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

/*
=============
SpawnCorpse

A player is respawning, so make an entity that looks
just like the existing corpse to leave behind.
=============
*/
void SpawnCorpse( gentity_t *ent )
{
  gentity_t   *body;
  int         contents;
  vec3_t      origin, dest;
  trace_t     tr;
  float       vDiff;

  VectorCopy( ent->r.currentOrigin, origin );

  trap_UnlinkEntity( ent );

  // if client is in a nodrop area, don't leave the body
  contents = trap_PointContents( origin, -1 );
  if( contents & CONTENTS_NODROP )
    return;

  body = G_Spawn( );

  VectorCopy( ent->s.apos.trBase, body->s.angles );
  body->s.eFlags = EF_DEAD;
  body->s.eType = ET_CORPSE;
  body->s.number = body - g_entities;
  body->timestamp = level.time;
  body->s.event = 0;
  body->r.contents = CONTENTS_CORPSE;
  body->s.clientNum = ent->client->ps.stats[ STAT_CLASS ];
  body->nonSegModel = ent->client->ps.persistant[ PERS_STATE ] & PS_NONSEGMODEL;

  if( ent->client->ps.stats[ STAT_TEAM ] == TEAM_HUMANS )
    body->classname = "humanCorpse";
  else
    body->classname = "alienCorpse";

  body->s.misc = MAX_CLIENTS;

  body->think = BodySink;
  body->nextthink = level.time + 20000;

  body->s.legsAnim = ent->s.legsAnim;

  if( !body->nonSegModel )
  {
    switch( body->s.legsAnim & ~ANIM_TOGGLEBIT )
    {
      case BOTH_DEATH1:
      case BOTH_DEAD1:
        body->s.torsoAnim = body->s.legsAnim = BOTH_DEAD1;
        break;
      case BOTH_DEATH2:
      case BOTH_DEAD2:
        body->s.torsoAnim = body->s.legsAnim = BOTH_DEAD2;
        break;
      case BOTH_DEATH3:
      case BOTH_DEAD3:
      default:
        body->s.torsoAnim = body->s.legsAnim = BOTH_DEAD3;
        break;
    }
  }
  else
  {
    switch( body->s.legsAnim & ~ANIM_TOGGLEBIT )
    {
      case NSPA_DEATH1:
      case NSPA_DEAD1:
        body->s.legsAnim = NSPA_DEAD1;
        break;
      case NSPA_DEATH2:
      case NSPA_DEAD2:
        body->s.legsAnim = NSPA_DEAD2;
        break;
      case NSPA_DEATH3:
      case NSPA_DEAD3:
      default:
        body->s.legsAnim = NSPA_DEAD3;
        break;
    }
  }

  body->takedamage = qfalse;

  body->health = ent->health = ent->client->ps.stats[ STAT_HEALTH ];
  ent->health = 0;

  //change body dimensions
  BG_ClassBoundingBox( ent->client->ps.stats[ STAT_CLASS ], NULL, NULL, NULL, body->r.mins, body->r.maxs );
  vDiff = body->r.mins[ 2 ] - ent->r.mins[ 2 ];

  //drop down to match the *model* origins of ent and body
  VectorSet( dest, origin[ 0 ], origin[ 1 ], origin[ 2 ] - vDiff );
  trap_Trace( &tr, origin, body->r.mins, body->r.maxs, dest, body->s.number, body->clipmask );
//.........这里部分代码省略.........
开发者ID:AlienHoboken,项目名称:Tremulous-xserverx-tremded,代码行数:101,代码来源:g_client.c


示例2: for

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

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

If self.delay is set, a DelayedUse entity will be created that will actually
do the SUB_UseTargets after that many seconds have passed.

Centerprints any self.message to the activator.

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

==============================
*/
void G_UseTargets (edict_t *ent, edict_t *activator)
{
	edict_t		*t;

//
// check for a delay
//
	if (ent->delay)
	{
	// create a temp object to fire at a later time
		t = G_Spawn();
		t->classname = "DelayedUse";
		t->nextthink = level.time + ent->delay;
		t->think = Think_Delay;
		t->activator = activator;
		if (!activator)
			gi.dprintf ("Think_Delay with no activator\n");
		t->message = ent->message;
		t->target = ent->target;
		t->killtarget = ent->killtarget;
		return;
	}
	
	
//
// print the message
//
	if ((ent->message) && !(activator->svflags & SVF_MONSTER))
	{
		gi.centerprintf (activator, "%s", ent->message);
		if (ent->noise_index)
			gi.sound (activator, CHAN_AUTO, ent->noise_index, 1, ATTN_NORM, 0);
		else
			gi.sound (activator, CHAN_AUTO, gi.soundindex ("misc/talk1.wav"), 1, ATTN_NORM, 0);
	}

//
// kill killtargets
//
	if (ent->killtarget)
	{
		t = NULL;
		while ((t = G_Find (t, FOFS(targetname), ent->killtarget)))
		{
			G_FreeEdict (t);
			if (!ent->inuse)
			{
				gi.dprintf("entity was removed while using killtargets\n");
				return;
			}
		}
	}

//	gi.dprintf("TARGET: activating %s\n", ent->target);

//
// fire targets
//
	if (ent->target)
	{
		t = NULL;
		while ((t = G_Find (t, FOFS(targetname), ent->target)))
		{
			// doors fire area portals in a specific way
			if (!Q_stricmp(t->classname, "func_areaportal") &&
				(!Q_stricmp(ent->classname, "func_door") || !Q_stricmp(ent->classname, "func_door_rotating")))
				continue;

			if (t == ent)
			{
				gi.dprintf ("WARNING: Entity used itself.\n");
			}
			else
			{
				if (t->use)
					t->use (t, ent, activator);
			}
			if (!ent->inuse)
			{
				gi.dprintf("entity was removed while using targets\n");
				return;
			}
		}
	}
//.........这里部分代码省略.........
开发者ID:Izhido,项目名称:qrevpak,代码行数:101,代码来源:g_utils.c


示例3: eweb_die

//----------------------------------------------------------
void eweb_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod,int dFlags,int hitLoc )
{
	vec3_t org;

