本文整理汇总了C++中CBaseAnimating类的典型用法代码示例。如果您正苦于以下问题:C++ CBaseAnimating类的具体用法?C++ CBaseAnimating怎么用?C++ CBaseAnimating使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了CBaseAnimating类的6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: VPROF
void CRagdollLRURetirement::Update( float frametime ) // EPISODIC VERSION
{
VPROF( "CRagdollLRURetirement::Update" );
// Compress out dead items
int i, next;
int iMaxRagdollCount = m_iMaxRagdolls;
if ( iMaxRagdollCount == -1 )
{
iMaxRagdollCount = g_ragdoll_maxcount.GetInt();
}
// fade them all for the low violence version
if ( g_RagdollLVManager.IsLowViolence() )
{
iMaxRagdollCount = 0;
}
m_iRagdollCount = 0;
m_iSimulatedRagdollCount = 0;
// First, find ragdolls that are good candidates for deletion because they are not
// visible at all, or are in a culled visibility box
for ( i = m_LRU.Head(); i < m_LRU.InvalidIndex(); i = next )
{
next = m_LRU.Next(i);
CBaseAnimating *pRagdoll = m_LRU[i].Get();
if ( pRagdoll )
{
m_iRagdollCount++;
IPhysicsObject *pObject = pRagdoll->VPhysicsGetObject();
if (pObject && !pObject->IsAsleep())
{
m_iSimulatedRagdollCount++;
}
if ( m_LRU.Count() > iMaxRagdollCount )
{
//Found one, we're done.
if ( ShouldRemoveThisRagdoll( pRagdoll ) == true )
{
#ifdef CLIENT_DLL
pRagdoll->SUB_Remove();
#else
pRagdoll->SUB_StartFadeOut( 0 );
#endif
m_LRU.Remove(i);
return;
}
}
}
else
{
m_LRU.Remove(i);
}
}
//////////////////////////////
/// EPISODIC ALGORITHM ///
//////////////////////////////
// If we get here, it means we couldn't find a suitable ragdoll to remove,
// so just remove the furthest one.
int furthestOne = m_LRU.Head();
float furthestDistSq = 0;
#ifdef CLIENT_DLL
ACTIVE_SPLITSCREEN_PLAYER_GUARD( 0 );
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
#else
CBasePlayer *pPlayer = g_pGameRules->IsMultiplayer() ? NULL : UTIL_GetLocalPlayer();
#endif
if (pPlayer && m_LRU.Count() > iMaxRagdollCount) // find the furthest one algorithm
{
Vector PlayerOrigin = pPlayer->GetAbsOrigin();
// const CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
for ( i = m_LRU.Head(); i < m_LRU.InvalidIndex(); i = next )
{
CBaseAnimating *pRagdoll = m_LRU[i].Get();
next = m_LRU.Next(i);
IPhysicsObject *pObject = pRagdoll->VPhysicsGetObject();
if ( pRagdoll && (pRagdoll->GetEffectEntity() || ( pObject && !pObject->IsAsleep()) ) )
continue;
if ( pRagdoll )
{
// float distToPlayer = (pPlayer->GetAbsOrigin() - pRagdoll->GetAbsOrigin()).LengthSqr();
float distToPlayer = (PlayerOrigin - pRagdoll->GetAbsOrigin()).LengthSqr();
if (distToPlayer > furthestDistSq)
{
furthestOne = i;
furthestDistSq = distToPlayer;
}
}
else // delete bad rags first.
{
furthestOne = i;
break;
//.........这里部分代码省略.........
示例2: defined
//-----------------------------------------------------------------------------
// This is called by the base object when it's time to spawn the control panels
//-----------------------------------------------------------------------------
void CBaseViewModel::SpawnControlPanels()
{
#if defined( VGUI_CONTROL_PANELS )
char buf[64];
// Destroy existing panels
DestroyControlPanels();
CBaseCombatWeapon *weapon = m_hWeapon.Get();
if ( weapon == NULL )
{
return;
}
MDLCACHE_CRITICAL_SECTION();
// FIXME: Deal with dynamically resizing control panels?
