本文整理汇总了C++中PM_AddEvent函数的典型用法代码示例。如果您正苦于以下问题:C++ PM_AddEvent函数的具体用法?C++ PM_AddEvent怎么用?C++ PM_AddEvent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PM_AddEvent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: PM_Toggle_HeloGear
/*
===================
PM_Toggle_Gear
===================
*/
void PM_Toggle_HeloGear()
{
if( !(availableVehicles[pm->vehicle].caps & HC_GEAR) ) {
return;
}
if( pm->ps->ONOFF & OO_LANDED ) {
return;
}
if( pm->cmd.serverTime < pm->ps->timers[TIMER_GEAR] && pm->ps->timers[TIMER_GEARANIM] ) {
return;
}
if( pm->ps->speed > availableVehicles[pm->vehicle].stallspeed * 10 * SPEED_GREEN_ARC ) {
pm->ps->timers[TIMER_GEAR] = pm->cmd.serverTime + availableVehicles[pm->vehicle].gearTime + 100;
return;
}
if( pm->ps->ONOFF & OO_GEAR ) {
PM_AddEvent( EV_GEAR_UP );
pm->ps->timers[TIMER_GEARANIM] = pm->cmd.serverTime + availableVehicles[pm->vehicle].gearTime;
// pm->ps->ONOFF &= ~OO_GEAR;
}
else {
PM_AddEvent( EV_GEAR_DOWN );
pm->ps->timers[TIMER_GEARANIM] = pm->cmd.serverTime + availableVehicles[pm->vehicle].gearTime;
// pm->ps->ONOFF |= OO_GEAR;
}
pm->ps->timers[TIMER_GEAR] = pm->cmd.serverTime + availableVehicles[pm->vehicle].gearTime + 100;
}
示例2: PM_WaterEvents
/*
==============
PM_WaterEvents
Generate sound events for entering and leaving water
==============
*/
static void PM_WaterEvents( void ) { // FIXME?
//
// if just entered a water volume, play a sound
//
if (!pml.previous_waterlevel && pm->waterlevel) {
PM_AddEvent( EV_WATER_TOUCH );
}
//
// if just completely exited a water volume, play a sound
//
if (pml.previous_waterlevel && !pm->waterlevel) {
PM_AddEvent( EV_WATER_LEAVE );
}
//
// check for head just going under water
//
if (pml.previous_waterlevel != 3 && pm->waterlevel == 3) {
PM_AddEvent( EV_WATER_UNDER );
}
//
// check for head just coming out of water
//
if (pml.previous_waterlevel == 3 && pm->waterlevel != 3) {
PM_AddEvent( EV_WATER_CLEAR );
}
}
示例3: PM_CheckJump
/*
=============
PM_CheckJump
=============
*/
static qboolean PM_CheckJump( void ) {
if ( pm->ps->pm_flags & PMF_RESPAWNED ) {
return qfalse; // don't allow jump until all buttons are up
}
if ( pm->cmd.upmove < 10 ) {
// not holding jump
return qfalse;
}
// must wait for jump to be released
if ( pm->ps->pm_flags & PMF_JUMP_HELD ) {
// clear upmove so cmdscale doesn't lower running speed
pm->cmd.upmove = 0;
return qfalse;
}
pml.groundPlane = qfalse; // jumping away
pml.walking = qfalse;
pm->ps->pm_flags |= PMF_JUMP_HELD;
pm->ps->groundEntityNum = ENTITYNUM_NONE;
pm->ps->velocity[2] = JUMP_VELOCITY;
PM_AddEvent( EV_JUMP );
if ( pm->cmd.forwardmove >= 0 ) {
PM_ForceLegsAnim( LEGS_JUMP );
pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP;
} else {
PM_ForceLegsAnim( LEGS_JUMPB );
pm->ps->pm_flags |= PMF_BACKWARDS_JUMP;
}
return qtrue;
}
示例4: PM_Animate
static void PM_Animate( void ) {
if ( pm->cmd.buttons & BUTTON_GESTURE ) {
if ( pm->ps->torsoTimer == 0 ) {
