATTACKED;			teamgame.blueObeliskAttackedTime = level.time;		}		te->r.svFlags |= SVF_BROADCAST;	}	return qfalse;}
开发者ID:icanhas,项目名称:yantar,代码行数:44,


示例16: NS_SetPrimary

void NS_SetPrimary( gentity_t *ent, int primary ) {	gentity_t *temp;	temp = G_TempEntity( ent->client->ps.origin, EV_STOLENWEAPON );	temp->s.weapon = primary;	temp->s.otherEntityNum = ent->client->ps.clientNum;	// copy old primary modifications to the new one [only for some weapon - some can't handle weaponmods]	if ( BG_WeaponMods( primary ) & ( 1 << WM_SILENCER ) ) {		ent->client->pers.nsInven.weapon_mods[primary].silencer = ent->client->pers.nsInven.weapon_mods[ent->client->pers.nsInven.primaryweapon].silencer;	}	if ( BG_WeaponMods( primary ) & ( 1 << WM_LASER ) ) {		ent->client->pers.nsInven.weapon_mods[primary].lasersight = ent->client->pers.nsInven.weapon_mods[ent->client->pers.nsInven.primaryweapon].lasersight;	}	if ( BG_WeaponMods( primary ) & ( 1 << WM_SCOPE ) ) {		ent->client->pers.nsInven.weapon_mods[primary].scope = ent->client->pers.nsInven.weapon_mods[ent->client->pers.nsInven.primaryweapon].scope;	}	if ( BG_WeaponMods( primary ) & ( 1 << WM_BAYONET ) ) {		ent->client->pers.nsInven.weapon_mods[primary].bayonet = ent->client->pers.nsInven.weapon_mods[ent->client->pers.nsInven.primaryweapon].bayonet;	}	if ( BG_WeaponMods( primary ) & ( 1 << WM_GRENADELAUNCHER ) ) {		ent->client->pers.nsInven.weapon_mods[primary].gl = ent->client->pers.nsInven.weapon_mods[ent->client->pers.nsInven.primaryweapon].gl;	}	if ( BG_WeaponMods( primary ) & ( 1 << WM_DUCKBILL ) ) {		ent->client->pers.nsInven.weapon_mods[primary].duckbill = ent->client->pers.nsInven.weapon_mods[ent->client->pers.nsInven.primaryweapon].duckbill;	}	if ( BG_WeaponMods( primary ) & ( 1 << WM_FLASHLIGHT ) ) {		ent->client->pers.nsInven.weapon_mods[primary].flashlight = ent->client->pers.nsInven.weapon_mods[ent->client->pers.nsInven.primaryweapon].flashlight;	}	// delete old mods	ent->client->pers.nsInven.weapon_mods[ent->client->pers.nsInven.primaryweapon].silencer = 0;	ent->client->pers.nsInven.weapon_mods[ent->client->pers.nsInven.primaryweapon].lasersight = 0;	ent->client->pers.nsInven.weapon_mods[ent->client->pers.nsInven.primaryweapon].scope = 0;	ent->client->pers.nsInven.weapon_mods[ent->client->pers.nsInven.primaryweapon].bayonet = 0;	ent->client->pers.nsInven.weapon_mods[ent->client->pers.nsInven.primaryweapon].gl = 0;	// now set the new primary weapon	ent->client->pers.nsInven.primaryweapon = primary;}
开发者ID:zturtleman,项目名称:navy-seals,代码行数:41,


示例17: G_MissileBounceEffect

//-------------------------------------------------------------------------void G_MissileBounceEffect( gentity_t *ent, vec3_t org, vec3_t 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_PlayEffect( "bowcaster/deflect", ent->currentOrigin, dir );		break;	case WP_BLASTER:	case WP_BRYAR_PISTOL:		G_PlayEffect( "blaster/deflect", ent->currentOrigin, dir );		break;	default:		{			gentity_t *tent = G_TempEntity( org, EV_GRENADE_BOUNCE );			VectorCopy( dir, tent->pos1 );			tent->s.weapon = ent->s.weapon;		}		break;	}}
开发者ID:AlexXT,项目名称:OpenJK,代码行数:22,