// If we're attached to an entity, spawn control panels on it instead of use
CBaseAnimating *pEntityToSpawnOn = this;
char *pOrgLL = "controlpanel%d_ll";
char *pOrgUR = "controlpanel%d_ur";
char *pAttachmentNameLL = pOrgLL;
char *pAttachmentNameUR = pOrgUR;
/*
if ( IsBuiltOnAttachment() )
{
pEntityToSpawnOn = dynamic_cast<CBaseAnimating*>((CBaseEntity*)m_hBuiltOnEntity.Get());
if ( pEntityToSpawnOn )
{
char sBuildPointLL[64];
char sBuildPointUR[64];
Q_snprintf( sBuildPointLL, sizeof( sBuildPointLL ), "bp%d_controlpanel%%d_ll", m_iBuiltOnPoint );
Q_snprintf( sBuildPointUR, sizeof( sBuildPointUR ), "bp%d_controlpanel%%d_ur", m_iBuiltOnPoint );
pAttachmentNameLL = sBuildPointLL;
pAttachmentNameUR = sBuildPointUR;
}
else
{
pEntityToSpawnOn = this;
}
}
*/
Assert( pEntityToSpawnOn );
// Lookup the attachment point...
int nPanel;
for ( nPanel = 0; true; ++nPanel )
{
Q_snprintf( buf, sizeof( buf ), pAttachmentNameLL, nPanel );
int nLLAttachmentIndex = pEntityToSpawnOn->LookupAttachment(buf);
if (nLLAttachmentIndex <= 0)
{
// Try and use my panels then
pEntityToSpawnOn = this;
Q_snprintf( buf, sizeof( buf ), pOrgLL, nPanel );
nLLAttachmentIndex = pEntityToSpawnOn->LookupAttachment(buf);
if (nLLAttachmentIndex <= 0)
return;
}
Q_snprintf( buf, sizeof( buf ), pAttachmentNameUR, nPanel );
int nURAttachmentIndex = pEntityToSpawnOn->LookupAttachment(buf);
if (nURAttachmentIndex <= 0)
{
// Try and use my panels then
Q_snprintf( buf, sizeof( buf ), pOrgUR, nPanel );
nURAttachmentIndex = pEntityToSpawnOn->LookupAttachment(buf);
if (nURAttachmentIndex <= 0)
return;
}
const char *pScreenName;
weapon->GetControlPanelInfo( nPanel, pScreenName );
if (!pScreenName)
continue;
const char *pScreenClassname;
weapon->GetControlPanelClassName( nPanel, pScreenClassname );
if ( !pScreenClassname )
continue;
// Compute the screen size from the attachment points...
matrix3x4_t panelToWorld;
pEntityToSpawnOn->GetAttachment( nLLAttachmentIndex, panelToWorld );
matrix3x4_t worldToPanel;
MatrixInvert( panelToWorld, worldToPanel );
// Now get the lower right position + transform into panel space
Vector lr, lrlocal;
pEntityToSpawnOn->GetAttachment( nURAttachmentIndex, panelToWorld );
MatrixGetColumn( panelToWorld, 3, lr );
VectorTransform( lr, worldToPanel, lrlocal );
//.........这里部分代码省略.........
示例3: Msg
//-----------------------------------------------------------------------------
// Purpose: Called when an entity starts touching us.
// Input : pOther - The entity that is touching us.
