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C++ CalcMuzzlePoint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CalcMuzzlePoint函数的典型用法代码示例。如果您正苦于以下问题:C++ CalcMuzzlePoint函数的具体用法?C++ CalcMuzzlePoint怎么用?C++ CalcMuzzlePoint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CalcMuzzlePoint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: FireWeapon3

/*
===============
FireWeapon3
===============
*/
void FireWeapon3( gentity_t *ent )
{
	if ( ent->client )
	{
		// set aiming directions
		AngleVectors( ent->client->ps.viewangles, forward, right, up );
		CalcMuzzlePoint( ent, forward, right, up, muzzle );
	}
	else
	{
		AngleVectors( ent->s.angles2, forward, right, up );
		VectorCopy( ent->s.pos.trBase, muzzle );
	}

	// fire the specific weapon
	switch ( ent->s.weapon )
	{
		case WP_ALEVEL3_UPG:
			bounceBallFire( ent );
			break;

		case WP_ABUILD2:
			slowBlobFire( ent );
			break;

		default:
			break;
	}
}
开发者ID:bmorel,项目名称:Unvanquished,代码行数:34,代码来源:g_weapon.c


示例2: areaZapFire

/*
===============
areaZapFire
===============
*/
void areaZapFire( gentity_t *ent )
{
  trace_t   tr;
  vec3_t    end;
  gentity_t *traceEnt;
  vec3_t    mins, maxs;

  VectorSet( mins, -LEVEL2_AREAZAP_WIDTH, -LEVEL2_AREAZAP_WIDTH, -LEVEL2_AREAZAP_WIDTH );
  VectorSet( maxs, LEVEL2_AREAZAP_WIDTH, LEVEL2_AREAZAP_WIDTH, LEVEL2_AREAZAP_WIDTH );

  // set aiming directions
  AngleVectors( ent->client->ps.viewangles, forward, right, up );

  CalcMuzzlePoint( ent, forward, right, up, muzzle );

  VectorMA( muzzle, LEVEL2_AREAZAP_RANGE, forward, end );

  trap_Trace( &tr, muzzle, mins, maxs, end, ent->s.number, MASK_SHOT );

  if( tr.surfaceFlags & SURF_NOIMPACT )
    return;

  traceEnt = &g_entities[ tr.entityNum ];

  if( ( ( traceEnt->client && traceEnt->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) ||
      ( traceEnt->s.eType == ET_BUILDABLE &&
        BG_FindTeamForBuildable( traceEnt->s.modelindex ) == BIT_HUMANS ) ) && traceEnt->health > 0 )
  {
    G_CreateNewZap( ent, traceEnt );
  }
}
开发者ID:wtfbbqhax,项目名称:thz,代码行数:36,代码来源:g_weapon.c


示例3: CheckPounceAttack

/*
===============
CheckPounceAttack
===============
*/
qboolean CheckPounceAttack( gentity_t *ent )
{
  trace_t tr;
  gentity_t *traceEnt;
  int damage, timeMax, pounceRange, pounceWidth, payload;

  if( ent->client->pmext.pouncePayload <= 0 )
    return qfalse;

  // In case the goon lands on his target, he get's one shot after landing
  payload = ent->client->pmext.pouncePayload;
  if( !( ent->client->ps.pm_flags & PMF_CHARGE/* || ent->client->ps.weapon == WP_ALEVEL5 */) )
    ent->client->pmext.pouncePayload = 0;

  // Calculate muzzle point
  AngleVectors( ent->client->ps.viewangles, forward, right, up );
  CalcMuzzlePoint( ent, forward, right, up, muzzle );

  // Trace from muzzle to see what we hit
  if( ent->client->ps.weapon == WP_ALEVEL5)
  {
      pounceRange = LEVEL5_POUNCE_RANGE;
      pounceWidth = LEVEL5_POUNCE_WIDTH;
  }
  else
  {
      pounceRange = ent->client->ps.weapon == WP_ALEVEL3 ? LEVEL3_POUNCE_RANGE : LEVEL3_POUNCE_UPG_RANGE;
      pounceWidth = LEVEL3_POUNCE_WIDTH;
  }
  G_WideTrace( &tr, ent, pounceRange, pounceWidth, pounceWidth, &traceEnt );
  if( traceEnt == NULL )
    return qfalse;