	// turn off any firing animations it may have been doing
	self->s.frame = self->startFrame = self->endFrame = 0;
	self->svFlags &= ~(SVF_ANIMATING|SVF_PLAYER_USABLE);
	
			
	self->health = 0;
//	self->s.weapon = WP_EMPLACED_GUN; // we need to be able to switch back to the old weapon

	self->takedamage = qfalse;
	self->lastEnemy = attacker;

	if ( self->activator && self->activator->client )
	{
		if ( self->activator->NPC )
		{
			vec3_t right;

			// radius damage seems to throw them, but add an extra bit to throw them away from the weapon
			AngleVectors( self->currentAngles, NULL, right, NULL );
			VectorMA( self->activator->client->ps.velocity, 140, right, self->activator->client->ps.velocity );
			self->activator->client->ps.velocity[2] = -100;

			// kill them
			self->activator->health = 0;
			self->activator->client->ps.stats[STAT_HEALTH] = 0;
		}

		// kill the players emplaced ammo, cheesy way to keep the gun from firing
		self->activator->client->ps.ammo[weaponData[WP_EMPLACED_GUN].ammoIndex] = 0;
	}

	self->e_PainFunc = painF_NULL;

	if ( self->target )
	{
		G_UseTargets( self, attacker );
	}

	G_RadiusDamage( self->currentOrigin, self, self->splashDamage, self->splashRadius, self, MOD_UNKNOWN );

	VectorCopy( self->currentOrigin,  org );
	org[2] += 20;

	G_PlayEffect( "emplaced/explode", org );

	// Turn the top of the eweb off.
#define TURN_OFF			0x00000100//G2SURFACEFLAG_NODESCENDANTS
	gi.G2API_SetSurfaceOnOff( &self->ghoul2[self->playerModel], "eweb_damage", TURN_OFF );

	// create some persistent smoke by using a dynamically created fx runner
	gentity_t *ent = G_Spawn();

	if ( ent )
	{
		ent->delay = 200;
		ent->random = 100;

		ent->fxID = G_EffectIndex( "emplaced/dead_smoke" );

		ent->e_ThinkFunc = thinkF_fx_runner_think; 
		ent->nextthink = level.time + 50;

		// move up above the gun origin
		VectorCopy( self->currentOrigin, org );
		org[2] += 35;
		G_SetOrigin( ent, org );
		VectorCopy( org, ent->s.origin );

		VectorSet( ent->s.angles, -90, 0, 0 ); // up
		G_SetAngles( ent, ent->s.angles );

		gi.linkentity( ent );
	}

	G_ActivateBehavior( self, BSET_DEATH );
}
开发者ID:Chedo,项目名称:OpenJK,代码行数:81,代码来源:g_emplaced.cpp


示例4: G_FindCraneParts


//.........这里部分代码省略.........
		control->crane_hoist   = hoist;
		control->crane_hook    = hook;
		if(!beam->crane_control) beam->crane_control = control;
		if(control->team)
		{
			beam->crane_control = control;
			if(beam->flags & FL_TEAMSLAVE)
				beam->crane_onboard_control = beam->teammaster;
			else
				beam->crane_onboard_control = beam->teamchain;
		}
		else
			beam->crane_onboard_control = NULL;
		beam->crane_hoist    = hoist;
		beam->crane_hook     = hook;
		hoist->crane_control = beam->crane_control;
		hoist->crane_beam    = beam;
		hoist->crane_hook    = hook;
		hook->crane_control  = beam->crane_control;
		hook->crane_beam     = beam;
		hook->crane_hoist    = hoist;
		if(control->spawnflags & 4)
		{
			beam->dmg  = 0;
			hoist->dmg = 0;
			hook->dmg  = 0;
		}

		if(hook->crane_cable == NULL)
		{
			int   frame;
			float length;

			cable = G_Spawn();
			cable->classname = "crane_cable";
			VectorAdd(hook->absmin,hook->absmax,cable->s.origin);
			VectorScale(cable->s.origin,0.5,cable->s.origin);
			VectorAdd(cable->s.origin,hook->move_origin,cable->s.origin);
			VectorSubtract(cable->s.origin,hook->s.origin,cable->offset);
			cable->s.origin[2] = hoist->absmax[2] - 2;
			cable->model = "models/cable/tris.md2";
			gi.setmodel(cable,cable->model);
			cable->s.skinnum = 0;
			length = hoist->absmax[2]-1 - hook->absmax[2];
			frame = (int)(length/CABLE_SEGMENT);
			if((frame+1)*CABLE_SEGMENT < length) frame++;
			frame = max(0,min(frame,19));
			cable->s.frame = frame;
			cable->solid = SOLID_NOT;
			cable->movetype = MOVETYPE_STOP;
			VectorSet(cable->mins,-2,-2,length);
			VectorSet(cable->maxs, 2, 2,0);
			gi.linkentity(cable);
			beam->crane_cable    = cable;
			hoist->crane_cable   = cable;
			hook->crane_cable    = cable;
			cable->crane_control = control;
			cable->crane_beam    = beam;
			cable->crane_hoist   = hoist;
			cable->crane_hook    = hook;
		}
		control->crane_cable = hook->crane_cable;

		if((hook->spawnflags & 1) && (hook->crane_light == NULL))
		{
			light = G_Spawn();
开发者ID:Nephatrine,项目名称:nephq2-game,代码行数:67,代码来源:g_crane.c


示例5: G_SpawnEntities

/**
 * @brief Creates a server's entity / program execution context
 * by parsing textual entity definitions out of an ent file.
 * @sa CM_EntityString
 * @sa SV_SpawnServer
 */
void G_SpawnEntities (const char *mapname, qboolean day, const char *entities)
{
	int entnum;

	G_FreeTags(TAG_LEVEL);

	OBJZERO(level);
	level.pathingMap = (pathing_t *)G_TagMalloc(sizeof(*level.pathingMap), TAG_LEVEL);

	G_EdictsReset();

	Q_strncpyz(level.mapname, mapname, sizeof(level.mapname));
	level.day = day;