//-----------------------------------------------------------------------------
void CTriggerPortalCleanser::StartTouch( CBaseEntity *pOther )
{
if ( PassesTriggerFilters(pOther) )
{
EHANDLE hOther;
hOther = pOther;
bool bAdded = false;
if ( m_hTouchingEntities.Find( hOther ) == m_hTouchingEntities.InvalidIndex() )
{
m_hTouchingEntities.AddToTail( hOther );
bAdded = true;
}
m_OnStartTouch.FireOutput(pOther, this);
if ( bAdded && ( m_hTouchingEntities.Count() == 1 ) )
{
// First entity to touch us that passes our filters
m_OnStartTouchAll.FireOutput( pOther, this );
}
if ( portal_cleanser_debug.GetBool() )
{
Msg("%s START-TOUCH: for %s\n", GetDebugName(), pOther->GetDebugName() );
}
if ( !pOther->IsPlayer() )
{
CBaseAnimating *pAnim = pOther->GetBaseAnimating();
if ( !pAnim )
return;
// Can't dissolve twice.
if ( pAnim->IsDissolving() )
return;
// Force player to drop this object.
Pickup_ForcePlayerToDropThisObject( pOther );
if ( !FClassnameIs( pOther, "prop_physics" ) )
{
if ( FClassnameIs( pOther, "simple_physics_prop" ) || FClassnameIs( pOther, "simple_physics_brush" ) )
{
// simple_physics_prop ?
return;
}
if ( portal_cleanser_debug.GetBool() )
{
Msg("%s IS CREATING: simple_physics_prop\n", GetDebugName());
}
// Other object needs to be replaced by simple_physics_prop.
pOther = CreateSimplePhysicsObject( pOther );
// Dissolve the entity.
CBaseAnimating *pAnim = pOther->GetBaseAnimating();
pAnim->Dissolve( NULL, gpGlobals->curtime, false, ENTITY_DISSOLVE_NORMAL );
if ( portal_cleanser_debug.GetBool() )
{
Msg("%s DISSOLVE SIMPLE PHYSICS: %s\n", GetDebugName(), pOther->GetDebugName() );
}
// Outputs
m_hActivator = pOther;
m_OnDissolve.FireOutput(m_hActivator, this);
return;
}
IPhysicsObject *pPhysics = pOther->VPhysicsGetObject();
if ( pPhysics )
{
// Dissolve the entity.
pAnim->Dissolve( NULL, gpGlobals->curtime, false, ENTITY_DISSOLVE_NORMAL );
if ( portal_cleanser_debug.GetBool() )
{
Msg("%s DISSOLVE PHYSICS: %s\n", GetDebugName(), pOther->GetDebugName() );
}
// Turn off the gravity for this object.
pPhysics->EnableGravity( false );
// Slow down and push up the object.
Vector vecVelocity, vecAngular;
pPhysics->GetVelocity( &vecVelocity, &vecAngular );
vecVelocity /= 2;
vecAngular /= 2;
vecVelocity.z += 10;
pPhysics->SetVelocity( &vecVelocity, &vecAngular );
// Outputs
m_hActivator = pOther;
m_OnDissolve.FireOutput(m_hActivator, this);
//.........这里部分代码省略.........
示例4: sizeof
//-----------------------------------------------------------------------------
// This is called by the base object when it's time to spawn the control panels
//-----------------------------------------------------------------------------
void CPlantedC4::SpawnControlPanels()
{
char buf[64];
// FIXME: Deal with dynamically resizing control panels?
// If we're attached to an entity, spawn control panels on it instead of use
CBaseAnimating *pEntityToSpawnOn = this;
char *pOrgLL = "controlpanel%d_ll";
char *pOrgUR = "controlpanel%d_ur";
char *pAttachmentNameLL = pOrgLL;
char *pAttachmentNameUR = pOrgUR;
Assert( pEntityToSpawnOn );
// Lookup the attachment point...
