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

/*
================
G_RunItem

================
*/
void G_RunItem( gentity_t *ent ) {
	vec3_t		origin;
	trace_t		tr;
	int			contents;
	int			mask;

	// if groundentity has been set to -1, it may have been pushed off an edge
	if ( ent->s.groundEntityNum == -1 ) {
		if ( ent->s.pos.trType != TR_GRAVITY ) {
			ent->s.pos.trType = TR_GRAVITY;
			ent->s.pos.trTime = level.time;
		}
	}

	if ( ent->s.pos.trType == TR_STATIONARY ) {
		// check think function
		G_RunThink( ent );
		return;
	}

	// get current position
	BG_EvaluateTrajectory( &ent->s.pos, level.time, origin );

	// trace a line from the previous position to the current position
	if ( ent->clipmask ) {
		mask = ent->clipmask;
	} else {
		mask = MASK_PLAYERSOLID & ~CONTENTS_BODY;//MASK_SOLID;
	}
	trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, origin,
		ent->r.ownerNum, mask );

	VectorCopy( tr.endpos, ent->r.currentOrigin );

	if ( tr.startsolid ) {
		tr.fraction = 0;
	}

	trap_LinkEntity( ent );	// FIXME: avoid this for stationary?

	// check think function
	G_RunThink( ent );

	if ( tr.fraction == 1 ) {
		return;
	}

	// if it is in a nodrop volume, remove it
	contents = trap_PointContents( ent->r.currentOrigin, -1 );
	if ( contents & CONTENTS_NODROP ) {
		if (ent->item && ent->item->giType == IT_TEAM) {
			Team_FreeEntity(ent);
		} else {
			G_FreeEntity( ent );
		}
		return;
	}

	G_BounceItem( ent, &tr );
}
开发者ID:Garey27,项目名称:quake3-brainworks,代码行数:66,代码来源:g_items.c


示例2: G_RunMissile

/*
================
G_RunMissile
================
*/
void G_RunMissile( gentity_t *ent ) {
	vec3_t		origin;
	trace_t		tr;
	int			passent;

	// get current position
	BG_EvaluateTrajectory( &ent->s.pos, level.time, origin );

	// if this missile bounced off an invulnerability sphere
	if ( ent->target_ent ) {
		passent = ent->target_ent->s.number;
	}
	// prox mines that left the owner bbox will attach to anything, even the owner
	else if (ent->s.weapon == WP_PROX_LAUNCHER && ent->count) {
		passent = ENTITYNUM_NONE;
	}
	else {
		// ignore interactions with the missile owner
		passent = ent->r.ownerNum;
	}
	// trace a line from the previous position to the current position
	trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, origin, passent, ent->clipmask );

	if ( tr.startsolid || tr.allsolid ) {
		// make sure the tr.entityNum is set to the entity we're stuck in
		trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, ent->r.currentOrigin, passent, ent->clipmask );
		tr.fraction = 0;
	}
	else {
		VectorCopy( tr.endpos, ent->r.currentOrigin );
	}

	trap_LinkEntity( ent );

	if ( tr.fraction != 1 ) {
		// never explode or bounce on sky
		if ( tr.surfaceFlags & SURF_NOIMPACT ) {
			// If grapple, reset owner
			if (ent->parent && ent->parent->client && ent->parent->client->hook == ent) {
				ent->parent->client->hook = NULL;
			}
			G_FreeEntity( ent );
			return;
		}
		G_MissileImpact( ent, &tr );
		if ( ent->s.eType != ET_MISSILE ) {
			return;		// exploded
		}
	}
	// if the prox mine wasn't yet outside the player body
	if (ent->s.weapon == WP_PROX_LAUNCHER && !ent->count) {
		// check if the prox mine is outside the owner bbox
		trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, ent->r.currentOrigin, ENTITYNUM_NONE, ent->clipmask );
		if (!tr.startsolid || tr.entityNum != ent->r.ownerNum) {
			ent->count = 1;
		}
	}
	// check think function after bouncing
	G_RunThink( ent );
}
开发者ID:OpenArena,项目名称:legacy,代码行数:65,代码来源:g_missile.c


示例3: G_Physics_Noclip

/*
 * @brief A moving object that doesn't obey physics
 */
static void G_Physics_Noclip(g_edict_t *ent) {

	if (!G_RunThink(ent))
		return;

	VectorMA(ent->s.angles, gi.frame_seconds, ent->locals.avelocity, ent->s.angles);
	VectorMA(ent->s.origin, gi.frame_seconds, ent->locals.velocity, ent->s.origin);

	gi.LinkEdict(ent);
}
开发者ID:jayschwa,项目名称:quake2world,代码行数:13,代码来源:g_physics.c


示例4: G_RunMissile

/*
================
G_RunMissile

================
*/
void G_RunMissile( gentity_t *ent )
{
    vec3_t    origin;
    trace_t   tr;
    int     passent;

    // get current position
    BG_EvaluateTrajectory( &ent->s.pos, level.time, origin );

    // ignore interactions with the missile owner
    passent = ent->r.ownerNum;

