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C++ G_UseTargets2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G_UseTargets2函数的典型用法代码示例。如果您正苦于以下问题:C++ G_UseTargets2函数的具体用法?C++ G_UseTargets2怎么用?C++ G_UseTargets2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G_UseTargets2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: misc_model_use

void misc_model_use (gentity_t *self, gentity_t *other, gentity_t *activator)
{
	if ( self->health <= 0 && self->max_health > 0)
	{//used while broken fired target3
		G_UseTargets2( self, activator, self->target3 );
		return;
	}

	G_ActivateBehavior( self, BSET_USE );
	//Don't explode if they've requested it to not
	if ( self->spawnflags & 64 )
	{//Usemodels toggling
		if ( self->spawnflags & 32 )
		{
			if( self->s.modelindex == self->sound1to2 )
			{
				self->s.modelindex = self->sound2to1;
			}
			else
			{
				self->s.modelindex = self->sound1to2;
			}
		}

		return;
	}

	misc_model_breakable_die( self, other, activator, self->health, MOD_UNKNOWN );
}
开发者ID:Hasimir,项目名称:jedi-outcast-1,代码行数:29,代码来源:g_breakable.cpp


示例2: for

/*
==============================
G_UseTargets

"activator" should be set to the entity that initiated the firing.

Search for (string)targetname in all entities that
match (string)self.target and call their .use function

==============================
*/
void G_UseTargets (gentity_t *ent, gentity_t *activator)
{
//
// fire targets
//
	G_UseTargets2 (ent, activator, ent->target);
}
开发者ID:kikili,项目名称:OpenJK,代码行数:18,代码来源:g_utils.cpp


示例3: fx_runner_use

//----------------------------------------------------------
void fx_runner_use( gentity_t *self, gentity_t *other, gentity_t *activator )
{
	if ( self->spawnflags & 2 ) // ONESHOT
	{
		// call the effect with the desired position and orientation, as a safety thing,
		//	make sure we aren't thinking at all.
		fx_runner_think( self );
		self->nextthink = -1;

		if ( self->target2 )
		{
			// let our target know that we have spawned an effect
			G_UseTargets2( self, self, self->target2 );
		}

		if ( VALIDSTRING( self->soundSet ) == true )
		{
			G_AddEvent( self, EV_BMODEL_SOUND, CAS_GetBModelSound( self->soundSet, BMS_START ));
		}
	}
	else
	{
		// ensure we are working with the right think function
		self->e_ThinkFunc = thinkF_fx_runner_think;

		// toggle our state
		if ( self->nextthink == -1 )
		{
			// NOTE: we fire the effect immediately on use, the fx_runner_think func will set
			//	up the nextthink time.
			fx_runner_think( self );

			if ( VALIDSTRING( self->soundSet ) == true )
			{
				G_AddEvent( self, EV_BMODEL_SOUND, CAS_GetBModelSound( self->soundSet, BMS_START ));
				self->s.loopSound = CAS_GetBModelSound( self->soundSet, BMS_MID );

				if ( self->s.loopSound < 0 )
				{
					self->s.loopSound = 0;
				}
			}
		}
		else
		{
			// turn off for now
			self->nextthink = -1;

			if ( VALIDSTRING( self->soundSet ) == true )
			{
				G_AddEvent( self, EV_BMODEL_SOUND, CAS_GetBModelSound( self->soundSet, BMS_END ));
				self->s.loopSound = 0;
			}
		}
	}
}
开发者ID:LTolosa,项目名称:Jedi-Outcast,代码行数:57,代码来源:g_fx.cpp


示例4: trigger_cleared_fire

void trigger_cleared_fire (gentity_t *self)
{
	G_UseTargets2( self, self->activator, self->target2 );
	self->e_ThinkFunc = thinkF_NULL;
	// should start the wait timer now, because the trigger's just been cleared, so we must "wait" from this point
	if ( self->wait > 0 ) 
	{
		self->nextthink = level.time + ( self->wait + self->random * crandom() ) * 1000;
	}
}
开发者ID:AlexXT,项目名称:OpenJK,代码行数:10,代码来源:g_trigger.cpp


示例5: func_usable_pain

void func_usable_pain(gentity_t *self, gentity_t *inflictor, gentity_t *attacker, const vec3_t point, int damage, int mod,int hitLoc)
{
	if ( self->paintarget )
	{
		G_UseTargets2 (self, self->activator, self->paintarget);
	}
	else
	{
		GEntity_UseFunc( self, attacker, attacker );
	}
}
开发者ID:AlexXT,项目名称:OpenJK,代码行数:11,代码来源:g_usable.cpp


