• 设为首页
  • 点击收藏
  • 手机版
    手机扫一扫访问
    迪恩网络手机版
  • 关注官方公众号
    微信扫一扫关注
    公众号

C++ VectorScale函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中VectorScale函数的典型用法代码示例。如果您正苦于以下问题:C++ VectorScale函数的具体用法?C++ VectorScale怎么用?C++ VectorScale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VectorScale函数的20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: turret_breach_think

void turret_breach_think(edict_t * self)
{
    edict_t *ent;
    vec3_t current_angles;
    vec3_t delta;

    VectorCopy(self->s.angles, current_angles);
    AnglesNormalize(current_angles);

    AnglesNormalize(self->move_angles);
    if (self->move_angles[PITCH] > 180)
        self->move_angles[PITCH] -= 360;

    // clamp angles to mins & maxs
    if (self->move_angles[PITCH] > self->pos1[PITCH])
        self->move_angles[PITCH] = self->pos1[PITCH];
    else if (self->move_angles[PITCH] < self->pos2[PITCH])
        self->move_angles[PITCH] = self->pos2[PITCH];

    if ((self->move_angles[YAW] < self->pos1[YAW])
            || (self->move_angles[YAW] > self->pos2[YAW])) {
        float dmin, dmax;

        dmin = fabs(self->pos1[YAW] - self->move_angles[YAW]);
        if (dmin < -180)
            dmin += 360;
        else if (dmin > 180)
            dmin -= 360;
        dmax = fabs(self->pos2[YAW] - self->move_angles[YAW]);
        if (dmax < -180)
            dmax += 360;
        else if (dmax > 180)
            dmax -= 360;
        if (fabs(dmin) < fabs(dmax))
            self->move_angles[YAW] = self->pos1[YAW];
        else
            self->move_angles[YAW] = self->pos2[YAW];
    }

    VectorSubtract(self->move_angles, current_angles, delta);
    if (delta[0] < -180)
        delta[0] += 360;
    else if (delta[0] > 180)
        delta[0] -= 360;
    if (delta[1] < -180)
        delta[1] += 360;
    else if (delta[1] > 180)
        delta[1] -= 360;
    delta[2] = 0;

    if (delta[0] > self->speed * FRAMETIME)
        delta[0] = self->speed * FRAMETIME;
    if (delta[0] < -1 * self->speed * FRAMETIME)
        delta[0] = -1 * self->speed * FRAMETIME;
    if (delta[1] > self->speed * FRAMETIME)
        delta[1] = self->speed * FRAMETIME;
    if (delta[1] < -1 * self->speed * FRAMETIME)
        delta[1] = -1 * self->speed * FRAMETIME;

    VectorScale(delta, 1.0 / FRAMETIME, self->avelocity);

    self->nextthink = level.time + FRAMETIME;

    for (ent = self->teammaster; ent; ent = ent->teamchain)
        ent->avelocity[1] = self->avelocity[1];

    // if we have adriver, adjust his velocities
    if (self->owner) {
        float angle;
        float target_z;
        float diff;
        vec3_t target;
        vec3_t dir;

        // angular is easy, just copy ours
        self->owner->avelocity[0] = self->avelocity[0];
        self->owner->avelocity[1] = self->avelocity[1];

        // x & y
        angle = self->s.angles[1] + self->owner->move_origin[1];
        angle *= (M_PI * 2 / 360);
        target[0] =
            SnapToEights(self->s.origin[0] +
                         cos(angle) * self->owner->move_origin[0]);
        target[1] =
            SnapToEights(self->s.origin[1] +
                         sin(angle) * self->owner->move_origin[0]);
        target[2] = self->owner->s.origin[2];

        VectorSubtract(target, self->owner->s.origin, dir);
        self->owner->velocity[0] = dir[0] * 1.0 / FRAMETIME;
        self->owner->velocity[1] = dir[1] * 1.0 / FRAMETIME;

        // z
        angle = self->s.angles[PITCH] * (M_PI * 2 / 360);
        target_z =
            SnapToEights(self->s.origin[2] +
                         self->owner->move_origin[0] * tan(angle) +
                         self->owner->move_origin[2]);

//.........这里部分代码省略.........
开发者ID:slapin,项目名称:q2game-lua,代码行数:101,代码来源:g_turret.c


示例2: T_Damage

void T_Damage (edict_t *targ, edict_t *inflictor, edict_t *attacker, vec3_t dir, vec3_t point, vec3_t normal, int damage, int knockback, int dflags, int mod)
{
	gclient_t	*client;
	int			take;
	int			save;
	int			asave;
	int			psave;
	int			te_sparks;

	if (!targ->takedamage)
		return;

	if(mod == MOD_CRUSH)
	{
		//bot's state change
		if((targ->svflags & SVF_MONSTER) && targ->client)
		{
			if((targ->client->zc.waitin_obj == inflictor && targ->client->zc.zcstate)
				|| targ->groundentity == inflictor)
			{
//				gi.bprintf(PRINT_HIGH,"MOOOOOOOOOOOOOOOOOOOO\n");
				targ->client->zc.zcstate |= STS_W_DONT;
			}
		}
	}

	// friendly fire avoidance
	// if enabled you can't hurt teammates (but you can hurt yourself)
	// knockback still occurs
	if ((targ != attacker) && ((deathmatch->value && ((int)(dmflags->value) & (DF_MODELTEAMS | DF_SKINTEAMS))) || coop->value))
	{
		if (OnSameTeam (targ, attacker))
		{
			if ((int)(dmflags->value) & DF_NO_FRIENDLY_FIRE)
				damage = 0;
			else
				mod |= MOD_FRIENDLY_FIRE;
		}
		else if(targ->client && !(targ->svflags & SVF_MONSTER))
		{
			if(attacker->client) targ->client->zc.first_target = attacker;
		}
	}
	meansOfDeath = mod;

	// easy mode takes half damage
	if (skill->value == 0 && deathmatch->value == 0 && targ->client)
	{
		damage *= 0.5;
		if (!damage)
			damage = 1;
	}

	client = targ->client;

	if (dflags & DAMAGE_BULLET)
		te_sparks = TE_BULLET_SPARKS;
	else
		te_sparks = TE_SPARKS;

	VectorNormalize(dir);

// bonus damage for suprising a monster
	if (!(dflags & DAMAGE_RADIUS) && (targ->svflags & SVF_MONSTER) && (attacker->client) && (!targ->enemy) && (targ->health > 0))
		damage *= 2;

//ZOID
//strength tech
	damage = CTFApplyStrength(attacker, damage);
//ZOID

	if (targ->flags & FL_NO_KNOCKBACK)
		knockback = 0;

