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自学教程:C++ H_Parent函数代码示例

51自学网 2021-06-01 21:25:03
  C++
这篇教程C++ H_Parent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H_Parent函数的典型用法代码示例。如果您正苦于以下问题:C++ H_Parent函数的具体用法?C++ H_Parent怎么用?C++ H_Parent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H_Parent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: activate_physic_shell

void CPhysicsShellHolder::activate_physic_shell(){	VERIFY						(!m_pPhysicsShell);	create_physic_shell			();	Fvector						l_fw, l_up;	l_fw.set					(XFORM().k);	l_up.set					(XFORM().j);	l_fw.mul					(2.f);	l_up.mul					(2.f);	Fmatrix						l_p1, l_p2;	l_p1.set					(XFORM());	l_p2.set					(XFORM());	l_fw.mul					(2.f);	l_p2.c.add					(l_fw);	m_pPhysicsShell->Activate	(l_p1, 0, l_p2);	if(H_Parent()&&H_Parent()->Visual())	{		smart_cast<CKinematics*>(H_Parent()->Visual())->CalculateBones_Invalidate	();		smart_cast<CKinematics*>(H_Parent()->Visual())->CalculateBones	();	}	smart_cast<CKinematics*>(Visual())->CalculateBones_Invalidate	();	smart_cast<CKinematics*>(Visual())->CalculateBones();	if(!IsGameTypeSingle())	{		if(!smart_cast<CCustomRocket*>(this)&&!smart_cast<CGrenade*>(this)) PPhysicsShell()->SetIgnoreDynamic();	}//	XFORM().set					(l_p1);	correct_spawn_pos();m_pPhysicsShell->set_LinearVel(l_fw);	m_pPhysicsShell->GetGlobalTransformDynamic(&XFORM());}
开发者ID:OLR-xray,项目名称:OLR-3.0,代码行数:34,


示例2: VERIFY

void CBlackGraviArtefact::UpdateCLChild() {	VERIFY(!ph_world->Processing());	inherited::UpdateCLChild	();	if (getVisible() && m_pPhysicsShell) {		if (m_bStrike) {			Fvector	P; 			P.set(Position());			feel_touch_update(P,m_fRadius);			GraviStrike();			CParticlesObject* pStaticPG;			pStaticPG = CParticlesObject::Create(*m_sParticleName,TRUE);			Fmatrix pos; 			pos.set(XFORM()); 			Fvector vel; 			//vel.sub(Position(),ps_Element(0).vPosition); 			//vel.div((Level().timeServer()-ps_Element(0).dwTime)/1000.f);			vel.set(0,0,0);			pStaticPG->UpdateParent(pos, vel); 			pStaticPG->Play();			m_bStrike = false;		}	}else if(H_Parent()) XFORM().set(H_Parent()->XFORM());}
开发者ID:OLR-xray,项目名称:OLR-3.0,代码行数:28,


示例3: PlayAnimIdle

void CWeaponMagazined::OnZoomIn(){	inherited::OnZoomIn();	if (GetState() == eIdle)		PlayAnimIdle();	CActor* pActor = smart_cast<CActor*>(H_Parent());	if (pActor)	{																							HUD_SOUND::StopSound(sndSightsUp);													//daemonion - iron sight audio - sights being raised		HUD_SOUND::StopSound(sndSightsDown);												//											bool b_hud_mode = (Level().CurrentEntity() == H_Parent());							//		HUD_SOUND::PlaySound(sndSightsUp, H_Parent()->Position(), H_Parent(), b_hud_mode);	//--END			CEffectorZoomInertion* S = smart_cast<CEffectorZoomInertion*>	(pActor->Cameras().GetCamEffector(eCEZoom));		if (!S)		{			S = (CEffectorZoomInertion*)pActor->Cameras().AddCamEffector(xr_new<CEffectorZoomInertion>());			S->Init(this);		};		S->SetRndSeed(pActor->GetZoomRndSeed());		R_ASSERT(S);	}}
开发者ID:Karlan88,项目名称:xray,代码行数:26,


