这篇教程C++ GetEntityName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GetEntityName函数的典型用法代码示例。如果您正苦于以下问题:C++ GetEntityName函数的具体用法?C++ GetEntityName怎么用?C++ GetEntityName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GetEntityName函数的27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: GetEntityName// Lists all doors in the same movement group as this oneint CBaseDoor::GetDoorMovementGroup( CBaseDoor *pDoorList[], int listMax ){ int count = 0; CBaseEntity *pTarget = NULL; // Block all door pieces with the same targetname here. if ( GetEntityName() != NULL_STRING ) { for (;;) { pTarget = gEntList.FindEntityByName( pTarget, GetEntityName(), NULL ); if ( pTarget != this ) { if ( !pTarget ) break; CBaseDoor *pDoor = dynamic_cast<CBaseDoor *>(pTarget); if ( pDoor && count < listMax ) { pDoorList[count] = pDoor; count++; } } } } return count;}
开发者ID:KyleGospo,项目名称:City-17-Episode-One-Source,代码行数:31,
示例2: Warning//-----------------------------------------------------------------------------// Purpose: //-----------------------------------------------------------------------------void CPropCrane::Activate( void ){ BaseClass::Activate(); // If we load a game, we don't need to set this all up again. if ( m_hCraneMagnet ) return; // Find our magnet if ( m_iszMagnetName == NULL_STRING ) { Warning( "prop_vehicle_crane %s has no magnet entity specified!/n", STRING(GetEntityName()) ); UTIL_Remove( this ); return; } m_hCraneMagnet = dynamic_cast<CPhysMagnet *>(gEntList.FindEntityByName( NULL, STRING(m_iszMagnetName) )); if ( !m_hCraneMagnet ) { Warning( "prop_vehicle_crane %s failed to find magnet %s./n", STRING(GetEntityName()), STRING(m_iszMagnetName) ); UTIL_Remove( this ); return; } // We want the magnet to cast a long shadow m_hCraneMagnet->SetShadowCastDistance( 2048 ); // Create our constraint group constraint_groupparams_t group; group.Defaults(); m_pConstraintGroup = physenv->CreateConstraintGroup( group ); m_hCraneMagnet->SetConstraintGroup( m_pConstraintGroup ); // Create our crane tip Vector vecOrigin; QAngle vecAngles; GetCraneTipPosition( &vecOrigin, &vecAngles ); m_hCraneTip = CCraneTip::Create( m_hCraneMagnet, m_pConstraintGroup, vecOrigin, vecAngles ); if ( !m_hCraneTip ) { UTIL_Remove( this ); return; } m_pConstraintGroup->Activate(); // Make a rope to connect 'em int iIndex = m_hCraneMagnet->LookupAttachment("magnetcable_a"); m_hRope = CRopeKeyframe::Create( this, m_hCraneMagnet, 1, iIndex ); if ( m_hRope ) { m_hRope->m_Width = 3; m_hRope->m_nSegments = ROPE_MAX_SEGMENTS / 2; m_hRope->EnableWind( false ); m_hRope->SetupHangDistance( 0 ); m_hRope->m_RopeLength = (m_hCraneMagnet->GetAbsOrigin() - m_hCraneTip->GetAbsOrigin()).Length() * 1.1; } // Start with the magnet off TurnMagnetOff();}
开发者ID:Adidasman1,项目名称:source-sdk-2013,代码行数:63,
示例3: GetAbsOriginbool CFuncLadderEndPoint::Validate(){ // Find the the other end Vector startPos = GetAbsOrigin(); CFuncLadderEndPoint *other = dynamic_cast< CFuncLadderEndPoint * >( GetNextTarget() ); if ( !other ) { DevMsg( 1, "func_ladderendpoint(%s) without matching target/n", STRING(GetEntityName()) ); return false; } Vector endPos = other->GetAbsOrigin(); CFuncLadder *ladder = ( CFuncLadder * )CreateEntityByName( "func_useableladder" ); if ( ladder ) { ladder->SetEndPoints( startPos, endPos ); ladder->SetAbsOrigin( GetAbsOrigin() ); ladder->SetParent( GetParent() ); ladder->SetName( GetEntityName() ); ladder->Spawn(); } // Delete both endpoints UTIL_Remove( other ); UTIL_Remove( this ); return true;}
开发者ID:paralin,项目名称:hl2sdk,代码行数:30,
