本文整理汇总了C++中G_ModelIndex函数的典型用法代码示例。如果您正苦于以下问题:C++ G_ModelIndex函数的具体用法?C++ G_ModelIndex怎么用?C++ G_ModelIndex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_ModelIndex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: DropPortalSource
void DropPortalSource( gentity_t *player ) {
gentity_t *ent;
gentity_t *destination;
vec3_t snapped;
// create the portal source
ent = G_Spawn();
ent->s.modelindex = G_ModelIndex( "models/powerups/teleporter/tele_enter.md3" );
VectorCopy( player->s.pos.trBase, snapped );
SnapVector( snapped );
G_SetOrigin( ent, snapped );
VectorCopy( player->r.mins, ent->r.mins );
VectorCopy( player->r.maxs, ent->r.maxs );
ent->classname = "hi_portal source";
ent->s.pos.trType = TR_STATIONARY;
ent->r.contents = CONTENTS_CORPSE | CONTENTS_TRIGGER;
ent->takedamage = qtrue;
ent->health = 200;
ent->die = PortalDie;
trap_LinkEntity( ent );
ent->count = player->client->portalID;
player->client->portalID = 0;
// ent->spawnflags = player->client->ps.persistant[PERS_TEAM];
ent->nextthink = level.time + 1000;
ent->think = PortalEnable;
// find the destination
destination = NULL;
while( (destination = G_Find(destination, FOFS(classname), "hi_portal destination")) != NULL ) {
if( destination->count == ent->count ) {
VectorCopy( destination->s.pos.trBase, ent->pos1 );
break;
}
}
}
示例2: VectorSet
gentity_t *fire_fern( vec3_t origin, vec3_t angles, int lifespan )
{
gentity_t *self;
vec3_t normal, end;
trace_t tr;
if( lifespan < FERN_CLEAN_DELAY )
lifespan = FERN_LIFE_SPAN;
VectorSet( normal, 0.0, 0.0, -1.0 );
VectorMA( origin, 256.0, normal, end );
trap_Trace( &tr, origin, NULL, NULL, end, -1, MASK_SOLID );
if( !( tr.fraction < 1.0f ) )
return NULL;
self = G_Spawn( );
self->classname = "fern";
self->s.eType = ET_GENERAL;
self->s.modelindex = G_ModelIndex( "models/mapobjects/plant_life/ferns.md3" );
self->s.time = level.time;
self->s.pos.trType = TR_STATIONARY;
self->s.pos.trTime = level.time;
self->think = fern_grow;
self->nextthink = level.time + FERN_GROW_SPEED;
self->suicideTime = level.time + lifespan;
VectorCopy( origin, self->s.origin );
VectorCopy( origin, self->r.currentOrigin );
VectorCopy( tr.endpos, self->pos1 );
VectorCopy( self->pos1, self->s.pos.trBase );
self->s.pos.trBase[ 2 ] -= FERN_GROW_HEIGHT;
self->s.apos.trBase[ YAW ] = angles[ YAW ];
trap_LinkEntity( self );
return self;
}
示例3: is
/*QUAKED alarm_box (1 0 1) START_ON
You need to have an origin brush as part of this entity
current alarm box model is (8 x 16 x 28)
"health" defaults to 10
"noise" the sound to play over the system (this would be the siren sound)
START_ON means the button is pushed in, any dlights are cycling, and alarms are sounding
"team" key/value is valid for teamed alarm boxes
teamed alarm_boxes work in tandem (switches/lights syncronize)
target a box to dlights to have them activate/deactivate with the system (use a stylestring that matches the cycletime for the alarmbox sound)
alarm sound locations are also placed in the dlights, so wherever you place an attached dlight, you will hear the alarm
model: the model used is "models/mapobjects/electronics/alarmbox.md3"
place the origin at the center of your trigger box
*/
void SP_alarm_box(gentity_t *ent)
{
char *s;
if (!ent->model) {
G_Printf( S_COLOR_RED "alarm_box with NULL model\n" );
return;
}
// model
trap_SetBrushModel( ent, ent->model );
ent->s.modelindex2 = G_ModelIndex( "models/mapobjects/electronics/alarmbox.md3" );
// sound
if ( G_SpawnString( "noise", "0", &s ) ) {
ent->soundLoop = G_SoundIndex( s );
}
ent->soundPos3 = G_SoundIndex("sound/world/alarmswitch.wav");