示例4: while

void CWeaponKnife::KnifeStrike(const Fvector& pos, const Fvector& dir){	CCartridge						cartridge; 	cartridge.param_s.buckShot		= 1;					cartridge.param_s.impair		= 1.0f;	cartridge.param_s.kDisp			= 1.0f;	cartridge.param_s.kHit			= 1.0f;	cartridge.param_s.kCritical		= 1.0f;	cartridge.param_s.kImpulse		= 1.0f;	cartridge.param_s.kAP			= 1.0f;	cartridge.m_flags.set			(CCartridge::cfTracer, FALSE);	cartridge.m_flags.set			(CCartridge::cfRicochet, FALSE);	cartridge.param_s.fWallmarkSize	= fWallmarkSize;	cartridge.bullet_material_idx	= knife_material_idx;	while(m_magazine.size() < 2)	m_magazine.push_back(cartridge);	iAmmoElapsed					= m_magazine.size();	bool SendHit					= SendHitAllowed(H_Parent());	PlaySound						("sndShot",pos);	Level().BulletManager().AddBullet(	pos, 										dir, 										m_fStartBulletSpeed, 										fCurrentHit, 										fCurrentHitCritical, 										fHitImpulse_cur, 										H_Parent()->ID(), 										ID(), 										m_eHitType, 										fireDistance, 										cartridge, 										SendHit);}
开发者ID:2asoft,项目名称:xray,代码行数:34,


示例5: Actor

// Function for callbacks added by Cribbledirge.void CWeaponMagazined::StateSwitchCallback(GameObject::ECallbackType actor_type, GameObject::ECallbackType npc_type){	xr_string ammo_type;	if (GetAmmoElapsed() == 0 || m_magazine.empty())	{		ammo_type = *m_ammoTypes[m_ammoType];	}	else	{		ammo_type = *m_ammoTypes[m_magazine.back().m_LocalAmmoType];	}	if (g_actor)	{		if (smart_cast<CActor*>(H_Parent()))  // This is an actor.		{			Actor()->callback(actor_type)(				lua_game_object(),  // The weapon as a game object.				ammo_type.c_str()   // The caliber of the weapon.			);		}		else if (smart_cast<CEntityAlive*>(H_Parent()))  // This is an NPC.		{			Actor()->callback(npc_type)(				smart_cast<CEntityAlive*>(H_Parent())->lua_game_object(),       // The owner of the weapon.				lua_game_object(),                                              // The weapon itself.                                ammo_type.c_str()                                               // The caliber of the weapon.			);		}	}}
开发者ID:Karlan88,项目名称:xray,代码行数:32,


示例6: Msg

void CWeapon::SwitchState(u32 S){	if (OnClient()) return;#ifndef MASTER_GOLD	if ( bDebug )	{		Msg("---Server is going to send GE_WPN_STATE_CHANGE to [%d], weapon_section[%s], parent[%s]",			S, cNameSect().c_str(), H_Parent() ? H_Parent()->cName().c_str() : "NULL Parent");	}#endif // #ifndef MASTER_GOLD	SetNextState		( S );	if (CHudItem::object().Local() && !CHudItem::object().getDestroy() && m_pInventory && OnServer())		{		// !!! Just single entry for given state !!!		NET_Packet		P;		CHudItem::object().u_EventGen		(P,GE_WPN_STATE_CHANGE,CHudItem::object().ID());		P.w_u8			(u8(S));		P.w_u8			(u8(m_sub_state));		P.w_u8			(m_ammoType);		P.w_u8			(u8(iAmmoElapsed & 0xff));		P.w_u8			(m_set_next_ammoType_on_reload);		CHudItem::object().u_EventSend		(P, net_flags(TRUE, TRUE, FALSE, TRUE));	}}
开发者ID:AntonioModer,项目名称:xray-16,代码行数:26,


示例7: VERIFY

void CArtefact::UpdateWorkload		(u32 dt) {	VERIFY(!physics_world()->Processing());	// particles - velocity	Fvector vel = {0, 0, 0};	if (H_Parent()) 	{		CPhysicsShellHolder* pPhysicsShellHolder = smart_cast<CPhysicsShellHolder*>(H_Parent());		if(pPhysicsShellHolder) pPhysicsShellHolder->PHGetLinearVell(vel);	}	CParticlesPlayer::SetParentVel	(vel);	// 	UpdateLights					();	if(m_activationObj && m_activationObj->IsInProgress())	{		CPHUpdateObject::Activate			();		m_activationObj->UpdateActivation	();		return;	}	// custom-logic	if(!CAttachableItem::enabled())		UpdateCLChild					();	}
开发者ID:AntonioModer,项目名称:xray-16,代码行数:26,


示例8: VERIFY

void CArtefact::ActivateArtefact	(){	VERIFY(m_bCanSpawnZone);	VERIFY( H_Parent() );	m_activationObj = xr_new<SArtefactActivation>(this,H_Parent()->ID());	m_activationObj->Start();}
开发者ID:OLR-xray,项目名称:XRay-NEW,代码行数:8,


