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C++ EmitSound函数代码示例

本文整理汇总了C++中EmitSound函数的典型用法代码示例。如果您正苦于以下问题:C++ EmitSound函数的具体用法?C++ EmitSound怎么用?C++ EmitSound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EmitSound函数的15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,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: filter

//=========================================================
// AttackSound
//=========================================================
void CNPC_Bullsquid::AttackSound( void )
{
	CPASAttenuationFilter filter( this );
	EmitSound( filter, entindex(), "Bullsquid.Attack" );	
}
开发者ID:hitmen047,项目名称:TF2HLCoop,代码行数:8,代码来源:hl1_npc_bullsquid.cpp

示例2: EmitSound

//-----------------------------------------------------------------------------
// Purpose: Play a random attack miss sound
//-----------------------------------------------------------------------------
void CNPC_Zombine::AttackMissSound( void )
{
	// Play a random attack miss sound
	EmitSound( "Zombie.AttackMiss" );
}
开发者ID:WorldGamers,项目名称:Mobile-Forces-Source,代码行数:8,代码来源:npc_zombine.cpp

示例3: EmitSound

void C_WeaponCombat_ChargeablePlasma::StartCharging()
{
	CLocalPlayerFilter filter;
	EmitSound( filter, SOUND_FROM_LOCAL_PLAYER, "WeaponCombat_ChargeablePlasma.Charging" );
	m_flChargeStartTime = gpGlobals->curtime;
}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:6,代码来源:c_weapon_chargeableplasma.cpp

示例4: Detonate

//-----------------------------------------------------------------------------
// Purpose: Intercept damage and decide whether or not we want to trigger
// Input  : &info - 
//-----------------------------------------------------------------------------
int CWeaponStriderBuster::OnTakeDamage( const CTakeDamageInfo &info )
{
	// If we're attached, any damage from the player makes us trigger
	CBaseEntity *pInflictor = info.GetInflictor();
	CBaseEntity *pAttacker = info.GetAttacker();
	bool bInflictorIsPlayer = ( pInflictor != NULL && pInflictor->IsPlayer() );
	bool bAttackerIsPlayer = ( pAttacker != NULL && pAttacker->IsPlayer() );

	if ( GetParent() && GetParent()->ClassMatches( g_iszVehicle ) )
	{
		return 0;
	}

	// Only take damage from a player, for the moment
	if ( striderbuster_allow_all_damage.GetBool() || ( IsAttachedToStrider() && ( bAttackerIsPlayer || bInflictorIsPlayer ) ) )
	{
		Detonate();
		return 0;
	}

	if ( pAttacker && ( pAttacker->Classify() == CLASS_COMBINE || pAttacker->Classify() == CLASS_COMBINE_HUNTER ) )
	{
		if ( VPhysicsGetObject() && !VPhysicsGetObject()->IsMoveable() )
		{
			return 0;
		}
	}

	// Hunters are able to destroy strider busters
	if ( hunter_hate_held_striderbusters.GetBool() || hunter_hate_thrown_striderbusters.GetBool() || hunter_hate_attached_striderbusters.GetBool() )
	{
		if ( ( GetHealth() > 0 ) && ( pInflictor != NULL ) && FClassnameIs( pInflictor, "hunter_flechette" ) )
		{
			//
			// Flechette impacts don't hurt the striderbuster unless it's attached to a strider,
			// but the explosions always do. This is so that held or thrown striderbusters fly
			// awry because of the flechette, but attached striderbusters break instantly to make
			// the hunters more effective at defending the strider.
			//
			if ( IsAttachedToStrider() || !( info.GetDamageType() & DMG_NEVERGIB ) )
			{
				if( striderbuster_die_detach.GetBool() && IsAttachedToStrider() )
				{
					// Make the buster fall off and break.
					m_takedamage = DAMAGE_NO;

					CNPC_Strider *pStrider = dynamic_cast<CNPC_Strider *>(GetOwnerEntity());
					Assert( pStrider != NULL );
					pStrider->StriderBusterDetached( this );
					DestroyConstraint();

					// Amplify some lateral force.
					Vector vecForce = info.GetDamageForce();
					vecForce.z = 0.0f;
					VPhysicsGetObject()->ApplyForceCenter( vecForce * 5.0f );

					SetContextThink( NULL, gpGlobals->curtime, s_pBusterPingThinkContext );

