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C++ OBJ_INDEX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OBJ_INDEX函数的典型用法代码示例。如果您正苦于以下问题:C++ OBJ_INDEX函数的具体用法?C++ OBJ_INDEX怎么用?C++ OBJ_INDEX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OBJ_INDEX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: unmark_all

void ship_select::OnOK()
{
	object *ptr;

	unmark_all();
	update_status();
	ptr = GET_FIRST(&obj_used_list);
	while (ptr != END_OF_LIST(&obj_used_list))
	{
		if (ptr->flags & OF_TEMP_MARKED)
			mark_object(OBJ_INDEX(ptr));

		ptr = GET_NEXT(ptr);
	}

	if (query_valid_object() && (Marked == 1) && (Objects[cur_object_index].type == OBJ_POINT)) {
		Assert(Briefing_dialog);
		Briefing_dialog->icon_select(Objects[cur_object_index].instance);

	} else {
		if (Briefing_dialog)
			Briefing_dialog->icon_select(-1);
	}

	filter_ships = m_filter_ships;
	filter_starts = m_filter_starts;
	filter_waypoints = m_filter_waypoints;
	filter_friendly = m_filter_friendly;
	filter_hostile = m_filter_hostile;
	filter_neutral = m_filter_neutral;
	filter_unknown = m_filter_unknown;
	CDialog::OnOK();
}
开发者ID:NonCreature0714,项目名称:freespace2,代码行数:33,代码来源:ship_select.cpp


示例2: isValid

bool cockpit_display_h::isValid() {
	if (obj_num < 0 || obj_num > MAX_OBJECTS)
	{
		return false;
	}

	if (m_objp == NULL || OBJ_INDEX(m_objp) != obj_num)
	{
		return false;
	}

	// Only player has cockpit displays
	if (m_objp != Player_obj)
	{
		return false;
	}

	if (m_display_num == INVALID_ID)
	{
		return false;
	}

	if (m_display_num >= Player_displays.size())
	{
		return false;
	}

	return true;
}
开发者ID:DahBlount,项目名称:fs2open.github.com,代码行数:29,代码来源:cockpit_display.cpp


示例3: Int3

particle *particle_create( vec3d *pos, vec3d *vel, float lifetime, float rad, int type, int optional_data, float tracer_length, object *objp, bool reverse )
{
	particle_info pinfo;

	if ( (type < 0) || (type >= NUM_PARTICLE_TYPES) ) {
		Int3();
		return NULL;
	}

	// setup old data
	pinfo.pos = *pos;
	pinfo.vel = *vel;
	pinfo.lifetime = lifetime;
	pinfo.rad = rad;
	pinfo.type = type;
	pinfo.optional_data = optional_data;	

	// setup new data
	pinfo.tracer_length = -1.0f;
	if(objp == NULL)
	{
		pinfo.attached_objnum = -1;
		pinfo.attached_sig = -1;
	}
	else
	{
		pinfo.attached_objnum = OBJ_INDEX(objp);
		pinfo.attached_sig = objp->signature;
	}
	pinfo.reverse = reverse? 1 : 0;

	// lower level function
	return particle_create(&pinfo);
}
开发者ID:DahBlount,项目名称:Freespace-Open-Swifty,代码行数:34,代码来源:particle.cpp


示例4: unmark_all

void ship_select::OnOK()
{
	int i;
	object *ptr;

	unmark_all();
	update_status();
	ptr = GET_FIRST(&obj_used_list);
	while (ptr != END_OF_LIST(&obj_used_list))
	{
		if (ptr->flags & OF_TEMP_MARKED)
			mark_object(OBJ_INDEX(ptr));

		ptr = GET_NEXT(ptr);
	}

	if (query_valid_object() && (Marked == 1) && (Objects[cur_object_index].type == OBJ_POINT)) {
		Assert(Briefing_dialog);
		Briefing_dialog->icon_select(Objects[cur_object_index].instance);

	} else {
		if (Briefing_dialog)
			Briefing_dialog->icon_select(-1);
	}

	filter_ships = m_filter_ships;
	filter_starts = m_filter_starts;
	filter_waypoints = m_filter_waypoints;

	for (i = 0; i < MAX_IFFS; i++)
		filter_iff[i] = m_filter_iff[i];