示例4: Putstatic void Put( const char *name, const TNetInputValue &value ){ FILE *fout = 0; if (dump) { fout = fopen("netinput.log", "at"); } FILETIME tm; GetSystemTimeAsFileTime(&tm); ITextModeConsole *pTMC = gEnv->pSystem->GetITextModeConsole(); if (lastFrame != gEnv->pRenderer->GetFrameID()) { ypos = 0; lastFrame = gEnv->pRenderer->GetFrameID(); tstamp = (uint64(tm.dwHighDateTime) << 32) | tm.dwLowDateTime; } float white[] = {1, 1, 1, 1}; char buf[256]; if (const Vec3 *pVec = value.GetPtr<Vec3>()) { sprintf(buf, "%s: %f %f %f", name, pVec->x, pVec->y, pVec->z); gEnv->pRenderer->Draw2dLabel(10.f, (float)(ypos += 20), 2.f, white, false, "%s", buf); if (pTMC) { pTMC->PutText( 0, ypos / 20, buf ); } if (fout) { fprintf(fout, "%I64d %s %s %f %f %f/n", tstamp, GetEntityName(), name, pVec->x, pVec->y, pVec->z); } } else if (const float *pFloat = value.GetPtr<float>()) { sprintf(buf, "%s: %f", name, *pFloat); gEnv->pRenderer->Draw2dLabel(10.f, (float)(ypos += 20), 2, white, false, "%s", buf); if (pTMC) { pTMC->PutText( 0, ypos / 20, buf ); } if (fout) { fprintf(fout, "%I64d %s %s %f/n", tstamp, GetEntityName(), name, *pFloat); } } if (fout) { fclose(fout); }}
开发者ID:Oliverreason,项目名称:bare-minimum-cryengine3,代码行数:59,
示例5: SetThink//-----------------------------------------------------------------------------// Purpose: //-----------------------------------------------------------------------------void CEnvBeam::Spawn( void ){ if ( !m_iszSpriteName ) { SetThink( &CEnvBeam::SUB_Remove ); return; } BaseClass::Spawn(); m_noiseAmplitude = MIN(MAX_BEAM_NOISEAMPLITUDE, m_noiseAmplitude); // Check for tapering if ( HasSpawnFlags( SF_BEAM_TAPEROUT ) ) { SetWidth( m_boltWidth ); SetEndWidth( 0 ); } else { SetWidth( m_boltWidth ); SetEndWidth( GetWidth() ); // Note: EndWidth is not scaled } if ( ServerSide() ) { SetThink( &CEnvBeam::UpdateThink ); SetNextThink( gpGlobals->curtime ); SetFireTime( gpGlobals->curtime ); if ( GetEntityName() != NULL_STRING ) { if ( !(m_spawnflags & SF_BEAM_STARTON) ) { AddEffects( EF_NODRAW ); m_active = 0; SetNextThink( TICK_NEVER_THINK ); } else { m_active = 1; } } } else { m_active = 0; if ( !GetEntityName() || FBitSet(m_spawnflags, SF_BEAM_STARTON) ) { SetThink( &CEnvBeam::StrikeThink ); SetNextThink( gpGlobals->curtime + 1.0f ); } }}
开发者ID:xxauroraxx,项目名称:Source.Python,代码行数:58,
示例6: FindGroundvoid CStructure::StartTurn(){ BaseClass::StartTurn(); FindGround(); if (!GetSupplier() && !dynamic_cast<CCPU*>(this)) { if (GetPlayerOwner()) GetPlayerOwner()->RemoveUnit(this); SetSupplier(NULL); } if (GetSupplier() && !GetSupplier()->GetPlayerOwner()) { GetSupplier()->RemoveChild(this); if (GetPlayerOwner()) GetPlayerOwner()->RemoveUnit(this); SetSupplier(NULL); } if (GetPlayerOwner() == NULL) return; if (IsConstructing()) { m_iTurnsToConstruct--; if (m_iTurnsToConstruct == (size_t)0) { GetDigitanksPlayer()->AppendTurnInfo(tstring("Construction finished on ") + GetEntityName()); CompleteConstruction(); GetDigitanksPlayer()->AddActionItem(this, ACTIONTYPE_NEWSTRUCTURE); } else GetDigitanksPlayer()->AppendTurnInfo(tsprintf(tstring("Constructing ") + GetEntityName() + " (%d turns left)", m_iTurnsToConstruct.Get())); } if (IsUpgrading()) { m_iTurnsToUpgrade--; if (m_iTurnsToUpgrade == (size_t)0) { GetDigitanksPlayer()->AppendTurnInfo(GetEntityName() + " finished upgrading."); UpgradeComplete(); } else GetDigitanksPlayer()->AppendTurnInfo(tsprintf(tstring("Upgrading ") + GetEntityName() + " (%d turns left)", GetTurnsToUpgrade())); }}
开发者ID:BSVino,项目名称:Digitanks,代码行数:53,
