本文整理汇总了C++中PostEventSec函数的典型用法代码示例。如果您正苦于以下问题:C++ PostEventSec函数的具体用法?C++ PostEventSec怎么用?C++ PostEventSec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PostEventSec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: Show
/*
================
idMoveable::Event_Activate
================
*/
void idMoveable::Event_Activate( idEntity *activator ) {
float delay;
idVec3 init_velocity, init_avelocity;
Show();
if ( !spawnArgs.GetInt( "notPushable" ) ) {
physicsObj.EnableImpact();
}
physicsObj.Activate();
spawnArgs.GetVector( "init_velocity", "0 0 0", init_velocity );
spawnArgs.GetVector( "init_avelocity", "0 0 0", init_avelocity );
delay = spawnArgs.GetFloat( "init_velocityDelay", "0" );
if ( delay == 0.0f ) {
physicsObj.SetLinearVelocity( init_velocity );
} else {
PostEventSec( &EV_SetLinearVelocity, delay, init_velocity );
}
delay = spawnArgs.GetFloat( "init_avelocityDelay", "0" );
if ( delay == 0.0f ) {
physicsObj.SetAngularVelocity( init_avelocity );
} else {
PostEventSec( &EV_SetAngularVelocity, delay, init_avelocity );
}
InitInitialSpline( gameLocal.time );
}
示例2: item
/*
================
idEntityFx::Event_ClearFx
Clears any visual fx started when item(mob) was spawned
================
*/
void idEntityFx::Event_ClearFx( void )
{
if( g_skipFX.GetBool() )
{
return;
}
Stop();
CleanUp();
BecomeInactive( TH_THINK );
if( spawnArgs.GetBool( "test" ) )
{
PostEventMS( &EV_Activate, 0, this );
}
else
{
if( spawnArgs.GetFloat( "restart" ) || !spawnArgs.GetBool( "triggered" ) )
{
float rest = spawnArgs.GetFloat( "restart", "0" );
if( rest == 0.0f )
{
PostEventSec( &EV_Remove, 0.1f );
}
else
{
rest *= gameLocal.random.RandomFloat();
PostEventSec( &EV_Activate, rest, this );
}
}
}
}
示例3: ServerSendEvent
/*
================
idItem::Pickup
================
*/
bool idItem::Pickup(idPlayer *player)
{
if (!GiveToPlayer(player)) {
return false;
}
if (gameLocal.isServer) {
ServerSendEvent(EVENT_PICKUP, NULL, false, -1);
}
// play pickup sound
StartSound("snd_acquire", SND_CHANNEL_ITEM, 0, false, NULL);
// trigger our targets
ActivateTargets(player);
// clear our contents so the object isn't picked up twice
GetPhysics()->SetContents(0);
// hide the model
Hide();
// add the highlight shell
if (itemShellHandle != -1) {
gameRenderWorld->FreeEntityDef(itemShellHandle);
itemShellHandle = -1;
}
float respawn = spawnArgs.GetFloat("respawn");
bool dropped = spawnArgs.GetBool("dropped");
bool no_respawn = spawnArgs.GetBool("no_respawn");
if (gameLocal.isMultiplayer && respawn == 0.0f) {
respawn = 20.0f;
}
if (respawn && !dropped && !no_respawn) {
const char *sfx = spawnArgs.GetString("fxRespawn");
if (sfx && *sfx) {
PostEventSec(&EV_RespawnFx, respawn - 0.5f);
}
PostEventSec(&EV_RespawnItem, respawn);
} else if (!spawnArgs.GetBool("inv_objective") && !no_respawn) {
// give some time for the pickup sound to play
// FIXME: Play on the owner
if (!spawnArgs.GetBool("inv_carry")) {
PostEventMS(&EV_Remove, 5000);
}
}
BecomeInactive(TH_THINK);
return true;
}
示例4: DrawFov
/*
================
idSecurityCamera::Think
================
*/
void idSecurityCamera::Think( void ) {
float pct;
float travel;
if( thinkFlags & TH_THINK ) {
if( g_showEntityInfo.GetBool() ) {
DrawFov();
}
if( health <= 0 ) {
BecomeInactive( TH_THINK );
return;
}
}
// run physics
RunPhysics();
if( thinkFlags & TH_THINK ) {
if( CanSeePlayer() ) {
if( alertMode == SCANNING ) {
float sightTime;
