本文整理汇总了C++中UTIL_SharedRandomFloat函数的典型用法代码示例。如果您正苦于以下问题:C++ UTIL_SharedRandomFloat函数的具体用法?C++ UTIL_SharedRandomFloat怎么用?C++ UTIL_SharedRandomFloat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UTIL_SharedRandomFloat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: RANDOM_FLOAT
/*
=====================
CBaseEntity::FireBulletsPlayer
Only produces random numbers to match the server ones.
=====================
*/
Vector CBaseEntity::FireBulletsPlayer ( ULONG cShots, Vector vecSrc, Vector vecDirShooting, Vector vecSpread, float flDistance, int iBulletType, int iTracerFreq, int iDamage, entvars_t *pevAttacker, int shared_rand )
{
float x = 0.0, y = 0.0, z;
for ( ULONG iShot = 1; iShot <= cShots; iShot++ )
{
if ( pevAttacker == NULL )
{
// get circular gaussian spread
do {
x = RANDOM_FLOAT(-0.5, 0.5) + RANDOM_FLOAT(-0.5, 0.5);
y = RANDOM_FLOAT(-0.5, 0.5) + RANDOM_FLOAT(-0.5, 0.5);
z = x*x+y*y;
} while (z > 1);
}
else
{
//Use player's random seed.
// get circular gaussian spread
x = UTIL_SharedRandomFloat( shared_rand + iShot, -0.5, 0.5 ) + UTIL_SharedRandomFloat( shared_rand + ( 1 + iShot ) , -0.5, 0.5 );
y = UTIL_SharedRandomFloat( shared_rand + ( 2 + iShot ), -0.5, 0.5 ) + UTIL_SharedRandomFloat( shared_rand + ( 3 + iShot ), -0.5, 0.5 );
z = x * x + y * y;
}
}
return Vector ( x * vecSpread.x, y * vecSpread.y, 0.0 );
}
示例2: PlayEmptySound
void CG3SG1::G3SG1Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim)
{
if (m_pPlayer->pev->fov == 90)
flCycleTime += 0.025;
if (m_flLastFire)
{
m_flAccuracy = (gpGlobals->time - m_flLastFire) * 0.3 + 0.55;
if (m_flAccuracy > 0.98)
m_flAccuracy = 0.98;
}
else
m_flAccuracy = 0.98;
m_flLastFire = gpGlobals->time;
if (m_iClip <= 0)
{
if (m_fFireOnEmpty)
{
PlayEmptySound();
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2;
}
return;
}
m_iClip--;
m_pPlayer->pev->effects |= EF_MUZZLEFLASH;
m_pPlayer->SetAnimation(PLAYER_ATTACK1);
UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle);
m_pPlayer->m_iWeaponVolume = BIG_EXPLOSION_VOLUME;
m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
Vector vecDir = FireBullets3(m_pPlayer->GetGunPosition(), gpGlobals->v_forward, flSpread, 8192, 3, BULLET_PLAYER_762MM, 80, 0.98, m_pPlayer->pev, TRUE, m_pPlayer->random_seed);
int flags;
#ifdef CLIENT_WEAPONS
flags = FEV_NOTHOST;
#else
flags = 0;
#endif
PLAYBACK_EVENT_FULL(flags, ENT(m_pPlayer->pev), m_usFireG3SG1, 0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, (int)(m_pPlayer->pev->punchangle.x * 100), (int)(m_pPlayer->pev->punchangle.y * 100), TRUE, FALSE);
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + flCycleTime;
if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.8;
m_pPlayer->pev->punchangle.x -= UTIL_SharedRandomFloat(m_pPlayer->random_seed + 4, 2.75, 3.25) + m_pPlayer->pev->punchangle.x * 0.25;
m_pPlayer->pev->punchangle.y += UTIL_SharedRandomFloat(m_pPlayer->random_seed + 5, -1.25, 1.5);
}
示例3: UTIL_GetRandomSpreadDir
Vector UTIL_GetRandomSpreadDir(unsigned int inSeed, int inShotNumber, const Vector& inBaseDirection, const Vector& inRight, const Vector& inUp, const Vector& inSpread)
{
// Use player's random seed.
