本文整理汇总了C++中G_TempEntity函数的典型用法代码示例。如果您正苦于以下问题:C++ G_TempEntity函数的具体用法?C++ G_TempEntity怎么用?C++ G_TempEntity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_TempEntity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: 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;
}
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;
}
damage = 50 * s_quadFactor;
G_Damage( traceEnt, ent, ent, forward, tr.endpos,
damage, 0, MOD_GAUNTLET );
return qtrue;
}
示例2: G_PlayEffect
//-----------------------------
void G_PlayEffect( int fxID, vec3_t origin, vec3_t fwd )
{
gentity_t *tent;
vec3_t temp;
tent = G_TempEntity( origin, EV_PLAY_EFFECT );
tent->s.eventParm = fxID;
VectorSet( tent->maxs, FX_ENT_RADIUS, FX_ENT_RADIUS, FX_ENT_RADIUS );
VectorScale( tent->maxs, -1, tent->mins );
VectorCopy( fwd, tent->pos3 );
// Assume angles, we'll do a cross product on the other end to finish up
MakeNormalVectors( fwd, tent->pos4, temp );
gi.linkentity( tent );
}
示例3: Team_CaptureFlagSound
void Team_CaptureFlagSound( gentity_t *ent, int team ) {
gentity_t *te;
if (ent == NULL) {
G_Printf ("Warning: NULL passed to Team_CaptureFlagSound\n");
return;
}
te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_TEAM_SOUND );
if( team == TEAM_BLUE ) {
te->s.eventParm = GTS_BLUE_CAPTURE;
}
else {
te->s.eventParm = GTS_RED_CAPTURE;
}
te->r.svFlags |= SVF_BROADCAST;
}
示例4: teslaFire
void teslaFire( gentity_t *ent )
{
trace_t tr;
vec3_t end;
gentity_t *traceEnt, *tent;
VectorMA( muzzle, TESLAGEN_RANGE, forward, end );
trap_Trace( &tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT );
if( tr.entityNum == ENTITYNUM_NONE )
return;
traceEnt = &g_entities[ tr.entityNum ];
if( !traceEnt->client )
return;
if( traceEnt->client && traceEnt->client->ps.stats[ STAT_PTEAM ] != PTE_ALIENS &&
!traceEnt->client->pers.bleeder )
return;
//so the client side knows
ent->s.eFlags |= EF_FIRING;
if( traceEnt->takedamage )
{
G_Damage( traceEnt, ent, ent, forward, tr.endpos,
TESLAGEN_DMG, 0, MOD_TESLAGEN );
}
// snap the endpos to integers to save net bandwidth, but nudged towards the line
SnapVectorTowards( tr.endpos, muzzle );
// send railgun beam effect
tent = G_TempEntity( tr.endpos, EV_TESLATRAIL );
VectorCopy( muzzle, tent->s.origin2 );
tent->s.generic1 = ent->s.number; //src
tent->s.clientNum = traceEnt->s.number; //dest
// move origin a bit to come closer to the drawn gun muzzle
VectorMA( tent->s.origin2, 28, up, tent->s.origin2 );
}
示例5: teslaFire
void teslaFire( gentity_t *self )
{
trace_t tr;
vec3_t origin, target;
gentity_t *tent;
if ( !self->enemy )
{
return;
}
// Move the muzzle from the entity origin up a bit to fire over turrets
VectorMA( muzzle, self->r.maxs[ 2 ], self->s.origin2, origin );
// Don't aim for the center, aim at the top of the bounding box
VectorCopy( self->enemy->s.origin, target );
target[ 2 ] += self->enemy->r.maxs[ 2 ];
// Trace to the target entity
trap_Trace( &tr, origin, NULL, NULL, target, self->s.number, MASK_SHOT );
if ( tr.entityNum != self->enemy->s.number )
{
return;
}
// Client side firing effect
self->s.eFlags |= EF_FIRING;
// Deal damage
if ( self->enemy->takedamage )
{
vec3_t dir;
VectorSubtract( target, origin, dir );
G_Damage( self->enemy, self, self, dir, tr.endpos,
TESLAGEN_DMG, 0, MOD_TESLAGEN );
}
// Send tesla zap trail
tent = G_TempEntity( tr.endpos, EV_TESLATRAIL );
tent->s.generic1 = self->s.number; // src
tent->s.clientNum = self->enemy->s.number; // dest
}
示例6: massDriverFire
void massDriverFire( gentity_t *ent )
{
trace_t tr;
vec3_t end;
gentity_t *tent;
gentity_t *traceEnt;
G_CombatStats_Fire( ent, CSW_MDRIVER, MDRIVER_DMG );
VectorMA( muzzle, 8192.0f * 16.0f, forward, end );
G_UnlaggedOn( ent, muzzle, 8192.0f * 16.0f );
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 ];
// snap the endpos to integers, but nudged towards the line
SnapVectorTowards( tr.endpos, muzzle );
// send impact
if( traceEnt->takedamage &&
(traceEnt->s.eType == ET_BUILDABLE ||
traceEnt->s.eType == ET_PLAYER ) )
{
BloodSpurt( ent, traceEnt, &tr );
}
else
{
tent = G_TempEntity( tr.endpos, 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,
MDRIVER_DMG, 0, MOD_MDRIVER );
}
}
示例7: ProximityMine_ExplodeOnPlayer
/*
================
ProximityMine_ExplodeOnPlayer
================
*/
static void ProximityMine_ExplodeOnPlayer( gentity_t *mine ) {
gentity_t *player;
player = mine->enemy;
player->client->ps.eFlags &= ~EF_TICKING;
if ( player->client->invulnerabilityTime > level.time ) {
G_Damage( player, mine->parent, mine->parent, vec3_origin, mine->s.origin, 1000, DAMAGE_NO_KNOCKBACK, MOD_JUICED );
player->client->invulnerabilityTime = 0;
G_TempEntity( player->client->ps.origin, EV_JUICED );
}
else {
G_SetOrigin( mine, player->s.pos.trBase );
// make sure the explosion gets to the client
mine->r.svFlags &= ~SVF_NOCLIENT;
mine->splashMethodOfDeath = MOD_PROXIMITY_MINE;
G_ExplodeMissile( mine );
}
}
示例8: G_PlayEffect
// Play an effect at a position on an entity.