PM_StartTorsoAnim( TORSO_GESTURE );
pm->ps->torsoTimer = TIMER_GESTURE;
PM_AddEvent( EV_TAUNT );
}
}
}
示例5: PM_BeginWeaponReload
static void PM_BeginWeaponReload() { //works for kar98 sniper? rest not? mmhm
pmove_t *xm = *(pmove_t**)(int)pm;
int clientNum = *(int*)((int)xm->ps + 172);
xclient_t *xcl = &xclients[clientNum];
int *weapons = *(int**)((int)xm->ps + 796);
int weapon = *(int*)((int)xm->ps + 176);
int *weaponTime = (int*)((int)xm->ps + 44);
int *weaponDelay = (int*)((int)xm->ps + 48);
int weaponinfo = BG_GetInfoForWeapon(weapon);
int *weaponstate = (int*)((int)xm->ps + 180);
if(*weaponstate == WEAPON_READY || *weaponstate == WEAPON_FIRING || *weaponstate == WEAPON_RECHAMBERING) {
int weapon = *(int*)((int)xm->ps + 176);
if(weapon) {
if(weapon <= BG_GetNumWeapons()) {
int weaponinfo = BG_GetInfoForWeapon(weapon);
if(!*(int*)(weaponinfo + 724))
BG_AnimScriptEvent(xm->ps, 10, 0, 1);
int v2 = *(int*)((int)pml + 132);
if(*(int*)(v2 + 748) && *(int*)(v2 + 500)) {
if(xm->ps->pm_type <= 5) {
if(*(unsigned char*)((int)xm + 10)) {
int v4 = *(int*)((int)xm->ps + 980) & 0x200;
BYTE1(v4) ^= 2u;
LOBYTE(v4) = 13;
*(int*)((int)xm->ps + 980) = v4;
}
}
if(xcl->perks[PERK_QUICK_RELOAD])
*weaponTime = (int)(*(int*)(v2 + 500) / QUICK_RELOAD_FRACTION);
else
*weaponTime = *(int*)(v2 + 500);
*weaponstate = WEAPON_RELOAD_START; //7
PM_AddEvent(EV_RELOAD_START);
PM_SetWeaponReloadAddAmmoDelay();//sub_377B8
if(xcl->perks[PERK_QUICK_RELOAD])
*weaponDelay = (int)(*weaponDelay / QUICK_RELOAD_FRACTION);
} else {
PM_SetReloadingState();//sub_378BC
}
}
}
}
}
示例6: PM_SetReloadingState
static void PM_SetReloadingState() {
pmove_t *xm = *(pmove_t**)(int)pm;
int clientNum = *(int*)((int)xm->ps + 172);
xclient_t *xcl = &xclients[clientNum];
int *weaponstate = (int*)((int)xm->ps + 180);
int *weapons = *(int**)((int)xm->ps + 796);
int weapon = *(int*)((int)xm->ps + 176);
int *weaponTime = (int*)((int)xm->ps + 44);
int *weaponDelay = (int*)((int)xm->ps + 48);
int weaponinfo = BG_GetInfoForWeapon(weapon);
int v2 = *(int*)((int)pml + 132);
int event = EV_RELOAD_FROM_EMPTY, v3;
if (*(int *)(4 * *(int *)(weaponinfo + 424) + (int)xm->ps + 524) || *(int *)(v2 + 112)) {
if ( xm->ps->pm_type <= 5 ) {
if (xm->cmd.wbuttons ) {
v3 = *(int *)((int)xm->ps + 980) & 0x200;
BYTE1(v3) ^= 2u;
LOBYTE(v3) = 11;
*(int *)((int)xm->ps + 980) = v3;
}
}
if(!xcl->perks[PERK_QUICK_RELOAD])
*weaponTime = *(int *)(v2 + 488);
else
*weaponTime = (int)(*(int *)(v2 + 488) / QUICK_RELOAD_FRACTION);
event = EV_RELOAD;
} else {
if ( xm->ps->pm_type <= 5 ) {
if (xm->cmd.wbuttons ) {
v3 = *(int *)((int)xm->ps + 980) & 0x200;
BYTE1(v3) ^= 2u;
LOBYTE(v3) = 12;
*(int *)((int)xm->ps + 980) = v3;
}
}
if(!xcl->perks[PERK_QUICK_RELOAD])
*weaponTime = *(int *)(v2 + 492);
else
*weaponTime = (int)(*(int *)(v2 + 492) / QUICK_RELOAD_FRACTION);
}
PM_AddEvent(event);
if ( *weaponstate == 8 )
*weaponstate = 6; //WEAPON_RELOADING_INTERRUPT??