SetAlertMode( ALERT );
stopSweeping = gameLocal.time;
if( sweeping ) {
CancelEvents( &EV_SecurityCam_Pause );
} else {
CancelEvents( &EV_SecurityCam_ReverseSweep );
}
sweeping = false;
StopSound( SND_CHANNEL_ANY, false );
StartSound( "snd_sight", SND_CHANNEL_BODY, 0, false, NULL );
sightTime = spawnArgs.GetFloat( "sightTime", "5" );
PostEventSec( &EV_SecurityCam_Alert, sightTime );
}
} else {
if( alertMode == ALERT ) {
float sightResume;
SetAlertMode( LOSINGINTEREST );
CancelEvents( &EV_SecurityCam_Alert );
sightResume = spawnArgs.GetFloat( "sightResume", "1.5" );
PostEventSec( &EV_SecurityCam_ContinueSweep, sightResume );
}
if( sweeping ) {
idAngles a = GetPhysics()->GetAxis().ToAngles();
pct = ( gameLocal.time - sweepStart ) / ( sweepEnd - sweepStart );
travel = pct * sweepAngle;
if( negativeSweep ) {
a.yaw = angle + travel;
} else {
a.yaw = angle - travel;
}
SetAngles( a );
}
}
}
Present();
}
示例5: SEC2MS
/*
================
hhProjectileCrawlerGrenade::Launch
================
*/
void hhProjectileCrawlerGrenade::Launch( const idVec3 &start, const idMat3 &axis, const idVec3 &pushVelocity, const float timeSinceFire, const float launchPower, const float dmgPower ) {
hhProjectile::Launch( start, axis, pushVelocity, timeSinceFire, launchPower, dmgPower );
if( modelProxy.IsValid() ) {
modelProxy->CycleAnim( "flight", ANIMCHANNEL_ALL );
}
float delayBeforeDying = spawnArgs.GetFloat( "delayBeforeDying" );
float fuse = spawnArgs.GetFloat( "fuse" );
inflateDuration = SEC2MS( hhMath::ClampFloat(0.0f, fuse, fuse - delayBeforeDying) );
PostEventSec( &EV_DyingState, delayBeforeDying );
PostEventSec( &EV_DeadState, fuse );
}
示例6: StartSound
/*
================
idItem::Pickup
================
*/
bool idItem::Pickup( idPlayer *player ) {
if ( !GiveToPlayer( player ) ) {
return false;
}
// play pickup sound
StartSound( "snd_acquire", SND_CHANNEL_ITEM, 0, false, NULL );
// sikk - play the sounds through the player
//player->StartSoundShader( declManager->FindSound( spawnArgs.GetString( "snd_acquire" ) ), SND_CHANNEL_ITEM, SSF_PRIVATE_SOUND, false, NULL );
// trigger our targets
ActivateTargets( player );
// clear our contents so the object isn't picked up twice
GetPhysics()->SetContents( 0 );
// hide the model
Hide();
FreeLightDef(); // sikk - Crumb Light
// add the highlight shell
if ( itemShellHandle != -1 ) {
gameRenderWorld->FreeEntityDef( itemShellHandle );
itemShellHandle = -1;
}
float respawn = spawnArgs.GetFloat( "respawn" );
bool dropped = spawnArgs.GetBool( "dropped" );
bool no_respawn = spawnArgs.GetBool( "no_respawn" );
if ( respawn && !dropped && !no_respawn ) {
const char *sfx = spawnArgs.GetString( "fxRespawn" );
if ( sfx && *sfx ) {
PostEventSec( &EV_RespawnFx, respawn - 0.5f );
}
PostEventSec( &EV_RespawnItem, respawn );
} else if ( !spawnArgs.GetBool( "inv_objective" ) && !no_respawn ) {
// give some time for the pickup sound to play
// FIXME: Play on the owner
if ( !spawnArgs.GetBool( "inv_carry" ) ) {
PostEventMS( &EV_Remove, 5000 );
}
}
BecomeInactive( TH_THINK );
return true;
}
示例7: Hide
void hhGibbable::Explode(idEntity *activator) {
hhFxInfo fxInfo;
Hide();
fl.takedamage = false;
GetPhysics()->SetContents( 0 );
ActivateTargets( activator );
SetSkinByName(NULL);
if ( spawnArgs.GetFloat( "respawn", "0" ) ) {
PostEventSec( &EV_Respawn, spawnArgs.GetFloat( "respawn", "0" ) );
} else {