  // Send blood impact
  if( traceEnt->takedamage )
    WideBloodSpurt( ent, traceEnt, &tr, MOD_LEVEL3_POUNCE );

  if( !traceEnt->takedamage )
    return qfalse;
    
  // Deal damage
  if( ent->client->ps.weapon == WP_ALEVEL5)
  {
    timeMax = LEVEL5_POUNCE_TIME;
    damage = payload * LEVEL5_POUNCE_DMG / timeMax;
    ent->client->pmext.pouncePayload = 0;
    G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage,
	      DAMAGE_NO_LOCDAMAGE, MOD_LEVEL5_POUNCE );
  }
  else
  {
    timeMax = ent->client->ps.weapon == WP_ALEVEL3 ? LEVEL3_POUNCE_TIME : LEVEL3_POUNCE_TIME_UPG;
    damage = payload * LEVEL3_POUNCE_DMG / timeMax;
    ent->client->pmext.pouncePayload = 0;
    G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage,
	      DAMAGE_NO_LOCDAMAGE, MOD_LEVEL3_POUNCE );
  }
  return qtrue;
}
开发者ID:massivehaxxor,项目名称:new-edge,代码行数:64,代码来源:g_weapon.c


示例4: G_MeleeFireCheck

/*
===============
G_MeleeFireCheck
===============
*/
qboolean G_MeleeFireCheck( gentity_t *ent ) {
	trace_t		tr;
	vec3_t		end;
	gentity_t	*tent;
	gentity_t	*traceEnt;

	// only living beeings can attack
	if ( ent->client->ps.stats[STAT_HEALTH] <= 0 ) {
		return qfalse;
	}

	// set aiming directions
	AngleVectors ( ent->client->ps.viewangles, forward, right, up);

	CalcMuzzlePoint ( ent, forward, right, up, muzzle );

	VectorMA (muzzle, 32, forward, end);

	// compensate for lag
	G_CalcLagTimeAndShiftAllClients( ent );

	trap_Trace (&tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT);

    // move the clients back to their proper positions
	if ( level.delagWeapons && ent->client && !(ent->r.svFlags & SVF_BOT) ) {
		G_UnTimeShiftAllClients( ent );
	}

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

	traceEnt = &g_entities[ tr.entityNum ];

	// send blood impact
	if ( traceEnt->takedamage && traceEnt->client ) {
		// compensate for lag effects
		if ( level.delagWeapons && ent->client && !(ent->r.svFlags & SVF_BOT) ) {
			VectorSubtract( traceEnt->client->saved.currentOrigin, traceEnt->r.currentOrigin, end );
			VectorAdd( tr.endpos, end, tr.endpos );
		}
		// snap the endpos to integers, but nudged towards the line
		SnapVectorTowards( tr.endpos, muzzle );

		// create impact entity
		tent = G_TempEntity( tr.endpos, EV_BULLET_HIT_FLESH );
		tent->s.eventParm = traceEnt->s.number;
	}

	if ( !traceEnt->takedamage) {
		return qfalse;
	}

	G_Damage( traceEnt, ent, ent, forward, tr.endpos,
		weLi[WP_SHOCKER].damage, 0, MOD_SHOCKER );

	return qtrue;
}
开发者ID:ElderPlayerX,项目名称:Afterwards,代码行数:63,代码来源:g_weapon.c


示例5: CheckGrabAttack

/*
===============
CheckGrabAttack
===============
*/
void CheckGrabAttack( gentity_t *ent )
{
  trace_t   tr;
  vec3_t    end, dir;
  gentity_t *traceEnt;

  // set aiming directions
  AngleVectors( ent->client->ps.viewangles, forward, right, up );

  CalcMuzzlePoint( ent, forward, right, up, muzzle );

