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C++ GetModelName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GetModelName函数的典型用法代码示例。如果您正苦于以下问题:C++ GetModelName函数的具体用法?C++ GetModelName怎么用?C++ GetModelName使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。



在下文中一共展示了GetModelName函数的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: GetModelName

//-----------------------------------------------------------------------------
// Spawn
//-----------------------------------------------------------------------------
void CNPC_Eli::Spawn()
{
	// Eli is allowed to use multiple models, because he appears in the pod.
	// He defaults to his normal model.
	char *szModel = (char *)STRING( GetModelName() );
	if (!szModel || !*szModel)
	{
		szModel = "models/eli.mdl";
		SetModelName( AllocPooledString(szModel) );
	}

	Precache();
	SetModel( szModel );

	BaseClass::Spawn();

	SetHullType(HULL_HUMAN);
	SetHullSizeNormal();

	// If Eli has a parent, he's currently inside a pod. Prevent him from moving.
	if ( GetMoveParent() )
	{
		SetSolid( SOLID_BBOX );
		AddSolidFlags( FSOLID_NOT_STANDABLE );
		SetMoveType( MOVETYPE_NONE );

		CapabilitiesAdd( bits_CAP_ANIMATEDFACE | bits_CAP_TURN_HEAD );
		CapabilitiesAdd( bits_CAP_FRIENDLY_DMG_IMMUNE );
	}
	else
	{
		SetupWithoutParent();
	}

	AddEFlags( EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL | EFL_NO_PHYSCANNON_INTERACTION );
	SetBloodColor( BLOOD_COLOR_RED );
	m_iHealth			= 8;
	m_flFieldOfView		= 0.5;// indicates the width of this NPC's forward view cone ( as a dotproduct result )
	m_NPCState			= NPC_STATE_NONE;

	NPCInit();
}
开发者ID:AluminumKen,项目名称:hl2sb-src,代码行数:45,代码来源:npc_eli.cpp


示例2: PrecacheModel

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CPointCommentaryNode::Precache()
{
	PrecacheModel( STRING( GetModelName() ) );

	if ( m_iszCommentaryFile.Get() != NULL_STRING )
	{
		PrecacheScriptSound( STRING( m_iszCommentaryFile.Get() ) );
	}
	else
	{
		Warning("%s: %s has no commentary file.\n", GetClassName(), GetDebugName() );
	}

	if ( m_iszCommentaryFileNoHDR.Get() != NULL_STRING )
	{
		PrecacheScriptSound( STRING( m_iszCommentaryFileNoHDR.Get() ) );
	}
	
	BaseClass::Precache();
}	
开发者ID:Bubbasacs,项目名称:FinalProj,代码行数:23,代码来源:commentarysystem.cpp


示例3: Spawn

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CEnvLaser::Spawn( void )
{
	if ( !GetModelName() )
	{
		SetThink( &CEnvLaser::SUB_Remove );
		return;
	}

	SetSolid( SOLID_NONE );							// Remove model & collisions
	SetThink( &CEnvLaser::StrikeThink );

	SetEndWidth( GetWidth() );				// Note: EndWidth is not scaled

	PointsInit( GetLocalOrigin(), GetLocalOrigin() );

	Precache( );

	if ( !m_pSprite && m_iszSpriteName != NULL_STRING )
	{
		m_pSprite = CSprite::SpriteCreate( STRING(m_iszSpriteName), GetAbsOrigin(), TRUE );
	}
	else
	{
		m_pSprite = NULL;
	}

	if ( m_pSprite )
	{
		m_pSprite->SetParent( GetMoveParent() );
		m_pSprite->SetTransparency( kRenderGlow, m_clrRender->r, m_clrRender->g, m_clrRender->b, m_clrRender->a, m_nRenderFX );
	}

	if ( GetEntityName() != NULL_STRING && !(m_spawnflags & SF_BEAM_STARTON) )
	{
		TurnOff();
	}
	else
	{
		TurnOn();
	}
}
开发者ID:AluminumKen,项目名称:hl2sb-src,代码行数:44,代码来源:EnvLaser.cpp