示例9: UpdateHUDAddonsVisibility

void CWeapon::UpdateCL		(){	inherited::UpdateCL		();	UpdateHUDAddonsVisibility();	//подсветка от выстрела	UpdateLight				();	//нарисовать партиклы	UpdateFlameParticles	();	UpdateFlameParticles2	();	if(!IsGameTypeSingle())		make_Interpolation		();		if( (GetNextState()==GetState()) && IsGameTypeSingle() && H_Parent()==Level().CurrentEntity())	{		CActor* pActor	= smart_cast<CActor*>(H_Parent());		if(pActor && !pActor->AnyMove() && this==pActor->inventory().ActiveItem())		{			if (hud_adj_mode==0 && 				GetState()==eIdle && 				(Device.dwTimeGlobal-m_dw_curr_substate_time>20000) && 				!IsZoomed()&&				g_player_hud->attached_item(1)==NULL)			{				if(AllowBore())					SwitchState		(eBore);				ResetSubStateTime	();			}		}	}	if(m_zoom_params.m_pNight_vision && !need_renderable())	{		if(!m_zoom_params.m_pNight_vision->IsActive())		{			CActor *pA = smart_cast<CActor *>(H_Parent());			R_ASSERT(pA);			CTorch* pTorch = smart_cast<CTorch*>( pA->inventory().ItemFromSlot(TORCH_SLOT) );			if ( pTorch && pTorch->GetNightVisionStatus() )			{				m_bRememberActorNVisnStatus = pTorch->GetNightVisionStatus();				pTorch->SwitchNightVision(false, false);			}			m_zoom_params.m_pNight_vision->Start(m_zoom_params.m_sUseZoomPostprocess, pA, false);		}	}	else if(m_bRememberActorNVisnStatus)	{		m_bRememberActorNVisnStatus = false;		EnableActorNVisnAfterZoom();	}	if(m_zoom_params.m_pVision)		m_zoom_params.m_pVision->Update();}
开发者ID:AntonioModer,项目名称:xray-16,代码行数:58,


示例10: VERIFY

void CWeaponMagazined::state_Fire(float dt){	VERIFY(fTimeToFire > 0.f);	Fvector					p1, d;	p1.set(get_LastFP());	d.set(get_LastFD());	if (!H_Parent()) return;	CInventoryOwner* io = smart_cast<CInventoryOwner*>(H_Parent());	if (NULL == io->inventory().ActiveItem())	{		Log("current_state", GetState());		Log("next_state", GetNextState());		Log("state_time", m_dwStateTime);		Log("item_sect", cNameSect().c_str());		Log("H_Parent", H_Parent()->cNameSect().c_str());	}	smart_cast<CEntity*>	(H_Parent())->g_fireParams(this, p1, d);	if (m_iShotNum == 0)	{		m_vStartPos = p1;		m_vStartDir = d;	};	VERIFY(!m_magazine.empty());	//	Msg("%d && %d && (%d || %d) && (%d || %d)", !m_magazine.empty(), fTime<=0, IsWorking(), m_bFireSingleShot, m_iQueueSize < 0, m_iShotNum < m_iQueueSize);	while (!m_magazine.empty() && fTime <= 0 && (IsWorking() || m_bFireSingleShot) && (m_iQueueSize < 0 || m_iShotNum < m_iQueueSize))	{		m_bFireSingleShot = false;		VERIFY(fTimeToFire > 0.f);		fTime += fTimeToFire;		++m_iShotNum;		OnShot();		static int i = 0;		if (i || m_iShotNum > m_iShootEffectorStart)		{			// Do Weapon Callback.  (Cribbledirge)			StateSwitchCallback(GameObject::eOnActorWeaponFire, GameObject::eOnNPCWeaponFire);			FireTrace(p1, d);		}		else		{			FireTrace(m_vStartPos, m_vStartDir);		}	}	if (m_iShotNum == m_iQueueSize)		m_bStopedAfterQueueFired = true;	UpdateSounds();}
开发者ID:Karlan88,项目名称:xray,代码行数:58,


