当前位置: 首页>>代码示例>>C++>>正文


C++ G_IsDead函数代码示例

本文整理汇总了C++中G_IsDead函数的典型用法代码示例。如果您正苦于以下问题:C++ G_IsDead函数的具体用法?C++ G_IsDead怎么用?C++ G_IsDead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_IsDead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: Touch_TouchTrigger

/**
 * @brief Touch trigger
 * @sa SP_trigger_touch
 */
static bool Touch_TouchTrigger (Edict* self, Edict* activator)
{
	/* these actors should really not be able to trigger this - they don't move anymore */
	assert(!G_IsDead(activator));

	self->_owner = G_EdictsFindTargetEntity(self->target);
	if (!self->owner()) {
		gi.DPrintf("Target '%s' wasn't found for %s\n", self->target, self->classname);
		G_FreeEdict(self);
		return false;
	}

	if (self->owner()->flags & FL_CLIENTACTION) {
		G_ActorSetClientAction(activator, self->owner());
	} else if (!(self->spawnflags & TRIGGER_TOUCH_ONCE) || self->touchedNext == nullptr) {
		if (!self->owner()->use) {
			gi.DPrintf("Owner of %s doesn't have a use function\n", self->classname);
			G_FreeEdict(self);
			return false;
		}
		G_UseEdict(self->owner(), activator);
	}

	return false;
}
开发者ID:drone-pl,项目名称:ufoai,代码行数:29,代码来源:g_trigger.cpp

示例2: G_ClientEndSnapFrame

/*
* G_ClientEndSnapFrame
* 
* Called for each player at the end of the server frame
* and right after spawning
*/
void G_ClientEndSnapFrame( edict_t *ent )
{
	gclient_t *client;
	int i;

	if( trap_GetClientState( PLAYERNUM( ent ) ) < CS_SPAWNED )
		return;

	client = ent->r.client;

	// set fov
	if( !client->ps.pmove.stats[PM_STAT_ZOOMTIME] )
		client->ps.fov = ent->r.client->fov;
	else
	{
		float frac = (float)client->ps.pmove.stats[PM_STAT_ZOOMTIME] / (float)ZOOMTIME;
		client->ps.fov = client->fov - ( (float)( client->fov - client->zoomfov ) * frac );
	}

	// If the end of unit layout is displayed, don't give
	// the player any normal movement attributes
	if( GS_MatchState() >= MATCH_STATE_POSTMATCH )
	{
		G_SetClientStats( ent );
	}
	else
	{
		if( G_IsDead( ent ) && !level.gametype.customDeadBodyCam )
		{
			G_Client_DeadView( ent );
		}

		G_PlayerWorldEffects( ent ); // burn from lava, etc
		G_ClientDamageFeedback( ent ); // show damage taken along the snap
		G_SetClientStats( ent );
		G_SetClientEffects( ent );
		G_SetClientSound( ent );
		G_SetClientFrame( ent );

		client->ps.plrkeys = client->resp.snap.plrkeys;
	}

	G_ReleaseClientPSEvent( client );

	// set the delta angle
	for( i = 0; i < 3; i++ )
		client->ps.pmove.delta_angles[i] = ANGLE2SHORT( client->ps.viewangles[i] ) - client->ucmd.angles[i];

	// this is pretty hackish. We exploit the fact that servers *do not* transmit
	// origin2/old_origin for ET_PLAYER/ET_CORPSE entities, and we use it for sending the player velocity
	if( !G_ISGHOSTING( ent ) )
	{
		ent->r.svflags |= SVF_TRANSMITORIGIN2;
		VectorCopy( ent->velocity, ent->s.origin2 );
	}
	else
		ent->r.svflags &= ~SVF_TRANSMITORIGIN2;
}
开发者ID:codetwister,项目名称:qfusion,代码行数:64,代码来源:p_view.cpp

示例3: G_ReactionFireIsPossible

/**
 * @brief Check whether ent can reaction fire at target, i.e. that it can see it and neither is dead etc.
 * @param[in] ent The entity that might be firing
 * @param[in] target The entity that might be fired at
 * @return @c true if 'ent' can actually fire at 'target', @c false otherwise
 */
static bool G_ReactionFireIsPossible (const edict_t *ent, const edict_t *target)
{
	float actorVis;
	bool frustum;

	/* an entity can't reaction fire at itself */
	if (ent == target)
		return false;

	/* Don't react in your own turn */
	if (ent->team == level.activeTeam)
		return false;

	/* ent can't use RF if is in STATE_DAZED (flashbang impact) */
	if (G_IsDazed(ent))
		return false;

	if (G_IsDead(target))
		return false;