G_SetOrigin (ent, ent->s.origin);
G_SetAngle (ent, ent->s.angles);
if (!ent->health)
ent->health = 10;
if(ent->spawnflags & 1)
ent->s.frame = 1;
else
ent->s.frame = 0;
ent->active = qtrue;
ent->s.eType = ET_ALARMBOX;
ent->takedamage = qtrue;
ent->die = alarmbox_die;
ent->use = alarmbox_use;
ent->think = alarmbox_finishspawning;
ent->nextthink = level.time + FRAMETIME;
trap_LinkEntity (ent);
}
示例4: SP_info_jedimaster_start
/*QUAKED info_jedimaster_start (1 0 0) (-16 -16 -24) (16 16 32)
"jedi master" saber spawn point
*/
void SP_info_jedimaster_start(gentity_t *ent)
{
if (g_gametype.integer != GT_JEDIMASTER)
{
gJMSaberEnt = NULL;
G_FreeEntity(ent);
return;
}
ent->enemy = NULL;
ent->s.eFlags = EF_BOUNCE_HALF;
ent->s.modelindex = G_ModelIndex("models/weapons2/saber/saber_w.glm");
ent->s.modelGhoul2 = 1;
ent->s.g2radius = 20;
//ent->s.eType = ET_GENERAL;
ent->s.eType = ET_MISSILE;
ent->s.weapon = WP_SABER;
ent->s.pos.trType = TR_GRAVITY;
ent->s.pos.trTime = level.time;
VectorSet( ent->r.maxs, 3, 3, 3 );
VectorSet( ent->r.mins, -3, -3, -3 );
ent->r.contents = CONTENTS_TRIGGER;
ent->clipmask = MASK_SOLID;
ent->isSaberEntity = qtrue;
ent->bounceCount = -5;
ent->physicsObject = qtrue;
VectorCopy(ent->s.pos.trBase, ent->s.origin2); //remember the spawn spot
ent->touch = JMSaberTouch;
trap_LinkEntity(ent);
ent->think = JMSaberThink;
ent->nextthink = level.time + 50;
}
示例5: SP_fx_explosion_trail
//----------------------------------------------------------
void SP_fx_explosion_trail( gentity_t *ent )
{
// We have to be useable, otherwise we won't spawn in
if ( !ent->targetname )
{
gi.Printf( S_COLOR_RED"ERROR: fx_explosion_trail at %s has no targetname specified\n", vtos( ent->s.origin ));
G_FreeEntity( ent );
return;
}
// Get our defaults
G_SpawnString( "fxFile", "env/exp_trail_comp", &ent->fxFile );
G_SpawnInt( "damage", "128", &ent->damage );
G_SpawnFloat( "radius", "128", &ent->radius );
G_SpawnFloat( "speed", "350", &ent->speed );
// Try and associate an effect file, unfortunately we won't know if this worked or not until the CGAME trys to register it...
ent->fxID = G_EffectIndex( ent->fxFile );
if ( ent->fullName )
{
G_EffectIndex( ent->fullName );
}
if ( ent->model )
{
ent->s.modelindex2 = G_ModelIndex( ent->model );
}
// Give us a bit of time to spawn in the other entities, since we may have to target one of 'em
ent->e_ThinkFunc = thinkF_fx_explosion_trail_link;
ent->nextthink = level.time + 500;
// Save our position and link us up!
G_SetOrigin( ent, ent->s.origin );
VectorSet( ent->maxs, FX_ENT_RADIUS, FX_ENT_RADIUS, FX_ENT_RADIUS );
VectorScale( ent->maxs, -1, ent->mins );
gi.linkentity( ent );
}
示例6: SP_misc_anim_model
/*
===============
SP_misc_anim_model
Spawn function for anim model
===============
*/
void SP_misc_anim_model(gentity_t *self) {
self->s.powerups = (int) self->animation[ 0 ];
self->s.weapon = (int) self->animation[ 1 ];
self->s.torsoAnim = (int) self->animation[ 2 ];
self->s.legsAnim = (int) self->animation[ 3 ];
self->s.angles2[ 0 ] = self->pos2[ 0 ];
//add the model to the client precache list
self->s.modelindex = G_ModelIndex(self->model);
self->use = SP_use_anim_model;
self->s.eType = ET_ANIMMAPOBJ;
// spawn with animation stopped
if (self->spawnflags & 2)
self->s.eFlags |= EF_MOVER_STOP;
trap_LinkEntity(self);
}
示例7: Spawn_Flag_Base
//===========================================================================
// Routine : Spawn_Flag_Base
// Description : Spawn a base to sit the flagpole on. We might not need this! May be useful for moveable bases on tanks/etc???