					SetThink( &CWeaponStriderBuster::BusterDetachThink );
					SetNextThink( gpGlobals->curtime );
					m_iBusterFlags |= STRIDERBUSTER_FLAG_KNOCKED_OFF_STRIDER;

					return 0;
				}
				else
				{
					// Destroy the buster in place
					// Make sure they know it blew up prematurely.
					EmitSound( "Weapon_StriderBuster.Dud_Detonate" );
					DispatchParticleEffect( "striderbuster_break_flechette", GetAbsOrigin(), GetAbsAngles() );
					SetHealth( 0 );

					Shatter( info.GetAttacker() );
					return 0;
				}
			}

			if ( info.GetDamage() < 5 )
			{
				bool bFirst = ( m_CarryAngles.x == 45 && m_CarryAngles.y == 0 && m_CarryAngles.z == 0);
				float sinTime = sin( gpGlobals->curtime );
				bool bSubtractX = ( bFirst ) ? ( sinTime < 0 ) : ( m_CarryAngles.x < 45 );

				m_CarryAngles.x += ( 10.0 + 10.0 * fabsf( sinTime ) + random->RandomFloat( -2.5, 2.5 ) + random->RandomFloat( -2.5, 2.5 ) ) * ( ( bSubtractX ) ? -1.0 : 1.0 );
				m_CarryAngles.y = 15 * ( sin( gpGlobals->curtime ) + cos( gpGlobals->curtime * 0.5 ) ) * .5  + random->RandomFloat( -15, 15 );
				m_CarryAngles.z = 7.5 * ( sin( gpGlobals->curtime ) + sin( gpGlobals->curtime * 2.0 ) ) * .5 + random->RandomFloat( -7.5, 7.5 );
			}

			return 1;
		}
	}
	
	// Allow crushing damage
	if ( info.GetDamageType() & DMG_CRUSH )
		return BaseClass::OnTakeDamage( info );

//.........这里部分代码省略.........
开发者ID:Denzeriko,项目名称:hl2-mod,代码行数:101,代码来源:weapon_striderbuster.cpp

示例5: GetAttachment

void CNPC_Zombine::HandleAnimEvent( animevent_t *pEvent )
{
	if ( pEvent->event == AE_ZOMBINE_PULLPIN )
	{
		Vector vecStart;
		QAngle angles;
		GetAttachment( "grenade_attachment", vecStart, angles );

		CBaseGrenade *pGrenade = Fraggrenade_Create( vecStart, vec3_angle, vec3_origin, AngularImpulse( 0, 0, 0 ), this, 3.5f, true );

		if ( pGrenade )
		{
			// Move physobject to shadow
			IPhysicsObject *pPhysicsObject = pGrenade->VPhysicsGetObject();

			if ( pPhysicsObject )
			{
				pGrenade->VPhysicsDestroyObject();

				int iAttachment = LookupAttachment( "grenade_attachment");

				pGrenade->SetMoveType( MOVETYPE_NONE );
				pGrenade->SetSolid( SOLID_NONE );
				pGrenade->SetCollisionGroup( COLLISION_GROUP_DEBRIS );

				pGrenade->SetAbsOrigin( vecStart );
				pGrenade->SetAbsAngles( angles );

				pGrenade->SetParent( this, iAttachment );

				pGrenade->SetDamage( 200.0f );
				m_hGrenade = pGrenade;
				
				EmitSound( "Zombine.ReadyGrenade" );

				// Tell player allies nearby to regard me!
				CAI_BaseNPC **ppAIs = g_AI_Manager.AccessAIs();
				CAI_BaseNPC *pNPC;
				for ( int i = 0; i < g_AI_Manager.NumAIs(); i++ )
				{
					pNPC = ppAIs[i];

					if( pNPC->Classify() == CLASS_PLAYER_ALLY || ( pNPC->Classify() == CLASS_PLAYER_ALLY_VITAL && pNPC->FVisible(this) ) )
					{
						int priority;
						Disposition_t disposition;

						priority = pNPC->IRelationPriority(this);
						disposition = pNPC->IRelationType(this);

						pNPC->AddEntityRelationship( this, disposition, priority + 1 );
					}
				}
			}

			m_iGrenadeCount--;
		}

		return;
	}

	if ( pEvent->event == AE_NPC_ATTACK_BROADCAST )
	{
		if ( HasGrenade() )
			return;
	}

	BaseClass::HandleAnimEvent( pEvent );
}
开发者ID:WorldGamers,项目名称:Mobile-Forces-Source,代码行数:69,代码来源:npc_zombine.cpp

