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C++ SetHullType函数代码示例

本文整理汇总了C++中SetHullType函数的典型用法代码示例。如果您正苦于以下问题:C++ SetHullType函数的具体用法?C++ SetHullType怎么用?C++ SetHullType使用的例子?那么, 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SetHullType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: GetHullType

//---------------------------------------------------------
//---------------------------------------------------------
void CZombie::SetZombieModel( void )
{
	Hull_t lastHull = GetHullType();

	if ( m_fIsTorso )
	{
		SetModel( "models/zombie/classic_torso.mdl" );
		SetHullType( HULL_TINY );
	}
	else
	{
		SetModel( "models/zombie/classic.mdl" );
		SetHullType( HULL_HUMAN );
	}
	SetBodygroup( ZOMBIE_BODYGROUP_HEADCRAB, !m_fIsHeadless );

	SetHullSizeNormal( true );
	SetDefaultEyeOffset();
	SetActivity( ACT_IDLE );

	// hull changed size, notify vphysics
	// UNDONE: Solve this generally, systematically so other
	// NPCs can change size
	if ( lastHull != GetHullType() )
	{
		if ( VPhysicsGetObject() )
		{
			SetupVPhysicsHull();
		}
	}
}
开发者ID:SCell555,项目名称:hl2-asw-port,代码行数:33,代码来源:npc_zombie.cpp

示例2: Precache

//=========================================================
// Spawn
//=========================================================
void CGenericActor::Spawn()
{
    Precache();

    SetModel( STRING( GetModelName() ) );

    /*
    	if ( FStrEq( STRING( GetModelName() ), "models/player.mdl" ) )
    		UTIL_SetSize(this, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
    	else
    		UTIL_SetSize(this, VEC_HULL_MIN, VEC_HULL_MAX);
    */

    if ( FStrEq( STRING( GetModelName() ), "models/player.mdl" ) ||
            FStrEq( STRING( GetModelName() ), "models/holo.mdl" ) ||
            FStrEq( STRING( GetModelName() ), "models/blackout.mdl" ) )
    {
        UTIL_SetSize(this, VEC_HULL_MIN, VEC_HULL_MAX);
    }
    else
    {
        UTIL_SetSize(this, NAI_Hull::Mins(HULL_HUMAN), NAI_Hull::Maxs(HULL_HUMAN));
    }

    if ( !FStrEq( STRING( GetModelName() ), "models/blackout.mdl" ) )
    {
        SetSolid( SOLID_BBOX );
        AddSolidFlags( FSOLID_NOT_STANDABLE );
    }
    else
    {
        SetSolid( SOLID_NONE );
    }

    SetMoveType( MOVETYPE_STEP );
    SetBloodColor( BLOOD_COLOR_RED );
    m_iHealth			= 8;
    m_flFieldOfView		= 0.5;// indicates the width of this NPC's forward view cone ( as a dotproduct result )
    m_NPCState			= NPC_STATE_NONE;

    CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_OPEN_DOORS );

    // remove head turn if no eyes or forward attachment
    if (LookupAttachment( "eyes" ) > 0 && LookupAttachment( "forward" ) > 0)
    {
        CapabilitiesAdd(  bits_CAP_TURN_HEAD | bits_CAP_ANIMATEDFACE );
    }

    if (m_strHullName != NULL_STRING)
    {
        SetHullType( NAI_Hull::LookupId( STRING( m_strHullName ) ) );
    }
    else
    {
        SetHullType( HULL_HUMAN );
    }
    SetHullSizeNormal( );

    NPCInit();
}
开发者ID:KermitAudio,项目名称:MSS,代码行数:63,代码来源:genericactor.cpp

示例3: SetHullType

void CASW_Parasite::Spawn( void )
{	
	SetHullType(HULL_TINY);

	BaseClass::Spawn();

	SetModel( SWARM_PARASITE_MODEL);

	if (FClassnameIs(this, "asw_parasite_defanged"))
	{
		m_bDefanged = true;
		m_iHealth	= ASWGameRules()->ModifyAlienHealthBySkillLevel(10);
		SetBodygroup( 0, 1 );
		m_fSuicideTime = gpGlobals->curtime + 60;
	}
	else
	{
		m_bDefanged = false;
		m_iHealth	= ASWGameRules()->ModifyAlienHealthBySkillLevel(25);
		SetBodygroup( 0, 0 );
		m_fSuicideTime = 0;
	}