void Spawn_Flag_Base ( vec3_t origin )
{// Blue Flag...
gentity_t* ent = G_Spawn();
VectorCopy(origin, ent->s.origin);
G_SetOrigin( ent, origin );
ent->model = "models/map_objects/mp/flag_base.md3";
ent->s.modelindex = G_ModelIndex( ent->model );
ent->targetname = NULL;
ent->classname = "flag_base";
ent->s.eType = ET_GENERAL;
ent->setTime = 0;
// trap_R_ModelBounds(trap_R_RegisterModel( "models/map_objects/mp/flag_base.md3" ), ent->r.mins, ent->r.maxs);
VectorSet( ent->r.mins, -16, -16, 0 );
VectorSet( ent->r.maxs, 16, 16, 16 );
//Drop to floor
if ( 1 )
{
trace_t tr;
vec3_t bottom, saveOrg;
VectorCopy( ent->s.origin, saveOrg );
VectorCopy( ent->s.origin, bottom );
bottom[2] = MIN_WORLD_COORD;
trap_Trace( &tr, ent->s.origin, ent->r.mins, ent->r.maxs, bottom, ent->s.number, MASK_NPCSOLID );
if ( !tr.allsolid && !tr.startsolid && tr.fraction < 1.0 )
{
VectorCopy(tr.endpos, ent->s.origin);
G_SetOrigin( ent, tr.endpos );
}
}
ent->r.contents = CONTENTS_SOLID|CONTENTS_OPAQUE|CONTENTS_BODY|CONTENTS_MONSTERCLIP|CONTENTS_BOTCLIP;//CONTENTS_SOLID;
trap_LinkEntity (ent);
}
示例8: CreateLaserTrap
//---------------------------------------------------------
void CreateLaserTrap( gentity_t *laserTrap, vec3_t start, gentity_t *owner )
//---------------------------------------------------------
{
if ( !VALIDSTRING( laserTrap->classname ))
{
// since we may be coming from a map placed trip mine, we don't want to override that class name....
// That would be bad because the player drop code tries to limit number of placed items...so it would have removed map placed ones as well.
laserTrap->classname = "tripmine";
}
laserTrap->splashDamage = weaponData[WP_TRIP_MINE].splashDamage;
laserTrap->splashRadius = weaponData[WP_TRIP_MINE].splashRadius;
laserTrap->damage = weaponData[WP_TRIP_MINE].damage;
laserTrap->methodOfDeath = MOD_LASERTRIP;
laserTrap->splashMethodOfDeath = MOD_LASERTRIP;//? SPLASH;
laserTrap->s.eType = ET_MISSILE;
laserTrap->svFlags = SVF_USE_CURRENT_ORIGIN;
laserTrap->s.weapon = WP_TRIP_MINE;
laserTrap->owner = owner;
// VectorSet( laserTrap->mins, -LT_SIZE, -LT_SIZE, -LT_SIZE );
// VectorSet( laserTrap->maxs, LT_SIZE, LT_SIZE, LT_SIZE );
laserTrap->clipmask = (CONTENTS_SOLID|CONTENTS_BODY|CONTENTS_SHOTCLIP);//MASK_SHOT;
laserTrap->s.pos.trTime = level.time; // move a bit on the very first frame
VectorCopy( start, laserTrap->s.pos.trBase );
VectorCopy( start, laserTrap->currentOrigin);
VectorCopy( start, laserTrap->pos2 ); // ?? wtf ?
laserTrap->fxID = G_EffectIndex( "tripMine/explosion" );
laserTrap->e_TouchFunc = touchF_touchLaserTrap;
laserTrap->s.radius = 60;
VectorSet( laserTrap->s.modelScale, 1.0f, 1.0f, 1.0f );
gi.G2API_InitGhoul2Model( laserTrap->ghoul2, weaponData[WP_TRIP_MINE].missileMdl, G_ModelIndex( weaponData[WP_TRIP_MINE].missileMdl ), NULL_HANDLE, NULL_HANDLE, 0, 0);
}
示例9: JMSaberThink
void JMSaberThink(gentity_t *ent)
{
gJMSaberEnt = ent;
if (ent->enemy)
{
if (!ent->enemy->client || !ent->enemy->inuse)
{ //disconnected?