示例6: misc_model_breakable_pain

void misc_model_breakable_pain ( gentity_t *self, gentity_t *inflictor, gentity_t *other, vec3_t point, int damage, int mod,int hitLoc )
{
	if ( self->health > 0 )
	{
		// still alive, react to the pain
		if ( self->paintarget )
		{
			G_UseTargets2 (self, self->activator, self->paintarget);
		}

		// Don't do script if dead
		G_ActivateBehavior( self, BSET_PAIN );
	}
}
开发者ID:Hasimir,项目名称:jedi-outcast-1,代码行数:14,代码来源:g_breakable.cpp


示例7: misc_model_breakable_pain

//pain function for model_breakables
void misc_model_breakable_pain (gentity_t *self, gentity_t *attacker, int damage)
{
	if ( self->health > 0 )
	{
		// still alive, react to the pain
		if ( self->paintarget )
		{
			G_UseTargets2 (self, self->activator, self->paintarget);
		}

		// Don't do script if dead
		G_ActivateBehavior( self, BSET_PAIN );
	}
}
开发者ID:ForcePush,项目名称:OJPRPFZ,代码行数:15,代码来源:g_breakable.c


示例8: target_counter_use

void target_counter_use( gentity_t *self, gentity_t *other, gentity_t *activator )
{
	if ( self->count == 0 )
	{
		return;
	}
	
	//gi.Printf("target_counter %s used by %s, entnum %d\n", self->targetname, activator->targetname, activator->s.number );
	self->count--;

	if ( activator )
	{
		Quake3Game()->DebugPrint( IGameInterface::WL_VERBOSE, "target_counter %s used by %s (%d/%d)\n", self->targetname, activator->targetname, (self->max_health-self->count), self->max_health );
	}

	if ( self->count )
	{
		if ( self->target2 )
		{
			//gi.Printf("target_counter %s firing target2 from %s, entnum %d\n", self->targetname, activator->targetname, activator->s.number );
			G_UseTargets2( self, activator, self->target2 );
		}
		return;
	}
	
	G_ActivateBehavior( self,BSET_USE );

	if ( self->spawnflags & 128 )
	{
		self->svFlags |= SVF_INACTIVE;
	}

	self->activator = activator;
	G_UseTargets( self, activator );

	if ( self->count == 0 )
	{
		if ( self->bounceCount == 0 )
		{
			return;
		}
		self->count = self->max_health;
		if ( self->bounceCount > 0 )
		{//-1 means bounce back forever
			self->bounceCount--; 
		}
	}
}
开发者ID:AlexCSilva,项目名称:jediacademy,代码行数:48,代码来源:g_target.cpp


示例9: target_counter_use

void target_counter_use( gentity_t *self, gentity_t *other, gentity_t *activator )
{
	if ( self->count == 0 )
	{
		return;
	}
	
	//gi.Printf("target_counter %s used by %s, entnum %d\n", self->targetname, activator->targetname, activator->s.number );
	self->count--;

	if ( activator )
	{
		G_DebugPrint( WL_VERBOSE, "target_counter %s used by %s (%d/%d)\n", self->targetname, activator->targetname, (self->genericValue1-self->count), self->genericValue1 );
	}

	if ( self->count )
	{
		if ( self->target2 )
		{
			//gi.Printf("target_counter %s firing target2 from %s, entnum %d\n", self->targetname, activator->targetname, activator->s.number );
			G_UseTargets2( self, activator, self->target2 );
		}
		return;
	}
	
	G_ActivateBehavior( self,BSET_USE );

	if ( self->spawnflags & 128 )
	{
		self->flags |= FL_INACTIVE;
	}

	self->activator = activator;
	G_UseTargets( self, activator );

	if ( self->count == 0 )
	{
		if ( self->bounceCount == 0 )
		{
			return;
		}
		self->count = self->genericValue1;
		if ( self->bounceCount > 0 )
		{//-1 means bounce back forever
			self->bounceCount--; 
		}
	}
}
开发者ID:NikitaRus,项目名称:JediKnightGalaxies-1,代码行数:48,代码来源:g_target.cpp


