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C++ T_RadiusDamage函数代码示例

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

/*QUAKED func_explosive (0 .5 .8) ? Trigger_Spawn ANIMATED ANIMATED_FAST
Any brush that you want to explode or break apart.  If you want an
ex0plosion, set dmg and it will do a radius explosion of that amount
at the center of the bursh.

If targeted it will not be shootable.

health defaults to 100.

mass defaults to 75.  This determines how much debris is emitted when
it explodes.  You get one large chunk per 100 of mass (up to 8) and
one small chunk per 25 of mass (up to 16).  So 800 gives the most.
*/
void func_explosive_explode(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
    vec3_t  origin;
    vec3_t  chunkorigin;
    vec3_t  size;
    int     count;
    int     mass;

    // bmodel origins are (0 0 0), we need to adjust that here
    VectorScale(self->size, 0.5f, size);
    VectorAdd(self->absmin, size, origin);
    VectorCopy(origin, self->s.origin);

    self->takedamage = DAMAGE_NO;

    if (self->dmg)
        T_RadiusDamage(self, attacker, self->dmg, NULL, self->dmg + 40, MOD_EXPLOSIVE);

    VectorSubtract(self->s.origin, inflictor->s.origin, self->velocity);
    VectorNormalize(self->velocity);
    VectorScale(self->velocity, 150, self->velocity);

    // start chunks towards the center
    VectorScale(size, 0.5f, size);

    mass = self->mass;
    if (!mass)
        mass = 75;

    // big chunks
    if (mass >= 100) {
        count = mass / 100;
        if (count > 8)
            count = 8;
        while (count--) {
            chunkorigin[0] = origin[0] + crandom() * size[0];
            chunkorigin[1] = origin[1] + crandom() * size[1];
            chunkorigin[2] = origin[2] + crandom() * size[2];
            ThrowDebris(self, "models/objects/debris1/tris.md2", 1, chunkorigin);
        }
    }

    // small chunks
    count = mass / 25;
    if (count > 16)
        count = 16;
    while (count--) {
        chunkorigin[0] = origin[0] + crandom() * size[0];
        chunkorigin[1] = origin[1] + crandom() * size[1];
        chunkorigin[2] = origin[2] + crandom() * size[2];
        ThrowDebris(self, "models/objects/debris2/tris.md2", 2, chunkorigin);
    }

    G_UseTargets(self, attacker);

    if (self->dmg)
        BecomeExplosion1(self);
    else
        G_FreeEdict(self);
}
开发者ID:AndreyNazarov,项目名称:q2pro,代码行数:73,代码来源:g_misc.c

示例2: Plasmaball_Explode

void Plasmaball_Explode (edict_t *ent)
{
	//FIXME: if we are onground then raise our Z just a bit since we are a point?
	if (ent->enemy)
	{
		float	points;
		vec3_t	v;
		vec3_t	dir;

		VectorAdd (ent->enemy->mins, ent->enemy->maxs, v);
		VectorMA (ent->enemy->s.origin, 0.5, v, v);
		VectorSubtract (ent->s.origin, v, v);
		points = ent->dmg - 0.5 * VectorLength (v);
		VectorSubtract (ent->enemy->s.origin, ent->s.origin, dir);
		T_Damage (ent->enemy, ent, ent->owner, dir, ent->s.origin, vec3_origin, (int)points, (int)points, DAMAGE_RADIUS, MOD_UNKNOWN);
	}

	T_RadiusDamage(ent, ent->owner, ent->dmg, ent->enemy, ent->dmg_radius, MOD_UNKNOWN);

	VectorMA (ent->s.origin, -0.02, ent->velocity, ent->s.origin);
	VectorClear(ent->velocity);

	ent->movetype = MOVETYPE_NONE;
	ent->s.modelindex = gi.modelindex("models/objects/b_explode/tris.md2");
	ent->s.effects &= ~EF_BFG & ~EF_ANIM_ALLFAST;
	ent->s.frame = 0;
	ent->s.skinnum = 6;
//  ent->s.renderfx = RF_TRANSLUCENT | RF_FULLBRIGHT;
//  ent->s.renderfx = RF_TRANSLUCENT;

	gi.sound (ent, CHAN_AUTO, sound_plamsaballexplode, 1, ATTN_NORM, 0);

	ent->think = PlasmaballBlastAnim;
	ent->nextthink = level.time + FRAMETIME;
}
开发者ID:ZwS,项目名称:qudos,代码行数:35,代码来源:z_boss.c

示例3: monster_autocannon_explode

void monster_autocannon_explode (edict_t *ent)
{
	vec3_t origin;