// figure momentum add
	if (!(dflags & DAMAGE_NO_KNOCKBACK))
	{
		if ((knockback) && (targ->movetype != MOVETYPE_NONE) && (targ->movetype != MOVETYPE_BOUNCE) && (targ->movetype != MOVETYPE_PUSH) && (targ->movetype != MOVETYPE_STOP))
		{
			vec3_t	kvel;
			float	mass;

			if (targ->mass < 50)
				mass = 50;
			else
				mass = targ->mass;

			if (targ->client  && attacker == targ)
				VectorScale (dir, 1600.0 * (float)knockback / mass, kvel);	// the rocket jump hack...
			else
				VectorScale (dir, 500.0 * (float)knockback / mass, kvel);

			VectorAdd (targ->velocity, kvel, targ->velocity);
		}
	}

	take = damage;
	save = 0;

	// check for godmode
//.........这里部分代码省略.........
开发者ID:ZwS,项目名称:qudos,代码行数:101,代码来源:g_combat.c


示例3: mass

/*QUAKED func_explosive (0 .5 .8) ? Trigger_Spawn ANIMATED ANIMATED_FAST INACTIVE
Any brush that you want to explode or break apart.  If you want an
ex0plosion, set dmg and it will do a radius explosion of that amount
at the center of the bursh.

If targeted it will not be shootable.

INACTIVE - specifies that the entity is not explodable until triggered. If you use this you must
target the entity you want to trigger it. This is the only entity approved to activate it.

health defaults to 100.

mass defaults to 75.  This determines how much debris is emitted when
it explodes.  You get one large chunk per 100 of mass (up to 8) and
one small chunk per 25 of mass (up to 16).  So 800 gives the most.
*/
void func_explosive_explode (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
	vec3_t	origin;
	vec3_t	chunkorigin;
	vec3_t	size;
	int		count;
	int		mass;
	edict_t	*master;
	qboolean	done = false;

	// bmodel origins are (0 0 0), we need to adjust that here
	VectorScale (self->size, 0.5, size);
	VectorAdd (self->absmin, size, origin);
	VectorCopy (origin, self->s.origin);

	self->takedamage = DAMAGE_NO;

	if (self->dmg)
		T_RadiusDamage (self, attacker, self->dmg, NULL, self->dmg+40, MOD_EXPLOSIVE);

	VectorSubtract (self->s.origin, inflictor->s.origin, self->velocity);
	VectorNormalize (self->velocity);
	VectorScale (self->velocity, 150, self->velocity);

	// start chunks towards the center
	VectorScale (size, 0.5, size);

	mass = self->mass;
	if (!mass)
		mass = 75;

	// big chunks
	if (mass >= 100)
	{
		count = mass / 100;
		if (count > 8)
			count = 8;
		while(count--)
		{
			chunkorigin[0] = origin[0] + crandom() * size[0];
			chunkorigin[1] = origin[1] + crandom() * size[1];
			chunkorigin[2] = origin[2] + crandom() * size[2];
			ThrowDebris (self, "models/objects/debris1/tris.md2", 1, chunkorigin);
		}
	}

	// small chunks
	count = mass / 25;
	if (count > 16)
		count = 16;
	while(count--)
	{
		chunkorigin[0] = origin[0] + crandom() * size[0];
		chunkorigin[1] = origin[1] + crandom() * size[1];
		chunkorigin[2] = origin[2] + crandom() * size[2];
		ThrowDebris (self, "models/objects/debris2/tris.md2", 2, chunkorigin);
	}

	// PMM - if we're part of a train, clean ourselves out of it
	if (self->flags & FL_TEAMSLAVE)
	{
		if (self->teammaster)
		{
			master = self->teammaster;
			if(master && master->inuse)		// because mappers (other than jim (usually)) are stupid....
			{
				while (!done)
				{
					if (master->teamchain == self)
					{
						master->teamchain = self->teamchain;
						done = true;
					}
					master = master->teamchain;
				}
			}
		}
	}

	G_UseTargets (self, attacker);

	if (self->dmg)
		BecomeExplosion1 (self);
	else
//.........这里部分代码省略.........
开发者ID:DrItanium,项目名称:rogue,代码行数:101,代码来源:g_misc.c


示例4: MakeTextureMatrix

static qboolean MakeTextureMatrix(vec4_t texMat[2], vec4_t projection, decalVert_t *a, decalVert_t *b, decalVert_t *c)
{
	int     i, j;
	double  bb, s, t, d;
	dvec3_t pa, pb, pc;
	dvec3_t bary, origin, xyz;
	vec3_t  vecs[3], axis[3], lengths;

	/* project triangle onto plane of projection */
	d = DotProduct(a->xyz, projection) - projection[3];
	VectorMA(a->xyz, -d, projection, pa);
	d = DotProduct(b->xyz, projection) - projection[3];
	VectorMA(b->xyz, -d, projection, pb);
	d = DotProduct(c->xyz, projection) - projection[3];
	VectorMA(c->xyz, -d, projection, pc);

	/* calculate barycentric basis for the triangle */
	bb = (b->st[0] - a->st[0]) * (c->st[1] - a->st[1]) - (c->st[0] - a->st[0]) * (b->st[1] - a->st[1]);
	if (fabs(bb) < 0.00000001f)
	{
		return qfalse;
	}

	/* calculate texture origin */
	s       = 0.0f;
	t       = 0.0f;
	bary[0] = ((b->st[0] - s) * (c->st[1] - t) - (c->st[0] - s) * (b->st[1] - t)) / bb;
	bary[1] = ((c->st[0] - s) * (a->st[1] - t) - (a->st[0] - s) * (c->st[1] - t)) / bb;
	bary[2] = ((a->st[0] - s) * (b->st[1] - t) - (b->st[0] - s) * (a->st[1] - t)) / bb;

	origin[0] = bary[0] * pa[0] + bary[1] * pb[0] + bary[2] * pc[0];
	origin[1] = bary[0] * pa[1] + bary[1] * pb[1] + bary[2] * pc[1];
	origin[2] = bary[0] * pa[2] + bary[1] * pb[2] + bary[2] * pc[2];

	/* calculate s vector */
	s       = 1.0f;
	t       = 0.0f;
	bary[0] = ((b->st[0] - s) * (c->st[1] - t) - (c->st[0] - s) * (b->st[1] - t)) / bb;
	bary[1] = ((c->st[0] - s) * (a->st[1] - t) - (a->st[0] - s) * (c->st[1] - t)) / bb;
	bary[2] = ((a->st[0] - s) * (b->st[1] - t) - (b->st[0] - s) * (a->st[1] - t)) / bb;

	xyz[0] = bary[0] * pa[0] + bary[1] * pb[0] + bary[2] * pc[0];
	xyz[1] = bary[0] * pa[1] + bary[1] * pb[1] + bary[2] * pc[1];
	xyz[2] = bary[0] * pa[2] + bary[1] * pb[2] + bary[2] * pc[2];

