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

qboolean ShotgunPellet( vec3_t start, vec3_t end, gentity_t *ent ) {
	trace_t		tr;
	int			damage, i, passent;
	gentity_t	*traceEnt;
#ifdef MISSIONPACK
	vec3_t		impactpoint, bouncedir;
#endif
	vec3_t		tr_start, tr_end;

	passent = ent->s.number;
	VectorCopy( start, tr_start );
	VectorCopy( end, tr_end );
	for (i = 0; i < 10; i++) {
		trap_Trace (&tr, tr_start, NULL, NULL, tr_end, passent, MASK_SHOT);
		traceEnt = &g_entities[ tr.entityNum ];

		// send bullet impact
		if (  tr.surfaceFlags & SURF_NOIMPACT ) {
			return qfalse;
		}

		if ( traceEnt->takedamage) {

			/* LQ3A */
			damage = (g_damageShell.integer > 0) ? g_damageShell.integer : 0;
			damage *= s_quadFactor;

#ifdef MISSIONPACK
			if ( traceEnt->client && traceEnt->client->invulnerabilityTime > level.time ) {
				if (G_InvulnerabilityEffect( traceEnt, forward, tr.endpos, impactpoint, bouncedir )) {
					G_BounceProjectile( tr_start, impactpoint, bouncedir, tr_end );
					VectorCopy( impactpoint, tr_start );
					// the player can hit him/herself with the bounced rail
					passent = ENTITYNUM_NONE;
				}
				else {
					VectorCopy( tr.endpos, tr_start );
					passent = traceEnt->s.number;
				}
				continue;
			}
			else {
				G_Damage( traceEnt, ent, ent, forward, tr.endpos,
					damage, 0, MOD_SHOTGUN);
				if( LogAccuracyHit( traceEnt, ent ) ) {
					return qtrue;
				}
			}
#else
			G_Damage( traceEnt, ent, ent, forward, tr.endpos,	damage, 0, MOD_SHOTGUN);
				if( LogAccuracyHit( traceEnt, ent ) ) {
					return qtrue;
				}
#endif
		}
		return qfalse;
	}
	return qfalse;
}
开发者ID:monoknot,项目名称:loaded-q3a,代码行数:59,代码来源:g_weapon.c


示例2: ShotgunPellet

qbool
ShotgunPellet(Vec3 start, Vec3 end, Gentity *ent)
{
	Trace tr;
	int damage, i, passent;
	Gentity       *traceEnt;
#ifdef MISSIONPACK
	Vec3 impactpoint, bouncedir;
#endif
	Vec3 tr_start, tr_end;

	passent = ent->s.number;
	copyv3(start, tr_start);
	copyv3(end, tr_end);
	for(i = 0; i < 10; i++){
		trap_Trace(&tr, tr_start, NULL, NULL, tr_end, passent, MASK_SHOT);
		traceEnt = &g_entities[tr.entityNum];

		/* send bullet impact */
		if(tr.surfaceFlags & SURF_NOIMPACT)
			return qfalse;

		if(traceEnt->takedamage){
			damage = DEFAULT_SHOTGUN_DAMAGE * s_quadFactor;
			G_Damage(traceEnt, ent, ent, forward, tr.endpos,
				damage, 0, MOD_SHOTGUN);
			if(LogAccuracyHit(traceEnt, ent))
				return qtrue;
		}
		return qfalse;
	}
	return qfalse;
}
开发者ID:icanhas,项目名称:yantar,代码行数:33,代码来源:weapon.c


示例3: ShotgunPellet

qboolean ShotgunPellet( vec3_t start, vec3_t end, gentity_t *ent ) {
    trace_t		tr;
    int			damage, i, passent;
    gentity_t	*traceEnt;
    vec3_t		tr_start, tr_end;

    passent = ent->s.number;
    VectorCopy( start, tr_start );
    VectorCopy( end, tr_end );
    for (i = 0; i < 10; i++) {
        trap_Trace (&tr, tr_start, NULL, NULL, tr_end, passent, MASK_SHOT);
        traceEnt = &g_entities[ tr.entityNum ];

        // send bullet impact
        if (  tr.surfaceFlags & SURF_NOIMPACT ) {
            return qfalse;
        }

        if ( traceEnt->takedamage) {
            damage = DEFAULT_SHOTGUN_DAMAGE * s_quadFactor;
            G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, 0, MOD_SHOTGUN);
            if( LogAccuracyHit( traceEnt, ent ) ) {
                return qtrue;
            }
        }
        return qfalse;
    }
    return qfalse;
}
开发者ID:Clever-Boy,项目名称:entityplus,代码行数:29,代码来源:g_weapon.c


示例4: Weapon_LightningFire

void
Weapon_LightningFire(Gentity *ent)
{
	Trace tr;
	Vec3 end;
#ifdef MISSIONPACK
	Vec3 impactpoint, bouncedir;
#endif
	Gentity       *traceEnt, *tent;
	int damage, i, passent;

	damage = 8 * s_quadFactor;

	passent = ent->s.number;
	for(i = 0; i < 10; i++){
		saddv3(muzzle, LIGHTNING_RANGE, forward, end);

		trap_Trace(&tr, muzzle, NULL, NULL, end, passent, MASK_SHOT);

