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C++ MESSAGE_END函数代码示例

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

void CTestEffect::TestThink( void )
{
	int i;
	float t = (gpGlobals->time - m_flStartTime);

	if (m_iBeam < 24)
	{
		CBeam *pbeam = CBeam::BeamCreate( "sprites/lgtning.spr", 100 );

		TraceResult		tr;

		Vector vecSrc = pev->origin;
		Vector vecDir = Vector( RANDOM_FLOAT( -1.0, 1.0 ), RANDOM_FLOAT( -1.0, 1.0 ),RANDOM_FLOAT( -1.0, 1.0 ) );
		vecDir = vecDir.Normalize();
		UTIL_TraceLine( vecSrc, vecSrc + vecDir * 128, ignore_monsters, ENT(pev), &tr);

		pbeam->PointsInit( vecSrc, tr.vecEndPos );
		// pbeam->SetColor( 80, 100, 255 );
		pbeam->SetColor( 255, 180, 100 );
		pbeam->SetWidth( 100 );
		pbeam->SetScrollRate( 12 );
		
		m_flBeamTime[m_iBeam] = gpGlobals->time;
		m_pBeam[m_iBeam] = pbeam;
		m_iBeam++;

#if 0
		Vector vecMid = (vecSrc + tr.vecEndPos) * 0.5;
		MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
			WRITE_BYTE(TE_DLIGHT);
			WRITE_COORD(vecMid.x);	// X
			WRITE_COORD(vecMid.y);	// Y
			WRITE_COORD(vecMid.z);	// Z
			WRITE_BYTE( 20 );		// radius * 0.1
			WRITE_BYTE( 255 );		// r
			WRITE_BYTE( 180 );		// g
			WRITE_BYTE( 100 );		// b
			WRITE_BYTE( 20 );		// time * 10
			WRITE_BYTE( 0 );		// decay * 0.1
		MESSAGE_END( );
#endif
	}

	if (t < 3.0)
	{
		for (i = 0; i < m_iBeam; i++)
		{
			t = (gpGlobals->time - m_flBeamTime[i]) / ( 3 + m_flStartTime - m_flBeamTime[i]);
			m_pBeam[i]->SetBrightness( 255 * t );
			// m_pBeam[i]->SetScrollRate( 20 * t );
		}
		pev->nextthink = gpGlobals->time + 0.1;
	}
	else
	{
		for (i = 0; i < m_iBeam; i++)
		{
			UTIL_Remove( m_pBeam[i] );
		}
		m_flStartTime = gpGlobals->time;
		m_iBeam = 0;
		// pev->nextthink = gpGlobals->time;
		SetThink( NULL );
	}
}
开发者ID:NoFreeWill,项目名称:MultiplayerSource,代码行数:65,代码来源:effects.cpp

示例2: DyingThink


//.........这里部分代码省略.........
	{
		Flight( );

		if (fabs( pev->origin.z - m_flMaxZ ) < 16)
		{
			pev->velocity = Vector( 0, 0, 0 );
			FireTargets( m_szDeadUse, this, this, USE_ON, 1.0 );
			pev->deadflag = DEAD_DEAD;
		}
	}

	if (m_fSequenceFinished)
	{
		pev->avelocity.y += RANDOM_FLOAT( -100, 100 );
		if (pev->avelocity.y < -100)
			pev->avelocity.y = -100;
		if (pev->avelocity.y > 100)
			pev->avelocity.y = 100;

		pev->sequence = LookupSequence( "die1" );
	}

	if (m_pBall)
	{
		if (m_pBall->pev->renderamt > 0)
		{
			m_pBall->pev->renderamt = max( 0, m_pBall->pev->renderamt - 2);
		}
		else
		{
			UTIL_Remove( m_pBall );
			m_pBall = NULL;
		}
	}

	Vector vecDir, vecSrc, vecAngles;

	UTIL_MakeAimVectors( pev->angles );
	int iAttachment = RANDOM_LONG( 1, 4 );

	do {
		vecDir = Vector( RANDOM_FLOAT( -1, 1 ), RANDOM_FLOAT( -1, 1 ), RANDOM_FLOAT( -1, 1 ));
	} while (DotProduct( vecDir, vecDir) > 1.0);

	switch( RANDOM_LONG( 1, 4 ))
	{
	case 1: // head
		vecDir.z = fabs( vecDir.z ) * 0.5;
		vecDir = vecDir + 2 * gpGlobals->v_up;
		break;
	case 2: // eyes
		if (DotProduct( vecDir, gpGlobals->v_forward ) < 0)
			vecDir = vecDir * -1;

		vecDir = vecDir + 2 * gpGlobals->v_forward;
		break;
	case 3: // left hand
		if (DotProduct( vecDir, gpGlobals->v_right ) > 0)
			vecDir = vecDir * -1;
		vecDir = vecDir - 2 * gpGlobals->v_right;
		break;
	case 4: // right hand
		if (DotProduct( vecDir, gpGlobals->v_right ) < 0)
			vecDir = vecDir * -1;
		vecDir = vecDir + 2 * gpGlobals->v_right;
		break;
	}

	GetAttachment( iAttachment - 1, vecSrc, vecAngles );

	TraceResult tr;

	UTIL_TraceLine( vecSrc, vecSrc + vecDir * 4096, ignore_monsters, ENT(pev), &tr );
	
	MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
		WRITE_BYTE( TE_BEAMENTPOINT );
		WRITE_SHORT( entindex() + 0x1000 * iAttachment );
		WRITE_COORD( tr.vecEndPos.x);
		WRITE_COORD( tr.vecEndPos.y);
		WRITE_COORD( tr.vecEndPos.z);
		WRITE_SHORT( g_sModelIndexLaser );
		WRITE_BYTE( 0 ); // frame start
		WRITE_BYTE( 10 ); // framerate
		WRITE_BYTE( 5 ); // life
		WRITE_BYTE( 100 );  // width
		WRITE_BYTE( 120 );   // noise
		WRITE_BYTE( 64 );   // r, g, b
		WRITE_BYTE( 128 );   // r, g, b
		WRITE_BYTE( 255);   // r, g, b
		WRITE_BYTE( 255 );	// brightness
		WRITE_BYTE( 10 );		// speed
	MESSAGE_END();

	GetAttachment( 0, vecSrc, vecAngles ); 
	CNihilanthHVR *pEntity = (CNihilanthHVR *)Create( "nihilanth_energy_ball", vecSrc, pev->angles, edict() );
	pEntity->pev->velocity = Vector ( RANDOM_FLOAT( -0.7, 0.7 ), RANDOM_FLOAT( -0.7, 0.7 ), 1.0 ) * 600.0;
	pEntity->GreenBallInit( );

	return;
}
开发者ID:Fograin,项目名称:hl-subsmod-ex,代码行数:101,代码来源:monster_nihilanth.cpp

示例3: HandleAnimEvent

void CNihilanth :: HandleAnimEvent( MonsterEvent_t *pEvent )
{
	switch( pEvent->event )
	{
	case 1:	// shoot 
		break;
	case 2:	// zen
		if (m_hEnemy != NULL)
		{
			if (RANDOM_LONG(0,4) == 0)
				EMIT_SOUND( edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY( pAttackSounds ), 1.0, 0.2 ); 