  VectorMA( muzzle, LEVEL1_GRAB_RANGE, forward, end );

  trap_Trace( &tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT );
  if( tr.surfaceFlags & SURF_NOIMPACT )
    return;

  traceEnt = &g_entities[ tr.entityNum ];

  if( !traceEnt->takedamage )
    return;

  if( traceEnt->client )
  {
    if( traceEnt->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS )
      return;

    if( traceEnt->client->ps.stats[ STAT_HEALTH ] <= 0 )
      return;

    if( !( traceEnt->client->ps.stats[ STAT_STATE ] & SS_GRABBED ) )
    {
      AngleVectors( traceEnt->client->ps.viewangles, dir, NULL, NULL );
      traceEnt->client->ps.stats[ STAT_VIEWLOCK ] = DirToByte( dir );

      //event for client side grab effect
      G_AddPredictableEvent( ent, EV_LEV1_GRAB, 0 );
    }

    traceEnt->client->ps.stats[ STAT_STATE ] |= SS_GRABBED;

    if( ent->client->ps.weapon == WP_ALEVEL1 )
      traceEnt->client->grabExpiryTime = level.time + LEVEL1_GRAB_TIME;
    else if( ent->client->ps.weapon == WP_ALEVEL1_UPG )
      traceEnt->client->grabExpiryTime = level.time + LEVEL1_GRAB_U_TIME;
  }
  else if( traceEnt->s.eType == ET_BUILDABLE &&
      traceEnt->s.modelindex == BA_H_MGTURRET )
  {
    if( !traceEnt->lev1Grabbed )
      G_AddPredictableEvent( ent, EV_LEV1_GRAB, 0 );

    traceEnt->lev1Grabbed = qtrue;
    traceEnt->lev1GrabTime = level.time;
  }
}
开发者ID:wtfbbqhax,项目名称:thz,代码行数:61,代码来源:g_weapon.c


示例6: CheckVenomAttack

/*
===============
CheckVenomAttack
===============
*/
qboolean CheckVenomAttack( gentity_t *ent )
{
  trace_t   tr;
  gentity_t *traceEnt;
  int       damage = LEVEL0_BITE_DMG;

  if( ent->client->ps.weaponTime )
	return qfalse;

  // Calculate muzzle point
  AngleVectors( ent->client->ps.viewangles, forward, right, up );
  CalcMuzzlePoint( ent, forward, right, up, muzzle );

  G_WideTrace( &tr, ent, LEVEL0_BITE_RANGE, LEVEL0_BITE_WIDTH,
               LEVEL0_BITE_WIDTH, &traceEnt );

  if( traceEnt == NULL )
    return qfalse;

  if( !traceEnt->takedamage )
    return qfalse;

  if( traceEnt->health <= 0 )
      return qfalse;

  // only allow bites to work against buildings as they are constructing
  if( traceEnt->s.eType == ET_BUILDABLE )
  {
    if( traceEnt->buildableTeam == TEAM_ALIENS )
      return qfalse;

    if ( !( traceEnt->s.modelindex == BA_H_MGTURRET || traceEnt->s.modelindex == BA_H_MGTURRET2 || traceEnt->s.modelindex == BA_H_TESLAGEN || !traceEnt->spawned ) )
      damage = (int)(damage * g_DretchBuildingDamage.value);
    else
      damage = (int)(damage * g_DretchTurretDamage.value);

    if (damage <= 0)
      return qfalse;
  }

  if( traceEnt->client )
  {
    if( traceEnt->client->ps.stats[ STAT_TEAM ] == TEAM_ALIENS )
      return qfalse;
    if( traceEnt->client->ps.stats[ STAT_HEALTH ] <= 0 )
      return qfalse;
  }

  // send blood impact
  WideBloodSpurt( ent, traceEnt, &tr, MOD_LEVEL0_BITE );

  G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, DAMAGE_NO_KNOCKBACK, MOD_LEVEL0_BITE );
  ent->client->ps.weaponTime += LEVEL0_BITE_REPEAT;
  return qtrue;
}
开发者ID:massivehaxxor,项目名称:new-edge,代码行数:60,代码来源:g_weapon.c