	T_RadiusDamage(ent, ent, AC_EXPLODE_DMG, ent->enemy, AC_EXPLODE_RADIUS, MOD_TRIPBOMB);

	VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
	gi.WriteByte (svc_temp_entity);
	if (ent->waterlevel)
	{
		if (ent->groundentity)
			gi.WriteByte (TE_GRENADE_EXPLOSION_WATER);
		else
			gi.WriteByte (TE_ROCKET_EXPLOSION_WATER);
	}
	else
	{
		if (ent->groundentity)
			gi.WriteByte (TE_GRENADE_EXPLOSION);
		else
			gi.WriteByte (TE_ROCKET_EXPLOSION);
	}
	gi.WritePosition (origin);
	gi.multicast (ent->s.origin, MULTICAST_PHS);

	// set the pain skin
	ent->chain->chain->s.skinnum = 1; // pain
	ent->chain->chain->rideWith[0] = NULL;
	ent->chain->chain->rideWith[1] = NULL;
	G_FreeEdict(ent->chain);
	G_FreeEdict(ent);
}
开发者ID:yquake2,项目名称:zaero,代码行数:32,代码来源:acannon.c

示例4: plasma_touch

void plasma_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
{
	vec3_t		origin;

	if (other == ent->owner)
		return;

	if (surf && (surf->flags & SURF_SKY))
	{
		G_FreeEdict (ent);
		return;
	}

	if (ent->owner->client)
		PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);

	// calculate position for the explosion entity
	VectorMA (ent->s.origin, -0.02, ent->velocity, origin);

	if (other->takedamage)
	{
		T_Damage (other, ent, ent->owner, ent->velocity, ent->s.origin, plane->normal, ent->dmg, 0, 0, MOD_PHALANX);
	}
	
	T_RadiusDamage(ent, ent->owner, ent->radius_dmg, other, ent->dmg_radius, MOD_PHALANX);

	gi.WriteByte (svc_temp_entity);
	gi.WriteByte (TE_PLASMA_EXPLOSION);
	gi.WritePosition (origin);
	gi.multicast (ent->s.origin, MULTICAST_PVS);
	
	G_FreeEdict (ent);
}
开发者ID:ajbonner,项目名称:yet-another-quake2-fork,代码行数:33,代码来源:g_weapon.c

示例5: bfg_touch

void bfg_touch(edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
    if (other == self->owner)
        return;

    if (surf && (surf->flags & SURF_SKY)) {
        G_FreeEdict(self);
        return;
    }

    // core explosion - prevents firing it into the wall/floor
    if (other->takedamage)
        T_Damage(other, self, self->owner, self->velocity, self->s.origin, plane->normal, 200, 0, 0, MOD_BFG_BLAST);
    T_RadiusDamage(self, self->owner, 200, other, 100, MOD_BFG_BLAST);

    gi.sound(self, CHAN_VOICE, gi.soundindex("weapons/bfg__x1b.wav"), 1, ATTN_NORM, 0);
    self->solid = SOLID_NOT;
    self->touch = NULL;
    VectorMA(self->s.origin, -1 * FRAMETIME, self->velocity, self->s.origin);
    VectorClear(self->velocity);
    self->s.modelindex = gi.modelindex("sprites/s_bfg3.sp2");
    self->s.frame = 0;
    self->s.sound = 0;
    self->s.effects &= ~EF_ANIM_ALLFAST;
    NEXT_KEYFRAME(self, bfg_explode);
    self->enemy = other;

    gi.WriteByte(svc_temp_entity);
    gi.WriteByte(TE_BFG_BIGEXPLOSION);
    gi.WritePosition(self->s.origin);
    gi.multicast(self->s.origin, MULTICAST_PVS);
}
开发者ID:AndreyNazarov,项目名称:openffa,代码行数:32,代码来源:g_weapon.c

示例6: Pipe_Think

/* ** wicked ** fire_pipebomb declaration*

=================
fire_pipebomb
=================
*/
void Pipe_Think (edict_t *ent)
{
	vec3_t		origin;
	int			mod;

	
	if (ent->owner->client)
		PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);


	//FIXME: if we are onground then raise our Z just a bit since we are a point?
	if (ent->enemy)
	{
		float	points;
		vec3_t	v;
		vec3_t	dir;