    // trace a line from the previous position to the current position
    trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, origin, passent, ent->clipmask );

    if( tr.startsolid || tr.allsolid )
    {
        // make sure the tr.entityNum is set to the entity we're stuck in
        trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, ent->r.currentOrigin, passent, ent->clipmask );
        tr.fraction = 0;
    }
    else
        VectorCopy( tr.endpos, ent->r.currentOrigin );

    ent->r.contents = CONTENTS_SOLID; //trick trap_LinkEntity into...
    trap_LinkEntity( ent );
    ent->r.contents = 0; //...encoding bbox information

    if( tr.fraction != 1 )
    {
        // never explode or bounce on sky
        if( tr.surfaceFlags & SURF_NOIMPACT )
        {
            // If grapple, reset owner
            if( ent->parent && ent->parent->client && ent->parent->client->hook == ent )
                ent->parent->client->hook = NULL;

            G_FreeEntity( ent );
            return;
        }

        G_MissileImpact( ent, &tr );
        if( ent->s.eType != ET_MISSILE )
            return;   // exploded
    }

    // check think function after bouncing
    G_RunThink( ent );
}
开发者ID:redrumrobot,项目名称:ubp-qvm,代码行数:55,代码来源:g_missile.c


示例5: G_RunStuckMissile

void G_RunStuckMissile( gentity_t *ent ) {
	if ( ent->takedamage ) {
		if ( ent->s.groundEntityNum >= 0 && ent->s.groundEntityNum < ENTITYNUM_WORLD ) {
			gentity_t *other = &g_entities[ent->s.groundEntityNum];

			if ( (!VectorCompare( &vec3_origin, &other->s.pos.trDelta ) && other->s.pos.trType != TR_STATIONARY) ||
				(!VectorCompare( &vec3_origin, &other->s.apos.trDelta ) && other->s.apos.trType != TR_STATIONARY) ) {//thing I stuck to is moving or rotating now, kill me
				G_Damage( ent, other, other, NULL, NULL, 99999, 0, MOD_CRUSH );
				return;
			}
		}
	}
	// check think function
	G_RunThink( ent );
}
开发者ID:Arcadiaprime,项目名称:japp,代码行数:15,代码来源:g_missile.cpp


示例6: G_RunMover

/*
================
G_RunMover

================
*/
void G_RunMover( gentity_t *ent ) {
	// if not a team captain, don't do anything, because
	// the captain will handle everything
	if ( ent->flags & FL_TEAMSLAVE ) {
		return;
	}

	// if stationary at one of the positions, don't move anything
	if ( ent->s.pos.trType != TR_STATIONARY || ent->s.apos.trType != TR_STATIONARY ) {
		G_MoverTeam( ent );
	}

	// check think function
	G_RunThink( ent );
}
开发者ID:AHPlankton,项目名称:Quake-III-Arena,代码行数:21,代码来源:g_mover.c


示例7: G_Physics_Pusher

/*
 * @brief Bmodel objects don't interact with each other, but push all box objects
 */
static void G_Physics_Pusher(g_edict_t *ent) {
	vec3_t move, amove;
	g_edict_t *part, *mv;

	// if not a team captain, so movement will be handled elsewhere
	if (ent->locals.flags & FL_TEAM_SLAVE)
		return;

	// make sure all team slaves can move before committing
	// any moves or calling any think functions
	// if the move is blocked, all moved objects will be backed out
	// retry:
	g_pushed_p = g_pushed;
	for (part = ent; part; part = part->locals.team_chain) {
		if (!VectorCompare(part->locals.velocity, vec3_origin) || !VectorCompare(
				part->locals.avelocity, vec3_origin)) { // object is moving

			VectorScale(part->locals.velocity, gi.frame_seconds, move);
			VectorScale(part->locals.avelocity, gi.frame_seconds, amove);

			if (!G_Push(part, move, amove))
				break; // move was blocked
		}
	}

	if (g_pushed_p > &g_pushed[MAX_EDICTS])
		gi.Error("MAX_EDICTS exceeded\n");

	if (part) {
		// the move failed, bump all next_think times and back out moves
		for (mv = ent; mv; mv = mv->locals.team_chain) {
			if (mv->locals.next_think > 0)
				mv->locals.next_think += gi.frame_millis;
		}

		// if the pusher has a "blocked" function, call it
		// otherwise, just stay in place until the obstacle is gone
		if (part->locals.Blocked)
			part->locals.Blocked(part, obstacle);

	} else {
		// the move succeeded, so call all think functions
		for (part = ent; part; part = part->locals.team_chain) {
			G_RunThink(part);
		}
	}
}
开发者ID:jayschwa,项目名称:quake2world,代码行数:50,代码来源:g_physics.c


示例8: G_RunMover

void G_RunMover( gentity_t *ent ) {
	// if not a team captain, don't do anything, because
	// the captain will handle everything
	if ( ent->flags & FL_TEAMSLAVE ) {
		return;
	}

	// if stationary at one of the positions, don't move anything
	if ( ent->s.pos.trType != TR_STATIONARY || ent->s.apos.trType != TR_STATIONARY ) {
		//OSP: pause
		if ( level.pause.state == PAUSE_NONE )
			G_MoverTeam( ent );
		else
			ent->s.pos.trTime += level.time - level.previousTime;
	}

	// check think function
	G_RunThink( ent );
}
开发者ID:Razish,项目名称:QtZ,代码行数:19,代码来源:g_mover.c


示例9: G_RunItem

/*
================
G_RunItem

================
*/
void G_RunItem( gentity_t *ent ) {
	vec3_t		origin;
	trace_t		tr;
	int			contents;
	int			mask;