示例10: funcBBrushPain

void funcBBrushPain(gentity_t *self, gentity_t *inflictor, gentity_t *attacker, vec3_t point, int damage, int mod,int hitLoc)
{
	if ( self->painDebounceTime > level.time )
	{
		return;
	}

	if ( self->paintarget )
	{
		G_UseTargets2 (self, self->activator, self->paintarget);
	}

	G_ActivateBehavior( self, BSET_PAIN );

	if ( self->material == MAT_DRK_STONE
		|| self->material == MAT_LT_STONE
		|| self->material == MAT_GREY_STONE )
	{
		vec3_t	org, dir;
		float	scale;
		VectorSubtract( self->absmax, self->absmin, org );// size
		// This formula really has no logical basis other than the fact that it seemed to be the closest to yielding the results that I wanted.
		// Volume is length * width * height...then break that volume down based on how many chunks we have
		scale = VectorLength( org ) / 100.0f;
		VectorMA( self->absmin, 0.5, org, org );
		VectorAdd( self->absmin,self->absmax, org );
		VectorScale( org, 0.5f, org );
		if ( attacker != NULL && attacker->client )
		{
			VectorSubtract( attacker->currentOrigin, org, dir );
			VectorNormalize( dir );
		}
		else
		{
			VectorSet( dir, 0, 0, 1 );
		} 
		CG_Chunks( self->s.number, org, dir, self->mins, self->maxs, 300, Q_irand( 1, 3 ), self->material, 0, scale );
	}

	if ( self->wait == -1 )
	{
		self->e_PainFunc = painF_NULL;
		return;
	}

	self->painDebounceTime = level.time + self->wait;
}
开发者ID:Hasimir,项目名称:jedi-outcast-1,代码行数:47,代码来源:g_breakable.cpp


示例11: emplaced_gun_pain

//----------------------------------------------------------
void emplaced_gun_pain( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, const vec3_t point, int damage, int mod,int hitLoc )
{
	if ( self->health <= 0 )
	{
		// play pain effect?
	}
	else
	{
		if ( self->paintarget )
		{
			G_UseTargets2( self, self->activator, self->paintarget );
		}

		// Don't do script if dead
		G_ActivateBehavior( self, BSET_PAIN );
	}
}
开发者ID:kikili,项目名称:OpenJK,代码行数:18,代码来源:g_emplaced.cpp


示例12: Svcmd_Use_f

void Svcmd_Use_f( void )
{
	char	*cmd1 = gi.argv(1);

	if ( !cmd1 || !cmd1[0] )
	{
		//FIXME: warning message
		gi.Printf( "'use' takes targetname of ent or 'list' (lists all usable ents)\n" );
		return;
	}
	else if ( !Q_stricmp("list", cmd1) )
	{
		gentity_t	*ent;

		gi.Printf("Listing all usable entities:\n");

		for ( int i = 1; i < ENTITYNUM_WORLD; i++ )
		{
			 ent = &g_entities[i];
			 if ( ent )
			 {
				 if ( ent->targetname && ent->targetname[0] )
				 {
					 if ( ent->e_UseFunc != useF_NULL )
					 {
						 if ( ent->NPC )
						 {
							gi.Printf( "%s (NPC)\n", ent->targetname );
						 }
						 else
						 {
							gi.Printf( "%s\n", ent->targetname );
						 }
					 }
				 }
			 }
		}

		gi.Printf("End of list.\n");
	}
	else
	{
		G_UseTargets2( &g_entities[0], &g_entities[0], cmd1 );
	}
}
开发者ID:kikili,项目名称:OpenJK,代码行数:45,代码来源:g_utils.cpp


示例13: misc_model_use

void misc_model_use (gentity_t *self, gentity_t *other, gentity_t *activator)
{
	if ( self->target4 )
	{//throw me at my target!
		misc_model_throw_at_target4( self, activator );
		return;
	}

	if ( self->health <= 0 && self->max_health > 0)
	{//used while broken fired target3
		G_UseTargets2( self, activator, self->target3 );
		return;
	}

	// Become solid again.
	if ( !self->count )
	{
		self->count = 1;
		self->activator = activator;
		self->svFlags &= ~SVF_NOCLIENT;
		self->s.eFlags &= ~EF_NODRAW;
	}