示例7: dsp_speaker//-----------------------------------------------------------------------------// Purpose: If we've got a speaker, add ourselves to the list of microphones that want to listen//-----------------------------------------------------------------------------void CEnvMicrophone::ActivateSpeaker( void ){ // If we're enabled, set the dsp_speaker preset to my specified one if ( !m_bDisabled ) { ConVarRef dsp_speaker( "dsp_speaker" ); if ( dsp_speaker.IsValid() ) { int iDSPPreset = m_iSpeakerDSPPreset; if ( !iDSPPreset ) { // Reset it to the default iDSPPreset = atoi( dsp_speaker.GetDefault() ); } DevMsg( 2, "Microphone %s set dsp_speaker to %d./n", STRING(GetEntityName()), iDSPPreset); dsp_speaker.SetValue( m_iSpeakerDSPPreset ); } } if ( m_iszSpeakerName != NULL_STRING ) { // We've got a speaker to play heard sounds through. To do this, we need to add ourselves // to the list of microphones who want to be told whenever a sound is played. if ( s_Microphones.Find(this) == -1 ) { s_Microphones.AddToTail( this ); } }}
开发者ID:xxauroraxx,项目名称:Source.Python,代码行数:32,
示例8: Warning//-----------------------------------------------------------------------------// Purpose: Pick up a specified object// Input : &inputdata - //-----------------------------------------------------------------------------void CNPC_CombineDropship::InputPickup( inputdata_t &inputdata ){ // Can't pickup if we're already carrying something if ( m_hContainer ) { Warning("npc_combinedropship %s was told to pickup, but is already carrying something./n", STRING(GetEntityName()) ); return; } string_t iszTargetName = inputdata.value.StringID(); if ( iszTargetName == NULL_STRING ) { Warning("npc_combinedropship %s tried to pickup with no specified pickup target./n", STRING(GetEntityName()) ); return; } CBaseEntity *pTarget = gEntList.FindEntityByName( NULL, iszTargetName, NULL ); if ( !pTarget ) { Warning("npc_combinedropship %s couldn't find pickup target named %s/n", STRING(GetEntityName()), STRING(iszTargetName) ); return; } // Start heading to the point m_hPickupTarget = pTarget; // Disable collisions to my target m_hPickupTarget->SetOwnerEntity(this); if ( m_NPCState == NPC_STATE_IDLE ) { SetState( NPC_STATE_ALERT ); } m_iLandState = LANDING_SWOOPING; m_flLandingSpeed = GetAbsVelocity().Length();}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:37,
示例9: Warning//-----------------------------------------------------------------------------// Purpose: //-----------------------------------------------------------------------------void CNPC_VehicleDriver::InputGotoPathCorner( inputdata_t &inputdata ){ string_t iszPathName = inputdata.value.StringID(); if ( iszPathName != NULL_STRING ) { CBaseEntity *pEntity = gEntList.FindEntityByName( NULL, iszPathName ); if ( !pEntity ) { Warning("npc_vehicledriver %s couldn't find entity named %s/n", STRING(GetEntityName()), STRING(iszPathName) ); return; } ClearWaypoints(); // Drive to the point SetGoalEnt( pEntity ); if ( m_NPCState == NPC_STATE_IDLE ) { SetState( NPC_STATE_ALERT ); } SetCondition( COND_PROVOKED ); // Force him to start forward InputStartForward( inputdata ); }}
开发者ID:BenLubar,项目名称:SwarmDirector2,代码行数:29,
示例10: switchvoid CWorldItem::Spawn( void ){ CBaseEntity *pEntity = NULL; switch (m_iType) { case 44: // ITEM_BATTERY: pEntity = CBaseEntity::Create( "item_battery", GetLocalOrigin(), GetLocalAngles() ); break; case 45: // ITEM_SUIT: pEntity = CBaseEntity::Create( "item_suit", GetLocalOrigin(), GetLocalAngles() ); break; } if (!pEntity) { Warning("unable to create world_item %d/n", m_iType ); } else { pEntity->m_target = m_target; pEntity->SetName( GetEntityName() ); pEntity->ClearSpawnFlags(); pEntity->AddSpawnFlags( m_spawnflags ); } UTIL_RemoveImmediate( this );}