示例11: HUD

void CWeaponRPG7::switch2_Fire(){	m_iShotNum			= 0;	m_bFireSingleShot	= true;	bWorking			= false;	if(GetState()==eFire && getRocketCount()) 	{		Fvector p1, d1, p; 		Fvector p2, d2, d; 		p1.set								(get_LastFP()); 		d1.set								(get_LastFD());		p = p1;		d = d1;		CEntity* E = smart_cast<CEntity*>	(H_Parent());		if(E)		{			E->g_fireParams				(this, p2,d2);			p = p2;			d = d2;			if(IsHudModeNow())			{				Fvector		p0;				float dist	= HUD().GetCurrentRayQuery().range;				p0.mul		(d2,dist);				p0.add		(p1);				p			= p1;				d.sub		(p0,p1);				d.normalize_safe();			}		}		Fmatrix								launch_matrix;		launch_matrix.identity				();		launch_matrix.k.set					(d);		Fvector::generate_orthonormal_basis(launch_matrix.k,											launch_matrix.j, launch_matrix.i);		launch_matrix.c.set					(p);		d.normalize							();		d.mul								(m_fLaunchSpeed);		CRocketLauncher::LaunchRocket		(launch_matrix, d, zero_vel);		CExplosiveRocket* pGrenade			= smart_cast<CExplosiveRocket*>(getCurrentRocket());		VERIFY								(pGrenade);		pGrenade->SetInitiator				(H_Parent()->ID());		if (OnServer())		{			NET_Packet						P;			u_EventGen						(P,GE_LAUNCH_ROCKET,ID());			P.w_u16							(u16(getCurrentRocket()->ID()));			u_EventSend						(P);		}	}}
开发者ID:AntonioModer,项目名称:xray-16,代码行数:58,


示例12: H_Parent

void CPda::feel_touch_delete(CObject* O) {	if(!H_Parent())							return;	if ( CInventoryOwner* pLostContactInvOwner = smart_cast<CInventoryOwner*>(O) )	{		CInventoryOwner* pOwner	=	smart_cast<CInventoryOwner*>( H_Parent() );VERIFY(pOwner);		pOwner->LostPdaContact		(pLostContactInvOwner);	}}
开发者ID:AntonioModer,项目名称:xray-16,代码行数:9,


示例13: shedule_Update

void CScientificDetector::shedule_Update(u32 dt) {	inherited::shedule_Update	(dt);	if(!H_Parent())				return;	Fvector						P; 	P.set						(H_Parent()->Position());	m_zones.feel_touch_update	(P,m_fAfDetectRadius);}
开发者ID:AntonioModer,项目名称:xray-16,代码行数:9,


示例14: net_Import

void CWeapon::net_Import(NET_Packet& P){	inherited::net_Import (P);		float _cond;	P.r_float_q8			(_cond,0.0f,1.0f);	SetCondition			(_cond);	u8 flags				= 0;	P.r_u8					(flags);	u16 ammo_elapsed = 0;	P.r_u16					(ammo_elapsed);	u8						NewAddonState;	P.r_u8					(NewAddonState);	m_flagsAddOnState		= NewAddonState;	UpdateAddonsVisibility	();	u8 ammoType, wstate;	P.r_u8					(ammoType);	P.r_u8					(wstate);	u8 Zoom;	P.r_u8					((u8)Zoom);	if (H_Parent() && H_Parent()->Remote())	{		if (Zoom) OnZoomIn();		else OnZoomOut();	};	switch (wstate)	{		case eFire:	case eFire2:	case eSwitch:	case eReload:		{		}break;		default:		{			if (ammoType >= m_ammoTypes.size())				Msg("!! Weapon [%d], State - [%d]", ID(), wstate);			else			{				m_ammoType = ammoType;				SetAmmoElapsed((ammo_elapsed));			}		}break;	}		VERIFY((u32)iAmmoElapsed == m_magazine.size());}
开发者ID:AntonioModer,项目名称:xray-16,代码行数:54,


