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自学教程:C++ GetActivity函数代码示例

51自学网 2021-06-01 21:03:31
  C++
这篇教程C++ GetActivity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GetActivity函数的典型用法代码示例。如果您正苦于以下问题:C++ GetActivity函数的具体用法?C++ GetActivity怎么用?C++ GetActivity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GetActivity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: StartSatchelDetonate

//-----------------------------------------------------------------------------// Purpose:// Input  :// Output ://-----------------------------------------------------------------------------void CWeapon_SLAM::StartSatchelDetonate(){	if ( GetActivity() != ACT_SLAM_DETONATOR_IDLE && GetActivity() != ACT_SLAM_THROW_IDLE )		 return;		// -----------------------------------------	//  Play detonate animation	// -----------------------------------------	if (m_bNeedReload)	{		SendWeaponAnim(ACT_SLAM_DETONATOR_DETONATE);	}	else if (m_tSlamState == SLAM_SATCHEL_ATTACH)	{		SendWeaponAnim(ACT_SLAM_STICKWALL_DETONATE);	}	else if (m_tSlamState == SLAM_SATCHEL_THROW)	{		SendWeaponAnim(ACT_SLAM_THROW_DETONATE);	}	else	{		return;	}	SatchelDetonate();	// needs a higher delay on all of these, a minimum time really - to elimiate refires.	m_flNextPrimaryAttack	= m_flNextSecondaryAttack = SLAM_REFIRE_DELAY + gpGlobals->curtime + SequenceDuration();}
开发者ID:0xFEEDC0DE64,项目名称:UltraGame,代码行数:35,


示例2: GetActivity

//-----------------------------------------------------------------------------// Purpose: Allows the weapon to choose proper weapon idle animation//-----------------------------------------------------------------------------void CBaseHL2MPCombatWeapon::WeaponIdle( void ){	//See if we should idle high or low	if ( WeaponShouldBeLowered() )	{		// Move to lowered position if we're not there yet		if ( GetActivity() != ACT_VM_IDLE_LOWERED && GetActivity() != ACT_VM_IDLE_TO_LOWERED 			 && GetActivity() != ACT_TRANSITION )		{			SendWeaponAnim( ACT_VM_IDLE_LOWERED );		}		else if ( HasWeaponIdleTimeElapsed() )		{			// Keep idling low			SendWeaponAnim( ACT_VM_IDLE_LOWERED );		}	}	else	{		// See if we need to raise immediately		if ( m_flRaiseTime < gpGlobals->curtime && GetActivity() == ACT_VM_IDLE_LOWERED ) 		{			SendWeaponAnim( ACT_VM_IDLE );		}		else if ( HasWeaponIdleTimeElapsed() ) 		{			SendWeaponAnim( ACT_VM_IDLE );		}	}}
开发者ID:Au-heppa,项目名称:source-sdk-2013,代码行数:33,


示例3: StartSatchelDetonate

//-----------------------------------------------------------------------------// Purpose:// Input  :// Output ://-----------------------------------------------------------------------------void CWeapon_SLAM::StartSatchelDetonate(){	if ( GetActivity() != ACT_SLAM_DETONATOR_IDLE && GetActivity() != ACT_SLAM_THROW_IDLE )		 return;		// -----------------------------------------	//  Play detonate animation	// -----------------------------------------	if (m_bNeedReload)	{		SendWeaponAnim(ACT_SLAM_DETONATOR_DETONATE);	}	else if (m_tSlamState == SLAM_SATCHEL_ATTACH)	{		SendWeaponAnim(ACT_SLAM_STICKWALL_DETONATE);	}	else if (m_tSlamState == SLAM_SATCHEL_THROW)	{		SendWeaponAnim(ACT_SLAM_THROW_DETONATE);	}	else	{		return;	}	SatchelDetonate();	m_flNextPrimaryAttack	= gpGlobals->curtime + SequenceDuration();	m_flNextSecondaryAttack = gpGlobals->curtime + SequenceDuration();}
开发者ID:sparrowstar,项目名称:Uprising,代码行数:35,


