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C++ H_Parent函数代码示例

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

void CPhysicsShellHolder::activate_physic_shell()
{
	VERIFY						(!m_pPhysicsShell);
	create_physic_shell			();
	Fvector						l_fw, l_up;
	l_fw.set					(XFORM().k);
	l_up.set					(XFORM().j);
	l_fw.mul					(2.f);
	l_up.mul					(2.f);

	Fmatrix						l_p1, l_p2;
	l_p1.set					(XFORM());
	l_p2.set					(XFORM());
	l_fw.mul					(2.f);
	l_p2.c.add					(l_fw);

	m_pPhysicsShell->Activate	(l_p1, 0, l_p2);
	if(H_Parent()&&H_Parent()->Visual())
	{
		smart_cast<CKinematics*>(H_Parent()->Visual())->CalculateBones_Invalidate	();
		smart_cast<CKinematics*>(H_Parent()->Visual())->CalculateBones	();
	}
	smart_cast<CKinematics*>(Visual())->CalculateBones_Invalidate	();
	smart_cast<CKinematics*>(Visual())->CalculateBones();
	if(!IsGameTypeSingle())
	{
		if(!smart_cast<CCustomRocket*>(this)&&!smart_cast<CGrenade*>(this)) PPhysicsShell()->SetIgnoreDynamic();
	}
//	XFORM().set					(l_p1);
	correct_spawn_pos();

m_pPhysicsShell->set_LinearVel(l_fw);
	m_pPhysicsShell->GetGlobalTransformDynamic(&XFORM());
}
开发者ID:OLR-xray,项目名称:OLR-3.0,代码行数:34,代码来源:PhysicsShellHolder.cpp

示例2: VERIFY

void CBlackGraviArtefact::UpdateCLChild() 
{
	VERIFY(!ph_world->Processing());
	inherited::UpdateCLChild	();

	if (getVisible() && m_pPhysicsShell) {
		if (m_bStrike) {
			Fvector	P; 
			P.set(Position());
			feel_touch_update(P,m_fRadius);

			GraviStrike();

			CParticlesObject* pStaticPG;
			pStaticPG = CParticlesObject::Create(*m_sParticleName,TRUE);
			Fmatrix pos; 
			pos.set(XFORM()); 
			Fvector vel; 
			//vel.sub(Position(),ps_Element(0).vPosition); 
			//vel.div((Level().timeServer()-ps_Element(0).dwTime)/1000.f);
			vel.set(0,0,0);
			pStaticPG->UpdateParent(pos, vel); 
			pStaticPG->Play();

			m_bStrike = false;
		}
	}else if(H_Parent()) XFORM().set(H_Parent()->XFORM());
}
开发者ID:OLR-xray,项目名称:OLR-3.0,代码行数:28,代码来源:BlackGraviArtifact.cpp

示例3: PlayAnimIdle

void CWeaponMagazined::OnZoomIn()
{
	inherited::OnZoomIn();

	if (GetState() == eIdle)
		PlayAnimIdle();

	CActor* pActor = smart_cast<CActor*>(H_Parent());
	if (pActor)
	{
																					
		HUD_SOUND::StopSound(sndSightsUp);													//daemonion - iron sight audio - sights being raised
		HUD_SOUND::StopSound(sndSightsDown);												//									
		bool b_hud_mode = (Level().CurrentEntity() == H_Parent());							//
		HUD_SOUND::PlaySound(sndSightsUp, H_Parent()->Position(), H_Parent(), b_hud_mode);	//--END	

		CEffectorZoomInertion* S = smart_cast<CEffectorZoomInertion*>	(pActor->Cameras().GetCamEffector(eCEZoom));
		if (!S)
		{
			S = (CEffectorZoomInertion*)pActor->Cameras().AddCamEffector(xr_new<CEffectorZoomInertion>());
			S->Init(this);
		};
		S->SetRndSeed(pActor->GetZoomRndSeed());
		R_ASSERT(S);
	}
}
开发者ID:Karlan88,项目名称:xray,代码行数:26,代码来源:WeaponMagazined.cpp