PostEventMS( &EV_Remove, 200 ); // Remove after a small delay to allow sound commands to execute
}
StartSound( "snd_gib", SND_CHANNEL_ANY );
// Find thinnest axis in the bounds and use for fx normal
idVec3 thinnest = vec3_origin;
int axisIndex = DetermineThinnestAxis();
thinnest[axisIndex] = 1.0f;
thinnest *= GetAxis();
fxInfo.RemoveWhenDone( true );
fxInfo.SetNormal(thinnest);
// Spawn FX system for gib
BroadcastFxInfo( spawnArgs.GetString("fx_gib"), GetOrigin(), GetAxis(), &fxInfo );
// Spawn gibs
if (spawnArgs.FindKey("def_debrisspawner")) {
hhUtils::SpawnDebrisMass(spawnArgs.GetString("def_debrisspawner"), this );
}
}
示例8: sequence
/*
================
idTrigger_EntityName::Event_Trigger
the trigger was just activated
activated should be the entity that originated the activation sequence (ie. the original target)
activator should be set to the activator so it can be held through a delay
so wait for the delay time before firing
================
*/
void idTrigger_EntityName::Event_Trigger( idEntity *activator ) {
if ( nextTriggerTime > gameLocal.time ) {
// can't retrigger until the wait is over
return;
}
if ( !activator || ( activator->name != entityName ) ) {
return;
}
if ( triggerFirst ) {
triggerFirst = false;
return;
}
// don't allow it to trigger twice in a single frame
nextTriggerTime = gameLocal.time + 1;
if ( delay > 0 ) {
// don't allow it to trigger again until our delay has passed
nextTriggerTime += SEC2MS( delay + random_delay * gameLocal.random.CRandomFloat() );
PostEventSec( &EV_TriggerAction, delay, activator );
} else {
TriggerAction( activator );
}
}
示例9: clipBounds
/*
=================
hhProjectileCrawlerGrenade::Event_ApplyExpandWound
=================
*/
void hhProjectileCrawlerGrenade::Event_ApplyExpandWound() {
trace_t trace;
if( !modelProxy.IsValid() || !modelProxy->GetCombatModel() ) {
return;
}
idBounds clipBounds( modelProxy->GetRenderEntity()->bounds );
idVec3 traceEnd = GetOrigin();
idVec3 traceStart = traceEnd + hhUtils::RandomPointInShell( clipBounds.Expand(1.0f).GetRadius(), clipBounds.Expand(2.0f).GetRadius() );
idVec3 jointOrigin, localOrigin, localNormal;
idMat3 jointAxis, axisTranspose;
jointHandle_t jointHandle = INVALID_JOINT;
CancelEvents( &EV_ApplyExpandWound );
PostEventSec( &EV_ApplyExpandWound, spawnArgs.GetFloat("expandWoundDelay") );
if( !gameLocal.clip.TracePoint(trace, traceStart, traceEnd, modelProxy->GetCombatModel()->GetContents(), NULL) ) {
return;
}
if( trace.c.entityNum != entityNumber ) {//Make sure we hit ourselves
return;
}
modelProxy->AddDamageEffect( trace, vec3_zero, spawnArgs.GetString("def_expandDamage"), (!fl.networkSync || netSyncPhysics) );
}
示例10: SEC2MS
/*
================
idTrigger_EntityName::Event_Touch
================
*/
void idTrigger_EntityName::Event_Touch( idEntity *other, trace_t *trace )
{
if( triggerFirst )
{
return;
}
if( nextTriggerTime > gameLocal.time )
{
// can't retrigger until the wait is over
return;
}
if( !other || ( other->name != entityName ) )
{
return;
}
nextTriggerTime = gameLocal.time + 1;
if( delay > 0 )
{
// don't allow it to trigger again until our delay has passed
nextTriggerTime += SEC2MS( delay + random_delay * gameLocal.random.CRandomFloat() );
PostEventSec( &EV_TriggerAction, delay, other );
}
else
{
TriggerAction( other );
}
}
示例11: Setup
/*
================
idEntityFx::Event_Trigger
================
*/
void idEntityFx::Event_Trigger( idEntity *activator ) {