	SetMoveType( MOVETYPE_STEP );
	SetHullType(HULL_TINY);
	SetCollisionGroup( ASW_COLLISION_GROUP_PARASITE );
	SetViewOffset( Vector(6, 0, 11) ) ;		// Position of the eyes relative to NPC's origin.

	m_NPCState	= NPC_STATE_NONE;

	CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_INNATE_RANGE_ATTACK1 );

	m_bInfesting = false;
	
}
开发者ID:detoxhby,项目名称:SwarmDirector2,代码行数:35,代码来源:asw_parasite.cpp

示例4: GetHullType

//-----------------------------------------------------------------------------
// Purpose: 
//
// NOTE: This function is still heavy with common code (found at the bottom).
//		 we should consider moving some into the base class! (sjb)
//-----------------------------------------------------------------------------
void CNPC_Monster::SetZombieModel( void )
{
	Hull_t lastHull = GetHullType();

	SetModel( cModel.ToCStr() );

	if (m_fIsTorso)
		SetHullType(HULL_TINY);
	else
		SetHullType(HULL_HUMAN);

	SetHullSizeNormal( true );
	SetDefaultEyeOffset();
	SetActivity( ACT_IDLE );

	m_nSkin = m_iSkin;

	if ( lastHull != GetHullType() )
	{
		if ( VPhysicsGetObject() )
		{
			SetupVPhysicsHull();
		}
	}

	CollisionProp()->SetSurroundingBoundsType( USE_OBB_COLLISION_BOUNDS );
}
开发者ID:BerntA,项目名称:tfo-code,代码行数:33,代码来源:npc_monster.cpp

示例5: SetHullType

//-----------------------------------------------------------------------------
// Purpose:	
// Input:	
// Output:	
//-----------------------------------------------------------------------------
void CASW_Boomer::Spawn( void )
{
	SetHullType( HULL_LARGE );

	BaseClass::Spawn();

	SetHullType( HULL_LARGE );
	SetCollisionGroup( ASW_COLLISION_GROUP_ALIEN );
	SetHealthByDifficultyLevel();
	CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_INNATE_MELEE_ATTACK1 | bits_CAP_INNATE_MELEE_ATTACK2 );
	
// 			"Health"	"435"
// 			"WalkSpeed"	"45"
// 			"RunSpeed"	"254"

	SetIdealState( NPC_STATE_ALERT );

	m_bNeverRagdoll = true;

	//softcopy: 
	//SetRenderColor(asw_boomer_color.GetColor().r(), asw_boomer_color.GetColor().g(), asw_boomer_color.GetColor().b());		//Ch1ckensCoop: Allow setting colors.
	alienLabel = "boomer";
	SetColorScale( alienLabel );

}
开发者ID:jtanx,项目名称:ch1ckenscoop,代码行数:30,代码来源:asw_boomer.cpp

示例6: SetHullType

//-----------------------------------------------------------------------------
// Purpose:	
// Input:	
// Output:	
//-----------------------------------------------------------------------------
void CASW_Ranger::Spawn( void )
{
	SetHullType( HULL_MEDIUMBIG );

	BaseClass::Spawn();

	SetHullType( HULL_MEDIUMBIG );
	SetHealthByDifficultyLevel();
	SetBloodColor( BLOOD_COLOR_GREEN );
	CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_INNATE_MELEE_ATTACK1 | bits_CAP_INNATE_RANGE_ATTACK1 );

	SetIdealState( NPC_STATE_ALERT );

	m_bNeverRagdoll = true;