	// if groundentity has been set to -1, it may have been pushed off an edge
	if ( ent->s.groundEntityNum == ENTITYNUM_NONE ) 
	{
		if ( ent->s.pos.trType != TR_GRAVITY ) 
		{
			ent->s.pos.trType = TR_GRAVITY;
			ent->s.pos.trTime = level.time;
		}
	}

	if ( ent->s.pos.trType == TR_STATIONARY ) 
	{
		// check think function
		G_RunThink( ent );
		if ( !g_gravity->value )
		{
			ent->s.pos.trType = TR_GRAVITY;
			ent->s.pos.trTime = level.time;
			ent->s.pos.trDelta[0] += crandom() * 40.0f; // I dunno, just do this??
			ent->s.pos.trDelta[1] += crandom() * 40.0f;
			ent->s.pos.trDelta[2] += random() * 20.0f;
		}
		else if ( (ent->flags&FL_DROPPED_ITEM) 
			&& ent->item
			&& ent->item->giType == IT_WEAPON
			&& ent->item->giTag == WP_SABER )
		{//a dropped saber item, check below, just in case
			int ignore = ENTITYNUM_NONE;
			if ( ent->clipmask ) 
			{
				mask = ent->clipmask;
			} 
			else 
			{
				mask = MASK_SOLID|CONTENTS_PLAYERCLIP;//shouldn't be able to get anywhere player can't
			}
			if ( ent->owner )
			{
				ignore = ent->owner->s.number;
			}
			else if ( ent->activator )
			{
				ignore = ent->activator->s.number;
			}
			VectorSet( origin, ent->currentOrigin[0], ent->currentOrigin[1], ent->currentOrigin[2]-1 ); 
			gi.trace( &tr, ent->currentOrigin, ent->mins, ent->maxs, origin, ignore, mask, (EG2_Collision)0, 0 );
			if ( !tr.allsolid
				&& !tr.startsolid
				&& tr.fraction > 0.001f )
			{//wha?  fall....
				ent->s.pos.trType = TR_GRAVITY;
				ent->s.pos.trTime = level.time;
			}
		}
		return;
	}

	// get current position
	EvaluateTrajectory( &ent->s.pos, level.time, origin );
	if ( ent->s.apos.trType != TR_STATIONARY ) 
	{
		EvaluateTrajectory( &ent->s.apos, level.time, ent->currentAngles );
		G_SetAngles( ent, ent->currentAngles );
	}

	// trace a line from the previous position to the current position
	if ( ent->clipmask ) 
	{
		mask = ent->clipmask;
	} 
	else 
	{
		mask = MASK_SOLID|CONTENTS_PLAYERCLIP;//shouldn't be able to get anywhere player can't
	}

	int ignore = ENTITYNUM_NONE;
	if ( ent->owner )
	{
		ignore = ent->owner->s.number;
	}
	else if ( ent->activator )
	{
		ignore = ent->activator->s.number;
	}
	gi.trace( &tr, ent->currentOrigin, ent->mins, ent->maxs, origin, ignore, mask, (EG2_Collision)0, 0 );

	VectorCopy( tr.endpos, ent->currentOrigin );

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


示例10: G_RunFrame

/*
================
G_RunFrame

Advances the non-player objects in the world
================
*/
void G_RunFrame( int levelTime ) 
{
	int i;
	// if we are waiting for the level to restart, do nothing
	if( theLevel.restarted_ )
		return;

	theLevel.framenum_++;
	theLevel.previousTime_ = theLevel.time_;
	theLevel.time_ = levelTime;
	int msec = theLevel.time_ - theLevel.previousTime_;

	// get any cvar changes
	G_UpdateCvars();

	//
	// go through all allocated objects
	//
	int start = Sys_Milliseconds();
	GameEntity* ent = 0;//&g_entities[0];
	for( i=0 ; i<theLevel.num_entities_ ; i++ )
	{
		ent = theLevel.getEntity(i);
		if( !ent || !ent->inuse_ ) 
			continue;

		// clear events that are too old
		if( theLevel.time_ - ent->eventTime_ > EVENT_VALID_MSEC ) 
		{
			if( ent->s.event ) 
			{
				ent->s.event = 0;	// &= EV_EVENT_BITS;
				if( ent->client_ ) 
				{
					ent->client_->ps_.externalEvent = 0;
					// predicted events should never be set to zero
					//ent->client->ps.events[0] = 0;
					//ent->client->ps.events[1] = 0;
				}
			}
			if( ent->freeAfterEvent_ ) 
			{
				// tempEntities or dropped items completely go away after their event
				ent->freeUp();// former G_FreeEntity
				continue;
			} 
			else if( ent->unlinkAfterEvent_ ) 
			{
				// items that will respawn will hide themselves after their pickup event
				ent->unlinkAfterEvent_ = false;
				SV_UnlinkEntity( ent );
			}
		}
		// temporary entities don't think
		if( ent->freeAfterEvent_ ) 
			continue;

		if( ent->s.eType == ET_MISSILE ||
			 ent->s.eType == ET_BULLET ) 
		{
			G_RunMissile( ent );
			continue;
		}
		if( ent->s.eType == ET_ITEM || ent->physicsObject_ ) 
		{
			G_RunItem( ent );
			continue;
		}
		if( ent->s.eType == ET_MOVER )
		{
			G_RunMover( ent );
			continue;
		}
		if( ent->client_ )
		{
			G_RunClient( ent );
			continue;
		}
		G_RunThink( ent );
	}
	int end = Sys_Milliseconds();

	start = Sys_Milliseconds();
	// perform final fixups on the players
	//ent = &g_entities[0];
	for( i=1 ; i <= theLevel.maxclients_ ; i++ ) 
	{
		ent = theLevel.getEntity(i);
		if( ent && ent->inuse_ ) 
			ClientEndFrame( ent );
	}
	end = Sys_Milliseconds();