int nPanel;
for ( nPanel = 0; true; ++nPanel )
{
Q_snprintf( buf, sizeof( buf ), pAttachmentNameLL, nPanel );
int nLLAttachmentIndex = pEntityToSpawnOn->LookupAttachment(buf);
if (nLLAttachmentIndex <= 0)
{
// Try and use my panels then
pEntityToSpawnOn = this;
Q_snprintf( buf, sizeof( buf ), pOrgLL, nPanel );
nLLAttachmentIndex = pEntityToSpawnOn->LookupAttachment(buf);
if (nLLAttachmentIndex <= 0)
return;
}
Q_snprintf( buf, sizeof( buf ), pAttachmentNameUR, nPanel );
int nURAttachmentIndex = pEntityToSpawnOn->LookupAttachment(buf);
if (nURAttachmentIndex <= 0)
{
// Try and use my panels then
Q_snprintf( buf, sizeof( buf ), pOrgUR, nPanel );
nURAttachmentIndex = pEntityToSpawnOn->LookupAttachment(buf);
if (nURAttachmentIndex <= 0)
return;
}
const char *pScreenName;
GetControlPanelInfo( nPanel, pScreenName );
if (!pScreenName)
continue;
const char *pScreenClassname;
GetControlPanelClassName( nPanel, pScreenClassname );
if ( !pScreenClassname )
continue;
// Compute the screen size from the attachment points...
matrix3x4_t panelToWorld;
pEntityToSpawnOn->GetAttachment( nLLAttachmentIndex, panelToWorld );
matrix3x4_t worldToPanel;
MatrixInvert( panelToWorld, worldToPanel );
// Now get the lower right position + transform into panel space
Vector lr, lrlocal;
pEntityToSpawnOn->GetAttachment( nURAttachmentIndex, panelToWorld );
MatrixGetColumn( panelToWorld, 3, lr );
VectorTransform( lr, worldToPanel, lrlocal );
float flWidth = lrlocal.x;
float flHeight = lrlocal.y;
CVGuiScreen *pScreen = CreateVGuiScreen( pScreenClassname, pScreenName, pEntityToSpawnOn, this, nLLAttachmentIndex );
pScreen->ChangeTeam( GetTeamNumber() );
pScreen->SetActualSize( flWidth, flHeight );
pScreen->SetActive( true );
pScreen->MakeVisibleOnlyToTeammates( false );
int nScreen = m_hScreens.AddToTail( );
m_hScreens[nScreen].Set( pScreen );
}
}
示例5: PropBreakableCreateAll
void PropBreakableCreateAll( int modelindex, IPhysicsObject *pPhysics, const breakablepropparams_t ¶ms, CBaseEntity *pEntity, int iPrecomputedBreakableCount, bool bIgnoreGibLimit, bool defaultLocation )
{
// Check for prop breakable count reset.
int nPropCount = props_break_max_pieces_perframe.GetInt();
if ( nPropCount != -1 )
{
if ( nFrameNumber != gpGlobals->framecount )
{
nPropBreakablesPerFrameCount = 0;
nFrameNumber = gpGlobals->framecount;
}
// Check for max breakable count for the frame.
if ( nPropBreakablesPerFrameCount >= nPropCount )
return;
}
int iMaxBreakCount = bIgnoreGibLimit ? -1 : props_break_max_pieces.GetInt();
if ( iMaxBreakCount != -1 )
{
if ( iPrecomputedBreakableCount != -1 )
{
iPrecomputedBreakableCount = MIN( iMaxBreakCount, iPrecomputedBreakableCount );
}
else
{
iPrecomputedBreakableCount = iMaxBreakCount;
}
}
#ifdef GAME_DLL
// On server limit break model creation
if ( !PropBreakableCapEdictsOnCreateAll(modelindex, pPhysics, params, pEntity, iPrecomputedBreakableCount ) )
{
DevMsg( "Failed to create PropBreakable: would exceed MAX_EDICTS\n" );
return;
}
#endif
vcollide_t *pCollide = modelinfo->GetVCollide( modelindex );
if ( !pCollide )
return;
int nSkin = 0;