示例4: UTIL_Remove

void CBlendingCycler::Spawn( void )
{
	// Remove if it's not blending
	if (m_iLowerBound == 0 && m_iUpperBound == 0)
	{
		UTIL_Remove( this );
		return;
	}

	GenericCyclerSpawn( (char *)STRING( GetModelName() ), Vector(-16,-16,-16), Vector(16,16,16));
	if (!m_iBlendspeed)
		m_iBlendspeed = 5;

	// Initialise Sequence
	if (m_iszSequence != NULL_STRING)
	{
		SetSequence( LookupSequence( STRING(m_iszSequence) ) );
	}

	m_iCurrent = m_iLowerBound;
}
开发者ID:Au-heppa,项目名称:swarm-sdk,代码行数:21,代码来源:h_cycler.cpp


示例5: Precache

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CBaseProjectile::Spawn( void )
{
	Precache();

	SetModel( STRING( GetModelName() ) );

	SetSolid( SOLID_BBOX );
	SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_CUSTOM );
	AddFlag( FL_OBJECT );

	UTIL_SetSize( this, -Vector( 1.0f, 1.0f, 1.0f ), Vector( 1.0f, 1.0f, 1.0f ) );

	// Setup attributes.
	SetGravity( 0.001f );
	m_takedamage = DAMAGE_NO;

	// Setup the touch and think functions.
	SetTouch( &CBaseProjectile::ProjectileTouch );
	SetThink( &CBaseProjectile::FlyThink );
	SetNextThink( gpGlobals->curtime );
}
开发者ID:BenLubar,项目名称:SwarmDirector2,代码行数:24,代码来源:baseprojectile.cpp


示例6: Precache

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CItem_AmmoCrate::Spawn( void )
{
	Precache();

	BaseClass::Spawn();

	SetModel( STRING( GetModelName() ) );
	SetMoveType( MOVETYPE_NONE );
	SetSolid( SOLID_VPHYSICS );
	CreateVPhysics();

	ResetSequence( LookupSequence( "Idle" ) );
	SetBodygroup( 1, true );

	m_flCloseTime = gpGlobals->curtime;
	m_flAnimTime = gpGlobals->curtime;
	m_flPlaybackRate = 0.0;
	SetCycle( 0 );

	m_takedamage = DAMAGE_EVENTS_ONLY;

}
开发者ID:SteamLUG,项目名称:steamlug-7dfps-2013,代码行数:25,代码来源:item_ammo.cpp


示例7: Precache

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CPhysMagnet::Spawn( void )
{
	Precache();

	SetMoveType( MOVETYPE_NONE );
	SetSolid( SOLID_VPHYSICS );
	SetModel( STRING( GetModelName() ) );

	m_takedamage = DAMAGE_EVENTS_ONLY;

	solid_t tmpSolid;
	PhysModelParseSolid( tmpSolid, this, GetModelIndex() );
	if ( m_massScale > 0 )
	{
		float mass = tmpSolid.params.mass * m_massScale;
		mass = clamp( mass, 0.5, 1e6 );
		tmpSolid.params.mass = mass;
	}
	PhysSolidOverride( tmpSolid, m_iszOverrideScript );
	VPhysicsInitNormal( GetSolid(), GetSolidFlags(), true, &tmpSolid );

	// Wake it up if not asleep
	if ( !HasSpawnFlags(SF_MAGNET_ASLEEP) )
	{
		VPhysicsGetObject()->Wake();
	}

	if ( HasSpawnFlags(SF_MAGNET_MOTIONDISABLED) )
	{
		VPhysicsGetObject()->EnableMotion( false );
	}

	m_bActive = true;
	m_pConstraintGroup = NULL;
	m_flTotalMass = 0;
	m_flNextSuckTime = 0;

	BaseClass::Spawn();
}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:42,代码来源:physobj.cpp