示例6: switch


//.........这里部分代码省略.........
		if( gpGlobals->curtime > m_flWaitFinished )
		{
			TaskComplete();
		}
		break;

	case TASK_ROLLER_WAIT_FOR_PHYSICS:
		{
			Vector vecVelocity;

			VPhysicsGetObject()->GetVelocity( &vecVelocity, NULL );

			if( VPhysicsGetObject()->IsAsleep() )
			{
				TaskComplete();
			}
		}
		break;

	case TASK_RUN_PATH:
	case TASK_WALK_PATH:

		// Start turning early
		if( (GetLocalOrigin() - GetNavigator()->GetCurWaypointPos() ).Length() <= 64 )
		{
			if( GetNavigator()->CurWaypointIsGoal() )
			{
				// Hit the brakes a bit.
				float yaw = UTIL_VecToYaw( GetNavigator()->GetCurWaypointPos() - GetLocalOrigin() );
				Vector vecRight;
				AngleVectors( QAngle( 0, yaw, 0 ), NULL, &vecRight, NULL );

				m_RollerController.m_vecAngular += WorldToLocalRotation( SetupMatrixAngles(GetLocalAngles()), vecRight, -m_flForwardSpeed * 5 );

				TaskComplete();
				return;
			}

			GetNavigator()->AdvancePath();	
		}

		{
			float yaw = UTIL_VecToYaw( GetNavigator()->GetCurWaypointPos() - GetLocalOrigin() );

			Vector vecRight;
			Vector vecToPath; // points at the path
			AngleVectors( QAngle( 0, yaw, 0 ), &vecToPath, &vecRight, NULL );

			// figure out if the roller is turning. If so, cut the throttle a little.
			float flDot;
			Vector vecVelocity;
			VPhysicsGetObject()->GetVelocity( &vecVelocity, NULL );

			VectorNormalize( vecVelocity );

			vecVelocity.z = 0;

			flDot = DotProduct( vecVelocity, vecToPath );

			m_RollerController.m_vecAngular = vec3_origin;

			if( flDot > 0.25 && flDot < 0.7 )
			{
				// Feed a little torque backwards into the axis perpendicular to the velocity.
				// This will help get rid of momentum that would otherwise make us overshoot our goal.
				Vector vecCompensate;

				vecCompensate.x = vecVelocity.y;
				vecCompensate.y = -vecVelocity.x;
				vecCompensate.z = 0;

				m_RollerController.m_vecAngular = WorldToLocalRotation( SetupMatrixAngles(GetLocalAngles()), vecCompensate, m_flForwardSpeed * -0.75 );
			}

			m_RollerController.m_vecAngular += WorldToLocalRotation( SetupMatrixAngles(GetLocalAngles()), vecRight, m_flForwardSpeed );
		}
		break;

	case TASK_ROLLER_ISSUE_CODE:
		if( gpGlobals->curtime >= m_flWaitFinished )
		{
			if( m_iCodeProgress == ROLLER_CODE_DIGITS )
			{
				TaskComplete();
			}
			else
			{
				m_flWaitFinished = gpGlobals->curtime + ROLLER_TONE_TIME;
				CPASAttenuationFilter filter( this );
				EmitSound( filter, entindex(), CHAN_BODY, pCodeSounds[ m_iAccessCode[ m_iCodeProgress ] ], 1.0, ATTN_NORM );
				m_iCodeProgress++;
			}
		}
		break;

	default:
		BaseClass::RunTask( pTask );
		break;
	}
}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:101,代码来源:npc_roller.cpp

示例7: EmitSound

//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CWeaponStriderBuster::BusterPingThink()
{
	EmitSound( "Weapon_StriderBuster.Ping" );

	SetContextThink( &CWeaponStriderBuster::BusterPingThink, gpGlobals->curtime + BUSTER_PING_SOUND_FREQ, s_pBusterPingThinkContext );
}
开发者ID:Denzeriko,项目名称:hl2-mod,代码行数:8,代码来源:weapon_striderbuster.cpp

示例8: GetPlayerOwner


//.........这里部分代码省略.........
#if !defined( CLIENT_DLL )

			CPlantedC4 *pC4 = CPlantedC4::ShootSatchelCharge( pPlayer, pPlayer->GetAbsOrigin(), pPlayer->GetAbsAngles() );

			if ( pC4 )
			{
				pC4->SetBombSiteIndex( pPlayer->m_iBombSiteIndex );

				trace_t tr;
				UTIL_TraceEntity( pC4, GetAbsOrigin(), GetAbsOrigin() + Vector(0,0,-200), MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
				pC4->SetAbsOrigin( tr.endpos );

