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: Touchvoid 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: StudioFrameAdvancevoid 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: Thinkvoid 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: GetActivityECode 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: switchfloat 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: SetNextThinkvoid 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: switchfloat 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: Attackvoid 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: StudioFrameAdvancevoid 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。 C++ GetActor函数代码示例 C++ GetActiveWindow函数代码示例 |