	VectorSubtract(xyz, origin, vecs[0]);

	/* calculate t vector */
	s       = 0.0f;
	t       = 1.0f;
	bary[0] = ((b->st[0] - s) * (c->st[1] - t) - (c->st[0] - s) * (b->st[1] - t)) / bb;
	bary[1] = ((c->st[0] - s) * (a->st[1] - t) - (a->st[0] - s) * (c->st[1] - t)) / bb;
	bary[2] = ((a->st[0] - s) * (b->st[1] - t) - (b->st[0] - s) * (a->st[1] - t)) / bb;

	xyz[0] = bary[0] * pa[0] + bary[1] * pb[0] + bary[2] * pc[0];
	xyz[1] = bary[0] * pa[1] + bary[1] * pb[1] + bary[2] * pc[1];
	xyz[2] = bary[0] * pa[2] + bary[1] * pb[2] + bary[2] * pc[2];

	VectorSubtract(xyz, origin, vecs[1]);

	/* calcuate r vector */
	VectorScale(projection, -1.0f, vecs[2]);

	/* calculate transform axis */
	for (i = 0; i < 3; i++)
		lengths[i] = VectorNormalize2(vecs[i], axis[i]);

	for (i = 0; i < 2; i++)
		for (j = 0; j < 3; j++)
			texMat[i][j] = lengths[i] > 0.0f ? (axis[i][j] / lengths[i]) : 0.0f;
	texMat[0][3] = a->st[0] - DotProduct(pa, texMat[0]);
	texMat[1][3] = a->st[1] - DotProduct(pa, texMat[1]);

	/* disco */
	return qtrue;
}
开发者ID:Ododo,项目名称:etlegacy,代码行数:76,代码来源:tr_decals.c


示例5: PM_SlideMove


//.........这里部分代码省略.........
		//
		if ( !(pm->ps->pm_flags&PMF_STUCK_TO_WALL) )
		{//no sliding if stuck to wall!
			for ( i = 0 ; i < numplanes ; i++ ) {
				if ( VectorCompare( normal, planes[i] ) ) {//DotProduct( normal, planes[i] ) > 0.99 ) {
					VectorAdd( normal, pm->ps->velocity, pm->ps->velocity );
					break;
				}
			}
			if ( i < numplanes ) {
				continue;
			}
		}
		VectorCopy (normal, planes[numplanes]);
		numplanes++;

		//
		// modify velocity so it parallels all of the clip planes
		//

		// find a plane that it enters
		for ( i = 0 ; i < numplanes ; i++ ) {
			into = DotProduct( pm->ps->velocity, planes[i] );
			if ( into >= 0.1 ) {
				continue;		// move doesn't interact with the plane
			}

			// see how hard we are hitting things
			if ( -into > pml.impactSpeed ) {
				pml.impactSpeed = -into;
			}

			// slide along the plane
			PM_ClipVelocity (pm->ps->velocity, planes[i], clipVelocity, OVERCLIP );

			// slide along the plane
			PM_ClipVelocity (endVelocity, planes[i], endClipVelocity, OVERCLIP );

			// see if there is a second plane that the new move enters
			for ( j = 0 ; j < numplanes ; j++ ) {
				if ( j == i ) {
					continue;
				}
				if ( DotProduct( clipVelocity, planes[j] ) >= 0.1 ) {
					continue;		// move doesn't interact with the plane
				}

				// try clipping the move to the plane
				PM_ClipVelocity( clipVelocity, planes[j], clipVelocity, OVERCLIP );
				PM_ClipVelocity( endClipVelocity, planes[j], endClipVelocity, OVERCLIP );

				// see if it goes back into the first clip plane
				if ( DotProduct( clipVelocity, planes[i] ) >= 0 ) {
					continue;
				}

				// slide the original velocity along the crease
				CrossProduct (planes[i], planes[j], dir);
				VectorNormalize( dir );
				d = DotProduct( dir, pm->ps->velocity );
				VectorScale( dir, d, clipVelocity );

				CrossProduct (planes[i], planes[j], dir);
				VectorNormalize( dir );
				d = DotProduct( dir, endVelocity );
				VectorScale( dir, d, endClipVelocity );

				// see if there is a third plane the the new move enters
				for ( k = 0 ; k < numplanes ; k++ ) {
					if ( k == i || k == j ) {
						continue;
					}
					if ( DotProduct( clipVelocity, planes[k] ) >= 0.1 ) {
						continue;		// move doesn't interact with the plane
					}

					// stop dead at a triple plane interaction
					VectorClear( pm->ps->velocity );
					return qtrue;
				}
			}

			// if we have fixed all interactions, try another move
			VectorCopy( clipVelocity, pm->ps->velocity );
			VectorCopy( endClipVelocity, endVelocity );
			break;
		}
	}

	if ( gravity ) {
		VectorCopy( endVelocity, pm->ps->velocity );
	}

	// don't change velocity if in a timer (FIXME: is this correct?)
	if ( pm->ps->pm_time ) {
		VectorCopy( primal_velocity, pm->ps->velocity );
	}

	return (qboolean)( bumpcount != 0 );
}
开发者ID:mehmehsomeone,项目名称:OpenRP,代码行数:101,代码来源:bg_slidemove.cpp


示例6: G_RunMissile

void G_RunMissile( gentity_t *ent ) 
{
	vec3_t		oldOrg;
	trace_t		tr;
	int			trHitLoc=HL_NONE;

	if ( (ent->s.eFlags&EF_HELD_BY_SAND_CREATURE) )
	{//in a sand creature's mouth
		if ( ent->activator )
		{
			mdxaBone_t	boltMatrix;
			// Getting the bolt here
			//in hand
			vec3_t scAngles = {0};
			scAngles[YAW] = ent->activator->currentAngles[YAW];
			gi.G2API_GetBoltMatrix( ent->activator->ghoul2, ent->activator->playerModel, ent->activator->gutBolt, 
					&boltMatrix, scAngles, ent->activator->currentOrigin, (cg.time?cg.time:level.time),
					NULL, ent->activator->s.modelScale );
			// Storing ent position, bolt position, and bolt axis
			gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, ent->currentOrigin );
			G_SetOrigin( ent, ent->currentOrigin );
		}
		// check think function
		G_RunThink( ent );
		return;
	}

	VectorCopy( ent->currentOrigin, oldOrg );