//.........这里部分代码省略.........
开发者ID:osfpsproject,项目名称:MF2,代码行数:101,代码来源:g_main.c


示例11: G_Physics

/*
================
G_Physics

================
*/
void G_Physics( gentity_t *ent, int msec )
{
	vec3_t  origin;
	trace_t tr;
	int     contents;

	// if groundentity has been set to ENTITYNUM_NONE, it may have been pushed off an edge
	if ( ent->s.groundEntityNum == ENTITYNUM_NONE )
	{
		if ( ent->s.eType == ET_BUILDABLE )
		{
			if ( ent->s.pos.trType != BG_Buildable( ent->s.modelindex )->traj )
			{
				ent->s.pos.trType = BG_Buildable( ent->s.modelindex )->traj;
				ent->s.pos.trTime = level.time;
			}
		}
		else if ( ent->s.pos.trType != TR_GRAVITY )
		{
			ent->s.pos.trType = TR_GRAVITY;
			ent->s.pos.trTime = level.time;
		}
	}

	if ( ent->s.pos.trType == TR_STATIONARY )
	{
		// check think function
		G_RunThink( ent );

		//check floor infrequently
		if ( ent->nextPhysicsTime < level.time )
		{
			VectorCopy( ent->r.currentOrigin, origin );

			VectorMA( origin, -2.0f, ent->s.origin2, origin );

			trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, origin, ent->s.number, ent->clipmask );

			if ( tr.fraction == 1.0f )
			{
				ent->s.groundEntityNum = ENTITYNUM_NONE;
			}

			ent->nextPhysicsTime = level.time + PHYSICS_TIME;
		}

		return;
	}

	// trace a line from the previous position to the current position

	// get current position
	BG_EvaluateTrajectory( &ent->s.pos, level.time, origin );

	trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, origin, ent->s.number, ent->clipmask );

	VectorCopy( tr.endpos, ent->r.currentOrigin );

	if ( tr.startsolid )
	{
		tr.fraction = 0;
	}

	trap_LinkEntity( ent );  // FIXME: avoid this for stationary?

	// check think function
	G_RunThink( ent );

	if ( tr.fraction == 1.0f )
	{
		return;
	}

	// if it is in a nodrop volume, remove it
	contents = trap_PointContents( ent->r.currentOrigin, -1 );

	if ( contents & CONTENTS_NODROP )
	{
		G_FreeEntity( ent );
		return;
	}

	G_Bounce( ent, &tr );
}
开发者ID:Asvarox,项目名称:Unvanquished,代码行数:90,代码来源:g_physics.c


示例12: G_RunMissile

void G_RunMissile( gentity_t *ent ) 
{
	vec3_t		oldOrg;
	trace_t		tr;
	int			trHitLoc=HL_NONE;

	if ( (ent->s.eFlags&EF_HELD_BY_SAND_CREATURE) )
	{//in a sand creature's mouth
		if ( ent->activator )
		{
			mdxaBone_t	boltMatrix;
			// Getting the bolt here
			//in hand
			vec3_t scAngles = {0};
			scAngles[YAW] = ent->activator->currentAngles[YAW];
			gi.G2API_GetBoltMatrix( ent->activator->ghoul2, ent->activator->playerModel, ent->activator->gutBolt, 
					&boltMatrix, scAngles, ent->activator->currentOrigin, (cg.time?cg.time:level.time),
					NULL, ent->activator->s.modelScale );
			// Storing ent position, bolt position, and bolt axis
			gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, ent->currentOrigin );
			G_SetOrigin( ent, ent->currentOrigin );
		}
		// check think function
		G_RunThink( ent );
		return;
	}

	VectorCopy( ent->currentOrigin, oldOrg );

	// get current position
	if ( ent->s.pos.trType == TR_INTERPOLATE )
	{//rolling missile?
		//FIXME: WTF?!!  Sticks to stick missiles?
		//FIXME: they stick inside the player
		G_RollMissile( ent );
		if ( ent->s.eType != ET_GENERAL )
		{//didn't explode
			VectorCopy( ent->currentOrigin, ent->s.pos.trBase );
			gi.trace( &tr, oldOrg, ent->mins, ent->maxs, ent->currentOrigin, ent->s.number, ent->clipmask, G2_RETURNONHIT, 10 );
			if ( VectorCompare( ent->s.pos.trDelta, vec3_origin ) )
			{
				//VectorCopy( ent->currentAngles, ent->s.apos.trBase );
				VectorClear( ent->s.apos.trDelta );
			}
			else
			{
				vec3_t	ang, fwdDir, rtDir;
				float	speed;
				
				ent->s.apos.trType = TR_INTERPOLATE;
				VectorSet( ang, 0, ent->s.apos.trBase[1], 0 );
				AngleVectors( ang, fwdDir, rtDir, NULL );
				speed = VectorLength( ent->s.pos.trDelta )*4;