示例4: while

void CWeaponKnife::KnifeStrike(const Fvector& pos, const Fvector& dir)
{
	CCartridge						cartridge; 
	cartridge.param_s.buckShot		= 1;				
	cartridge.param_s.impair		= 1.0f;
	cartridge.param_s.kDisp			= 1.0f;
	cartridge.param_s.kHit			= 1.0f;
	cartridge.param_s.kCritical		= 1.0f;
	cartridge.param_s.kImpulse		= 1.0f;
	cartridge.param_s.kAP			= 1.0f;
	cartridge.m_flags.set			(CCartridge::cfTracer, FALSE);
	cartridge.m_flags.set			(CCartridge::cfRicochet, FALSE);
	cartridge.param_s.fWallmarkSize	= fWallmarkSize;
	cartridge.bullet_material_idx	= knife_material_idx;

	while(m_magazine.size() < 2)	m_magazine.push_back(cartridge);
	iAmmoElapsed					= m_magazine.size();
	bool SendHit					= SendHitAllowed(H_Parent());

	PlaySound						("sndShot",pos);

	Level().BulletManager().AddBullet(	pos, 
										dir, 
										m_fStartBulletSpeed, 
										fCurrentHit, 
										fCurrentHitCritical, 
										fHitImpulse_cur, 
										H_Parent()->ID(), 
										ID(), 
										m_eHitType, 
										fireDistance, 
										cartridge, 
										SendHit);
}
开发者ID:2asoft,项目名称:xray,代码行数:34,代码来源:WeaponKnife.cpp

示例5: Actor

// Function for callbacks added by Cribbledirge.
void CWeaponMagazined::StateSwitchCallback(GameObject::ECallbackType actor_type, GameObject::ECallbackType npc_type)
{
	xr_string ammo_type;
	if (GetAmmoElapsed() == 0 || m_magazine.empty())
	{
		ammo_type = *m_ammoTypes[m_ammoType];
	}
	else
	{
		ammo_type = *m_ammoTypes[m_magazine.back().m_LocalAmmoType];
	}

	if (g_actor)
	{
		if (smart_cast<CActor*>(H_Parent()))  // This is an actor.
		{
			Actor()->callback(actor_type)(
				lua_game_object(),  // The weapon as a game object.
				ammo_type.c_str()   // The caliber of the weapon.
			);
		}
		else if (smart_cast<CEntityAlive*>(H_Parent()))  // This is an NPC.
		{
			Actor()->callback(npc_type)(
				smart_cast<CEntityAlive*>(H_Parent())->lua_game_object(),       // The owner of the weapon.
				lua_game_object(),                                              // The weapon itself.
                                ammo_type.c_str()                                               // The caliber of the weapon.
			);
		}
	}
}
开发者ID:Karlan88,项目名称:xray,代码行数:32,代码来源:WeaponMagazined.cpp

示例6: Msg

void CWeapon::SwitchState(u32 S)
{
	if (OnClient()) return;

#ifndef MASTER_GOLD
	if ( bDebug )
	{
		Msg("---Server is going to send GE_WPN_STATE_CHANGE to [%d], weapon_section[%s], parent[%s]",
			S, cNameSect().c_str(), H_Parent() ? H_Parent()->cName().c_str() : "NULL Parent");
	}
#endif // #ifndef MASTER_GOLD

	SetNextState		( S );
	if (CHudItem::object().Local() && !CHudItem::object().getDestroy() && m_pInventory && OnServer())	
	{
		// !!! Just single entry for given state !!!
		NET_Packet		P;
		CHudItem::object().u_EventGen		(P,GE_WPN_STATE_CHANGE,CHudItem::object().ID());
		P.w_u8			(u8(S));
		P.w_u8			(u8(m_sub_state));
		P.w_u8			(m_ammoType);
		P.w_u8			(u8(iAmmoElapsed & 0xff));
		P.w_u8			(m_set_next_ammoType_on_reload);
		CHudItem::object().u_EventSend		(P, net_flags(TRUE, TRUE, FALSE, TRUE));
	}
}
开发者ID:AntonioModer,项目名称:xray-16,代码行数:26,代码来源:Weapon.cpp