CBaseEntity *pOwnerEntity = pEntity;
CBaseAnimating *pOwnerAnim = NULL;
if ( pPhysics )
{
pOwnerEntity = static_cast<CBaseEntity *>(pPhysics->GetGameData());
}
if ( pOwnerEntity )
{
pOwnerAnim = pOwnerEntity->GetBaseAnimating();
if ( pOwnerAnim )
{
nSkin = pOwnerAnim->m_nSkin;
}
}
matrix3x4_t localToWorld;
CStudioHdr studioHdr;
const model_t *model = modelinfo->GetModel( modelindex );
if ( model )
{
studioHdr.Init( modelinfo->GetStudiomodel( model ) );
}
Vector parentOrigin = vec3_origin;
int parentAttachment = Studio_FindAttachment( &studioHdr, "placementOrigin" ) + 1;
if ( parentAttachment > 0 )
{
GetAttachmentLocalSpace( &studioHdr, parentAttachment-1, localToWorld );
MatrixGetColumn( localToWorld, 3, parentOrigin );
}
else
{
AngleMatrix( vec3_angle, localToWorld );
}
CUtlVector<breakmodel_t> list;
BreakModelList( list, modelindex, params.defBurstScale, params.defCollisionGroup );
CUtlVector< CBaseEntity* > spawnedGibs;
if ( list.Count() )
{
for ( int i = 0; i < list.Count(); i++ )
{
int modelIndex = modelinfo->GetModelIndex( list[i].modelName );
if ( modelIndex <= 0 )
continue;
// Skip multiplayer pieces that should be spawning on the other dll
#ifdef GAME_DLL
if ( gpGlobals->maxClients > 1 && breakable_multiplayer.GetBool() )
#else
if ( gpGlobals->maxClients > 1 )
#endif
{
#ifdef GAME_DLL
//.........这里部分代码省略.........
示例6: ToBasePlayer
//-----------------------------------------------------------------------------
// Purpose:
// Input : &info -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
void CTDP_NPC_CombineS::Event_Killed( const CTakeDamageInfo &info )
{
// Don't bother if we've been told not to, or the player has a megaphyscannon
/* if ( combine_spawn_health.GetBool() == false || PlayerHasMegaPhysCannon() )
{
BaseClass::Event_Killed( info );
return;
}*/
CBasePlayer *pPlayer = ToBasePlayer( info.GetAttacker() );
if ( pPlayer != NULL )
{
// Elites drop alt-fire ammo, so long as they weren't killed by dissolving.
if( IsElite() )
{
CBaseEntity *pItem = DropItem( "item_ammo_ar2_altfire", WorldSpaceCenter()+RandomVector(-4,4), RandomAngle(0,360) );
if ( pItem )
{
IPhysicsObject *pObj = pItem->VPhysicsGetObject();
if ( pObj )
{
Vector vel = RandomVector( -64.0f, 64.0f );
AngularImpulse angImp = RandomAngularImpulse( -300.0f, 300.0f );
vel[2] = 0.0f;
pObj->AddVelocity( &vel, &angImp );
}
if( info.GetDamageType() & DMG_DISSOLVE )
{
CBaseAnimating *pAnimating = dynamic_cast<CBaseAnimating*>(pItem);
if( pAnimating )
{
pAnimating->Dissolve( NULL, gpGlobals->curtime, false, ENTITY_DISSOLVE_NORMAL );
}
}
}
}
//CTDPGameRules *pTDPGameRules = static_cast<CTDPGameRules *>(g_pGameRules);
// Attempt to drop health
/*if ( pTDPGameRules->NPC_ShouldDropHealth( pPlayer ) )
{
DropItem( "item_healthvial", WorldSpaceCenter()+RandomVector(-4,4), RandomAngle(0,360) );
pTDPGameRules->NPC_DroppedHealth();
}*/
// Attempt to drop a grenade
/*if ( pTDPGameRules->NPC_ShouldDropGrenade( pPlayer ) )
{
DropItem( "weapon_frag", WorldSpaceCenter()+RandomVector(-4,4), RandomAngle(0,360) );
pTDPGameRules->NPC_DroppedGrenade();
}*/
}
BaseClass::Event_Killed( info );
}