示例18: Blocked_Tramcar

void Blocked_Tramcar( gentity_t *ent, gentity_t *other ) {	// remove anything other than a client	if ( !other->client ) {		// except CTF flags!!!!		if ( other->s.eType == ET_ITEM && other->item->giType == IT_TEAM ) {			Team_DroppedFlagThink( other );			return;		}		G_TempEntity( other->s.origin, EV_ITEM_POP );		G_FreeEntity( other );		return;	}	if ( other->flags & FL_GODMODE ) {		other->flags &= ~FL_GODMODE;		other->client->ps.stats[STAT_HEALTH] = other->health = 0;	}	G_Damage( other, ent, ent, NULL, NULL, 99999, 0, MOD_CRUSH );}
开发者ID:MAN-AT-ARMS,项目名称:iortcw-archive,代码行数:21,


示例19: meleeAttack

/*===============meleeAttack===============*/void meleeAttack( gentity_t *ent, float range, float width, int damage, meansOfDeath_t mod ){  trace_t   tr;  vec3_t    end;  gentity_t *tent;  gentity_t *traceEnt;  vec3_t    mins, maxs;  VectorSet( mins, -width, -width, -width );  VectorSet( maxs, width, width, width );  // set aiming directions  AngleVectors( ent->client->ps.viewangles, forward, right, up );  CalcMuzzlePoint( ent, forward, right, up, muzzle );  VectorMA( muzzle, range, forward, end );  G_UnlaggedOn( ent, muzzle, range );  trap_Trace( &tr, muzzle, mins, maxs, end, ent->s.number, MASK_SHOT );  G_UnlaggedOff( );  if( tr.surfaceFlags & SURF_NOIMPACT )    return;  traceEnt = &g_entities[ tr.entityNum ];  // send blood impact  if( traceEnt->takedamage && traceEnt->client )  {    tent = G_TempEntity( tr.endpos, EV_MISSILE_HIT );    tent->s.otherEntityNum = traceEnt->s.number;    tent->s.eventParm = DirToByte( tr.plane.normal );    tent->s.weapon = ent->s.weapon;    tent->s.generic1 = ent->s.generic1; //weaponMode  }  if( traceEnt->takedamage )    G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, DAMAGE_NO_KNOCKBACK, mod );}
开发者ID:AlienHoboken,项目名称:Tremulous-W-Server,代码行数:45,


示例20: AddTeamScore

/* * AddTeamScore * * used for gametype > GT_TEAM * for gametype GT_TEAM the level.teamScores is updated in AddScore in g_combat.c */voidAddTeamScore(Vec3 origin, int team, int score){	Gentity *te;	te = G_TempEntity(origin, EV_GLOBAL_TEAM_SOUND);	te->r.svFlags |= SVF_BROADCAST;	if(team == TEAM_RED){		if(level.teamScores[ TEAM_RED ] + score ==		   level.teamScores[ TEAM_BLUE ])			/* teams are tied sound */			te->s.eventParm = GTS_TEAMS_ARE_TIED;		else if(level.teamScores[ TEAM_RED ] <=			level.teamScores[ TEAM_BLUE ] &&			level.teamScores[ TEAM_RED ] + score >			level.teamScores[ TEAM_BLUE ])			/* red took the lead sound */			te->s.eventParm = GTS_REDTEAM_TOOK_LEAD;		else			/* red scored sound */			te->s.eventParm = GTS_REDTEAM_SCORED;	}else{		if(level.teamScores[ TEAM_BLUE ] + score ==		   level.teamScores[ TEAM_RED ])			/* teams are tied sound */			te->s.eventParm = GTS_TEAMS_ARE_TIED;		else if(level.teamScores[ TEAM_BLUE ] <=			level.teamScores[ TEAM_RED ] &&			level.teamScores[ TEAM_BLUE ] + score >			level.teamScores[ TEAM_RED ])			/* blue took the lead sound */			te->s.eventParm = GTS_BLUETEAM_TOOK_LEAD;		else			/* blue scored sound */			te->s.eventParm = GTS_BLUETEAM_SCORED;	}	level.teamScores[ team ] += score;}
开发者ID:icanhas,项目名称:yantar,代码行数:45,