示例4: MaxYawSpeed

//-----------------------------------------------------------------------------// Purpose:	// Input:	// Output:	//-----------------------------------------------------------------------------float CASW_Ranger::MaxYawSpeed( void ){	if ( GetActivity() == ACT_STRAFE_LEFT || GetActivity() == ACT_STRAFE_RIGHT )	{		return 0.1f;	}	return 32.0f;// * GetMovementSpeedModifier();}
开发者ID:Cre3per,项目名称:hl2sdk-csgo,代码行数:14,


示例5: Touch

void CXenPLight :: Touch( CBaseEntity *pOther ){	if ( pOther->IsPlayer() )	{		pev->dmgtime = gpGlobals->time + XEN_PLANT_HIDE_TIME;		if ( GetActivity() == ACT_IDLE || GetActivity() == ACT_STAND )		{			SetActivity( ACT_CROUCH );		}	}}
开发者ID:Arkshine,项目名称:NS,代码行数:11,


示例6: StudioFrameAdvance

void CBaseCombatWeapon::Operator_FrameUpdate( CBaseCombatCharacter *pOperator ){	StudioFrameAdvance( ); // animate	if ( IsSequenceFinished() )	{		if ( SequenceLoops() )		{			// animation does loop, which means we're playing subtle idle. Might need to fidget.			int iSequence = SelectWeightedSequence( GetActivity() );			if ( iSequence != ACTIVITY_NOT_AVAILABLE )			{				ResetSequence( iSequence );	// Set to new anim (if it's there)			}		}#if 0		else		{			// animation that just ended doesn't loop! That means we just finished a fidget			// and should return to our heaviest weighted idle (the subtle one)			SelectHeaviestSequence( GetActivity() );		}#endif	}	CBasePlayer *pOwner = ToBasePlayer( GetOwner() );	if ( pOwner == NULL )		return;	CBaseViewModel *vm = pOwner->GetViewModel( m_nViewModelIndex );	if ( vm == NULL )		return;	// HACK: Player weapon and view model often use the same mdl, which results	// in duplicate anim events.  For now, let the view model handle the events	// if they're the same, which is the preferred behavior in general.	CStudioHdr *w_hdr = GetModelPtr();	CStudioHdr *v_hdr = vm->GetModelPtr();	if ( w_hdr->GetRenderHdr() != v_hdr->GetRenderHdr() )	{		// Animation events are passed back to the weapon's owner/operator		DispatchAnimEvents( pOperator );	}	// Update and dispatch the viewmodel events	if ( vm != NULL )	{		vm->StudioFrameAdvance();		vm->DispatchAnimEvents( this );	}}
开发者ID:BenLubar,项目名称:SwarmDirector2,代码行数:51,


示例7: PrescheduleThink

//-----------------------------------------------------------------------------// Purpose: //-----------------------------------------------------------------------------void CNPC_Assassin::PrescheduleThink( void ){	if ( GetActivity() == ACT_RUN || GetActivity() == ACT_WALK)	{		CPASAttenuationFilter filter( this );		static int iStep = 0;		iStep = ! iStep;		if (iStep)		{			EmitSound( filter, entindex(), "NPC_Assassin.Footstep" );		}	}}
开发者ID:0xFEEDC0DE64,项目名称:UltraGame,代码行数:17,


示例8: ShouldShowControlPanels

//-----------------------------------------------------------------------------// Purpose: // Output : Returns true on success, false on failure.//-----------------------------------------------------------------------------bool CWeaponBuilder::ShouldShowControlPanels( void ){	if ( GetActivity() == ACT_VM_IDLE )		return true;	return false;}
开发者ID:Axitonium,项目名称:SourceEngine2007,代码行数:11,


示例9: Think

void CXenPLight :: Think( void ){	StudioFrameAdvance();	pev->nextthink = gpGlobals->time + 0.1;	switch( GetActivity() )	{	case ACT_CROUCH:		if ( m_fSequenceFinished )		{			SetActivity( ACT_CROUCHIDLE );			LightOff();		}		break;	case ACT_CROUCHIDLE:		if ( gpGlobals->time > pev->dmgtime )		{			SetActivity( ACT_STAND );			LightOn();		}		break;	case ACT_STAND:		if ( m_fSequenceFinished )			SetActivity( ACT_IDLE );		break;	case ACT_IDLE:	default:		break;	}}
开发者ID:Arkshine,项目名称:NS,代码行数:33,