		VectorAdd (ent->enemy->mins, ent->enemy->maxs, v);
		VectorMA (ent->enemy->s.origin, 0.5, v, v);
		VectorSubtract (ent->s.origin, v, v);
		points = ent->dmg - 0.5 * VectorLength (v);
		VectorSubtract (ent->enemy->s.origin, ent->s.origin, dir);
		if (ent->spawnflags & 1)
			mod = MOD_HANDGRENADE;
		else
			mod = MOD_GRENADE;
		T_Damage (ent->enemy, ent, ent->owner, dir, ent->s.origin, vec3_origin, (int)points, (int)points, DAMAGE_RADIUS, mod);
	}

	if (ent->spawnflags & 2)
		mod = MOD_HELD_GRENADE;
	else if (ent->spawnflags & 1)
		mod = MOD_HG_SPLASH;
	else
		mod = MOD_PIPE_SPLASH;
	T_RadiusDamage(ent, ent->owner, ent->dmg, ent->enemy, ent->dmg_radius, mod);

	VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
	gi.WriteByte (svc_temp_entity);
	if (ent->waterlevel)
	{
		if (ent->groundentity)
			gi.WriteByte (TE_GRENADE_EXPLOSION_WATER);
		else
			gi.WriteByte (TE_ROCKET_EXPLOSION_WATER);
	}
	else
	{
		if (ent->groundentity)
			gi.WriteByte (TE_GRENADE_EXPLOSION);
		else
			gi.WriteByte (TE_ROCKET_EXPLOSION);
	}
	gi.WritePosition (origin);
	gi.multicast (ent->s.origin, MULTICAST_PHS);
	

	G_FreeEdict (ent);
}
开发者ID:exhuma,项目名称:WickedQ2,代码行数:65,代码来源:wickedweapons.c

示例7: misc_viper_bomb_touch

/*QUAKED misc_viper_bomb (1 0 0) (-8 -8 -8) (8 8 8)
"dmg"	how much boom should the bomb make?
*/
void misc_viper_bomb_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
	G_UseTargets (self, self->activator);

	self->s.origin[2] = self->absmin[2] + 1;
	T_RadiusDamage (self, self, self->dmg, NULL, self->dmg+40, MOD_BOMB);
	BecomeExplosion2 (self);
}
开发者ID:AJenbo,项目名称:Quake-2,代码行数:11,代码来源:g_misc.c

示例8: Cluster_Spread2

/* ** wicked ** Cluster Spread2 *
=================
Cluster Spread2
    divide the new cluster into 5 clusters again
=================
*/
void Cluster_Spread2 (edict_t *ent)
{
	vec3_t   origin;
	int      mod;

	//Sean added these 4 vectors

	vec3_t   grenade1;
	vec3_t   grenade2;
	vec3_t   grenade3;
	vec3_t   grenade4;
	vec3_t   grenade5;

	mod = MOD_CLUSTER;
	
	if (ent->owner->client)
		PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);

	//FIXME: if we are onground then raise our Z just a bit since we are a point?
	T_RadiusDamage(ent, ent->owner, ent->dmg, NULL, ent->dmg_radius, mod);

	VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
	gi.WriteByte (svc_temp_entity);
	if (ent->waterlevel)
		{
		if (ent->groundentity)
			gi.WriteByte (TE_GRENADE_EXPLOSION_WATER);
		else
			gi.WriteByte (TE_ROCKET_EXPLOSION_WATER);
		}
	else
		{
		if (ent->groundentity)
			gi.WriteByte (TE_GRENADE_EXPLOSION);
		else
			gi.WriteByte (TE_ROCKET_EXPLOSION);
		}
	gi.WritePosition (origin);
	gi.multicast (ent->s.origin, MULTICAST_PVS);

	// SumFuka did this bit : give grenades up/outwards velocities
	//VectorSet(grenade1, 10, 20,  0);
	VectorSet(grenade1, 30,  0, 30);
	VectorSet(grenade2,  0,-30, 30);
	VectorSet(grenade3,-30,  0, 30);
	VectorSet(grenade4,  0, 30, 30);
	VectorSet(grenade5,  0,  0, 30);

	// Sean : explode the four grenades outwards
	fire_cluster3(ent, origin, grenade1, 80,  8, 1.0, 120);
	fire_cluster3(ent, origin, grenade2, 80,  8, 1.0, 120);
	fire_cluster3(ent, origin, grenade3, 80,  8, 1.0, 120);
	fire_cluster3(ent, origin, grenade4, 80,  8, 1.0, 120);
	fire_cluster3(ent, origin, grenade5, 100, 0, 1.0, 150);