// Mostly for G_MissileBounceEffect so we can play an effect on the bouncee.
//-----------------------------
void G_PlayEffect( int fxID, int clientNum, vec3_t origin, vec3_t fwd )
{
gentity_t *tent;
vec3_t temp;
tent = G_TempEntity( origin, EV_PLAY_EFFECT );
tent->s.eventParm = fxID;
if ( clientNum != -1 )
{
tent->s.saberActive = 1;
tent->s.otherEntityNum = clientNum;
}
VectorSet( tent->maxs, FX_ENT_RADIUS, FX_ENT_RADIUS, FX_ENT_RADIUS );
VectorScale( tent->maxs, -1, tent->mins );
VectorCopy( fwd, tent->s.angles );
// Assume angles, we'll do a cross product on the other end to finish up
MakeNormalVectors( fwd, tent->s.angles2, temp );
}
示例9: trap_SetConfigstring
bool Gametype_inf::onItemTouch(gitem_t *item, gclient_s *other){
if (other->sess.team == TEAM_BLUE){
trap_SetConfigstring(CS_GAMETYPE_MESSAGE, va("%i,%s", level.time + 5000, va("@%s ^7has taken the briefcase!", other->pers.netname.c_str()))); // Taken.
trap_SendServerCommand(-1, va("print\"^3[INF] %s ^7has taken the briefcase.\n\"", other->pers.netname.c_str()));
// Boe!Man 11/29/12: Global sound.
if (!level.intermissionQueued && !level.intermissiontime){
gentity_t* tent;
tent = G_TempEntity(vec3_origin, EV_GLOBAL_SOUND);
tent->s.eventParm = caseTakenSound;
tent->r.svFlags = SVF_BROADCAST;
}
// Boe!Man 11/29/12: Radio message.
G_Voice(&g_entities[other->ps.clientNum], NULL, SAY_TEAM, "got_it", qfalse);
return true;
}
else
return false;
}
示例10: gas_think
void gas_think( gentity_t *ent ) {
gentity_t *tent;
ent->count++;
if ( ent->health < ent->count ) {
ent->think = G_FreeEntity;
if ( ent->s.density == 5 ) {
ent->nextthink = level.time + FRAMETIME;
} else {
ent->nextthink = level.time + 3000;
}
return;
}
ent->r.maxs[0] = ent->r.maxs[1] = ent->r.maxs[2]++;
ent->r.mins[0] = ent->r.mins[1] = ent->r.mins[2]--;
ent->nextthink = level.time + FRAMETIME;
tent = G_TempEntity( ent->r.currentOrigin, EV_SMOKE );
VectorCopy( ent->r.currentOrigin, tent->s.origin );
if ( ent->s.density == 5 ) {
tent->s.time = 500;
tent->s.time2 = 100;
tent->s.density = 5;
tent->s.angles2[0] = 8;
tent->s.angles2[1] = 32;
} else
{
tent->s.time = 5000;
tent->s.time2 = 3000;
tent->s.density = 5;
tent->s.angles2[0] = 24;
tent->s.angles2[1] = 96;
}
trap_LinkEntity( ent );
}
示例11: G_TempEntity
/*
==============
fire_mortar
dir is a non-normalized direction/power vector
==============
*/
gentity_t *fire_mortar( gentity_t *self, vec3_t start, vec3_t dir ) {
gentity_t *bolt;
// VectorNormalize (dir);
if ( self->spawnflags ) {
gentity_t *tent;
tent = G_TempEntity( self->s.pos.trBase, EV_MORTAREFX );
tent->s.density = self->spawnflags; // send smoke and muzzle flash flags
VectorCopy( self->s.pos.trBase, tent->s.origin );
VectorCopy( self->s.apos.trBase, tent->s.angles );
}
bolt = G_Spawn();
bolt->classname = const_cast<char*>("mortar");
bolt->nextthink = level.time + 20000; // push it out a little
bolt->think = G_ExplodeMissile;
bolt->s.eType = ET_MISSILE;
bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN | SVF_BROADCAST; // broadcast sound. not multiplayer friendly, but for mortars it should be okay
// bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
bolt->s.weapon = WP_MORTAR;
bolt->r.ownerNum = self->s.number;
bolt->parent = self;
bolt->damage = G_GetWeaponDamage( WP_MORTAR ); // JPW NERVE
bolt->splashDamage = G_GetWeaponDamage( WP_MORTAR ); // JPW NERVE
bolt->splashRadius = 120;
bolt->methodOfDeath = MOD_MORTAR;
bolt->splashMethodOfDeath = MOD_MORTAR_SPLASH;
bolt->clipmask = MASK_MISSILESHOT;