	//
	// Firing patterns
	// 

	// 3 shots
	CASW_AlienVolley volley;
	volley.m_rounds.SetCount( 3 );
	volley.m_rounds[0].m_flTime				= 0;
	volley.m_rounds[0].m_nShot_type			= GetShotIndex( "shot1" );
	volley.m_rounds[0].m_flStartAngle		= 0;
	volley.m_rounds[0].m_flEndAngle			= 0;
	volley.m_rounds[0].m_nNumShots			= 1;
	volley.m_rounds[0].m_flShotDelay		= 0;
	volley.m_rounds[0].m_flSpeed			= 425;
	volley.m_rounds[0].m_flHorizontalOffset = 0;

	volley.m_rounds[1].m_flTime				= 0.1;
	volley.m_rounds[1].m_nShot_type			= GetShotIndex( "shot1" );
	volley.m_rounds[1].m_flStartAngle		= -4;
	volley.m_rounds[1].m_flEndAngle			= 0;
	volley.m_rounds[1].m_nNumShots			= 1;
	volley.m_rounds[1].m_flShotDelay		= 0;
	volley.m_rounds[1].m_flSpeed			= 425;
	volley.m_rounds[1].m_flHorizontalOffset = 0;

	volley.m_rounds[2].m_flTime				= 0.2;
	volley.m_rounds[2].m_nShot_type			= GetShotIndex( "shot1" );
	volley.m_rounds[2].m_flStartAngle		= 4;
	volley.m_rounds[2].m_flEndAngle			= 0;
	volley.m_rounds[2].m_nNumShots			= 1;
	volley.m_rounds[2].m_flShotDelay		= 0;
	volley.m_rounds[2].m_flSpeed			= 425;
	volley.m_rounds[2].m_flHorizontalOffset = 0;
	CreateVolley( "volley1", &volley );
}
开发者ID:Cre3per,项目名称:hl2sdk-csgo,代码行数:55,代码来源:asw_ranger.cpp

示例7: Precache

//-----------------------------------------------------------------------------
// Spawn
//-----------------------------------------------------------------------------
void CNPC_GMan::Spawn()
{
	Precache();

	BaseClass::Spawn();

	SetModel( "models/gman.mdl" );

	SetHullType(HULL_HUMAN);
	SetHullSizeNormal();

	SetSolid( SOLID_BBOX );
	AddSolidFlags( FSOLID_NOT_STANDABLE );
	SetMoveType( MOVETYPE_STEP );
	SetBloodColor( BLOOD_COLOR_RED );
	m_iHealth			= 8;
	m_flFieldOfView		= 0.5;// indicates the width of this NPC's forward view cone ( as a dotproduct result )
	m_NPCState			= NPC_STATE_NONE;
	SetImpactEnergyScale( 0.0f ); // no physics damage on the gman
	
	CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_OPEN_DOORS | bits_CAP_ANIMATEDFACE | bits_CAP_TURN_HEAD );
	CapabilitiesAdd( bits_CAP_FRIENDLY_DMG_IMMUNE );
	AddEFlags( EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL );

	NPCInit();
}
开发者ID:Au-heppa,项目名称:source-sdk-2013,代码行数:29,代码来源:npc_gman.cpp

示例8: Precache

//=========================================================
// Spawn()
// Crear un nuevo 
//=========================================================
void CNPC_Scient::Spawn()
{
	Precache();

	// Modelo y color de sangre.
	SetModel(MODEL_BASE);
	SetBloodColor(BLOOD);

	// Tamaño
	SetHullType(HULL_WIDE_SHORT);
	SetHullSizeNormal();

	// Navegación, estado físico y opciones extra.
	SetSolid(SOLID_BBOX);
	SetNavType(NAV_GROUND);	
	AddSolidFlags(FSOLID_NOT_STANDABLE);
	SetMoveType(MOVETYPE_STEP);
	
	SetRenderColor(255, 255, 255, 255);
	SetDistLook(SEE_DIST);

	// Reseteo de variables.
	// Salud, estado del NPC y vista.
	m_iHealth			= sk_scient_health.GetFloat();
	m_NPCState			= NPC_STATE_NONE;
	m_flFieldOfView		= FOV;

	// Capacidades
	CapabilitiesClear();
	CapabilitiesAdd(CAPABILITIES);

	NPCInit();
	BaseClass::Spawn();
}
开发者ID:InfoSmart,项目名称:InSource-Singleplayer,代码行数:38,代码来源:npc_scient.cpp