	G_FreeEdict (ent);
}
开发者ID:exhuma,项目名称:WickedQ2,代码行数:63,代码来源:wickedweapons.c

示例9: fake_flyer_touch

//mxd
void fake_flyer_touch(edict_t *self, edict_t *other, cplane_t* p, csurface_t* s)
{
	// Ingnore baaad touches and tracers... 
	if (strcmp(other->classname, "freed") != 0 && strcmp(other->classname, "tracer") != 0)
	{
		T_RadiusDamage(self, self, 45 + 5 * skill->value, NULL, 128 + 16 * skill->value, MOD_EXPLOSIVE, -2.0 / (4.0 + skill->value));
		flyer_spawn_gibs(self, self->dmg); // Removes self, must be called last
	}
}
开发者ID:m-x-d,项目名称:Mission64-src,代码行数:10,代码来源:m_flyer.c

示例10: supplystation_explode

void supplystation_explode (edict_t *self, char *message)
{
	if (self->creator && self->creator->inuse)
	{
		safe_cprintf(self->creator, PRINT_HIGH, message);
		self->creator->supplystation = NULL;
		T_RadiusDamage(self, self->creator, 150, self, 150, MOD_SUPPLYSTATION);
	}
	BecomeExplosion1(self);
}
开发者ID:zardoru,项目名称:vrxcl,代码行数:10,代码来源:supplystation.c

示例11: Cmd_Nova_f

void Cmd_Nova_f (edict_t *ent, int frostLevel, float skill_mult, float cost_mult)
{
	int		damage, cost=NOVA_COST*cost_mult;

	if (!G_CanUseAbilities(ent, ent->myskills.abilities[NOVA].current_level, cost))
		return;
	if (ent->myskills.abilities[NOVA].disable)
		return;

	damage = (NOVA_DEFAULT_DAMAGE+NOVA_ADDON_DAMAGE*ent->myskills.abilities[NOVA].current_level)*skill_mult;

	T_RadiusDamage(ent, ent, damage, ent, NOVA_RADIUS, MOD_NOVA);

	//Talent: Frost Nova
	if(frostLevel > 0)
	{
		edict_t	*target = NULL;

		while ((target = findradius(target, ent->s.origin, FROSTNOVA_RADIUS)) != NULL)
		{
			if (target == ent)
				continue;
			if (!target->takedamage)
				continue;
			if (!visible1(ent, target))
				continue;

            //curse with holyfreeze
			target->chill_level = 2 * frostLevel;
			target->chill_time = level.time + 3.0;	//3 second duration

			if (random() > 0.5)
				gi.sound(target, CHAN_ITEM, gi.soundindex("spells/blue1.wav"), 1, ATTN_NORM, 0);
			else
				gi.sound(target, CHAN_ITEM, gi.soundindex("spells/blue3.wav"), 1, ATTN_NORM, 0);
		}
	}		

	// write a nice effect so everyone knows we've cast a spell
	gi.WriteByte (svc_temp_entity);
	gi.WriteByte (TE_TELEPORT_EFFECT);
	gi.WritePosition (ent->s.origin);
	gi.multicast (ent->s.origin, MULTICAST_PVS);

	NovaExplosionEffect(ent->s.origin);
	gi.sound (ent, CHAN_WEAPON, gi.soundindex("spells/novaelec.wav"), 1, ATTN_NORM, 0);

	ent->client->ability_delay = level.time + NOVA_DELAY/* * cost_mult*/;
	ent->client->pers.inventory[power_cube_index] -= cost;

	// calling entity made a sound, used to alert monsters
	ent->lastsound = level.framenum;
}
开发者ID:emmamai,项目名称:vortex-indy,代码行数:53,代码来源:nova.c

示例12: flyer_kamikaze_explode

//mxd. ROGUE - kamikaze stuff
void flyer_kamikaze_explode(edict_t *self)
{
	vec3_t dir;

	if (self->enemy)
	{
		VectorSubtract(self->enemy->s.origin, self->s.origin, dir);
		T_RadiusDamage(self, self, 45 + 5 * skill->value, NULL, 128 + 16 * skill->value, MOD_EXPLOSIVE, -2.0 / (4.0 + skill->value)); //mxd. We can explode when stuck, so no direct damage to the target
	}

	flyer_die(self, NULL, NULL, 0, dir);
}
开发者ID:m-x-d,项目名称:Mission64-src,代码行数:13,代码来源:m_flyer.c

示例13: bfg_touch

 void
 bfg_touch ( edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf )
 {
   if ( !self || !other ) {
     G_FreeEdict ( self );
     return;
   }

   if ( other == self->owner ) {
     return;
   }

   if ( surf && ( surf->flags & SURF_SKY ) ) {
     G_FreeEdict ( self );
     return;
   }

   if ( self->owner && self->owner->client ) {
     PlayerNoise ( self->owner, self->s.origin, PNOISE_IMPACT );
   }