#ifdef MISSIONPACK
		/* if not the first trace (the lightning bounced of an invulnerability sphere) */
		if(i){
			/* add bounced off lightning bolt temp entity
			 * the first lightning bolt is a cgame only visual
			 *  */
			tent = G_TempEntity(muzzle, EV_LIGHTNINGBOLT);
			copyv3(tr.endpos, end);
			snapv3(end);
			copyv3(end, tent->s.origin2);
		}
#endif
		if(tr.entityNum == ENTITYNUM_NONE)
			return;

		traceEnt = &g_entities[ tr.entityNum ];

		if(traceEnt->takedamage){
			G_Damage(traceEnt, ent, ent, forward, tr.endpos,
				damage, 0, MOD_LIGHTNING);
		}

		if(traceEnt->takedamage && traceEnt->client){
			tent = G_TempEntity(tr.endpos, EV_MISSILE_HIT);
			tent->s.otherEntityNum = traceEnt->s.number;
			tent->s.eventParm = DirToByte(tr.plane.normal);
			tent->s.weap[WSpri] = ent->s.weap[WSpri];
			tent->s.weap[WSsec] = ent->s.weap[WSsec];
			tent->s.weap[WShook] = ent->s.weap[WShook];
			if(LogAccuracyHit(traceEnt, ent))
				ent->client->accuracy_hits++;
		}else if(!(tr.surfaceFlags & SURF_NOIMPACT)){
			tent = G_TempEntity(tr.endpos, EV_MISSILE_MISS);
			tent->s.eventParm = DirToByte(tr.plane.normal);
		}

		break;
	}
}
开发者ID:icanhas,项目名称:yantar,代码行数:58,代码来源:weapon.c


示例5: Bullet_Fire

void Bullet_Fire (gentity_t *ent, float spread, int damage ) {
    trace_t		tr;
    vec3_t		end;
    float		r;
    float		u;
    gentity_t	*tent;
    gentity_t	*traceEnt;
    int			i, passent;

    damage *= s_quadFactor;

    r = random() * M_PI * 2.0f;
    u = sin(r) * crandom() * spread * 16;
    r = cos(r) * crandom() * spread * 16;
    VectorMA (muzzle, 8192*16, forward, end);
    VectorMA (end, r, right, end);
    VectorMA (end, u, up, end);

    passent = ent->s.number;
    for (i = 0; i < 10; i++) {

        trap_Trace (&tr, muzzle, NULL, NULL, end, passent, MASK_SHOT);

        if ( tr.surfaceFlags & SURF_NOIMPACT ) {
            return;
        }

        traceEnt = &g_entities[ tr.entityNum ];

        // snap the endpos to integers, but nudged towards the line
        SnapVectorTowards( tr.endpos, muzzle );

        // send bullet impact
        if ( traceEnt->takedamage && traceEnt->client ) {
            tent = G_TempEntity( tr.endpos, EV_BULLET_HIT_FLESH );
            tent->s.eventParm = traceEnt->s.number;
        } else {
            tent = G_TempEntity( tr.endpos, EV_BULLET_HIT_WALL );
            tent->s.eventParm = DirToByte( tr.plane.normal );
        }

        if( LogAccuracyHit( traceEnt, ent ) ) {
            ent->client->accuracy_hits++;
        }

        tent->s.otherEntityNum = ent->s.number;

        if ( traceEnt->takedamage) {
            G_Damage( traceEnt, ent, ent, forward, tr.endpos,
                      damage, 0, MOD_MACHINEGUN);
        }
        break;
    }
}
开发者ID:Clever-Boy,项目名称:entityplus,代码行数:54,代码来源:g_weapon.c


示例6: Weapon_LightningFire

void Weapon_LightningFire( gentity_t *ent ) {
    trace_t		tr;
    vec3_t		end;
    gentity_t	*traceEnt, *tent;
    int			damage, i, passent;

    damage = 8 * s_quadFactor;

    passent = ent->s.number;
    for (i = 0; i < 10; i++) {
        VectorMA( muzzle, LIGHTNING_RANGE, forward, end );

        trap_Trace( &tr, muzzle, NULL, NULL, end, passent, MASK_SHOT );

        if ( tr.entityNum == ENTITYNUM_NONE ) {
            return;
        }

        traceEnt = &g_entities[ tr.entityNum ];

        if ( traceEnt->takedamage) {
            G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, 0, MOD_LIGHTNING);
        }

        if ( traceEnt->takedamage && traceEnt->client ) {
            tent = G_TempEntity( tr.endpos, EV_MISSILE_HIT );
            tent->s.otherEntityNum = traceEnt->s.number;
            tent->s.eventParm = DirToByte( tr.plane.normal );
            tent->s.weapon = ent->s.weapon;
        } else if ( !( tr.surfaceFlags & SURF_NOIMPACT ) ) {
            tent = G_TempEntity( tr.endpos, EV_MISSILE_MISS );
            tent->s.eventParm = DirToByte( tr.plane.normal );
        }

        if( LogAccuracyHit( traceEnt, ent ) ) {
            ent->client->accuracy_hits++;
        }

        break;
    }
}
开发者ID:Clever-Boy,项目名称:entityplus,代码行数:41,代码来源:g_weapon.c


示例7: fire_projectile


//.........这里部分代码省略.........
								VectorMA( tent->s.origin2, -1, up, tent->s.origin2 );
								tent->s.eventParm = 255;	// don't make the explosion at the end
							}
							VectorCopy( impactpoint, start );
#if 1 // lightning
							VectorSubtract( end, impactpoint, dir );
							VectorNormalize(dir);
#endif
							// the player can hit him/herself with the bounced rail
							passent = ENTITYNUM_NONE;
						}
						else
						{
							VectorCopy( tr.endpos, start );
							passent = traceEnt->s.number;
						}
						if (bg_projectileinfo[projnum].trailType != PT_RAIL) {
							continue;
						}
					}
					else
#endif
					{
						G_Damage( traceEnt, self, self,
#if 1 // ZTM: Knockback in direction projectile was moving
							dir,
#else
							forward,
#endif
							tr.endpos,
							damage,
							0, mod);

						hitClient = LogAccuracyHit( traceEnt, self );

						// Splash damage!
						if (G_RadiusDamage(tr.endpos, self, self, damage, splashRadius, traceEnt, splashMod)) {
							hitClient = qtrue;
						}

						if( hitClient ) {
							hits++;
						}
					}
				}

				// weapon_railgun_fire
				if (bg_projectileinfo[projnum].maxHits > 1) {
					if ( tr.contents & CONTENTS_SOLID ) {
						break;		// we hit something solid enough to stop the beam
					}

					// unlink this entity, so the next trace will go past it
					trap_UnlinkEntity( traceEnt );
					unlinkedEntities[unlinked] = traceEnt;
					unlinked++;

					if (i+1 >= bg_projectileinfo[projnum].maxHits) {
						break;
					}
				} else {
					break;
				}
			}

			// link back in any entities we unlinked
开发者ID:Extraordinary-Beat-X,项目名称:ebx-code,代码行数:67,代码来源:g_missile.c