示例10: GetActivity

ECode RestrictedSettingsFragment::OnDestroy(){    AutoPtr<IActivity> activity;    GetActivity((IActivity**)&activity);    IContext::Probe(activity)->UnregisterReceiver(mScreenOffReceiver);    return SettingsPreferenceFragment::OnDestroy();}
开发者ID:XilongPei,项目名称:Elastos5,代码行数:7,


示例11: switch

float CNPC_Gargantua::MaxYawSpeed ( void )	{	float ys = 60;	switch ( GetActivity() )	{	case ACT_IDLE:		ys = 60;		break;	case ACT_TURN_LEFT:	case ACT_TURN_RIGHT:		ys = 180;		break;	case ACT_WALK:	case ACT_RUN:		ys = 60;		break;	default:		ys = 60;		break;	}	return ys;}
开发者ID:hitmen047,项目名称:TF2HLCoop,代码行数:25,


示例12: switch

//-----------------------------------------------------------------------------// Purpose: // Input  :// Output : //-----------------------------------------------------------------------------float CNPC_Headcrab::MaxYawSpeed ( void ){	switch ( GetActivity() )	{	case ACT_IDLE:					return 30;		break;	case ACT_RUN:				case ACT_WALK:					return 20;		break;	case ACT_TURN_LEFT:	case ACT_TURN_RIGHT:		return 15;		break;	case ACT_RANGE_ATTACK1:			return 30;		break;	default:		return 30;		break;	}	return BaseClass::MaxYawSpeed();}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:34,


示例13: ItemPostFrame

//-----------------------------------------------------------------------------// Purpose: //-----------------------------------------------------------------------------void CTFCompoundBow::ItemPostFrame( void ){	BaseClass::ItemPostFrame();	if ( m_flChargeBeginTime != 0.0f )	{		float flChargeTime = gpGlobals->curtime - m_flChargeBeginTime;		if ( flChargeTime >= TF_BOW_CHARGE_TIRED_TIME )		{			// Play flinching animation if it was charged for too long.			if ( GetActivity() == ACT_ITEM2_VM_IDLE_2 )			{				SendWeaponAnim( ACT_ITEM2_VM_CHARGE_IDLE_3 );			}			else if ( IsViewModelSequenceFinished() )			{				SendWeaponAnim( ACT_ITEM2_VM_IDLE_3 );			}		}		else if ( IsViewModelSequenceFinished() )		{			SendWeaponAnim( ACT_ITEM2_VM_IDLE_2 );		}	}}
开发者ID:Deathreus,项目名称:TF2Classic,代码行数:28,


示例14: RunAI

//========================================================// RunAI - overridden for bullsquid because there are things// that need to be checked every think.//========================================================void CNPC_Bullsquid::RunAI ( void ){	// first, do base class stuff	BaseClass::RunAI();	if ( m_nSkin != 0 )	{		// close eye if it was open.		m_nSkin = 0; 	}	if ( random->RandomInt( 0,39 ) == 0 )	{		m_nSkin = 1;	}	if ( GetEnemy() != NULL && GetActivity() == ACT_RUN )	{		// chasing enemy. Sprint for last bit		if ( (GetAbsOrigin() - GetEnemy()->GetAbsOrigin()).Length2D() < SQUID_SPRINT_DIST )		{			m_flPlaybackRate = 1.25;		}	}}
开发者ID:hitmen047,项目名称:TF2HLCoop,代码行数:30,


示例15: SetNextThink

void CBaseTurret::Deploy(void){	SetNextThink( gpGlobals->curtime + 0.1f );	StudioFrameAdvance( );	if ( GetActivity() != ACT_TURRET_OPEN )	{		m_iOn = 1;		SetActivity( (Activity)ACT_TURRET_OPEN );		EmitSound( "NPC_Turret.Deploy" );		m_OnDeploy.FireOutput(NULL, this);	}	if (m_fSequenceFinished)	{		Vector curmins, curmaxs;		curmins = WorldAlignMins();		curmaxs = WorldAlignMaxs();		curmaxs.z = m_iDeployHeight;		curmins.z = -m_iDeployHeight;		SetCollisionBounds( curmins, curmaxs );		Relink();		SetActivity( (Activity)ACT_TURRET_OPEN_IDLE );		m_flPlaybackRate = 0;		SetThink(&CBaseTurret::SearchThink);	}	m_flLastSight = gpGlobals->curtime + m_flMaxWait;}
开发者ID:SizzlingStats,项目名称:hl2sdk-ob-valve,代码行数:35,