开发者ID:Randdalf,项目名称:bliink,代码行数:28,
示例11: SetMoveTypevoid CFuncBrush::Spawn( void ){ SetMoveType( MOVETYPE_PUSH ); // so it doesn't get pushed by anything SetSolid( SOLID_VPHYSICS ); AddEFlags( EFL_USE_PARTITION_WHEN_NOT_SOLID ); if ( m_iSolidity == BRUSHSOLID_NEVER ) { AddSolidFlags( FSOLID_NOT_SOLID ); } SetModel( STRING( GetModelName() ) ); if ( m_iDisabled ) TurnOff(); // If it can't move/go away, it's really part of the world if ( !GetEntityName() || !m_iParent ) AddFlag( FL_WORLDBRUSH ); CreateVPhysics(); // Slam the object back to solid - if we really want it to be solid. if ( m_bSolidBsp ) { SetSolid( SOLID_BSP ); }}
开发者ID:Bubbasacs,项目名称:FinalProj,代码行数:29,
示例12: DevMsgvoid CPoseController::InputGetFMod( inputdata_t &inputdata ){ DevMsg( "FMod values for pose controller %s/nTYPE: %i/nTIME OFFSET: %f/nRATE: %f/nAMPLITUDE: %f/n", STRING(GetEntityName()), m_nFModType.Get(), m_fFModTimeOffset.Get(), m_fFModRate.Get(), m_fFModAmplitude.Get() );}
开发者ID:SizzlingStats,项目名称:hl2sdk-ob-valve,代码行数:9,
示例13: Activate//-----------------------------------------------------------------------------// Activate!//-----------------------------------------------------------------------------void CPathTrack::Activate( void ){ BaseClass::Activate(); if ( GetEntityName() != NULL_STRING ) // Link to next, and back-link { Link(); }}
开发者ID:AluminumKen,项目名称:hl2sb-src,代码行数:12,
示例14: Warningvoid CTemplateNPCMaker::Precache(){ BaseClass::Precache(); if ( !m_iszTemplateData ) { // // This must be the first time we're activated, not a load from save game. // Look up the template in the template database. // if (!m_iszTemplateName) { Warning( "npc_template_maker %s has no template NPC!/n", STRING(GetEntityName()) ); UTIL_Remove( this ); return; } else { m_iszTemplateData = Templates_FindByTargetName(STRING(m_iszTemplateName)); if ( m_iszTemplateData == NULL_STRING ) { DevWarning( "npc_template_maker %s: template NPC %s not found!/n", STRING(GetEntityName()), STRING(m_iszTemplateName) ); UTIL_Remove( this ); return; } } } Assert( m_iszTemplateData != NULL_STRING ); // If the mapper marked this as "preload", then instance the entity preache stuff and delete the entity //if ( !HasSpawnFlags(SF_NPCMAKER_NOPRELOADMODELS) ) if ( m_iszTemplateData != NULL_STRING ) { CBaseEntity *pEntity = NULL; MapEntity_ParseEntity( pEntity, STRING(m_iszTemplateData), NULL ); if ( pEntity != NULL ) { PrecacheTemplateEntity( pEntity ); UTIL_RemoveImmediate( pEntity ); } }}
开发者ID:Adidasman1,项目名称:source-sdk-2013,代码行数:43,
示例15: Warning//-----------------------------------------------------------------------------// Purpose: // Input : &inputdata - //-----------------------------------------------------------------------------void CEnvScreenOverlay::InputStartOverlay( inputdata_t &inputdata ){ if ( m_iszOverlayNames[0] == NULL_STRING ) { Warning("env_screenoverlay %s has no overlays to display./n", STRING(GetEntityName()) ); return; } m_flStartTime = gpGlobals->curtime;}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:14,
示例16: STRING//-----------------------------------------------------------------------------// Precache //-----------------------------------------------------------------------------void CParticleSystem::Precache( void ){ const char *pParticleSystemName = STRING( m_iszEffectName ); if ( pParticleSystemName == NULL || pParticleSystemName[0] == 0 ) { Warning( "info_particle_system (%s) has no particle system name specified!/n", GetEntityName().ToCStr() ); } PrecacheParticleSystem( pParticleSystemName );}
开发者ID:SizzlingStats,项目名称:hl2sdk-ob-valve,代码行数:13,
