这篇教程C++ GetModelName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GetModelName函数的典型用法代码示例。如果您正苦于以下问题:C++ GetModelName函数的具体用法?C++ GetModelName怎么用?C++ GetModelName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GetModelName函数的30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: GetModelName//-----------------------------------------------------------------------------// Spawn//-----------------------------------------------------------------------------void CNPC_Eli::Spawn(){ // Eli is allowed to use multiple models, because he appears in the pod. // He defaults to his normal model. char *szModel = (char *)STRING( GetModelName() ); if (!szModel || !*szModel) { szModel = "models/eli.mdl"; SetModelName( AllocPooledString(szModel) ); } Precache(); SetModel( szModel ); BaseClass::Spawn(); SetHullType(HULL_HUMAN); SetHullSizeNormal(); // If Eli has a parent, he's currently inside a pod. Prevent him from moving. if ( GetMoveParent() ) { SetSolid( SOLID_BBOX ); AddSolidFlags( FSOLID_NOT_STANDABLE ); SetMoveType( MOVETYPE_NONE ); CapabilitiesAdd( bits_CAP_ANIMATEDFACE | bits_CAP_TURN_HEAD ); CapabilitiesAdd( bits_CAP_FRIENDLY_DMG_IMMUNE ); } else { SetupWithoutParent(); } AddEFlags( EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL | EFL_NO_PHYSCANNON_INTERACTION ); SetBloodColor( BLOOD_COLOR_RED ); m_iHealth = 8; m_flFieldOfView = 0.5;// indicates the width of this NPC's forward view cone ( as a dotproduct result ) m_NPCState = NPC_STATE_NONE; NPCInit();}
开发者ID:AluminumKen,项目名称:hl2sb-src,代码行数:45,
示例2: PrecacheModel//-----------------------------------------------------------------------------// Purpose: //-----------------------------------------------------------------------------void CPointCommentaryNode::Precache(){ PrecacheModel( STRING( GetModelName() ) ); if ( m_iszCommentaryFile.Get() != NULL_STRING ) { PrecacheScriptSound( STRING( m_iszCommentaryFile.Get() ) ); } else { Warning("%s: %s has no commentary file./n", GetClassName(), GetDebugName() ); } if ( m_iszCommentaryFileNoHDR.Get() != NULL_STRING ) { PrecacheScriptSound( STRING( m_iszCommentaryFileNoHDR.Get() ) ); } BaseClass::Precache();}
开发者ID:Bubbasacs,项目名称:FinalProj,代码行数:23,
示例3: Spawn//-----------------------------------------------------------------------------// Purpose: //-----------------------------------------------------------------------------void CEnvLaser::Spawn( void ){ if ( !GetModelName() ) { SetThink( &CEnvLaser::SUB_Remove ); return; } SetSolid( SOLID_NONE ); // Remove model & collisions SetThink( &CEnvLaser::StrikeThink ); SetEndWidth( GetWidth() ); // Note: EndWidth is not scaled PointsInit( GetLocalOrigin(), GetLocalOrigin() ); Precache( ); if ( !m_pSprite && m_iszSpriteName != NULL_STRING ) { m_pSprite = CSprite::SpriteCreate( STRING(m_iszSpriteName), GetAbsOrigin(), TRUE ); } else { m_pSprite = NULL; } if ( m_pSprite ) { m_pSprite->SetParent( GetMoveParent() ); m_pSprite->SetTransparency( kRenderGlow, m_clrRender->r, m_clrRender->g, m_clrRender->b, m_clrRender->a, m_nRenderFX ); } if ( GetEntityName() != NULL_STRING && !(m_spawnflags & SF_BEAM_STARTON) ) { TurnOff(); } else { TurnOn(); }}
开发者ID:AluminumKen,项目名称:hl2sb-src,代码行数:44,
示例4: UTIL_Removevoid CBlendingCycler::Spawn( void ){ // Remove if it's not blending if (m_iLowerBound == 0 && m_iUpperBound == 0) { UTIL_Remove( this ); return; } GenericCyclerSpawn( (char *)STRING( GetModelName() ), Vector(-16,-16,-16), Vector(16,16,16)); if (!m_iBlendspeed) m_iBlendspeed = 5; // Initialise Sequence if (m_iszSequence != NULL_STRING) { SetSequence( LookupSequence( STRING(m_iszSequence) ) ); } m_iCurrent = m_iLowerBound;}