// get circular gaussian spread
float x = UTIL_SharedRandomFloat( inSeed + inShotNumber, -0.5, 0.5 ) + UTIL_SharedRandomFloat( inSeed + ( 1 + inShotNumber ) , -0.5, 0.5 );
float y = UTIL_SharedRandomFloat( inSeed + ( 2 + inShotNumber ), -0.5, 0.5 ) + UTIL_SharedRandomFloat( inSeed + ( 3 + inShotNumber ), -0.5, 0.5 );
float z = x * x + y * y;
Vector theRandomDir = inBaseDirection + x * inSpread.x * inRight + y * inSpread.y * inUp;
return theRandomDir;
}
示例4: ResetEmptySound
void CGauss::WeaponIdle( void )
{
ResetEmptySound( );
// play aftershock static discharge
if ( m_pPlayer->m_flPlayAftershock && m_pPlayer->m_flPlayAftershock < gpGlobals->time )
{
switch (RANDOM_LONG(0,3))
{
case 0: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/electro4.wav", RANDOM_FLOAT(0.7, 0.8), ATTN_NORM); break;
case 1: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/electro5.wav", RANDOM_FLOAT(0.7, 0.8), ATTN_NORM); break;
case 2: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/electro6.wav", RANDOM_FLOAT(0.7, 0.8), ATTN_NORM); break;
case 3: break; // no sound
}
m_pPlayer->m_flPlayAftershock = 0.0;
}
if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
return;
if (m_fInAttack != 0)
{
StartFire();
m_fInAttack = 0;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0;
}
else
{
int iAnim;
float flRand = RANDOM_FLOAT(0, 1);
if (flRand <= 0.5)
{
iAnim = GAUSS_IDLE;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
}
else if (flRand <= 0.75)
{
iAnim = GAUSS_IDLE2;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
}
else
{
iAnim = GAUSS_FIDGET;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3;
}
return;
SendWeaponAnim( iAnim );
}
}
示例5: UTIL_SharedRandomFloat
void cNoSpread::GetSpreadXY(unsigned int seed, int future, float *velocity, float *vec)
{
float vecspread, speed;
vec[0] = UTIL_SharedRandomFloat(seed + future, -0.5, 0.5) + UTIL_SharedRandomFloat(seed + 1 + future, -0.5, 0.5);
vec[1] = UTIL_SharedRandomFloat(seed + 2 + future, -0.5, 0.5) + UTIL_SharedRandomFloat(seed + 3 + future, -0.5, 0.5);
vecspread = GetVecSpread(velocity);
vec[0] *= vecspread;
vec[1] *= vecspread;
return;
}
示例6: DefaultDeploy
BOOL CBasePlayerWeapon :: DefaultDeploy( char *szViewModel, char *szWeaponModel, int iAnim, char *szAnimExt, int skiplocal /* = 0 */, int body )
{
m_pPlayer->TabulateAmmo();
m_pPlayer->pev->viewmodel = MAKE_STRING(szViewModel);
m_pPlayer->pev->weaponmodel = MAKE_STRING(szWeaponModel);
if( m_pPlayer->pev->team == 1 || m_pPlayer->pev->team == 2 )
pev->body = m_pPlayer->pev->team - 1;
strcpy( m_pPlayer->m_szAnimExtention, szAnimExt );
SendWeaponAnim( iAnim, skiplocal, body );
m_flTimeWeaponIdle = 1.0;
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
MESSAGE_BEGIN( MSG_ONE, gmsgScopeToggle, NULL, m_pPlayer->pev );
WRITE_BYTE( 0 );
MESSAGE_END();
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 1.085,2.085);
return TRUE;
}
示例7: DefaultFire
void CAUG::PrimaryAttack()
{
if( Scope )
{
DefaultFire( m_pPlayer, 1, wepspread_s, 32, AUG_SHOOT1, "weapons/aug-1.wav", m_event, 20 );
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1825;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 1.085,2.085);
}
else
{
DefaultFire( m_pPlayer, 1, wepspread_s, 32, AUG_SHOOT1, "weapons/aug-1.wav", m_event, 20 );
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.0825;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 1.085,2.085);
}
}
示例8: MAKE_STRING
void CPython::Holster( int skiplocal /* = 0 */ )
{
if (m_fInZoom == TRUE)
{
m_pPlayer->b_EstaEnZoom = FALSE;
#ifndef CLIENT_DLL
if (!FStringNull (v_model) )
m_pPlayer->pev->viewmodel = v_model;
else
m_pPlayer->pev->viewmodel = MAKE_STRING("models/weapons/357/v_357.mdl");
#else
if (!FStringNull (v_model) )
m_pPlayer->pev->viewmodel = v_model;
else
LoadVModel ( "models/weapons/357/v_357.mdl", m_pPlayer );
#endif
m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; // 0 means reset to default fov
m_fInZoom = FALSE;
}
m_fInReload = FALSE;// cancel any reload in progress.