	// get current position
	if ( ent->s.pos.trType == TR_INTERPOLATE )
	{//rolling missile?
		//FIXME: WTF?!!  Sticks to stick missiles?
		//FIXME: they stick inside the player
		G_RollMissile( ent );
		if ( ent->s.eType != ET_GENERAL )
		{//didn't explode
			VectorCopy( ent->currentOrigin, ent->s.pos.trBase );
			gi.trace( &tr, oldOrg, ent->mins, ent->maxs, ent->currentOrigin, ent->s.number, ent->clipmask, G2_RETURNONHIT, 10 );
			if ( VectorCompare( ent->s.pos.trDelta, vec3_origin ) )
			{
				//VectorCopy( ent->currentAngles, ent->s.apos.trBase );
				VectorClear( ent->s.apos.trDelta );
			}
			else
			{
				vec3_t	ang, fwdDir, rtDir;
				float	speed;
				
				ent->s.apos.trType = TR_INTERPOLATE;
				VectorSet( ang, 0, ent->s.apos.trBase[1], 0 );
				AngleVectors( ang, fwdDir, rtDir, NULL );
				speed = VectorLength( ent->s.pos.trDelta )*4;

				//HMM, this works along an axis-aligned dir, but not along diagonals
				//This is because when roll gets to 90, pitch becomes yaw, and vice-versa
				//Maybe need to just set the angles directly?
				ent->s.apos.trDelta[0] = DotProduct( fwdDir, ent->s.pos.trDelta );
				ent->s.apos.trDelta[1] = 0;//never spin!
				ent->s.apos.trDelta[2] = DotProduct( rtDir, ent->s.pos.trDelta );

				VectorNormalize( ent->s.apos.trDelta );
				VectorScale( ent->s.apos.trDelta, speed, ent->s.apos.trDelta );

				ent->s.apos.trTime = level.previousTime;
			}
		}
	}
	else
	{
		vec3_t		origin; 
		EvaluateTrajectory( &ent->s.pos, level.time, origin );
		// trace a line from the previous position to the current position,
		// ignoring interactions with the missile owner
		gi.trace( &tr, ent->currentOrigin, ent->mins, ent->maxs, origin, 
			ent->owner ? ent->owner->s.number : ent->s.number, ent->clipmask, G2_COLLIDE, 10 );
		
		if ( tr.entityNum != ENTITYNUM_NONE )
		{
			gentity_t *other = &g_entities[tr.entityNum];
			// check for hitting a lightsaber
			if ( other->contents & CONTENTS_LIGHTSABER )
			{//hit a lightsaber bbox
				if ( other->owner 
					&& other->owner->client 
					&& !other->owner->client->ps.saberInFlight 
					&& ( Q_irand( 0, (other->owner->client->ps.forcePowerLevel[FP_SABER_DEFENSE]*other->owner->client->ps.forcePowerLevel[FP_SABER_DEFENSE]) ) == 0 
						|| !InFront( ent->currentOrigin, other->owner->currentOrigin, other->owner->client->ps.viewangles, SABER_REFLECT_MISSILE_CONE ) ) )//other->owner->s.number == 0 &&
				{//Jedi cannot block shots from behind!
					//re-trace from here, ignoring the lightsaber
					gi.trace( &tr, tr.endpos, ent->mins, ent->maxs, origin, tr.entityNum, ent->clipmask, G2_RETURNONHIT, 10 );
				}
			}
		}

		VectorCopy( tr.endpos, ent->currentOrigin );
	}

	// get current angles
	VectorMA( ent->s.apos.trBase, (level.time - ent->s.apos.trTime) * 0.001, ent->s.apos.trDelta, ent->s.apos.trBase );
//.........这里部分代码省略.........
开发者ID:3ddy,项目名称:Jedi-Academy,代码行数:101,代码来源:g_missile.cpp


示例7: G_BounceMissile

/*
================
G_BounceMissile

================
*/
void G_BounceMissile( gentity_t *ent, trace_t *trace ) {
	vec3_t	velocity;
	float	dot;
	int		hitTime;

	// reflect the velocity on the trace plane
	hitTime = level.previousTime + ( level.time - level.previousTime ) * trace->fraction;
	EvaluateTrajectoryDelta( &ent->s.pos, hitTime, velocity );
	dot = DotProduct( velocity, trace->plane.normal );
	VectorMA( velocity, -2*dot, trace->plane.normal, ent->s.pos.trDelta );

	if ( ent->s.eFlags & EF_BOUNCE_SHRAPNEL ) 
	{
		VectorScale( ent->s.pos.trDelta, 0.25f, ent->s.pos.trDelta );
		ent->s.pos.trType = TR_GRAVITY;

		// check for stop
		if ( trace->plane.normal[2] > 0.7 && ent->s.pos.trDelta[2] < 40 ) //this can happen even on very slightly sloped walls, so changed it from > 0 to > 0.7
		{
			G_SetOrigin( ent, trace->endpos );
			ent->nextthink = level.time + 100;
			return;
		}
	}
	else if ( ent->s.eFlags & EF_BOUNCE_HALF ) 
	{
		VectorScale( ent->s.pos.trDelta, 0.5, ent->s.pos.trDelta );

		// check for stop
		if ( trace->plane.normal[2] > 0.7 && ent->s.pos.trDelta[2] < 40 ) //this can happen even on very slightly sloped walls, so changed it from > 0 to > 0.7
		{
			if ( ent->s.weapon == WP_THERMAL )
			{//roll when you "stop"
				ent->s.pos.trType = TR_INTERPOLATE;
			}
			else
			{
				G_SetOrigin( ent, trace->endpos );
				ent->nextthink = level.time + 500;
				return;
			}
		}

		if ( ent->s.weapon == WP_THERMAL )
		{
			ent->has_bounced = qtrue;
		}
	}

#if 0
	// OLD--this looks so wrong.  It looked wrong in EF.  It just must be wrong.
	VectorAdd( ent->currentOrigin, trace->plane.normal, ent->currentOrigin);

	ent->s.pos.trTime = level.time - 10;
#else
	// NEW--It would seem that we want to set our trBase to the trace endpos
	//	and set the trTime to the actual time of impact....
	VectorAdd( trace->endpos, trace->plane.normal, ent->currentOrigin );
	if ( hitTime >= level.time )
	{//trace fraction must have been 1
		ent->s.pos.trTime = level.time - 10;
	}
	else
	{
		ent->s.pos.trTime = hitTime - 10; // this is kinda dumb hacking, but it pushes the missile away from the impact plane a bit
	}
#endif

	VectorCopy( ent->currentOrigin, ent->s.pos.trBase );
	VectorCopy( trace->plane.normal, ent->pos1 );

	if ( ent->s.weapon != WP_SABER 
		&& ent->s.weapon != WP_THERMAL 
		&& ent->e_clThinkFunc != clThinkF_CG_Limb
		&& ent->e_ThinkFunc != thinkF_LimbThink )
	{//not a saber, bouncing thermal or limb
		//now you can damage the guy you came from
		ent->owner = NULL;
	}
}
开发者ID:3ddy,项目名称:Jedi-Academy,代码行数:86,代码来源:g_missile.cpp