   /* core explosion - prevents firing it into the wall/floor */
   if ( other->takedamage ) {
     if ( plane ) {
       T_Damage ( other, self, self->owner, self->velocity, self->s.origin,
                  plane->normal, 200, 0, 0, MOD_BFG_BLAST );
     } else {
       T_Damage ( other, self, self->owner, self->velocity, self->s.origin,
                  vec3_origin, 200, 0, 0, MOD_BFG_BLAST );
     }
   }

   T_RadiusDamage ( self, self->owner, 200, other, 100, MOD_BFG_BLAST );

   gi.sound ( self, CHAN_VOICE, gi.soundindex (
                "weapons/bfg__x1b.wav" ), 1, ATTN_NORM, 0 );
   self->solid = SOLID_NOT;
   self->touch = NULL;
   VectorMA ( self->s.origin, -1 * FRAMETIME, self->velocity, self->s.origin );
   VectorClear ( self->velocity );
   self->s.modelindex = gi.modelindex ( "sprites/s_bfg3.sp2" );
   self->s.frame = 0;
   self->s.sound = 0;
   self->s.effects &= ~EF_ANIM_ALLFAST;
   self->think = bfg_explode;
   self->nextthink = level.time + FRAMETIME;
   self->enemy = other;

   gi.WriteByte ( svc_temp_entity );
   gi.WriteByte ( TE_BFG_BIGEXPLOSION );
   gi.WritePosition ( self->s.origin );
   gi.multicast ( self->s.origin, MULTICAST_PVS );
 }
开发者ID:axltxl,项目名称:hecatomb,代码行数:53,代码来源:g_weapon.c

示例14: sphere_touch

void
sphere_touch(edict_t *self, edict_t *other, cplane_t *plane,
		csurface_t *surf, int mod)
{
	if (!self || !other || !plane || !surf)
	{
		return;
	}

	if (self->spawnflags & SPHERE_DOPPLEGANGER)
	{
		if (other == self->teammaster)
		{
			return;
		}

		self->takedamage = DAMAGE_NO;
		self->owner = self->teammaster;
		self->teammaster = NULL;
	}
	else
	{
		if (other == self->owner)
		{
			return;
		}

		/* Don't blow up on bodies */
		if (!strcmp(other->classname, "bodyque"))
		{
			return;
		}
	}

	if (surf && (surf->flags & SURF_SKY))
	{
		G_FreeEdict(self);
		return;
	}

	if (other->takedamage)
	{
		T_Damage(other, self, self->owner, self->velocity, self->s.origin,
				plane->normal, 10000, 1, DAMAGE_DESTROY_ARMOR, mod);
	}
	else
	{
		T_RadiusDamage(self, self->owner, 512, self->owner, 256, mod);
	}

	sphere_think_explode(self);
}
开发者ID:basecq,项目名称:q2dos,代码行数:52,代码来源:g_sphere.c

示例15: rocket_touch

/*
=================
fire_rocket
=================
*/
void rocket_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
{
	vec3_t		origin;
	int			n;

	if (other == ent->owner)
		return;

	if (surf && (surf->flags & SURF_SKY))
	{
		G_FreeEdict (ent);
		return;
	}

	if (ent->owner->client)
		PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);

	// calculate position for the explosion entity
	VectorMA (ent->s.origin, -0.02, ent->velocity, origin);

	fire_grenade3 (ent, ent->s.origin, ent->s.origin, 150, 0, 2.5, 200);

	if (other->takedamage)
	{
		T_Damage (other, ent, ent->owner, ent->velocity, ent->s.origin, plane->normal, ent->dmg, 0, 0, MOD_ROCKET);
	}
	else
	{
		// don't throw any debris in net games
		if (!deathmatch->value && !coop->value)
		{
			if ((surf) && !(surf->flags & (SURF_WARP|SURF_TRANS33|SURF_TRANS66|SURF_FLOWING)))
			{
				n = rand() % 5;
				while(n--)
					ThrowDebris (ent, "models/objects/debris2/tris.md2", 2, ent->s.origin);
			}
		}
	}

	T_RadiusDamage(ent, ent->owner, ent->radius_dmg, other, ent->dmg_radius, MOD_R_SPLASH);

	gi.WriteByte (svc_temp_entity);
	if (ent->waterlevel)
		gi.WriteByte (TE_ROCKET_EXPLOSION_WATER);
	else
		gi.WriteByte (TE_ROCKET_EXPLOSION);
	gi.WritePosition (origin);
	gi.multicast (ent->s.origin, MULTICAST_PHS);

	G_FreeEdict (ent);
}
开发者ID:pmm33,项目名称:pmm33,代码行数:57,代码来源:g_weapon.c


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