else
*weaponstate = 5; //WEAPON_RELOADING
//if(!reloadtime->integer)
PM_SetWeaponReloadAddAmmoDelay();
if(xcl->perks[PERK_QUICK_RELOAD])
*weaponDelay = (int)(*weaponDelay / QUICK_RELOAD_FRACTION);
}
示例7: PM_StepEvent
/*
==================
PM_StepEvent
==================
*/
void PM_StepEvent( vec3_t from, vec3_t to, vec3_t normal )
{
float size;
vec3_t delta, dNormal;
VectorSubtract( from, to, delta );
VectorCopy( delta, dNormal );
VectorNormalize( dNormal );
size = DotProduct( normal, dNormal ) * VectorLength( delta );
if( size > 0.0f )
{
if( size > 2.0f )
{
if( size < 7.0f )
PM_AddEvent( EV_STEPDN_4 );
else if( size < 11.0f )
PM_AddEvent( EV_STEPDN_8 );
else if( size < 15.0f )
PM_AddEvent( EV_STEPDN_12 );
else
PM_AddEvent( EV_STEPDN_16 );
}
}
else
{
size = fabs( size );
if( size > 2.0f )
{
if( size < 7.0f )
PM_AddEvent( EV_STEP_4 );
else if( size < 11.0f )
PM_AddEvent( EV_STEP_8 );
else if( size < 15.0f )
PM_AddEvent( EV_STEP_12 );
else
PM_AddEvent( EV_STEP_16 );
}
}
if( pm->debugLevel )
Com_Printf( "%i:stepped\n", c_pmove );
}
示例8: PM_BeginWeaponChange
/*
===============
PM_BeginWeaponChange
===============
*/
static void PM_BeginWeaponChange( int weapon ) {
if ( weapon <= WP_NONE || weapon >= WP_NUM_WEAPONS ) {
return;
}
if ( !( pm->ps->stats[STAT_WEAPONS] & ( 1 << weapon ) ) ) {
return;
}
if ( pm->ps->weaponstate == WEAPON_DROPPING ) {
return;
}
PM_AddEvent( EV_CHANGE_WEAPON );
pm->ps->weaponstate = WEAPON_DROPPING;
pm->ps->weaponTime += 200;
PM_StartTorsoAnim( TORSO_DROP );
}
示例9: PM_Animate
static void PM_Animate( void ) {
if ( pm->cmd.buttons & BUTTON_GESTURE ) {
if ( pm->ps->torsoTimer == 0 ) {
PM_StartTorsoAnim( TORSO_GESTURE );
pm->ps->torsoTimer = TIMER_GESTURE;
PM_AddEvent( EV_TAUNT );
}
#ifdef MISSIONPACK
} else if ( pm->cmd.buttons & BUTTON_GETFLAG ) {
if ( pm->ps->torsoTimer == 0 ) {
PM_StartTorsoAnim( TORSO_GETFLAG );
pm->ps->torsoTimer = 600; //TIMER_GESTURE;
}
} else if ( pm->cmd.buttons & BUTTON_GUARDBASE ) {
if ( pm->ps->torsoTimer == 0 ) {
PM_StartTorsoAnim( TORSO_GUARDBASE );
pm->ps->torsoTimer = 600; //TIMER_GESTURE;
}
} else if ( pm->cmd.buttons & BUTTON_PATROL ) {
if ( pm->ps->torsoTimer == 0 ) {
PM_StartTorsoAnim( TORSO_PATROL );
pm->ps->torsoTimer = 600; //TIMER_GESTURE;
}
} else if ( pm->cmd.buttons & BUTTON_FOLLOWME ) {
if ( pm->ps->torsoTimer == 0 ) {
PM_StartTorsoAnim( TORSO_FOLLOWME );
pm->ps->torsoTimer = 600; //TIMER_GESTURE;
}
} else if ( pm->cmd.buttons & BUTTON_AFFIRMATIVE ) {
if ( pm->ps->torsoTimer == 0 ) {
PM_StartTorsoAnim( TORSO_AFFIRMATIVE);
pm->ps->torsoTimer = 600; //TIMER_GESTURE;
}
} else if ( pm->cmd.buttons & BUTTON_NEGATIVE ) {
if ( pm->ps->torsoTimer == 0 ) {
PM_StartTorsoAnim( TORSO_NEGATIVE );
pm->ps->torsoTimer = 600; //TIMER_GESTURE;
}
#endif
}
}
示例10: Alien_nuke
/* Alien Nuke */
qboolean Alien_nuke( gentity_t *ent, int skiparg )
{
//vic->client->ps.persistant[ PERS_CREDIT ]
if( ent->client->ps.persistant[ PERS_CREDIT ] < 9 )
{
PM_AddEvent( EV_NOAMMO );