	/* check ent has reaction fire enabled */
	if (!G_IsShaken(ent) && !G_IsReaction(ent))
		return false;

	/* check ent has weapon in RF hand */
	/* @todo Should this situation even happen when G_IsReaction(ent) is true? */
	if (!ACTOR_GET_INV(ent, ent->chr.RFmode.hand)) {
		/* print character info if this happens, for now */
		gi.DPrintf("Reaction fire enabled but no weapon for hand (name=%s,hand=%i,fmIdx=%i)\n",
				ent->chr.name, ent->chr.RFmode.hand, ent->chr.RFmode.fmIdx);
		return false;
	}

	if (!G_IsVisibleForTeam(target, ent->team))
		return false;

	/* If reaction fire is triggered by a friendly unit
	 * and the shooter is still sane, don't shoot;
	 * well, if the shooter isn't sane anymore... */
	if (G_IsCivilian(target) || target->team == ent->team)
		if (!G_IsShaken(ent) || (float) ent->morale / mor_shaken->value > frand())
			return false;

	/* check in range and visible */
	if (VectorDistSqr(ent->origin, target->origin) > MAX_SPOT_DIST * MAX_SPOT_DIST)
		return false;

	frustum = G_FrustumVis(ent, target->origin);
	if (!frustum)
		return false;

	actorVis = G_ActorVis(ent->origin, ent, target, true);
	if (actorVis <= 0.2)
		return false;

	/* okay do it then */
	return true;
}
开发者ID:MyWifeRules,项目名称:ufoai-1,代码行数:64,代码来源:g_reaction.cpp

示例4: G_MoraleBehaviour

/**
 * @brief Applies morale behaviour on actors
 * @note only called when mor_panic is not zero
 * @sa G_MoralePanic
 * @sa G_MoraleRage
 * @sa G_MoraleStopRage
 * @sa G_MoraleStopPanic
 */
void G_MoraleBehaviour (int team)
{
	edict_t *ent = NULL;
	int newMorale;

	while ((ent = G_EdictsGetNextInUse(ent))) {
		/* this only applies to ET_ACTOR but not to ET_ACTOR2x2 */
		if (ent->type == ET_ACTOR && ent->team == team && !G_IsDead(ent)) {
			/* civilians have a 1:1 chance to randomly run away in multiplayer */
			if (sv_maxclients->integer >= 2 && level.activeTeam == TEAM_CIVILIAN && 0.5 > frand())
				G_MoralePanic(ent, qfalse);
			/* multiplayer needs enabled sv_enablemorale */
			/* singleplayer has this in every case */
			if (G_IsMoraleEnabled()) {
				/* if panic, determine what kind of panic happens: */
				if (ent->morale <= mor_panic->value && !G_IsPaniced(ent) && !G_IsRaged(ent)) {
					qboolean sanity;
					if ((float) ent->morale / mor_panic->value > (m_sanity->value * frand()))
						sanity = qtrue;
					else
						sanity = qfalse;
					if ((float) ent->morale / mor_panic->value > (m_rage->value * frand()))
						G_MoralePanic(ent, sanity);
					else
						G_MoraleRage(ent, sanity);
					/* if shaken, well .. be shaken; */
				} else if (ent->morale <= mor_shaken->value && !G_IsPaniced(ent)
						&& !G_IsRaged(ent)) {
					/* shaken is later reset along with reaction fire */
					G_SetShaken(ent);
					G_SetState(ent, STATE_REACTION);
					G_EventSendState(G_VisToPM(ent->visflags), ent);
					G_ClientPrintf(G_PLAYER_FROM_ENT(ent), PRINT_HUD, _("%s is currently shaken.\n"),
							ent->chr.name);
				} else {
					if (G_IsPaniced(ent))
						G_MoraleStopPanic(ent);
					else if (G_IsRaged(ent))
						G_MoraleStopRage(ent);
				}
			}

			G_ActorSetMaxs(ent);

			/* morale-regeneration, capped at max: */
			newMorale = ent->morale + MORALE_RANDOM(mor_regeneration->value);
			if (newMorale > GET_MORALE(ent->chr.score.skills[ABILITY_MIND]))
				ent->morale = GET_MORALE(ent->chr.score.skills[ABILITY_MIND]);
			else
				ent->morale = newMorale;

			/* send phys data and state: */
			G_SendStats(ent);
			gi.EndEvents();
		}
	}
}
开发者ID:ptitSeb,项目名称:UFO--AI-OpenPandora,代码行数:65,代码来源:g_morale.c