if ( g_skipFX.GetBool() ) {
return;
}
float fxActionDelay;
const char *fx;
if ( gameLocal.time < nextTriggerTime ) {
return;
}
if ( spawnArgs.GetString( "fx", "", &fx) ) {
Setup( fx );
Start( gameLocal.time );
PostEventMS( &EV_Fx_KillFx, Duration() );
BecomeActive( TH_THINK );
}
fxActionDelay = spawnArgs.GetFloat( "fxActionDelay" );
if ( fxActionDelay != 0.0f ) {
nextTriggerTime = gameLocal.time + SEC2MS( fxActionDelay );
} else {
// prevent multiple triggers on same frame
nextTriggerTime = gameLocal.time + 1;
}
PostEventSec( &EV_Fx_Action, fxActionDelay, activator );
}
示例12: CancelEvents
/*
================
idSound::Event_Trigger
this will toggle the idle idSound on and off
================
*/
void idSound::Event_Trigger( idEntity *activator ) {
if ( wait > 0.0f ) {
if ( timerOn ) {
timerOn = false;
CancelEvents( &EV_Speaker_Timer );
} else {
timerOn = true;
DoSound( true );
PostEventSec( &EV_Speaker_Timer, wait + gameLocal.random.CRandomFloat() * random );
}
} else {
if ( gameLocal.isMultiplayer ) {
if ( refSound.referenceSound && ( gameLocal.time < playingUntilTime ) ) {
DoSound( false );
} else {
DoSound( true );
}
} else {
if ( refSound.referenceSound && refSound.referenceSound->CurrentlyPlaying() ) {
DoSound( false );
} else {
DoSound( true );
}
}
}
}
示例13: at
/*
================
idSound::Spawn
================
*/
void idSound::Spawn( void )
{
spawnArgs.GetVector( "move", "0 0 0", shakeTranslate );
spawnArgs.GetAngles( "rotate", "0 0 0", shakeRotate );
spawnArgs.GetFloat( "random", "0", random );
spawnArgs.GetFloat( "wait", "0", wait );
if( ( wait > 0.0f ) && ( random >= wait ) )
{
random = wait - 0.001;
gameLocal.DWarning( "speaker '%s' at (%s) has random >= wait", name.c_str(), GetPhysics()->GetOrigin().ToString( 0 ) );
}
soundVol = 0.0f;
lastSoundVol = 0.0f;
if( ( shakeRotate != ang_zero ) || ( shakeTranslate != vec3_zero ) )
{
BecomeActive( TH_THINK );
}
if( !refSound.waitfortrigger && ( wait > 0.0f ) )
{
timerOn = true;
PostEventSec( &EV_Speaker_Timer, wait + gameLocal.random.CRandomFloat() * random );
}
else
{
timerOn = false;
}
}
示例14: sequence
/*
================
idTrigger_Multi::Event_Trigger
the trigger was just activated
activated should be the entity that originated the activation sequence (ie. the original target)
activator should be set to the activator so it can be held through a delay
so wait for the delay time before firing
================
*/
void idTrigger_Multi::Event_Trigger( idEntity *activator ) {
// RAVEN BEGIN
// bdube: moved trigger first
if ( triggerFirst ) {
triggerFirst = false;
return;
}
if ( nextTriggerTime > gameLocal.time ) {
// can't retrigger until the wait is over
return;
}
// see if this trigger requires an item
if ( !gameLocal.RequirementMet( activator, requires, removeItem ) ) {
return;
}
if ( !CheckFacing( activator ) ) {
return;
}
// RAVEN END
// don't allow it to trigger twice in a single frame
nextTriggerTime = gameLocal.time + 1;
if ( delay > 0 ) {
// don't allow it to trigger again until our delay has passed
nextTriggerTime += SEC2MS( delay + random_delay * gameLocal.random.CRandomFloat() );
PostEventSec( &EV_TriggerAction, delay, activator );
} else {
TriggerAction( activator );
}
}
示例15: PostEventSec
/*
================
idTrigger_Timer::Enable
================
*/
void idTrigger_Timer::Enable( void ) {
// if off, turn it on
if ( !on ) {
on = true;
PostEventSec( &EV_Timer, delay );
}
}