	CDialog::OnOK();
}
开发者ID:n-kawamt,项目名称:fs2open_snapshot,代码行数:34,代码来源:ship_select.cpp


示例5: multi_respawn_as_observer

// respawn myself as an observer
void multi_respawn_as_observer()
{
	// configure the hud to be in "observer" mode
	hud_config_as_observer(Player_ship,Player_ai);	

	// blow away my old player object
	Player_obj->flags |= OF_SHOULD_BE_DEAD;
	obj_delete(OBJ_INDEX(Player_obj));

	// create a new shiny observer object for me
	multi_obs_create_observer(Net_player);
	
	// set my object to be the observer object
	Player_obj = &Objects[Net_player->player->objnum];
	Player_ship = &Hud_obs_ship;	
	Player_ai = &Hud_obs_ai;	
	
	// set some flags for myself
	Net_player->flags |= NETINFO_FLAG_OBSERVER;
	Net_player->flags |= NETINFO_FLAG_OBS_PLAYER;
	Net_player->flags &= ~(NETINFO_FLAG_LIMBO);

	// clear my auto-match speed flag
	Net_player->player->flags &= ~(PLAYER_FLAGS_AUTO_MATCH_SPEED | PLAYER_FLAGS_MATCH_TARGET);
	
	// reset the control info structure
	memset(&Player->ci,0,sizeof(control_info));	
}
开发者ID:lubomyr,项目名称:freespace2,代码行数:29,代码来源:multi_respawn.cpp


示例6: convert_arg

void convert_arg(lua_State* L, luacpp::LuaValueList& out, object* objp)
{
	LuaValue val;
	ade_set_object_with_breed(L, OBJ_INDEX(objp));
	convert::popValue(L, val);

	out.push_back(val);
}
开发者ID:DahBlount,项目名称:fs2open.github.com,代码行数:8,代码来源:LuaEventCallback.cpp


示例7: vm_vec_sub

void initial_status::undock(object *objp1, object *objp2)
{
	vec3d v;
	int ship_num, other_ship_num;

	if (objp1 == NULL || objp2 == NULL)
		return;

	vm_vec_sub(&v, &objp2->pos, &objp1->pos);
	vm_vec_normalize(&v);
	ship_num = get_ship_from_obj(OBJ_INDEX(objp1));
	other_ship_num = get_ship_from_obj(OBJ_INDEX(objp2));

	if (ship_class_compare(Ships[ship_num].ship_info_index, Ships[other_ship_num].ship_info_index) <= 0)
		vm_vec_scale_add2(&objp2->pos, &v, objp2->radius * 2.0f);
	else
		vm_vec_scale_add2(&objp1->pos, &v, objp1->radius * -2.0f);

	ai_do_objects_undocked_stuff(objp1, objp2);

	// check to see if one of these ships has an arrival cue of false.  If so, then
	// reset it back to default value of true.  be sure to correctly update before
	// and after setting data.
	// Goober5000 - but don't reset it if it's part of a wing!
	Ship_editor_dialog.update_data(1);

	if ( Ships[ship_num].arrival_cue == Locked_sexp_false && Ships[ship_num].wingnum < 0 ) {
		Ships[ship_num].arrival_cue = Locked_sexp_true;
	} else if ( Ships[other_ship_num].arrival_cue == Locked_sexp_false && Ships[other_ship_num].wingnum < 0 ) {
		Ships[other_ship_num].arrival_cue = Locked_sexp_true;
	}

	// if this ship is no longer docked, ensure its dock leader flag is clear
    if (!object_is_docked(&Objects[Ships[ship_num].objnum]))
        Ships[ship_num].flags.remove(Ship::Ship_Flags::Dock_leader);

	// same for the other ship
    if (!object_is_docked(&Objects[Ships[other_ship_num].objnum]))
        Ships[other_ship_num].flags.remove(Ship::Ship_Flags::Dock_leader);

	Ship_editor_dialog.initialize_data(1);
}
开发者ID:X3N0-Life-Form,项目名称:fs2open.github.com,代码行数:42,代码来源:initialstatus.cpp