示例5: G_Vis

/**
 * @brief test if check is visible by from
 * @param[in] team Living team members are always visible. If this is a negative
 * number we inverse the team rules (see comments included). In combination with VT_NOFRUSTUM
 * we can check whether there is any edict (that is no in our team) that can see @c check
 * @param[in] from is from team @c team and must be a living actor
 * @param[in] check The edict we want to get the visibility for
 * @param[in] flags @c VT_NOFRUSTUM, ...
 */
bool G_Vis (const int team, const Edict* from, const Edict* check, const vischeckflags_t flags)
{
	vec3_t eye;

	/* if any of them isn't in use, then they're not visible */
	if (!from->inuse || !check->inuse)
		return false;

	/* only actors and 2x2 units can see anything */
	if (!G_IsLivingActor(from) && !G_IsActiveCamera(from))
		return false;

	/* living team members are always visible */
	if (team >= 0 && check->getTeam() == team && !G_IsDead(check))
		return true;

	/* standard team rules */
	if (team >= 0 && from->getTeam() != team)
		return false;

	/* inverse team rules */
	if (team < 0 && check->getTeam() == -team)
		return false;

	/* check for same pos */
	if (VectorCompare(from->pos, check->pos))
		return true;

	if (!G_IsVisibleOnBattlefield(check))
		return false;

	/* view distance check */
	const int spotDist = G_VisCheckDist(from);
	if (VectorDistSqr(from->origin, check->origin) > spotDist * spotDist)
		return false;

	/* view frustum check */
	if (!(flags & VT_NOFRUSTUM) && !G_FrustumVis(from, check->origin))
		return false;

	/* get viewers eye height */
	G_ActorGetEyeVector(from, eye);

	/* line trace check */
	switch (check->type) {
	case ET_ACTOR:
	case ET_ACTOR2x2:
		return G_ActorVis(eye, from, check, false) > ACTOR_VIS_0;
	case ET_ITEM:
	case ET_CAMERA:
	case ET_PARTICLE:
		return !G_LineVis(eye, check->origin);
	default:
		return false;
	}
}
开发者ID:ArkyRomania,项目名称:ufoai,代码行数:65,代码来源:g_vis.cpp

示例6: Touch_RescueTrigger

/**
 * @brief Rescue trigger
 * @sa SP_trigger_resuce
 */
static bool Touch_RescueTrigger (Edict* self, Edict* activator)
{
	/* these actors should really not be able to trigger this - they don't move anymore */
	assert(!G_IsDead(activator));

	if (self->team == activator->team)
		G_ActorSetInRescueZone(activator, true);

	return false;
}
开发者ID:Maximaximum,项目名称:ufoai,代码行数:14,代码来源:g_trigger.cpp

示例7: G_MissionIsTouched

static bool G_MissionIsTouched (Edict* self) {
	linkedList_t* touched = self->touchedList;
	while (touched) {
		const Edict* const ent = static_cast<const Edict* const>(touched->data);
		if (self->isSameTeamAs(ent) && !G_IsDead(ent))
			return true;
		touched = touched->next;
	}
	return false;
}
开发者ID:chagara,项目名称:ufoai,代码行数:10,代码来源:g_mission.cpp

示例8: G_AwardResetPlayerComboStats

void G_AwardResetPlayerComboStats( edict_t *ent )
{
    int i;
    int resetvalue;

    // combo from LB can be cancelled only if player's dead, if he missed or if he hasnt shot with LB for too long
    resetvalue = ( G_IsDead( ent ) ? 0 : COMBO_FLAG( WEAP_LASERGUN ) );

    for( i = 0; i < gs.maxclients; i++ )
        game.clients[i].resp.awardInfo.combo[PLAYERNUM( ent )] &= resetvalue;
}
开发者ID:j0ki,项目名称:racesow,代码行数:11,代码来源:g_awards.c

示例9: G_FindPointedPlayer

static unsigned int G_FindPointedPlayer( edict_t *self ) {
	trace_t trace;
	int i, j, bestNum = 0;
	vec3_t boxpoints[8];
	float value, dist, value_best = 0.90f;   // if nothing better is found, print nothing
	edict_t *other;
	vec3_t vieworg, dir, viewforward;

	if( G_IsDead( self ) ) {
		return 0;
	}

	// we can't handle the thirdperson modifications in server side :/
	VectorSet( vieworg, self->r.client->ps.pmove.origin[0], self->r.client->ps.pmove.origin[1], self->r.client->ps.pmove.origin[2] + self->r.client->ps.viewheight );
	AngleVectors( self->r.client->ps.viewangles, viewforward, NULL, NULL );

	for( i = 0; i < gs.maxclients; i++ ) {
		other = PLAYERENT( i );
		if( !other->r.inuse ) {
			continue;
		}
		if( !other->r.client ) {
			continue;
		}
		if( other == self ) {
			continue;
		}
		if( !other->r.solid || ( other->r.svflags & SVF_NOCLIENT ) ) {
			continue;
		}