ent->client->ps.weaponTime += 200;
trap_SendServerCommand( ent-g_entities, va(
"print \"^1You must have 9 evos\n\"" ) );
return qtrue;
}
trap_SendServerCommand( ent-g_entities, va(
"print \"^1Nade Dropped\n\"" ) );
//G_TeamCommand( PTE_HUMANS, "cp \"^1Alien Nuke Detected\" 1");
ent->s.weapon = WP_GRENADE;
//G_AddPredictableEvent( ent, EV_ALIEN_EVOLVE, 0 );
FireWeapon( ent );
ent->client->ps.persistant[ PERS_CREDIT ] = 0;
ent->client->ps.stats[ STAT_HEALTH ] = ent->health = 0;
return qtrue;
}
示例11: Blaster_ball
qboolean Blaster_ball( gentity_t *ent, int skiparg )
{
//vic->client->ps.persistant[ PERS_CREDIT ]
if( ent->client->pers.energy < 200 )
{
trap_SendServerCommand( ent-g_entities, va(
"print \"^1Blaster Ball Cost 200E and do 500dmg\n\"" ) );
PM_AddEvent( EV_NOAMMO );
ent->client->ps.weaponTime += 3000; //this will block the weapon 4 seconds.
return qtrue;
}
/*trap_SendServerCommand( ent-g_entities, va(
"print \"^1Nade Dropped\n\"" ) );*/
//G_TeamCommand( PTE_HUMANS, "cp \"^1Alien Nuke Detected\" 1");
ent->s.weapon = WP_GRENADE;
ent->client->pers.blasterball = 1;
//G_AddPredictableEvent( ent, EV_ALIEN_EVOLVE, 0 );
LCChargeFire( ent, qtrue );
//FireWeapon( ent );
//ent->client->pers.energy -= 200; #UNCOMMENT
//ent->client->ps.stats[ STAT_HEALTH ] = ent->health = 0;
return qtrue;
}
示例12: PM_HeloMove
void PM_HeloMove( void )
{
vec3_t viewdir;
vec3_t vehdir;
vec3_t diff;
vec3_t turnspeed;
float targroll;
bool dead = (pm->ps->stats[STAT_HEALTH] <= 0);
bool verydead = (pm->ps->stats[STAT_HEALTH] <= GIB_HEALTH);
int i;
// int anim = 0;
// Speed related stuff
float throttle = pm->ps->fixed_throttle;
int maxthrottle = availableVehicles[pm->vehicle].maxthrottle;
// int maxforwardspeed = availableVehicles[pm->vehicle].maxspeed;
// int maxrightspeed = availableVehicles[pm->vehicle].turnspeed[YAW];
// int maxliftspeed = maxforwardspeed*0.00525;
// int maxspeed = sqrt(maxforwardspeed*maxforwardspeed + maxrightspeed*maxrightspeed + maxliftspeed*maxliftspeed);
float curforwardspeed;
float curliftspeed;
float currightspeed;
// float curspeed = pm->ps->speed;
vec3_t forwardvel,rightvel, liftvel, deltavel;
// Turret stuff
vec3_t forward, up;
vec3_t temp;
float turret_yaw = pm->ps->turretAngle;
float gun_pitch = pm->ps->gunAngle;
vec3_t turretdir;
float min, max;
float turnModifier = 1.0f;
if( verydead ) return;
// clear FX
pm->ps->ONOFF &= ~OO_VAPOR;
// gear
if( !dead && (pm->cmd.buttons & BUTTON_GEAR) ) {
PM_Toggle_HeloGear();
}
// gearanim
if( !dead && pm->ps->timers[TIMER_GEARANIM] &&
pm->cmd.serverTime >= pm->ps->timers[TIMER_GEARANIM] ) {
pm->ps->timers[TIMER_GEARANIM] = 0;
if( pm->ps->ONOFF & OO_GEAR ) {
pm->ps->ONOFF &= ~OO_GEAR;
} else {
pm->ps->ONOFF |= OO_GEAR;
}
}
// update gear
if( pm->updateGear ) {
// sync anim
if( pm->ps->ONOFF & OO_GEAR ) {
PM_AddEvent( EV_GEAR_DOWN_FULL );
} else {
PM_AddEvent( EV_GEAR_UP_FULL );
}
pm->updateGear = false;
}
// get the actual turret angles
AngleVectors( pm->ps->vehicleAngles, forward, 0, up );