示例7: CheckGauntletAttack

/*
===============
CheckGauntletAttack
===============
*/
qboolean CheckGauntletAttack( gentity_t *ent ) {
	trace_t		tr;
	vec3_t		end;
	gentity_t	*tent;
	gentity_t	*traceEnt;
	int			damage;

	// set aiming directions
	AngleVectors (ent->client->ps.viewangles, forward, right, up);

	CalcMuzzlePoint ( ent, forward, right, up, muzzle );

	VectorMA (muzzle, 32, forward, end);

	trap_Trace (&tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT);
	if ( tr.surfaceFlags & SURF_NOIMPACT ) {
		return qfalse;
	}

	if ( ent->client->noclip ) {
		return qfalse;
	}

	traceEnt = &g_entities[ tr.entityNum ];

	// send blood impact
	if ( traceEnt->takedamage && traceEnt->client ) {
		tent = G_TempEntity( tr.endpos, EV_MISSILE_HIT );
		tent->s.otherEntityNum = traceEnt->s.number;
		tent->s.eventParm = DirToByte( tr.plane.normal );
		tent->s.weapon = ent->s.weapon;
	}

	if ( !traceEnt->takedamage) {
		return qfalse;
	}

	if (ent->client->ps.powerups[PW_QUAD] ) {
		G_AddEvent( ent, EV_POWERUP_QUAD, 0 );
		s_quadFactor = g_quadfactor.value;
	} else {
		s_quadFactor = 1;
	}
#if 1
	if( ent->client->persistantPowerup && ent->client->persistantPowerup->item && ent->client->persistantPowerup->item->giTag == PW_DOUBLER ) {
		s_quadFactor *= 2;
	}
#endif

	damage = 50 * s_quadFactor;
	G_Damage( traceEnt, ent, ent, forward, tr.endpos,
		damage, 0, MOD_GAUNTLET );

	return qtrue;
}
开发者ID:jangroothuijse,项目名称:openpromode,代码行数:60,代码来源:g_weapon.c


示例8: CheckGauntletAttack

qbool
CheckGauntletAttack(Gentity *ent)
{
	Trace tr;
	Vec3	end;
	Gentity	*tent;
	Gentity	*traceEnt;
	int damage;

	/* set aiming directions */
	anglev3s (ent->client->ps.viewangles, forward, right, up);

	CalcMuzzlePoint (ent, forward, right, up, muzzle);

	saddv3 (muzzle, 32, forward, end);

	trap_Trace (&tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT);
	if(tr.surfaceFlags & SURF_NOIMPACT)
		return qfalse;
	if(ent->client->noclip)
		return qfalse;

	traceEnt = &g_entities[tr.entityNum];

	/* send blood impact */
	if(traceEnt->takedamage && traceEnt->client){
		tent = G_TempEntity(tr.endpos, EV_MISSILE_HIT);
		tent->s.otherEntityNum = traceEnt->s.number;
		tent->s.eventParm = DirToByte(tr.plane.normal);
		tent->s.weap[WSpri] = ent->s.weap[WSpri];
		tent->s.weap[WSsec] = ent->s.weap[WSsec];
		tent->s.weap[WShook] = ent->s.weap[WShook];
	}

	if(!traceEnt->takedamage)
		return qfalse;

	if(ent->client->ps.powerups[PW_QUAD]){
		G_AddEvent(ent, EV_POWERUP_QUAD, 0);
		s_quadFactor = g_quadfactor.value;
	}else
		s_quadFactor = 1;

#ifdef MISSIONPACK
	if(ent->client->persistantPowerup &&
	   ent->client->persistantPowerup->item &&
	   ent->client->persistantPowerup->item->tag == PW_DOUBLER)
	then
		s_quadFactor *= 2;
#endif

	damage = 50 * s_quadFactor;
	G_Damage(traceEnt, ent, ent, forward, tr.endpos, damage, 0, MOD_GAUNTLET);
	return qtrue;
}
开发者ID:icanhas,项目名称:yantar,代码行数:55,代码来源:weapon.c


