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C++ LinearMove函数代码示例

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

//
// Starts the door going to its "up" position (simply ToggleData->vecPosition2).
//
void CBaseDoor::DoorGoUp( void )
{
	entvars_t	*pevActivator;

	// It could be going-down, if blocked.
	ASSERT(m_toggle_state == TS_AT_BOTTOM || m_toggle_state == TS_GOING_DOWN);

	// emit door moving and stop sounds on CHAN_STATIC so that the multicast doesn't
	// filter them out and leave a client stuck with looping door sounds!
	if ( !FBitSet( pev->spawnflags, SF_DOOR_SILENT ) )
		EMIT_SOUND(ENT(pev), CHAN_STATIC, (char*)STRING(pev->noiseMoving), 1, ATTN_NORM);

//	ALERT(at_debug, "%s go up (was %d)\n", STRING(pev->targetname), m_toggle_state);
	m_toggle_state = TS_GOING_UP;
	
	SetMoveDone(&CBaseDoor:: DoorHitTop );

	// LRC- if synched, we fire as soon as we start to go up
	if (m_iImmediateMode)
	{
		if (m_iOnOffMode)
			SUB_UseTargets( m_hActivator, USE_ON, 0 );
		else
			SUB_UseTargets( m_hActivator, USE_TOGGLE, 0 );
	}

	if ( FClassnameIs(pev, "func_door_rotating"))		// !!! BUGBUG Triggered doors don't work with this yet
	{
		float	sign = 1.0;

		if ( m_hActivator != NULL )
		{
			pevActivator = m_hActivator->pev;
			
			if ( !FBitSet( pev->spawnflags, SF_DOOR_ONEWAY ) && pev->movedir.y ) 		// Y axis rotation, move away from the player
			{
				Vector vec = pevActivator->origin - pev->origin;
				Vector angles = pevActivator->angles;
				angles.x = 0;
				angles.z = 0;
				UTIL_MakeVectors (angles);
	//			Vector vnext = (pevToucher->origin + (pevToucher->velocity * 10)) - pev->origin;
				UTIL_MakeVectors ( pevActivator->angles );
				Vector vnext = (pevActivator->origin + (gpGlobals->v_forward * 10)) - pev->origin;
				if ( (vec.x*vnext.y - vec.y*vnext.x) < 0 )
					sign = -1.0;
			}
		}
		AngularMove(m_vecAngle2*sign, pev->speed);
	}
	else

		if(m_iSpeedMode==1){		//AJH modifed to allow two types of accelerating doors	
			LinearMove(m_vecPosition2, pev->speed);
		}else{
			LinearMove(m_vecPosition2, pev->speed, m_fAcceleration, m_fDeceleration); }
}
开发者ID:Hammermaps-DEV,项目名称:Spirit-of-Half-Life-1.8--VC2010,代码行数:60,代码来源:func_doors.cpp

示例2: StartMovingSound

//-----------------------------------------------------------------------------
// Purpose: Starts the door going to its "down" position (simply ToggleData->vecPosition1).
//-----------------------------------------------------------------------------
void CBaseDoor::DoorGoDown( void )
{
	if ( !HasSpawnFlags( SF_DOOR_SILENT ) )
	{
		// If we're not moving already, start the moving noise
		if ( m_toggle_state != TS_GOING_UP && m_toggle_state != TS_GOING_DOWN )
		{
			StartMovingSound();
		}
	}
	
#ifdef DOOR_ASSERT
	ASSERT(m_toggle_state == TS_AT_TOP);
#endif // DOOR_ASSERT
	m_toggle_state = TS_GOING_DOWN;

	SetMoveDone( &CBaseDoor::DoorHitBottom );
	if ( IsRotatingDoor() )//rotating door
		AngularMove( m_vecAngle1, m_flSpeed);
	else
		LinearMove( m_vecPosition1, m_flSpeed);

	//Fire our closed output
	m_OnClose.FireOutput( this, this );
}
开发者ID:KyleGospo,项目名称:City-17-Episode-One-Source,代码行数:28,代码来源:doors.cpp