示例8: WP_DisruptorAltFire


//.........这里部分代码省略.........
		gi.trace( &tr, start, NULL, NULL, end, skip, MASK_SHOT, G2_COLLIDE, 10 );//G2_RETURNONHIT, 0 );

		if ( tr.surfaceFlags & SURF_NOIMPACT ) 
		{
			render_impact = qfalse;
		}

		if ( tr.entityNum == ent->s.number )
		{
			// should never happen, but basically we don't want to consider a hit to ourselves?
			// Get ready for an attempt to trace through another person
			VectorCopy( tr.endpos, muzzle2 );
			VectorCopy( tr.endpos, start );
			skip = tr.entityNum;
#ifdef _DEBUG
			gi.Printf( "BAD! Disruptor gun shot somehow traced back and hit the owner!\n" );			
#endif
			continue;
		}

		// always render a shot beam, doing this the old way because I don't much feel like overriding the effect.
		tent = G_TempEntity( tr.endpos, EV_DISRUPTOR_SNIPER_SHOT );
		tent->svFlags |= SVF_BROADCAST;
		tent->alt_fire = fullCharge; // mark us so we can alter the effect

		VectorCopy( muzzle2, tent->s.origin2 );

		if ( tr.fraction >= 1.0f )
		{
			// draw the beam but don't do anything else
			break;
		}

		traceEnt = &g_entities[tr.entityNum];

		if ( traceEnt && traceEnt->s.weapon == WP_SABER )//&& traceEnt->NPC 
		{//FIXME: need a more reliable way to know we hit a jedi?
			hitDodged = Jedi_DodgeEvasion( traceEnt, ent, &tr, HL_NONE );
			//acts like we didn't even hit him
		}
		if ( !hitDodged )
		{
			if ( render_impact )
			{
				if (( tr.entityNum < ENTITYNUM_WORLD && traceEnt->takedamage ) || !Q_stricmp( traceEnt->classname, "misc_model_breakable" ) 
					|| traceEnt->s.eType == ET_MOVER )
				{
					// Create a simple impact type mark that doesn't last long in the world
					G_PlayEffect( G_EffectIndex( "disruptor/alt_hit" ), tr.endpos, tr.plane.normal );

					if ( traceEnt->client && LogAccuracyHit( traceEnt, ent )) 
					{//NOTE: hitting multiple ents can still get you over 100% accuracy
						ent->client->ps.persistant[PERS_ACCURACY_HITS]++;
					} 

					int hitLoc = G_GetHitLocFromTrace( &tr, MOD_DISRUPTOR );
					if ( traceEnt && traceEnt->client && traceEnt->client->NPC_class == CLASS_GALAKMECH )
					{//hehe
						G_Damage( traceEnt, ent, ent, wpFwd, tr.endpos, 10, DAMAGE_NO_KNOCKBACK|DAMAGE_NO_HIT_LOC, fullCharge ? MOD_SNIPER : MOD_DISRUPTOR, hitLoc );			
						break;
					}
					G_Damage( traceEnt, ent, ent, wpFwd, tr.endpos, damage, DAMAGE_NO_KNOCKBACK|DAMAGE_NO_HIT_LOC, fullCharge ? MOD_SNIPER : MOD_DISRUPTOR, hitLoc );
				}
				else 
				{
					 // we only make this mark on things that can't break or move
					tent = G_TempEntity( tr.endpos, EV_DISRUPTOR_SNIPER_MISS );
					tent->svFlags |= SVF_BROADCAST;
					VectorCopy( tr.plane.normal, tent->pos1 );
					break; // hit solid, but doesn't take damage, so stop the shot...we _could_ allow it to shoot through walls, might be cool?
				}
			}
			else // not rendering impact, must be a skybox or other similar thing?
			{
				break; // don't try anymore traces
			}
		}
		// Get ready for an attempt to trace through another person
		VectorCopy( tr.endpos, muzzle2 );
		VectorCopy( tr.endpos, start );
		skip = tr.entityNum;
		hitDodged = qfalse;
	}

	// now go along the trail and make sight events
	VectorSubtract( tr.endpos, wpMuzzle, dir );

	shotDist = VectorNormalize( dir );

	//FIXME: if shoot *really* close to someone, the alert could be way out of their FOV
	for ( dist = 0; dist < shotDist; dist += 64 )
	{
		//FIXME: on a really long shot, this could make a LOT of alerts in one frame...
		VectorMA( wpMuzzle, dist, dir, spot );
		AddSightEvent( ent, spot, 256, AEL_DISCOVERED, 50 );
	}
	//FIXME: spawn a temp ent that continuously spawns sight alerts here?  And 1 sound alert to draw their attention?
	VectorMA( start, shotDist-4, wpFwd, spot );
	AddSightEvent( ent, spot, 256, AEL_DISCOVERED, 50 );
}
开发者ID:AlexXT,项目名称:OpenJK,代码行数:101,代码来源:wp_disruptor.cpp


示例9: weapon_railgun_fire

void weapon_railgun_fire (gentity_t *ent) {
	vec3_t		end;
	trace_t		trace;
	gentity_t	*tent;
	gentity_t	*traceEnt;
	int			damage;
	int			i;
	int			hits;
	int			unlinked;
	int			passent;
	gentity_t	*unlinkedEntities[MAX_RAIL_HITS];

	if (0) {
		tent = fire_bfg (ent, muzzle, forward);
		tent->damage *= s_quadFactor;
		tent->splashDamage *= s_quadFactor;
		return;
	}

	damage = 80 * s_quadFactor;

	VectorMA (muzzle, 8192, forward, end);

	// trace only against the solids, so the railgun will go through people
	unlinked = 0;
	hits = 0;
	passent = ent->s.number;
	do {
		trap_Trace (&trace, muzzle, NULL, NULL, end, passent, MASK_SHOT );
		if ( trace.entityNum >= ENTITYNUM_MAX_NORMAL ) {
			break;
		}
		traceEnt = &g_entities[ trace.entityNum ];
		if ( traceEnt->takedamage ) {

			if( LogAccuracyHit( traceEnt, ent ) ) {
				hits++;
			}
			G_Damage (traceEnt, ent, ent, forward, trace.endpos, damage, 0, MOD_RAILGUN);