	G_ResetClientData();

	level.activeTeam = TEAM_NO_ACTIVE;
	level.actualRound = 1;
	level.hurtAliens = sv_hurtaliens->integer;
	ai_waypointList = NULL;

	/* parse ents */
	entnum = 0;
	while (1) {
		edict_t *ent;
		/* parse the opening brace */
		const char *token = Com_Parse(&entities);
		if (!entities)
			break;
		if (token[0] != '{')
			gi.Error("ED_LoadFromFile: found %s when expecting {", token);

		ent = G_Spawn();

		entities = ED_ParseEdict(entities, ent);

		ent->mapNum = entnum++;

		/* Set the position of the entity */
		VecToPos(ent->origin, ent->pos);

		/* Call this entity's specific initializer (sets ent->type) */
		ED_CallSpawn(ent);

		/* if this entity is an bbox (e.g. actor), then center its origin based on its position */
		if (ent->solid == SOLID_BBOX)
			G_EdictCalcOrigin(ent);
	}

	/* spawn ai players, if needed */
	if (level.num_spawnpoints[TEAM_CIVILIAN]) {
		if (AI_CreatePlayer(TEAM_CIVILIAN) == NULL)
			gi.DPrintf("Could not create civilian\n");
	}

	if ((sv_maxclients->integer == 1 || ai_numactors->integer) && level.num_spawnpoints[TEAM_ALIEN]) {
		if (AI_CreatePlayer(TEAM_ALIEN) == NULL)
			gi.DPrintf("Could not create alien\n");
	}

	Com_Printf("Used inventory slots after ai spawn: %i\n", game.i.GetUsedSlots(&game.i));

	G_FindEdictGroups();
}
开发者ID:kevlund,项目名称:ufoai,代码行数:70,代码来源:g_spawn.c


示例6: SpawnEntities

/*
==============
SpawnEntities

Creates a server's entity / program execution context by
parsing textual entity definitions out of an ent file.
==============
*/
void SpawnEntities (char *mapname, char *entities, char *spawnpoint)
{
	edict_t		*ent;
	int			inhibit;
	char		*com_token;
	int			i;
	float		skill_level;

	skill_level = floor (skill->value);
	if (skill_level < 0)
		skill_level = 0;
	if (skill_level > 3)
		skill_level = 3;
	if (skill->value != skill_level)
		gi.cvar_forceset("skill", va("%f", skill_level));

	SaveClientData ();

	gi.FreeTags (TAG_LEVEL);

	memset (&level, 0, sizeof(level));
	memset (g_edicts, 0, game.maxentities * sizeof (g_edicts[0]));

	strncpy (level.mapname, mapname, sizeof(level.mapname)-1);
	strncpy (game.spawnpoint, spawnpoint, sizeof(game.spawnpoint)-1);

	// set client fields on player ents
	for (i=0 ; i<game.maxclients ; i++)
		g_edicts[i+1].client = game.clients + i;

	ent = NULL;
	inhibit = 0;

// parse ents
	while (1)
	{
		// parse the opening brace	
		com_token = COM_Parse (&entities);
		if (!entities)
			break;
		if (com_token[0] != '{')
			gi.error ("ED_LoadFromFile: found %s when expecting {",com_token);

		if (!ent)
			ent = g_edicts;
		else
			ent = G_Spawn ();
		entities = ED_ParseEdict (entities, ent);

		// yet another map hack
		if (!Q_strcasecmp(level.mapname, "command") && !Q_strcasecmp(ent->classname, "trigger_once") && !Q_strcasecmp(ent->model, "*27"))
			ent->spawnflags &= ~SPAWNFLAG_NOT_HARD;

		// remove things (except the world) from different skill levels or deathmatch
		if (ent != g_edicts)
		{
			if (deathmatch->value)
			{
				if ( ent->spawnflags & SPAWNFLAG_NOT_DEATHMATCH )
				{
					G_FreeEdict (ent);	
					inhibit++;
					continue;
				}
			}
			else
			{
				if ( /* ((coop->value) && (ent->spawnflags & SPAWNFLAG_NOT_COOP)) || */
					((skill->value == 0) && (ent->spawnflags & SPAWNFLAG_NOT_EASY)) ||
					((skill->value == 1) && (ent->spawnflags & SPAWNFLAG_NOT_MEDIUM)) ||
					(((skill->value == 2) || (skill->value == 3)) && (ent->spawnflags & SPAWNFLAG_NOT_HARD))
					)
					{
						G_FreeEdict (ent);	
						inhibit++;
						continue;
					}
			}

			ent->spawnflags &= ~(SPAWNFLAG_NOT_EASY|SPAWNFLAG_NOT_MEDIUM|SPAWNFLAG_NOT_HARD|SPAWNFLAG_NOT_COOP|SPAWNFLAG_NOT_DEATHMATCH);
		}

		ED_CallSpawn (ent);
	}	

	gi.dprintf ("%i entities inhibited\n", inhibit);

#ifdef DEBUG
	i = 1;
	ent = EDICT_NUM(i);
	while (i < globals.num_edicts) {
		if (ent->inuse != 0 || ent->inuse != 1)
//.........这里部分代码省略.........
开发者ID:qbism,项目名称:qbq2,代码行数:101,代码来源:g_spawn.c


示例7: SP_crane_beam

void SP_crane_beam (edict_t *self)
{
	vec3_t  origin;
	edict_t *speaker;

	gi.setmodel (self, self->model);
	VectorAdd(self->absmin,self->absmax,origin);
	VectorScale(origin,0.5,origin);

	if (!self->targetname)
	{
		gi.dprintf ("crane_beam with no targetname at %s\n", vtos(origin));
		G_FreeEdict (self);
		return;
	}
	if (!self->target)
	{
		gi.dprintf ("crane_beam with no target at %s\n", vtos(origin));
		G_FreeEdict (self);
		return;
	}
	if (!self->pathtarget)
	{
		gi.dprintf ("crane_beam with no pathtarget at %s\n", vtos(origin));
		G_FreeEdict (self);
		return;
	}
	self->classname = "crane_beam";
	self->solid     = SOLID_BSP;
	self->movetype  = MOVETYPE_PUSH;

	if(!self->speed) self->speed = 160;
	self->moveinfo.speed = self->speed;
	if(st.noise)
		self->noise_index = gi.soundindex(st.noise);
	else
		self->noise_index = 0;

