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C++ GetClassname函数代码示例

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

//-----------------------------------------------------------------------------
// Spawn
//-----------------------------------------------------------------------------
void CAmbientGeneric::Spawn()
{
	m_iSoundLevel = ComputeSoundlevel( m_radius, FBitSet(m_spawnflags, SF_AMBIENT_SOUND_EVERYWHERE) ? true : false );
	ComputeMaxAudibleDistance();

	char *szSoundFile = (char *)STRING(m_iszSound);

	if ( !m_iszSound || strlen( szSoundFile ) < 1 )
	{
		Warning( "Empty %s (%s) at %.2f, %.2f, %.2f\n", GetClassname(), GetDebugName(), GetAbsOrigin().x, GetAbsOrigin().y, GetAbsOrigin().z );
		UTIL_Remove(this);
		return;
	}

    SetSolid(SOLID_NONE);
    SetMoveType(MOVETYPE_NONE);

	// Set up think function for dynamic modification 
	// of ambient sound's pitch or volume. Don't
	// start thinking yet.

	SetThink(&CAmbientGeneric::RampThink);
	SetNextThink(TICK_NEVER_THINK);

	m_fActive = false;

	if ( FBitSet (m_spawnflags, SF_AMBIENT_SOUND_NOT_LOOPING) )
		m_fLooping = false;
	else
		m_fLooping = true;

	m_hSoundSource			= NULL;
	m_nSoundSourceEntIndex	= -1;

	Precache();

	// init all dynamic modulation parms
	InitModulationParms();
}
开发者ID:InfoSmart,项目名称:InSource-Singleplayer,代码行数:42,代码来源:sound.cpp

示例2: Vector

//-----------------------------------------------------------------------------
// Purpose: 
// Input  : *pPlayer - 
//-----------------------------------------------------------------------------
void CWeaponFrag::RollGrenade( CBasePlayer *pPlayer )
{
	// BUGBUG: Hardcoded grenade width of 4 - better not change the model :)
	Vector vecSrc;
	pPlayer->CollisionProp()->NormalizedToWorldSpace( Vector( 0.5f, 0.5f, 0.0f ), &vecSrc );
	vecSrc.z += GRENADE_RADIUS;

	Vector vecFacing = pPlayer->BodyDirection2D( );
	// no up/down direction
	vecFacing.z = 0;
	VectorNormalize( vecFacing );
	trace_t tr;
	UTIL_TraceLine( vecSrc, vecSrc - Vector(0,0,16), MASK_PLAYERSOLID, pPlayer, COLLISION_GROUP_NONE, &tr );
	if ( tr.fraction != 1.0 )
	{
		// compute forward vec parallel to floor plane and roll grenade along that
		Vector tangent;
		CrossProduct( vecFacing, tr.plane.normal, tangent );
		CrossProduct( tr.plane.normal, tangent, vecFacing );
	}
	vecSrc += (vecFacing * 18.0);
	CheckThrowPosition( pPlayer, pPlayer->WorldSpaceCenter(), vecSrc );

	Vector vecThrow;
	pPlayer->GetVelocity( &vecThrow, NULL );
	vecThrow += vecFacing * 700;
	// put it on its side
	QAngle orientation(0,pPlayer->GetLocalAngles().y,-90);
	// roll it
	AngularImpulse rotSpeed(0,0,720);
	Fraggrenade_Create( vecSrc, orientation, vecThrow, rotSpeed, pPlayer, GRENADE_TIMER, false );

	WeaponSound( SPECIAL1 );

	m_bRedraw = true;

	m_iPrimaryAttacks++;
	gamestats->Event_WeaponFired( pPlayer, true, GetClassname() );
}
开发者ID:Adidasman1,项目名称:source-sdk-2013,代码行数:43,代码来源:weapon_frag.cpp

示例3: CreateServerRagdoll

bool QUA_helicopter::BecomeRagdoll( const CTakeDamageInfo &info, const Vector &forceVector ) 
{ 
	
		/*CRagdollProp *pRagdoll = NULL;
		pRagdoll = assert_cast<CRagdollProp *>( CreateServerRagdoll( this, m_nForceBone, info, COLLISION_GROUP_VEHICLE ) );
		pRagdoll->GetBaseAnimating()->Dissolve( NULL, gpGlobals->curtime+2.0f, false, ENTITY_DISSOLVE_NORMAL );
		*/
		
		//CreateRagdollEntity();
		
		//pRagdoll->Dissolve
		//pRagdoll->DisableAutoFade();
		