			EMIT_SOUND( edict(), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pBallSounds ), 1.0, 0.2 ); 

			MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
				WRITE_BYTE( TE_ELIGHT );
				WRITE_SHORT( entindex( ) + 0x3000 );		// entity, attachment
				WRITE_COORD( pev->origin.x );		// origin
				WRITE_COORD( pev->origin.y );
				WRITE_COORD( pev->origin.z );
				WRITE_COORD( 256 );	// radius
				WRITE_BYTE( 128 );	// R
				WRITE_BYTE( 128 );	// G
				WRITE_BYTE( 255 );	// B
				WRITE_BYTE( 10 );	// life * 10
				WRITE_COORD( 128 ); // decay
			MESSAGE_END();

			MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
				WRITE_BYTE( TE_ELIGHT );
				WRITE_SHORT( entindex( ) + 0x4000 );		// entity, attachment
				WRITE_COORD( pev->origin.x );		// origin
				WRITE_COORD( pev->origin.y );
				WRITE_COORD( pev->origin.z );
				WRITE_COORD( 256 );	// radius
				WRITE_BYTE( 128 );	// R
				WRITE_BYTE( 128 );	// G
				WRITE_BYTE( 255 );	// B
				WRITE_BYTE( 10 );	// life * 10
				WRITE_COORD( 128 ); // decay
			MESSAGE_END();
			
			m_flShootTime = gpGlobals->time;
			m_flShootEnd = gpGlobals->time + 1.0;
		}
		break;
	case 3:	// prayer
		if (m_hEnemy != NULL)
		{
			char szText[32];

			sprintf( szText, "%s%d", m_szTeleportTouch, m_iTeleport );
			CBaseEntity *pTouch = UTIL_FindEntityByTargetname( NULL, szText );

			sprintf( szText, "%s%d", m_szTeleportUse, m_iTeleport );
			CBaseEntity *pTrigger = UTIL_FindEntityByTargetname( NULL, szText );

			if (pTrigger != NULL || pTouch != NULL)
			{
				EMIT_SOUND( edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY( pAttackSounds ), 1.0, 0.2 ); 

				Vector vecSrc, vecAngles;
				GetAttachment( 2, vecSrc, vecAngles ); 
				CNihilanthHVR *pEntity = (CNihilanthHVR *)Create( "nihilanth_energy_ball", vecSrc, pev->angles, edict() );
				pEntity->pev->velocity = pev->origin - vecSrc;
				pEntity->TeleportInit( this, m_hEnemy, pTrigger, pTouch );
			}
			else
			{
				m_iTeleport++; // unexpected failure

				EMIT_SOUND( edict(), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pBallSounds ), 1.0, 0.2 ); 

				ALERT( at_aiconsole, "nihilanth can't target %s\n", szText );

				MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
					WRITE_BYTE( TE_ELIGHT );
					WRITE_SHORT( entindex( ) + 0x3000 );		// entity, attachment
					WRITE_COORD( pev->origin.x );		// origin
					WRITE_COORD( pev->origin.y );
					WRITE_COORD( pev->origin.z );
					WRITE_COORD( 256 );	// radius
					WRITE_BYTE( 128 );	// R
					WRITE_BYTE( 128 );	// G
					WRITE_BYTE( 255 );	// B
					WRITE_BYTE( 10 );	// life * 10
					WRITE_COORD( 128 ); // decay
				MESSAGE_END();

				MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
					WRITE_BYTE( TE_ELIGHT );
					WRITE_SHORT( entindex( ) + 0x4000 );		// entity, attachment
					WRITE_COORD( pev->origin.x );		// origin
					WRITE_COORD( pev->origin.y );
					WRITE_COORD( pev->origin.z );
					WRITE_COORD( 256 );	// radius
					WRITE_BYTE( 128 );	// R
					WRITE_BYTE( 128 );	// G
					WRITE_BYTE( 255 );	// B
					WRITE_BYTE( 10 );	// life * 10
//.........这里部分代码省略.........
开发者ID:Fograin,项目名称:hl-subsmod-ex,代码行数:101,代码来源:monster_nihilanth.cpp

示例4: UTIL_PlayerByIndex

void CVoiceGameMgr::UpdateMasks()
{
	m_UpdateInterval = 0;

	bool bAllTalk = !!g_engfuncs.pfnCVarGetFloat( "sv_alltalk" );

	for(int iClient=0; iClient < m_nMaxPlayers; iClient++)
	{
		CBaseEntity *pEnt = UTIL_PlayerByIndex(iClient+1);
		if(!pEnt || !pEnt->IsPlayer())
			continue;

		// Request the state of their "VModEnable" cvar.
		if(g_bWantModEnable[iClient])
		{
			MESSAGE_BEGIN(MSG_ONE, m_msgRequestState, NULL, pEnt->pev);
			MESSAGE_END();
		}

		CBasePlayer *pPlayer = (CBasePlayer*)pEnt;

		CPlayerBitVec gameRulesMask;
		if( g_PlayerModEnable[iClient] )
		{
			// Build a mask of who they can hear based on the game rules.
			for(int iOtherClient=0; iOtherClient < m_nMaxPlayers; iOtherClient++)
			{
				CBaseEntity *pEnt = UTIL_PlayerByIndex(iOtherClient+1);
				if(pEnt && pEnt->IsPlayer() && 
					(bAllTalk || m_pHelper->CanPlayerHearPlayer(pPlayer, (CBasePlayer*)pEnt)) )
				{
					gameRulesMask[iOtherClient] = true;
				}
			}
		}

		// If this is different from what the client has, send an update. 
		if(gameRulesMask != g_SentGameRulesMasks[iClient] || 
			g_BanMasks[iClient] != g_SentBanMasks[iClient])
		{
			g_SentGameRulesMasks[iClient] = gameRulesMask;
			g_SentBanMasks[iClient] = g_BanMasks[iClient];

			MESSAGE_BEGIN(MSG_ONE, m_msgPlayerVoiceMask, NULL, pPlayer->pev);
				int dw;
				for(dw=0; dw < VOICE_MAX_PLAYERS_DW; dw++)
				{
					WRITE_LONG(gameRulesMask.GetDWord(dw));
					WRITE_LONG(g_BanMasks[iClient].GetDWord(dw));
				}
			MESSAGE_END();
		}

		// Tell the engine.
		for(int iOtherClient=0; iOtherClient < m_nMaxPlayers; iOtherClient++)
		{
			bool bCanHear = gameRulesMask[iOtherClient] && !g_BanMasks[iClient][iOtherClient];
			g_engfuncs.pfnVoice_SetClientListening(iClient+1, iOtherClient+1, bCanHear);
		}
	}
}
开发者ID:AlexCSilva,项目名称:cs16-client,代码行数:61,代码来源:voice_gamemgr.cpp

示例5: ClearMultiDamage

/*
================
FireBullets

Go to the trouble of combining multiple pellets into a single damage call.