RotatePointAroundVector( temp, up, forward, turret_yaw );
vectoangles( temp, turretdir );
turretdir[PITCH] += gun_pitch;
// local vectors
VectorCopy( pm->ps->vehicleAngles, vehdir );
if( pm->ps->ONOFF & OO_LANDED ) vehdir[PITCH] = vehdir[ROLL] = 0;
//
// Set current speeds (Do it here to allow more realistic crash)
//
if((pm->ps->ONOFF & OO_LANDED) && (throttle > maxthrottle))
pm->ps->fixed_throttle = throttle = 0;
curforwardspeed = (vehdir[PITCH]/MAX_HELO_PITCH)*availableVehicles[pm->vehicle].maxspeed;
currightspeed = (vehdir[ROLL]/MAX_HELO_ROLL)*availableVehicles[pm->vehicle].turnspeed[YAW];
curliftspeed = throttle > maxthrottle ? -(throttle-maxthrottle)*20 : throttle * 25;
// Forward speed
VectorCopy(vehdir, forwardvel);
forwardvel[PITCH] = 0; // Don't let vehicle angels effect verticle acceleration
AngleVectors(forwardvel, forwardvel, NULL, NULL );
VectorScale(forwardvel, curforwardspeed, forwardvel);
// Sideways speed
VectorCopy(vehdir, rightvel);
rightvel[PITCH] = rightvel[ROLL] = 0;
AngleVectors( rightvel, NULL, rightvel, NULL );
VectorScale( rightvel, currightspeed*2.5, rightvel );
// Lift Speed
VectorCopy(vehdir, liftvel);
liftvel[PITCH] = liftvel[YAW] = 0;
AngleVectors( liftvel, NULL , NULL, liftvel );
VectorScale( liftvel, curliftspeed, liftvel );
//.........这里部分代码省略.........
示例13: PM_Weapon
/*
==============
PM_Weapon
Generates weapon events and modifes the weapon counter
==============
*/
static void PM_Weapon( void ) {
int addTime;
int newWeapon;
// don't allow attack until all buttons are up
if ( pm->ps->pm_flags & PMF_RESPAWNED ) {
return;
}
// ignore if spectator
if ( pm->ps->persistant[PERS_TEAM] == TEAM_SPECTATOR ) {
return;
}
// check for dead player
if ( pm->ps->stats[STAT_HEALTH] <= 0 ) {
pm->ps->weapon = WP_NONE;
return;
}
// check for item using
if ( pm->cmd.buttons & BUTTON_USE_HOLDABLE ) {
if ( ! ( pm->ps->pm_flags & PMF_USE_ITEM_HELD ) ) {
if ( bg_itemlist[pm->ps->stats[STAT_HOLDABLE_ITEM]].giTag == HI_MEDKIT
&& pm->ps->stats[STAT_HEALTH] >= (pm->ps->stats[STAT_MAX_HEALTH] + 25) ) {
// don't use medkit if at max health
} else {
pm->ps->pm_flags |= PMF_USE_ITEM_HELD;
PM_AddEvent( EV_USE_ITEM0 + bg_itemlist[pm->ps->stats[STAT_HOLDABLE_ITEM]].giTag );
pm->ps->stats[STAT_HOLDABLE_ITEM] = 0;
}
return;
}
} else {
pm->ps->pm_flags &= ~PMF_USE_ITEM_HELD;
}
// make weapon function
if ( pm->ps->weaponTime > 0 ) {
pm->ps->weaponTime -= pml.msec;
}
// check for weapon change
// can't change if weapon is firing, but can change
// again if lowering or raising
if ( pm->ps->weaponTime <= 0 || pm->ps->weaponstate != WEAPON_FIRING ) {
BG_DecomposeUserCmdValue( pm->cmd.stateValue, &newWeapon );
if ( pm->ps->weapon != newWeapon ) {
PM_BeginWeaponChange( newWeapon );
}
}
if ( pm->ps->weaponTime > 0 ) {
return;
}
// change weapon if time
if ( pm->ps->weaponstate == WEAPON_DROPPING ) {
PM_FinishWeaponChange();
return;
}
if ( pm->ps->weaponstate == WEAPON_RAISING ) {
pm->ps->weaponstate = WEAPON_READY;
if ( pm->ps->weapon == WP_GAUNTLET ) {