示例8: SV_Physics_Toss

/*
=============
SV_Physics_Toss

Toss, bounce, and fly movement.  When onground, do nothing.
=============
*/
void SV_Physics_Toss (edict_t *ent)
{
	trace_t		trace;
	vec3_t		move;
	float		backoff;
	edict_t		*slave;
	qboolean	wasinwater;
	qboolean	isinwater;
	vec3_t		old_origin;

// regular thinking
	SV_RunThink (ent);

	// if not a team captain, so movement will be handled elsewhere
	if ( ent->flags & FL_TEAMSLAVE)
		return;

	if (ent->velocity[2] > 0)
		ent->groundentity = NULL;

// check for the groundentity going away
	if (ent->groundentity)
		if (!ent->groundentity->inuse)
			ent->groundentity = NULL;

// if onground, return without moving
	if ( ent->groundentity )
		return;

	VectorCopy (ent->s.origin, old_origin);

	SV_CheckVelocity (ent);

// add gravity
	if (ent->movetype != MOVETYPE_FLY
	&& ent->movetype != MOVETYPE_FLYMISSILE
	// RAFAEL
	// move type for rippergun projectile
	&& ent->movetype != MOVETYPE_WALLBOUNCE)
		SV_AddGravity (ent);

// move angles
	VectorMA (ent->s.angles, FRAMETIME, ent->avelocity, ent->s.angles);

// move origin
	VectorScale (ent->velocity, FRAMETIME, move);
	trace = SV_PushEntity (ent, move);
	if (!ent->inuse)
		return;

	if (trace.fraction < 1)
	{
		// RAFAEL
		if (ent->movetype == MOVETYPE_WALLBOUNCE)
			backoff = 2.0;
		// RAFAEL ( else )		
		else if (ent->movetype == MOVETYPE_BOUNCE)
			backoff = 1.5;
		else
			backoff = 1;

		ClipVelocity (ent->velocity, trace.plane.normal, ent->velocity, backoff);

		// RAFAEL
		if (ent->movetype == MOVETYPE_WALLBOUNCE)
			vectoangles (ent->velocity, ent->s.angles);

	// stop if on ground
		// RAFAEL
		if (trace.plane.normal[2] > 0.7 && ent->movetype != MOVETYPE_WALLBOUNCE)
		{		
			if (ent->velocity[2] < 60 || ent->movetype != MOVETYPE_BOUNCE )
			{
				ent->groundentity = trace.ent;
				ent->groundentity_linkcount = trace.ent->linkcount;
				VectorCopy (vec3_origin, ent->velocity);
				VectorCopy (vec3_origin, ent->avelocity);
			}
		}

//		if (ent->touch)
//			ent->touch (ent, trace.ent, &trace.plane, trace.surface);
	}
	
// check for water transition
	wasinwater = (ent->watertype & MASK_WATER);
	ent->watertype = gi.pointcontents (ent->s.origin);
	isinwater = ent->watertype & MASK_WATER;

	if (isinwater)
		ent->waterlevel = 1;
	else
		ent->waterlevel = 0;
//.........这里部分代码省略.........
开发者ID:ajbonner,项目名称:yet-another-quake2-fork,代码行数:101,代码来源:g_phys.c


示例9: CanDamage

/*
============
CanDamage

Returns true if the inflictor can directly damage the target.  Used for
explosions and melee attacks.
============
*/
qboolean CanDamage(edict_t * targ, edict_t * inflictor)
{
	vec3_t dest;
	trace_t trace;

// bmodels need special checking because their origin is 0,0,0
	if (targ->movetype == MOVETYPE_PUSH) {
		VectorAdd(targ->absmin, targ->absmax, dest);
		VectorScale(dest, 0.5, dest);
		trace =
		    gi.trace(inflictor->s.origin, vec3_origin, vec3_origin,
			     dest, inflictor, MASK_SOLID);
		if (trace.fraction == 1.0)
			return true;
		if (trace.ent == targ)
			return true;
		return false;
	}

	trace =
	    gi.trace(inflictor->s.origin, vec3_origin, vec3_origin,
		     targ->s.origin, inflictor, MASK_SOLID);
	if (trace.fraction == 1.0)
		return true;

	VectorCopy(targ->s.origin, dest);
	dest[0] += 15.0;
	dest[1] += 15.0;
	trace =
	    gi.trace(inflictor->s.origin, vec3_origin, vec3_origin, dest,
		     inflictor, MASK_SOLID);
	if (trace.fraction == 1.0)
		return true;

	VectorCopy(targ->s.origin, dest);
	dest[0] += 15.0;
	dest[1] -= 15.0;
	trace =
	    gi.trace(inflictor->s.origin, vec3_origin, vec3_origin, dest,
		     inflictor, MASK_SOLID);
	if (trace.fraction == 1.0)
		return true;

	VectorCopy(targ->s.origin, dest);
	dest[0] -= 15.0;
	dest[1] += 15.0;
	trace =
	    gi.trace(inflictor->s.origin, vec3_origin, vec3_origin, dest,
		     inflictor, MASK_SOLID);
	if (trace.fraction == 1.0)
		return true;

	VectorCopy(targ->s.origin, dest);
	dest[0] -= 15.0;
	dest[1] -= 15.0;
	trace =
	    gi.trace(inflictor->s.origin, vec3_origin, vec3_origin, dest,
		     inflictor, MASK_SOLID);
	if (trace.fraction == 1.0)
		return true;

	return false;
}
开发者ID:slapin,项目名称:q2game-lua,代码行数:71,代码来源:g_combat.c


示例10: NPC_BSHowler_Default

/*
-------------------------
NPC_BSHowler_Default
-------------------------
*/
void NPC_BSHowler_Default( void )
{
	if ( NPC->client->ps.legsAnim != BOTH_GESTURE1 )
	{
		NPC->count = 0;
	}
	//FIXME: if in jump, do damage in front and maybe knock them down?
	if ( !TIMER_Done( NPC, "attacking" ) )
	{
		if ( NPC->enemy )
		{
			//NPC_FaceEnemy( qfalse );
			Howler_Attack( Distance( NPC->enemy->currentOrigin, NPC->currentOrigin ) );
		}
		else
		{
			//NPC_UpdateAngles( qfalse, qtrue );
			Howler_Attack( 0.0f );
		}
		NPC_UpdateAngles( qfalse, qtrue );
		return;
	}