This version is used by Monsters.
================
*/
void CBaseEntity::FireBullets(ULONG cShots, Vector vecSrc, Vector vecDirShooting, Vector vecSpread, float flDistance, int iBulletType, int iTracerFreq, int iDamage, entvars_t *pevAttacker )
{
	static int tracerCount;
	int tracer;
	TraceResult tr;
	Vector vecRight = gpGlobals->v_right;
	Vector vecUp = gpGlobals->v_up;

	if ( pevAttacker == NULL )
		pevAttacker = pev;  // the default attacker is ourselves

	ClearMultiDamage();
	gMultiDamage.type = DMG_BULLET | DMG_NEVERGIB;

	for (ULONG iShot = 1; iShot <= cShots; iShot++)
	{
		// get circular gaussian spread
		float x, y, z;
		do {
			x = RANDOM_FLOAT(-0.5,0.5) + RANDOM_FLOAT(-0.5,0.5);
			y = RANDOM_FLOAT(-0.5,0.5) + RANDOM_FLOAT(-0.5,0.5);
			z = x*x+y*y;
		} while (z > 1);

		Vector vecDir = vecDirShooting +
						x * vecSpread.x * vecRight +
						y * vecSpread.y * vecUp;
		Vector vecEnd;

		vecEnd = vecSrc + vecDir * flDistance;
		UTIL_TraceLine(vecSrc, vecEnd, dont_ignore_monsters, ENT(pev)/*pentIgnore*/, &tr);

		tracer = 0;
		if (iTracerFreq != 0 && (tracerCount++ % iTracerFreq) == 0)
		{
			Vector vecTracerSrc;

			if ( IsPlayer() )
			{// adjust tracer position for player
				vecTracerSrc = vecSrc + Vector ( 0 , 0 , -4 ) + gpGlobals->v_right * 2 + gpGlobals->v_forward * 16;
			}
			else
			{
				vecTracerSrc = vecSrc;
			}
			
			if ( iTracerFreq != 1 )		// guns that always trace also always decal
				tracer = 1;
			switch( iBulletType )
			{
			case BULLET_MONSTER_MP5:
			case BULLET_MONSTER_9MM:
			case BULLET_MONSTER_12MM:
			default:
				MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, vecTracerSrc );
					WRITE_BYTE( TE_TRACER );
					WRITE_COORD( vecTracerSrc.x );
					WRITE_COORD( vecTracerSrc.y );
					WRITE_COORD( vecTracerSrc.z );
					WRITE_COORD( tr.vecEndPos.x );
					WRITE_COORD( tr.vecEndPos.y );
					WRITE_COORD( tr.vecEndPos.z );
				MESSAGE_END();
				break;
			}
		}
		// do damage, paint decals
		if (tr.flFraction != 1.0)
		{
			CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit);

			if ( iDamage )
			{
				pEntity->TraceAttack(pevAttacker, iDamage, vecDir, &tr, DMG_BULLET | ((iDamage > 16) ? DMG_ALWAYSGIB : DMG_NEVERGIB) );
				
				TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType);
				DecalGunshot( &tr, iBulletType );
			} 
			else switch(iBulletType)
			{
			default:
			case BULLET_MONSTER_9MM:
				pEntity->TraceAttack(pevAttacker, gSkillData.monDmg9MM, vecDir, &tr, DMG_BULLET);
				
				TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType);
				DecalGunshot( &tr, iBulletType );

				break;

			case BULLET_MONSTER_MP5:
				pEntity->TraceAttack(pevAttacker, gSkillData.monDmgMP5, vecDir, &tr, DMG_BULLET);
//.........这里部分代码省略.........
开发者ID:6779660,项目名称:halflife,代码行数:101,代码来源:combat.cpp

示例6: UTIL_PointContents

void CGrenade::Explode3( TraceResult* pTrace, int bitsDamageType )
{
    pev->model		= iStringNull;	// invisible
    pev->solid		= SOLID_NOT;	// intangible
    pev->takedamage = DAMAGE_NO;

    if( pTrace->flFraction != 1.0 )
    {
        pev->origin = pTrace->vecEndPos + ( pTrace->vecPlaneNormal * ( pev->dmg - 24 ) * 0.6 );
    }

    bool isInWater = UTIL_PointContents( pev->origin ) == CONTENTS_WATER;

    MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin );
    WRITE_BYTE( TE_EXPLOSION );
    WRITE_COORD( pev->origin.x );
    WRITE_COORD( pev->origin.y );
    WRITE_COORD( pev->origin.z + 20.0 );
    WRITE_SHORT( g_sModelIndexFireball3 );
    WRITE_BYTE( 25 );
    WRITE_BYTE( 30 );
    WRITE_BYTE( 0 );
    MESSAGE_END();

    MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin );
    WRITE_BYTE( TE_EXPLOSION );
    WRITE_COORD( pev->origin.x + RANDOM_FLOAT( -64, 64 ) );
    WRITE_COORD( pev->origin.y + RANDOM_FLOAT( -64, 64 ) );
    WRITE_COORD( pev->origin.z + RANDOM_FLOAT( 30, 35 ) );
    WRITE_SHORT( g_sModelIndexFireball2 );
    WRITE_BYTE( 30 );
    WRITE_BYTE( 30 );
    WRITE_BYTE( 0 );
    MESSAGE_END();

    CSoundEnt::InsertSound( bits_SOUND_COMBAT, pev->origin, NORMAL_EXPLOSION_VOLUME, 3.0 );

    EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "weapons/c4_explode1.wav", VOL_NORM, 0.25 );

    entvars_t *pevOwner;

    if ( pev->owner )
        pevOwner = VARS( pev->owner );
    else
        pevOwner = NULL;

    pev->owner = NULL; // Can't traceline attack owner if this is set.