		}
		if ( trace.contents & CONTENTS_SOLID ) {
			break;		// we hit something solid enough to stop the beam
		}
		// unlink this entity, so the next trace will go past it
		trap_UnlinkEntity( traceEnt );
		unlinkedEntities[unlinked] = traceEnt;
		unlinked++;
	} while ( unlinked < MAX_RAIL_HITS );

	// link back in any entities we unlinked
	for ( i = 0 ; i < unlinked ; i++ ) {
		trap_LinkEntity( unlinkedEntities[i] );
	}

	// the final trace endpos will be the terminal point of the rail trail

	// snap the endpos to integers to save net bandwidth, but nudged towards the line
	SnapVectorTowards( trace.endpos, muzzle );

	// send railgun beam effect
	tent = G_TempEntity( trace.endpos, EV_RAILTRAIL );

	// set player number for custom colors on the railtrail
	tent->s.clientNum = ent->s.clientNum;

	VectorCopy( muzzle, tent->s.origin2 );
	// move origin a bit to come closer to the drawn gun muzzle
	VectorMA( tent->s.origin2, 4, right, tent->s.origin2 );
	VectorMA( tent->s.origin2, -1, up, tent->s.origin2 );

	// no explosion at end if SURF_NOIMPACT, but still make the trail
	if ( trace.surfaceFlags & SURF_NOIMPACT ) {
		tent->s.eventParm = 255;	// don't make the explosion at the end
	} else {
		tent->s.eventParm = DirToByte( trace.plane.normal );
	}
	tent->s.clientNum = ent->s.clientNum;

	// give the shooter a reward sound if they have made two railgun hits in a row
	if ( hits == 0 ) {
		// complete miss
		ent->client->accurateCount = 0;
	} else {
		// check for "impressive" reward sound
		ent->client->accurateCount += hits;
		if ( ent->client->accurateCount >= 2 ) {
			ent->client->accurateCount -= 2;
			ent->client->ps.persistant[PERS_IMPRESSIVE_COUNT]++;
			// add the sprite over the player's head
			ent->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
			ent->client->ps.eFlags |= EF_AWARD_IMPRESSIVE;
			ent->client->rewardTime = level.time + REWARD_SPRITE_TIME;
		}
		ent->client->accuracy_hits++;
	}

}
开发者ID:jangroothuijse,项目名称:openpromode,代码行数:98,代码来源:g_weapon.c


示例10: G_Damage


//.........这里部分代码省略.........
	dest[0] += 15.0;
	dest[1] += 15.0;
	trap_Trace ( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);
	if (tr.fraction == 1.0)
		return qtrue;

	VectorCopy (midpoint, dest);
	dest[0] += 15.0;
	dest[1] -= 15.0;
	trap_Trace ( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);
	if (tr.fraction == 1.0)
		return qtrue;

	VectorCopy (midpoint, dest);
	dest[0] -= 15.0;
	dest[1] += 15.0;
	trap_Trace ( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);
	if (tr.fraction == 1.0)
		return qtrue;

	VectorCopy (midpoint, dest);
	dest[0] -= 15.0;
	dest[1] -= 15.0;
	trap_Trace ( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);
	if (tr.fraction == 1.0)
		return qtrue;


	return qfalse;
}


/*
============
G_RadiusDamage
============
*/
qboolean G_RadiusDamage ( vec3_t origin, gentity_t *attacker, float damage, float radius,
					 gentity_t *ignore, int mod) {
	float		points, dist;
	gentity_t	*ent;
	int			entityList[MAX_GENTITIES];
	int			numListedEntities;
	vec3_t		mins, maxs;
	vec3_t		v;
	vec3_t		dir;
	int			i, e;
	qboolean	hitClient = qfalse;

	if ( radius < 1 ) {
		radius = 1;
	}

	for ( i = 0 ; i < 3 ; i++ ) {
		mins[i] = origin[i] - radius;
		maxs[i] = origin[i] + radius;
	}

	numListedEntities = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );

	for ( e = 0 ; e < numListedEntities ; e++ ) {
		ent = &g_entities[entityList[ e ]];

		if (ent == ignore)
			continue;
		if (!ent->takedamage)
			continue;

		// find the distance from the edge of the bounding box
		for ( i = 0 ; i < 3 ; i++ ) {
			if ( origin[i] < ent->r.absmin[i] ) {
				v[i] = ent->r.absmin[i] - origin[i];
			} else if ( origin[i] > ent->r.absmax[i] ) {
				v[i] = origin[i] - ent->r.absmax[i];
			} else {
				v[i] = 0;
			}
		}

		dist = VectorLength( v );
		if ( dist >= radius ) {
			continue;
		}

		points = damage * ( 1.0 - dist / radius );

		if( CanDamage (ent, origin) ) {
			if( LogAccuracyHit( ent, attacker ) ) {
				hitClient = qtrue;
			}
			VectorSubtract (ent->r.currentOrigin, origin, dir);
			// push the center of mass higher than the origin so players
			// get knocked into the air more
			dir[2] += 24;
			G_Damage (ent, NULL, attacker, dir, origin, (int)points, DAMAGE_RADIUS, mod);
		}
	}

	return hitClient;
}
开发者ID:DingoOz,项目名称:Quake3-GLES-for-armv7,代码行数:101,代码来源:g_combat.c


示例11: Bullet_Fire

void Bullet_Fire (gentity_t *ent, float spread, int damage ) {
	trace_t		tr;
	vec3_t		end;
#ifdef MISSIONPACK
	vec3_t		impactpoint, bouncedir;
#endif
	float		r;
	float		u;
	gentity_t	*tent;
	gentity_t	*traceEnt;
	int			i, passent;

	damage *= s_quadFactor;

	r = random() * M_PI * 2.0f;
	u = sin(r) * crandom() * spread * 16;
	r = cos(r) * crandom() * spread * 16;
	VectorMA (muzzle, 8192*16, forward, end);
	VectorMA (end, r, right, end);
	VectorMA (end, u, up, end);

	passent = ent->s.number;
	for (i = 0; i < 10; i++) {

		trap_Trace (&tr, muzzle, NULL, NULL, end, passent, MASK_SHOT);
		if ( tr.surfaceFlags & SURF_NOIMPACT ) {
			return;
		}

		traceEnt = &g_entities[ tr.entityNum ];