示例9: Precache

//-----------------------------------------------------------------------------
// Purpose: 
// Input  :
// Output : 
//-----------------------------------------------------------------------------
void CNPC_Headcrab::Spawn( void )
{
	Precache();

	SetRenderColor( 255, 255, 255, 255 );

	SetModel( "models/headcrab.mdl" );
	m_iHealth = sk_headcrab_health.GetFloat();

	SetHullType(HULL_TINY);
	SetHullSizeNormal();

	SetSolid( SOLID_BBOX );
	AddSolidFlags( FSOLID_NOT_STANDABLE );
	SetMoveType( MOVETYPE_STEP );
	SetViewOffset( Vector(6, 0, 11) );		// Position of the eyes relative to NPC's origin.

	m_bloodColor		= BLOOD_COLOR_GREEN;
	m_flFieldOfView		= 0.5;
	m_NPCState			= NPC_STATE_NONE;
	m_nGibCount			= HEADCRAB_ALL_GIB_COUNT;
	
	CapabilitiesClear();
	CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_INNATE_RANGE_ATTACK1 );

	NPCInit();
}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:32,代码来源:hl1_npc_headcrab.cpp

示例10: SetModel

//---------------------------------------------------------
//---------------------------------------------------------
void CRebelZombie::SetZombieModel( void )
{
	//if ( m_iZombieSex == 1 ) // Male
	//{
		SetModel( "models/zombie/classic.mdl" );
	/*}
	else // Female
	{
		SetModel( "models/zombie/classic_female.mdl" );
	}*/
	SetHullType( HULL_HUMAN );

	m_nSkin = m_iRebelZombieSkin;

	SetBodygroup( ZOMBIE_BODYGROUP_HEADCRAB, !m_fIsHeadless );

	SetHullSizeNormal( true );
	SetDefaultEyeOffset();
	SetActivity( ACT_IDLE );

	// hull changed size, notify vphysics
	// UNDONE: Solve this generally, systematically so other
	// NPCs can change size
	if ( VPhysicsGetObject() )
	{
		SetupVPhysicsHull();
	}
}
开发者ID:KyleGospo,项目名称:City-17-Episode-One-Source,代码行数:30,代码来源:npc_rebelzombie.cpp

示例11: Precache

//=========================================================
// Spawn
//=========================================================
void CNPC_Houndeye::Spawn()
{
	Precache( );

	SetModel("models/houndeye.mdl");
	SetHullType(HULL_WIDE_SHORT);
	SetHullSizeNormal();

	SetSolid( SOLID_BBOX );
	AddSolidFlags( FSOLID_NOT_STANDABLE );
	SetMoveType( MOVETYPE_STEP );
	SetBloodColor( BLOOD_COLOR_YELLOW );
	m_iHealth			= sk_Houndeye_health.GetFloat();
	m_flFieldOfView		= 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result )
	m_NPCState			= NPC_STATE_NONE;
	m_fAsleep			= false; // everyone spawns awake
	m_fDontBlink		= false;
	CapabilitiesAdd( bits_CAP_SQUAD );
	CapabilitiesAdd( bits_CAP_MOVE_GROUND );
	CapabilitiesAdd( bits_CAP_INNATE_RANGE_ATTACK1 );
	CapabilitiesAdd( bits_CAP_TURN_HEAD );

	m_flNextSecondaryAttack = 0;
	m_bLoopClockwise		= random->RandomInt(0,1) ? true : false;

	m_pEnergyWave			= NULL;
	m_flEndEnergyWaveTime	= 0;

	SetCollisionGroup( HL2COLLISION_GROUP_HOUNDEYE ); 

	NPCInit();
}
开发者ID:AluminumKen,项目名称:hl2sb-src,代码行数:35,代码来源:npc_houndeye.cpp

示例12: GetHullType

void CZombie::SetZombieModel( void )
{
	Hull_t lastHull = GetHullType();

	if(m_iZombieType == ZOMBIE_BISOU)
		SetModel( "models/zombie/Bisounours.mdl" );
	else
		SetModel( "models/zombie/classic.mdl" );

	SetHullType( HULL_HUMAN );