		// Creamos un nuevo fantastico Strider
		
	QUA_helicopter *pHeli = (QUA_helicopter *)CreateEntityByName( "vehicle_helicopter" );
		
	if ( pHeli )
	{
		pHeli->m_bSpawn=true;
		//pHeli->m_iSpawnTry=0;
		//pHeli->m_hRagdoll=m_hRagdoll;
		pHeli->SetThink( &QUA_helicopter::Materialize );
		pHeli->SetContextThink( &QUA_helicopter::Materialize, gpGlobals->curtime + 5.0f, "RESPAWNING" );
		pHeli->SetNextThink( gpGlobals->curtime + 5.0f );
		pHeli->Teleport( &m_vOriginalSpawnOrigin, &m_vOriginalSpawnAngles, NULL );	
		
		//pStrider->AddEffects(EF_NODRAW);
		//pStrider->AddSolidFlags(FSOLID_NOT_SOLID);
	}
	else
	{
		Warning("Respawn failed to create %s!\n", GetClassname() );
	}

	//this->Dissolve( NULL, gpGlobals->curtime+2.0f, false, ENTITY_DISSOLVE_NORMAL );
	return true; 
}
开发者ID:WorldGamers,项目名称:Mobile-Forces-Source,代码行数:38,代码来源:vehicle_helicopter.cpp

示例4: CheckThrowPosition

//-----------------------------------------------------------------------------
// Purpose: 
// Input  : *pPlayer - 
//-----------------------------------------------------------------------------
void CWeaponFrag::ThrowGrenade( CBasePlayer *pPlayer )
{
	Vector	vecEye = pPlayer->EyePosition();
	Vector	vForward, vRight;

	pPlayer->EyeVectors( &vForward, &vRight, NULL );
	Vector vecSrc = vecEye + vForward * 18.0f + vRight * 8.0f;
	CheckThrowPosition( pPlayer, vecEye, vecSrc );
//	vForward[0] += 0.1f;
	vForward[2] += 0.1f;

	Vector vecThrow;
	pPlayer->GetVelocity( &vecThrow, NULL );
	vecThrow += vForward * 1200;
	Fraggrenade_Create( vecSrc, vec3_angle, vecThrow, AngularImpulse(600,random->RandomInt(-1200,1200),0), pPlayer, GRENADE_TIMER, false );

	m_bRedraw = true;

	WeaponSound( SINGLE );

	m_iPrimaryAttacks++;
	gamestats->Event_WeaponFired( pPlayer, true, GetClassname() );
}
开发者ID:reepblue,项目名称:SourceSDKContent,代码行数:27,代码来源:weapon_frag.cpp

示例5: Vector

//-----------------------------------------------------------------------------
// Purpose: 
// Input  : *pPlayer - 
//-----------------------------------------------------------------------------
void CWeaponFrag::LobGrenade( CBasePlayer *pPlayer )
{
	Vector	vecEye = pPlayer->EyePosition();
	Vector	vForward, vRight;

	pPlayer->EyeVectors( &vForward, &vRight, NULL );
	Vector vecSrc = vecEye + vForward * 18.0f + vRight * 8.0f + Vector( 0, 0, -8 );
	CheckThrowPosition( pPlayer, vecEye, vecSrc );
	
	Vector vecThrow;
	pPlayer->GetVelocity( &vecThrow, NULL );
	vecThrow += vForward * 350 + Vector( 0, 0, 50 );
	Fraggrenade_Create( vecSrc, vec3_angle, vecThrow, AngularImpulse(200,random->RandomInt(-600,600),0), pPlayer, GRENADE_TIMER, false );

	WeaponSound( WPN_DOUBLE );
	// Send the player 'attack' animation.
	pPlayer->SetAnimation(PLAYER_ATTACK1);

	m_bRedraw = true;

	m_iPrimaryAttacks++;
	gamestats->Event_WeaponFired( pPlayer, true, GetClassname() );
}
开发者ID:RaraFolf,项目名称:FIREFIGHT-RELOADED-src-sdk-2013,代码行数:27,代码来源:weapon_frag.cpp

示例6: GetOwner

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CWeaponBugBait::PrimaryAttack( void )
{
	if ( m_bRedraw )
		return;

	CBaseCombatCharacter *pOwner  = GetOwner();
	
	if ( pOwner == NULL )
		return;

	CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
	
	if ( pPlayer == NULL )
		return;