		// snap the endpos to integers, but nudged towards the line
		SnapVectorTowards( tr.endpos, muzzle );

		// send bullet impact
		if ( traceEnt->takedamage && traceEnt->client ) {
			tent = G_TempEntity( tr.endpos, EV_BULLET_HIT_FLESH );
			tent->s.eventParm = traceEnt->s.number;
			if( LogAccuracyHit( traceEnt, ent ) ) {
				ent->client->accuracy_hits++;
			}
		} else {
			tent = G_TempEntity( tr.endpos, EV_BULLET_HIT_WALL );
			tent->s.eventParm = DirToByte( tr.plane.normal );
		}
		tent->s.otherEntityNum = ent->s.number;

		if ( traceEnt->takedamage) {
#ifdef MISSIONPACK
			if ( traceEnt->client && traceEnt->client->invulnerabilityTime > level.time ) {
				if (G_InvulnerabilityEffect( traceEnt, forward, tr.endpos, impactpoint, bouncedir )) {
					G_BounceProjectile( muzzle, impactpoint, bouncedir, end );
					VectorCopy( impactpoint, muzzle );
					// the player can hit him/herself with the bounced rail
					passent = ENTITYNUM_NONE;
				}
				else {
					VectorCopy( tr.endpos, muzzle );
					passent = traceEnt->s.number;
				}
				continue;
			}
			else {
#endif
				G_Damage( traceEnt, ent, ent, forward, tr.endpos,
					damage, 0, MOD_MACHINEGUN);
#ifdef MISSIONPACK
			}
#endif
		}
		break;
	}
}
开发者ID:lally,项目名称:ioquake,代码行数:73,代码来源:g_weapon.c


示例12: G_MissileImpact


//.........这里部分代码省略.........
        {
            other->s.pos.trType = TR_GRAVITY;
            other->s.pos.trTime = level.time;
            BG_EvaluateTrajectoryDelta( &ent->s.pos, level.time, velocity );
            VectorScale( velocity, 2.5f, other->s.pos.trDelta );
            VectorCopy( other->r.currentOrigin, other->s.pos.trBase );
        }
        else if (ent->s.weapon == WP_ROCKET_LAUNCHER)
        {
            other->s.pos.trType = TR_GRAVITY;
            other->s.pos.trTime = level.time;
            BG_EvaluateTrajectoryDelta( &ent->s.pos, level.time, velocity );
            VectorScale( velocity, 0.9f, other->s.pos.trDelta );
            VectorCopy( other->r.currentOrigin, other->s.pos.trBase );
        }
        else if (ent->s.weapon == WP_THERMAL)
        {
            other->s.pos.trType = TR_GRAVITY;
            other->s.pos.trTime = level.time;
            BG_EvaluateTrajectoryDelta( &ent->s.pos, level.time, velocity );
            VectorScale( velocity, 0.9f, other->s.pos.trDelta ); //tweak?
            VectorCopy( other->r.currentOrigin, other->s.pos.trBase );
        }
    }
//JAPRO - Serverside - Flag punting - End

    // impact damage
    if (other->takedamage && !isKnockedSaber) {
        // FIXME: wrong damage direction?
        if ( ent->damage ) {
            vec3_t	velocity;
            qboolean didDmg = qfalse;

            if( LogAccuracyHit( other, &g_entities[ent->r.ownerNum] ) ) {
                g_entities[ent->r.ownerNum].client->accuracy_hits++;
                hitClient = qtrue;
            }
            BG_EvaluateTrajectoryDelta( &ent->s.pos, level.time, velocity );
            if ( VectorLength( velocity ) == 0 ) {
                velocity[2] = 1;	// stepped on a grenade
            }

            //damage falloff option, assumes bullet lifetime is 10,000 (default)
            if ((g_tweakWeapons.integer & WT_NO_SPREAD) &&
                    ((ent->s.weapon == WP_BLASTER && (ent->s.eFlags & EF_ALT_FIRING)) ||
                     (ent->s.weapon == WP_REPEATER && !(ent->s.eFlags & EF_ALT_FIRING))
                    ))
            {   //If the weapon has spread, just reduce damage based on distance for nospread tweak.  This should probably be accompanied with the damagenumber setting so you can keep track of your dmg..
                float lifetime = (10000 - ent->nextthink + level.time) * 0.001;
                //float scale = powf(2, -lifetime);
                float scale = -1.5 * lifetime + 1;

                scale += 0.1f; //offset it a bit so super close shots dont get affected at all

                if (scale < 0.2f)
                    scale = 0.2f;
                else if (scale > 1.0f)
                    scale = 1.0f;

                ent->damage *= scale;

                //trap->SendServerCommand(-1, va("chat \"Missile has been alive for %.2f s new dmg is %i scale is %.2f\n\"", lifetime, ent->damage, scale));
            }

            if (ent->s.weapon == WP_BOWCASTER || ent->s.weapon == WP_FLECHETTE ||
                    ent->s.weapon == WP_ROCKET_LAUNCHER)
开发者ID:videoP,项目名称:jaPRO,代码行数:67,代码来源:g_missile.c


示例13: G_RadiusDamage

/*
============
G_RadiusDamage
============
*/
qboolean G_RadiusDamage( vec3_t origin, gentity_t *attacker, float damage, float radius,
						 gentity_t *ignore, int mod ) {
	float points, dist;
	gentity_t   *ent;
	int entityList[MAX_GENTITIES];
	int numListedEntities;
	vec3_t mins, maxs;
	vec3_t v;
	vec3_t dir;
	int i, e;
	qboolean hitClient = qfalse;
// JPW NERVE
	float boxradius;
	vec3_t dest;
	trace_t tr;
	vec3_t midpoint;
// jpw


	if ( radius < 1 ) {
		radius = 1;
	}

	boxradius = 1.41421356 * radius; // radius * sqrt(2) for bounding box enlargement --
	// bounding box was checking against radius / sqrt(2) if collision is along box plane
	for ( i = 0 ; i < 3 ; i++ ) {
		mins[i] = origin[i] - boxradius; // JPW NERVE
		maxs[i] = origin[i] + boxradius; // JPW NERVE
	}

	numListedEntities = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );

	for ( e = 0 ; e < numListedEntities ; e++ ) {
		ent = &g_entities[entityList[ e ]];

		if ( ent == ignore ) {
			continue;
		}
		if ( !ent->takedamage ) {
			continue;
		}