开发者ID:Au-heppa,项目名称:swarm-sdk,代码行数:21,
示例5: Precache//-----------------------------------------------------------------------------// Purpose: //-----------------------------------------------------------------------------void CBaseProjectile::Spawn( void ){ Precache(); SetModel( STRING( GetModelName() ) ); SetSolid( SOLID_BBOX ); SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_CUSTOM ); AddFlag( FL_OBJECT ); UTIL_SetSize( this, -Vector( 1.0f, 1.0f, 1.0f ), Vector( 1.0f, 1.0f, 1.0f ) ); // Setup attributes. SetGravity( 0.001f ); m_takedamage = DAMAGE_NO; // Setup the touch and think functions. SetTouch( &CBaseProjectile::ProjectileTouch ); SetThink( &CBaseProjectile::FlyThink ); SetNextThink( gpGlobals->curtime );}
开发者ID:BenLubar,项目名称:SwarmDirector2,代码行数:24,
示例6: Precache//-----------------------------------------------------------------------------// Purpose: //-----------------------------------------------------------------------------void CItem_AmmoCrate::Spawn( void ){ Precache(); BaseClass::Spawn(); SetModel( STRING( GetModelName() ) ); SetMoveType( MOVETYPE_NONE ); SetSolid( SOLID_VPHYSICS ); CreateVPhysics(); ResetSequence( LookupSequence( "Idle" ) ); SetBodygroup( 1, true ); m_flCloseTime = gpGlobals->curtime; m_flAnimTime = gpGlobals->curtime; m_flPlaybackRate = 0.0; SetCycle( 0 ); m_takedamage = DAMAGE_EVENTS_ONLY;}
开发者ID:SteamLUG,项目名称:steamlug-7dfps-2013,代码行数:25,
示例7: Precache//-----------------------------------------------------------------------------// Purpose: //-----------------------------------------------------------------------------void CPhysMagnet::Spawn( void ){ Precache(); SetMoveType( MOVETYPE_NONE ); SetSolid( SOLID_VPHYSICS ); SetModel( STRING( GetModelName() ) ); m_takedamage = DAMAGE_EVENTS_ONLY; solid_t tmpSolid; PhysModelParseSolid( tmpSolid, this, GetModelIndex() ); if ( m_massScale > 0 ) { float mass = tmpSolid.params.mass * m_massScale; mass = clamp( mass, 0.5, 1e6 ); tmpSolid.params.mass = mass; } PhysSolidOverride( tmpSolid, m_iszOverrideScript ); VPhysicsInitNormal( GetSolid(), GetSolidFlags(), true, &tmpSolid ); // Wake it up if not asleep if ( !HasSpawnFlags(SF_MAGNET_ASLEEP) ) { VPhysicsGetObject()->Wake(); } if ( HasSpawnFlags(SF_MAGNET_MOTIONDISABLED) ) { VPhysicsGetObject()->EnableMotion( false ); } m_bActive = true; m_pConstraintGroup = NULL; m_flTotalMass = 0; m_flNextSuckTime = 0; BaseClass::Spawn();}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:42,
示例8: GetUtilFlagshort GetUtilFlag(short model_id){ LPFUNCTIONCOMP lpComp; char resName[NAME_BUF_MAX_SIZE]; char *modelName = GetModelName(); short flag = 0; snprintf( resName, NAME_BUF_MAX_SIZE, "%s/%s", MAINTENANCE_RESPATH, MAINTENANCE_RESFILE ); if ( ParseFunctionListTag( resName, modelName, &lpComp ) != 0 ) goto Err; while( lpComp != NULL ){ if ( lpComp->type == FUNCTYPE_CLEANING ) flag |= UF_CLEANING; else if ( lpComp->type == FUNCTYPE_DEEP_CLEANING ) flag |= UF_DEEP_CLEANING; else if ( lpComp->type == FUNCTYPE_ROLLER_CLEANING ) flag |= UF_ROLLER_CLEANING; else if ( lpComp->type == FUNCTYPE_PLATE_CLEANING ) flag |= UF_PLATE_CLEANING; else if ( lpComp->type == FUNCTYPE_NOZZLE_CHECK ) flag |= UF_NOZZLE_CHECK; else if ( lpComp->type == FUNCTYPE_POWER_OFF ) flag |= UF_POWER_OFF; else if ( lpComp->type == FUNCTYPE_AUTOPOWER ) flag |= UF_AUTO_POWER; else if ( lpComp->type == FUNCTYPE_INK_WARNING ) flag |= UF_INK_WARNING; else if ( lpComp->type == FUNCTYPE_INK_RESET ) flag |= UF_INK_RESET; else if ( lpComp->type == FUNCTYPE_INK_CARTRIDGE ) flag |= UF_INK_CARTRIDGE; else if ( lpComp->type == FUNCTYPE_QUIET ) flag |= UF_QUIET; else if ( lpComp->type == FUNCTYPE_HEAD_ALIGNMENT_AUTO ) flag |= UF_HEAD_ALIGNMENT; else if ( lpComp->type == FUNCTYPE_HEAD_ALIGNMENT_MANUAL ) flag |= UF_HEAD_ALIGNMENT; else if ( lpComp->type == FUNCTYPE_CUSTOM ) flag |= UF_CUSTOM; else if ( lpComp->type == FUNCTYPE_PAPER_SOURCE_SETTING ) flag |= UI_PAPER_SOURCE_SETTING; lpComp = lpComp->next; } FreeFunctionCompList( lpComp );#if 0 ModelTable* model_table; if( (model_table = GetModelTableEntry(model_id)) != NULL ) return model_table->util_flag;#endifErr: return flag;}
开发者ID:mariospr,项目名称:cnijfilter-common,代码行数:38,
示例9: SetSolid//--------------------------------------------------------------------------------------------------------void CFuncNavCost::Spawn( void ){ BaseClass::Spawn(); gm_masterCostVector.AddToTail( this ); gm_dirtyTimer.Start( UPDATE_DIRTY_TIME ); SetSolid( SOLID_BSP ); AddSolidFlags( FSOLID_NOT_SOLID ); SetMoveType( MOVETYPE_NONE ); SetModel( STRING( GetModelName() ) ); AddEffects( EF_NODRAW ); SetCollisionGroup( COLLISION_GROUP_NONE ); VPhysicsInitShadow( false, false ); SetThink( &CFuncNavCost::CostThink ); SetNextThink( gpGlobals->curtime + UPDATE_DIRTY_TIME ); m_tags.RemoveAll(); const char *tags = STRING( m_iszTags ); // chop space-delimited string into individual tokens if ( tags ) { char *buffer = new char [ strlen( tags ) + 1 ]; Q_strcpy( buffer, tags ); for( char *token = strtok( buffer, " " ); token; token = strtok( NULL, " " ) ) { m_tags.AddToTail( CFmtStr( "%s", token ) ); } delete [] buffer; }}
开发者ID:Au-heppa,项目名称:source-sdk-2013,代码行数:39,
示例10: Precachevoid CBubbling::Spawn( void ){ Precache(); SetModel( GetModelName() ); // Set size SetSolidType( SOLID_NOT ); // Remove model & collisions SetRenderAmount( 0 ); // The engine won't draw this model if this is set to 0 and blending is on SetRenderMode( kRenderTransTexture ); int speed = fabs( GetSpeed() ); // HACKHACK!!! - Speed in rendercolor SetRenderColor( Vector( speed >> 8, speed & 255, ( GetSpeed() < 0 ) ? 1 : 0 ) ); if( !GetSpawnFlags().Any( SF_BUBBLES_STARTOFF ) ) { SetThink( &CBubbling::FizzThink ); SetNextThink( gpGlobals->time + 2.0 ); m_state = true; } else m_state = false;}
开发者ID:oskarlh,项目名称:HLEnhanced,代码行数:23,
示例11: Precachevoid CPushable::Spawn( void ){ if ( HasSpawnFlags( SF_PUSH_BREAKABLE ) ) { BaseClass::Spawn(); } else { Precache(); SetSolid( SOLID_VPHYSICS ); SetMoveType( MOVETYPE_PUSH ); SetModel( STRING( GetModelName() ) ); CreateVPhysics(); }#ifdef HL1_DLL // Force HL1 Pushables to stay axially aligned. VPhysicsGetObject()->SetInertia( Vector( 1e30, 1e30, 1e30 ) );#endif//HL1_DLL}
开发者ID:Biohazard90,项目名称:g-string_2013,代码行数:23,
示例12: Spawnvoid CSpriteTrail::Spawn( void ){#ifdef CLIENT_DLL BaseClass::Spawn();#else if ( GetModelName() != NULL_STRING ) { BaseClass::Spawn(); return; } SetModelName( m_iszSpriteName ); BaseClass::Spawn(); SetSolid( SOLID_NONE ); SetMoveType( MOVETYPE_NOCLIP ); SetCollisionBounds( vec3_origin, vec3_origin ); TurnOn();#endif}
开发者ID:0xFEEDC0DE64,项目名称:UltraGame,代码行数:23,
示例13: OLE2CAImodelIGC* CPigShip::FindModel(BSTR bstrModel){ if (!BSTRLen(bstrModel)) return NULL; USES_CONVERSION; LPCSTR pszModel = OLE2CA(bstrModel); const ClusterListIGC* pClusters = GetIGC()->GetMission()->GetClusters(); for (ClusterLinkIGC* itCluster = pClusters->first(); itCluster; itCluster = itCluster->next()) { IclusterIGC* pCluster = itCluster->data(); const ModelListIGC* pModels = pCluster->GetModels(); for (ModelLinkIGC* it = pModels->first(); it; it = it->next()) { ImodelIGC* pModel = it->data(); if (0 == _stricmp(GetModelName(pModel), pszModel)) return pModel; } } return NULL;}