	//Commenté en attendant de trouver à quoi ça sert
	//SetBodygroup( ZOMBIE_BODYGROUP_HEADCRAB, !m_fIsHeadless );

	SetHullSizeNormal( true );
	SetDefaultEyeOffset();
	SetActivity( ACT_IDLE );

	// hull changed size, notify vphysics
	// UNDONE: Solve this generally, systematically so other
	// NPCs can change size
	if ( lastHull != GetHullType() )
		if ( VPhysicsGetObject() )
			SetupVPhysicsHull();
}
开发者ID:Orygin,项目名称:BisounoursParty,代码行数:25,代码来源:npc_zombie.cpp

示例13: Precache

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CNPC_Bug_Warrior::Spawn( void )
{
	Precache();

	SetModel( BUG_WARRIOR_MODEL );

	SetHullType(HULL_WIDE_HUMAN);//HULL_WIDE_SHORT;
	SetHullSizeNormal();
	SetDefaultEyeOffset();
	SetViewOffset( (WorldAlignMins() + WorldAlignMaxs()) * 0.5 );	// See from my center
	SetDistLook( 1024.0 );
	
	SetNavType(NAV_GROUND);
	m_NPCState		= NPC_STATE_NONE;
	SetBloodColor( BLOOD_COLOR_YELLOW );
	m_iHealth		= npc_bug_warrior_health.GetFloat();

	SetSolid( SOLID_BBOX );
	AddSolidFlags( FSOLID_NOT_STANDABLE );
	SetMoveType( MOVETYPE_STEP );

	m_iszPatrolPathName = NULL_STRING;

	// Only do this if a squadname appears in the entity
	if ( m_SquadName != NULL_STRING )
	{
		CapabilitiesAdd( bits_CAP_SQUAD );
	}

	CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_INNATE_MELEE_ATTACK1 );

	NPCInit();

	BaseClass::Spawn();
}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:38,代码来源:npc_bug_warrior.cpp

示例14: Spawn

//-----------------------------------------------------------------------------
// Spawn
//-----------------------------------------------------------------------------
void CNPC_Eli :: Spawn()
{
	Precache();

	BaseClass::Spawn();

	SetModel( "models/eli.mdl" );

	SetHullType(HULL_HUMAN);
	SetHullSizeNormal();

	SetSolid( SOLID_BBOX );
	AddSolidFlags( FSOLID_NOT_STANDABLE );
	SetMoveType( MOVETYPE_STEP );
	SetBloodColor( BLOOD_COLOR_RED );
	m_iHealth			= 8;
	m_flFieldOfView		= 0.5;// indicates the width of this NPC's forward view cone ( as a dotproduct result )
	m_NPCState			= NPC_STATE_NONE;
	
	CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_OPEN_DOORS | bits_CAP_ANIMATEDFACE | bits_CAP_TURN_HEAD );

	NPCInit();

	Relink();
}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:28,代码来源:npc_eli.cpp

示例15: Precache

//=========================================================
// Spawn
//=========================================================
void CNPC_Bullsquid::Spawn()
{
	Precache( );

	SetModel( "models/bullsquid.mdl");
	SetHullType(HULL_WIDE_SHORT);
	SetHullSizeNormal();

	SetSolid( SOLID_BBOX );
	AddSolidFlags( FSOLID_NOT_STANDABLE );
	SetMoveType( MOVETYPE_STEP );
	m_bloodColor		= BLOOD_COLOR_GREEN;
	
	SetRenderColor( 255, 255, 255, 255 );
	
	m_iHealth			= sk_bullsquid_health.GetFloat();
	m_flFieldOfView		= 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result )
	m_NPCState			= NPC_STATE_NONE;
	
	CapabilitiesClear();
	CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_INNATE_RANGE_ATTACK1 | bits_CAP_INNATE_MELEE_ATTACK1 | bits_CAP_INNATE_MELEE_ATTACK2 );
	
	m_fCanThreatDisplay	= TRUE;
	m_flNextSpitTime = gpGlobals->curtime;

	NPCInit();

	m_flDistTooFar		= 784;
}
开发者ID:hitmen047,项目名称:TF2HLCoop,代码行数:32,代码来源:hl1_npc_bullsquid.cpp


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