				CBombTarget *pBombTarget = (CBombTarget*)UTIL_EntityByIndex( pPlayer->m_iBombSiteIndex );
				
				if ( pBombTarget )
				{
					CBaseEntity *pAttachPoint = gEntList.FindEntityByName( NULL, pBombTarget->GetBombMountTarget() );

					if ( pAttachPoint )
					{
						pC4->SetAbsOrigin( pAttachPoint->GetAbsOrigin() );
						pC4->SetAbsAngles( pAttachPoint->GetAbsAngles() );
						pC4->SetParent( pAttachPoint );
					}

					variant_t emptyVariant;
					pBombTarget->AcceptInput( "BombPlanted", pC4, pC4, emptyVariant, 0 );
				}
			}

			IGameEvent * event = gameeventmanager->CreateEvent( "bomb_planted" );
			if( event )
			{
				event->SetInt("userid", pPlayer->GetUserID() );
				event->SetInt("site", pPlayer->m_iBombSiteIndex );
				event->SetInt("posx", pPlayer->GetAbsOrigin().x );
				event->SetInt("posy", pPlayer->GetAbsOrigin().y );
				event->SetInt( "priority", 8 );
				gameeventmanager->FireEvent( event );
			}

			// Fire a beep event also so the bots have a chance to hear the bomb
			event = gameeventmanager->CreateEvent( "bomb_beep" );

			if ( event )
			{
				event->SetInt( "entindex", entindex() );
				gameeventmanager->FireEvent( event );
			}

			pPlayer->SetProgressBarTime( 0 );

			CSGameRules()->m_bBombDropped = false;
			CSGameRules()->m_bBombPlanted = true;

			// Play the plant sound.
			Vector plantPosition = pPlayer->GetAbsOrigin() + Vector( 0, 0, 5 );
			CPASAttenuationFilter filter( plantPosition );
			EmitSound( filter, entindex(), "c4.plant" );

			// release the player from being frozen
			pPlayer->ResetMaxSpeed();

			// No more c4!
			pPlayer->Weapon_Drop( this, NULL, NULL );
			UTIL_Remove( this );
#endif
			//don't allow the planting to start over again next frame.
			m_bBombPlanted = true;

			return;
		}
		else
		{
			ClientPrint( pPlayer, HUD_PRINTCENTER, "#C4_Activated_At_Bomb_Spot" );

#if !defined( CLIENT_DLL )
			//pPlayer->SetAnimation( PLAYER_HOLDBOMB );

			// release the player from being frozen
			pPlayer->ResetMaxSpeed();

			IGameEvent * event = gameeventmanager->CreateEvent( "bomb_abortplant" );
			if( event )
			{
				event->SetInt("userid", pPlayer->GetUserID() );
				event->SetInt("site", pPlayer->m_iBombSiteIndex );
				event->SetInt( "priority", 8 );
				gameeventmanager->FireEvent( event );
			}
#endif

			m_flNextPrimaryAttack = gpGlobals->curtime + 1.0;
			return;
		}
	}

	m_flNextPrimaryAttack = gpGlobals->curtime + 0.3;
	SetWeaponIdleTime( gpGlobals->curtime + SharedRandomFloat("C4IdleTime", 10, 15 ) );
}
开发者ID:Axitonium,项目名称:SourceEngine2007,代码行数:101,代码来源:weapon_c4.cpp

示例9: SetModelName

//-----------------------------------------------------------------------------
// Purpose: Input handler for making the explosion explode.
//-----------------------------------------------------------------------------
void CASWEnvExplosion::InputExplode( inputdata_t &inputdata )
{ 
	trace_t tr;

	SetModelName( NULL_STRING );//invisible
	SetSolid( SOLID_NONE );// intangible

	Vector vecSpot = GetAbsOrigin() + Vector( 0 , 0 , 8 );
	UTIL_TraceLine( vecSpot, vecSpot + Vector( 0, 0, -40 ), (MASK_SOLID_BRUSHONLY | MASK_WATER), this, COLLISION_GROUP_NONE, &tr );
	
	// Pull out of the wall a bit. We used to move the explosion origin itself, but that seems unnecessary, not to mention a
	// little weird when you consider that it might be in hierarchy. Instead we just calculate a new virtual position at
	// which to place the explosion. We don't use that new position to calculate radius damage because according to Steve's
	// comment, that adversely affects the force vector imparted on explosion victims when they ragdoll.
	Vector vecExplodeOrigin = GetAbsOrigin();
	if ( tr.fraction != 1.0 )
	{
		vecExplodeOrigin = tr.endpos + (tr.plane.normal * 24 );
	}