	if ( NPC->enemy )
	{
		if ( NPCInfo->stats.aggression > 0 )
		{
			if ( TIMER_Done( NPC, "aggressionDecay" ) )
			{
				NPCInfo->stats.aggression--;
				TIMER_Set( NPC, "aggressionDecay", 500 );
			}
		}
		if ( !TIMER_Done( NPC, "flee" ) 
			&& NPC_BSFlee() )	//this can clear ENEMY
		{//successfully trying to run away
			return;
		}
		if ( NPC->enemy == NULL)
		{
			NPC_UpdateAngles( qfalse, qtrue );
			return;
		}
		if ( NPCInfo->localState == LSTATE_FLEE )
		{//we were fleeing, now done (either timer ran out or we cannot flee anymore
			if ( NPC_ClearLOS( NPC->enemy ) )
			{//if enemy is still around, go berzerk
				NPCInfo->localState = LSTATE_BERZERK;
			}
			else
			{//otherwise, lick our wounds?
				NPCInfo->localState = LSTATE_CLEAR;
				TIMER_Set( NPC, "standing", Q_irand( 3000, 10000 ) );
			}
		}
		else if ( NPCInfo->localState == LSTATE_BERZERK )
		{//go nuts!
		}
		else if ( NPCInfo->stats.aggression >= Q_irand( 75, 125 ) )
		{//that's it, go nuts!
			NPCInfo->localState = LSTATE_BERZERK;
		}
		else if ( !TIMER_Done( NPC, "retreating" ) )
		{//trying to back off
			NPC_FaceEnemy( qtrue );
			if ( NPC->client->ps.speed > NPCInfo->stats.walkSpeed )
			{
				NPC->client->ps.speed = NPCInfo->stats.walkSpeed;
			}
			ucmd.buttons |= BUTTON_WALKING;
			if ( Distance( NPC->enemy->currentOrigin, NPC->currentOrigin ) < HOWLER_RETREAT_DIST )
			{//enemy is close
				vec3_t moveDir;
				AngleVectors( NPC->currentAngles, moveDir, NULL, NULL );
				VectorScale( moveDir, -1, moveDir );
				if ( !NAV_DirSafe( NPC, moveDir, 8 ) )
				{//enemy is backing me up against a wall or ledge!  Start to get really mad!
					NPCInfo->stats.aggression += 2;
				}
				else
				{//back off
					ucmd.forwardmove = -127;
				}
				//enemy won't leave me alone, get mad...
				NPCInfo->stats.aggression++;
			}
			return;
		}
		else if ( TIMER_Done( NPC, "standing" ) )
		{//not standing around
			if ( !(NPCInfo->last_ucmd.forwardmove)
				&& !(NPCInfo->last_ucmd.rightmove) )
			{//stood last frame
				if ( TIMER_Done( NPC, "walking" ) 
					&& TIMER_Done( NPC, "running" ) )
//.........这里部分代码省略.........
开发者ID:AlexCSilva,项目名称:jediacademy,代码行数:101,代码来源:AI_Howler.cpp


示例11: SV_FlyMove


//.........这里部分代码省略.........

		if (trace.allsolid)
		{	// entity is trapped in another solid
			VectorCopy (vec3_origin, ent->velocity);
			return 3;
		}

		if (trace.fraction > 0)
		{	// actually covered some distance
			VectorCopy (trace.endpos, ent->s.origin);
			VectorCopy (ent->velocity, original_velocity);
			numplanes = 0;
		}

		if (trace.fraction == 1)
			 break;		// moved the entire distance

		hit = trace.ent;

		if (trace.plane.normal[2] > 0.7)
		{
			blocked |= 1;		// floor
			if ( hit->solid == SOLID_BSP)
			{
				ent->groundentity = hit;
				ent->groundentity_linkcount = hit->linkcount;
			}
		}
		if (!trace.plane.normal[2])
		{
			blocked |= 2;		// step
		}

//
// run the impact function
//
		SV_Impact (ent, &trace);
		if (!ent->inuse)
			break;		// removed by the impact function

		
		time_left -= time_left * trace.fraction;
		
	// cliped to another plane
		if (numplanes >= MAX_CLIP_PLANES)
		{	// this shouldn't really happen
			VectorCopy (vec3_origin, ent->velocity);
			return 3;
		}

		VectorCopy (trace.plane.normal, planes[numplanes]);
		numplanes++;

//
// modify original_velocity so it parallels all of the clip planes
//
		for (i=0 ; i<numplanes ; i++)
		{
			ClipVelocity (original_velocity, planes[i], new_velocity, 1);

			for (j=0 ; j<numplanes ; j++)
				if ((j != i) && !VectorCompare (planes[i], planes[j]))
				{
					if (DotProduct (new_velocity, planes[j]) < 0)
						break;	// not ok
				}
			if (j == numplanes)
				break;
		}
		
		if (i != numplanes)
		{	// go along this plane
			VectorCopy (new_velocity, ent->velocity);
		}
		else
		{	// go along the crease
			if (numplanes != 2)
			{
//				gi.dprintf ("clip velocity, numplanes == %i\n",numplanes);
				VectorCopy (vec3_origin, ent->velocity);
				return 7;
			}
			CrossProduct (planes[0], planes[1], dir);
			d = DotProduct (dir, ent->velocity);
			VectorScale (dir, d, ent->velocity);
		}

//
// if original velocity is against the original velocity, stop dead
// to avoid tiny occilations in sloping corners
//
		if (DotProduct (ent->velocity, primal_velocity) <= 0)
		{
			VectorCopy (vec3_origin, ent->velocity);
			return blocked;
		}
	}

	return blocked;
}
开发者ID:ajbonner,项目名称:yet-another-quake2-fork,代码行数:101,代码来源:g_phys.c


示例12: Howler_Attack

//------------------------------
static void Howler_Attack( float enemyDist, qboolean howl )
{
	int dmg = (NPCInfo->localState==LSTATE_BERZERK)?5:2;

	if ( !TIMER_Exists( NPC, "attacking" ))
	{
		int attackAnim = BOTH_GESTURE1;
		// Going to do an attack
		if ( NPC->enemy && NPC->enemy->client && PM_InKnockDown( &NPC->enemy->client->ps )
			&& enemyDist <= MIN_DISTANCE )
		{
			attackAnim = BOTH_ATTACK2;
		}
		else if ( !Q_irand( 0, 4 ) || howl )
		{//howl attack
			//G_SoundOnEnt( NPC, CHAN_VOICE, "sound/chars/howler/howl.mp3" );
		}
		else if ( enemyDist > MIN_DISTANCE && Q_irand( 0, 1 ) )
		{//lunge attack
			//jump foward
			vec3_t	fwd, yawAng = {0, NPC->client->ps.viewangles[YAW], 0};
			AngleVectors( yawAng, fwd, NULL, NULL );
			VectorScale( fwd, (enemyDist*3.0f), NPC->client->ps.velocity );
			NPC->client->ps.velocity[2] = 200;
			NPC->client->ps.groundEntityNum = ENTITYNUM_NONE;
			
			attackAnim = BOTH_ATTACK1;
		}
		else
		{//tongue attack
			attackAnim = BOTH_ATTACK2;
		}