示例3: EMIT_SOUND

//
// Starts the button moving "in/up".
//
void CBaseButton::ButtonActivate()
{
	EMIT_SOUND(ENT(pev), CHAN_VOICE, (char *)STRING(pev->noise), 1, ATTN_NORM);

	if(!UTIL_IsMasterTriggered(m_sMaster, m_hActivator))
	{
		// button is locked, play locked sound
		PlayLockSounds(pev, &m_ls, TRUE, TRUE);
		return;
	}
	else
	{
		// button is unlocked, play unlocked sound
		PlayLockSounds(pev, &m_ls, FALSE, TRUE);
	}

	ASSERT(m_toggle_state == TS_AT_BOTTOM);
	m_toggle_state = TS_GOING_UP;

	SetMoveDone(&CBaseButton::TriggerAndWait);
	if(!m_fRotating)
		LinearMove(m_vecPosition2, pev->speed);
	else
		AngularMove(m_vecAngle2, pev->speed);
}
开发者ID:Sh1ft0x0EF,项目名称:HLSDKRevamp,代码行数:28,代码来源:BaseButton.cpp

示例4: EMIT_SOUND

void CMomentaryDoor::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
	if ( useType != USE_SET )		// Momentary buttons will pass down a float in here
		return;

	if ( value > 1.0 )
		value = 1.0;
	if ( value < 0.0 )
		value = 0.0;

	Vector move = m_vecPosition1 + (value * (m_vecPosition2 - m_vecPosition1));
	
	Vector delta = move - pev->origin;
	//float speed = delta.Length() * 10;
	float speed = delta.Length() / 0.1; // move there in 0.1 sec
	if ( speed == 0 )
		return;

	// This entity only thinks when it moves, so if it's thinking, it's in the process of moving
	// play the sound when it starts moving (not yet thinking)
	if ( pev->nextthink < pev->ltime || pev->nextthink == 0 )
		EMIT_SOUND(ENT(pev), CHAN_STATIC, (char*)STRING(pev->noiseMoving), 1, ATTN_NORM);
	// If we already moving to designated point, return
	else if (move == m_vecFinalDest)
		return;
	
	SetMoveDone( &CMomentaryDoor::DoorMoveDone );
	LinearMove( move, speed );
}
开发者ID:suXinjke,项目名称:HalfPayne,代码行数:29,代码来源:doors.cpp

示例5: ASSERT

//
// Starts the door going to its "up" position (simply ToggleData->vecPosition2).
//
void CBaseTrainDoor::DoorGoUp( void )
{
	// It could be going-down, if blocked.
	ASSERT( door_state == TD_CLOSED );

	door_state = TD_SHIFT_UP;

	UTIL_MakeVectors( m_vecOldAngles );

	STOP_SOUND( edict(), CHAN_STATIC, STRING( pev->noise1 ));
	EMIT_SOUND( edict(), CHAN_STATIC, STRING( pev->noise2 ), 1, ATTN_NORM );

	// Subtract 2 from size because the engine expands bboxes by 1 in all directions making the size too big
	Vector vecSize = pev->size - Vector( 2, 2, 2 );
	float depth = (fabs( gpGlobals->v_right.x * vecSize.x ) + fabs( gpGlobals->v_right.y * vecSize.y ) + fabs( gpGlobals->v_right.z * vecSize.z ) - m_flLip);

	if( pev->spawnflags & SF_TRAINDOOR_INVERSE )
		depth = -depth;

	VectorMatrix( pev->movedir, gpGlobals->v_right, gpGlobals->v_up );
	m_vecPosition3 = m_vecPosition1 + gpGlobals->v_right * -depth;

	SetMoveDone( &CBaseTrainDoor:: DoorSlideWait );
	LinearMove( m_vecPosition3, pev->speed );
}
开发者ID:XashDev,项目名称:XashXT,代码行数:28,代码来源:doors.cpp

示例6: ButtonActivate

void CBaseButton :: ButtonActivate( void )
{
	EMIT_SOUND( edict(), CHAN_VOICE, STRING( pev->noise ), 1, ATTN_NORM );
	
	if( IsLockedByMaster( ))
	{
		// button is locked, play locked sound
		PlayLockSounds( pev, &m_ls, TRUE, TRUE );
		return;
	}
	else
	{
		// button is unlocked, play unlocked sound
		PlayLockSounds( pev, &m_ls, FALSE, TRUE );
	}