示例8: GetUtilFlag

short GetUtilFlag(short model_id)
{
	LPFUNCTIONCOMP lpComp;
	char resName[NAME_BUF_MAX_SIZE];
	char *modelName = GetModelName();
	short flag = 0;

	snprintf( resName, NAME_BUF_MAX_SIZE, "%s/%s", MAINTENANCE_RESPATH, MAINTENANCE_RESFILE );
	if ( ParseFunctionListTag( resName, modelName, &lpComp  ) != 0 ) goto Err;
	while( lpComp != NULL ){
		if ( lpComp->type == FUNCTYPE_CLEANING ) flag |= UF_CLEANING;
		else if ( lpComp->type == FUNCTYPE_DEEP_CLEANING ) flag |= UF_DEEP_CLEANING;
		else if ( lpComp->type == FUNCTYPE_ROLLER_CLEANING ) flag |= UF_ROLLER_CLEANING;
		else if ( lpComp->type == FUNCTYPE_PLATE_CLEANING ) flag |= UF_PLATE_CLEANING;
		else if ( lpComp->type == FUNCTYPE_NOZZLE_CHECK ) flag |= UF_NOZZLE_CHECK;
		else if ( lpComp->type == FUNCTYPE_POWER_OFF ) flag |= UF_POWER_OFF;
		else if ( lpComp->type == FUNCTYPE_AUTOPOWER ) flag |= UF_AUTO_POWER;
		else if ( lpComp->type == FUNCTYPE_INK_WARNING ) flag |= UF_INK_WARNING;
		else if ( lpComp->type == FUNCTYPE_INK_RESET ) flag |= UF_INK_RESET;
		else if ( lpComp->type == FUNCTYPE_INK_CARTRIDGE ) flag |= UF_INK_CARTRIDGE;
		else if ( lpComp->type == FUNCTYPE_QUIET ) flag |= UF_QUIET;
		else if ( lpComp->type == FUNCTYPE_HEAD_ALIGNMENT_AUTO ) flag |= UF_HEAD_ALIGNMENT;
		else if ( lpComp->type == FUNCTYPE_HEAD_ALIGNMENT_MANUAL ) flag |= UF_HEAD_ALIGNMENT;
		else if ( lpComp->type == FUNCTYPE_CUSTOM ) flag |= UF_CUSTOM;
		else if ( lpComp->type == FUNCTYPE_PAPER_SOURCE_SETTING ) flag |= UI_PAPER_SOURCE_SETTING;
		lpComp = lpComp->next;
	}
	FreeFunctionCompList( lpComp );
#if 0
	ModelTable* model_table;

	if( (model_table = GetModelTableEntry(model_id)) != NULL )
		return model_table->util_flag;

#endif
Err:
	return flag;
}
开发者ID:mariospr,项目名称:cnijfilter-common,代码行数:38,代码来源:modeltbl.c


示例9: SetSolid

//--------------------------------------------------------------------------------------------------------
void CFuncNavCost::Spawn( void )
{
	BaseClass::Spawn();

	gm_masterCostVector.AddToTail( this );
	gm_dirtyTimer.Start( UPDATE_DIRTY_TIME );

	SetSolid( SOLID_BSP );	
	AddSolidFlags( FSOLID_NOT_SOLID );

	SetMoveType( MOVETYPE_NONE );
	SetModel( STRING( GetModelName() ) );
	AddEffects( EF_NODRAW );
	SetCollisionGroup( COLLISION_GROUP_NONE );

	VPhysicsInitShadow( false, false );

	SetThink( &CFuncNavCost::CostThink );
	SetNextThink( gpGlobals->curtime + UPDATE_DIRTY_TIME );

	m_tags.RemoveAll();

	const char *tags = STRING( m_iszTags );

	// chop space-delimited string into individual tokens
	if ( tags )
	{
		char *buffer = new char [ strlen( tags ) + 1 ];
		Q_strcpy( buffer, tags );

		for( char *token = strtok( buffer, " " ); token; token = strtok( NULL, " " ) )
		{
			m_tags.AddToTail( CFmtStr( "%s", token ) );
		}

		delete [] buffer;
	}
}
开发者ID:Au-heppa,项目名称:source-sdk-2013,代码行数:39,代码来源:nav_entities.cpp