	// draw decal
	if (! ( m_spawnflags & SF_ENVEXPLOSION_NODECAL ))
	{
		if ( ! ( m_spawnflags & SF_ENVEXPLOSION_ICE ))
			UTIL_DecalTrace( &tr, "Scorch" );
		else
			UTIL_DecalTrace( &tr, "Ice_Explosion_Decal" );
	}

	//Get the damage override if specified
	float	flRadius = ( m_iRadiusOverride > 0 ) ? ((float)m_iRadiusOverride/100.0f) : ( (float)m_iDamage / 100.0f );

	// do damage
	if ( !( m_spawnflags & SF_ENVEXPLOSION_NODAMAGE ) )
	{
		CBaseEntity *pAttacker = GetOwnerEntity() ? GetOwnerEntity() : this;

		// Only calculate damage type if we didn't get a custom one passed in
		int iDamageType = m_iCustomDamageType;
		if ( iDamageType == -1 )
		{
			iDamageType = HasSpawnFlags( SF_ENVEXPLOSION_GENERIC_DAMAGE ) ? DMG_GENERIC : DMG_BLAST;
		}

		CTakeDamageInfo info( m_hInflictor ? m_hInflictor : this, pAttacker, m_iDamage, iDamageType );

		if( HasSpawnFlags( SF_ENVEXPLOSION_SURFACEONLY ) )
		{
			info.AddDamageType( DMG_BLAST_SURFACE );
		}

		if ( m_flDamageForce )
		{
			// Not the right direction, but it'll be fixed up by RadiusDamage.
			info.SetDamagePosition( GetAbsOrigin() );
			info.SetDamageForce( Vector( m_flDamageForce, 0, 0 ) );
		}
		
		ASWGameRules()->RadiusDamage( info, GetAbsOrigin(), flRadius, m_iClassIgnore, m_hEntityIgnore.Get() );
	}

	// emit the sound
	if( !(m_spawnflags & SF_ENVEXPLOSION_NOSOUND) )
	{
		EmitSound( STRING(m_iszExplosionSound) );
	}

	// do the particle effect
	if( !(m_spawnflags & SF_ENVEXPLOSION_NOFIREBALL) )
	{
		bool bOnGround = false;
		if ( tr.fraction != 1.0 )
			bOnGround = true;

		UTIL_ASW_EnvExplosionFX( vecExplodeOrigin, flRadius, bOnGround );
	}

	/*
	// do a dlight
	if ( !( m_spawnflags & SF_ENVEXPLOSION_NODLIGHTS ) )
	{
		// Make an elight
		dlight_t *el = effects->CL_AllocDlight( LIGHT_INDEX_TE_DYNAMIC + entindex() );
		el->origin = vecExplodeOrigin;
		el->radius = random->RandomFloat( flRadius + 54.0f, flRadius + 74.0f ); 
		el->decay = el->radius / 0.05f;
		el->die = gpGlobals->curtime + 0.05f;
		Color c = Color( 255, 192, 64, 6 );
		el->color.r = c.r();
		el->color.g = c.g();
		el->color.b = c.b();
		el->color.exponent = c.a(); 
	}
	*/

	if ( !(m_spawnflags & SF_ENVEXPLOSION_REPEATABLE) )
	{
//.........这里部分代码省略.........
开发者ID:BenLubar,项目名称:SwarmDirector2,代码行数:101,代码来源:asw_env_explosion.cpp

示例10: CSGameRules

	// Regular explosions
	void CPlantedC4::Explode( trace_t *pTrace, int bitsDamageType )
	{
		// Check to see if the round is over after the bomb went off...
		CSGameRules()->m_bTargetBombed = true;
		m_bBombTicking = false;
		CSGameRules()->CheckWinConditions();

		// Do the Damage
		float flBombRadius = 500;
		if ( g_pMapInfo )
			flBombRadius = g_pMapInfo->m_flBombRadius;

		// Output to the bomb target ent
		CBaseEntity *pTarget = NULL;
		variant_t emptyVariant;
		while ((pTarget = gEntList.FindEntityByClassname( pTarget, "func_bomb_target" )) != NULL)
		{
			//Adrian - But only to the one we want!
			if ( pTarget->entindex() != m_iBombSiteIndex )
				 continue;
			
			pTarget->AcceptInput( "BombExplode", this, this, emptyVariant, 0 );
				break;
		}	