				//HMM, this works along an axis-aligned dir, but not along diagonals
				//This is because when roll gets to 90, pitch becomes yaw, and vice-versa
				//Maybe need to just set the angles directly?
				ent->s.apos.trDelta[0] = DotProduct( fwdDir, ent->s.pos.trDelta );
				ent->s.apos.trDelta[1] = 0;//never spin!
				ent->s.apos.trDelta[2] = DotProduct( rtDir, ent->s.pos.trDelta );

				VectorNormalize( ent->s.apos.trDelta );
				VectorScale( ent->s.apos.trDelta, speed, ent->s.apos.trDelta );

				ent->s.apos.trTime = level.previousTime;
			}
		}
	}
	else
	{
		vec3_t		origin; 
		EvaluateTrajectory( &ent->s.pos, level.time, origin );
		// trace a line from the previous position to the current position,
		// ignoring interactions with the missile owner
		gi.trace( &tr, ent->currentOrigin, ent->mins, ent->maxs, origin, 
			ent->owner ? ent->owner->s.number : ent->s.number, ent->clipmask, G2_COLLIDE, 10 );
		
		if ( tr.entityNum != ENTITYNUM_NONE )
		{
			gentity_t *other = &g_entities[tr.entityNum];
			// check for hitting a lightsaber
			if ( other->contents & CONTENTS_LIGHTSABER )
			{//hit a lightsaber bbox
				if ( other->owner 
					&& other->owner->client 
					&& !other->owner->client->ps.saberInFlight 
					&& ( Q_irand( 0, (other->owner->client->ps.forcePowerLevel[FP_SABER_DEFENSE]*other->owner->client->ps.forcePowerLevel[FP_SABER_DEFENSE]) ) == 0 
						|| !InFront( ent->currentOrigin, other->owner->currentOrigin, other->owner->client->ps.viewangles, SABER_REFLECT_MISSILE_CONE ) ) )//other->owner->s.number == 0 &&
				{//Jedi cannot block shots from behind!
					//re-trace from here, ignoring the lightsaber
					gi.trace( &tr, tr.endpos, ent->mins, ent->maxs, origin, tr.entityNum, ent->clipmask, G2_RETURNONHIT, 10 );
				}
			}
		}

		VectorCopy( tr.endpos, ent->currentOrigin );
	}

	// get current angles
	VectorMA( ent->s.apos.trBase, (level.time - ent->s.apos.trTime) * 0.001, ent->s.apos.trDelta, ent->s.apos.trBase );
//.........这里部分代码省略.........
开发者ID:BSzili,项目名称:OpenJK,代码行数:101,代码来源:g_missile.cpp


示例13: G_RunFrame

/*
================
G_RunFrame

Advances the non-player objects in the world
================
*/
void G_RunFrame( int levelTime ) {
	int			i;
	gentity_t	*ent;

	// if we are waiting for the level to restart, do nothing
	if ( level.restarted ) {
		return;
	}

	level.framenum++;
	level.previousTime = level.time;
	level.time = levelTime;

	// get any cvar changes
	G_UpdateCvars();

	//
	// go through all allocated objects
	//
	ent = &g_entities[0];
	for (i=0 ; i<level.num_entities ; i++, ent++) {
		if ( !ent->inuse ) {
			continue;
		}

		// clear events that are too old
		if ( level.time - ent->eventTime > EVENT_VALID_MSEC ) {
			if ( ent->s.event ) {
				ent->s.event = 0;	// &= EV_EVENT_BITS;
				if ( ent->client ) {
					ent->client->ps.externalEvent = 0;
					// predicted events should never be set to zero
					//ent->client->ps.events[0] = 0;
					//ent->client->ps.events[1] = 0;
				}
			}
			if ( ent->freeAfterEvent ) {
				// tempEntities or dropped items completely go away after their event
				G_FreeEntity( ent );
				continue;
			} else if ( ent->unlinkAfterEvent ) {
				// items that will respawn will hide themselves after their pickup event
				ent->unlinkAfterEvent = qfalse;
				trap_UnlinkEntity( ent );
			}
		}

		// temporary entities don't think
		if ( ent->freeAfterEvent ) {
			continue;
		}

		if ( !ent->r.linked && ent->neverFree ) {
			continue;
		}

		if ( ent->s.eType == ET_MISSILE ) {
			G_RunMissile( ent );
			continue;
		}

		if ( ent->s.eType == ET_ITEM || ent->physicsObject ) {
			G_RunItem( ent );
			continue;
		}

		if ( ent->s.eType == ET_MOVER ) {
			G_RunMover( ent );
			continue;
		}

		if ( i < MAX_CLIENTS ) {
			G_RunClient( ent );
			continue;
		}

		G_RunThink( ent );
	}

	// perform final fixups on the players
	ent = &g_entities[0];
	for (i=0 ; i < level.maxclients ; i++, ent++ ) {
		if ( ent->inuse ) {
			ClientEndFrame( ent );
		}
	}

	// see if it is time to do a tournement restart
	CheckTournament();

	// see if it is time to end the level
	CheckExitRules();

//.........这里部分代码省略.........
开发者ID:CarlGammaSagan,项目名称:Quake-3-Android-Port-QIII4A,代码行数:101,代码来源:g_main.c


示例14: G_Physics_None

/*
 * @brief Non moving objects can only think
 */
static void G_Physics_None(g_edict_t *ent) {
	// regular thinking
	G_RunThink(ent);
}
开发者ID:jayschwa,项目名称:quake2world,代码行数:7,代码来源:g_physics.c