	ASSERT( m_iState == STATE_OFF );
	m_iState = STATE_TURN_ON;
	
	if( pev->spawnflags & SF_BUTTON_DONTMOVE )
	{
		TriggerAndWait();
	}
	else
	{
		SetMoveDone( &CBaseButton::TriggerAndWait );

		if( !m_fRotating )
			LinearMove( m_vecPosition2, pev->speed );
		else AngularMove( m_vecAngle2, pev->speed );
	}
}
开发者ID:FWGS,项目名称:XashXT,代码行数:32,代码来源:buttons.cpp

示例7: EMIT_SOUND

/* <697ad> ../cstrike/dlls/doors.cpp:762 */
void CBaseDoor::DoorGoDown(void)
{
	bool isReversing = (m_toggle_state == TS_GOING_UP);

	if (!isReversing)
	{
		if (!(pev->spawnflags & SF_DOOR_SILENT))
		{
			if (m_toggle_state != TS_GOING_UP && m_toggle_state != TS_GOING_DOWN)
			{
				EMIT_SOUND(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseMoving), VOL_NORM, ATTN_NORM);
			}

			TheBots->OnEvent(EVENT_DOOR, m_hActivator);
		}
	}

#ifdef DOOR_ASSERT
	assert(m_toggle_state == TS_AT_TOP);
#endif // DOOR_ASSERT

	m_toggle_state = TS_GOING_DOWN;

	SetMoveDone(&CBaseDoor::DoorHitBottom);

	//rotating door
	if (FClassnameIs(pev, "func_door_rotating"))
	{
		AngularMove(m_vecAngle1, pev->speed);
	}
	else
		LinearMove(m_vecPosition1, pev->speed);
}
开发者ID:Arkshine,项目名称:ReGameDLL_CS,代码行数:34,代码来源:doors.cpp

示例8: GetNextTarget

//
// Train next - path corner needs to change to next target 
//
void CFuncTrain::Next( void )
{
	CBaseEntity	*pTarg;


	// now find our next target
	//TODO: this entity is supposed to work with path_corner only. Other entities will work, but will probably misbehave. - Solokiller
	//Check for classname and ignore others?
	pTarg = GetNextTarget();

	if( !pTarg )
	{
		if( pev->noiseMovement )
			STOP_SOUND( this, CHAN_STATIC, ( char* ) STRING( pev->noiseMovement ) );
		// Play stop sound
		if( pev->noiseStopMoving )
			EMIT_SOUND( this, CHAN_VOICE, ( char* ) STRING( pev->noiseStopMoving ), m_volume, ATTN_NORM );
		return;
	}

	// Save last target in case we need to find it again
	pev->message = pev->target;

	pev->target = pTarg->pev->target;
	m_flWait = pTarg->GetDelay();

	if( m_pevCurrentTarget && m_pevCurrentTarget->speed != 0 )
	{// don't copy speed from target if it is 0 (uninitialized)
		pev->speed = m_pevCurrentTarget->speed;
		ALERT( at_aiconsole, "Train %s speed to %4.2f\n", GetTargetname(), pev->speed );
	}
	m_pevCurrentTarget = pTarg->pev;// keep track of this since path corners change our target for us.

	pev->enemy = pTarg->edict();//hack

	if( FBitSet( m_pevCurrentTarget->spawnflags, SF_CORNER_TELEPORT ) )
	{
		// Path corner has indicated a teleport to the next corner.
		SetBits( pev->effects, EF_NOINTERP );
		SetAbsOrigin( pTarg->GetAbsOrigin() - ( pev->mins + pev->maxs )* 0.5 );
		Wait(); // Get on with doing the next path corner.
	}
	else
	{
		// Normal linear move.