示例17: GetEntityName//-----------------------------------------------------------------------------//-----------------------------------------------------------------------------void CEnvInstructorHint::InputEndHint( inputdata_t &inputdata ){ static int s_InstructorServerHintEventStop = 0; IGameEvent * event = gameeventmanager->CreateEvent( "instructor_server_hint_stop", false, &s_InstructorServerHintEventStop ); if ( event ) { event->SetString( "hint_name", GetEntityName().ToCStr() ); gameeventmanager->FireEvent( event ); }}
开发者ID:BenLubar,项目名称:SwarmDirector2,代码行数:13,
示例18: STRING//-----------------------------------------------------------------------------// Purpose: //-----------------------------------------------------------------------------CPointTemplate *CEnvEntityMaker::FindTemplate(){ // Find our point_template CPointTemplate *pTemplate = dynamic_cast<CPointTemplate *>(gEntList.FindEntityByName( NULL, STRING(m_iszTemplate) )); if ( !pTemplate ) { Warning( "env_entity_maker %s failed to find template %s./n", GetEntityName().ToCStr(), STRING(m_iszTemplate) ); } return pTemplate;}
开发者ID:Au-heppa,项目名称:swarm-sdk,代码行数:14,
示例19: GetEntityNamevoid CDialogueManager::InputStartDialogue(inputdata_t &inputData){ // If our options have been disabled we don't care anymore: if (!m_bOptionAvailable[0] && !m_bOptionAvailable[1] && !m_bOptionAvailable[2]) return; OnStartDialogue.FireOutput(this, this); // Run Event here: g_pGameRules->StartDialogueScene(szDialogueScene.ToCStr(), GetEntityName().ToCStr(), m_bOptionAvailable[0], m_bOptionAvailable[1], m_bOptionAvailable[2]);}
开发者ID:BerntA,项目名称:tfo-code,代码行数:11,
示例20: Warningvoid CEnvScreenOverlay::InputStopOverlay( inputdata_t &inputdata ){ if ( m_iszOverlayNames[0] == NULL_STRING ) { Warning("env_screenoverlay %s has no overlays to display./n", STRING(GetEntityName()) ); return; } m_flStartTime = -1; m_bIsActive = false; }
开发者ID:Adidasman1,项目名称:source-sdk-2013,代码行数:11,
示例21: GetDoorMovementGroup//-----------------------------------------------------------------------------// Purpose: //-----------------------------------------------------------------------------void CBaseDoor::Activate( void ){ BaseClass::Activate(); CBaseDoor *pDoorList[64]; m_bDoorGroup = true; // force movement groups to sync!!! int doorCount = GetDoorMovementGroup( pDoorList, ARRAYSIZE(pDoorList) ); for ( int i = 0; i < doorCount; i++ ) { if ( pDoorList[i]->m_vecMoveDir == m_vecMoveDir ) { bool error = false; if ( pDoorList[i]->IsRotatingDoor() ) { error = ( pDoorList[i]->GetLocalAngles() != GetLocalAngles() ) ? true : false; } else { error = ( pDoorList[i]->GetLocalOrigin() != GetLocalOrigin() ) ? true : false; } if ( error ) { // don't do group blocking m_bDoorGroup = false;#ifdef HL1_DLL // UNDONE: This should probably fixup m_vecPosition1 & m_vecPosition2 Warning("Door group %s has misaligned origin!/n", STRING(GetEntityName()) );#endif } } } switch ( m_toggle_state ) { case TS_AT_TOP: UpdateAreaPortals( true ); break; case TS_AT_BOTTOM: UpdateAreaPortals( false ); break; default: break; }#ifdef HL1_DLL // Get a handle to my filter entity if there is one if (m_iBlockFilterName != NULL_STRING) { m_hBlockFilter = dynamic_cast<CBaseFilter *>(gEntList.FindEntityByName( NULL, m_iBlockFilterName, NULL )); }#endif}
开发者ID:xxauroraxx,项目名称:Source.Python,代码行数:57,
示例22: Warning//-----------------------------------------------------------------------------// Purpose: //-----------------------------------------------------------------------------void CNPC_CraneDriver::Activate( void ){ BaseClass::Activate(); m_hCrane = dynamic_cast<CPropCrane*>((CBaseEntity*)m_hVehicleEntity); if ( !m_hCrane ) { Warning( "npc_cranedriver %s couldn't find his crane named %s./n", STRING(GetEntityName()), STRING(m_iszVehicleName) ); UTIL_Remove( this ); return; }}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:15,