// 	TODO: Implements this.
// 	TheBots->OnEvent( EVENT_GRENADE_EXPLODED, pevOwner, NULL );

// 	TODO: Fix me.
// 	CBaseMonster::RadiusDamage( pev, pev, pevOwner, pev->dmg, CLASS_NONE, bitsDamageType );

    UTIL_DecalTrace( pTrace, RANDOM_FLOAT( 0 , 1 ) < 0.5 ? DECAL_SCORCH1 : DECAL_SCORCH2 );

    switch ( RANDOM_LONG( 0, 2 ) )
    {
    case 0:
        EMIT_SOUND( ENT( pev ), CHAN_VOICE, "weapons/debris1.wav", 0.55, ATTN_NORM );
        break;
    case 1:
        EMIT_SOUND( ENT( pev ), CHAN_VOICE, "weapons/debris2.wav", 0.55, ATTN_NORM );
        break;
    case 2:
        EMIT_SOUND( ENT( pev ), CHAN_VOICE, "weapons/debris3.wav", 0.55, ATTN_NORM );
        break;
    }

    pev->effects |= EF_NODRAW;
    SetThink( &CGrenade::Smoke3_C );

    pev->velocity	= g_vecZero;
    pev->nextthink	= gpGlobals->time + 0.55;

    if( !isInWater )
    {
        int sparkCount = RANDOM_LONG( 0, 3 );

        for( int i = 0; i < sparkCount; i++ )
        {
            Create( "spark_shower", pev->origin, pTrace->vecPlaneNormal, NULL );
        }
    }
}
开发者ID:johndrinkwater,项目名称:CSSDK,代码行数:85,代码来源:ggrenade.cpp

示例7: HandleAnimEvent

//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CController :: HandleAnimEvent( MonsterEvent_t *pEvent )
{
	switch( pEvent->event )
	{
		case CONTROLLER_AE_HEAD_OPEN:
		{
			Vector vecStart, angleGun;
			
			GetAttachment( 0, vecStart, angleGun );
			
			MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
				WRITE_BYTE( TE_ELIGHT );
				WRITE_SHORT( entindex( ) + 0x1000 );		// entity, attachment
				WRITE_COORD( vecStart.x );		// origin
				WRITE_COORD( vecStart.y );
				WRITE_COORD( vecStart.z );
				WRITE_COORD( 1 );	// radius
				WRITE_BYTE( 255 );	// R
				WRITE_BYTE( 192 );	// G
				WRITE_BYTE( 64 );	// B
				WRITE_BYTE( 20 );	// life * 10
				WRITE_COORD( -32 ); // decay
			MESSAGE_END();

			m_iBall[0] = 192;
			m_iBallTime[0] = gpGlobals->time + atoi( pEvent->options ) / 15.0;
			m_iBall[1] = 255;
			m_iBallTime[1] = gpGlobals->time + atoi( pEvent->options ) / 15.0;

		}
		break;

		case CONTROLLER_AE_BALL_SHOOT:
		{
			Vector vecStart, angleGun;
			
			GetAttachment( 0, vecStart, angleGun );

			MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
				WRITE_BYTE( TE_ELIGHT );
				WRITE_SHORT( entindex( ) + 0x1000 );		// entity, attachment
				WRITE_COORD( 0 );		// origin
				WRITE_COORD( 0 );
				WRITE_COORD( 0 );
				WRITE_COORD( 32 );	// radius
				WRITE_BYTE( 255 );	// R
				WRITE_BYTE( 192 );	// G
				WRITE_BYTE( 64 );	// B
				WRITE_BYTE( 10 );	// life * 10
				WRITE_COORD( 32 ); // decay
			MESSAGE_END();

			CBaseMonster *pBall = (CBaseMonster*)Create( "controller_head_ball", vecStart, pev->angles, edict() );

			pBall->pev->velocity = Vector( 0, 0, 32 );
			pBall->m_hEnemy = m_hEnemy;

			m_iBall[0] = 0;
			m_iBall[1] = 0;
		}
		break;

		case CONTROLLER_AE_SMALL_SHOOT:
		{
			AttackSound( );
			m_flShootTime = gpGlobals->time;
			m_flShootEnd = m_flShootTime + atoi( pEvent->options ) / 15.0;
		}
		break;
		case CONTROLLER_AE_POWERUP_FULL:
		{
			m_iBall[0] = 255;
			m_iBallTime[0] = gpGlobals->time + atoi( pEvent->options ) / 15.0;
			m_iBall[1] = 255;
			m_iBallTime[1] = gpGlobals->time + atoi( pEvent->options ) / 15.0;
		}
		break;
		case CONTROLLER_AE_POWERUP_HALF:
		{
			m_iBall[0] = 192;
			m_iBallTime[0] = gpGlobals->time + atoi( pEvent->options ) / 15.0;
			m_iBall[1] = 192;
			m_iBallTime[1] = gpGlobals->time + atoi( pEvent->options ) / 15.0;
		}
		break;
		default:
			CBaseMonster::HandleAnimEvent( pEvent );
			break;
	}
}
开发者ID:NonPIayerCharacter,项目名称:hlsdk-xash3d,代码行数:94,代码来源:controller.cpp

示例8: TrackTarget


//.........这里部分代码省略.........
	}

	// UNDONE: The player pointer should come back after returning from another level
	if ( m_hEnemy == NULL )
	{// enemy is dead.
		Look( 512 );
		m_hEnemy = BestVisibleEnemy( );
	}
	
	if ( m_hEnemy != NULL && FVisible( m_hEnemy ))
	{
		m_vecEnemyLKP = m_hEnemy->BodyTarget( pev->origin );
	}
	else
	{
		m_vecEnemyLKP = m_vecEnemyLKP + pev->velocity * m_flFlySpeed * 0.1;
	}

	vecDirToEnemy = ( m_vecEnemyLKP - pev->origin ).Normalize();

	if (pev->velocity.Length() < 0.1)
		vecFlightDir = vecDirToEnemy;
	else 
		vecFlightDir = pev->velocity.Normalize();

	// measure how far the turn is, the wider the turn, the slow we'll go this time.
	flDelta = DotProduct ( vecFlightDir, vecDirToEnemy );
	
	if ( flDelta < 0.5 )
	{// hafta turn wide again. play sound
		switch (RANDOM_LONG(0,2))
		{
		case 0:	EMIT_SOUND( ENT(pev), CHAN_VOICE, "hornet/ag_buzz1.wav", HORNET_BUZZ_VOLUME, ATTN_NORM);	break;
		case 1:	EMIT_SOUND( ENT(pev), CHAN_VOICE, "hornet/ag_buzz2.wav", HORNET_BUZZ_VOLUME, ATTN_NORM);	break;
		case 2:	EMIT_SOUND( ENT(pev), CHAN_VOICE, "hornet/ag_buzz3.wav", HORNET_BUZZ_VOLUME, ATTN_NORM);	break;
		}
	}

	if ( flDelta <= 0 && m_iHornetType == HORNET_TYPE_RED )
	{// no flying backwards, but we don't want to invert this, cause we'd go fast when we have to turn REAL far.
		flDelta = 0.25;
	}

	pev->velocity = ( vecFlightDir + vecDirToEnemy).Normalize();

	if ( pev->owner && (pev->owner->v.flags & FL_MONSTER) )
	{
		// random pattern only applies to hornets fired by monsters, not players. 