VectorCopy(ent->enemy->s.pos.trBase, ent->s.pos.trBase);
VectorCopy(ent->enemy->s.pos.trBase, ent->s.origin);
VectorCopy(ent->enemy->s.pos.trBase, ent->r.currentOrigin);
ent->s.modelindex = G_ModelIndex("models/weapons2/saber/saber_w.glm");
ent->s.eFlags &= ~(EF_NODRAW);
ent->s.modelGhoul2 = 1;
ent->s.eType = ET_MISSILE;
ent->enemy = NULL;
ent->pos2[0] = 1;
ent->pos2[1] = 0; //respawn next think
trap_LinkEntity(ent);
}
else
{
ent->pos2[1] = level.time + JMSABER_RESPAWN_TIME;
}
}
else if (ent->pos2[0] && ent->pos2[1] < level.time)
{
VectorCopy(ent->s.origin2, ent->s.pos.trBase);
VectorCopy(ent->s.origin2, ent->s.origin);
VectorCopy(ent->s.origin2, ent->r.currentOrigin);
ent->pos2[0] = 0;
trap_LinkEntity(ent);
}
ent->nextthink = level.time + 50;
G_RunObject(ent);
}
示例10: SP_misc_model_cargo_small
//---------------------------------------------
void SP_misc_model_cargo_small( gentity_t *ent )
{
G_SpawnInt( "splashRadius", "96", &ent->splashRadius );
G_SpawnInt( "splashDamage", "1", &ent->splashDamage );
if (( ent->spawnflags & DROP_MEDPACK ))
{
RegisterItem( FindItem( "item_medpak_instant" ));
}
if (( ent->spawnflags & DROP_SHIELDS ))
{
RegisterItem( FindItem( "item_shield_sm_instant" ));
}
if (( ent->spawnflags & DROP_BACTA ))
{
// RegisterItem( FindItem( "item_bacta" ));
}
if (( ent->spawnflags & DROP_BATTERIES ))
{
RegisterItem( FindItem( "item_battery" ));
}
G_SpawnInt( "health", "25", &ent->health );
SetMiscModelDefaults( ent, useF_NULL, "11", CONTENTS_SOLID|CONTENTS_OPAQUE|CONTENTS_BODY|CONTENTS_MONSTERCLIP|CONTENTS_BOTCLIP, NULL, qtrue, NULL );
ent->s.modelindex2 = G_ModelIndex("/models/map_objects/kejim/cargo_small.md3"); // Precache model
// we only take damage from a heavy weapon class missile
ent->flags |= FL_DMG_BY_HEAVY_WEAP_ONLY;
ent->e_DieFunc = dieF_misc_model_cargo_die;
ent->radius = 1.5f; // scale number of chunks spawned
}
示例11: DropPortalDestination
void DropPortalDestination(gentity_t * player)
{
gentity_t *ent;
vec3_t snapped;
// create the portal destination
ent = G_Spawn();
ent->s.modelindex = G_ModelIndex("models/powerups/teleporter/tele_exit.md3");
VectorCopy(player->s.pos.trBase, snapped);
SnapVector(snapped);
G_SetOrigin(ent, snapped);
VectorCopy(player->r.mins, ent->r.mins);
VectorCopy(player->r.maxs, ent->r.maxs);
ent->classname = "hi_portal destination";
ent->s.pos.trType = TR_STATIONARY;
ent->r.contents = CONTENTS_CORPSE;
ent->takedamage = qtrue;
ent->health = 200;
ent->die = PortalDie;
VectorCopy(player->s.apos.trBase, ent->s.angles);
ent->think = G_FreeEntity;
ent->nextthink = level.time + 2 * 60 * 1000;
trap_LinkEntity(ent);
player->client->portalID = ++level.portalSequence;
ent->count = player->client->portalID;
// give the item back so they can drop the source now
player->client->ps.stats[STAT_HOLDABLE_ITEM] = BG_FindItem("Portal") - bg_itemlist;
}
示例12: SP_gfx_animated_model
void SP_gfx_animated_model( gentity_t *self )
{
self->s.misc = ( int ) self->animation[ 0 ];
self->s.weapon = ( int ) self->animation[ 1 ];
self->s.torsoAnim = ( int ) self->animation[ 2 ];
self->s.legsAnim = ( int ) self->animation[ 3 ];
self->s.angles2[ 0 ] = self->activatedPosition[ 0 ];
//add the model to the client precache list
self->s.modelindex = G_ModelIndex( self->model );
self->act = gfx_animated_model_act;
self->s.eType = ET_ANIMMAPOBJ;
// spawn with animation stopped
if ( self->spawnflags & 2 )