示例9: FireWeapon2

/*
===============
FireWeapon2
===============
*/
void FireWeapon2( gentity_t *ent )
{
  if( ent->client )
  {
    // set aiming directions
    AngleVectors( ent->client->ps.viewangles, forward, right, up );
    CalcMuzzlePoint( ent, forward, right, up, muzzle );
  }
  else
  {
    AngleVectors( ent->s.angles2, forward, right, up );
    VectorCopy( ent->s.pos.trBase, muzzle );
  }

  // fire the specific weapon
  switch( ent->s.weapon )
  {
  
    case WP_MACHINEGUN:
      bulletFire( ent, RIFLE_SPREAD2, RIFLE_DMG2, MOD_MACHINEGUN );
      break;

    case WP_ALEVEL2_UPG:
      areaZapFire( ent );
      break;

    case WP_PAIN_SAW:
      painSawFire2( ent );
      break; 
	  
    case WP_LUCIFER_CANNON:
      LCChargeFire( ent, qtrue );
      break;
	  
    case WP_CHAINGUN:
      bulletFire( ent, CHAINGUN_SPREAD2, CHAINGUN_DMG2, MOD_CHAINGUN );
      break;

    case WP_LAS_GUN:
      lasGunFire2( ent );
      break;
	  
    case WP_PULSE_RIFLE:
      prifleStasisFire( ent );
      break;
	  
    case WP_ABUILD:
    case WP_HBUILD:
      cancelBuildFire( ent );
      break;
	  
    default:
      break;
  }
}
开发者ID:massivehaxxor,项目名称:new-edge,代码行数:60,代码来源:g_weapon.c


示例10: Weapon_GrapplingHook_Fire

void Weapon_GrapplingHook_Fire (gentity_t *ent)
{
//freeze
	AngleVectors( ent->client->ps.viewangles, forward, right, up );
	CalcMuzzlePoint( ent, forward, right, up, muzzle );
//freeze
	if (!ent->client->fireHeld && !ent->client->hook)
		fire_grapple (ent, muzzle, forward);

	ent->client->fireHeld = qtrue;
}
开发者ID:dbircsak,项目名称:freeze-tag,代码行数:11,代码来源:g_weapon.c


示例11: Weapon_GrapplingHook_Fire

void Weapon_GrapplingHook_Fire (gentity_t *ent)
{
	/* LQ3A: Take the direction from the viewangles. */
	AngleVectors(ent->client->ps.viewangles, forward, right, up);
	CalcMuzzlePoint(ent, forward, right, up, muzzle);

	if (!ent->client->fireHeld && !ent->client->hook)
		fire_grapple (ent, muzzle, forward);

	ent->client->fireHeld = qtrue;
}
开发者ID:monoknot,项目名称:loaded-q3a,代码行数:11,代码来源:g_weapon.c


示例12: Offhand_Grapple_Fire

/*
===============
Offhand_Grapple_Fire
===============
*/
void Offhand_Grapple_Fire(gentity_t *ent)
{
    AngleVectors(ent->client->ps.viewangles, forward, right, up);
    CalcMuzzlePoint(ent, forward, right, up, muzzle);

    if (!ent->client->fireHeld && !ent->client->hook)
        fire_grapple(ent, muzzle, forward);

    ent->client->hookhasbeenfired = qtrue;
    ent->client->fireHeld = qtrue;
}
开发者ID:eserozvataf,项目名称:q3now,代码行数:16,代码来源:g_weapon.c


示例13: FireWeapon2

/*
===============
FireWeapon2
===============
*/
void FireWeapon2( gentity_t *ent )
{
  if( ent->client )
  {
    // set aiming directions
    AngleVectors( ent->client->ps.viewangles, forward, right, up );
    CalcMuzzlePoint( ent, forward, right, up, muzzle );
  }
  else
  {
    AngleVectors( ent->s.angles2, forward, right, up );
    VectorCopy( ent->s.pos.trBase, muzzle );
  }