	G_ActivateBehavior( self, BSET_USE );
	//Don't explode if they've requested it to not
	if ( self->spawnflags & 64 )
	{//Usemodels toggling
		if ( self->spawnflags & 32 )
		{
			if( self->s.modelindex == self->sound1to2 )
			{
				self->s.modelindex = self->sound2to1;
			}
			else
			{
				self->s.modelindex = self->sound1to2;
			}
		}

		return;
	}

	self->e_DieFunc  = dieF_misc_model_breakable_die;
	misc_model_breakable_die( self, other, activator, self->health, MOD_UNKNOWN );
}
开发者ID:3ddy,项目名称:Jedi-Academy,代码行数:45,代码来源:g_breakable.cpp


示例14: TurretG2Pain

void TurretG2Pain( gentity_t *self, gentity_t *attacker, int damage ) {
	if ( self->paintarget && self->paintarget[0] ) {
		if ( self->genericValue8 < level.time ) {
			G_UseTargets2( self, self, self->paintarget );
			self->genericValue8 = level.time + self->genericValue4;
		}
	}

	if ( attacker->client && attacker->client->ps.weapon == WP_DEMP2 ) {
		self->attackDebounceTime = level.time + 2000 + random() * 500;
		self->painDebounceTime = self->attackDebounceTime;
	}
	if ( !self->enemy ) {//react to being hit
		G_SetEnemy( self, attacker );
	}
	//self->s.health = self->health;
	//mmm..yes..bad.
}
开发者ID:Arcadiaprime,项目名称:japp,代码行数:18,代码来源:g_turret_G2.cpp


示例15: NPC_BSRemove

void NPC_BSRemove (void)
{
	NPC_UpdateAngles ( qtrue, qtrue );
	if( !gi.inPVS( NPC->currentOrigin, g_entities[0].currentOrigin ) )//FIXME: use cg.vieworg?
	{
		G_UseTargets2( NPC, NPC, NPC->target3 );
		NPC->s.eFlags |= EF_NODRAW;
		NPC->s.eFlags &= ~EF_NPC;
		NPC->svFlags &= ~SVF_NPC;
		NPC->s.eType = ET_INVISIBLE;
		NPC->contents = 0;
		NPC->health = 0;
		NPC->targetname = NULL;

		//Disappear in half a second
		NPC->e_ThinkFunc = thinkF_G_FreeEntity;
		NPC->nextthink = level.time + FRAMETIME;
	}//FIXME: else allow for out of FOV???
}
开发者ID:Chedo,项目名称:OpenJK,代码行数:19,代码来源:NPC_behavior.cpp


示例16: fx_runner_think

//----------------------------------------------------------
void fx_runner_think( gentity_t *ent )
{
	vec3_t temp;

	EvaluateTrajectory( &ent->s.pos, level.time, ent->currentOrigin );
	EvaluateTrajectory( &ent->s.apos, level.time, ent->currentAngles );

	// call the effect with the desired position and orientation
	G_AddEvent( ent, EV_PLAY_EFFECT, ent->fxID );

	// Assume angles, we'll do a cross product on the other end to finish up
	AngleVectors( ent->currentAngles, ent->pos3, NULL, NULL );
	MakeNormalVectors( ent->pos3, ent->pos4, temp ); // there IS a reason this is done...it's so that it doesn't break every effect in the game...

	ent->nextthink = level.time + ent->delay + random() * ent->random;

	if ( ent->spawnflags & 4 ) // damage
	{
		G_RadiusDamage( ent->currentOrigin, ent, ent->splashDamage, ent->splashRadius, ent, MOD_UNKNOWN );
	}

	if ( ent->target2 )
	{
		// let our target know that we have spawned an effect
		G_UseTargets2( ent, ent, ent->target2 );
	}

	if ( !(ent->spawnflags & 2 ) && !ent->s.loopSound ) // NOT ONESHOT...this is an assy thing to do
	{
		if ( VALIDSTRING( ent->soundSet ) == true )
		{
			ent->s.loopSound = CAS_GetBModelSound( ent->soundSet, BMS_MID );