示例16: switch

//=========================================================// MaxYawSpeed - allows each sequence to have a different// turn rate associated with it.//=========================================================float CNPC_Houndeye::MaxYawSpeed ( void ){	int ys = 90;	switch ( GetActivity() )	{	case ACT_CROUCHIDLE://sleeping!		ys = 0;		break;	case ACT_IDLE:			ys = 60;		break;	case ACT_WALK:		ys = 90;		break;	case ACT_RUN:			ys = 90;		break;	case ACT_TURN_LEFT:	case ACT_TURN_RIGHT:		ys = 90;		break;	}	return ys;}
开发者ID:AluminumKen,项目名称:hl2sb-src,代码行数:29,


示例17: AngleVectors

//-----------------------------------------------------------------------------// Animation event handlers//-----------------------------------------------------------------------------void CWeaponKatana::HandleAnimEventMeleeHit( animevent_t *pEvent, CBaseCombatCharacter *pOperator ){	// Trace up or down based on where the enemy is...	// But only if we're basically facing that direction	Vector vecDirection;	AngleVectors( GetAbsAngles(), &vecDirection );	Vector vecEnd;	VectorMA( pOperator->Weapon_ShootPosition(), 50, vecDirection, vecEnd );	CBaseEntity *pHurt = pOperator->CheckTraceHullAttack( pOperator->Weapon_ShootPosition(), vecEnd, 		Vector(-16,-16,-16), Vector(36,36,36), GetDamageForActivity( GetActivity() ), DMG_CLUB, 0.75 );		// did I hit someone?	if ( pHurt )	{		// play sound		WeaponSound( MELEE_HIT );		// Fake a trace impact, so the effects work out like a player's crowbaw		trace_t traceHit;		UTIL_TraceLine( pOperator->Weapon_ShootPosition(), pHurt->GetAbsOrigin(), MASK_SHOT_HULL, pOperator, COLLISION_GROUP_NONE, &traceHit );		ImpactEffect( traceHit );	}	else	{		WeaponSound( MELEE_MISS );	}}
开发者ID:dreckard,项目名称:dhl2,代码行数:31,


示例18: PrescheduleThink

//------------------------------------------------------------------------------// Purpose :// Input   :// Output  ://------------------------------------------------------------------------------void CNPC_Houndeye::PrescheduleThink ( void ){	BaseClass::PrescheduleThink();		// if the hound is mad and is running, make hunt noises.	if ( m_NPCState == NPC_STATE_COMBAT && ( GetActivity() == ACT_RUN ) && random->RandomFloat( 0, 1 ) < 0.2 )	{		WarnSound();	}	// at random, initiate a blink if not already blinking or sleeping	if ( !m_fDontBlink )	{		/*//<<TEMP>>//<<TEMP>>		if ( ( pev->skin == 0 ) && random->RandomInt(0,0x7F) == 0 )		{// start blinking!			pev->skin = HOUNDEYE_EYE_FRAMES - 1;		}		else if ( pev->skin != 0 )		{// already blinking			pev->skin--;		}		*/	}}
开发者ID:AluminumKen,项目名称:hl2sb-src,代码行数:30,


示例19: SetPrecedencesLists

/* * Arma 3 listas: * 		ncp 	= Non Created Precedencies * 		dcp 	= Drain Connected Precedencies * 		ndcp 	= Non Drain Connected Precedencies * Las mismas las arma con cada una de las actividades que preceden a tal actividad. */voidSetPrecedencesLists(graphADT g, lisInfADT list, listInfADT * ncp, listInfADT * dcp, listInfADT * ndcp, char ** precedencies){	int i = 0;	activityADT act;	actInfo * info;	listActADT actList;	while(precedencies[i])	{		info = CopyActInfo(getActInfo(list, precedencies[i]));		if((act = GetActivity(g, precedencies[i])) == NULL)			insertInf(ncp, info);		else		{			actList = GetStageStart(GetActivityOrig(g, precedencies[i]));			while(!ListActIsEmpty(actList))			{Act				act = ListHeader(actList);				if(IsDrain(GetActivityDest(g, ListActHeadID(list))))					insertInf(dcp, info);				else					insertInf(ndcp, info);					actList = ListTail(actList);			}		}		i++;	}}
开发者ID:gonzalorey,项目名称:ITBA_cpm-eda,代码行数:35,