示例7: VERIFY

void CArtefact::UpdateWorkload		(u32 dt) 
{

	VERIFY(!physics_world()->Processing());
	// particles - velocity
	Fvector vel = {0, 0, 0};
	if (H_Parent()) 
	{
		CPhysicsShellHolder* pPhysicsShellHolder = smart_cast<CPhysicsShellHolder*>(H_Parent());
		if(pPhysicsShellHolder) pPhysicsShellHolder->PHGetLinearVell(vel);
	}
	CParticlesPlayer::SetParentVel	(vel);

	// 
	UpdateLights					();
	if(m_activationObj && m_activationObj->IsInProgress())	{
		CPHUpdateObject::Activate			();
		m_activationObj->UpdateActivation	();
		return;
	}

	// custom-logic
	if(!CAttachableItem::enabled())
		UpdateCLChild					();
	
}
开发者ID:AntonioModer,项目名称:xray-16,代码行数:26,代码来源:Artefact.cpp

示例8: VERIFY

void CArtefact::ActivateArtefact	()
{
	VERIFY(m_bCanSpawnZone);
	VERIFY( H_Parent() );
	m_activationObj = xr_new<SArtefactActivation>(this,H_Parent()->ID());
	m_activationObj->Start();

}
开发者ID:OLR-xray,项目名称:XRay-NEW,代码行数:8,代码来源:Artifact.cpp

示例9: UpdateHUDAddonsVisibility

void CWeapon::UpdateCL		()
{
	inherited::UpdateCL		();
	UpdateHUDAddonsVisibility();
	//подсветка от выстрела
	UpdateLight				();

	//нарисовать партиклы
	UpdateFlameParticles	();
	UpdateFlameParticles2	();

	if(!IsGameTypeSingle())
		make_Interpolation		();
	
	if( (GetNextState()==GetState()) && IsGameTypeSingle() && H_Parent()==Level().CurrentEntity())
	{
		CActor* pActor	= smart_cast<CActor*>(H_Parent());
		if(pActor && !pActor->AnyMove() && this==pActor->inventory().ActiveItem())
		{
			if (hud_adj_mode==0 && 
				GetState()==eIdle && 
				(Device.dwTimeGlobal-m_dw_curr_substate_time>20000) && 
				!IsZoomed()&&
				g_player_hud->attached_item(1)==NULL)
			{
				if(AllowBore())
					SwitchState		(eBore);

				ResetSubStateTime	();
			}
		}
	}

	if(m_zoom_params.m_pNight_vision && !need_renderable())
	{
		if(!m_zoom_params.m_pNight_vision->IsActive())
		{
			CActor *pA = smart_cast<CActor *>(H_Parent());
			R_ASSERT(pA);
			CTorch* pTorch = smart_cast<CTorch*>( pA->inventory().ItemFromSlot(TORCH_SLOT) );
			if ( pTorch && pTorch->GetNightVisionStatus() )
			{
				m_bRememberActorNVisnStatus = pTorch->GetNightVisionStatus();
				pTorch->SwitchNightVision(false, false);
			}
			m_zoom_params.m_pNight_vision->Start(m_zoom_params.m_sUseZoomPostprocess, pA, false);
		}

	}
	else if(m_bRememberActorNVisnStatus)
	{
		m_bRememberActorNVisnStatus = false;
		EnableActorNVisnAfterZoom();
	}

	if(m_zoom_params.m_pVision)
		m_zoom_params.m_pVision->Update();
}
开发者ID:AntonioModer,项目名称:xray-16,代码行数:58,代码来源:Weapon.cpp

示例10: VERIFY

void CWeaponMagazined::state_Fire(float dt)
{
	VERIFY(fTimeToFire > 0.f);

	Fvector					p1, d;
	p1.set(get_LastFP());
	d.set(get_LastFD());

	if (!H_Parent()) return;

	CInventoryOwner* io = smart_cast<CInventoryOwner*>(H_Parent());
	if (NULL == io->inventory().ActiveItem())
	{
		Log("current_state", GetState());
		Log("next_state", GetNextState());
		Log("state_time", m_dwStateTime);
		Log("item_sect", cNameSect().c_str());
		Log("H_Parent", H_Parent()->cNameSect().c_str());
	}

	smart_cast<CEntity*>	(H_Parent())->g_fireParams(this, p1, d);
	if (m_iShotNum == 0)
	{
		m_vStartPos = p1;
		m_vStartDir = d;
	};