/* JPW NERVE -- we can put this back if we need to, but it kinna sucks for human-sized bboxes
		// find the distance from the edge of the bounding box
		for ( i = 0 ; i < 3 ; i++ ) {
			if ( origin[i] < ent->r.absmin[i] ) {
				v[i] = ent->r.absmin[i] - origin[i];
			} else if ( origin[i] > ent->r.absmax[i] ) {
				v[i] = origin[i] - ent->r.absmax[i];
			} else {
				v[i] = 0;
			}
		}
*/
// JPW NERVE
		if ( !ent->r.bmodel ) {
			VectorSubtract( ent->r.currentOrigin,origin,v ); // JPW NERVE simpler centroid check that doesn't have box alignment weirdness
		} else {
			for ( i = 0 ; i < 3 ; i++ ) {
				if ( origin[i] < ent->r.absmin[i] ) {
					v[i] = ent->r.absmin[i] - origin[i];
				} else if ( origin[i] > ent->r.absmax[i] ) {
					v[i] = origin[i] - ent->r.absmax[i];
				} else {
					v[i] = 0;
				}
			}
		}
// jpw
		dist = VectorLength( v );
		if ( dist >= radius ) {
			continue;
		}

		points = damage * ( 1.0 - dist / radius );

// JPW NERVE -- different radiusdmg behavior for MP -- big explosions should do less damage (over less distance) through failed traces
		if ( CanDamage( ent, origin ) ) {
			if ( LogAccuracyHit( ent, attacker ) ) {
				hitClient = qtrue;
			}
			VectorSubtract( ent->r.currentOrigin, origin, dir );
			// push the center of mass higher than the origin so players
			// get knocked into the air more
			dir[2] += 24;
			G_Damage( ent, NULL, attacker, dir, origin, (int)points, DAMAGE_RADIUS, mod );
		}
// JPW NERVE --  MP weapons should do 1/8 damage through walls over 1/8th distance
		else {
			if ( g_gametype.integer != GT_SINGLE_PLAYER ) {
				VectorAdd( ent->r.absmin, ent->r.absmax, midpoint );
				VectorScale( midpoint, 0.5, midpoint );
				VectorCopy( midpoint, dest );

				trap_Trace( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID );
//.........这里部分代码省略.........
开发者ID:bibendovsky,项目名称:rtcw,代码行数:101,代码来源:g_combat.cpp


示例14: G_MissileImpact


//.........这里部分代码省略.........
			otherOwner->client->ps.saberBlockTime = level.time + (350 - (otherDefLevel*100));

			//For jedi AI
			otherOwner->client->ps.saberEventFlags |= SEF_DEFLECTED;

			if (otherDefLevel == FORCE_LEVEL_3)
			{
				otherOwner->client->ps.saberBlockTime = 0; //^_^
			}

			if (otherDefLevel == FORCE_LEVEL_1)
			{
				goto killProj;
			}
			return;
		}
	}

	// check for sticking
	if ( !other->takedamage && ( ent->s.eFlags & EF_MISSILE_STICK ) ) 
	{
		laserTrapStick( ent, trace->endpos, trace->plane.normal );
		G_AddEvent( ent, EV_MISSILE_STICK, 0 );
		return;
	}

	// impact damage
	if (other->takedamage && !isKnockedSaber) {
		// FIXME: wrong damage direction?
		if ( ent->damage ) {
			vec3_t	velocity;
			qboolean didDmg = qfalse;

			if( LogAccuracyHit( other, &g_entities[ent->r.ownerNum] ) &&
				!ent->isReflected) {
				g_entities[ent->r.ownerNum].client->accuracy_hits++;
				hitClient = qtrue;
			}
			BG_EvaluateTrajectoryDelta( &ent->s.pos, level.time, velocity );
			if ( VectorLength( velocity ) == 0 ) {
				velocity[2] = 1;	// stepped on a grenade
			}

			if ((ent->s.weapon == WP_BOWCASTER || ent->s.weapon == WP_FLECHETTE ||
				ent->s.weapon == WP_ROCKET_LAUNCHER))
			{
				if (ent->s.weapon == WP_FLECHETTE && (ent->s.eFlags & EF_ALT_FIRING)) 
				{
					/* fix: there are rare situations where flechette did
					explode by timeout AND by impact in the very same frame, then here
					ent->think was set to G_FreeEntity, so the folowing think 
					did invalidate this entity, BUT it would be reused later in this 
					function for explosion event. This, then, would set ent->freeAfterEvent
					to qtrue, so event later, when reusing this entity by using G_InitEntity(),
					it would have this freeAfterEvent set AND this would in case of dropped
					item erase it from game immeadiately. THIS for example caused
					very rare flag dissappearing bug.	 */
					if (ent->think == WP_flechette_alt_blow)
						ent->think(ent);
				}
				else
				{
					G_Damage (other, ent, &g_entities[ent->r.ownerNum], velocity,
						/*ent->s.origin*/ent->r.currentOrigin, ent->damage, 
						DAMAGE_HALF_ABSORB, ent->methodOfDeath);
					didDmg = qtrue;
开发者ID:dpadgett,项目名称:base_enhanced,代码行数:67,代码来源:g_missile.c


示例15: Weapon_LightningFire

void Weapon_LightningFire( gentity_t *ent ) {
	trace_t		tr;
	vec3_t		end;
#ifdef MISSIONPACK
	vec3_t impactpoint, bouncedir;
#endif
	gentity_t	*traceEnt, *tent;
	int			damage, i, passent;

	damage = 8 * s_quadFactor;

	passent = ent->s.number;
	for (i = 0; i < 10; i++) {
		VectorMA( muzzle, LIGHTNING_RANGE, forward, end );