		NPC_SetAnim( NPC, SETANIM_BOTH, attackAnim, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD | SETANIM_FLAG_RESTART );
		if ( NPCInfo->localState == LSTATE_BERZERK )
		{//attack again right away
			TIMER_Set( NPC, "attacking", NPC->client->ps.legsAnimTimer );
		}
		else
		{
			TIMER_Set( NPC, "attacking", NPC->client->ps.legsAnimTimer + Q_irand( 0, 1500 ) );//FIXME: base on skill
			TIMER_Set( NPC, "standing", -level.time );
			TIMER_Set( NPC, "walking", -level.time );
			TIMER_Set( NPC, "running", NPC->client->ps.legsAnimTimer + 5000 );
		}

		TIMER_Set( NPC, "attack_dmg", 200 ); // level two damage
	}

	// Need to do delayed damage since the attack animations encapsulate multiple mini-attacks
	switch ( NPC->client->ps.legsAnim )
	{
	case BOTH_ATTACK1:
	case BOTH_MELEE1:
		if ( NPC->client->ps.legsAnimTimer > 650//more than 13 frames left
			&& PM_AnimLength( NPC->client->clientInfo.animFileIndex, (animNumber_t)NPC->client->ps.legsAnim ) - NPC->client->ps.legsAnimTimer >= 800 )//at least 16 frames into anim
		{
			Howler_TryDamage( dmg, qfalse, qfalse );
		}
		break;
	case BOTH_ATTACK2:
	case BOTH_MELEE2:
		if ( NPC->client->ps.legsAnimTimer > 350//more than 7 frames left
			&& PM_AnimLength( NPC->client->clientInfo.animFileIndex, (animNumber_t)NPC->client->ps.legsAnim ) - NPC->client->ps.legsAnimTimer >= 550 )//at least 11 frames into anim
		{
			Howler_TryDamage( dmg, qtrue, qfalse );
		}
		break;
	case BOTH_GESTURE1:
		{
			if ( NPC->client->ps.legsAnimTimer > 1800//more than 36 frames left
				&& PM_AnimLength( NPC->client->clientInfo.animFileIndex, (animNumber_t)NPC->client->ps.legsAnim ) - NPC->client->ps.legsAnimTimer >= 950 )//at least 19 frames into anim
			{
				Howler_Howl();
				if ( !NPC->count )
				{
					G_PlayEffect( G_EffectIndex( "howler/sonic" ), NPC->playerModel, NPC->genericBolt1, NPC->s.number, NPC->currentOrigin, 4750, qtrue );
					G_SoundOnEnt( NPC, CHAN_VOICE, "sound/chars/howler/howl.mp3" );
					NPC->count = 1;
				}
			}
		}
		break;
	default:
		//anims seem to get reset after a load, so just stop attacking and it will restart as needed.
		TIMER_Remove( NPC, "attacking" );
		break;
	}

	// Just using this to remove the attacking flag at the right time
	TIMER_Done2( NPC, "attacking", qtrue );
}
开发者ID:AlexCSilva,项目名称:jediacademy,代码行数:93,代码来源:AI_Howler.cpp


示例13: modified


//.........这里部分代码省略.........
			// actually covered some distance
			VectorCopy( trace.endpos, ent->v.origin );
			VectorCopy( ent->v.velocity, original_velocity );
			numplanes = 0;
		}

		if( trace.fraction == 1.0f )
			 break; // moved the entire distance

		if( !trace.ent )
			MsgDev( D_ERROR, "SV_FlyMove: trace.ent == NULL\n" );

		if( trace.plane.normal[2] > 0.7f )
		{
			blocked |= 1; // floor

         			if( trace.ent->v.solid == SOLID_BSP || trace.ent->v.solid == SOLID_SLIDEBOX ||
			trace.ent->v.movetype == MOVETYPE_PUSHSTEP || (trace.ent->v.flags & FL_CLIENT))
			{
				ent->v.flags |= FL_ONGROUND;
				ent->v.groundentity = trace.ent;
			}
		}

		if( trace.plane.normal[2] == 0.0f )
		{
			blocked |= 2; // step
			if( steptrace ) *steptrace = trace; // save for player extrafriction
		}

		// run the impact function
		SV_Impact( ent, trace.ent, &trace );

		// break if removed by the impact function
		if( ent->free ) break;

		time_left -= time_left * trace.fraction;

		// clipped to another plane
		if( numplanes >= MAX_CLIP_PLANES )
		{
			// this shouldn't really happen
			VectorClear( ent->v.velocity );
			break;
		}

		VectorCopy( trace.plane.normal, planes[numplanes] );
		numplanes++;

		// modify original_velocity so it parallels all of the clip planes
		for( i = 0; i < numplanes; i++ )
		{
			SV_ClipVelocity( original_velocity, planes[i], new_velocity, 1.0f );

			for( j = 0; j < numplanes; j++ )
			{
				if( j != i )
				{
					if( DotProduct( new_velocity, planes[j] ) < 0.0f )
						break; // not ok
				}
			}

			if( j == numplanes )
				break;
		}

		if( i != numplanes )
		{
			// go along this plane
			VectorCopy( new_velocity, ent->v.velocity );
		}
		else
		{
			// go along the crease
			if( numplanes != 2 )
			{
				VectorClear( ent->v.velocity );
				break;
			}

			CrossProduct( planes[0], planes[1], dir );
			d = DotProduct( dir, ent->v.velocity );
			VectorScale( dir, d, ent->v.velocity );
		}

		// if current velocity is against the original velocity,
		// stop dead to avoid tiny occilations in sloping corners
		if( DotProduct( ent->v.velocity, primal_velocity ) <= 0.0f )
		{
			VectorClear( ent->v.velocity );
			break;
		}
	}

	if( allFraction == 0.0f )
		VectorClear( ent->v.velocity );

	return blocked;
}
开发者ID:Fograin,项目名称:hl-subsmod-ex,代码行数:101,代码来源:sv_phys.c


示例14: SV_Physics_Toss

/*
=============
SV_Physics_Toss

Toss, bounce, and fly movement.  When onground, do nothing.
=============
*/
void SV_Physics_Toss( edict_t *ent )
{
	trace_t	trace;
	vec3_t	move;
	float	backoff;
	edict_t	*ground;

	SV_CheckWater( ent );