示例10: Precache

void CBubbling::Spawn( void )
{
	Precache();
	SetModel( GetModelName() );		// Set size

	SetSolidType( SOLID_NOT );							// Remove model & collisions
	SetRenderAmount( 0 );								// The engine won't draw this model if this is set to 0 and blending is on
	SetRenderMode( kRenderTransTexture );
	int speed = fabs( GetSpeed() );

	// HACKHACK!!! - Speed in rendercolor
	SetRenderColor( Vector( speed >> 8, speed & 255, ( GetSpeed() < 0 ) ? 1 : 0 ) );


	if( !GetSpawnFlags().Any( SF_BUBBLES_STARTOFF ) )
	{
		SetThink( &CBubbling::FizzThink );
		SetNextThink( gpGlobals->time + 2.0 );
		m_state = true;
	}
	else
		m_state = false;
}
开发者ID:oskarlh,项目名称:HLEnhanced,代码行数:23,代码来源:CBubbling.cpp


示例11: Precache

void CPushable::Spawn( void )
{
	if ( HasSpawnFlags( SF_PUSH_BREAKABLE ) )
	{
		BaseClass::Spawn();
	}
	else
	{
		Precache();

		SetSolid( SOLID_VPHYSICS );

		SetMoveType( MOVETYPE_PUSH );
		SetModel( STRING( GetModelName() ) );

		CreateVPhysics();
	}

#ifdef HL1_DLL
	// Force HL1 Pushables to stay axially aligned.
	VPhysicsGetObject()->SetInertia( Vector( 1e30, 1e30, 1e30 ) );
#endif//HL1_DLL
}
开发者ID:Biohazard90,项目名称:g-string_2013,代码行数:23,代码来源:func_break.cpp


示例12: Spawn

void CSpriteTrail::Spawn( void )
{
#ifdef CLIENT_DLL
	BaseClass::Spawn();
#else

	if ( GetModelName() != NULL_STRING )
	{
		BaseClass::Spawn();
		return;
	}

	SetModelName( m_iszSpriteName );
	BaseClass::Spawn();

	SetSolid( SOLID_NONE );
	SetMoveType( MOVETYPE_NOCLIP );

	SetCollisionBounds( vec3_origin, vec3_origin );
	TurnOn();

#endif
}
开发者ID:0xFEEDC0DE64,项目名称:UltraGame,代码行数:23,代码来源:spritetrail.cpp


示例13: OLE2CA

ImodelIGC* CPigShip::FindModel(BSTR bstrModel)
{
    if (!BSTRLen(bstrModel))
        return NULL;

    USES_CONVERSION;
    LPCSTR pszModel = OLE2CA(bstrModel);

    const ClusterListIGC* pClusters = GetIGC()->GetMission()->GetClusters();
    for (ClusterLinkIGC* itCluster = pClusters->first(); itCluster; itCluster = itCluster->next())
    {
        IclusterIGC* pCluster = itCluster->data();
        const ModelListIGC* pModels = pCluster->GetModels();
        for (ModelLinkIGC* it = pModels->first(); it; it = it->next())
        {
            ImodelIGC* pModel = it->data();
            if (0 == _stricmp(GetModelName(pModel), pszModel))
                return pModel;
        }
    }

    return NULL;
}
开发者ID:BackTrak,项目名称:Allegiance-R4-Engine,代码行数:23,代码来源:PigShip.cpp


示例14: SetMoveType

//--------------------------------------------------------------------------------------------------------
void CFuncNavBlocker::Spawn( void )
{
	gm_NavBlockers.AddToTail( this );

	if ( !m_blockedTeamNumber )
		m_blockedTeamNumber = TEAM_ANY;