#ifdef LOOP_SOUND_ATTENUATION
	if (self->attenuation <= 0)
		self->attenuation = ATTN_IDLE;
#endif

	gi.linkentity (self);

	if(self->noise_index && !VectorLength(self->s.origin) )
	{
		speaker = G_Spawn();
		speaker->classname   = "moving_speaker";
		speaker->s.sound     = 0;
		speaker->volume      = 1;
		speaker->attenuation = self->attenuation; // was 1
		speaker->think       = Moving_Speaker_Think;
		speaker->nextthink   = level.time + 2*FRAMETIME;
		speaker->spawnflags  = 7;       // owner must be moving to play
		speaker->owner       = self;    // this will be changed later when we know
		                                // controls are spawned
		self->speaker        = speaker;
		VectorAdd(self->absmin,self->absmax,speaker->s.origin);
		VectorScale(speaker->s.origin,0.5,speaker->s.origin);
		VectorSubtract(speaker->s.origin,self->s.origin,speaker->offset);
	}
}
开发者ID:Nephatrine,项目名称:nephq2-game,代码行数:63,代码来源:g_crane.c


示例8: G_smvAddView

// Add a player entity to another player's multiview list
void G_smvAddView(gentity_t *ent, int pID)
{
	int       i;
	mview_t   *mv = NULL;
	gentity_t *v;

	if (pID >= MAX_MVCLIENTS || G_smvLocateEntityInMVList(ent, pID, qfalse))
	{
		return;
	}

	for (i = 0; i < MULTIVIEW_MAXVIEWS; i++)
	{
		if (!ent->client->pers.mv[i].fActive)
		{
			mv = &ent->client->pers.mv[i];
			break;
		}
	}

	if (mv == NULL)
	{
		CP(va("print \"[lof]** [lon]Sorry, no more MV slots available (all[lof] %d [lon]in use)[lof]\n\"", MULTIVIEW_MAXVIEWS));
		return;
	}

	mv->camera = G_Spawn();
	if (mv->camera == NULL)
	{
		return;
	}

	if (ent->client->sess.sessionTeam == TEAM_SPECTATOR &&  /*ent->client->sess.sessionTeam != TEAM_SPECTATOR ||*/
	    ent->client->sess.spectatorState == SPECTATOR_FOLLOW)
	{
		SetTeam(ent, "s", qtrue, -1, -1, qfalse);
	}
	else if (ent->client->sess.sessionTeam != TEAM_SPECTATOR && !(ent->client->ps.pm_flags & PMF_LIMBO))
	{
		limbo(ent, qtrue);
	}

	ent->client->ps.clientNum        = ent - g_entities;
	ent->client->sess.spectatorState = SPECTATOR_FREE;

	ent->client->pers.mvCount++;
	mv->fActive = qtrue;
	mv->entID   = pID;

	v                 = mv->camera;
	v->classname      = "misc_portal_surface";
	v->r.svFlags      = SVF_PORTAL | SVF_SINGLECLIENT; // Only merge snapshots for the target client
	v->r.singleClient = ent->s.number;
	v->s.eType        = ET_PORTAL;

	VectorClear(v->r.mins);
	VectorClear(v->r.maxs);
	trap_LinkEntity(v);

	v->target_ent = &g_entities[pID];
	v->TargetFlag = pID;
	v->tagParent  = ent;

	G_smvUpdateClientCSList(ent);
}
开发者ID:Classixz,项目名称:etlegacy,代码行数:66,代码来源:g_multiview.c


示例9: for

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

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

If self.delay is set, a DelayedUse entity will be created that will actually
do the SUB_UseTargets after that many seconds have passed.

Centerprints any self.message to the activator.

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

==============================
*/
void G_UseTargets (edict_t *ent, edict_t *activator)
{
	edict_t		*t;
	edict_t		*master;
	qboolean	done = false;

//
// check for a delay
//
	if (ent->delay)
	{
	// create a temp object to fire at a later time
		t = G_Spawn();
		t->classname = "DelayedUse";
		t->nextthink = level.time + ent->delay;
		t->think = Think_Delay;
		t->activator = activator;
		if (!activator)
			gi.dprintf ("Think_Delay with no activator\n");
		t->message = ent->message;
		t->target = ent->target;
		t->killtarget = ent->killtarget;
		return;
	}
	
	
//
// print the message
//
	if ((ent->message) && !(activator->svflags & SVF_MONSTER))
	{
		gi.centerprintf (activator, "%s", ent->message);
		if (ent->noise_index)
			gi.sound (activator, CHAN_AUTO, ent->noise_index, 1, ATTN_NORM, 0);
		else
			gi.sound (activator, CHAN_AUTO, gi.soundindex ("misc/talk1.wav"), 1, ATTN_NORM, 0);
	}

//
// kill killtargets
//
	if (ent->killtarget)
	{
		t = NULL;
		while ((t = G_Find (t, FOFS(targetname), ent->killtarget)))
		{
			// PMM - if this entity is part of a train, cleanly remove it
			if (t->flags & FL_TEAMSLAVE)
			{
//				if ((g_showlogic) && (g_showlogic->value))
//					gi.dprintf ("Removing %s from train!\n", t->classname);

				if (t->teammaster)
				{
					master = t->teammaster;
					while (!done)
					{
						if (master->teamchain == t)
						{
							master->teamchain = t->teamchain;
							done = true;
						}
						master = master->teamchain;
						if (!master)
						{
//							if ((g_showlogic) && (g_showlogic->value))
//								gi.dprintf ("Couldn't find myself in master's chain, ignoring!\n");
						}
					}
				}
				else
				{
//					if ((g_showlogic) && (g_showlogic->value))
//						gi.dprintf ("No master to free myself from, ignoring!\n");
				}
			}
			// PMM
			G_FreeEdict (t);
			if (!ent->inuse)
			{
				gi.dprintf("entity was removed while using killtargets\n");
				return;
			}
		}
//.........这里部分代码省略.........
开发者ID:MaddTheSane,项目名称:Quake2-Rogue,代码行数:101,代码来源:g_utils.c