  // fire the specific weapon
  switch( ent->s.weapon )
  {
		/*case WP_ALEVEL1:
			//Blaster_ball( ent, 0);
			break;*/
			
    case WP_ALEVEL0:
        explodedretch( ent );
        break;
    case WP_ALEVEL1_UPG:
      poisonCloud( ent );
      break;
    case WP_ALEVEL2_UPG:
      areaZapFire( ent );
      break;

    case WP_LUCIFER_CANNON:
      LCChargeFire( ent, qtrue );
      break;

    case WP_ABUILD:
    case WP_ABUILD2:
    case WP_HBUILD:
    case WP_HBUILD2:
      cancelBuildFire( ent );
      break;
      
      case WP_BLASTER:
          detonate( ent );
          break;

    default:
      break;
  }
}
开发者ID:AlienHoboken,项目名称:Tremulous-W-Server,代码行数:55,代码来源:g_weapon.c


示例14: FireWeapon3

/*
===============
FireWeapon3
===============
*/
void FireWeapon3( gentity_t *ent )
{
  if( ent->client )
  {
    // set aiming directions
    AngleVectors( ent->client->ps.viewangles, forward, right, up );
    CalcMuzzlePoint( ent, forward, right, up, muzzle );
  }
  else
  {
    AngleVectors( ent->s.angles2, forward, right, up );
    VectorCopy( ent->s.pos.trBase, muzzle );
  }

  // fire the specific weapon
  switch( ent->s.weapon )
  {
    case WP_ALEVEL3_UPG:
      bounceBallFire( ent );
      break;

    case WP_ABUILD:
      slowBlobFire( ent );
      break;

   case WP_ALEVEL2_UPG:
      bounceBallFire_level2( ent );
      break;

  case WP_ALEVEL5:
      Prickles( ent );
      break;
	  
    case WP_ALEVEL4:
      // FireBreath_tyrant( ent );
      break;

    case WP_MASS_DRIVER:
      if(g_humanStage.integer == S5 && BG_InventoryContainsUpgrade( UP_BATTPACK, ent->client->ps.stats ))
      {
	  massDriverFire2( ent );
      }
      break;

    default:
      break;
  }
}
开发者ID:massivehaxxor,项目名称:new-edge,代码行数:53,代码来源:g_weapon.c


示例15: painSawFire

void painSawFire( gentity_t *ent )
{
  trace_t   tr;
  vec3_t    end;
  gentity_t *tent;
  gentity_t *traceEnt;

  // set aiming directions
  AngleVectors( ent->client->ps.viewangles, forward, right, up );

  CalcMuzzlePoint( ent, forward, right, up, muzzle );

  VectorMA( muzzle, PAINSAW_RANGE, forward, end );

  G_UnlaggedOn( ent, muzzle, PAINSAW_RANGE );
  trap_Trace( &tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT );
  G_UnlaggedOff( );

  if( tr.surfaceFlags & SURF_NOIMPACT )
    return;

  traceEnt = &g_entities[ tr.entityNum ];

  // send blood impact
  if( traceEnt->takedamage )
  {
    vec3_t  temp;

    //hack to get the particle system to line up with the weapon
    VectorCopy( tr.endpos, temp );
    temp[ 2 ] -= 10.0f;

    if( traceEnt->client )
    {
      tent = G_TempEntity( temp, EV_MISSILE_HIT );
      tent->s.otherEntityNum = traceEnt->s.number;
    }
    else
      tent = G_TempEntity( temp, EV_MISSILE_MISS );

    tent->s.eventParm = DirToByte( tr.plane.normal );
    tent->s.weapon = ent->s.weapon;
    tent->s.generic1 = ent->s.generic1; //weaponMode
  }

  if( traceEnt->takedamage )
    G_Damage( traceEnt, ent, ent, forward, tr.endpos, PAINSAW_DAMAGE, DAMAGE_NO_KNOCKBACK, MOD_PAINSAW );
}
开发者ID:AlienHoboken,项目名称:Tremulous-W-Server,代码行数:48,代码来源:g_weapon.c