示例20: if

//-----------------------------------------------------------------------------// Purpose://-----------------------------------------------------------------------------bool CTFMinigun::SendWeaponAnim( int iActivity ){#ifdef CLIENT_DLL	// Client procedurally animates the barrel bone	if ( iActivity == ACT_MP_ATTACK_STAND_PRIMARYFIRE || iActivity == ACT_MP_ATTACK_STAND_PREFIRE )	{		m_flBarrelTargetVelocity = MAX_BARREL_SPIN_VELOCITY;	}	else if ( iActivity == ACT_MP_ATTACK_STAND_POSTFIRE )	{		m_flBarrelTargetVelocity = 0;	}#endif	// When we start firing, play the startup firing anim first	if ( iActivity == ACT_VM_PRIMARYATTACK )	{		// If we're already playing the fire anim, let it continue. It loops.		if ( GetActivity() == ACT_VM_PRIMARYATTACK )			return true;		// Otherwise, play the start it		return BaseClass::SendWeaponAnim( ACT_VM_PRIMARYATTACK );			}	return BaseClass::SendWeaponAnim( iActivity );}
开发者ID:Navton,项目名称:TF2Classic,代码行数:32,


示例21: switch

float CASW_Harvester::MaxYawSpeed( void ){	if ( m_bElectroStunned.Get() )		return 0.1f;	return 32.0f;	switch ( GetActivity() )	{	case ACT_IDLE:				return 64.0f;		break;		case ACT_WALK:		return 64.0f;		break;		default:	case ACT_RUN:		return 64.0f;		break;	}	return 64.0f;}
开发者ID:Au-heppa,项目名称:swarm-sdk,代码行数:25,


示例22: ToBasePlayer

//-----------------------------------------------------------------------------// Purpose: Allows the weapon to choose proper weapon idle animation//-----------------------------------------------------------------------------void CBaseHLCombatWeapon::WeaponIdle( void ){	CBasePlayer *pPlayer = ToBasePlayer(GetOwner());	if ( pPlayer )	{		if ( pPlayer->m_bIsRunning || !pPlayer->GetGroundEntity() || pPlayer->m_bShouldLowerWeapon )			return;	}	//See if we should idle high or low	if ( WeaponShouldBeLowered() )	{#if !defined( CLIENT_DLL )		CHL2_Player *pPlayer = dynamic_cast<CHL2_Player*>(GetOwner());		if( pPlayer )		{			pPlayer->Weapon_Lower();		}#endif		// Move to lowered position if we're not there yet		if ( GetActivity() != ACT_VM_IDLE_LOWERED && GetActivity() != ACT_VM_IDLE_TO_LOWERED 			 && GetActivity() != ACT_TRANSITION )		{			SendWeaponAnim( ACT_VM_IDLE_LOWERED );		}		else if ( HasWeaponIdleTimeElapsed() )		{			// Keep idling low			SendWeaponAnim( ACT_VM_IDLE_LOWERED );		}	}	else	{		// See if we need to raise immediately		if ( m_flRaiseTime < gpGlobals->curtime && GetActivity() == ACT_VM_IDLE_LOWERED ) 		{			SendWeaponAnim( ACT_VM_IDLE );		}		else if ( HasWeaponIdleTimeElapsed() ) 		{			SendWeaponAnim( ACT_VM_IDLE );		}	}}
开发者ID:BerntA,项目名称:tfo-code,代码行数:49,


示例23: GetActivity

//-----------------------------------------------------------------------------// Purpose: // Output : const Vector//-----------------------------------------------------------------------------const Vector &CNPC_Assassin::GetViewOffset( void ){	static Vector eyeOffset;	//FIXME: Use eye attachment?	// If we're crouching, offset appropriately	if ( ( GetActivity() == ACT_ASSASSIN_PERCH ) ||		 ( GetActivity() == ACT_RANGE_ATTACK1 ) )	{		eyeOffset = Vector( 0, 0, 24.0f );	}	else	{		eyeOffset = BaseClass::GetViewOffset();	}	return eyeOffset;}
开发者ID:0xFEEDC0DE64,项目名称:UltraGame,代码行数:22,