示例21: Team_TakeFlagSound

/*=======================================================================================================================================Team_TakeFlagSound=======================================================================================================================================*/void Team_TakeFlagSound(gentity_t *ent, int team) {	gentity_t *te;	if (ent == NULL) {		G_Printf("Warning: NULL passed to Team_TakeFlagSound/n");		return;	}	// only play sound when the flag was at the base or not picked up the last 10 seconds	switch (team) {		case TEAM_RED:			if (teamgame.blueStatus != FLAG_ATBASE) {				if (teamgame.blueTakenTime > level.time - 10000) {					return;				}			}			teamgame.blueTakenTime = level.time;			break;		case TEAM_BLUE: // CTF			if (teamgame.redStatus != FLAG_ATBASE) {				if (teamgame.redTakenTime > level.time - 10000) {					return;				}			}			teamgame.redTakenTime = level.time;			break;	}	te = G_TempEntity(ent->s.pos.trBase, EV_GLOBAL_TEAM_SOUND);	if (team == TEAM_BLUE) {		te->s.eventParm = GTS_RED_TAKEN;	} else {		te->s.eventParm = GTS_BLUE_TAKEN;	}	te->r.svFlags |= SVF_BROADCAST;}
开发者ID:KuehnhammerTobias,项目名称:ioqw,代码行数:44,


示例22: script_mover_blocked

void script_mover_blocked(gentity_t *ent, gentity_t *other) {	// remove it, we must not stop for anything or it will screw up script timing	if (!other->client && other->s.eType != ET_CORPSE) {		// /me slaps nerve		// except CTF flags!!!!		if (other->s.eType == ET_ITEM && other->item->giType == IT_TEAM) {			Team_DroppedFlagThink(other);			return;		}		G_TempEntity(other->s.origin, EV_ITEM_POP);		G_FreeEntity(other);		return;	}	// FIXME: we could have certain entities stop us, thereby "pausing" movement	// until they move out the way. then we can just call the GotoMarker() again,	// telling it that we are just now calling it for the first time, so it should	// start us on our way again (theoretically speaking).	// kill them	G_Damage(other, ent, ent, NULL, NULL, 9999, 0, MOD_CRUSH);}
开发者ID:ETrun,项目名称:ETrun,代码行数:22,


示例23: 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24: G_InvulnerabilityEffect

/*================G_InvulnerabilityEffect================*/int G_InvulnerabilityEffect(gentity_t * targ, vec3_t dir, vec3_t point, vec3_t impactpoint, vec3_t bouncedir){	gentity_t      *impact;	vec3_t          intersections[2], vec;	int             n;	if(!targ->client)	{		return qfalse;	}	VectorCopy(dir, vec);	VectorInverse(vec);	// sphere model radius = 42 units	n = RaySphereIntersections(targ->client->ps.origin, 42, point, vec, intersections);	if(n > 0)	{		impact = G_TempEntity(targ->client->ps.origin, EV_INVUL_IMPACT);		VectorSubtract(intersections[0], targ->client->ps.origin, vec);		VectorToAngles(vec, impact->s.angles);		impact->s.angles[0] += 90;		if(impact->s.angles[0] > 360)			impact->s.angles[0] -= 360;		if(impactpoint)		{			VectorCopy(intersections[0], impactpoint);		}		if(bouncedir)		{			VectorCopy(vec, bouncedir);			VectorNormalize(bouncedir);		}		return qtrue;	}	else	{		return qfalse;	}}
开发者ID:SinSiXX,项目名称:Rogue-Reborn,代码行数:43,


示例25: Blocked_Door

/*================Blocked_Door================*/void Blocked_Door( gentity_t *ent, gentity_t *other ) {	// remove anything other than a client	if ( !other->client ) {		// except CTF flags!!!!		if( other->s.eType == ET_ITEM && other->item->giType == IT_TEAM ) {			Team_DroppedFlagThink( other );			return;		}		G_TempEntity( other->s.origin, EV_ITEM_POP );		G_FreeEntity( other );		return;	}	if ( ent->damage ) {		G_Damage( other, ent, ent, NULL, NULL, ent->damage, 0, MOD_CRUSH );	}	if ( ent->spawnflags & 4 ) {		return;		// crushers don't reverse	}	// reverse direction	Use_BinaryMover( ent, ent, other );}
开发者ID:AHPlankton,项目名称:Quake-III-Arena,代码行数:28,