示例10: W_Fire_Instagun

/*
* W_Fire_Instagun_Strong
*/
void W_Fire_Instagun( edict_t *self, vec3_t start, vec3_t dir, float damage, int knockback,
					  int stun, int radius, int range, int mod, int timeDelta ) {
	vec3_t from, end;
	trace_t	tr;
	edict_t	*ignore, *event, *hit;
	int hit_movetype;
	int mask;
	bool missed = true;
	int dmgflags = 0;

	if( GS_Instagib() ) {
		damage = 9999;
	}

	VectorMA( start, range, dir, end );
	VectorCopy( start, from );
	ignore = self;
	mask = MASK_SHOT;
	if( GS_RaceGametype() ) {
		mask = MASK_SOLID;
	}
	tr.ent = -1;
	while( ignore ) {
		G_Trace4D( &tr, from, NULL, NULL, end, ignore, mask, timeDelta );
		VectorCopy( tr.endpos, from );
		ignore = NULL;
		if( tr.ent == -1 ) {
			break;
		}

		// allow trail to go through SOLID_BBOX entities (players, gibs, etc)
		hit = &game.edicts[tr.ent];
		hit_movetype = hit->movetype; // backup the original movetype as the entity may "die"

		if( !ISBRUSHMODEL( hit->s.modelindex ) ) {
			ignore = hit;
		}

		if( ( hit != self ) && ( hit->takedamage ) ) {
			G_Damage( hit, self, self, dir, dir, tr.endpos, damage, knockback, stun, dmgflags, mod );

			// spawn a impact event on each damaged ent
			event = G_SpawnEvent( EV_INSTA_EXPLOSION, DirToByte( tr.plane.normal ), tr.endpos );
			event->s.ownerNum = ENTNUM( self );
			event->s.firemode = FIRE_MODE_STRONG;
			if( hit->r.client ) {
				missed = false;
			}
		}

		// some entity was touched
		if( hit == world
			|| hit_movetype == MOVETYPE_NONE
			|| hit_movetype == MOVETYPE_PUSH ) {
			if( g_instajump->integer && self && self->r.client ) {
				// create a temporary inflictor entity
				edict_t *inflictor;

				inflictor = G_Spawn();
				inflictor->s.solid = SOLID_NOT;
				inflictor->timeDelta = 0;
				VectorCopy( tr.endpos, inflictor->s.origin );
				inflictor->s.ownerNum = ENTNUM( self );
				inflictor->projectileInfo.maxDamage = 0;
				inflictor->projectileInfo.minDamage = 0;
				inflictor->projectileInfo.maxKnockback = knockback;
				inflictor->projectileInfo.minKnockback = 1;
				inflictor->projectileInfo.stun = 0;
				inflictor->projectileInfo.radius = radius;

				G_RadiusDamage( inflictor, self, &tr.plane, NULL, mod );

				G_FreeEdict( inflictor );
			}
			break;
		}
	}

	if( missed && self->r.client ) {
		G_AwardPlayerMissedElectrobolt( self, mod );
	}

	// send the weapon fire effect
	event = G_SpawnEvent( EV_INSTATRAIL, ENTNUM( self ), start );
	VectorScale( dir, 1024, event->s.origin2 );
}
开发者ID:Picmip,项目名称:qfusion,代码行数:89,代码来源:g_weapon.cpp


示例11: AICast_CheckLoadGame

/*
==================
AICast_CheckLoadGame

  at the start of a level, the game is either saved, or loaded

  we must wait for all AI to spawn themselves, and a real client to connect
==================
*/
void AICast_CheckLoadGame( void ) {
    char loading[4];
    gentity_t *ent = NULL; // TTimo: VC6 'may be used without having been init'
    qboolean ready;
    cast_state_t *pcs;

    // have we already done the save or load?
    if ( !saveGamePending ) {
        return;
    }

    // tell the cgame NOT to render the scene while we are waiting for things to settle
    trap_Cvar_Set( "cg_norender", "1" );

    trap_Cvar_VariableStringBuffer( "savegame_loading", loading, sizeof( loading ) );

//	reloading = qtrue;
    trap_Cvar_Set( "g_reloading", "1" );

    if ( strlen( loading ) > 0 && atoi( loading ) != 0 ) {
        // screen should be black if we are at this stage
        trap_SetConfigstring( CS_SCREENFADE, va( "1 %i 1", level.time - 10 ) );

//		if (!reloading && atoi(loading) == 2) {
        if ( !( g_reloading.integer ) && atoi( loading ) == 2 ) {
            // (SA) hmm, this seems redundant when it sets it above...
//			reloading = qtrue;	// this gets reset at the Map_Restart() since the server unloads the game dll
            trap_Cvar_Set( "g_reloading", "1" );
        }

        ready = qtrue;
        if ( numSpawningCast != numcast ) {
            ready = qfalse;
        } else if ( !( ent = AICast_FindEntityForName( "player" ) ) ) {
            ready = qfalse;
        } else if ( !ent->client || ent->client->pers.connected != CON_CONNECTED ) {
            ready = qfalse;
        }

        if ( ready ) {
            trap_Cvar_Set( "savegame_loading", "0" ); // in-case it aborts
            saveGamePending = qfalse;
            G_LoadGame( NULL );     // always load the "current" savegame

            // RF, spawn a thinker that will enable rendering after the client has had time to process the entities and setup the display
            //trap_Cvar_Set( "cg_norender", "0" );
            ent = G_Spawn();
            ent->nextthink = level.time + 200;
            ent->think = AICast_EnableRenderingThink;

            // wait for the clients to return from faded screen
            //trap_SetConfigstring( CS_SCREENFADE, va("0 %i 1500", level.time + 500) );
            trap_SetConfigstring( CS_SCREENFADE, va( "0 %i 750", level.time + 500 ) );
            level.reloadPauseTime = level.time + 1100;

            // make sure sound fades up
            trap_SendServerCommand( -1, va( "snd_fade 1 %d", 2000 ) );  //----(SA)	added