bolt->s.pos.trType = TR_GRAVITY;
bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame
VectorCopy( start, bolt->s.pos.trBase );
// VectorScale( dir, 900, bolt->s.pos.trDelta );
VectorCopy( dir, bolt->s.pos.trDelta );
SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
VectorCopy( start, bolt->r.currentOrigin );
return bolt;
}
示例12: weapon_supershotgun_fire
void weapon_supershotgun_fire (gentity_t *ent) {
gentity_t *tent;
// send shotgun blast
tent = G_TempEntity( muzzle, EV_SHOTGUN );
VectorScale( forward, 4096, tent->s.origin2 );
SnapVector( tent->s.origin2 );
tent->s.eventParm = rand() & 255; // seed for spread pattern
//unlagged - attack prediction #2
if ( g_unlagged.integer ) {
// this has to be something the client can predict now
tent->s.eventParm = ent->client->attackTime % 256; // seed for spread pattern
} else {
tent->s.eventParm = rand() & 255; // seed for spread pattern
}
//unlagged - attack prediction #2
tent->s.otherEntityNum = ent->s.number;
ShotgunPattern( tent->s.pos.trBase, tent->s.origin2, tent->s.eventParm, ent );
}
示例13: BloodSpurt
/*
===============
BloodSpurt
Generates a blood spurt event for traces with accurate end points
===============
*/
static void BloodSpurt( gentity_t *attacker, gentity_t *victim, trace_t *tr )
{
gentity_t *tent;
if ( !attacker->client )
{
return;
}
if ( victim->health <= 0 )
{
return;
}
tent = G_TempEntity( tr->endpos, EV_MISSILE_HIT );
tent->s.otherEntityNum = victim->s.number;
tent->s.eventParm = DirToByte( tr->plane.normal );
tent->s.weapon = attacker->s.weapon;
tent->s.generic1 = attacker->s.generic1; // weaponMode
}
示例14: smoke_think
void smoke_think(gentity_t *ent)
{
gentity_t *tent;
ent->nextthink = level.time + ent->delay;
if(!(ent->spawnflags & 4))
{
return;
}
if(ent->health)
{
ent->health--;
if(!ent->health)
{
ent->think = G_FreeEntity;
ent->nextthink = level.time + FRAMETIME;
}
}
tent = G_TempEntity(ent->r.currentOrigin, EV_SMOKE);
VectorCopy(ent->r.currentOrigin, tent->s.origin);
tent->s.time = ent->speed;
tent->s.time2 = ent->duration;
tent->s.density = ent->s.density;
// this is used to set the size of the smoke particle
tent->s.angles2[0] = ent->start_size;
tent->s.angles2[1] = ent->end_size;
tent->s.angles2[2] = ent->wait;
VectorCopy(ent->pos3, tent->s.origin2);
if(ent->s.frame) // denotes reverse gravity effect
{
tent->s.frame = 1;
}
}
示例15: CheckObeliskAttack
/*
* CheckObeliskAttack
*/
qbool
CheckObeliskAttack(Gentity *obelisk, Gentity *attacker)
{
Gentity *te;
/* if this really is an obelisk */
if(obelisk->die != ObeliskDie)
return qfalse;
/* if the attacker is a client */
if(!attacker->client)
return qfalse;
/* if the obelisk is on the same team as the attacker then don't hurt it */
if(obelisk->spawnflags == attacker->client->sess.team)
return qtrue;
/* obelisk may be hurt */
/* if not played any sounds recently */
if((obelisk->spawnflags == TEAM_RED &&
teamgame.redObeliskAttackedTime < level.time -
OVERLOAD_ATTACK_BASE_SOUND_TIME) ||
(obelisk->spawnflags == TEAM_BLUE &&
teamgame.blueObeliskAttackedTime < level.time -
OVERLOAD_ATTACK_BASE_SOUND_TIME)){
/* tell which obelisk is under attack */
te = G_TempEntity(obelisk->s.pos.base, EV_GLOBAL_TEAM_SOUND);
if(obelisk->spawnflags == TEAM_RED){
te->s.eventParm = GTS_REDOBELISK_ATTACKED;
teamgame.redObeliskAttackedTime = level.time;
}else{
te->s.eventParm = GTS_BLUEOBELISK_ATTACKED;
teamgame.blueObeliskAttackedTime = level.time;
}
te->r.svFlags |= SVF_BROADCAST;
}
return qfalse;
}