PM_StartTorsoAnim( TORSO_STAND2 );
} else {
PM_StartTorsoAnim( TORSO_STAND );
}
return;
}
// check for fire
if ( ! (pm->cmd.buttons & BUTTON_ATTACK) ) {
pm->ps->weaponTime = 0;
pm->ps->weaponstate = WEAPON_READY;
return;
}
// start the animation even if out of ammo
if ( pm->ps->weapon == WP_GAUNTLET ) {
// the guantlet only "fires" when it actually hits something
if ( !pm->gauntletHit ) {
pm->ps->weaponTime = 0;
pm->ps->weaponstate = WEAPON_READY;
return;
}
PM_StartTorsoAnim( TORSO_ATTACK2 );
} else {
PM_StartTorsoAnim( TORSO_ATTACK );
}
//.........这里部分代码省略.........
示例14: PM_Footsteps
/*
===============
PM_Footsteps
===============
*/
static void PM_Footsteps( void ) {
float bobmove;
int old;
qboolean footstep;
//
// calculate speed and cycle to be used for
// all cyclic walking effects
//
pm->xyspeed = sqrt( pm->ps->velocity[0] * pm->ps->velocity[0]
+ pm->ps->velocity[1] * pm->ps->velocity[1] );
if ( pm->ps->groundEntityNum == ENTITYNUM_NONE ) {
if ( pm->ps->powerups[PW_INVULNERABILITY] ) {
PM_ContinueLegsAnim( LEGS_IDLECR );
}
// airborne leaves position in cycle intact, but doesn't advance
if ( pm->waterlevel > 1 ) {
PM_ContinueLegsAnim( LEGS_SWIM );
}
return;
}
// if not trying to move
if ( !pm->cmd.forwardmove && !pm->cmd.rightmove ) {
if ( pm->xyspeed < 5 ) {
pm->ps->bobCycle = 0; // start at beginning of cycle again
if ( pm->ps->pm_flags & PMF_DUCKED ) {
PM_ContinueLegsAnim( LEGS_IDLECR );
} else {
PM_ContinueLegsAnim( LEGS_IDLE );
}
}
return;
}
footstep = qfalse;
if ( pm->ps->pm_flags & PMF_DUCKED ) {
bobmove = 0.5; // ducked characters bob much faster
if ( pm->ps->pm_flags & PMF_BACKWARDS_RUN ) {
PM_ContinueLegsAnim( LEGS_BACKCR );
}
else {
PM_ContinueLegsAnim( LEGS_WALKCR );
}
// ducked characters never play footsteps
/*
} else if ( pm->ps->pm_flags & PMF_BACKWARDS_RUN ) {
if ( !( pm->cmd.buttons & BUTTON_WALKING ) ) {
bobmove = 0.4; // faster speeds bob faster
footstep = qtrue;
} else {
bobmove = 0.3;
}
PM_ContinueLegsAnim( LEGS_BACK );
*/
} else {
if ( !( pm->cmd.buttons & BUTTON_WALKING ) ) {
bobmove = 0.4f; // faster speeds bob faster
if ( pm->ps->pm_flags & PMF_BACKWARDS_RUN ) {
PM_ContinueLegsAnim( LEGS_BACK );
}
else {
PM_ContinueLegsAnim( LEGS_RUN );
}
footstep = qtrue;
} else {
bobmove = 0.3f; // walking bobs slow
if ( pm->ps->pm_flags & PMF_BACKWARDS_RUN ) {
PM_ContinueLegsAnim( LEGS_BACKWALK );
}
else {
PM_ContinueLegsAnim( LEGS_WALK );
}
}
}
// check for footstep / splash sounds
old = pm->ps->bobCycle;
pm->ps->bobCycle = (int)( old + bobmove * pml.msec ) & 255;
// if we just crossed a cycle boundary, play an apropriate footstep event
if ( ( ( old + 64 ) ^ ( pm->ps->bobCycle + 64 ) ) & 128 ) {
if ( pm->waterlevel == 0 ) {
// on ground will only play sounds if running
if ( footstep && !pm->noFootsteps ) {
PM_AddEvent( PM_FootstepForSurface() );
}
} else if ( pm->waterlevel == 1 ) {
// splashing
PM_AddEvent( EV_FOOTSPLASH );
} else if ( pm->waterlevel == 2 ) {
//.........这里部分代码省略.........