	// regular thinking
	if( !SV_RunThink( ent )) return;

	ground = ent->v.groundentity;

	if( ent->v.velocity[2] > 0.0f || !SV_IsValidEdict( ground ) || ground->v.flags & (FL_MONSTER|FL_CLIENT) || svgame.globals->changelevel )
	{
		ent->v.flags &= ~FL_ONGROUND;
          }

	// if on ground and not moving, return.
	if( ent->v.flags & FL_ONGROUND && VectorIsNull( ent->v.velocity ))
	{
		VectorClear( ent->v.avelocity );

		if( VectorIsNull( ent->v.basevelocity ))
			return;	// at rest
	}

	SV_CheckVelocity( ent );

	// add gravity
	switch( ent->v.movetype )
	{
	case MOVETYPE_FLY:
	case MOVETYPE_FLYMISSILE:
	case MOVETYPE_BOUNCEMISSILE:
		break;
	default:
		SV_AddGravity( ent );
		break;
	}

	// move angles (with friction)
	switch( ent->v.movetype )
	{
	case MOVETYPE_TOSS:
	case MOVETYPE_BOUNCE:
		SV_AngularMove( ent, host.frametime, ent->v.friction );
		break;         
	default:
		SV_AngularMove( ent, host.frametime, 0.0f );
		break;
	}

	// move origin
	// Base velocity is not properly accounted for since this entity will move again
	// after the bounce without taking it into account
	VectorAdd( ent->v.velocity, ent->v.basevelocity, ent->v.velocity );

	SV_CheckVelocity( ent );
	VectorScale( ent->v.velocity, host.frametime, move );

	VectorSubtract( ent->v.velocity, ent->v.basevelocity, ent->v.velocity );

	trace = SV_PushEntity( ent, move, vec3_origin, NULL );
	if( ent->free ) return;

	SV_CheckVelocity( ent );

	if( trace.allsolid )
	{
		// entity is trapped in another solid
		VectorClear( ent->v.avelocity );
		VectorClear( ent->v.velocity );
		return;
	}

	if( trace.fraction == 1.0f )
	{
		SV_CheckWaterTransition( ent );
		return;
	}

	if( ent->v.movetype == MOVETYPE_BOUNCE )
		backoff = 2.0f - ent->v.friction;
	else if( ent->v.movetype == MOVETYPE_BOUNCEMISSILE )
		backoff = 2.0f;
	else backoff = 1.0f;

	SV_ClipVelocity( ent->v.velocity, trace.plane.normal, ent->v.velocity, backoff );

	// stop if on ground
	if( trace.plane.normal[2] > 0.7f )
//.........这里部分代码省略.........
开发者ID:Fograin,项目名称:hl-subsmod-ex,代码行数:101,代码来源:sv_phys.c


示例15: fabs

/*
=================
BaseWindingForPlane
=================
*/
winding_t *BaseWindingForPlane (vec3_t normal, vec_t dist)
{
	int		i, x;
	vec_t	max, v;
	vec3_t	org, vright, vup;
	winding_t	*w;
	
// find the major axis

	max = -BOGUS_RANGE;
	x = -1;
	for (i=0 ; i<3; i++)
	{
		v = fabs(normal[i]);
		if (v > max)
		{
			x = i;
			max = v;
		}
	}
	if (x==-1)
		Error ("BaseWindingForPlane: no axis found");
		
	VectorCopy (vec3_origin, vup);	
	switch (x)
	{
	case 0:
	case 1:
		vup[2] = 1;
		break;		
	case 2:
		vup[0] = 1;
		break;		
	}

	v = DotProduct (vup, normal);
	VectorMA (vup, -v, normal, vup);
	VectorNormalize (vup, vup);
		
	VectorScale (normal, dist, org);
	
	CrossProduct (vup, normal, vright);
	
	VectorScale (vup, 8192, vup);
	VectorScale (vright, 8192, vright);

// project a really big	axis aligned box onto the plane
	w = AllocWinding (4);
	
	VectorSubtract (org, vright, w->p[0]);
	VectorAdd (w->p[0], vup, w->p[0]);
	
	VectorAdd (org, vright, w->p[1]);
	VectorAdd (w->p[1], vup, w->p[1]);
	
	VectorAdd (org, vright, w->p[2]);
	VectorSubtract (w->p[2], vup, w->p[2]);
	
	VectorSubtract (org, vright, w->p[3]);
	VectorSubtract (w->p[3], vup, w->p[3]);
	
	w->numpoints = 4;
	
	return w;	
}
开发者ID:AEonZR,项目名称:GtkRadiant,代码行数:70,代码来源:polylib.c


示例16: T_Damage

void T_Damage(edict_t * targ, edict_t * inflictor, edict_t * attacker,
	      vec3_t dir, vec3_t point, vec3_t normal, int damage,
	      int knockback, int dflags, int mod)
{
	gclient_t *client;
	int take;
	int save;
	int asave;
	int psave;
	int te_sparks;

	if (!targ->takedamage)
		return;

	// friendly fire avoidance
	// if enabled you can't hurt teammates (but you can hurt yourself)
	// knockback still occurs
	if ((targ != attacker)
	    &&
	    ((deathmatch->value
	      && ((int)(dmflags->value) & (DF_MODELTEAMS | DF_SKINTEAMS)))
	     || coop->value)) {
		if (OnSameTeam(targ, attacker)) {
			if ((int)(dmflags->value) & DF_NO_FRIENDLY_FIRE)
				damage = 0;
			else
				mod |= MOD_FRIENDLY_FIRE;
		}
	}
	meansOfDeath = mod;

	// easy mode takes half damage
	if (skill->value == 0 && deathmatch->value == 0 && targ->client) {
		damage *= 0.5;
		if (!damage)
			damage = 1;
	}

	client = targ->client;

	if (dflags & DAMAGE_BULLET)
		te_sparks = TE_BULLET_SPARKS;
	else
		te_sparks = TE_SPARKS;

	VectorNormalize(dir);

// bonus damage for suprising a monster
	if (!( 

鲜花

握手

雷人

路过

鸡蛋
该文章已有0人参与评论

请发表评论

全部评论

专题导读
上一篇:
C++ W_TIM_real函数代码示例发布时间:2022-05-30
下一篇:
C++ UString函数代码示例发布时间:2022-05-30
热门推荐
阅读排行榜

扫描微信二维码

查看手机版网站

随时了解更新最新资讯

139-2527-9053

在线客服(服务时间 9:00~18:00)

在线QQ客服
地址:深圳市南山区西丽大学城创智工业园
电邮:jeky_zhao#qq.com
移动电话:139-2527-9053

Powered by 互联科技 X3.4© 2001-2213 极客世界.|Sitemap