	SendWeaponAnim( ACT_VM_HAULBACK );
	
	m_flTimeWeaponIdle		= FLT_MAX;
	m_flNextPrimaryAttack	= FLT_MAX;

	m_iPrimaryAttacks++;
	gamestats->Event_WeaponFired( pPlayer, true, GetClassname() );
}
开发者ID:xxauroraxx,项目名称:Source.Python,代码行数:26,代码来源:weapon_bugbait.cpp

示例7: CheckThrowPosition

//-----------------------------------------------------------------------------
// Purpose: 
// Input  : *pPlayer - 
//-----------------------------------------------------------------------------
void CWeaponFrag::ThrowGrenade( CBasePlayer *pPlayer )
{

	// VR Source - if weapon tracking through based on weapon angle vector.
	Vector	vecEye = pPlayer->EyePosition();
	Vector	vForward, vRight;

	pPlayer->EyeVectors( &vForward, &vRight, NULL );
	Vector vecSrc = vecEye + vForward * 18.0f + vRight * 8.0f;
	CheckThrowPosition( pPlayer, vecEye, vecSrc );
	vForward[2] += 0.1f;
	
	Vector vecThrow;
	pPlayer->GetVelocity( &vecThrow, NULL );
	
	// VR Source - use weapon angle vectors if available
	if ( pPlayer->Weapon_Tracking() ) 
	{
		vecThrow += pPlayer->Weapon_ShootDirection() * 1200;
	} 
	else
	{
		vecThrow += vForward * 1200;
	}
	

	//todo: do I need to replace the vec3_angle as well?

	Fraggrenade_Create( vecSrc, vec3_angle, vecThrow, AngularImpulse(600,random->RandomInt(-1200,1200),0), pPlayer, GRENADE_TIMER, false );

	m_bRedraw = true;

	WeaponSound( SINGLE );

	m_iPrimaryAttacks++;
	gamestats->Event_WeaponFired( pPlayer, true, GetClassname() );
}
开发者ID:TheHolyChicken,项目名称:halflife2-vr,代码行数:41,代码来源:weapon_frag.cpp

示例8: FireBolt

//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponCrossbow::PrimaryAttack( void )
{
	if ( m_bInZoom && g_pGameRules->IsMultiplayer() )
	{
//		FireSniperBolt();
		FireBolt();
	}
	else
	{
		FireBolt();
	}

	// Signal a reload
	m_bMustReload = true;

	SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration( ACT_VM_PRIMARYATTACK ) );

	CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
	if ( pPlayer )
	{
		m_iPrimaryAttacks++;
		gamestats->Event_WeaponFired( pPlayer, true, GetClassname() );
	}
}
开发者ID:SCell555,项目名称:source-sdk-2013,代码行数:27,代码来源:weapon_crossbow.cpp

示例9: SquadRecruit

//=========================================================
//
// SquadRecruit(), get some monsters of my classification and
// link them as a group.  returns the group size
//
//=========================================================
int CSquadMonster :: SquadRecruit( int searchRadius, int maxMembers )
{
	int squadCount;
	EntityClassification_t iMyClass = Classify();// cache this monster's class


	// Don't recruit if I'm already in a group
	if ( InSquad() )
		return 0;

	if ( maxMembers < 2 )
		return 0;

	// I am my own leader
	m_hSquadLeader = this;
	squadCount = 1;

	CBaseEntity *pEntity = NULL;

	if ( HasNetName() )
	{
		// I have a netname, so unconditionally recruit everyone else with that name.
		pEntity = UTIL_FindEntityByString( pEntity, "netname", GetNetName() );
		while ( pEntity )
		{
			CSquadMonster *pRecruit = pEntity->MySquadMonsterPointer();

			if ( pRecruit )
			{
				if ( !pRecruit->InSquad() && pRecruit->Classify() == iMyClass && pRecruit != this )
				{
					// minimum protection here against user error.in worldcraft. 
					if (!SquadAdd( pRecruit ))
						break;
					squadCount++;
				}
			}
	
			pEntity = UTIL_FindEntityByString( pEntity, "netname", GetNetName() );
		}
	}
	else 
	{
		while ((pEntity = UTIL_FindEntityInSphere( pEntity, GetAbsOrigin(), searchRadius )) != NULL)
		{
			CSquadMonster *pRecruit = pEntity->MySquadMonsterPointer( );