示例15: G_Physics_Toss

/*
 * @brief Toss, bounce, and fly movement. When on ground, do nothing.
 */
static void G_Physics_Toss(g_edict_t *ent) {
	vec3_t org, move;

	// regular thinking
	G_RunThink(ent);

	// if not a team captain, movement will be handled elsewhere
	if (ent->locals.flags & FL_TEAM_SLAVE)
		return;

	// check for the ground entity going away
	if (ent->locals.ground_entity) {
		if (!ent->locals.ground_entity->in_use)
			ent->locals.ground_entity = NULL;
		else if (ent->locals.velocity[2] > ent->locals.ground_entity->locals.velocity[2] + 0.1)
			ent->locals.ground_entity = NULL;
		else
			return;
	}

	// if on ground, or intentionally floating, return without moving
	if (ent->locals.ground_entity || (ent->locals.item && (ent->locals.spawn_flags & 4)))
		return;

	// enforce max velocity values
	G_ClampVelocity(ent);

	// move angles
	VectorMA(ent->s.angles, gi.frame_seconds, ent->locals.avelocity, ent->s.angles);

	// move origin
	VectorCopy(ent->s.origin, org);
	VectorScale(ent->locals.velocity, gi.frame_seconds, move);

	// push through the world, interacting with triggers and other ents
	c_trace_t trace = G_PushEntity(ent, move);

	if (!ent->in_use)
		return;

	if (trace.fraction < 1.0) { // move was blocked

		// if it was a floor, we might bounce or come to rest
		vec_t *vel = ent->locals.velocity;
		if (G_ClipVelocity(vel, trace.plane.normal, vel, 1.3) & 1) {

			VectorSubtract(ent->s.origin, org, move);

			// if we're approaching a stop, clear our velocity and set ground
			if (VectorLength(move) < STOP_EPSILON) {

				VectorClear(ent->locals.velocity);

				ent->locals.ground_entity = trace.ent;
				ent->locals.ground_entity_link_count = trace.ent->link_count;
			} else {
				// bounce and slide along the floor
				vec_t bounce, speed = VectorLength(ent->locals.velocity);
				bounce = sqrt(speed);

				if (ent->locals.velocity[2] < bounce)
					ent->locals.velocity[2] = bounce;
			}
		}

		// all impacts reduce velocity and angular velocity
		VectorScale(ent->locals.velocity, 0.9, ent->locals.velocity);
		VectorScale(ent->locals.avelocity, 0.9, ent->locals.avelocity);
	}

	// check for water transition
	const _Bool was_in_water = (ent->locals.water_type & MASK_WATER);
	ent->locals.water_type = gi.PointContents(ent->s.origin);
	const _Bool is_in_water = ent->locals.water_type & MASK_WATER;

	if (is_in_water)
		ent->locals.water_level = 1;
	else
		ent->locals.water_level = 0;

	// add gravity
	if (ent->locals.move_type == MOVE_TYPE_FLY)
		G_AddFlying(ent);
	else
		G_AddGravity(ent);

	if (!was_in_water && is_in_water) {
		gi.PositionedSound(ent->s.origin, g_game.edicts, gi.SoundIndex("world/water_in"), ATTEN_NORM);
		VectorScale(ent->locals.velocity, 0.66, ent->locals.velocity);
	} else if (was_in_water && !is_in_water)
		gi.PositionedSound(ent->s.origin, g_game.edicts, gi.SoundIndex("world/water_out"),
				ATTEN_NORM);

	// move team slaves
	g_edict_t *slave = ent->locals.team_chain;
	while (slave) {
		VectorCopy(ent->s.origin, slave->s.origin);
//.........这里部分代码省略.........
开发者ID:jayschwa,项目名称:quake2world,代码行数:101,代码来源:g_physics.c


示例16: G_MissileImpact


//.........这里部分代码省略.........
					ent->mappart = 0;
				} else {
					ent->mappart = level.time + 5000;
					goto think;
				}
			}
#endif
			G_FreeEntity( ent );
			return;
		}
#ifndef SMOKINGUNS
		G_MissileImpact( ent, &tr );
		if ( ent->s.eType != ET_MISSILE ) {
#else
		G_MissileImpact( ent, &tr, shaderNum );
		if ( ent->s.eType != ET_MISSILE && ent->s.eType != ET_ITEM) {
#endif
			return;		// exploded
		}
	}
#ifndef SMOKINGUNS
	// if the prox mine wasn't yet outside the player body
	if (ent->s.weapon == WP_PROX_LAUNCHER && !ent->count) {
		// check if the prox mine is outside the owner bbox
		trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, ent->r.currentOrigin, ENTITYNUM_NONE, ent->clipmask );
		if (!tr.startsolid || tr.entityNum != ent->r.ownerNum) {
			ent->count = 1;
		}
	}
#endif

think:
	// check think function after bouncing
	G_RunThink( ent );
}


//=============================================================================

#ifndef SMOKINGUNS
/*
=================
fire_plasma

=================
*/
gentity_t *fire_plasma (gentity_t *self, vec3_t start, vec3_t dir) {
	gentity_t	*bolt;