示例8: OnSelchangeShipList

void ship_select::OnSelchangeShipList() 
{
	int i, j, k, count;

	if (activity)
		return;

	activity = ACTIVITY_SHIP;
	for (i=0; i<wlist_size; i++) {
		count = 0;
		for (j=0; j<Wings[wing_index[i]].wave_count; j++)
			for (k=0; k<list_size; k++)
				if (OBJ_INDEX(obj_index[k]) == wing_objects[wing_index[i]][j]) {
					if (m_ship_list.GetSel(k))
						count++;

					break;
				}

		if (count == Wings[wing_index[i]].wave_count)
			wing_sel_last[i] = 1;
		else
			wing_sel_last[i] = 0;

		m_wing_list.SetSel(i, wing_sel_last[i] ? TRUE : FALSE);
	}

	for (i=wlist_size; i<wplist_size; i++) {
		waypoint_list *wp_list = find_waypoint_list_at_index(wing_index[i]);
		Assert(wp_list != NULL);
		SCP_list<waypoint>::iterator jj;

		count = 0;
		for (j = 0, jj = wp_list->get_waypoints().begin(); jj != wp_list->get_waypoints().end(); ++j, ++jj) {
			for (k=0; k<list_size; k++) {
				if ((obj_index[k]->type == OBJ_WAYPOINT) && (obj_index[k]->instance == calc_waypoint_instance(wing_index[i], j))) {
					if (m_ship_list.GetSel(k))
						count++;

					break;
				}
			}
		}

		if ((uint) count == wp_list->get_waypoints().size())
			wing_sel_last[i] = 1;
		else
			wing_sel_last[i] = 0;

		m_wing_list.SetSel(i, wing_sel_last[i] ? TRUE : FALSE);
	}

	activity = 0;
}
开发者ID:n-kawamt,项目名称:fs2open_snapshot,代码行数:54,代码来源:ship_select.cpp


示例9: observer_delete

void observer_delete(object *obj)
{
	int num;
	
	num = obj->instance;
	Assert( Observers[num].objnum == OBJ_INDEX(obj));

	Observers[num].objnum = -1;
	Observers[num].target_objnum = -1;
	Observers[num].flags = 0;           // mark it as being free
}
开发者ID:DahBlount,项目名称:fs2open.github.com,代码行数:11,代码来源:observer.cpp


示例10: dock_evaluate_tree

void dock_evaluate_tree(object *objp, dock_function_info *infop, void (*function)(object *, dock_function_info *), ubyte *visited_bitstring)
{
	// make sure we haven't visited this object already
	if (get_bit(visited_bitstring, OBJ_INDEX(objp)))
		return;

	// mark as visited
	set_bit(visited_bitstring, OBJ_INDEX(objp));

	// call the function for this object, and return if instructed
	function(objp, infop);
	if (infop->early_return_condition) return;

	// iterate through all docked objects
	for (dock_instance *ptr = objp->dock_list; ptr != NULL; ptr = ptr->next)
	{
		// start another tree with the docked object as the root, and return if instructed
		dock_evaluate_tree(ptr->docked_objp, infop, function, visited_bitstring);
		if (infop->early_return_condition) return;
	}
}
开发者ID:Admiral-MS,项目名称:fs2open.github.com,代码行数:21,代码来源:objectdock.cpp


示例11: SignalInvolvesWidget

/*
 * Called with a signal message id that is reporting a property value or metadata change. Finds out
 * which widget is involved and if the signal is reporting a value change or a metadata change.
 */
static void* SignalInvolvesWidget(uint32_t identifier, uint8_t* isProperty)
{
    const char* member;
    AJ_MemberType mt = AJ_GetMemberType(identifier, &member, NULL);

    if (mt == AJ_SIGNAL_MEMBER) {
        *isProperty = (member[0] == 'V');
        return objectList[OBJ_INDEX(identifier)].context;
    } else {
        return NULL;
    }
}
开发者ID:dengcj0,项目名称:QCA4010,代码行数:16,代码来源:ajs_cps.c


示例12: update_danger_weapon

/**
 * If weapon_obj is likely to hit ship_obj sooner than current aip->danger_weapon_objnum,
 * then update danger_weapon_objnum.
 */
void update_danger_weapon(object *pship_obj, object *weapon_obj)
{
    ai_info	*aip;