示例15: correct_spawn_pos

void CPhysicsShellHolder::correct_spawn_pos(){	VERIFY								(PPhysicsShell());		if( H_Parent() )	{		CPhysicsShellHolder	* P = smart_cast<CPhysicsShellHolder*>(H_Parent());		if( P && P->has_shell_collision_place(this) )			return;	}	Fvector								size;	Fvector								c;	get_box								(PPhysicsShell(),XFORM(),size,c);	R_ASSERT2( _valid( c ), make_string( "object: %s model: %s ", cName().c_str(), cNameVisual().c_str() ) );	R_ASSERT2( _valid( size ), make_string( "object: %s model: %s ", cName().c_str(), cNameVisual().c_str() ) );	R_ASSERT2( _valid( XFORM() ), make_string( "object: %s model: %s ", cName().c_str(), cNameVisual().c_str() ) );	CPHActivationShape					activation_shape;	activation_shape.Create				(c,size,this);	activation_shape.set_rotation		(XFORM());	PPhysicsShell()->DisableCollision	();	activation_shape.Activate			(size,1,1.f,M_PI/8.f);////	VERIFY								(valid_pos(activation_shape.Position(),phBoundaries));//	if (!valid_pos(activation_shape.Position(),phBoundaries)) {//		CPHActivationShape				activation_shape;//		activation_shape.Create			(c,size,this);//		activation_shape.set_rotation	(XFORM());//		activation_shape.Activate		(size,1,1.f,M_PI/8.f);////		VERIFY							(valid_pos(activation_shape.Position(),phBoundaries));//	}		PPhysicsShell()->EnableCollision	();	Fvector								ap = activation_shape.Position();#ifdef DEBUG	if (!valid_pos(ap,phBoundaries)) {		Msg("not valid position	%f,%f,%f",ap.x,ap.y,ap.z);		Msg("size	%f,%f,%f",size.x,size.y,size.z);		Msg("Object: %s",Name());		Msg("Visual: %s",*(cNameVisual()));		Msg("Object	pos	%f,%f,%f",Position().x,Position().y,Position().z);	}#endif // DEBUG	VERIFY								(valid_pos(activation_shape.Position(),phBoundaries));		Fmatrix								trans;	trans.identity						();	trans.c.sub							(ap,c);	PPhysicsShell()->TransformPosition	(trans);	PPhysicsShell()->GetGlobalTransformDynamic(&XFORM());	activation_shape.Destroy			();}
开发者ID:2asoft,项目名称:xray,代码行数:54,


示例16: Position

void CCustomDetector::shedule_Update(u32 dt) {	inherited::shedule_Update(dt);		if( !IsWorking() )			return;	Position().set(H_Parent()->Position());	Fvector						P; 	P.set						(H_Parent()->Position());	m_artefacts.feel_touch_update(P,m_fAfDetectRadius);}
开发者ID:Charsi82,项目名称:xray-1.5.10-2015-,代码行数:12,


示例17: feel_touch_new

void CCustomDetector::feel_touch_new(CObject* O) {	if (!H_Parent() || H_Parent() != Level().CurrentViewEntity()) return;	CCustomZone *pZone = smart_cast<CCustomZone*>(O);	if(pZone && pZone->IsEnabled()) 	{		m_ZoneInfoMap[pZone].snd_time = 0;				AddRemoveMapSpot(pZone,true);	}}
开发者ID:OLR-xray,项目名称:XRay-NEW,代码行数:12,


示例18: GetBaseDispersion

//текущая дисперсия (в радианах) оружия с учетом используемого патронаfloat CWeapon::GetFireDispersion	(float cartridge_k, bool for_crosshair) {	//учет базовой дисперсии, состояние оружия и влияение патрона	float fire_disp = GetBaseDispersion(cartridge_k);		//вычислить дисперсию, вносимую самим стрелком	if(H_Parent())	{		const CInventoryOwner* pOwner	=	smart_cast<const CInventoryOwner*>(H_Parent());		float parent_disp				= pOwner->GetWeaponAccuracy();		fire_disp						+= parent_disp;	}	return fire_disp;}
开发者ID:AntonioModer,项目名称:xray-16,代码行数:16,


示例19: VERIFY

void CPda::OnH_A_Chield() {	VERIFY(IsOff());	//включить PDA только если оно находится у первого владельца	if(H_Parent()->ID() == m_idOriginalOwner){		TurnOn					();		if(m_sFullName.empty()){			m_sFullName.assign( NameItem() );			m_sFullName += " ";			m_sFullName += (smart_cast<CInventoryOwner*>(H_Parent()))->Name();		}	};	inherited::OnH_A_Chield		();}
开发者ID:AntonioModer,项目名称:xray-16,代码行数:15,


示例20: Position

void CCustomDetector::shedule_Update(u32 dt) {	inherited::shedule_Update	(dt);		if( !IsWorking() ) return;	if( !H_Parent()  ) return;	Position().set(H_Parent()->Position());	Fvector					P; 	P.set					(H_Parent()->Position());	feel_touch_update		(P,m_fRadius);	UpdateNightVisionMode();}
开发者ID:OLR-xray,项目名称:XRay-NEW,代码行数:15,