	VERIFY(!m_magazine.empty());
	//	Msg("%d && %d && (%d || %d) && (%d || %d)", !m_magazine.empty(), fTime<=0, IsWorking(), m_bFireSingleShot, m_iQueueSize < 0, m_iShotNum < m_iQueueSize);
	while (!m_magazine.empty() && fTime <= 0 && (IsWorking() || m_bFireSingleShot) && (m_iQueueSize < 0 || m_iShotNum < m_iQueueSize))
	{
		m_bFireSingleShot = false;

		VERIFY(fTimeToFire > 0.f);
		fTime += fTimeToFire;

		++m_iShotNum;

		OnShot();
		static int i = 0;
		if (i || m_iShotNum > m_iShootEffectorStart)
		{
			// Do Weapon Callback.  (Cribbledirge)
			StateSwitchCallback(GameObject::eOnActorWeaponFire, GameObject::eOnNPCWeaponFire);

			FireTrace(p1, d);
		}
		else
		{
			FireTrace(m_vStartPos, m_vStartDir);
		}
	}

	if (m_iShotNum == m_iQueueSize)
		m_bStopedAfterQueueFired = true;

	UpdateSounds();
}
开发者ID:Karlan88,项目名称:xray,代码行数:58,代码来源:WeaponMagazined.cpp

示例11: HUD

void CWeaponRPG7::switch2_Fire()
{
	m_iShotNum			= 0;
	m_bFireSingleShot	= true;
	bWorking			= false;

	if(GetState()==eFire && getRocketCount()) 
	{
		Fvector p1, d1, p; 
		Fvector p2, d2, d; 
		p1.set								(get_LastFP()); 
		d1.set								(get_LastFD());
		p = p1;
		d = d1;
		CEntity* E = smart_cast<CEntity*>	(H_Parent());
		if(E)
		{
			E->g_fireParams				(this, p2,d2);
			p = p2;
			d = d2;

			if(IsHudModeNow())
			{
				Fvector		p0;
				float dist	= HUD().GetCurrentRayQuery().range;
				p0.mul		(d2,dist);
				p0.add		(p1);
				p			= p1;
				d.sub		(p0,p1);
				d.normalize_safe();
			}
		}

		Fmatrix								launch_matrix;
		launch_matrix.identity				();
		launch_matrix.k.set					(d);
		Fvector::generate_orthonormal_basis(launch_matrix.k,
											launch_matrix.j, launch_matrix.i);
		launch_matrix.c.set					(p);

		d.normalize							();
		d.mul								(m_fLaunchSpeed);

		CRocketLauncher::LaunchRocket		(launch_matrix, d, zero_vel);

		CExplosiveRocket* pGrenade			= smart_cast<CExplosiveRocket*>(getCurrentRocket());
		VERIFY								(pGrenade);
		pGrenade->SetInitiator				(H_Parent()->ID());

		if (OnServer())
		{
			NET_Packet						P;
			u_EventGen						(P,GE_LAUNCH_ROCKET,ID());
			P.w_u16							(u16(getCurrentRocket()->ID()));
			u_EventSend						(P);
		}
	}
}
开发者ID:AntonioModer,项目名称:xray-16,代码行数:58,代码来源:WeaponRPG7.cpp

示例12: H_Parent

void CPda::feel_touch_delete(CObject* O) 
{
	if(!H_Parent())							return;
	if ( CInventoryOwner* pLostContactInvOwner = smart_cast<CInventoryOwner*>(O) )
	{
		CInventoryOwner* pOwner	=	smart_cast<CInventoryOwner*>( H_Parent() );VERIFY(pOwner);
		pOwner->LostPdaContact		(pLostContactInvOwner);
	}
}
开发者ID:AntonioModer,项目名称:xray-16,代码行数:9,代码来源:PDA.cpp

示例13: shedule_Update

void CScientificDetector::shedule_Update(u32 dt) 
{
	inherited::shedule_Update	(dt);

	if(!H_Parent())				return;
	Fvector						P; 
	P.set						(H_Parent()->Position());
	m_zones.feel_touch_update	(P,m_fAfDetectRadius);
}
开发者ID:AntonioModer,项目名称:xray-16,代码行数:9,代码来源:EliteDetector.cpp