    Assert(pship_obj->type == OBJ_SHIP);

    aip = &Ai_info[Ships[pship_obj->instance].ai_index];

    if (aip->danger_weapon_objnum == -1) {
        aip->danger_weapon_objnum = OBJ_INDEX(weapon_obj);
        aip->danger_weapon_signature = weapon_obj->signature;
    } else if (aip->danger_weapon_signature == Objects[aip->danger_weapon_objnum].signature) {
        float	danger_old_time, danger_new_time;

        danger_old_time = ai_endangered_time(pship_obj, &Objects[aip->danger_weapon_objnum]);
        danger_new_time = ai_endangered_time(pship_obj, weapon_obj);

        if (danger_new_time < danger_old_time) {
            aip->danger_weapon_objnum = OBJ_INDEX(weapon_obj);
            aip->danger_weapon_signature = weapon_obj->signature;
        }
    }
}
开发者ID:niffiwan,项目名称:fs2open.github.com,代码行数:27,代码来源:collideshipweapon.cpp


示例13: hud_escort_ship_hit

/**
 * Called whenever a ship is hit to determine if that ship is in the escort list.  If it
 * is, then start timers to flash the name hull/shield icon for that ship.
 *
 * @param objp      The object hit
 * @param quadrant  Shield quadrant on the object that was hit, alternatively -1 if no shield
 */
void hud_escort_ship_hit(object *objp, int quadrant)
{
	// no ships on the escort list in multiplayer dogfight
	if(MULTI_DOGFIGHT){
		return;
	}

	for ( int i = 0; i < Num_escort_ships; i++ ) {
		if ( Escort_ships[i].objnum == OBJ_INDEX(objp) ) {
			hud_gauge_popup_start(HUD_ESCORT_VIEW);
			Escort_ships[i].escort_hit_timer = timestamp(SHIELD_HIT_DURATION);
			Escort_ships[i].escort_hit_next_flash = timestamp(SHIELD_FLASH_INTERVAL);
		}
	}
}
开发者ID:Echelon9,项目名称:fs2open.github.com,代码行数:22,代码来源:hudescort.cpp


示例14: OnSelchangeShipList

void ship_select::OnSelchangeShipList() 
{
	int i, j, k, count;

	if (activity)
		return;

	activity = ACTIVITY_SHIP;
	for (i=0; i<wlist_size; i++) {
		count = 0;
		for (j=0; j<Wings[wing_index[i]].wave_count; j++)
			for (k=0; k<list_size; k++)
				if (OBJ_INDEX(obj_index[k]) == wing_objects[wing_index[i]][j]) {
					if (m_ship_list.GetSel(k))
						count++;

					break;
				}

		if (count == Wings[wing_index[i]].wave_count)
			wing_sel_last[i] = 1;
		else
			wing_sel_last[i] = 0;

		m_wing_list.SetSel(i, wing_sel_last[i] ? TRUE : FALSE);
	}

	for (i=wlist_size; i<wplist_size; i++) {
		count = 0;
		for (j=0; j<Waypoint_lists[wing_index[i]].count; j++)
			for (k=0; k<list_size; k++)
				if ((obj_index[k]->type == OBJ_WAYPOINT) && (obj_index[k]->instance == wing_index[i] * 65536 + j)) {
					if (m_ship_list.GetSel(k))
						count++;

					break;
				}

		if (count == Waypoint_lists[wing_index[i]].count)
			wing_sel_last[i] = 1;
		else
			wing_sel_last[i] = 0;

		m_wing_list.SetSel(i, wing_sel_last[i] ? TRUE : FALSE);
	}

	activity = 0;
}
开发者ID:chief1983,项目名称:Imperial-Alliance,代码行数:48,代码来源:ship_select.cpp


示例15: cmeasure_maybe_alert_success

void cmeasure_maybe_alert_success(object *objp)
{
	//Is this a countermeasure, and does it have a parent
	if ( objp->type != OBJ_WEAPON || objp->parent < 0) {
		return;
	}