			if ( ent->s.loopSound < 0 )
			{
				ent->s.loopSound = 0;
			}
		}
	}

}
开发者ID:LTolosa,项目名称:Jedi-Outcast,代码行数:42,代码来源:g_fx.cpp


示例17: func_wait_return_solid

void func_wait_return_solid( gentity_t *self )
{
	//once a frame, see if it's clear.
	self->clipmask = CONTENTS_BODY;//|CONTENTS_MONSTERCLIP|CONTENTS_BOTCLIP;
	if ( !(self->spawnflags&16) || G_TestEntityPosition( self ) == NULL )
	{
		gi.SetBrushModel( self, self->model );
		VectorCopy( self->currentOrigin, self->pos1 );
		InitMover( self );
		/*
		VectorCopy( self->s.origin, self->s.pos.trBase );
		VectorCopy( self->s.origin, self->currentOrigin );
		*/
		//if we moved, we want the *current* origin, not our start origin!
		VectorCopy( self->currentOrigin, self->s.pos.trBase );
		gi.linkentity( self );
		self->svFlags &= ~SVF_NOCLIENT;
		self->s.eFlags &= ~EF_NODRAW;
		self->e_UseFunc = useF_func_usable_use;
		self->clipmask = 0;
		if ( self->target2 && self->target2[0] )
		{
			G_UseTargets2( self, self->activator, self->target2 );
		}
		if ( self->s.eFlags & EF_ANIM_ONCE )
		{//Start our anim
			self->s.frame = 0;
		}
		//NOTE: be sure to reset the brushmodel before doing this or else CONTENTS_OPAQUE may not be on when you call this
		if ( !(self->spawnflags&1) )
		{//START_OFF doesn't effect area portals
			gi.AdjustAreaPortalState( self, qfalse );
		}
	}
	else
	{
		self->clipmask = 0;
		self->e_ThinkFunc = thinkF_func_wait_return_solid;
		self->nextthink = level.time + FRAMETIME;
	}
}
开发者ID:AlexXT,项目名称:OpenJK,代码行数:41,代码来源:g_usable.cpp


示例18: G_FindLocalInterestPoint

int G_FindLocalInterestPoint( gentity_t *self )
{
	int		i, bestPoint = ENTITYNUM_NONE;
	float	dist, bestDist = Q3_INFINITE;
	vec3_t	diffVec, eyes;

	CalcEntitySpot( self, SPOT_HEAD_LEAN, eyes );
	for ( i = 0; i < level.numInterestPoints; i++ )
	{
		//Don't ignore portals?  If through a portal, need to look at portal!
		if ( gi.inPVS( level.interestPoints[i].origin, eyes ) )
		{
			VectorSubtract( level.interestPoints[i].origin, eyes, diffVec );
			if ( (fabs(diffVec[0]) + fabs(diffVec[1])) / 2 < 48 &&
				fabs(diffVec[2]) > (fabs(diffVec[0]) + fabs(diffVec[1])) / 2 )
			{//Too close to look so far up or down
				continue;
			}
			dist = VectorLengthSquared( diffVec );
			//Some priority to more interesting points
			//dist -= ((int)level.interestPoints[i].lookMode * 5) * ((int)level.interestPoints[i].lookMode * 5);
			if ( dist < MAX_INTEREST_DIST && dist < bestDist )
			{
				if ( G_ClearLineOfSight( eyes, level.interestPoints[i].origin, self->s.number, MASK_OPAQUE ) )
				{
					bestDist = dist;
					bestPoint = i;
				}
			}
		}
	}
	if ( bestPoint != ENTITYNUM_NONE && level.interestPoints[bestPoint].target )
	{
		G_UseTargets2( self, self, level.interestPoints[bestPoint].target );
	}
	return bestPoint;
}
开发者ID:AlexXT,项目名称:OpenJK,代码行数:37,代码来源:NPC_senses.cpp


示例19: turretG2_find_enemies


//.........这里部分代码省略.........
            //else: we will shoot at bbrushes!
        }
        if ( target == self || !target->takedamage || target->health <= 0 || ( target->flags & FL_NOTARGET ))
        {
            continue;
        }
        if ( target->client && target->client->sess.sessionTeam == TEAM_SPECTATOR )
        {
            continue;
        }
        if ( self->alliedTeam )
        {
            if ( target->client )
            {
                if ( target->client->sess.sessionTeam == self->alliedTeam )
                {
                    // A bot/client/NPC we don't want to shoot
                    continue;
                }
            }
            else if ( target->teamnodmg == self->alliedTeam )
            {
                // An ent we don't want to shoot
                continue;
            }
        }
        if ( !trap_InPVS( org2, target->r.currentOrigin ))
        {
            continue;
        }

        if ( target->client )
        {
            VectorCopy( target->client->renderInfo.eyePoint, org );
        }
        else
        {
            VectorCopy( target->r.currentOrigin, org );
        }