示例26: M_think

/*==============M_think==============*/void M_think( gentity_t *ent ) {	gentity_t *tent;	ent->count++;//	if (ent->count == 1)//		Concussive_fx (ent);	//----(SA)	moved to G_ExplodeMissile()	if ( ent->count == ent->health ) {		ent->think = G_FreeEntity;	}	tent = G_TempEntity( ent->s.origin, EV_SMOKE );	VectorCopy( ent->s.origin, tent->s.origin );	if ( ent->s.density == 1 ) {		tent->s.origin[2] += 16;	} else {		// tent->s.origin[2]+=32;		// Note to self Maxx said to lower the spawn loc for the smoke 16 units		tent->s.origin[2] += 16;	}	tent->s.time = 3000;	tent->s.time2 = 100;	tent->s.density = 0;	if ( ent->s.density == 1 ) {		tent->s.angles2[0] = 16;	} else {		// Note to self Maxx changed this to 24		tent->s.angles2[0] = 24;	}	tent->s.angles2[1] = 96;	tent->s.angles2[2] = 50;	ent->nextthink = level.time + FRAMETIME;}
开发者ID:bibendovsky,项目名称:rtcw,代码行数:42,


示例27: G_MissileBounceEffect

void G_MissileBounceEffect( gentity_t *ent, vec3_t org, vec3_t dir )#endif // _IMMERSION{	//FIXME: have an EV_BOUNCE_MISSILE event that checks the s.weapon and does the appropriate effect	switch( ent->s.weapon )	{	case WP_BOWCASTER:#ifdef _IMMERSION		G_PlayEffect( "bowcaster/deflect", hitEntNum, ent->currentOrigin, dir );#else		G_PlayEffect( "bowcaster/deflect", ent->currentOrigin, dir );#endif // _IMMERSION		break;	case WP_BLASTER:	case WP_BRYAR_PISTOL:#ifdef _IMMERSION		G_PlayEffect( "blaster/deflect", hitEntNum, ent->currentOrigin, dir );#else		G_PlayEffect( "blaster/deflect", ent->currentOrigin, dir );#endif // _IMMERSION		break;	default:		{			gentity_t *tent = G_TempEntity( org, EV_GRENADE_BOUNCE );			VectorCopy( dir, tent->pos1 );			tent->s.weapon = ent->s.weapon;#ifdef _IMMERSION			if ( hitEntNum != -1 )			{				tent->s.saberActive = 1;				tent->s.otherEntityNum = hitEntNum;			}#endif // _IMMERSION		}		break;	}}
开发者ID:Cancerous,项目名称:massive-tyrion,代码行数:37,


示例28: CheckObeliskAttack

/*=======================================================================================================================================CheckObeliskAttack=======================================================================================================================================*/qboolean CheckObeliskAttack(gentity_t *obelisk, gentity_t *attacker) {	gentity_t *te;	// if this really is an obelisk	if (obelisk->die != ObeliskDie) {		return qfalse;	}	// if the attacker is a client	if (!attacker->client) {		return qfalse;	}	// if the obelisk is on the same team as the attacker then don't hurt it	if (!g_friendlyFire.integer && obelisk->spawnflags == attacker->client->sess.sessionTeam) {		return qtrue;	}	// obelisk may be hurt	// if not played any sounds recently	if (obelisk->spawnflags != attacker->client->sess.sessionTeam) {		if ((obelisk->spawnflags == TEAM_RED && teamgame.redObeliskAttackedTime < level.time - OVERLOAD_ATTACK_BASE_SOUND_TIME) || (obelisk->spawnflags == TEAM_BLUE && teamgame.blueObeliskAttackedTime < level.time - OVERLOAD_ATTACK_BASE_SOUND_TIME)) {			// tell which obelisk is under attack			te = G_TempEntity(obelisk->s.pos.trBase, EV_GLOBAL_TEAM_SOUND);			if (obelisk->spawnflags == TEAM_RED) {				te->s.eventParm = GTS_REDOBELISK_ATTACKED;				teamgame.redObeliskAttackedTime = level.time;			} else {				te->s.eventParm = GTS_BLUEOBELISK_ATTACKED;				teamgame.blueObeliskAttackedTime = level.time;			}			te->r.svFlags |= SVF_BROADCAST;		}	}	return qfalse;}
开发者ID:KuehnhammerTobias,项目名称:ioqw,代码行数:42,



注:本文中的G_TempEntity函数示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


C++ G_TouchTriggers函数代码示例
C++ G_TYPE_MODULE函数代码示例
万事OK自学网:51自学网_软件自学网_CAD自学网自学excel、自学PS、自学CAD、自学C语言、自学css3实例,是一个通过网络自主学习工作技能的自学平台,网友喜欢的软件自学网站。