示例21: SetZoomFactor

void CWeapon::OnZoomIn(){	m_zoom_params.m_bIsZoomModeNow		= true;	if(m_zoom_params.m_bUseDynamicZoom)		SetZoomFactor(m_fRTZoomFactor);	else		m_zoom_params.m_fCurrentZoomFactor	= CurrentZoomFactor();	EnableHudInertion					(FALSE);		//if(m_zoom_params.m_bZoomDofEnabled && !IsScopeAttached())	//	GamePersistent().SetEffectorDOF	(m_zoom_params.m_ZoomDof);	if(GetHUDmode())		GamePersistent().SetPickableEffectorDOF(true);	if(m_zoom_params.m_sUseBinocularVision.size() && IsScopeAttached() && NULL==m_zoom_params.m_pVision) 		m_zoom_params.m_pVision	= xr_new<CBinocularsVision>(m_zoom_params.m_sUseBinocularVision/*"wpn_binoc"*/);	if(m_zoom_params.m_sUseZoomPostprocess.size() && IsScopeAttached()) 	{		CActor *pA = smart_cast<CActor *>(H_Parent());		if(pA)		{			if(NULL==m_zoom_params.m_pNight_vision)			{				m_zoom_params.m_pNight_vision	= xr_new<CNightVisionEffector>(m_zoom_params.m_sUseZoomPostprocess/*"device_torch"*/);			}		}	}}
开发者ID:AntonioModer,项目名称:xray-16,代码行数:32,


示例22: OnMotionMark

void CWeaponKnife::OnMotionMark(u32 state, const motion_marks& M){	inherited::OnMotionMark(state, M);	if(state==eFire || state==eFire2)	{		Fvector	p1, d; 		p1.set	(get_LastFP()); 		d.set	(get_LastFD());		if(H_Parent())		{			smart_cast<CEntity*>(H_Parent())->g_fireParams(this, p1,d);			KnifeStrike(p1,d);		}	}}
开发者ID:2asoft,项目名称:xray,代码行数:16,


示例23: H_Parent

void CArtefact::CreateArtefactActivation(){	if (m_activationObj) {		return;	}	m_activationObj = xr_new<SArtefactActivation>(this, H_Parent()->ID());}
开发者ID:AntonioModer,项目名称:xray-16,代码行数:7,


示例24: Level

ALife::_TIME_ID	 CWeapon::TimePassedAfterIndependant()	const{	if(!H_Parent() && m_dwWeaponIndependencyTime != 0)		return Level().timeServer() - m_dwWeaponIndependencyTime;	else		return 0;}
开发者ID:AntonioModer,项目名称:xray-16,代码行数:7,


示例25: NeedToDestroyObject

bool CMPPlayersBag::NeedToDestroyObject()	const{	if (H_Parent()) return false;	if (g_iWeaponRemove == -1) return false;	if (g_iWeaponRemove == 0) return true;	return (TimePassedAfterIndependant() > BAG_REMOVE_TIME);}
开发者ID:OLR-xray,项目名称:OLR-3.0,代码行数:7,


示例26: switch

void CWeaponMagazined::OnStateSwitch	(u32 S){	inherited::OnStateSwitch(S);	switch (S)	{	case eIdle:		switch2_Idle	();		break;	case eFire:		switch2_Fire	();		break;	case eFire2:		switch2_Fire2	();		break;	case eMisfire:		if(smart_cast<CActor*>(this->H_Parent()) && (Level().CurrentViewEntity()==H_Parent()) )			HUD().GetUI()->AddInfoMessage("gun_jammed");		break;	case eMagEmpty:		switch2_Empty	();		break;	case eReload:		switch2_Reload	();		break;	case eShowing:		switch2_Showing	();		break;	case eHiding:		switch2_Hiding	();		break;	case eHidden:		switch2_Hidden	();		break;	}}
开发者ID:OLR-xray,项目名称:XRay-NEW,代码行数:35,


示例27: switch

void CArtefact::OnAnimationEnd(u32 state){	switch (state)	{	case eHiding:		{			SwitchState(eHidden);		}break;	case eShowing:		{			SwitchState(eIdle);		}break;	case eActivating:		{			if(Local())			{				SwitchState		(eHiding);				NET_Packet		P;				u_EventGen		(P, GEG_PLAYER_ACTIVATEARTEFACT, H_Parent()->ID());				P.w_u16			(ID());				u_EventSend		(P);				}		}break;	};}
开发者ID:AntonioModer,项目名称:xray-16,代码行数:25,



注:本文中的H_Parent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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