	SetMoveType( MOVETYPE_NONE );
	SetModel( STRING( GetModelName() ) );
	AddEffects( EF_NODRAW );
	SetCollisionGroup( COLLISION_GROUP_NONE );
	SetSolid( SOLID_NONE );
	AddSolidFlags( FSOLID_NOT_SOLID );
	CollisionProp()->WorldSpaceAABB( &m_CachedMins, &m_CachedMaxs );
	if ( m_bDisabled )
	{
        g_EventQueue.AddEvent( this, "UnblockNav", 2.0f, this, this );
	}
	else
	{
        g_EventQueue.AddEvent( this, "BlockNav", 2.0f, this, this );
	}
}
开发者ID:WootsMX,项目名称:InSource,代码行数:24,代码来源:nav_entities.cpp


示例15: SetSolid

void CFunc_LiquidPortal::Activate( void )
{
	BaseClass::Activate();

	SetSolid( SOLID_VPHYSICS );
	SetSolidFlags( FSOLID_NOT_SOLID );
	SetMoveType( MOVETYPE_NONE );
	SetModel( STRING( GetModelName() ) );

	ComputeLinkMatrix(); //collision origin may have changed during activation

	SetThink( &CFunc_LiquidPortal::Think );

	for( int i = m_hLeftToTeleportThisFill.Count(); --i >= 0; )
	{
		CBaseEntity *pEnt = m_hLeftToTeleportThisFill[i].Get();

		if( pEnt && pEnt->IsPlayer() )
		{
			((CPortal_Player *)pEnt)->m_hSurroundingLiquidPortal = this;
		}
	}
}
开发者ID:Axitonium,项目名称:SourceEngine2007,代码行数:23,代码来源:func_liquidportal.cpp


示例16: AddEFlags

//------------------------------------------------------------------------------
// Purpose :
//------------------------------------------------------------------------------
void CColorCorrectionVolume::Spawn( void )
{
	BaseClass::Spawn();

	AddEFlags( EFL_FORCE_CHECK_TRANSMIT | EFL_DIRTY_ABSTRANSFORM );
	Precache();

	SetSolid( SOLID_BSP );
	SetSolidFlags( FSOLID_TRIGGER | FSOLID_NOT_SOLID );
	SetModel( STRING( GetModelName() ) );

	SetThink( &CColorCorrectionVolume::ThinkFunc );
	SetNextThink( gpGlobals->curtime + 0.01f );

	if( m_bStartDisabled )
	{
		m_bEnabled = false;
	}
	else
	{
		m_bEnabled = true;
	}
}
开发者ID:FooGames,项目名称:SecobMod,代码行数:26,代码来源:colorcorrectionvolume.cpp


示例17: Precache

//-----------------------------------------------------------------------------
// Purpose: This used to have something to do with bees flying, but 
//			now it only initializes moving furniture in scripted sequences
//-----------------------------------------------------------------------------
void CNPC_Furniture::Spawn( )
{
	Precache();
	
	SetModel( STRING(GetModelName()) );

	SetMoveType( MOVETYPE_STEP );
	SetSolid( SOLID_BBOX );

	// Our collision, if needed, will be done through bone followers
	AddSolidFlags( FSOLID_NOT_SOLID );

	SetBloodColor( DONT_BLEED );
	m_iHealth = TOO_MUCH_HEALTH_TO_DIE; //wow
	m_takedamage = DAMAGE_AIM;
	SetSequence( 0 );
	SetCycle( 0 );
	SetNavType( NAV_FLY );
	AddFlag( FL_FLY );

	CapabilitiesAdd( bits_CAP_MOVE_FLY | bits_CAP_TURN_HEAD | bits_CAP_ANIMATEDFACE );

	AddEFlags( EFL_NO_MEGAPHYSCANNON_RAGDOLL );

//	pev->nextthink += 1.0;
//	SetThink (WalkMonsterDelay);

	ResetSequenceInfo( );
	SetCycle( 0 );
	NPCInit();

	// Furniture needs to block LOS
	SetBlocksLOS( true );

	// Furniture just wastes CPU doing sensing code, since all they do is idle and play scripts
	GetSenses()->AddSensingFlags( SENSING_FLAGS_DONT_LOOK | SENSING_FLAGS_DONT_LISTEN );
}
开发者ID:Au-heppa,项目名称:source-sdk-2013,代码行数:41,代码来源:genericmonster.cpp