示例24: Attack

void CXenTree :: Attack( void ){	if ( GetActivity() == ACT_IDLE )	{		SetActivity( ACT_MELEE_ATTACK1 );		pev->framerate = RANDOM_FLOAT( 1.0, 1.4 );		EMIT_SOUND_ARRAY_DYN( CHAN_WEAPON, pAttackMissSounds );	}}
开发者ID:Arkshine,项目名称:NS,代码行数:9,


示例25: GetOuter

//------------------------------------------------------------------------------// Purpose: // Input  : // Output : //------------------------------------------------------------------------------void CAI_ASW_MeleeBehavior::HullAttack( float flDistance, float flDamage, float flForce, CUtlSymbol &AttackHitSound, CUtlSymbol &AttackMissSound ){	Vector vecForceDir;	CBaseEntity *pHurt = GetOuter()->CheckTraceHullAttack( flDistance, -Vector( 16.0f, 16.0f, 32.0f ), Vector( 16.0f, 16.0f, 32.0f ), flDamage, DMG_SLASH, flForce );	if ( pHurt )	{		SetBehaviorParam( m_StatusParm, 1 );		// Play a random attack hit sound		if ( AttackHitSound != UTL_INVAL_SYMBOL )		{			GetOuter()->EmitSound( GetSymbolText( AttackHitSound ) );		}		// change our sequence to one with the hit in it		if ( !m_bSecondaryMelee && ( GetActivity() == ACT_MELEE_ATTACK1 ) )		{			if ( GetOuter()->HaveSequenceForActivity( (Activity) ACT_MELEE_ATTACK1_HIT ) )			{				SetActivity( (Activity) ACT_MELEE_ATTACK1_HIT );			}		}		else if ( m_bSecondaryMelee && ( GetActivity() == ACT_MELEE_ATTACK2 ) )		{			if ( GetOuter()->HaveSequenceForActivity( (Activity) ACT_MELEE_ATTACK2_HIT ) )			{				SetActivity( (Activity) ACT_MELEE_ATTACK2_HIT );			}		}		if ( m_bKnockdown && pHurt->Classify() == CLASS_ASW_MARINE )		{			CASW_Marine *pMarine = static_cast<CASW_Marine*>( pHurt );			Vector vecImpulse = ( GetOuter()->BodyDirection2D() * m_flKnockdownSpeed ) + Vector( 0, 0, m_flKnockdownLift );			pMarine->Knockdown( GetOuter(), vecImpulse );		}	}	else	{		// Play a miss sound.		GetOuter()->EmitSound( GetSymbolText( AttackMissSound ) );		SetBehaviorParam( m_StatusParm, 0 );	}}
开发者ID:Au-heppa,项目名称:swarm-sdk,代码行数:48,


示例26: StudioFrameAdvance

void CBaseCombatWeapon::Operator_FrameUpdate( CBaseCombatCharacter *pOperator ){	StudioFrameAdvance( ); // animate	if ( IsSequenceFinished() )	{		if ( SequenceLoops() )		{			// animation does loop, which means we're playing subtle idle. Might need to fidget.			int iSequence = SelectWeightedSequence( GetActivity() );			if ( iSequence != ACTIVITY_NOT_AVAILABLE )			{				ResetSequence( iSequence );	// Set to new anim (if it's there)			}		}#if 0		else		{			// animation that just ended doesn't loop! That means we just finished a fidget			// and should return to our heaviest weighted idle (the subtle one)			SelectHeaviestSequence( GetActivity() );		}#endif	}	// Animation events are passed back to the weapon's owner/operator	DispatchAnimEvents( pOperator );	// Update and dispatch the viewmodel events	CBasePlayer *pOwner = ToBasePlayer( GetOwner() );	if ( pOwner == NULL )		return;	CBaseViewModel *vm = pOwner->GetViewModel();		if ( vm != NULL )	{		vm->StudioFrameAdvance();		vm->DispatchAnimEvents( this );	}}
开发者ID:Bubbasacs,项目名称:FinalProj,代码行数:42,



注:本文中的GetActivity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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