示例16: Rune_Phase_Use

void Rune_Phase_Use(gentity_t *ent)
{
	vec3_t oldmuzzle,muzzle,forward,right,up,end;
	trace_t trace, trace2;

	AngleVectors (ent->client->ps.viewangles, forward, right, up);
	CalcMuzzlePoint ( ent, forward, right, up, muzzle );

	if (ent->runetime<level.time)
	{
		VectorMA (muzzle, 250, forward, end);
		trap_Trace (&trace, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT );

		// we didn't hit anything, so exit
		if ( trace.fraction == 1)
			return;

		SnapVectorTowards( trace.endpos, muzzle );

        // prepare for firing through the wall
        VectorCopy (muzzle, oldmuzzle);
        VectorCopy (trace.endpos, muzzle);
        VectorMA (muzzle, 96, forward, muzzle);                

        if ( !( trap_PointContents( muzzle, -1 ) & CONTENTS_SOLID ))
        {
			// the point isn't inside a wall, so check to see if we are outside the bounds of the level
			VectorCopy(muzzle,end);
			end[2]=-10000;
			trap_Trace (&trace2, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT );

			// if we didn't hit anything after that big a trace, we are outside the level
			if (trace2.fraction==1)
				return;

			TeleportPlayer(ent,muzzle,ent->client->ps.viewangles, qtrue, qtrue);
			ent->runetime = level.time + RUNE_PHASE_RECHARGE;
        }


	}
	else
	{
		//trap_SendServerCommand( ent->s.clientNum, va("print \"Phase is recharging\n\""));
	}
}
开发者ID:ElderPlayerX,项目名称:Rune,代码行数:46,代码来源:runes20-29.c


示例17: WP_DropDetPack

//---------------------------------------------------------
static void WP_DropDetPack( gentity_t *self, vec3_t start, vec3_t dir ) 
//---------------------------------------------------------
{
	// Chucking a new one
	AngleVectors( self->client->ps.viewangles, forwardVec, vrightVec, up );
	CalcMuzzlePoint( self, forwardVec, vrightVec, up, muzzle, 0 );
	VectorNormalize( forwardVec );
	VectorMA( muzzle, -4, forwardVec, muzzle );

	VectorCopy( muzzle, start );
	WP_TraceSetStart( self, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall

	gentity_t	*missile = CreateMissile( start, forwardVec, 300, 10000, self, qfalse );

	missile->fxID = G_EffectIndex( "detpack/explosion" ); // if we set an explosion effect, explode death can use that instead

	missile->classname = "detpack";
	missile->s.weapon = WP_DET_PACK;

	missile->s.pos.trType = TR_GRAVITY;

	missile->s.eFlags |= EF_MISSILE_STICK;
	missile->e_TouchFunc = touchF_charge_stick;
	
	missile->damage = weaponData[WP_DET_PACK].damage;
	missile->methodOfDeath = MOD_DETPACK;

	missile->splashDamage = weaponData[WP_DET_PACK].splashDamage;
	missile->splashRadius = weaponData[WP_DET_PACK].splashRadius;
	missile->splashMethodOfDeath = MOD_DETPACK;// ?SPLASH;

	missile->clipmask = (CONTENTS_SOLID|CONTENTS_BODY|CONTENTS_SHOTCLIP);//MASK_SHOT;

	// we don't want it to ever bounce
	missile->bounceCount = 0;

	missile->s.radius = 30;
	VectorSet( missile->s.modelScale, 1.0f, 1.0f, 1.0f );
	gi.G2API_InitGhoul2Model( missile->ghoul2, weaponData[WP_DET_PACK].missileMdl, G_ModelIndex( weaponData[WP_DET_PACK].missileMdl ),
		NULL_HANDLE, NULL_HANDLE, 0, 0);

	AddSoundEvent( NULL, missile->currentOrigin, 128, AEL_MINOR, qtrue );
	AddSightEvent( NULL, missile->currentOrigin, 128, AEL_SUSPICIOUS, 10 );
}
开发者ID:Almightygir,项目名称:OpenJK,代码行数:45,代码来源:wp_det_pack.cpp