			if ( pRecruit && pRecruit != this && pRecruit->IsAlive() && !pRecruit->m_pCine )
			{
				// Can we recruit this guy?
				if ( !pRecruit->InSquad() && pRecruit->Classify() == iMyClass &&
				   ( (iMyClass != EntityClassifications().GetClassificationId( classify::ALIEN_MONSTER )) || FStrEq( GetClassname(), pRecruit->GetClassname() )) &&
				    !pRecruit->HasNetName() )
				{
					TraceResult tr;
					UTIL_TraceLine( GetAbsOrigin() + GetViewOffset(), pRecruit->GetAbsOrigin() + GetViewOffset(), ignore_monsters, pRecruit->edict(), &tr );// try to hit recruit with a traceline.
					if ( tr.flFraction == 1.0 )
					{
						if (!SquadAdd( pRecruit ))
							break;

						squadCount++;
					}
				}
			}
		}
	}

	// no single member squads
	if (squadCount == 1)
	{
		m_hSquadLeader = NULL;
	}

	return squadCount;
}
开发者ID:oskarlh,项目名称:HLEnhanced,代码行数:82,代码来源:CSquadMonster.cpp

示例10: Q_strncpy

//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMaterialModifyControl::InputStartFloatLerp( inputdata_t &inputdata )
{
    char parseString[255];
    Q_strncpy(parseString, inputdata.value.String(), sizeof(parseString));

//	if( debug_materialmodifycontrol.GetBool() )//&& Q_stristr( GetDebugName(), "alyx" ) )
//	{
//		DevMsg( 1, "CMaterialModifyControl::InputStartFloatLerp %s %s %s \"%s\"\n",
//			GetDebugName(), m_szMaterialName.Get(), m_szMaterialVar.Get(), inputdata.value.String() );
//	}

    // Get the start & end values
    char *pszParam = strtok(parseString," ");
    if ( pszParam && pszParam[0] )
    {
        float flStartValue = atof(pszParam);

        pszParam = strtok(NULL," ");
        if ( pszParam && pszParam[0] )
        {
            float flEndValue = atof(pszParam);

            pszParam = strtok(NULL," ");
            if ( pszParam && pszParam[0] )
            {
                float flTransitionTime = atof(pszParam);

                pszParam = strtok(NULL," ");
                if ( pszParam && pszParam[0] )
                {
                    bool bWrap = atoi(pszParam) != 0;
                    // We don't implement wrap currently.
                    bWrap = bWrap;

                    // Got all the parameters. Save 'em and return;
                    m_flFloatLerpStartValue = flStartValue;
                    m_flFloatLerpEndValue = flEndValue;
                    m_flFloatLerpTransitionTime = flTransitionTime;
                    m_nModifyMode = MATERIAL_MODIFY_MODE_FLOAT_LERP;
                    m_bNewAnimCommandsSemaphore = !m_bNewAnimCommandsSemaphore;
                    return;
                }
            }
        }
    }

    Warning("%s (%s) received StartFloatLerp input without correct parameters. Syntax: <Start Value> <End Value> <Transition Time> <Loop>\n<Loop> should be 1 or 0.\n", GetClassname(), GetDebugName() );
}
开发者ID:AluminumKen,项目名称:hl2sb-src,代码行数:51,代码来源:MaterialModifyControl.cpp

示例11: Warning

//-----------------------------------------------------------------------------
// Purpose: set a base and minimum bloom scale
//-----------------------------------------------------------------------------
void CEnvTonemapController::InputSetBloomScaleRange( inputdata_t &inputdata )
{
	float bloom_max=1, bloom_min=1;
	int nargs=sscanf("%f %f",inputdata.value.String(), bloom_max, bloom_min );
	if (nargs != 2)
	{
		Warning("%s (%s) received SetBloomScaleRange input without 2 arguments. Syntax: <max bloom> <min bloom>\n", GetClassname(), GetDebugName() );
		return;
	}
	m_flCustomBloomScale=bloom_max;
	m_flCustomBloomScale=bloom_min;
}
开发者ID:Baer42,项目名称:Source-SDK-2014,代码行数:15,代码来源:env_tonemap_controller.cpp

示例12: Q_strncpy

//-----------------------------------------------------------------------------
// Purpose: Blend the tonemap scale to the specified value
//-----------------------------------------------------------------------------
void CEnvTonemapController::InputBlendTonemapScale( inputdata_t &inputdata )
{
	char parseString[255];
	Q_strncpy(parseString, inputdata.value.String(), sizeof(parseString));

	// Get the target tonemap scale
	char *pszParam = strtok(parseString," ");
	if ( !pszParam || !pszParam[0] )
	{
		Warning("%s (%s) received BlendTonemapScale input without a target tonemap scale. Syntax: <target tonemap scale> <blend time>\n", GetClassname(), GetDebugName() );
		return;
	}
	m_flBlendTonemapEnd = atof( pszParam );