	Assert(Weapon_info[Weapons[objp->instance].weapon_info_index].wi_flags[Weapon::Info_Flags::Cmeasure]);

	if ( objp->parent == OBJ_INDEX(Player_obj) ) {
		hud_start_text_flash(XSTR("Evaded", 1430), 800);
		snd_play(gamesnd_get_game_sound(ship_get_sound(Player_obj, SND_MISSILE_EVADED_POPUP)));
	} else if ( Objects[objp->parent].flags[Object::Object_Flags::Player_ship] ) {
		send_countermeasure_success_packet( objp->parent );
	}
}
开发者ID:bryansee,项目名称:fs2open.github.com,代码行数:16,代码来源:cmeasure.cpp


示例16: OnSelchangeWingList

void ship_select::OnSelchangeWingList() 
{
	int i, j, k, z;

	if (activity)
		return;

	activity = ACTIVITY_WING;
	for (i=0; i<wlist_size; i++) {
		z = (m_wing_list.GetSel(i) > 0) ? 1 : 0;
		if (z != wing_sel_last[i]) {
			for (j=0; j<Wings[wing_index[i]].wave_count; j++)
				for (k=0; k<list_size; k++)
					if (OBJ_INDEX(obj_index[k]) == wing_objects[wing_index[i]][j]) {
						m_ship_list.SetSel(k, z ? TRUE : FALSE);
						break;
					}

			wing_sel_last[i] = z;
		}
	}

	for (i=wlist_size; i<wplist_size; i++) {
		z = (m_wing_list.GetSel(i) > 0) ? 1 : 0;
		if (z != wing_sel_last[i]) {
			waypoint_list *wp_list = find_waypoint_list_at_index(wing_index[i]);
			Assert(wp_list != NULL);
			SCP_list<waypoint>::iterator jj;
			for (j = 0, jj = wp_list->get_waypoints().begin(); jj != wp_list->get_waypoints().end(); ++j, ++jj) {
				for (k=0; k<list_size; k++) {
					if ((obj_index[k]->type == OBJ_WAYPOINT) && (obj_index[k]->instance == calc_waypoint_instance(wing_index[i], j))) {
						m_ship_list.SetSel(k, z ? TRUE : FALSE);
						break;
					}
				}
			}

			wing_sel_last[i] = z;
		}
	}

	activity = 0;
}
开发者ID:n-kawamt,项目名称:fs2open_snapshot,代码行数:43,代码来源:ship_select.cpp


示例17: debris_delete

/**
 * Delete the debris object.  
 * This is only ever called via obj_delete().  Do not call directly.
 * Use debris_start_death_roll() if you want to force a debris piece to die.
 */
void debris_delete( object * obj )
{
	int		num;
	debris	*db;

	num = obj->instance;
	Assert( Debris[num].objnum == OBJ_INDEX(obj));

	db = &Debris[num];

	Assert( Num_debris_pieces >= 0 );
	if ( db->is_hull && (db->flags & DEBRIS_EXPIRE) ) {
		debris_clear_expired_flag(db);
	}

	db->flags = 0;
	db->objnum = -1;
	Num_debris_pieces--;
}
开发者ID:bryansee,项目名称:fs2open.github.com,代码行数:24,代码来源:debris.cpp


示例18: hud_shield_quadrant_hit

// called when a shield quadrant is struct, so we can update the timer that will draw the quadrant
// as flashing
//
// input:
//				objp		=>	object pointer for ship that has been hit
//				quadrant	=> quadrant of shield getting hit (-1 if no shield is present)
void hud_shield_quadrant_hit(object *objp, int quadrant)
{
	shield_hit_info	*shi;
	int					num;

	if (Game_mode & GM_STANDALONE_SERVER)
		return;

	Assertion(objp != NULL, "hud_shield_quadrant_hit() called with a NULL objp; get a coder!\n");

	if ( objp->type != OBJ_SHIP )
		return;

	hud_escort_ship_hit(objp, quadrant);
	hud_gauge_popup_start(HUD_TARGET_MINI_ICON);

	if ( OBJ_INDEX(objp) == Player_ai->target_objnum ) {
		shi = &Shield_hit_data[SHIELD_HIT_TARGET];
	} else if ( objp == Player_obj ) {
		shi = &Shield_hit_data[SHIELD_HIT_PLAYER];
	} else {
		return;
	}