示例14: net_Import

void CWeapon::net_Import(NET_Packet& P)
{
	inherited::net_Import (P);
	
	float _cond;
	P.r_float_q8			(_cond,0.0f,1.0f);
	SetCondition			(_cond);

	u8 flags				= 0;
	P.r_u8					(flags);

	u16 ammo_elapsed = 0;
	P.r_u16					(ammo_elapsed);

	u8						NewAddonState;
	P.r_u8					(NewAddonState);

	m_flagsAddOnState		= NewAddonState;
	UpdateAddonsVisibility	();

	u8 ammoType, wstate;
	P.r_u8					(ammoType);
	P.r_u8					(wstate);

	u8 Zoom;
	P.r_u8					((u8)Zoom);

	if (H_Parent() && H_Parent()->Remote())
	{
		if (Zoom) OnZoomIn();
		else OnZoomOut();
	};
	switch (wstate)
	{	
	case eFire:
	case eFire2:
	case eSwitch:
	case eReload:
		{
		}break;	
	default:
		{
			if (ammoType >= m_ammoTypes.size())
				Msg("!! Weapon [%d], State - [%d]", ID(), wstate);
			else
			{
				m_ammoType = ammoType;
				SetAmmoElapsed((ammo_elapsed));
			}
		}break;
	}
	
	VERIFY((u32)iAmmoElapsed == m_magazine.size());
}
开发者ID:AntonioModer,项目名称:xray-16,代码行数:54,代码来源:Weapon.cpp

示例15: correct_spawn_pos

void CPhysicsShellHolder::correct_spawn_pos()
{
	VERIFY								(PPhysicsShell());
	
	if( H_Parent() )
	{
		CPhysicsShellHolder	* P = smart_cast<CPhysicsShellHolder*>(H_Parent());
		if( P && P->has_shell_collision_place(this) )
			return;
	}

	Fvector								size;
	Fvector								c;
	get_box								(PPhysicsShell(),XFORM(),size,c);

	R_ASSERT2( _valid( c ), make_string( "object: %s model: %s ", cName().c_str(), cNameVisual().c_str() ) );
	R_ASSERT2( _valid( size ), make_string( "object: %s model: %s ", cName().c_str(), cNameVisual().c_str() ) );
	R_ASSERT2( _valid( XFORM() ), make_string( "object: %s model: %s ", cName().c_str(), cNameVisual().c_str() ) );

	CPHActivationShape					activation_shape;
	activation_shape.Create				(c,size,this);
	activation_shape.set_rotation		(XFORM());
	PPhysicsShell()->DisableCollision	();
	activation_shape.Activate			(size,1,1.f,M_PI/8.f);
////	VERIFY								(valid_pos(activation_shape.Position(),phBoundaries));
//	if (!valid_pos(activation_shape.Position(),phBoundaries)) {
//		CPHActivationShape				activation_shape;
//		activation_shape.Create			(c,size,this);
//		activation_shape.set_rotation	(XFORM());
//		activation_shape.Activate		(size,1,1.f,M_PI/8.f);
////		VERIFY							(valid_pos(activation_shape.Position(),phBoundaries));
//	}
	
	PPhysicsShell()->EnableCollision	();

	Fvector								ap = activation_shape.Position();
#ifdef DEBUG
	if (!valid_pos(ap,phBoundaries)) {
		Msg("not valid position	%f,%f,%f",ap.x,ap.y,ap.z);
		Msg("size	%f,%f,%f",size.x,size.y,size.z);
		Msg("Object: %s",Name());
		Msg("Visual: %s",*(cNameVisual()));
		Msg("Object	pos	%f,%f,%f",Position().x,Position().y,Position().z);
	}
#endif // DEBUG
	VERIFY								(valid_pos(activation_shape.Position(),phBoundaries));
	
	Fmatrix								trans;
	trans.identity						();
	trans.c.sub							(ap,c);
	PPhysicsShell()->TransformPosition	(trans);
	PPhysicsShell()->GetGlobalTransformDynamic(&XFORM());
	activation_shape.Destroy			();
}
开发者ID:2asoft,项目名称:xray,代码行数:54,代码来源:PhysicsShellHolder.cpp


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