	// Get the blend time
	pszParam = strtok(NULL," ");
	if ( !pszParam || !pszParam[0] )
	{
		Warning("%s (%s) received BlendTonemapScale input without a blend time. Syntax: <target tonemap scale> <blend time>\n", GetClassname(), GetDebugName() );
		return;
	}
	m_flBlendEndTime = gpGlobals->curtime + atof( pszParam );

	m_flBlendStartTime = gpGlobals->curtime;
	m_flBlendTonemapStart = mat_hdr_tonemapscale.GetFloat();

	// Start thinking
	SetNextThink( gpGlobals->curtime + 0.1 );
	SetThink( &CEnvTonemapController::UpdateTonemapScaleBlend );
}
开发者ID:Baer42,项目名称:Source-SDK-2014,代码行数:33,代码来源:env_tonemap_controller.cpp

示例13: ToBasePlayer

//-----------------------------------------------------------------------------
// Purpose: 
//
//
//-----------------------------------------------------------------------------
void CWeaponShotgun::PrimaryAttack( void )
{
	// Only the player fires this way so we can cast
	CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );

	if (!pPlayer)
	{
		return;
	}

	// MUST call sound before removing a round from the clip of a CMachineGun
	WeaponSound(SINGLE);

	pPlayer->DoMuzzleFlash();

	SendWeaponAnim( ACT_VM_PRIMARYATTACK );

	// Don't fire again until fire animation has completed
	m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
	m_iClip1 -= 1;

	// player "shoot" animation
	pPlayer->SetAnimation( PLAYER_ATTACK1 );
	ToHL2MPPlayer(pPlayer)->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY );


	Vector	vecSrc		= pPlayer->Weapon_ShootPosition( );
	Vector	vecAiming	= pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );	

#ifdef HL2SB
#ifndef CLIENT_DLL
	pPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 1.0 );
#endif
#endif

#ifndef HL2SB
	FireBulletsInfo_t info( 7, vecSrc, vecAiming, GetBulletSpread(), MAX_TRACE_LENGTH, m_iPrimaryAmmoType );
#else
	FireBulletsInfo_t info( sk_plr_num_shotgun_pellets.GetInt(), vecSrc, vecAiming, GetBulletSpread(), MAX_TRACE_LENGTH, m_iPrimaryAmmoType );
#endif
	info.m_pAttacker = pPlayer;

	// Fire the bullets, and force the first shot to be perfectly accuracy
	pPlayer->FireBullets( info );
	
	QAngle punch;
	punch.Init( SharedRandomFloat( "shotgunpax", -2, -1 ), SharedRandomFloat( "shotgunpay", -2, 2 ), 0 );
	pPlayer->ViewPunch( punch );

#ifdef HL2SB
#ifndef CLIENT_DLL
	CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), SOUNDENT_VOLUME_SHOTGUN, 0.2, GetOwner() );
#endif
#endif

	if (!m_iClip1 && pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
	{
		// HEV suit - indicate out of ammo condition
		pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0); 
	}

	m_bNeedPump = true;

#ifdef HL2SB
#ifndef CLIENT_DLL
	gamestats->Event_WeaponFired( pPlayer, true, GetClassname() );
#endif
#endif
}
开发者ID:AluminumKen,项目名称:hl2sb-src,代码行数:74,代码来源:weapon_shotgun.cpp

示例14: defined

void CBaseScripted::InitScriptedEntity( void )
{
#if defined ( LUA_SDK )
#if 0
#ifndef CLIENT_DLL
	// Let the instance reinitialize itself for the client.
	if ( m_nTableReference != LUA_NOREF )
		return;
#endif
#endif

	SetThink( &CBaseScripted::Think );
#ifdef CLIENT_DLL
	SetNextClientThink( gpGlobals->curtime );
#endif
	SetNextThink( gpGlobals->curtime );