	Assertion(!shi->shield_hit_timers.empty(), "Shield hit info object for object '%s' has a size " SIZE_T_ARG " shield_hit_timers; get a coder!\n", Ships[objp->instance].ship_name, shi->shield_hit_timers.size());
	Assertion(shi->hull_hit_index < (int) shi->shield_hit_timers.size(), "Shield hit info object for object '%s' has a hull_hit_index of %d (should be between 0 and " SIZE_T_ARG "); get a coder!\n", Ships[objp->instance].ship_name, shi->hull_hit_index, shi->shield_hit_timers.size() - 1);

	if ( quadrant >= 0 ) {
		if ( !(Ship_info[Ships[objp->instance].ship_info_index].flags[Ship::Info_Flags::Model_point_shields]) )
			num = Quadrant_xlate[quadrant];
		else
			num = quadrant;

		Assertion(num < shi->hull_hit_index, "Shield hit info object for object '%s' hit on quadrant #%d, despite having a hull_hit_index of %d; get a coder!\n", Ships[objp->instance].ship_name, num, shi->hull_hit_index);
		shi->shield_hit_timers[num] = timestamp(SHIELD_HIT_DURATION_SHORT);
	} else {
		shi->shield_hit_timers[shi->hull_hit_index] = timestamp(SHIELD_HIT_DURATION_SHORT);
		hud_targetbox_start_flash(TBOX_FLASH_HULL); 
	}
}
开发者ID:rtoijala,项目名称:fs2open.github.com,代码行数:46,代码来源:hudshield.cpp


示例19: prevent_spawning_collision

void prevent_spawning_collision(object *new_obj)
{
	int collided;
	ship_obj *moveup;
	object *hit_check;
	ship *s_check;

	do {
		collided = 0;

		for (moveup = GET_FIRST(&Ship_obj_list); moveup != END_OF_LIST(&Ship_obj_list); moveup = GET_NEXT(moveup))
		{
			// don't check the new object itself!!
			if (moveup->objnum == OBJ_INDEX(new_obj))
				continue;

			hit_check = &Objects[moveup->objnum];

			Assert(hit_check->type == OBJ_SHIP);
			Assert(hit_check->instance >= 0);
			if ((hit_check->type != OBJ_SHIP) || (hit_check->instance < 0))
				continue;

			s_check = &Ships[hit_check->instance];
							
			// just to make sure we don't get any strange magnitude errors
			if (vm_vec_same(&hit_check->pos, &new_obj->pos))
				new_obj->pos.xyz.x += 1.0f;
							
			polymodel *pm = model_get(Ship_info[s_check->ship_info_index].model_num);
			WITHIN_BBOX();				
			if (collided)
			{
				MOVE_AWAY_BBOX();
				break;
			}
		}
	} while (collided);
}
开发者ID:DahBlount,项目名称:fs2open.github.com,代码行数:39,代码来源:multi_respawn.cpp


示例20: debris_start_death_roll

/**
 * Start the sequence of a piece of debris writhing in unholy agony!!!
 */
static void debris_start_death_roll(object *debris_obj, debris *debris_p)
{
	if (debris_p->is_hull)	{
		// tell everyone else to blow up the piece of debris
		if( MULTIPLAYER_MASTER )
			send_debris_update_packet(debris_obj,DEBRIS_UPDATE_NUKE);

		int fireball_type = fireball_ship_explosion_type(&Ship_info[debris_p->ship_info_index]);
		if(fireball_type < 0) {
			fireball_type = FIREBALL_EXPLOSION_LARGE1 + rand()%FIREBALL_NUM_LARGE_EXPLOSIONS;
		}
		fireball_create( &debris_obj->pos, fireball_type, FIREBALL_LARGE_EXPLOSION, OBJ_INDEX(debris_obj), debris_obj->radius*1.75f);

		// only play debris destroy sound if hull piece and it has been around for at least 2 seconds
		if ( Missiontime > debris_p->time_started + 2*F1_0 ) {
			snd_play_3d( gamesnd_get_game_sound(SND_MISSILE_IMPACT1), &debris_obj->pos, &View_position, debris_obj->radius );
			
		}
	}

    debris_obj->flags.set(Object::Object_Flags::Should_be_dead);
}
开发者ID:bryansee,项目名称:fs2open.github.com,代码行数:25,代码来源:debris.cpp



注:本文中的OBJ_INDEX函数示例由纯净天空整理自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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C++ OBJ_NEW函数代码示例发布时间:2022-05-30
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