		// Pull out of the wall a bit
		if ( pTrace->fraction != 1.0 )
		{
			SetAbsOrigin( pTrace->endpos + (pTrace->plane.normal * 0.6) );
		}

		{
			Vector pos = GetAbsOrigin() + Vector( 0,0,8 );

			// add an explosion TE so it affects clientside physics
			CPASFilter filter( pos );
			te->Explosion( filter, 0.0,
				&pos, 
				g_sModelIndexFireball,
				50.0, 
				25,
				TE_EXPLFLAG_NONE,
				flBombRadius * 3.5,
				200 );
		}
		
		// Fireball sprite and sound!!
		{
			Vector fireballPos = GetAbsOrigin();
			CPVSFilter filter( fireballPos );
			te->Sprite( filter, 0, &fireballPos, g_sModelIndexFireball, 100, 150 );
		}

		{
			Vector fireballPos = GetAbsOrigin() + Vector( 
				random->RandomFloat( -512, 512 ), 
				random->RandomFloat( -512, 512 ),
				random->RandomFloat( -10, 10 ) );

			CPVSFilter filter( fireballPos );
			te->Sprite( filter, 0, &fireballPos, g_sModelIndexFireball, 100, 150 );
		}

		{
			Vector fireballPos = GetAbsOrigin() + Vector( 
				random->RandomFloat( -512, 512 ), 
				random->RandomFloat( -512, 512 ),
				random->RandomFloat( -10, 10 ) );

			CPVSFilter filter( fireballPos );
			te->Sprite( filter, 0, &fireballPos, g_sModelIndexFireball, 100, 150 );
		}

		// Sound! for everyone
		CBroadcastRecipientFilter filter;
		EmitSound( filter, entindex(), "c4.explode" );


		// Decal!
		UTIL_DecalTrace( pTrace, "Scorch" );

		
		// Shake!
		UTIL_ScreenShake( pTrace->endpos, 25.0, 150.0, 1.0, 3000, SHAKE_START );


		SetOwnerEntity( NULL ); // can't traceline attack owner if this is set

		CSGameRules()->RadiusDamage( 
			CTakeDamageInfo( this, GetOwnerEntity(), flBombRadius, bitsDamageType ),
			GetAbsOrigin(),
			flBombRadius * 3.5,	//Matt - don't ask me, this is how CS does it.
			CLASS_NONE,
			true );	// IGNORE THE WORLD!!

		// send director message, that something important happed here
		/*
		MESSAGE_BEGIN( MSG_SPEC, SVC_DIRECTOR );
			WRITE_BYTE ( 9 );	// command length in bytes
//.........这里部分代码省略.........
开发者ID:Axitonium,项目名称:SourceEngine2007,代码行数:101,代码来源:weapon_c4.cpp

示例11: SetUse

	// For CTs to defuse the c4
	void CPlantedC4::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
	{
		//Can't defuse if its already defused or if it has blown up
		if( !m_bBombTicking )
		{
			SetUse( NULL );
			return;
		}

		CCSPlayer *player = dynamic_cast< CCSPlayer* >( pActivator );

		if ( !player || player->GetTeamNumber() != TEAM_CT )
		 	return;

		if ( m_bStartDefuse )
		{
			if ( player != m_pBombDefuser )
			{
				if ( player->m_iNextTimeCheck < gpGlobals->curtime )
				{
					ClientPrint( player, HUD_PRINTCENTER, "#Bomb_Already_Being_Defused" );
					player->m_iNextTimeCheck = gpGlobals->curtime + 1;
				}
				return;
			}

			m_flNextDefuse = gpGlobals->curtime + 0.5;
		}
		else
		{
			// freeze the player in place while defusing
			player->SetMaxSpeed( 1 );

			IGameEvent * event = gameeventmanager->CreateEvent("bomb_begindefuse" );
			if( event )
			{
				event->SetInt( "userid", player->GetUserID() );
				if ( player->HasDefuser() )
				{
					event->SetInt( "haskit", 1 );
					// TODO show messages on clients on event 
					ClientPrint( player, HUD_PRINTCENTER, "#Defusing_Bomb_With_Defuse_Kit" );
				}
				else
				{
					event->SetInt( "haskit", 0 );
					// TODO show messages on clients on event 
					ClientPrint( player, HUD_PRINTCENTER, "#Defusing_Bomb_Without_Defuse_Kit" );
				}
				event->SetInt( "priority", 8 );
                gameeventmanager->FireEvent( event );
			}