// eser - lightning discharge
	if (trap_PointContents (muzzle, -1) & MASK_WATER)
	{
		int zaps;
		gentity_t *tent;

		zaps = ent->client->ps.ammo[WP_LIGHTNING];	// determines size/power of discharge
		if (!zaps) return;	// prevents any subsequent frames causing second discharge + error
		zaps++;		// pmove does an ammo[gun]--, so we must compensate
		SnapVectorTowards (muzzle, ent->s.origin);	// save bandwidth

		tent = G_TempEntity (muzzle, EV_LIGHTNING_DISCHARGE);
		tent->s.eventParm = zaps;				// duration / size of explosion graphic

        ent->client->ps.ammo[WP_LIGHTNING] = 0;		// drain ent's lightning count
		if (G_RadiusDamage (muzzle, ent, damage * zaps, (damage * zaps) + 16, NULL, MOD_LIGHTNING_DISCHARGE, qtrue))
			ent->client->accuracy_hits++;

		return;
	}
// eser - lightning discharge


		trap_Trace( &tr, muzzle, NULL, NULL, end, passent, MASK_SHOT );

#ifdef MISSIONPACK
		// if not the first trace (the lightning bounced of an invulnerability sphere)
		if (i) {
			// add bounced off lightning bolt temp entity
			// the first lightning bolt is a cgame only visual
			//
			tent = G_TempEntity( muzzle, EV_LIGHTNINGBOLT );
			VectorCopy( tr.endpos, end );
			SnapVector( end );
			VectorCopy( end, tent->s.origin2 );
		}
#endif
		if ( tr.entityNum == ENTITYNUM_NONE ) {
			return;
		}

		traceEnt = &g_entities[ tr.entityNum ];

		if ( traceEnt->takedamage) {
#ifdef MISSIONPACK
			if ( traceEnt->client && traceEnt->client->invulnerabilityTime > level.time ) {
				if (G_InvulnerabilityEffect( traceEnt, forward, tr.endpos, impactpoint, bouncedir )) {
					G_BounceProjectile( muzzle, impactpoint, bouncedir, end );
					VectorCopy( impactpoint, muzzle );
					VectorSubtract( end, impactpoint, forward );
					VectorNormalize(forward);
					// the player can hit him/herself with the bounced lightning
					passent = ENTITYNUM_NONE;
				}
				else {
					VectorCopy( tr.endpos, muzzle );
					passent = traceEnt->s.number;
				}
				continue;
			}
#endif
			if( LogAccuracyHit( traceEnt, ent ) ) {
				ent->client->accuracy_hits++;
			}
			G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, 0, MOD_LIGHTNING);
		}

		if ( traceEnt->takedamage && traceEnt->client ) {
			tent = G_TempEntity( tr.endpos, EV_MISSILE_HIT );
			tent->s.otherEntityNum = traceEnt->s.number;
			tent->s.eventParm = DirToByte( tr.plane.normal );
			tent->s.weapon = ent->s.weapon;
		} else if ( !( tr.surfaceFlags & SURF_NOIMPACT ) ) {
			tent = G_TempEntity( tr.endpos, EV_MISSILE_MISS );
			tent->s.eventParm = DirToByte( tr.plane.normal );
		}

		break;
	}
}
开发者ID:eserozvataf,项目名称:q3now,代码行数:95,代码来源:g_weapon.c


示例16: WP_FireConcussionAlt


//.........这里部分代码省略.........

		// always render a shot beam, doing this the old way because I don't much feel like overriding the effect.
		//NOTE: let's just draw one beam at the end
		//tent = G_TempEntity( tr.endpos, EV_CONC_ALT_SHOT );
		//tent->svFlags |= SVF_BROADCAST;

		//VectorCopy( muzzle2, tent->s.origin2 );

		if ( tr.fraction >= 1.0f )
		{
			// draw the beam but don't do anything else
			break;
		}

		traceEnt = &g_entities[tr.entityNum];

		if ( traceEnt //&& traceEnt->NPC 
			&& ( traceEnt->s.weapon == WP_SABER || (traceEnt->client && (traceEnt->client->NPC_class == CLASS_BOBAFETT||traceEnt->client->NPC_class == CLASS_REBORN) ) ) )
		{//FIXME: need a more reliable way to know we hit a jedi?
			hitDodged = Jedi_DodgeEvasion( traceEnt, ent, &tr, HL_NONE );
			//acts like we didn't even hit him
		}
		if ( !hitDodged )
		{
			if ( render_impact )
			{
				if (( tr.entityNum < ENTITYNUM_WORLD && traceEnt->takedamage ) 
					|| !Q_stricmp( traceEnt->classname, "misc_model_breakable" ) 
					|| traceEnt->s.eType == ET_MOVER )
				{
					// Create a simple impact type mark that doesn't last long in the world
					G_PlayEffect( G_EffectIndex( "concussion/alt_hit" ), tr.endpos, tr.plane.normal );

					if ( traceEnt->client && LogAccuracyHit( traceEnt, ent )) 
					{//NOTE: hitting multiple ents can still get you over 100% accuracy
						ent->client->ps.persistant[PERS_ACCURACY_HITS]++;
					} 

					int hitLoc = G_GetHitLocFromTrace( &tr, MOD_CONC_ALT );
					qboolean noKnockBack = (traceEnt->flags&FL_NO_KNOCKBACK);//will be set if they die, I want to know if it was on *before* they died
					if ( traceEnt && traceEnt->client && traceEnt->client->NPC_class == CLASS_GALAKMECH )
					{//hehe
						G_Damage( traceEnt, ent, ent, forwardVec, tr.endpos, 10, DAMAGE_NO_KNOCKBACK|DAMAGE_NO_HIT_LOC, MOD_CONC_ALT, hitLoc );
						break;
					}
					G_Damage( traceEnt, ent, ent, forwardVec, tr.endpos, damage, DAMAGE_NO_KNOCKBACK|DAMAGE_NO_HIT_LOC, MOD_CONC_ALT, hitLoc );

