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C++ CBaseCombatCharacter::DispatchInteraction方法代码示例

本文整理汇总了C++中CBaseCombatCharacter::DispatchInteraction方法的典型用法代码示例。如果您正苦于以下问题:C++ CBaseCombatCharacter::DispatchInteraction方法的具体用法?C++ CBaseCombatCharacter::DispatchInteraction怎么用?C++ CBaseCombatCharacter::DispatchInteraction使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在CBaseCombatCharacter的用法示例。


在下文中一共展示了CBaseCombatCharacter::DispatchInteraction方法的3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: EnsnareVictim

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CNPC_Ichthyosaur::EnsnareVictim( CBaseEntity *pVictim )
{
	CBaseCombatCharacter* pBCC = (CBaseCombatCharacter *) pVictim;

	if ( pBCC && pBCC->DispatchInteraction( g_interactionBarnacleVictimGrab, NULL, this ) )
	{
		if ( pVictim->IsPlayer() )
		{
			CBasePlayer	*pPlayer = dynamic_cast< CBasePlayer * >((CBaseEntity *) pVictim);

			if ( pPlayer )
			{
				m_flHoldTime = MAX( gpGlobals->curtime+3.0f, pPlayer->PlayerDrownTime() - 2.0f );
			}
		}
		else
		{
			m_flHoldTime	= gpGlobals->curtime + 4.0f;
		}
	
		m_pVictim = pVictim;
		m_pVictim->AddSolidFlags( FSOLID_NOT_SOLID );

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

示例2: ReleaseVictim

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CNPC_Ichthyosaur::ReleaseVictim( void )
{
	CBaseCombatCharacter *pBCC = (CBaseCombatCharacter *) m_pVictim;

	pBCC->DispatchInteraction( g_interactionBarnacleVictimReleased, NULL, this );

	m_pVictim->RemoveSolidFlags( FSOLID_NOT_SOLID );

	m_pVictim			= NULL;
	m_flNextBiteTime	= gpGlobals->curtime + 8.0f;
	m_flHoldTime		= gpGlobals->curtime - 0.1f;
}
开发者ID:Au-heppa,项目名称:source-sdk-2013,代码行数:15,代码来源:npc_ichthyosaur.cpp

示例3: HandleAnimEvent


//.........这里部分代码省略.........
			if ( pHurt )
			{
				Vector forward, up;
				AngleVectors( GetAbsAngles(), &forward, NULL, &up );
				pHurt->ApplyAbsVelocityImpulse( 100 * (up-forward) );
				pHurt->SetGroundEntity( NULL );
			}
		}
		break;

		case BSQUID_AE_WHIP_SND:
		{
			EmitSound( "NPC_Bullsquid.TailWhip" );
			break;
		}

/*
		case BSQUID_AE_TAILWHIP:
		{
			CBaseEntity *pHurt = CheckTraceHullAttack( 70, Vector(-16,-16,-16), Vector(16,16,16), sk_bullsquid_dmg_whip.GetFloat(), DMG_SLASH | DMG_ALWAYSGIB );
			if ( pHurt ) 
			{
				Vector right, up;
				AngleVectors( GetAbsAngles(), NULL, &right, &up );

				if ( pHurt->GetFlags() & ( FL_NPC | FL_CLIENT ) )
					 pHurt->ViewPunch( QAngle( 20, 0, -20 ) );
			
				pHurt->ApplyAbsVelocityImpulse( 100 * (up+2*right) );
			}
		}
		break;
*/

		case BSQUID_AE_BLINK:
		{
			// close eye. 
			m_nSkin = 1;
		}
		break;

		case BSQUID_AE_HOP:
		{
			float flGravity = GetCurrentGravity();

			// throw the squid up into the air on this frame.
			if ( GetFlags() & FL_ONGROUND )
			{
				SetGroundEntity( NULL );
			}

			// jump 40 inches into the air
			Vector vecVel = GetAbsVelocity();
			vecVel.z += sqrt( flGravity * 2.0 * 40 );
			SetAbsVelocity( vecVel );
		}
		break;

		case BSQUID_AE_THROW:
			{
				// squid throws its prey IF the prey is a client. 
				CBaseEntity *pHurt = CheckTraceHullAttack( 70, Vector(-16,-16,-16), Vector(16,16,16), 0, 0 );


				if ( pHurt )
				{
					pHurt->ViewPunch( QAngle(20,0,-20) );
							
					// screeshake transforms the viewmodel as well as the viewangle. No problems with seeing the ends of the viewmodels.
					UTIL_ScreenShake( pHurt->GetAbsOrigin(), 25.0, 1.5, 0.7, 2, SHAKE_START );

					// If the player, throw him around
					if ( pHurt->IsPlayer())
					{
						Vector forward, up;
						AngleVectors( GetLocalAngles(), &forward, NULL, &up );
						pHurt->ApplyAbsVelocityImpulse( forward * 300 + up * 300 );
					}
					// If not the player see if has bullsquid throw interatcion
					else
					{
						CBaseCombatCharacter *pVictim = ToBaseCombatCharacter( pHurt );
						if (pVictim)
						{
							if ( pVictim->DispatchInteraction( g_interactionBullsquidThrow, NULL, this ) )
							{
								Vector forward, up;
								AngleVectors( GetLocalAngles(), &forward, NULL, &up );
								pVictim->ApplyAbsVelocityImpulse( forward * 300 + up * 250 );
							}
						}
					}
				}
			}
		break;

		default:
			BaseClass::HandleAnimEvent( pEvent );
	}
}
开发者ID:Spasior,项目名称:FIREFIGHT-RELOADED-src-sdk-2013,代码行数:101,代码来源:npc_bullsquid.cpp


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