            AICast_CastScriptThink();
        }
    } else {

        ready = qtrue;
        if ( numSpawningCast != numcast ) {
            ready = qfalse;
        } else if ( !( ent = AICast_FindEntityForName( "player" ) ) ) {
            ready = qfalse;
        } else if ( !ent->client || ent->client->pers.connected != CON_CONNECTED ) {
            ready = qfalse;
        }

        // not loading a game, we must be in a new level, so look for some persistant data to read in, then save the game
        if ( ready ) {
            G_LoadPersistant();     // make sure we save the game after we have brought across the items

            trap_Cvar_Set( "g_totalPlayTime", "0" );  // reset play time
            trap_Cvar_Set( "g_attempts", "0" );
            pcs = AICast_GetCastState( ent->s.number );
            pcs->totalPlayTime = 0;
            pcs->lastLoadTime = 0;
            pcs->attempts = 0;

            // RF, disabled, since the pregame menu turns this off after the button is pressed, this isn't
            // required here
            // RF, spawn a thinker that will enable rendering after the client has had time to process the entities and setup the display
            //trap_Cvar_Set( "cg_norender", "0" );
            //ent = G_Spawn();
            //ent->nextthink = level.time + 200;
            //ent->think = AICast_EnableRenderingThink;

            saveGamePending = qfalse;
//.........这里部分代码省略.........
开发者ID:MAN-AT-ARMS,项目名称:iortcw-archive,代码行数:101,代码来源:ai_cast.c


示例12: G_Spawn

gentity_t *SpawnObelisk( vec3_t origin, int team, int spawnflags) {
	trace_t		tr;
	vec3_t		dest;
	gentity_t	*ent;

	ent = G_Spawn();

	VectorCopy( origin, ent->s.origin );
	VectorCopy( origin, ent->s.pos.trBase );
	VectorCopy( origin, ent->r.currentOrigin );

	VectorSet( ent->r.mins, -15, -15, 0 );
	VectorSet( ent->r.maxs, 15, 15, 87 );

	ent->s.eType = ET_GENERAL;
	ent->flags = FL_NO_KNOCKBACK;

	if( g_gametype.integer == GT_OBELISK ) {
		ent->r.contents = CONTENTS_SOLID;
		ent->takedamage = qtrue;
		ent->health = g_obeliskHealth.integer;
		ent->die = ObeliskDie;
		ent->pain = ObeliskPain;
		ent->think = ObeliskRegen;
		ent->nextthink = level.time + g_obeliskRegenPeriod.integer * 1000;
	}
	if( g_gametype.integer == GT_HARVESTER ) {
		ent->r.contents = CONTENTS_TRIGGER;
		ent->touch = ObeliskTouch;
	}

	if ( spawnflags & 1 ) {
		// suspended
		G_SetOrigin( ent, ent->s.origin );
	} else {
		// mappers like to put them exactly on the floor, but being coplanar
		// will sometimes show up as starting in solid, so lif it up one pixel
		ent->s.origin[2] += 1;

		// drop to floor
		VectorSet( dest, ent->s.origin[0], ent->s.origin[1], ent->s.origin[2] - 4096 );
		trap_Trace( &tr, ent->s.origin, ent->r.mins, ent->r.maxs, dest, ent->s.number, MASK_SOLID );
		if ( tr.startsolid ) {
			ent->s.origin[2] -= 1;
			G_Printf( "SpawnObelisk: %s startsolid at %s\n", ent->classname, vtos(ent->s.origin) );

			ent->s.groundEntityNum = ENTITYNUM_NONE;
			G_SetOrigin( ent, ent->s.origin );
		}
		else {
			// allow to ride movers
			ent->s.groundEntityNum = tr.entityNum;
			G_SetOrigin( ent, tr.endpos );
		}
	}

	ent->spawnflags = team;

	trap_LinkEntity( ent );

	return ent;
}
开发者ID:DingoOz,项目名称:Quake3-GLES-for-armv7,代码行数:62,代码来源:g_team.c


示例13: ClientUserinfoChanged


//.........这里部分代码省略.........
		i = atoi( s );

		if( i > 90 || i < 0 )
		{
			G_PrintMsg( ent, "Handicap must be defined in the [0-90] range.\n" );
			cl->handicap = 0;
		}
		else
		{
			cl->handicap = i;
		}
	}

	s = Info_ValueForKey( userinfo, "cg_movementStyle" );
	if( s )
	{
		i = bound( atoi( s ), 0, GS_MAXBUNNIES - 1 );
		if( trap_GetClientState( PLAYERNUM(ent) ) < CS_SPAWNED )
		{
			if( i != cl->movestyle )
				cl->movestyle = cl->movestyle_latched = i;
		}
		else if( cl->movestyle_latched != cl->movestyle )
		{
			G_PrintMsg( ent, "A movement style change is already in progress. Please wait.\n" );
		}
		else if( i != cl->movestyle_latched )
		{
			cl->movestyle_latched = i;
			if( cl->movestyle_latched != cl->movestyle )
			{
				edict_t *switcher;

				switcher = G_Spawn();
				switcher->think = think_MoveTypeSwitcher;
				switcher->nextThink = level.time + 10000;
				switcher->s.ownerNum = ENTNUM( ent );
				G_PrintMsg( ent, "Movement style will change in 10 seconds.\n" );
			}
		}
	}

	// update the movement features depending on the movestyle
	if( !G_ISGHOSTING( ent ) && g_allow_bunny->integer )
	{
		if( cl->movestyle == GS_CLASSICBUNNY )
			cl->ps.pmove.stats[PM_STAT_FEATURES] &= ~PMFEAT_FWDBUNNY;
		else
			cl->ps.pmove.stats[PM_STAT_FEATURES] |= PMFEAT_FWDBUNNY;
	}

	s = Info_ValueForKey( userinfo, "cg_noAutohop" );
	if( s && s[0] )
	{
		if( atoi( s ) != 0 )
			cl->ps.pmove.stats[PM_STAT_FEATURES] &= ~PMFEAT_CONTINOUSJUMP;
		else
			cl->ps.pmove.stats[PM_STAT_FEATURES] |= PMFEAT_CONTINOUSJUMP;
	}