		pev->velocity.x += RANDOM_FLOAT ( -0.10, 0.10 );// scramble the flight dir a bit.
		pev->velocity.y += RANDOM_FLOAT ( -0.10, 0.10 );
		pev->velocity.z += RANDOM_FLOAT ( -0.10, 0.10 );
	}
	
	switch ( m_iHornetType )
	{
		case HORNET_TYPE_RED:
			pev->velocity = pev->velocity * ( m_flFlySpeed * flDelta );// scale the dir by the ( speed * width of turn )
			pev->nextthink = gpGlobals->time + RANDOM_FLOAT( 0.1, 0.3 );
			break;
		case HORNET_TYPE_ORANGE:
			pev->velocity = pev->velocity * m_flFlySpeed;// do not have to slow down to turn.
			pev->nextthink = gpGlobals->time + 0.1;// fixed think time
			break;
	}

	pev->angles = UTIL_VecToAngles (pev->velocity);

	pev->solid = SOLID_BBOX;

	// if hornet is close to the enemy, jet in a straight line for a half second.
	// (only in the single player game)
	if ( m_hEnemy != NULL && !g_pGameRules->IsMultiplayer() )
	{
		if ( flDelta >= 0.4 && ( pev->origin - m_vecEnemyLKP ).Length() <= 300 )
		{
			MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin );
				WRITE_BYTE( TE_SPRITE );
				WRITE_COORD( pev->origin.x);	// pos
				WRITE_COORD( pev->origin.y);
				WRITE_COORD( pev->origin.z);
				WRITE_SHORT( iHornetPuff );		// model
				// WRITE_BYTE( 0 );				// life * 10
				WRITE_BYTE( 2 );				// size * 10
				WRITE_BYTE( 128 );			// brightness
			MESSAGE_END();

			switch (RANDOM_LONG(0,2))
			{
			case 0:	EMIT_SOUND( ENT(pev), CHAN_VOICE, "hornet/ag_buzz1.wav", HORNET_BUZZ_VOLUME, ATTN_NORM);	break;
			case 1:	EMIT_SOUND( ENT(pev), CHAN_VOICE, "hornet/ag_buzz2.wav", HORNET_BUZZ_VOLUME, ATTN_NORM);	break;
			case 2:	EMIT_SOUND( ENT(pev), CHAN_VOICE, "hornet/ag_buzz3.wav", HORNET_BUZZ_VOLUME, ATTN_NORM);	break;
			}
			pev->velocity = pev->velocity * 2;
			pev->nextthink = gpGlobals->time + 1.0;
			// don't attack again
			m_flStopAttack = gpGlobals->time;
		}
	}
}
开发者ID:zenithght,项目名称:xash3d,代码行数:101,代码来源:hornet.cpp

示例9: HandleAnimEvent

//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//
// Returns number of events handled, 0 if none.
//=========================================================
void CAGrunt :: HandleAnimEvent( MonsterEvent_t *pEvent )
{
	switch( pEvent->event )
	{
	case AGRUNT_AE_HORNET1:
	case AGRUNT_AE_HORNET2:
	case AGRUNT_AE_HORNET3:
	case AGRUNT_AE_HORNET4:
	case AGRUNT_AE_HORNET5:
		{
			// m_vecEnemyLKP should be center of enemy body
			Vector vecArmPos, vecArmDir;
			Vector vecDirToEnemy;
			Vector angDir;

			if (HasConditions( bits_COND_SEE_ENEMY))
			{
				vecDirToEnemy = ( ( m_vecEnemyLKP ) - pev->origin );
				angDir = UTIL_VecToAngles( vecDirToEnemy );
				vecDirToEnemy = vecDirToEnemy.Normalize();
			}
			else
			{
				angDir = pev->angles;
				UTIL_MakeAimVectors( angDir );
				vecDirToEnemy = gpGlobals->v_forward;
			}

			pev->effects = EF_MUZZLEFLASH;

			// make angles +-180
			if (angDir.x > 180)
			{
				angDir.x = angDir.x - 360;
			}

			SetBlending( 0, angDir.x );
			GetAttachment( 0, vecArmPos, vecArmDir );

			vecArmPos = vecArmPos + vecDirToEnemy * 32;
			MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecArmPos );
				WRITE_BYTE( TE_SPRITE );
				WRITE_COORD( vecArmPos.x );	// pos
				WRITE_COORD( vecArmPos.y );	
				WRITE_COORD( vecArmPos.z );	
				WRITE_SHORT( iAgruntMuzzleFlash );		// model
				WRITE_BYTE( 6 );				// size * 10
				WRITE_BYTE( 128 );			// brightness
			MESSAGE_END();

			CBaseEntity *pHornet = CBaseEntity::Create( "hornet", vecArmPos, UTIL_VecToAngles( vecDirToEnemy ), edict() );
			UTIL_MakeVectors ( pHornet->pev->angles );
			pHornet->pev->velocity = gpGlobals->v_forward * 300;
			
			
			
			switch ( RANDOM_LONG ( 0 , 2 ) )
			{
				case 0:	EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, "agrunt/ag_fire1.wav", 1.0, ATTN_NORM, 0, 100 );	break;
				case 1:	EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, "agrunt/ag_fire2.wav", 1.0, ATTN_NORM, 0, 100 );	break;
				case 2:	EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, "agrunt/ag_fire3.wav", 1.0, ATTN_NORM, 0, 100 );	break;
			}

			CBaseMonster *pHornetMonster = pHornet->MyMonsterPointer();

			if ( pHornetMonster )
			{
				pHornetMonster->m_hEnemy = m_hEnemy;
			}
		}
		break;

	case AGRUNT_AE_LEFT_FOOT:
		switch (RANDOM_LONG(0,1))
		{
		// left foot
		case 0:	EMIT_SOUND_DYN ( ENT(pev), CHAN_BODY, "player/pl_ladder2.wav", 1, ATTN_NORM, 0, 70 );	break;
		case 1:	EMIT_SOUND_DYN ( ENT(pev), CHAN_BODY, "player/pl_ladder4.wav", 1, ATTN_NORM, 0, 70 );	break;
		}
		break;
	case AGRUNT_AE_RIGHT_FOOT:
		// right foot
		switch (RANDOM_LONG(0,1))
		{
		case 0:	EMIT_SOUND_DYN ( ENT(pev), CHAN_BODY, "player/pl_ladder1.wav", 1, ATTN_NORM, 0, 70 );	break;
		case 1:	EMIT_SOUND_DYN ( ENT(pev), CHAN_BODY, "player/pl_ladder3.wav", 1, ATTN_NORM, 0 ,70);	break;
		}
		break;

	case AGRUNT_AE_LEFT_PUNCH:
		{
			CBaseEntity *pHurt = CheckTraceHullAttack( AGRUNT_MELEE_DIST, gSkillData.agruntDmgPunch, DMG_CLUB );
			
			if ( pHurt )
//.........这里部分代码省略.........
开发者ID:Solexid,项目名称:halflife,代码行数:101,代码来源:agrunt.cpp