	SetTouch( &CBaseScripted::Touch );

	char className[ 255 ];
#if defined ( CLIENT_DLL )
	if ( strlen( GetScriptedClassname() ) > 0 )
		Q_strncpy( className, GetScriptedClassname(), sizeof( className ) );
	else
		Q_strncpy( className, GetClassname(), sizeof( className ) );
#else
	Q_strncpy( m_iScriptedClassname.GetForModify(), GetClassname(), sizeof( className ) );
 	Q_strncpy( className, GetClassname(), sizeof( className ) );
#endif
 	Q_strlower( className );
	SetClassname( className );

	if ( m_nTableReference == LUA_NOREF )
	{
		LoadScriptedEntity();
		m_nTableReference = luaL_ref( L, LUA_REGISTRYINDEX );
	}
	else
	{
		lua_getglobal( L, "table" );
		if ( lua_istable( L, -1 ) )
		{
			lua_getfield( L, -1, "merge" );
			if ( lua_isfunction( L, -1 ) )
			{
				lua_remove( L, -2 );
				lua_getref( L, m_nTableReference );
				LoadScriptedEntity();
				luasrc_pcall( L, 2, 0, 0 );
			}
			else
			{
				lua_pop( L, 2 );
			}
		}
		else
		{
			lua_pop( L, 1 );
		}
	}

	BEGIN_LUA_CALL_ENTITY_METHOD( "Initialize" );
	END_LUA_CALL_ENTITY_METHOD( 0, 0 );
#endif
}
开发者ID:WorldGamers,项目名称:Mobile-Forces-Source,代码行数:65,代码来源:basescripted.cpp

示例15: MakeNPCInRadius

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CTemplateNPCMaker::MakeNPC( void )
{
	// If we should be using the radius spawn method instead, do so
	if ( m_flRadius && HasSpawnFlags(SF_NPCMAKER_ALWAYSUSERADIUS) )
	{
		MakeNPCInRadius();
		return;
	}

	if (!CanMakeNPC( ( m_iszDestinationGroup != NULL_STRING ) ))
		return;

	CNPCSpawnDestination *pDestination = NULL;
	if ( m_iszDestinationGroup != NULL_STRING )
	{
		pDestination = FindSpawnDestination();
		if ( !pDestination )
		{
			DevMsg( 2, "%s '%s' failed to find a valid spawnpoint in destination group: '%s'\n", GetClassname(), STRING(GetEntityName()), STRING(m_iszDestinationGroup) );
			return;
		}
	}

	CAI_BaseNPC	*pent = NULL;
	CBaseEntity *pEntity = NULL;
	MapEntity_ParseEntity( pEntity, STRING(m_iszTemplateData), NULL );
	if ( pEntity != NULL )
	{
		pent = (CAI_BaseNPC *)pEntity;
	}

	if ( !pent )
	{
		Warning("NULL Ent in NPCMaker!\n" );
		return;
	}
	
	if ( pDestination )
	{
		pent->SetAbsOrigin( pDestination->GetAbsOrigin() );

		// Strip pitch and roll from the spawner's angles. Pass only yaw to the spawned NPC.
		QAngle angles = pDestination->GetAbsAngles();
		angles.x = 0.0;
		angles.z = 0.0;
		pent->SetAbsAngles( angles );

		pDestination->OnSpawnedNPC( pent );
	}
	else
	{
		pent->SetAbsOrigin( GetAbsOrigin() );

		// Strip pitch and roll from the spawner's angles. Pass only yaw to the spawned NPC.
		QAngle angles = GetAbsAngles();
		angles.x = 0.0;
		angles.z = 0.0;
		pent->SetAbsAngles( angles );
	}

	m_OnSpawnNPC.Set( pEntity, pEntity, this );

	if ( m_spawnflags & SF_NPCMAKER_FADE )
	{
		pent->AddSpawnFlags( SF_NPC_FADE_CORPSE );
	}

	pent->RemoveSpawnFlags( SF_NPC_TEMPLATE );

	if ( ( m_spawnflags & SF_NPCMAKER_NO_DROP ) == false )
	{
		pent->RemoveSpawnFlags( SF_NPC_FALL_TO_GROUND ); // don't fall, slam
	}

	ChildPreSpawn( pent );

	DispatchSpawn( pent );
	pent->SetOwnerEntity( this );
	DispatchActivate( pent );

	ChildPostSpawn( pent );

	m_nLiveChildren++;// count this NPC

	if (!(m_spawnflags & SF_NPCMAKER_INF_CHILD))
	{
		m_nMaxNumNPCs--;

		if ( IsDepleted() )
		{
			m_OnAllSpawned.FireOutput( this, this );

			// Disable this forever.  Don't kill it because it still gets death notices
			SetThink( NULL );
			SetUse( NULL );
		}
	}
//.........这里部分代码省略.........
开发者ID:Adidasman1,项目名称:source-sdk-2013,代码行数:101,代码来源:monstermaker.cpp


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