	VectorNormalize (dir);

	bolt = G_Spawn();
	bolt->classname = "plasma";
	bolt->nextthink = level.time + 10000;
	bolt->think = G_ExplodeMissile;
	bolt->s.eType = ET_MISSILE;
	bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
	bolt->s.weapon = WP_PLASMAGUN;
	bolt->r.ownerNum = self->s.number;
	bolt->parent = self;
	bolt->damage = 20;
	bolt->splashDamage = 15;
	bolt->splashRadius = 20;
	bolt->methodOfDeath = MOD_PLASMA;
	bolt->splashMethodOfDeath = MOD_PLASMA_SPLASH;
	bolt->clipmask = MASK_SHOT;
开发者ID:OADoctor,项目名称:SmokinGuns,代码行数:67,代码来源:g_missile.c


示例17: G_RunMissile


//.........这里部分代码省略.........
	trace_t  tr;
	int      passent;
	bool impact = false;

	// get current position
	BG_EvaluateTrajectory( &ent->s.pos, level.time, origin );

	// ignore interactions with the missile owner
	passent = ent->r.ownerNum;

	// general trace to see if we hit anything at all
	trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs,
	            origin, passent, ent->clipmask, 0 );

	if ( tr.startsolid || tr.allsolid )
	{
		tr.fraction = 0.0f;
		VectorCopy( ent->r.currentOrigin, tr.endpos );
	}

	if ( tr.fraction < 1.0f )
	{
		if ( !ent->pointAgainstWorld || (tr.contents & CONTENTS_BODY) )
		{
			// We hit an entity or we don't care
			impact = true;
		}
		else
		{
			trap_Trace( &tr, ent->r.currentOrigin, nullptr, nullptr, origin,
			            passent, ent->clipmask, 0 );

			if ( tr.fraction < 1.0f )
			{
				// Hit the world with point trace
				impact = true;
			}
			else
			{
				if ( tr.contents & CONTENTS_BODY )
				{
					// Hit an entity
					impact = true;
				}
				else
				{
					trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs,
					            origin, passent, CONTENTS_BODY, 0 );

					if ( tr.fraction < 1.0f )
					{
						impact = true;
					}
				}
			}
		}
	}

	VectorCopy( tr.endpos, ent->r.currentOrigin );

	if ( impact )
	{
		// Never explode or bounce when hitting the sky.
		if ( tr.surfaceFlags & SURF_NOIMPACT )
		{
			G_FreeEntity( ent );

			return;
		}

		// Check for impact damage and effects.
		MissileImpact( ent, &tr );

		// Check if the entity was freed during impact.
		if ( !ent->inuse )
		{
			return;
		}

		// HACK: The missile has turned into an explosion and will free itself later.
		//       See MissileImpact for more.
		if ( ent->s.eType != ET_MISSILE )
		{
			return;
		}
	}

	ent->r.contents = CONTENTS_SOLID; //trick trap_LinkEntity into...
	trap_LinkEntity( ent );
	ent->r.contents = 0; //...encoding bbox information

	if ( ent->flightSplashDamage )
	{
		G_RadiusDamage( tr.endpos, ent->parent, ent->flightSplashDamage, ent->flightSplashRadius,
		                ent->parent, 0, ent->splashMethodOfDeath );
	}

	// check think function after bouncing
	G_RunThink( ent );
}
开发者ID:BlueMustache,项目名称:Unvanquished,代码行数:101,代码来源:sg_missile.cpp


示例18: G_RunMissile


//.........这里部分代码省略.........
            ent->s.groundEntityNum = ENTITYNUM_NONE;
        }
    }

    if (tr.fraction != 1) { //Hit something maybe
        qboolean skip = qfalse;

        gentity_t *other = &g_entities[tr.entityNum]; //Check to see if we hit a lightsaber and they are in another dimension, if so dont do the hit code..
        if (other && other->r.contents & CONTENTS_LIGHTSABER)
        {
            gentity_t *otherOwner = &g_entities[other->r.ownerNum];
            gentity_t *owner = &g_entities[ent->r.ownerNum];
            /*
            if (owner->s.bolt1 && !otherOwner->s.bolt1)//We are dueling/racing and they are not
            	skip = qtrue;
            else if (!owner->s.bolt1 && otherOwner->s.bolt1)//They are dueling/racing and we are not
            	skip = qtrue;
            */
            if (owner->s.bolt1 != otherOwner->s.bolt1) //Dont impact if its from another dimension
                skip = qtrue;
        }

        if ( tr.fraction != 1 && !skip) {

            // never explode or bounce on sky
            if ( tr.surfaceFlags & SURF_NOIMPACT ) {
                // If grapple, reset owner
                if (ent->parent && ent->parent->client && ent->parent->client->hook == ent) {
                    ent->parent->client->hook = NULL;
                }

                if ((ent->s.weapon == WP_SABER && ent->isSaberEntity) || isKnockedSaber)
                {
                    G_RunThink( ent );
                    return;
                }
                else if (ent->s.weapon != G2_MODEL_PART)
                {
                    G_FreeEntity( ent );
                    return;
                }
            }

            if (ent->s.weapon > WP_NONE && ent->s.weapon < WP_NUM_WEAPONS &&
                    (tr.entityNum < MAX_CLIENTS || g_entities[tr.entityNum].s.eType == ET_NPC))
            {   //player or NPC, try making a mark on him
                //copy current pos to s.origin, and current projected traj to origin2
                VectorCopy(ent->r.currentOrigin, ent->s.origin);
                BG_EvaluateTrajectory( &ent->s.pos, level.time, ent->s.origin2 );

                if (VectorCompare(ent->s.origin, ent->s.origin2))
                {
                    ent->s.origin2[2] += 2.0f; //whatever, at least it won't mess up.
                }
            }