{
self->s.eFlags |= EF_MOVER_STOP;
}
trap_LinkEntity( self );
}
示例13: InitMover
/*
================
InitMover
"pos1", "pos2", and "speed" should be set before calling,
so the movement delta can be calculated
================
*/
void InitMover( gentity_t *ent ) {
vec3_t move;
float distance;
float light;
vec3_t color;
qboolean lightSet, colorSet;
char *sound;
// if the "model2" key is set, use a seperate model
// for drawing, but clip against the brushes
if ( ent->model2 ) {
ent->s.modelindex2 = G_ModelIndex( ent->model2 );
}
// if the "loopsound" key is set, use a constant looping sound when moving
if ( G_SpawnString( "noise", "100", &sound ) ) {
ent->s.loopSound = G_SoundIndex( sound );
}
// if the "color" or "light" keys are set, setup constantLight
lightSet = G_SpawnFloat( "light", "100", &light );
colorSet = G_SpawnVector( "color", "1 1 1", color );
if ( lightSet || colorSet ) {
int r, g, b, i;
r = color[0] * 255;
if ( r > 255 ) {
r = 255;
}
g = color[1] * 255;
if ( g > 255 ) {
g = 255;
}
b = color[2] * 255;
if ( b > 255 ) {
b = 255;
}
i = light / 4;
if ( i > 255 ) {
i = 255;
}
ent->s.constantLight = r | ( g << 8 ) | ( b << 16 ) | ( i << 24 );
}
ent->use = Use_BinaryMover;
ent->reached = Reached_BinaryMover;
ent->moverState = MOVER_POS1;
ent->r.svFlags = SVF_USE_CURRENT_ORIGIN;
ent->s.eType = ET_MOVER;
VectorCopy (ent->pos1, ent->r.currentOrigin);
trap_LinkEntity (ent);
ent->s.pos.trType = TR_STATIONARY;
VectorCopy( ent->pos1, ent->s.pos.trBase );
// calculate time to reach second position from speed
VectorSubtract( ent->pos2, ent->pos1, move );
distance = VectorLength( move );
if ( ! ent->speed ) {
ent->speed = 100;
}
VectorScale( move, ent->speed, ent->s.pos.trDelta );
ent->s.pos.trDuration = distance * 1000 / ent->speed;
if ( ent->s.pos.trDuration <= 0 ) {
ent->s.pos.trDuration = 1;
}
}
示例14: G_InitGame
/*
============
G_InitGame
============
*/
void G_InitGame( int levelTime, int randomSeed, int restart ) {
int i;
G_Printf ("------- Game Initialization -------\n");
G_Printf ("gamename: %s\n", GAMEVERSION);
G_Printf ("gamedate: %s\n", __DATE__);
srand( randomSeed );
G_RegisterCvars();
G_ProcessIPBans();
G_InitMemory();
// set some level globals
memset( &level, 0, sizeof( level ) );
level.time = levelTime;
level.startTime = levelTime;
level.snd_fry = G_SoundIndex("sound/player/fry.wav"); // FIXME standing in lava / slime
if ( g_gametype.integer != GT_SINGLE_PLAYER && g_logfile.string[0] ) {
if ( g_logfileSync.integer ) {
trap_FS_FOpenFile( g_logfile.string, &level.logFile, FS_APPEND_SYNC );
} else {
trap_FS_FOpenFile( g_logfile.string, &level.logFile, FS_APPEND );
}
if ( !level.logFile ) {
G_Printf( "WARNING: Couldn't open logfile: %s\n", g_logfile.string );
} else {
char serverinfo[MAX_INFO_STRING];
trap_GetServerinfo( serverinfo, sizeof( serverinfo ) );
G_LogPrintf("------------------------------------------------------------\n" );
G_LogPrintf("InitGame: %s\n", serverinfo );
}
} else {
G_Printf( "Not logging to disk.\n" );
}
G_InitWorldSession();
// initialize all entities for this game
memset( g_entities, 0, MAX_GENTITIES * sizeof(g_entities[0]) );
level.gentities = g_entities;
// initialize all clients for this game
level.maxclients = g_maxclients.integer;
memset( g_clients, 0, MAX_CLIENTS * sizeof(g_clients[0]) );
level.clients = g_clients;
// set client fields on player ents