示例10: UpdateGameMode

void CHalfLifeTeamplay :: UpdateGameMode( CBasePlayer *pPlayer )
{
	MESSAGE_BEGIN( MSG_ONE, gmsgGameMode, NULL, pPlayer->edict() );
		WRITE_BYTE( 1 );  // game mode teamplay
	MESSAGE_END();
}
开发者ID:Arkshine,项目名称:NS,代码行数:6,代码来源:teamplay_gamerules.cpp

示例11: SetDefaultPlayerTeam

//=========================================================
// InitHUD
//=========================================================
void CHalfLifeTeamplay::InitHUD( CBasePlayer *pPlayer )
{
	int i;

	SetDefaultPlayerTeam( pPlayer );
	CHalfLifeMultiplay::InitHUD( pPlayer );

	// Send down the team names
	MESSAGE_BEGIN( MSG_ONE, gmsgTeamNames, NULL, pPlayer->edict() );  
		WRITE_BYTE( num_teams );

		for ( i = 0; i < num_teams; i++ )
		{
			char theTeamName[256];
			strcpy(theTeamName, team_names[i]);

			// If the team name isn't empty, append # so team name is translated on client
			if(strcmp(theTeamName, ""))
			{
				sprintf(theTeamName, "#%s", team_names[i]);
			}
			
			WRITE_STRING(theTeamName);
		}
	MESSAGE_END();

	RecountTeams();

//	char *mdls = g_engfuncs.pfnInfoKeyValue( g_engfuncs.pfnGetInfoKeyBuffer( pPlayer->edict() ), "model" );
//	// update the current player of the team he is joining
//	char text[1024];
//	if ( !strcmp( mdls, pPlayer->m_szTeamName ) )
//	{
//		sprintf( text, "* you are on team \'%s\'\n", pPlayer->m_szTeamName );
//	}
//	else
//	{
//		sprintf( text, "* assigned to team %s\n", pPlayer->m_szTeamName );
//	}

	ChangePlayerTeam( pPlayer, pPlayer->TeamID(), FALSE, FALSE );
//	UTIL_SayText( text, pPlayer );
	int clientIndex = pPlayer->entindex();
	RecountTeams();

//	// update this player with all the other players team info
//	// loop through all active players and send their team info to the new client
//	for ( i = 1; i <= gpGlobals->maxClients; i++ )
//	{
//		CBasePlayer *plr = (CBasePlayer*)UTIL_PlayerByIndex( i );
//		if ( plr && IsValidTeam( plr->TeamID() ) )
//		{
//			MESSAGE_BEGIN( MSG_ONE, gmsgTeamInfo, NULL, pPlayer->edict() );
//				WRITE_BYTE( plr->entindex() );
//				WRITE_STRING( plr->TeamID() );
//			MESSAGE_END();
//		}
//	}

	pPlayer->NeedsTeamUpdate();
}
开发者ID:Arkshine,项目名称:NS,代码行数:64,代码来源:teamplay_gamerules.cpp

示例12: EMIT_SOUND


//.........这里部分代码省略.........
		// Make them glow red

		if ( pPlayer->m_iQuakeItems & IT_QUAD )
		{
			pPlayer->pev->renderfx = kRenderFxGlowShell;
			pPlayer->pev->rendercolor = Vector( 255, 125, 255 );	// RGB
			pPlayer->pev->renderamt = 100;	// Shell size
			
			iPowerUp = 3;
		}
		else
		{
			pPlayer->pev->renderfx = kRenderFxGlowShell;
			pPlayer->pev->rendercolor = Vector( 255, 128, 0 );	// RGB
			pPlayer->pev->renderamt = 100;	// Shell size

			iPowerUp = 2;
		}

		if ( pPlayer->m_iQuakeItems & IT_INVISIBILITY )
		{
			pPlayer->pev->rendermode = kRenderTransColor;
			pPlayer->pev->renderamt = 1;
		}
		pPlayer->m_flInvincibleFinished = gpGlobals->time + invincible_finished;

	}
	
	// Quad Damage
	if (super_damage_finished)
	{
		// Make them glow blue

		if ( pPlayer->m_iQuakeItems & IT_INVULNERABILITY )
		{
			pPlayer->pev->renderfx = kRenderFxGlowShell;
			pPlayer->pev->rendercolor = Vector( 255, 125, 255 );	// RGB
			pPlayer->pev->renderamt = 100;	// Shell size

			iPowerUp = 3;
		}
		else
		{
			pPlayer->pev->renderfx = kRenderFxGlowShell;
			pPlayer->pev->rendercolor = Vector( 128, 128, 255 );	// RGB
			pPlayer->pev->renderamt = 100;	// Shell size

			iPowerUp = 1;
		}

		if ( pPlayer->m_iQuakeItems & IT_INVISIBILITY )
		{
			pPlayer->pev->rendermode = kRenderTransColor;
			pPlayer->pev->renderamt = 1;
		}


		pPlayer->m_flSuperDamageFinished = gpGlobals->time + super_damage_finished;

		// Remove armor and cells if DM==4
		if (gpGlobals->deathmatch == 4)
		{
			pPlayer->pev->armortype = 0;
			pPlayer->pev->armorvalue = 0; 
			pPlayer->m_iAmmoCells = 0;
		}
	}

	// Radiation suit
	if (radsuit_finished)
		pPlayer->m_flRadsuitFinished = gpGlobals->time + radsuit_finished;

	// Invisibility
	if (invisible_finished)
	{
		pPlayer->m_flInvisibleFinished = gpGlobals->time + invisible_finished;

		pPlayer->pev->renderfx = kRenderFxGlowShell;
		pPlayer->pev->rendercolor = Vector( 128, 128, 128 );	// RGB
		pPlayer->pev->renderamt = 5;	// Shell size
	
	}
	
	// tell director about it
	MESSAGE_BEGIN( MSG_SPEC, SVC_DIRECTOR );
		WRITE_BYTE ( 9 );	// command length in bytes
		WRITE_BYTE ( DRC_CMD_EVENT );	// powerup pickup
		WRITE_SHORT( ENTINDEX(pPlayer->edict()) );	// player is primary target
		WRITE_SHORT( ENTINDEX(this->edict()) );	// powerup as second target
		WRITE_LONG( 9 );   // highst prio in game
	MESSAGE_END();

	pPlayer->W_SetCurrentAmmo();