#ifdef UCMDTIMENUDGE
	s = Info_ValueForKey( userinfo, "cl_ucmdTimeNudge" );
	if( !s )
	{
		cl->ucmdTimeNudge = 0;
	}
开发者ID:Clever-Boy,项目名称:qfusion,代码行数:67,代码来源:p_client.cpp


示例14: turretG2_fire

//----------------------------------------------------------------
static void turretG2_fire ( gentity_t *ent, vec3_t start, vec3_t dir )
//----------------------------------------------------------------
{
    vec3_t		org, ang;
    gentity_t	*bolt;

    if ( (trap_PointContents( start, ent->s.number )&MASK_SHOT) )
    {
        return;
    }

    VectorMA( start, -START_DIS, dir, org ); // dumb....

    if ( ent->random )
    {
        vectoangles( dir, ang );
        ang[PITCH] += flrand( -ent->random, ent->random );
        ang[YAW] += flrand( -ent->random, ent->random );
        AngleVectors( ang, dir, NULL, NULL );
    }

    vectoangles(dir, ang);

    if ( (ent->spawnflags&SPF_TURRETG2_TURBO) )
    {
        //muzzle flash
        G_PlayEffectID( ent->genericValue13, org, ang );
        WP_FireTurboLaserMissile( ent, start, dir );
        if ( ent->alt_fire )
        {
            TurboLaser_SetBoneAnim( ent, 2, 3 );
        }
        else
        {
            TurboLaser_SetBoneAnim( ent, 0, 1 );
        }
    }
    else
    {
        G_PlayEffectID( G_EffectIndex("blaster/muzzle_flash"), org, ang );
        bolt = G_Spawn();

        bolt->classname = "turret_proj";
        bolt->nextthink = level.time + 10000;
        bolt->think = G_FreeEntity;
        bolt->s.eType = ET_MISSILE;
        bolt->s.weapon = WP_BLASTER;
        bolt->r.ownerNum = ent->s.number;
        bolt->damage = ent->damage;
        bolt->alliedTeam = ent->alliedTeam;
        bolt->teamnodmg = ent->teamnodmg;
        bolt->dflags = (DAMAGE_NO_KNOCKBACK|DAMAGE_HEAVY_WEAP_CLASS);		// Don't push them around, or else we are constantly re-aiming
        bolt->splashDamage = ent->splashDamage;
        bolt->splashRadius = ent->splashDamage;
        bolt->methodOfDeath = MOD_TARGET_LASER;//MOD_ENERGY;
        bolt->splashMethodOfDeath = MOD_TARGET_LASER;//MOD_ENERGY;
        bolt->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
        //bolt->trigger_formation = qfalse;		// don't draw tail on first frame

        VectorSet( bolt->r.maxs, 1.5, 1.5, 1.5 );
        VectorScale( bolt->r.maxs, -1, bolt->r.mins );
        bolt->s.pos.trType = TR_LINEAR;
        bolt->s.pos.trTime = level.time;
        VectorCopy( start, bolt->s.pos.trBase );
        VectorScale( dir, ent->mass, bolt->s.pos.trDelta );
        SnapVector( bolt->s.pos.trDelta );		// save net bandwidth
        VectorCopy( start, bolt->r.currentOrigin);
    }
}
开发者ID:Atlas-zz,项目名称:SDK-JKA-ACADEMIE-HCF,代码行数:70,代码来源:g_turret_G2.c


示例15: GunRackAddItem

void GunRackAddItem( gitem_t *gun, vec3_t org, vec3_t angs, float ffwd, float fright, float fup )
{
	vec3_t		fwd, right;
	gentity_t	*it_ent = G_Spawn();
	qboolean	rotate = qtrue;

	AngleVectors( angs, fwd, right, NULL );

	if ( it_ent && gun )
	{
		// FIXME: scaling the ammo will probably need to be tweaked to a reasonable amount...adjust as needed
		// Set base ammo per type
		if ( gun->giType == IT_WEAPON )
		{
			it_ent->spawnflags |= 16;// VERTICAL

			switch( gun->giTag )
			{
			case WP_BLASTER:
				it_ent->count = 15;
				break;
			case WP_REPEATER:
				it_ent->count = 100;
				break;
			case WP_ROCKET_LAUNCHER:
				it_ent->count = 4;
				break;
			}
		}
		else
		{
			rotate = qfalse;

			// must deliberately make it small, or else the objects will spawn inside of each other.
			VectorSet( it_ent->maxs, 6.75f, 6.75f, 6.75f );
			VectorScale( it_ent->maxs, -1, it_ent->mins );
		}

		it_ent->spawnflags |= 1;// ITMSF_SUSPEND
		it_ent->classname = gun->classname;
		G_SpawnItem( it_ent, gun );

		// FinishSpawningItem handles everything, so clear the thinkFunc that was set in G_SpawnItem
		FinishSpawningItem( it_ent );

		if ( gun->giType == IT_AMMO )
		{
			if ( gun->giTag == AMMO_BLASTER ) // I guess this just has to use different logic??
			{
				if ( g_spskill->integer >= 2 )
				{
					it_ent->count += 10; // give more on higher difficulty because there will be more/harder enemies?
				}
			}
			else
			{
				// scale ammo based on skill
				switch ( g_spskill->integer )
				{
				case 0: // do default
					break;
				case 1:
					it_ent->count *= 0.75f;
					break;
				case 2:
					it_ent->count *= 0.5f;
					break;
				}
			}
		}

		it_ent->nextthink = 0;

		VectorCopy( org, it_ent->s.origin );
		VectorMA( it_ent->s.origin, fright, right, it_ent->s.origin );
		VectorMA( it_ent->s.origin, ffwd, fwd, it_ent->s.origin );
		it_ent->s.origin[2] += fup;

		VectorCopy( angs, it_ent->s.angles );

