本文整理汇总了C++中SuppressTE函数的典型用法代码示例。如果您正苦于以下问题:C++ SuppressTE函数的具体用法?C++ SuppressTE怎么用?C++ SuppressTE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SuppressTE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: GlowSprite
virtual void GlowSprite( IRecipientFilter& filter, float delay,
const Vector* pos, int modelindex, float life, float size, int brightness )
{
if ( !SuppressTE( filter ) )
{
TE_GlowSprite( filter, delay, pos, modelindex, life, size, brightness );
}
}
示例2: BubbleTrail
virtual void BubbleTrail( IRecipientFilter& filter, float delay,
const Vector* mins, const Vector* maxs, float flWaterZ, int modelindex, int count, float speed )
{
if ( !SuppressTE( filter ) )
{
TE_BubbleTrail( filter, delay, mins, maxs, flWaterZ, modelindex, count, speed );
}
}
示例3: DynamicLight
virtual void DynamicLight( IRecipientFilter& filter, float delay,
const Vector* org, int r, int g, int b, int exponent, float radius, float time, float decay )
{
if ( !SuppressTE( filter ) )
{
TE_DynamicLight( filter, delay, org, r, g, b, exponent, radius, time, decay );
}
}
示例4: BloodStream
virtual void BloodStream( IRecipientFilter& filter, float delay,
const Vector* org, const Vector* dir, int r, int g, int b, int a, int amount )
{
if ( !SuppressTE( filter ) )
{
TE_BloodStream( filter, delay, org, dir, r, g, b, a, amount );
}
}
示例5: BSPDecal
virtual void BSPDecal( IRecipientFilter& filter, float delay,
const Vector* pos, int entity, int index )
{
if ( !SuppressTE( filter ) )
{
TE_BSPDecal( filter, delay, pos, entity, index );
}
}
示例6: filter
void CEffectsClient::MetalSparks( const Vector &position, const Vector &direction )
{
CPVSFilter filter( position );
if ( !SuppressTE( filter ) )
{
FX_MetalSpark( position, direction, direction );
}
}
示例7: ArmorRicochet
virtual void ArmorRicochet( IRecipientFilter& filter, float delay,
const Vector* pos, const Vector* dir )
{
if ( !SuppressTE( filter ) )
{
TE_ArmorRicochet( filter, delay, pos, dir );
}
}
示例8: PhysicsProp
virtual void PhysicsProp( IRecipientFilter& filter, float delay, int modelindex, int skin,
const Vector& pos, const QAngle &angles, const Vector& vel, int flags, int effects )
{
if ( !SuppressTE( filter ) )
{
TE_PhysicsProp( filter, delay, modelindex, skin, pos, angles, vel, flags, effects );
}
}
示例9: ClientProjectile
virtual void ClientProjectile( IRecipientFilter& filter, float delay,
const Vector* vecOrigin, const Vector* vecVelocity, int modelindex, int lifetime, CBaseEntity *pOwner )
{
if ( !SuppressTE( filter ) )
{
TE_ClientProjectile( filter, delay, vecOrigin, vecVelocity, modelindex, lifetime, pOwner );
}
}
示例10: GaussExplosion
virtual void GaussExplosion( IRecipientFilter& filter, float delay,
const Vector &pos, const Vector &dir, int type )
{
if ( !SuppressTE( filter ) )
{
TE_GaussExplosion( filter, delay, pos, dir, type );
}
}
示例11: DispatchEffect
virtual void DispatchEffect( IRecipientFilter& filter, float delay,
const Vector &pos, const char *pName, const CEffectData &data )
{
if ( !SuppressTE( filter ) )
{
TE_DispatchEffect( filter, delay, pos, pName, data );
}
}
示例12: MetalSparks
virtual void MetalSparks( IRecipientFilter& filter, float delay,
const Vector* pos, const Vector* dir )
{
if ( !SuppressTE( filter ) )
{
TE_MetalSparks( filter, delay, pos, dir );
}
}
示例13: LargeFunnel
virtual void LargeFunnel( IRecipientFilter& filter, float delay,
const Vector* pos, int modelindex, int reversed )
{
if ( !SuppressTE( filter ) )
{
TE_LargeFunnel( filter, delay, pos, modelindex, reversed );
}
}
示例14: KillPlayerAttachments
virtual void KillPlayerAttachments( IRecipientFilter& filter, float delay,
int player )
{
if ( !SuppressTE( filter ) )
{
TE_KillPlayerAttachments( filter, delay, player );
}
}
示例15: filter
//-----------------------------------------------------------------------------
// Generates various tempent effects
//-----------------------------------------------------------------------------
void CEffectsServer::Smoke( const Vector &origin, int mModel, float flScale, float flFramerate )
{
CPVSFilter filter( origin );
if ( !SuppressTE( filter ) )
{
te->Smoke( filter, 0.0, &origin, mModel, flScale * 0.1f, (int)flFramerate );
}
}