示例18: FireWeapon3

/*
===============
FireWeapon3
===============
*/
void FireWeapon3( gentity_t *ent )
{
  if( ent->client )
  {
    // set aiming directions
    AngleVectors( ent->client->ps.viewangles, forward, right, up );
    CalcMuzzlePoint( ent, forward, right, up, muzzle );
  }
  else
  {
    AngleVectors( ent->s.angles2, forward, right, up );
    VectorCopy( ent->s.pos.trBase, muzzle );
  }

  // fire the specific weapon
  switch( ent->s.weapon )
  {
    case WP_ALEVEL3_UPG:
      bounceBallFire( ent );
      break;

    case WP_ABUILD2:
      slowBlobFire( ent );
      break;

//    case WP_ALEVEL4:
//      lockBlobLauncherFire( ent ); //thats right bitch, i'll trap you!
//N/B: Trap as in trap, not males dressing up as women.
      break;
/*
    case WP_HBUILD2:
      bulletFire( ent, 300, 1, MOD_TRIGGER_HURT );
      bulletFire( ent, 300, 1, MOD_TRIGGER_HURT );
      bulletFire( ent, 300, 1, MOD_TRIGGER_HURT );
      break;
	
*/
    default:
      break;
  }
}
开发者ID:ZdrytchX,项目名称:Lolards_old,代码行数:46,代码来源:g_weapon.c


示例19: meleeAttack

/*
===============
meleeAttack
===============
*/
void meleeAttack( gentity_t *ent, float range, float width, int damage, meansOfDeath_t mod )
{
  trace_t   tr;
  vec3_t    end;
  gentity_t *tent;
  gentity_t *traceEnt;
  vec3_t    mins, maxs;

  VectorSet( mins, -width, -width, -width );
  VectorSet( maxs, width, width, width );

  // set aiming directions
  AngleVectors( ent->client->ps.viewangles, forward, right, up );

  CalcMuzzlePoint( ent, forward, right, up, muzzle );

  VectorMA( muzzle, range, forward, end );

  G_UnlaggedOn( ent, muzzle, range );
  trap_Trace( &tr, muzzle, mins, maxs, end, ent->s.number, MASK_SHOT );
  G_UnlaggedOff( );

  if( tr.surfaceFlags & SURF_NOIMPACT )
    return;

  traceEnt = &g_entities[ tr.entityNum ];

  // send blood impact
  if( traceEnt->takedamage && traceEnt->client )
  {
    tent = G_TempEntity( tr.endpos, EV_MISSILE_HIT );
    tent->s.otherEntityNum = traceEnt->s.number;
    tent->s.eventParm = DirToByte( tr.plane.normal );
    tent->s.weapon = ent->s.weapon;
    tent->s.generic1 = ent->s.generic1; //weaponMode
  }

  if( traceEnt->takedamage )
    G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, DAMAGE_NO_KNOCKBACK, mod );
}
开发者ID:AlienHoboken,项目名称:Tremulous-W-Server,代码行数:45,代码来源:g_weapon.c


示例20: target

/*
===============
G_MedkitTarget

Look for a possible healing target (a client) in the front.
===============
*/
gentity_t *G_MedkitTarget( gentity_t *ent )
{
  trace_t   tr;
  gentity_t *targetEnt = NULL;

  if( g_humanMedkitRange.value <= 0 ||
      g_humanMedkitWidth.value <= 0 )
    return NULL;

  // Calculate muzzle point
  AngleVectors( ent->client->ps.viewangles, forward, right, up );
  CalcMuzzlePoint( ent, forward, right, up, muzzle );

  G_WideTrace( &tr, ent, g_humanMedkitRange.value,
      g_humanMedkitWidth.value, g_humanMedkitWidth.value, &targetEnt );

  if( ( targetEnt != NULL ) &&
      ( targetEnt->client != NULL ) )
    return targetEnt;
  else
    return NULL;
}
开发者ID:massivehaxxor,项目名称:new-edge,代码行数:29,代码来源:g_weapon.c



注:本文中的CalcMuzzlePoint函数示例整理自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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