					//do knockback and knockdown manually
					if ( traceEnt->client )
					{//only if we hit a client
						vec3_t pushDir;
						VectorCopy( forwardVec, pushDir );
						if ( pushDir[2] < 0.2f )
						{
							pushDir[2] = 0.2f;
						}//hmm, re-normalize?  nah...
						//if ( traceEnt->NPC || Q_irand(0,g_spskill->integer+1) )
						{
							if ( !noKnockBack )
							{//knock-backable
								G_Throw( traceEnt, pushDir, 200 );
								if ( traceEnt->client->NPC_class == CLASS_ROCKETTROOPER )
								{
									traceEnt->client->ps.pm_time = Q_irand( 1500, 3000 );
								}
							}
开发者ID:BSzili,项目名称:OpenJK,代码行数:67,代码来源:wp_concussion.cpp


示例17: WP_DisruptorMainFire

//---------------------------------------------------------
static void WP_DisruptorMainFire( gentity_t *ent )
//---------------------------------------------------------
{
	int			damage = weaponData[WP_DISRUPTOR].damage;
	qboolean	render_impact = qtrue;
	vec3_t		start, end, spot;
	trace_t		tr;
	gentity_t	*traceEnt = NULL, *tent;
	float		dist, shotDist, shotRange = 8192;

	if ( ent->NPC )
	{
		switch ( g_spskill->integer )
		{
		case 0:
			damage = DISRUPTOR_NPC_MAIN_DAMAGE_EASY;
			break;
		case 1:
			damage = DISRUPTOR_NPC_MAIN_DAMAGE_MEDIUM;
			break;
		case 2:
		default:
			damage = DISRUPTOR_NPC_MAIN_DAMAGE_HARD;
			break;
		}
	}

	VectorCopy( wpMuzzle, start );
	WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );

//	if ( ent->client && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > 0 && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > cg.time )
//	{
//		// in overcharge mode, so doing double damage
//		damage *= 2;
//	}

	VectorMA( start, shotRange, wpFwd, end );

	int ignore = ent->s.number;
	int traces = 0;
	while ( traces < 10 )
	{//need to loop this in case we hit a Jedi who dodges the shot
		gi.trace( &tr, start, NULL, NULL, end, ignore, MASK_SHOT, G2_RETURNONHIT, 0 );

		traceEnt = &g_entities[tr.entityNum];
		if ( traceEnt && traceEnt->s.weapon == WP_SABER )//&& traceEnt->NPC 
		{//FIXME: need a more reliable way to know we hit a jedi?
			if ( Jedi_DodgeEvasion( traceEnt, ent, &tr, HL_NONE ) )
			{//act like we didn't even hit him
				VectorCopy( tr.endpos, start );
				ignore = tr.entityNum;
				traces++;
				continue;
			}
		}
		//a Jedi is not dodging this shot
		break;
	}

	if ( tr.surfaceFlags & SURF_NOIMPACT ) 
	{
		render_impact = qfalse;
	}

	// always render a shot beam, doing this the old way because I don't much feel like overriding the effect.
	tent = G_TempEntity( tr.endpos, EV_DISRUPTOR_MAIN_SHOT );
	tent->svFlags |= SVF_BROADCAST;
	VectorCopy( wpMuzzle, tent->s.origin2 );

	if ( render_impact )
	{
		if ( tr.entityNum < ENTITYNUM_WORLD && traceEnt->takedamage )
		{
			// Create a simple impact type mark that doesn't last long in the world
			G_PlayEffect( G_EffectIndex( "disruptor/flesh_impact" ), tr.endpos, tr.plane.normal );

			if ( traceEnt->client && LogAccuracyHit( traceEnt, ent )) 
			{
				ent->client->ps.persistant[PERS_ACCURACY_HITS]++;
			} 

			int hitLoc = G_GetHitLocFromTrace( &tr, MOD_DISRUPTOR );
			if ( traceEnt && traceEnt->client && traceEnt->client->NPC_class == CLASS_GALAKMECH )
			{//hehe
				G_Damage( traceEnt, ent, ent, wpFwd, tr.endpos, 3, DAMAGE_DEATH_KNOCKBACK, MOD_DISRUPTOR, hitLoc );
			}
			else
			{
				G_Damage( traceEnt, ent, ent, wpFwd, tr.endpos, damage, DAMAGE_DEATH_KNOCKBACK, MOD_DISRUPTOR, hitLoc );
			}
		}
		else 
		{
			G_PlayEffect( G_EffectIndex( "disruptor/wall_impact" ), tr.endpos, tr.plane.normal );		
		}
	}

	shotDist = shotRange * tr.fraction;

//.........这里部分代码省略.........
开发者ID:AlexXT,项目名称:OpenJK,代码行数:101,代码来源:wp_disruptor.cpp


示例18: G_MissileImpact

//------------------------------------------------------
void G_MissileImpact( gentity_t *ent, trace_t *trace, int hitLoc=HL_NONE ) 
{
	gentity_t		*other;
	vec3_t			diff;

	other = &g_entities[trace->entityNum];
	if ( other == ent )
	{
		assert(0&&"missile hit itself!!!");
		return;
	}
	if ( trace->plane.normal[0] == 0.0f &&
		 trace->plane.normal[1] == 0.0f &&
		 trace->plane.normal[2] == 0.0f
		)
	{//model moved into missile in flight probably...
		trace->plane.normal[0] = -ent->s.pos.trDelta[0];
		trace->plane.normal[1] = -ent->s.pos.trDelta[1];
		trace->plane.normal[2] = -ent->s.pos.trDelta[2];
		VectorNormalize(trace->plane.normal);
	}

	if ( ent->owner && (other->takedamage||other->client) )
	{
		if ( !ent->lastEnemy || ent->lastEnemy == ent->owner )
		{//a missile that was not reflected or, if so, still is owned by original owner
			if( LogAccuracyHit( other, ent->owner ) ) 
			{
				ent->owner->client->ps.persistant[PERS_ACCURACY_HITS]++;
			}
			if ( ent->owner->client && !ent->owner 

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C++ LogAdd函数代码示例发布时间:2022-05-30
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