for ( i=0 ; i<level.maxclients ; i++ ) {
g_entities[i].client = level.clients + i;
}
// always leave room for the max number of clients,
// even if they aren't all used, so numbers inside that
// range are NEVER anything but clients
level.num_entities = MAX_CLIENTS;
for ( i=0 ; i<MAX_CLIENTS ; i++ ) {
g_entities[i].classname = "clientslot";
}
// let the server system know where the entites are
trap_LocateGameData( level.gentities, level.num_entities, sizeof( gentity_t ),
&level.clients[0].ps, sizeof( level.clients[0] ) );
// reserve some spots for dead player bodies
InitBodyQue();
ClearRegisteredItems();
// parse the key/value pairs and spawn gentities
G_SpawnEntitiesFromString();
// general initialization
G_FindTeams();
// make sure we have flags for CTF, etc
if( g_gametype.integer >= GT_TEAM ) {
G_CheckTeamItems();
}
SaveRegisteredItems();
G_Printf ("-----------------------------------\n");
if( g_gametype.integer == GT_SINGLE_PLAYER || trap_Cvar_VariableIntegerValue( "com_buildScript" ) ) {
G_ModelIndex( SP_PODIUM_MODEL );
}
//.........这里部分代码省略.........
示例15: turret_base_spawn_top
//-----------------------------------------------------
qboolean turret_base_spawn_top( gentity_t *base )
{
vec3_t org;
int t;
gentity_t *top = G_Spawn();
if ( !top )
{
return qfalse;
}
top->s.modelindex = G_ModelIndex( "models/map_objects/hoth/turret_top_new.md3" );
top->s.modelindex2 = G_ModelIndex( "models/map_objects/hoth/turret_top.md3" );
G_SetAngles( top, base->s.angles );
VectorCopy( base->s.origin, org );
org[2] += 128;
G_SetOrigin( top, org );
base->r.ownerNum = top->s.number;
top->r.ownerNum = base->s.number;
if ( base->team && base->team[0] && //g_gametype.integer == GT_SIEGE &&
!base->teamnodmg)
{
base->teamnodmg = atoi(base->team);
}
base->team = NULL;
top->teamnodmg = base->teamnodmg;
top->alliedTeam = base->alliedTeam;
base->s.eType = ET_GENERAL;
// Set up our explosion effect for the ExplodeDeath code....
G_EffectIndex( "turret/explode" );
G_EffectIndex( "sparks/spark_exp_nosnd" );
G_EffectIndex( "turret/hoth_muzzle_flash" );
// this is really the pitch angle.....
top->speed = 0;
// this is a random time offset for the no-enemy-search-around-mode
top->count = random() * 9000;
if ( !base->health )
{
base->health = 3000;
}
top->health = base->health;
G_SpawnInt( "showhealth", "0", &t );
if (t)
{ //a non-0 maxhealth value will mean we want to show the health on the hud
top->maxHealth = base->health; //acts as "maxhealth"
G_ScaleNetHealth(top);
base->maxHealth = base->health;
G_ScaleNetHealth(base);
}
base->takedamage = qtrue;
base->pain = TurretBasePain;
base->die = bottom_die;
//design specified shot speed
G_SpawnFloat( "shotspeed", "1100", &base->mass );
top->mass = base->mass;
//even if we don't want to show health, let's at least light the crosshair up properly over ourself
if ( !top->s.teamowner )
{
top->s.teamowner = top->alliedTeam;
}
base->alliedTeam = top->alliedTeam;
base->s.teamowner = top->s.teamowner;
base->s.shouldtarget = qtrue;
top->s.shouldtarget = qtrue;
//link them to each other
base->target_ent = top;
top->target_ent = base;
//top->s.owner = MAX_CLIENTS; //not owned by any client
// search radius
if ( !base->radius )
{
base->radius = 1024;
}
top->radius = base->radius;
// How quickly to fire
if ( !base->wait )
{
base->wait = 300 + random() * 55;
}
top->wait = base->wait;
//.........这里部分代码省略.........