	PLAYBACK_EVENT_FULL( FEV_GLOBAL | FEV_RELIABLE, 
	pPlayer->edict(), g_usPowerUp, 0, (float *)&g_vecZero, (float *)&g_vecZero, 
	(float)iPowerUp, 0.0, pPlayer->entindex(), pPlayer->pev->team, 0, 0 );

	return TRUE;
}
开发者ID:bmk10,项目名称:sing-engine,代码行数:101,代码来源:quake_items.cpp

示例13: ClientPrint

/* <2464e8> ../cstrike/dlls/wpn_shared/wpn_c4.cpp:152 */
void CC4::__MAKE_VHOOK(PrimaryAttack)(void)
{
	BOOL PlaceBomb;
	int inBombZone, onGround;

	if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
	{
		return;
	}

	inBombZone = (m_pPlayer->m_signals.GetState() & SIGNAL_BOMB) == SIGNAL_BOMB;
	onGround = (m_pPlayer->pev->flags & FL_ONGROUND) == FL_ONGROUND;
	PlaceBomb = (onGround && inBombZone);

	if (!m_bStartedArming)
	{
		if (!inBombZone)
		{
			ClientPrint(m_pPlayer->pev, HUD_PRINTCENTER, "#C4_Plant_At_Bomb_Spot");
			m_flNextPrimaryAttack = GetNextAttackDelay(1.0);
			return;
		}

		if (!onGround)
		{
			ClientPrint(m_pPlayer->pev, HUD_PRINTCENTER, "#C4_Plant_Must_Be_On_Ground");
			m_flNextPrimaryAttack = GetNextAttackDelay(1);
			return;
		}

		m_bStartedArming = true;
		m_bBombPlacedAnimation = false;
		m_fArmedTime = gpGlobals->time + C4_ARMING_ON_TIME;

		SendWeaponAnim(C4_ARM, UseDecrement() != FALSE);

		SET_CLIENT_MAXSPEED(m_pPlayer->edict(), 1.0);

		m_pPlayer->SetAnimation(PLAYER_ATTACK1);
		m_pPlayer->SetProgressBarTime(C4_ARMING_ON_TIME);
	}
	else
	{
		if (PlaceBomb)
		{
			CBaseEntity *pEntity = NULL;
			CBasePlayer *pTempPlayer = NULL;

			if (m_fArmedTime <= gpGlobals->time)
			{
				if (m_bStartedArming)
				{
					m_bStartedArming = false;
					m_fArmedTime = 0;

					Broadcast("BOMBPL");
					m_pPlayer->m_bHasC4 = false;

					if (pev->speed != 0 && g_pGameRules != NULL)
					{
						g_pGameRules->m_iC4Timer = (int)pev->speed;
					}

					CGrenade *pBomb = CGrenade::ShootSatchelCharge(m_pPlayer->pev, m_pPlayer->pev->origin, Vector(0, 0, 0));

					MESSAGE_BEGIN(MSG_SPEC, SVC_DIRECTOR);
						WRITE_BYTE(9);
						WRITE_BYTE(DRC_CMD_EVENT);
						WRITE_SHORT(m_pPlayer->entindex());
						WRITE_SHORT(0);
						WRITE_LONG(DRC_FLAG_FACEPLAYER | 11);
					MESSAGE_END();

					MESSAGE_BEGIN(MSG_ALL, gmsgBombDrop);
						WRITE_COORD(pBomb->pev->origin.x);
						WRITE_COORD(pBomb->pev->origin.y);
						WRITE_COORD(pBomb->pev->origin.z);
						WRITE_BYTE(1);
					MESSAGE_END();

					UTIL_ClientPrintAll(HUD_PRINTCENTER, "#Bomb_Planted");

					TheBots->OnEvent(EVENT_BOMB_PLANTED, m_pPlayer, pBomb);

					if (g_pGameRules->IsCareer() && !m_pPlayer->IsBot())
					{
						TheCareerTasks->HandleEvent(EVENT_BOMB_PLANTED, m_pPlayer);
					}

					UTIL_LogPrintf
					(
						"\"%s<%i><%s><TERRORIST>\" triggered \"Planted_The_Bomb\"\n",
						STRING(m_pPlayer->pev->netname),
						GETPLAYERUSERID(m_pPlayer->edict()),
						GETPLAYERAUTHID(m_pPlayer->edict())
					);

					g_pGameRules->m_bBombDropped = FALSE;
					EMIT_SOUND(edict(), CHAN_WEAPON, "weapons/c4_plant.wav", VOL_NORM, ATTN_NORM);
//.........这里部分代码省略.........
开发者ID:coolmans,项目名称:ReGameDLL_CS,代码行数:101,代码来源:wpn_c4.cpp

示例14: RANDOM_FLOAT

void CLightning::StrikeThink( void )
{
	if ( m_life != 0 )
	{
		if ( pev->spawnflags & SF_BEAM_RANDOM )
			pev->nextthink = gpGlobals->time + m_life + RANDOM_FLOAT( 0, m_restrike );
		else
			pev->nextthink = gpGlobals->time + m_life + m_restrike;
	}
	m_active = 1;

	if (FStringNull(m_iszEndEntity))
	{
		if (FStringNull(m_iszStartEntity))
		{
			RandomArea( );
		}
		else
		{
			CBaseEntity *pStart = RandomTargetname( STRING(m_iszStartEntity) );
			if (pStart != NULL)
				RandomPoint( pStart->pev->origin );
			else
				ALERT( at_console, "env_beam: unknown entity \"%s\"\n", STRING(m_iszStartEntity) );
		}
		return;
	}

	CBaseEntity *pStart = RandomTargetname( STRING(m_iszStartEntity) );
	CBaseEntity *pEnd = RandomTargetname( STRING(m_iszEndEntity) );

	if ( pStart != NULL && pEnd != NULL )
	{
		if ( IsPointEntity( pStart ) || IsPointEntity( pEnd ) )
		{
			if ( pev->spawnflags & SF_BEAM_RING)
			{
				// don't work
				return;
			}
		}
		MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
			if ( IsPointEntity( pStart ) || IsPointEntity( pEnd ) )
			{
				if ( !IsPointEntity( pEnd ) )	// One point entity must be in pEnd
				{
					CBaseEntity *pTemp;
					pTemp = pStart;
					pStart = pEnd;
					pEnd = pTemp;
				}
				if ( !IsPointEntity( pStart ) )	// One sided
				{
					WRITE_BYTE( TE_BEAMENTPOINT );
					WRITE_SHORT( pStart->entindex() );
					WRITE_COORD( pEnd->pev->origin.x);
					WRITE_COORD( pEnd->pev->origin.y);
					WRITE_COORD( pEnd->pev->origin.z);
				}
				else
				{
					WRITE_BYTE( TE_BEAMPOINTS);
					WRITE_COORD( pStart->pev->origin.x);
					WRITE_COORD( pStart->pev->origin.y);
					WRITE_COORD( pStart->pev->origin.z);
					WRITE_COORD( pEnd->pev->origin.x);
					WRITE_COORD( pEnd->pev->origin.y);
					WRITE_COORD( pEnd->pev->origin.z);
				}