            G_MissileImpact( ent, &tr );

            if (tr.entityNum == ent->s.otherEntityNum)
            {   //if the impact event other and the trace ent match then it's ok to do the g2 mark
                ent->s.trickedentindex = 1;
            }

            if ( ent->s.eType != ET_MISSILE && ent->s.weapon != G2_MODEL_PART )
            {
                return;		// exploded
开发者ID:videoP,项目名称:jaPRO,代码行数:67,代码来源:g_missile.c


示例19: G_RunMissile


//.........这里部分代码省略.........
//				
//				G_PlayEffect( G_EffectIndex( "blaster/smoke_bolton") , coll.mModelIndex, newBolt, hitEnt->s.number);
//
//

//				G_SetBoltSurfaceRemoval(coll.mEntityNum, coll.mModelIndex, newBolt, newSurface, 10000);
//				hitModel = qtrue;

				if (trHitLoc==HL_NONE)
				{
					G_GetHitLocFromSurfName( &g_entities[coll.mEntityNum], gi.G2API_GetSurfaceName( &g_entities[coll.mEntityNum].ghoul2[coll.mModelIndex], coll.mSurfaceIndex ), &trHitLoc, coll.mCollisionPosition, NULL, NULL, ent->methodOfDeath );
				}

				break; // NOTE: the way this whole section was working, it would only get inside of this IF once anyway, might as well break out now
			}
		}
	}
/////////////////////////////////////////////////////////

	if ( tr.startsolid ) 
	{
		tr.fraction = 0;
	}

	gi.linkentity( ent );

	if ( ent->s.pos.trType == TR_STATIONARY && (ent->s.eFlags&EF_MISSILE_STICK) )
	{//stuck missiles should check some special stuff
		G_RunStuckMissile( ent );
		return;
	}

	// check think function
	G_RunThink( ent );

	if ( ent->s.eType != ET_MISSILE ) 
	{
		return;		// exploded
	}

	if ( ent->mass )
	{
		G_MoverTouchPushTriggers( ent, oldOrg );
	}
	/*
	if ( !(ent->s.eFlags & EF_TELEPORT_BIT) )
	{
		G_MoverTouchTeleportTriggers( ent, oldOrg );
		if ( ent->s.eFlags & EF_TELEPORT_BIT )
		{//was teleported
			return;
		}
	}
	else
	{
		ent->s.eFlags &= ~EF_TELEPORT_BIT;
	}
	*/

	AddSightEvent( ent->owner, ent->currentOrigin, 512, AEL_DISCOVERED, 75 );//wakes them up when see a shot passes in front of them
	if ( !Q_irand( 0, 10 ) )
	{//not so often...
		if ( ent->splashDamage && ent->splashRadius )
		{//I'm an exploder, let people around me know danger is coming
			if ( ent->s.weapon == WP_TRIP_MINE )
			{//???
开发者ID:Cancerous,项目名称:massive-tyrion,代码行数:67,代码来源:g_missile.cpp


示例20: G_RunMissile


//.........这里部分代码省略.........
    trap->LinkEntity( (sharedEntity_t *)ent );

    if (ent->s.weapon == G2_MODEL_PART && !ent->bounceCount)
    {
        vec3_t lowerOrg;
        trace_t trG;

        VectorCopy(ent->r.currentOrigin, lowerOrg);
        lowerOrg[2] -= 1;
        trap->Trace( &trG, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, lowerOrg, passent, ent->clipmask, qfalse, 0, 0 );

        VectorCopy(trG.endpos, groundSpot);

        if (!trG.startsolid && !trG.allsolid && trG.entityNum == ENTITYNUM_WORLD)
        {
            ent->s.groundEntityNum = trG.entityNum;
        }
        else
        {
            ent->s.groundEntityNum = ENTITYNUM_NONE;
        }
    }

    if ( tr.fraction != 1) {
        // never explode or bounce on sky
        if ( tr.surfaceFlags & SURF_NOIMPACT ) {
            // If grapple, reset owner
            if (ent->parent && ent->parent->client && ent->parent->client->hook == ent) {
                ent->parent->client->hook = NULL;
            }

            if ((ent->s.weapon == WP_SABER && ent->isSaberEntity) || isKnockedSaber)
            {
                G_RunThink( ent );
                return;
            }
            else if (ent->s.weapon != G2_MODEL_PART)
            {
                G_FreeEntity( ent );
                return;
            }
        }

#if 0 //will get stomped with missile impact event...
        if (ent->s.weapon > WP_NONE && ent->s.weapon < WP_NUM_WEAPONS &&
                (tr.entityNum < MAX_CLIENTS || g_entities[tr.entityNum].s.eType == ET_NPC))
        {   //player or NPC, try making a mark on him
            /*
            gentity_t *evEnt = G_TempEntity(ent->r.currentOrigin, EV_GHOUL2_MARK);

            evEnt->s.owner = tr.entityNum; //the entity the mark should be placed on
            evEnt->s.weapon = ent->s.weapon; //the weapon used (to determine mark type)
            VectorCopy(ent->r.currentOrigin, evEnt->s.origin); //the point of impact

            //origin2 gets the predicted trajectory-based position.
            BG_EvaluateTrajectory( &ent->s.pos, level.time, evEnt->s.origin2 );

            //If they are the same, there will be problems.
            if (VectorCompare(evEnt->s.origin, evEnt->s.origin2))
            

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