		VectorSubtract( other->s.origin, self->s.origin, dir );
		dist = VectorNormalize2( dir, dir );
		if( dist > 1000 ) {
			continue;
		}

		value = DotProduct( dir, viewforward );

		if( value > value_best ) {
			BuildBoxPoints( boxpoints, other->s.origin, tv( 4, 4, 4 ), tv( 4, 4, 4 ) );
			for( j = 0; j < 8; j++ ) {
				G_Trace( &trace, vieworg, vec3_origin, vec3_origin, boxpoints[j], self, MASK_SHOT | MASK_OPAQUE );
				if( trace.ent && trace.ent == ENTNUM( other ) ) {
					value_best = value;
					bestNum = ENTNUM( other );
				}
			}
		}
	}

	return bestNum;
}
开发者ID:Picmip,项目名称:qfusion,代码行数:53,代码来源:p_hud.cpp

示例10: G_ActorSetMaxs

/**
 * @brief Sets correct bounding box for actor (state dependent).
 * @param[in] ent Pointer to entity for which bounding box is being set.
 * @note Also re-links the actor edict - because the server must know about the
 * changed bounding box for tracing to work.
 */
void G_ActorSetMaxs (Edict* ent)
{
	if (G_IsCrouched(ent))
		VectorSet(ent->entBox.maxs, PLAYER_WIDTH, PLAYER_WIDTH, PLAYER_CROUCH);
	else if (G_IsDead(ent) && !CHRSH_IsTeamDefRobot(ent->chr.teamDef))
		VectorSet(ent->entBox.maxs, PLAYER_WIDTH, PLAYER_WIDTH, PLAYER_DEAD);
	else
		VectorSet(ent->entBox.maxs, PLAYER_WIDTH, PLAYER_WIDTH, PLAYER_STAND);

	/* Link it. */
	gi.LinkEdict(ent);
}
开发者ID:Maximaximum,项目名称:ufoai,代码行数:18,代码来源:g_actor.cpp

示例11: Touch_RescueTrigger

/**
 * @brief Rescue trigger
 * @sa SP_trigger_resuce
 */
static bool Touch_RescueTrigger (Edict* self, Edict* activator)
{
	/* these actors should really not be able to trigger this - they don't move anymore */
	assert(!G_IsDead(activator));

	if (G_IsActor(activator)) {
		Actor* actor = makeActor(activator);
		if (self->isSameTeamAs(actor))
			actor->setInRescueZone(true);
	}

	return false;
}
开发者ID:drone-pl,项目名称:ufoai,代码行数:17,代码来源:g_trigger.cpp

示例12: G_ReactionFireIsPossible

/**
 * @brief Check whether ent can reaction fire at target, i.e. that it can see it and neither is dead etc.
 * @param[in] ent The entity that might be firing
 * @param[in] target The entity that might be fired at
 * @return @c true if 'ent' can actually fire at 'target', @c false otherwise
 */
static qboolean G_ReactionFireIsPossible (const edict_t *ent, const edict_t *target)
{
	float actorVis;
	qboolean frustum;

	/* an entity can't reaction fire at itself */
	if (ent == target)
		return qfalse;

	/* Don't react in your own turn */
	if (ent->team == level.activeTeam)
		return qfalse;

	/* ent can't use RF if is in STATE_DAZED (flashbang impact) */
	if (G_IsDazed(ent))
		return qfalse;

	if (G_IsDead(target))
		return qfalse;

	/* check ent has reaction fire enabled */
	if (!G_IsShaken(ent) && !G_IsReaction(ent))
		return qfalse;

	if (!G_IsVisibleForTeam(target, ent->team))
		return qfalse;

	/* If reaction fire is triggered by a friendly unit
	 * and the shooter is still sane, don't shoot;
	 * well, if the shooter isn't sane anymore... */
	if (G_IsCivilian(target) || target->team == ent->team)
		if (!G_IsShaken(ent) || (float) ent->morale / mor_shaken->value > frand())
			return qfalse;

	/* check in range and visible */
	if (VectorDistSqr(ent->origin, target->origin) > MAX_SPOT_DIST * MAX_SPOT_DIST)
		return qfalse;

	frustum = G_FrustumVis(ent, target->origin);
	if (!frustum)
		return qfalse;

	actorVis = G_ActorVis(ent->origin, target, qtrue);
	if (actorVis <= 0.2)
		return qfalse;