			Vector soundPosition = player->GetAbsOrigin() + Vector( 0, 0, 5 );
			CPASAttenuationFilter filter( soundPosition );

			EmitSound( filter, entindex(), "c4.disarmstart" );

			m_flDefuseLength = player->HasDefuser() ? 5 : 10;


			m_flNextDefuse = gpGlobals->curtime + 0.5;
			m_pBombDefuser = player;
			m_bStartDefuse = TRUE;
			player->m_bIsDefusing = true;
			
			m_flDefuseCountDown = gpGlobals->curtime + m_flDefuseLength;

			//start the progress bar
			player->SetProgressBarTime( m_flDefuseLength );
		}
	}
开发者ID:Axitonium,项目名称:SourceEngine2007,代码行数:73,代码来源:weapon_c4.cpp

示例12: UTIL_Remove


//.........这里部分代码省略.........
			//if the defusing process has not ended yet
			if ( m_flDefuseCountDown > gpGlobals->curtime)
			{
				int iOnGround = FBitSet( m_pBombDefuser->GetFlags(), FL_ONGROUND );

				//if the bomb defuser has stopped defusing the bomb
				if( m_flNextDefuse < gpGlobals->curtime || !iOnGround )
				{
					if ( !iOnGround && m_pBombDefuser->IsAlive() )
						ClientPrint( m_pBombDefuser, HUD_PRINTCENTER, "#C4_Defuse_Must_Be_On_Ground");

					// release the player from being frozen
					m_pBombDefuser->ResetMaxSpeed();
					m_pBombDefuser->m_bIsDefusing = false;

#ifndef CLIENT_DLL
					// tell the bots someone has aborted defusing
					IGameEvent * event = gameeventmanager->CreateEvent( "bomb_abortdefuse" );
					if( event )
					{
						event->SetInt("userid", m_pBombDefuser->GetUserID() );
						event->SetInt( "priority", 6 );
						gameeventmanager->FireEvent( event );
					}
#endif

					//cancel the progress bar
					m_pBombDefuser->SetProgressBarTime( 0 );
					m_pBombDefuser = NULL;
					m_bStartDefuse = false;
					m_flDefuseCountDown = 0;
					m_flDefuseLength = 0;	//force it to show completely defused
				}

				return;
			}
			//if the defuse process has ended, kill the c4
			else if ( !m_pBombDefuser->IsDead() )
			{
				IGameEvent * event = gameeventmanager->CreateEvent( "bomb_defused" );
				if( event )
				{
					event->SetInt("userid", m_pBombDefuser->GetUserID() );
					event->SetInt("site", m_iBombSiteIndex );
					event->SetInt( "priority", 9 );
					gameeventmanager->FireEvent( event );
				}

			
				Vector soundPosition = m_pBombDefuser->GetAbsOrigin() + Vector( 0, 0, 5 );
				CPASAttenuationFilter filter( soundPosition );

				EmitSound( filter, entindex(), "c4.disarmfinish" );
								
				// The bomb has just been disarmed.. Check to see if the round should end now
				m_bBombTicking = false;

				// release the player from being frozen
				m_pBombDefuser->ResetMaxSpeed();
				m_pBombDefuser->m_bIsDefusing = false;

				CSGameRules()->m_bBombDefused = true;
				CSGameRules()->CheckWinConditions();

				// give the defuser credit for defusing the bomb
				m_pBombDefuser->IncrementFragCount( 3 );

				CSGameRules()->m_bBombDropped = false;
				CSGameRules()->m_bBombPlanted = false;
				
				// Clear their progress bar.
				m_pBombDefuser->SetProgressBarTime( 0 );

				m_pBombDefuser = NULL;
				m_bStartDefuse = false;

				m_flDefuseLength = 10;

				return;
			}

#ifndef CLIENT_DLL
			// tell the bots someone has aborted defusing
			IGameEvent * event = gameeventmanager->CreateEvent( "bomb_abortdefuse" );
			if( event )
			{
				event->SetInt("userid", m_pBombDefuser->GetUserID() );
				event->SetInt( "priority", 6 );
				gameeventmanager->FireEvent( event );
			}
#endif

			//if it gets here then the previouse defuser has taken off or been killed
			// release the player from being frozen
			m_pBombDefuser->ResetMaxSpeed();
			m_pBombDefuser->m_bIsDefusing = false;
			m_bStartDefuse = false;
			m_pBombDefuser = NULL;
		}
	}
开发者ID:Axitonium,项目名称:SourceEngine2007,代码行数:101,代码来源:weapon_c4.cpp

示例13: EmitSound

// Reappear
void CRotatingPickup::Materialize()
{
	EmitSound("AlyxEmp.Charge");
	m_bRespawning = false;
	SetTouch(&CItem::ItemTouch);
}
开发者ID:WorldGamers,项目名称:Mobile-Forces-Source,代码行数:7,代码来源:rotating_healthkit.cpp

示例14: switch


//.........这里部分代码省略.........