开发者ID:BackTrak,项目名称:Allegiance-R4-Engine,代码行数:23,
示例14: SetMoveType//--------------------------------------------------------------------------------------------------------void CFuncNavBlocker::Spawn( void ){ gm_NavBlockers.AddToTail( this ); if ( !m_blockedTeamNumber ) m_blockedTeamNumber = TEAM_ANY; SetMoveType( MOVETYPE_NONE ); SetModel( STRING( GetModelName() ) ); AddEffects( EF_NODRAW ); SetCollisionGroup( COLLISION_GROUP_NONE ); SetSolid( SOLID_NONE ); AddSolidFlags( FSOLID_NOT_SOLID ); CollisionProp()->WorldSpaceAABB( &m_CachedMins, &m_CachedMaxs ); if ( m_bDisabled ) { g_EventQueue.AddEvent( this, "UnblockNav", 2.0f, this, this ); } else { g_EventQueue.AddEvent( this, "BlockNav", 2.0f, this, this ); }}
开发者ID:WootsMX,项目名称:InSource,代码行数:24,
示例15: SetSolidvoid CFunc_LiquidPortal::Activate( void ){ BaseClass::Activate(); SetSolid( SOLID_VPHYSICS ); SetSolidFlags( FSOLID_NOT_SOLID ); SetMoveType( MOVETYPE_NONE ); SetModel( STRING( GetModelName() ) ); ComputeLinkMatrix(); //collision origin may have changed during activation SetThink( &CFunc_LiquidPortal::Think ); for( int i = m_hLeftToTeleportThisFill.Count(); --i >= 0; ) { CBaseEntity *pEnt = m_hLeftToTeleportThisFill[i].Get(); if( pEnt && pEnt->IsPlayer() ) { ((CPortal_Player *)pEnt)->m_hSurroundingLiquidPortal = this; } }}
开发者ID:Axitonium,项目名称:SourceEngine2007,代码行数:23,
示例16: AddEFlags//------------------------------------------------------------------------------// Purpose ://------------------------------------------------------------------------------void CColorCorrectionVolume::Spawn( void ){ BaseClass::Spawn(); AddEFlags( EFL_FORCE_CHECK_TRANSMIT | EFL_DIRTY_ABSTRANSFORM ); Precache(); SetSolid( SOLID_BSP ); SetSolidFlags( FSOLID_TRIGGER | FSOLID_NOT_SOLID ); SetModel( STRING( GetModelName() ) ); SetThink( &CColorCorrectionVolume::ThinkFunc ); SetNextThink( gpGlobals->curtime + 0.01f ); if( m_bStartDisabled ) { m_bEnabled = false; } else { m_bEnabled = true; }}
开发者ID:FooGames,项目名称:SecobMod,代码行数:26,
示例17: Precache//-----------------------------------------------------------------------------// Purpose: This used to have something to do with bees flying, but // now it only initializes moving furniture in scripted sequences//-----------------------------------------------------------------------------void CNPC_Furniture::Spawn( ){ Precache(); SetModel( STRING(GetModelName()) ); SetMoveType( MOVETYPE_STEP ); SetSolid( SOLID_BBOX ); // Our collision, if needed, will be done through bone followers AddSolidFlags( FSOLID_NOT_SOLID ); SetBloodColor( DONT_BLEED ); m_iHealth = TOO_MUCH_HEALTH_TO_DIE; //wow m_takedamage = DAMAGE_AIM; SetSequence( 0 ); SetCycle( 0 ); SetNavType( NAV_FLY ); AddFlag( FL_FLY ); CapabilitiesAdd( bits_CAP_MOVE_FLY | bits_CAP_TURN_HEAD | bits_CAP_ANIMATEDFACE ); AddEFlags( EFL_NO_MEGAPHYSCANNON_RAGDOLL );// pev->nextthink += 1.0;// SetThink (WalkMonsterDelay); ResetSequenceInfo( ); SetCycle( 0 ); NPCInit(); // Furniture needs to block LOS SetBlocksLOS( true ); // Furniture just wastes CPU doing sensing code, since all they do is idle and play scripts GetSenses()->AddSensingFlags( SENSING_FLAGS_DONT_LOOK | SENSING_FLAGS_DONT_LISTEN );}
开发者ID:Au-heppa,项目名称:source-sdk-2013,代码行数:41,
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