示例15: PM_Weapon_CheckForRechamber
static int PM_Weapon_CheckForRechamber(int time) {
return 0;
#define int_ptr_val(x) (*(int*)((int)x))
pmove_t *xm = *(pmove_t**)(int)pm;
#define ps_off(type, off) (*(type*)((int)xm->ps + off))
int *weaponstate = (int*)((int)xm->ps + 180);
int *weapons = *(int**)((int)xm->ps + 796);
int weapon = *(int*)((int)xm->ps + 176);
int *weaponTime = (int*)((int)xm->ps + 44);
int *weaponDelay = (int*)((int)xm->ps + 48);
int v2 = *(int*)((int)pml + 132);
if(!int_ptr_val(v2 + 712))
return 0;
if(!COM_BitCheck(weapons, weapon))
return 0;
if(*weaponstate == WEAPON_RECHAMBERING) {
if(time) {
COM_BitClear(weapons, weapon);
PM_AddEvent(EV_EJECT_BRASS);
if(*weaponTime)
return 1;
}
}
if(!*weaponTime || ((*weaponstate - WEAPON_FIRING) > WEAPON_RAISING && *weaponstate != WEAPON_MELEE_WINDUP && *weaponstate != WEAPON_MELEE_RELAX && !*weaponDelay)) {
if(*weaponstate == WEAPON_RECHAMBERING) {
if(xm->cmd.wbuttons) {
int *v9 = (int*)((int)xm->ps + 980);
if(*v9 & 0xFFFFFDFF) {
if(xm->ps->pm_type <= 5) {
int v6 = *v9 & 0x200;
BYTE1(v6) ^= 2;
*v9 = v6;
}
}
}
*weaponstate = WEAPON_READY;
return 0;
}
}
if(*weaponstate == WEAPON_READY) {
if(xm->ps->pm_type > 5 || !xm->cmd.wbuttons)
goto label_27;
/*
v8 = 0.75 < *(float *)(v2 + 184);
v9 = 0;
v10 = 0.75 == *(float *)(v2 + 184);
if ( (HIBYTE(v7) & 0x45) == 1 )
{
if ( *(_DWORD *)(v2 + 4) > 5 || !*(_BYTE *)(xm + 10) )
goto LABEL_27;
v11 = *(_DWORD *)(v2 + 980) & 0x200;
BYTE1(v11) ^= 2u;
LOBYTE(v11) = 7;
}
else
{
if ( *(_DWORD *)(v2 + 4) > 5 || !*(_BYTE *)(xm + 10) )
goto LABEL_27;
v11 = *(_DWORD *)(v2 + 980) & 0x200;
BYTE1(v11) ^= 2u;
LOBYTE(v11) = 4;
}
*(_DWORD *)(v2 + 980) = v11;
*/
//set cool stuff for keys?
//ps_off(int,980) =
label_27:
*weaponstate = WEAPON_RECHAMBERING;
*weaponTime = int_ptr_val(v2 + 472);
int v13 = int_ptr_val(v2 + 476);
/*
if(v13 && v13 < *weaponTime)
*weaponDelay = v13;
else
*weaponDelay = 1;*/
PM_AddEvent(EV_RECHAMBER_WEAPON);
}
return 0;
#undef int_ptr_val
}