			}
			else
			{
				if ( pev->spawnflags & SF_BEAM_RING)
					WRITE_BYTE( TE_BEAMRING );
				else
					WRITE_BYTE( TE_BEAMENTS );
				WRITE_SHORT( pStart->entindex() );
				WRITE_SHORT( pEnd->entindex() );
			}

			WRITE_SHORT( m_spriteTexture );
			WRITE_BYTE( m_frameStart ); // framestart
			WRITE_BYTE( (int)pev->framerate); // framerate
			WRITE_BYTE( (int)(m_life*10.0) ); // life
			WRITE_BYTE( m_boltWidth );  // width
			WRITE_BYTE( m_noiseAmplitude );   // noise
			WRITE_BYTE( (int)pev->rendercolor.x );   // r, g, b
			WRITE_BYTE( (int)pev->rendercolor.y );   // r, g, b
			WRITE_BYTE( (int)pev->rendercolor.z );   // r, g, b
			WRITE_BYTE( pev->renderamt );	// brightness
			WRITE_BYTE( m_speed );		// speed
		MESSAGE_END();
		DoSparks( pStart->pev->origin, pEnd->pev->origin );
		if ( pev->dmg > 0 )
		{
			TraceResult tr;
			UTIL_TraceLine( pStart->pev->origin, pEnd->pev->origin, dont_ignore_monsters, NULL, &tr );
			BeamDamageInstant( &tr, pev->dmg );
//.........这里部分代码省略.........
开发者ID:NoFreeWill,项目名称:MultiplayerSource,代码行数:101,代码来源:effects.cpp

示例15: UTIL_ScreenShake

void CGrenade::Explode2( TraceResult* pTrace, int bitsDamageType )
{
    pev->model		= iStringNull;	// invisible
    pev->solid		= SOLID_NOT;	// intangible
    pev->takedamage = DAMAGE_NO;

    UTIL_ScreenShake( pTrace->vecEndPos, 25.0, 150.0, 1.0, 3000.0 );

    g_pGameRules->m_bTargetBombed = true;

    if( g_pGameRules->IsCareer() )
    {
        // TODO: implements this.
        // TheCareerTasks->LatchRoundEndMessage();
    }

    m_fJustBlew = TRUE;
    g_pGameRules->CheckWinConditions();

    if( pTrace->flFraction != 1.0 )
    {
        pev->origin = pTrace->vecEndPos + ( pTrace->vecPlaneNormal * ( pev->dmg - 24 ) * 0.6 );
    }

    bool isInWater = UTIL_PointContents( pev->origin ) == CONTENTS_WATER;

    MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin );
    WRITE_BYTE( TE_SPRITE );
    WRITE_COORD( pev->origin.x );
    WRITE_COORD( pev->origin.y );
    WRITE_COORD( pev->origin.z - 10.0 );
    WRITE_SHORT( g_sModelIndexFireball3 );
    WRITE_BYTE( ( pev->dmg - 275 ) * 0.6 );
    WRITE_BYTE( 150 );
    MESSAGE_END();

    MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin );
    WRITE_BYTE( TE_SPRITE );
    WRITE_COORD( pev->origin.x + RANDOM_FLOAT( -512, 512 ) );
    WRITE_COORD( pev->origin.y + RANDOM_FLOAT( -512, 512 ) );
    WRITE_COORD( pev->origin.z + RANDOM_FLOAT( -10, 10 ) );
    WRITE_SHORT( g_sModelIndexFireball2 );
    WRITE_BYTE( ( pev->dmg - 275 ) * 0.6 );
    WRITE_BYTE( 150 );
    MESSAGE_END();

    MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin );
    WRITE_BYTE( TE_SPRITE );
    WRITE_COORD( pev->origin.x + RANDOM_FLOAT( -512, 512 ) );
    WRITE_COORD( pev->origin.y + RANDOM_FLOAT( -512, 512 ) );
    WRITE_COORD( pev->origin.z + RANDOM_FLOAT( -10, 10 ) );
    WRITE_SHORT( g_sModelIndexFireball3 );
    WRITE_BYTE( ( pev->dmg - 275 ) * 0.6 );
    WRITE_BYTE( 150 );
    MESSAGE_END();

    MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin );
    WRITE_BYTE( TE_SPRITE );
    WRITE_COORD( pev->origin.x + RANDOM_FLOAT( -512, 512 ) );
    WRITE_COORD( pev->origin.y + RANDOM_FLOAT( -512, 512 ) );
    WRITE_COORD( pev->origin.z + RANDOM_FLOAT( -10, 10 ) );
    WRITE_SHORT( g_sModelIndexFireball );
    WRITE_BYTE( ( pev->dmg - 275 ) * 0.6 );
    WRITE_BYTE( 150 );
    MESSAGE_END();

    EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "weapons/c4_explode1.wav", VOL_NORM, 0.25 );

    CSoundEnt::InsertSound( bits_SOUND_COMBAT, pev->origin, NORMAL_EXPLOSION_VOLUME, 3.0 );

    entvars_t *pevOwner;

    if ( pev->owner )
        pevOwner = VARS( pev->owner );
    else
        pevOwner = NULL;

    pev->owner = NULL; // Can't traceline attack owner if this is set.

    // TODO: Fix me.
    //RadiusDamage( pev, pevOwner, pev->dmg, g_pGameRules->m_flBombRadius, CLASS_NONE, bitsDamageType );

    if( g_pGameRules->IsCareer() )
    {
        // TODO: implements this.
        // TheCareerTasks->UnlatchRoundEndMessage();
    }

    MESSAGE_BEGIN( MSG_SPEC, SVC_DIRECTOR );
    WRITE_BYTE( 9 );
    WRITE_BYTE( DRC_CMD_EVENT );
    WRITE_SHORT( ENTINDEX( this->edict() ) );
    WRITE_SHORT( NULL );
    WRITE_ENTITY( DRC_FLAG_FINAL | 15 );
    MESSAGE_END();

    UTIL_DecalTrace( pTrace, RANDOM_FLOAT( 0 , 1 ) < 0.5 ? DECAL_SCORCH1 : DECAL_SCORCH2 );

    switch ( RANDOM_LONG( 0, 2 ) )
    {
//.........这里部分代码省略.........
开发者ID:johndrinkwater,项目名称:CSSDK,代码行数:101,代码来源:ggrenade.cpp


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