示例23: AssertMsg//-----------------------------------------------------------------------------// Purpose: //-----------------------------------------------------------------------------void CGameUI::Deactivate( CBaseEntity *pActivator ){ CBasePlayer *pPlayer = m_player; AssertMsg(pPlayer, "CGameUI deactivated without a player!"); if (pPlayer) { // Re-enable player motion if ( FBitSet( m_spawnflags, SF_GAMEUI_FREEZE_PLAYER ) ) { m_player->RemoveFlag( FL_ATCONTROLS ); } // Restore weapons if ( FBitSet( m_spawnflags, SF_GAMEUI_HIDE_WEAPON ) ) { // Turn the hud back on pPlayer->m_Local.m_iHideHUD &= ~HIDEHUD_WEAPONSELECTION; if ( m_hSaveWeapon.Get() ) { m_player->Weapon_Switch( m_hSaveWeapon.Get() ); m_hSaveWeapon = NULL; } if ( pPlayer->GetActiveWeapon() ) { pPlayer->GetActiveWeapon()->Deploy(); } } // Announce that the player is no longer controlling through us m_playerOff.FireOutput( pPlayer, this, 0 ); // Clear out the axis controls m_xaxis.Set( 0, pPlayer, this ); m_yaxis.Set( 0, pPlayer, this ); m_attackaxis.Set( 0, pPlayer, this ); m_attack2axis.Set( 0, pPlayer, this ); m_nLastButtonState = 0; m_player = NULL; } else { Warning("%s Deactivate(): I have no player when called by %s!/n", GetEntityName().ToCStr(), pActivator->GetEntityName().ToCStr()); } // Stop thinking SetNextThink( TICK_NEVER_THINK );}
开发者ID:0xFEEDC0DE64,项目名称:UltraGame,代码行数:54,
示例24: VPhysicsGetObject//-----------------------------------------------------------------------------// Purpose: Input handler for setting the breakable's mass.//-----------------------------------------------------------------------------void CBreakable::InputSetMass( inputdata_t &inputdata ){ IPhysicsObject * vPhys = VPhysicsGetObject(); if ( vPhys ) { float toMass = inputdata.value.Float(); Assert(toMass > 0); vPhys->SetMass( toMass ); } else { Warning( "Tried to call SetMass() on %s but it has no physics./n", GetEntityName().ToCStr() ); }}
开发者ID:Biohazard90,项目名称:g-string_2013,代码行数:17,
示例25: absvoid CEnvScreenOverlay::InputSwitchOverlay( inputdata_t &inputdata ){ int iNewOverlay = inputdata.value.Int() - 1; iNewOverlay = abs( iNewOverlay ); if ( m_iszOverlayNames[iNewOverlay] == NULL_STRING ) { Warning("env_screenoverlay %s has no overlays to display./n", STRING(GetEntityName()) ); return; } m_iDesiredOverlay = iNewOverlay; m_flStartTime = gpGlobals->curtime;}
开发者ID:Adidasman1,项目名称:source-sdk-2013,代码行数:14,
示例26: STRING//-----------------------------------------------------------------------------// Purpose: Precache the target NPC//-----------------------------------------------------------------------------void CNPCMaker::Precache( void ){ BaseClass::Precache(); const char *pszNPCName = STRING( m_iszNPCClassname ); if ( !pszNPCName || !pszNPCName[0] ) { Warning("npc_maker %s has no specified NPC-to-spawn classname./n", STRING(GetEntityName()) ); } else { UTIL_PrecacheOther( pszNPCName ); }}
开发者ID:Adidasman1,项目名称:source-sdk-2013,代码行数:17,
示例27: Activatevoid CProjectedDecal::Activate(){ BaseClass::Activate(); if ( !GetEntityName() ) { StaticDecal(); } else { // if there IS a targetname, the decal sprays itself on when it is triggered. SetThink ( &CProjectedDecal::SUB_DoNothing ); SetUse(&CProjectedDecal::TriggerDecal); }}
开发者ID:DeadFuze,项目名称:swarm-sdk,代码行数:15,
注:本文中的GetEntityName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++ GetEntry函数代码示例 C++ GetEntityId函数代码示例 |