		// CHANGED this from CHAN_VOICE to CHAN_STATIC around OEM beta time because trains should
		// use CHAN_STATIC for their movement sounds to prevent sound field problems.
		// this is not a hack or temporary fix, this is how things should be. (sjb).
		if( pev->noiseMovement )
		{
			STOP_SOUND( this, CHAN_STATIC, ( char* ) STRING( pev->noiseMovement ) );
			EMIT_SOUND( this, CHAN_STATIC, ( char* ) STRING( pev->noiseMovement ), m_volume, ATTN_NORM );
		}
		ClearBits( pev->effects, EF_NOINTERP );
		SetMoveDone( &CFuncTrain::Wait );
		LinearMove( pTarg->GetAbsOrigin() - ( pev->mins + pev->maxs )* 0.5, pev->speed );
	}
}
开发者ID:swmpdg,项目名称:HLEnhanced,代码行数:62,代码来源:CFuncTrain.cpp

示例9: DoorGoDown

//
// Starts the door going to its "down" position (simply ToggleData->vecPosition1).
//
void CBaseTrainDoor :: DoorGoDown( void )
{
	ASSERT( door_state == TD_SLIDING_DOWN );
	door_state = TD_SHIFT_DOWN;

	SetMoveDone( &CBaseTrainDoor:: DoorHitBottom );
	LinearMove( m_vecPosition1, pev->speed );
}
开发者ID:XashDev,项目名称:XashXT,代码行数:11,代码来源:doors.cpp

示例10: EMIT_SOUND

//
// Platform is at top, now starts moving down.
//
void CFuncPlat::GoDown( void )
{
	if( pev->noiseMovement )
		EMIT_SOUND( ENT( pev ), CHAN_STATIC, ( char* ) STRING( pev->noiseMovement ), m_volume, ATTN_NORM );

	ASSERT( m_toggle_state == TS_AT_TOP || m_toggle_state == TS_GOING_UP );
	m_toggle_state = TS_GOING_DOWN;
	SetMoveDone( &CFuncPlat::CallHitBottom );
	LinearMove( m_vecPosition2, pev->speed );
}
开发者ID:CryoKeen,项目名称:HLEnhanced,代码行数:13,代码来源:CFuncPlat.cpp

示例11: DoorSlideDown

void CBaseTrainDoor :: DoorSlideDown( void )
{
	EMIT_SOUND( edict(), CHAN_STATIC, STRING( pev->noise1 ), 1, ATTN_NORM );
	
	ASSERT( door_state == TD_OPENED );
	door_state = TD_SLIDING_DOWN;

	SetMoveDone( &CBaseTrainDoor:: DoorSlideWait );
	LinearMove( m_vecPosition3, pev->speed );
}
开发者ID:XashDev,项目名称:XashXT,代码行数:10,代码来源:doors.cpp

示例12: EMIT_SOUND

//
// Starts the door going to its "down" position (simply ToggleData->vecPosition1).
//
void CBaseDoor::DoorGoDown( void )
{
	if ( !FBitSet( pev->spawnflags, SF_DOOR_SILENT ) )
		EMIT_SOUND(ENT(pev), CHAN_STATIC, (char*)STRING(pev->noiseMoving), 1, ATTN_NORM);
	
//	ALERT(at_debug, "%s go down (was %d)\n", STRING(pev->targetname), m_toggle_state);

//FYI: not defined, so this doesn't happen. --LRC
#ifdef DOOR_ASSERT
	ASSERT(m_toggle_state == TS_AT_TOP);
#endif // DOOR_ASSERT
	m_toggle_state = TS_GOING_DOWN;

	SetMoveDone(&CBaseDoor:: DoorHitBottom );
	if ( FClassnameIs(pev, "func_door_rotating"))//rotating door
	{
		// LRC- if synched, we fire as soon as we start to go down
		if (m_iImmediateMode)
		{
			if (m_iOnOffMode)
				SUB_UseTargets( m_hActivator, USE_OFF, 0 );
			else
				SUB_UseTargets( m_hActivator, USE_TOGGLE, 0 );
		}
		AngularMove( m_vecAngle1, pev->speed);
	}
	else
	{
		// LRC- if synched, we fire as soon as we start to go down
		if (m_iImmediateMode)
		{
			SUB_UseTargets( m_hActivator, USE_OFF, 0 );
		}

		if(m_iSpeedMode==1){		//AJH modifed to allow two types of accelerating doors	
			LinearMove(m_vecPosition1, pev->speed);
		}else{
			LinearMove(m_vecPosition1, pev->speed, m_fAcceleration, m_fDeceleration); }
	}
}
开发者ID:Hammermaps-DEV,项目名称:Spirit-of-Half-Life-1.8--VC2010,代码行数:43,代码来源:func_doors.cpp