示例18: GetModelName

// ÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑ
//		¥ MakeSelfSpecifier										/*e*/
// ÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑ
// Overridden to allow specification by name or id as an option.
void CModelObjectPlus::MakeSelfSpecifier(
	AEDesc&		inSuperSpecifier,
	AEDesc&		outSelfSpecifier) const
{
	Str255			string;
	
	GetModelName(string);

	if ((mFlags&mfSpecifyByName) && string[0])
	{
		if (mSuperModel==nil)
			Throw_(errAEEventNotHandled);

		StAEDescriptor	nameKeyData;
		
		OSErr	err=::AECreateDesc(typeChar,&string[1],string[0],nameKeyData);
		ThrowIfOSErr_(err);
		
		err=::CreateObjSpecifier(GetModelKind(),&inSuperSpecifier,formName,&nameKeyData.mDesc,false,&outSelfSpecifier);
		ThrowIfOSErr_(err);
	}
	else if (mFlags&mfSpecifyById)
	{
		if (mSuperModel==nil)
			Throw_(errAEEventNotHandled);
	
		StAEDescriptor	idKeyData;
		StAEDescriptor	bogusType;
		
		GetAEProperty(pID,bogusType,idKeyData);	// get the unique id for this object
		
		OSErr err=::CreateObjSpecifier(GetModelKind(),&inSuperSpecifier,formUniqueID,&idKeyData.mDesc,false,&outSelfSpecifier);
		ThrowIfOSErr_(err);
	}
	else
		inheritedModelObject::MakeSelfSpecifier(inSuperSpecifier,outSelfSpecifier);
}
开发者ID:MaddTheSane,项目名称:tntbasic,代码行数:41,代码来源:CModelObjectPlus.cpp


示例19: Assert

//-----------------------------------------------------------------------------
// Purpose: Spawn function 
//-----------------------------------------------------------------------------
void CTFDroppedWeapon::Spawn( void )
{
	Assert( m_pWeaponInfo );

	SetModel( STRING( GetModelName() ) );
	AddSpawnFlags( SF_NORESPAWN );

	BaseClass::Spawn();

	if ( VPhysicsGetObject() )
	{
		// All weapons must have same weight.
		VPhysicsGetObject()->SetMass( 25.0f );
	}
	
	SetCollisionGroup( COLLISION_GROUP_DEBRIS );

	m_flCreationTime = gpGlobals->curtime;

	// Remove 30s after spawning
	m_flRemoveTime = gpGlobals->curtime + 30.0f;
	SetThink( &CTFDroppedWeapon::RemovalThink );
	SetNextThink( gpGlobals->curtime );
}
开发者ID:TenmaPL,项目名称:TF2Classic,代码行数:27,代码来源:tf_dropped_weapon.cpp


示例20: Precache

void CFuncTank::Spawn( void )
{
	Precache();

	SetMoveType( MOVETYPE_PUSH );  // so it doesn't get pushed by anything
	SetSolid( SOLID_VPHYSICS );
	SetModel( STRING( GetModelName() ) );

	m_yawCenter			= GetLocalAngles().y;
	m_pitchCenter		= GetLocalAngles().x;
	m_vTargetPosition	= vec3_origin;

	if ( IsActive() )
		SetNextThink( gpGlobals->curtime + 1.0f );

	UpdateMatrix();

	m_sightOrigin = WorldBarrelPosition(); // Point at the end of the barrel

	if ( m_spread > MAX_FIRING_SPREADS )
	{
		m_spread = 0;
	}

	// No longer aim at target position if have one
	m_spawnflags		&= ~SF_TANK_AIM_AT_POS; 

	if (m_spawnflags & SF_TANK_DAMAGE_KICK)
	{
		m_takedamage = DAMAGE_YES;
	}

	// UNDONE: Do this?
	//m_targetEntityName = m_target;
	CreateVPhysics();
}
开发者ID:AgentAgrimar,项目名称:source-sdk-trilogy,代码行数:36,代码来源:hl1_func_tank.cpp



注:本文中的GetModelName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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