	/* okay do it then */
	return qtrue;
}
开发者ID:kevlund,项目名称:ufoai,代码行数:55,代码来源:g_reaction.c

示例13: G_ActorStun

static bool G_ActorStun (Edict* ent, const Edict* attacker)
{
	/* already dead or stunned? */
	if (G_IsDead(ent))
		return false;

	/* no other state should be set here */
	ent->state = STATE_STUN;
	G_ActorSetMaxs(ent);
	ent->link = attacker;

	G_ActorModifyCounters(attacker, ent, -1, 0, 1);

	return true;
}
开发者ID:Maximaximum,项目名称:ufoai,代码行数:15,代码来源:g_actor.cpp

示例14: G_SetClientEffects

/*
* G_SetClientEffects
*/
static void G_SetClientEffects( edict_t *ent )
{
	gclient_t *client = ent->r.client;

	if( G_IsDead( ent ) || GS_MatchState() >= MATCH_STATE_POSTMATCH )
		return;

	if( client->ps.inventory[POWERUP_QUAD] > 0 )
	{
		ent->s.effects |= EF_QUAD;
		if( client->ps.inventory[POWERUP_QUAD] < 6 )
			ent->s.effects |= EF_EXPIRING_QUAD;
	}

	if( client->ps.inventory[POWERUP_SHELL] > 0 )
	{
		ent->s.effects |= EF_SHELL;
		if( client->ps.inventory[POWERUP_SHELL] < 6 )
			ent->s.effects |= EF_EXPIRING_SHELL;			
	}

	if( client->ps.inventory[POWERUP_REGEN] > 0 )
	{
		ent->s.effects |= EF_REGEN;
		if( client->ps.inventory[POWERUP_REGEN] < 6 )
			ent->s.effects |= EF_EXPIRING_REGEN;			
	}

	if( ent->s.weapon )
	{
		firedef_t *firedef = GS_FiredefForPlayerState( &client->ps, ent->s.weapon );
		if( firedef && firedef->fire_mode == FIRE_MODE_STRONG )
			ent->s.effects |= EF_STRONG_WEAPON;
	}

	if( client->ps.pmove.stats[PM_STAT_STUN] )
		ent->s.effects |= EF_PLAYER_STUNNED;
	else
		ent->s.effects &= ~EF_PLAYER_STUNNED;

	// show cheaters!!!
	if( ent->flags & FL_GODMODE )
		ent->s.effects |= EF_GODMODE;

	// add chatting icon effect
	if( ent->r.client->resp.snap.buttons & BUTTON_BUSYICON )
		ent->s.effects |= EF_BUSYICON;
}
开发者ID:codetwister,项目名称:qfusion,代码行数:51,代码来源:p_view.cpp

示例15: G_UpdateCharacterBodycount

/**
 * @brief Update character stats for this mission after successful shoot.
 * @note Mind you that this code is always from the view of PHALANX soldiers right now, not anybody else!
 * @param[in,out] attacker Pointer to attacker.
 * @param[in] fd Pointer to fireDef_t used in shoot.
 * @param[in] target Pointer to target.
 * @sa G_UpdateCharacterSkills
 */
static void G_UpdateCharacterBodycount (edict_t *attacker, const fireDef_t *fd, const edict_t *target)
{
	chrScoreMission_t *scoreMission;
	chrScoreGlobal_t *scoreGlobal;
	killtypes_t type;

	if (!attacker || !target)
		return;

	scoreGlobal = &attacker->chr.score;
	scoreMission = attacker->chr.scoreMission;
	/* only phalanx soldiers have this */
	if (!scoreMission)
		return;

	switch (target->team) {
	case TEAM_ALIEN:
		type = KILLED_ENEMIES;
		if (fd) {
			assert(fd->weaponSkill >= 0);
			assert(fd->weaponSkill < lengthof(scoreMission->skillKills));
			scoreMission->skillKills[fd->weaponSkill]++;
		}
		break;
	case TEAM_CIVILIAN:
		type = KILLED_CIVILIANS;
		break;
	case TEAM_PHALANX:
		type = KILLED_TEAM;
		break;
	default:
		return;
	}

	if (G_IsStunned(target)) {
		scoreMission->stuns[type]++;
		scoreGlobal->stuns[type]++;
	} else if (G_IsDead(target)) {
		scoreMission->kills[type]++;
		scoreGlobal->kills[type]++;
	}
}
开发者ID:Qazzian,项目名称:ufoai_suspend,代码行数:50,代码来源:g_combat.cpp


注:本文中的G_IsDead函数示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,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。