// if ( m_fInZoom )
// {
// SecondaryAttack();
// }
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0;
m_flTimeWeaponIdle = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
SendWeaponAnim( PYTHON_IDLE1 );//PYTHON_HOLSTER
}
示例9: ResetEmptySound
void CGlock::WeaponIdle( void )
{
ResetEmptySound( );
m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
return;
// only idle if the slid isn't back
if (m_iClip != 0)
{
int iAnim;
float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0.0, 1.0 );
if (flRand <= 0.3 + 0 * 0.75)
{
iAnim = GLOCK_IDLE3;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 49.0 / 16;
}
else if (flRand <= 0.6 + 0 * 0.875)
{
iAnim = GLOCK_IDLE1;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0 / 16.0;
}
else
{
iAnim = GLOCK_IDLE2;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 40.0 / 16.0;
}
SendWeaponAnim( iAnim, 1 );
}
}
示例10: ALERT
void CAK74::WeaponIdle( void )
{
/*
if (!FStringNull (v_model) )
{
ALERT (at_console, "v_model is %s \n",STRING( v_model));
ALERT (at_console, "p_model is %s \n",STRING( p_model));
ALERT (at_console, "w_model is %s \n",STRING( w_model));
}
*/
ResetEmptySound( );
m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
return;
int iAnim;
switch ( RANDOM_LONG( 0, 1 ) )
{
case 0:
iAnim = AK_NMC_IDLE1;
break;
default:
case 1:
iAnim = AK_NMC_IDLE2;
break;
}
SendWeaponAnim( iAnim );
m_flTimeWeaponIdle = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); // how long till we do this again.
}
示例11: DefaultReload
void CAK74::Reload( void )
{
int iResult;
if (m_iClip == 0)
iResult = DefaultReload( 30, AK_NMC_RELOAD_B_VACIO, 2.40 );
else
iResult = DefaultReload( 30, AK_NMC_RELOAD_B_VACIO, 2.40 );
/*
{
switch (RANDOM_LONG(0,3))
{
case 0: iResult = DefaultReload( 28, AK_NMC_RELOAD_A, 2.06 ); break;
case 1: iResult = DefaultReload( 19, AK_NMC_RELOAD_A, 2.06 ); break;
case 2: iResult = DefaultReload( 30, AK_NMC_RELOAD_A, 2.06 ); break;
case 3: iResult = DefaultReload( 30, AK_NMC_RELOAD_B, 2.06 ); break;
}
}
*/
if (iResult)
{
m_pPlayer->SetAnimation( PLAYER_RELOAD );
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
/* Vector vecSrc = m_pPlayer->GetGunPosition( );
CBaseEntity *pEntity = Create( "item_clip_rifle", vecSrc, pev->angles ); */
}
//m_pPlayer->SetAnimation( PLAYER_RELOAD );
}
示例12: UTIL_SharedRandomFloat
void CMP5::Holster( int skiplocal /* = 0 */ )
{
m_fInReload = FALSE;// cancel any reload in progress.
m_pPlayer->m_bIron = FALSE;
m_flTimeWeaponIdle = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
}
示例13: ResetEmptySound
void CMP5::WeaponIdle( void )
{
ResetEmptySound( );
m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
return;
int iAnim;
switch ( RANDOM_LONG( 0, 1 ) )
{
case 0:
iAnim = MP5_LONGIDLE;
break;
default:
case 1:
iAnim = MP5_IDLE1;
break;
}
SendWeaponAnim( iAnim );
m_flTimeWeaponIdle = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); // how long till we do this again.
}
示例14: UpdateClip
void CM249::WeaponIdle( void )
{
if (m_flTimeWeaponIdle < UTIL_WeaponTimeBase() )
{
if ( m_fInSpecialReload )
{
UpdateClip();
m_fInSpecialReload = 0;
SendWeaponAnim( M249_RELOAD2 , UseDecrement() ? 1 : 0, pev->body );
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 111.0 / 45.0;
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 111.0 / 45.0;
}
else
{
ResetEmptySound( );
UpdateClip();
int iAnim;
float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 );
if (flRand <= 0.8)
{
iAnim = M249_SLOWIDLE;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (45.0/9.0);
}
else
{
iAnim = M249_IDLE1;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (74.0/12.0);// * RANDOM_LONG(2, 5);
}
SendWeaponAnim( iAnim , UseDecrement() ? 1 : 0, pev->body );
}
}
}
示例15: DefaultReload
void CMP5::Reload( void )
{
// if( (m_pPlayer->pev->weaponanim == SD2_UNSUPRESS) || (m_pPlayer->pev->weaponanim == A2_SUPRESS) )//can't reload right now
// return;
if ( m_pPlayer->ammo_9mm <= 0 )
return;
int iResult;
if ( m_fDefaultAnim == SILENCER_OFF_FULLAUTO || m_fDefaultAnim == SILENCER_OFF_SEMI )
iResult = DefaultReload( 30, A2_RELOADLAST, 3.70 );
else
iResult = DefaultReload( 30, SD2_RELOADLAST, 3.70 );
m_pPlayer->SetAnimation( PLAYER_RELOAD );
if (iResult)
{
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
Vector vecSrc = m_pPlayer->GetGunPosition( );
CBaseEntity *pEntity = Create( "item_clip_rifle", vecSrc, pev->angles );
}
}