示例13: STOP_SOUND

void CMomentaryDoor::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
	if ( useType != USE_SET )		// Momentary buttons will pass down a float in here
		return;

	if ( value > 1.0 )
		value = 1.0;

	if (IsLockedByMaster()) return;

	Vector move = m_vecPosition1 + (value * (m_vecPosition2 - m_vecPosition1));

	float speed = 0;
	Vector delta;

/*	if ((value == 1) || (value == 0))
	{
         		STOP_SOUND(ENT(pev), CHAN_STATIC, (char*)STRING(pev->noiseMoving));//G-Cont. fix sound bug (original HL).
		return;
	}
*/
	if (pev->speed)
	{
		//LRC- move at the given speed, if any.
		speed = pev->speed;
	}
	else
	{
		// default: get there in 0.1 secs
		delta = move - pev->origin;

		speed = delta.Length() * 10;
	}

	//FIXME: allow for it being told to move at the same speed in the _opposite_ direction!
	if ( speed != 0 )
	{
		// This entity only thinks when it moves
		//LRC- nope, in a MoveWith world you can't rely on that. Check the state instead.
		if ( m_iState == STATE_OFF )
		{
			//ALERT(at_console,"USE: start moving to %f %f %f.\n", move.x, move.y, move.z);
			m_iState = STATE_ON;
			EMIT_SOUND(ENT(pev), CHAN_STATIC, (char*)STRING(pev->noiseMoving), 1, ATTN_NORM);
		}

		m_fLastPos = value;
		LinearMove( move, speed );
	          //LinearMove( m_vecPosition1, pev->speed, m_fAcceleration, m_fDeceleration);
		SetMoveDone(&CMomentaryDoor:: MomentaryMoveDone );
	}
}
开发者ID:Hammermaps-DEV,项目名称:Spirit-of-Half-Life-1.8--VC2010,代码行数:52,代码来源:func_doors.cpp

示例14: GetTouchTrace

//-----------------------------------------------------------------------------
// Purpose: Move away from an entity that touched us
// Input  : *pOther - the entity we touched
//-----------------------------------------------------------------------------
void CMyBrushEntity::BrushTouch( CBaseEntity *pOther )
{
	// Get the collision information
	const trace_t &tr = GetTouchTrace();

	// We want to move away from the impact point along our surface
	Vector	vecPushDir = tr.plane.normal;
	vecPushDir.Negate();
	vecPushDir.z = 0.0f;

	// Move slowly in that direction
	LinearMove( GetAbsOrigin() + ( vecPushDir * 64.0f ), 32.0f );
}
开发者ID:Adidasman1,项目名称:source-sdk-2013,代码行数:17,代码来源:sdk_brushentity.cpp

示例15: GetAbsOrigin

//-----------------------------------------------------------------------------
// Purpose: 
// Input  : &inputdata - 
//-----------------------------------------------------------------------------
void CFuncMoveLinear::InputSetSpeed( inputdata_t &inputdata )
{
	// Set the new speed
	m_flSpeed = inputdata.value.Float();

	// FIXME: This is a little questionable.  Do we want to fix the speed, or let it continue on at the old speed?
	float flDistToGoalSqr = ( m_vecFinalDest - GetAbsOrigin() ).LengthSqr();
	if ( flDistToGoalSqr > Square( FLT_EPSILON ) )
	{
		// NOTE: We do NOT want to call sound functions here, just vanilla position changes
		LinearMove( m_vecFinalDest, m_flSpeed );
	}
}
开发者ID:0xFEEDC0DE64,项目名称:UltraGame,代码行数:17,代码来源:func_movelinear.cpp


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