				VectorNormalize( vecSpitDir );

				vecSpitDir.x += random->RandomFloat( -0.05, 0.05 );
				vecSpitDir.y += random->RandomFloat( -0.05, 0.05 );
				vecSpitDir.z += random->RandomFloat( -0.05, 0 );
						
				AttackSound();
			
				CSquidSpit::Shoot( this, vecSpitOffset, vecSpitDir * 900 );
			}
		}
		break;

		case BSQUID_AE_BITE:
		{
		// SOUND HERE!
			CBaseEntity *pHurt = CheckTraceHullAttack( 70, Vector(-16,-16,-16), Vector(16,16,16), sk_bullsquid_dmg_bite.GetFloat(), DMG_SLASH );
			if ( pHurt )
			{
				Vector forward, up;
				AngleVectors( GetAbsAngles(), &forward, NULL, &up );
				pHurt->SetAbsVelocity( pHurt->GetAbsVelocity() - (forward * 100) );
				pHurt->SetAbsVelocity( pHurt->GetAbsVelocity() + (up * 100) );
				pHurt->SetGroundEntity( NULL );
			}
		}
		break;

		case BSQUID_AE_TAILWHIP:
		{
			CBaseEntity *pHurt = CheckTraceHullAttack( 70, Vector(-16,-16,-16), Vector(16,16,16), sk_bullsquid_dmg_whip.GetFloat(), DMG_SLASH | DMG_ALWAYSGIB );
			if ( pHurt ) 
			{
				Vector right, up;
				AngleVectors( GetAbsAngles(), NULL, &right, &up );

				if ( pHurt->GetFlags() & ( FL_NPC | FL_CLIENT ) )
					 pHurt->ViewPunch( QAngle( 20, 0, -20 ) );
			
				pHurt->SetAbsVelocity( pHurt->GetAbsVelocity() + (right * 200) );
				pHurt->SetAbsVelocity( pHurt->GetAbsVelocity() + (up * 100) );
			}
		}
		break;

		case BSQUID_AE_BLINK:
		{
			// close eye. 
			m_nSkin = 1;
		}
		break;

		case BSQUID_AE_HOP:
		{
			float flGravity = sv_gravity.GetFloat();

			// throw the squid up into the air on this frame.
			if ( GetFlags() & FL_ONGROUND )
			{
				SetGroundEntity( NULL );
			}

			// jump into air for 0.8 (24/30) seconds
			Vector vecVel = GetAbsVelocity();
			vecVel.z += ( 0.625 * flGravity ) * 0.5;
			SetAbsVelocity( vecVel );
		}
		break;

		case BSQUID_AE_THROW:
			{
				// squid throws its prey IF the prey is a client. 
				CBaseEntity *pHurt = CheckTraceHullAttack( 70, Vector(-16,-16,-16), Vector(16,16,16), 0, 0 );


				if ( pHurt )
				{
					// croonchy bite sound
					CPASAttenuationFilter filter( this );
					EmitSound( filter, entindex(), "Bullsquid.Bite" );	

					// screeshake transforms the viewmodel as well as the viewangle. No problems with seeing the ends of the viewmodels.
					UTIL_ScreenShake( pHurt->GetAbsOrigin(), 25.0, 1.5, 0.7, 2, SHAKE_START );

					if ( pHurt->IsPlayer() )
					{
						Vector forward, up;
						AngleVectors( GetAbsAngles(), &forward, NULL, &up );
				
						pHurt->SetAbsVelocity( pHurt->GetAbsVelocity() + forward * 300 + up * 300 );
					}
				}
			}
		break;

		default:
			BaseClass::HandleAnimEvent( pEvent );
	}
}
开发者ID:hitmen047,项目名称:TF2HLCoop,代码行数:101,代码来源:hl1_npc_bullsquid.cpp

示例15: EmitSound

//-----------------------------------------------------------------------------
// Purpose: 
//
//
// Output : 
//-----------------------------------------------------------------------------
void CNPC_Roller::PowerOnSound( void )
{
	EmitSound( "NPC_Roller.PowerOn" );
}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:10,代码来源:npc_roller.cpp


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