		// by doing this, we can force the amount of ammo we desire onto the weapon for when it gets picked-up
		it_ent->flags |= ( FL_DROPPED_ITEM | FL_FORCE_PULLABLE_ONLY );
		it_ent->physicsBounce = 0.1f;

		for ( int t = 0; t < 3; t++ )
		{
			if ( rotate )
			{
				if ( t == YAW )
				{
					it_ent->s.angles[t] = AngleNormalize180( it_ent->s.angles[t] + 180 + crandom() * 14 );
				}
				else
				{
					it_ent->s.angles[t] = AngleNormalize180( it_ent->s.angles[t] + crandom() * 4 );
				}
			}
			else
			{
				if ( t == YAW )
//.........这里部分代码省略.........
开发者ID:5Quintessential,项目名称:jedioutcast,代码行数:101,代码来源:g_misc_model.cpp


示例16: SP_model_train

void SP_model_train (edict_t *self)
{
	SP_model_spawn (self);

	self->class_id = ENTITY_MODEL_TRAIN;

	// Reset s.sound, which SP_model_spawn may have turned on
	self->moveinfo.sound_middle = self->s.sound;
	self->s.sound = 0;

	if(!self->inuse) return;

	// Reset some things from SP_model_spawn
	self->delay = 0;
	self->think = NULL;
	self->nextthink = 0;
	if (self->health)
	{
		self->die = train_die;
		self->takedamage = DAMAGE_YES;
	}

	if(self->framenumbers > self->startframe+1)
	{
		edict_t	*animator;
		animator = G_Spawn();
		animator->owner = self;
		animator->think = model_train_animator;
		animator->nextthink = level.time + FRAMETIME;
	}
	self->s.frame = self->startframe;
	self->movetype = MOVETYPE_PUSH;

	// Really gross stuff here... translate model_spawn spawnflags
	// to func_train spawnflags. PLAYER_MODEL and NO_MODEL have
	// already been checked in SP_model_spawn and are never re-used,
	// so it's OK to overwrite those.
	if(self->spawnflags & MTRAIN_ROTATE)
	{
		self->spawnflags &= ~MTRAIN_ROTATE;
		self->spawnflags |= TRAIN_ROTATE;
	}
	if(self->spawnflags & MTRAIN_ROTATE_CONSTANT)
	{
		self->spawnflags &= ~MTRAIN_ROTATE_CONSTANT;
		self->spawnflags |= TRAIN_ROTATE_CONSTANT;
	}
	if( (self->spawnflags & (TRAIN_ROTATE | TRAIN_ROTATE_CONSTANT)) == (TRAIN_ROTATE | TRAIN_ROTATE_CONSTANT))
	{
		self->spawnflags &= ~(TRAIN_ROTATE | TRAIN_ROTATE_CONSTANT);
		self->spawnflags |= TRAIN_SPLINE;
	}
	if(self->style == 3)
		self->spawnflags |= TRAIN_ANIMATE;		// 32
	if(self->style == 4)
		self->spawnflags |= TRAIN_ANIMATE_FAST;	// 64

	// TRAIN_SMOOTH forces trains to go directly to Move_Done from
	// Move_Final rather than slowing down (if necessary) for one
	// frame.
	if (self->spawnflags & TRAIN_SMOOTH)
		self->smooth_movement = true;
	else
		self->smooth_movement = false;

	self->blocked = train_blocked;
	if (self->spawnflags & TRAIN_BLOCK_STOPS)
		self->dmg = 0;
	else
	{
		if (!self->dmg)
			self->dmg = 100;
	}

	if (!self->speed)
		self->speed = 100;

	self->moveinfo.speed = self->speed;
	self->moveinfo.accel = self->moveinfo.decel = self->moveinfo.speed;

	self->use = train_use;

	gi.linkentity (self);

	if (self->target)
	{
		// start trains on the second frame, to make sure their targets have had
		// a chance to spawn
		self->nextthink = level.time + FRAMETIME;
		self->think = func_train_find;
	}
	else
	{
		gi.dprintf ("model_train without a target at %s\n", vtos(self->absmin));
	}

}
开发者ID:n1ckn4m3,项目名称:kmquake2megacoop,代码行数:97,代码来源:g_mtrain.c


示例17: fire_blaster

void
fire_blaster(edict_t *self, vec3_t start, vec3_t dir, int damage,
		int speed, int effect, qboolean hyper)
{
	edict_t *bolt;
	trace_t tr;

	if (!self)
	{
		return;
	}

	VectorNormalize(dir);

	bolt = G_Spawn();
	bolt->svflags = SVF_DEADMONSTER;

	/* yes, I know it looks weird that projectiles are deadmonsters
	   what this means is that when prediction is used against the object
	   (blaster/hyperblaster shots), the player won't be solid clipped against
	   the object.  Right now trying to run into a firing hyperblaster
	   is very jerky since you are predicted 'against' the shots. */
	VectorCopy(start, bolt->s.origin);
	VectorCopy(start, bolt->s.old_origin);
	vectoangles(dir, bolt->s.angles);
	VectorScale(dir, speed, bolt->velocity);
	bolt->movetype = MOVETYPE_FLYMISSILE;
	bolt->clipmask = MASK_SHOT;
	bolt->solid = SOLID_BBOX;
	bolt->s.effects |= effect;
	bolt->s.renderfx |= RF_NOSHADOW;
	VectorClear(bolt->mins);
	VectorClear(bolt->maxs);
	bolt->s.modelindex = gi.modelindex("models/objects/laser/tris.md2");
	bolt->s.sound = gi.soundindex("misc/lasfly.wav");
	bolt->owner = self;
	bolt->touch = blaster_touch;
	bolt->nextthink = level.time + 2;
	bolt->think = G_FreeEdict;
	bolt->dmg = damage;
	bolt->classname = "bolt";

	if (hyper)
	{
		bolt->spawnflags = 1;
	}

	gi.linkentity(bolt);

	if (self->client)
	{
		check_dodge(self, bolt->s.origin, dir, speed);
	}

	tr = gi.trace(self->s.origin, NULL, NULL, bolt-> 

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C++ G_SpawnFloat函数代码示例发布时间:2022-05-30
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C++ G_SoundOnEnt函数代码示例发布时间:2022-05-30
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