        if ( self->spawnflags & 2 )
        {
            org[2] -= 15;
        }
        else
        {
            org[2] += 5;
        }

        trap_Trace( &tr, org2, NULL, NULL, org, self->s.number, MASK_SHOT );

        if ( !tr.allsolid && !tr.startsolid && ( tr.fraction == 1.0 || tr.entityNum == target->s.number ))
        {
            // Only acquire if have a clear shot, Is it in range and closer than our best?
            VectorSubtract( target->r.currentOrigin, self->r.currentOrigin, enemyDir );
            enemyDist = VectorLengthSquared( enemyDir );

            if ( enemyDist < bestDist || (target->client && !foundClient))// all things equal, keep current
            {
                if ( self->attackDebounceTime < level.time )
                {
                    // We haven't fired or acquired an enemy in the last 2 seconds-start-up sound
                    if ( !(self->spawnflags&SPF_TURRETG2_TURBO) )
                    {
                        G_Sound( self, CHAN_BODY, G_SoundIndex( "sound/chars/turret/startup.wav" ));
                    }

                    // Wind up turrets for a bit
                    self->attackDebounceTime = level.time + 1400;
                }

                bestTarget = target;
                bestDist = enemyDist;
                found = qtrue;
                if ( target->client )
                {   //prefer clients over non-clients
                    foundClient = qtrue;
                }
            }
        }
    }

    if ( found )
    {
        /*
        if ( !self->enemy )
        {//just aquired one
        	AddSoundEvent( bestTarget, self->r.currentOrigin, 256, AEL_DISCOVERED );
        	AddSightEvent( bestTarget, self->r.currentOrigin, 512, AEL_DISCOVERED, 20 );
        }
        */
        G_SetEnemy( self, bestTarget );
        if ( VALIDSTRING( self->target2 ))
        {
            G_UseTargets2( self, self, self->target2 );
        }
    }

    return found;
}
开发者ID:Atlas-zz,项目名称:SDK-JKA-ACADEMIE-HCF,代码行数:101,代码来源:g_turret_G2.c


示例20: trigger_entdist_use

void trigger_entdist_use( gentity_t *self, gentity_t *other, gentity_t *activator )
{
	vec3_t		diff;
	gentity_t	*found = NULL;
	gentity_t	*owner = NULL;
	qboolean	useflag;
	const char	*token, *holdString;

	if ( self->svFlags & SVF_INACTIVE )	// Don't use INACTIVE
		return;

	G_ActivateBehavior(self,BSET_USE);

	if(self->ownername && self->ownername[0])
	{
		owner = G_Find(NULL, FOFS(targetname), self->ownername);
	}

	if(owner == NULL)
	{
		owner = self;
	}

	self->activator = activator;

	useflag = qfalse;

	self->svFlags |= SVF_INACTIVE;	// Make it inactive after one use

	if (self->spawnflags & ENTDIST_PLAYER)	// Look for player???
	{
		found = &g_entities[0];

		if (found)
		{	
			VectorSubtract(owner->currentOrigin, found->currentOrigin, diff);
			if(VectorLength(diff) < self->count)
			{
				useflag = qtrue;
			}
		}
	}

	if ((self->spawnflags & ENTDIST_NPC) && (!useflag))
	{
		holdString = self->NPC_target;

		while (holdString)
		{
			token = COM_Parse( &holdString);
			if ( !token ) // Nothing left to look at
			{
				break;
			}

			found = G_Find(found, FOFS(targetname), token);	// Look for the specified NPC
			if (found)	//Found???
			{	
				VectorSubtract(owner->currentOrigin, found->currentOrigin, diff);
				if(VectorLength(diff) < self->count)	// Within distance
				{
					useflag = qtrue;
					break;
				}
			}
		}
	}

	if (useflag)
	{
		G_UseTargets2 (self, self->activator, self->target);
	}
	else if (self->target2)
	{
		// This is the negative target
		G_UseTargets2 (self, self->activator, self->target2);
	}	


}
开发者ID:AlexXT,项目名称:OpenJK,代码行数:80,代码来源:g_trigger.cpp



注:本文中的G_UseTargets2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++ G_VALUE_HOLDS函数代码示例发布时间:2022-05-30
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C++ G_UseTargets函数代码示例发布时间:2022-05-30
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