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C++ CBaseEntity::GetDebugName方法代码示例

本文整理汇总了C++中CBaseEntity::GetDebugName方法的典型用法代码示例。如果您正苦于以下问题:C++ CBaseEntity::GetDebugName方法的具体用法?C++ CBaseEntity::GetDebugName怎么用?C++ CBaseEntity::GetDebugName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CBaseEntity的用法示例。


在下文中一共展示了CBaseEntity::GetDebugName方法的4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: InputTeleport

//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void CPointTeleport::InputTeleport( inputdata_t &inputdata )
{
	// Attempt to find the entity in question
	CBaseEntity *pTarget = gEntList.FindEntityByName( NULL, m_target, this, inputdata.pActivator, inputdata.pCaller );
	if ( pTarget == NULL )
		return;

	// If teleport object is in a movement hierarchy, remove it first
	if ( EntityMayTeleport( pTarget ) == false )
	{
		Warning("ERROR: (%s) can't teleport object (%s) as it has a parent (%s)!\n",GetDebugName(),pTarget->GetDebugName(),pTarget->GetMoveParent()->GetDebugName());
		return;
	}
	pTarget->Teleport( &m_vSaveOrigin, &m_vSaveAngles, NULL );
}
开发者ID:EspyEspurr,项目名称:game,代码行数:18,代码来源:pointteleport.cpp

示例2: Activate

//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void CPointTeleport::Activate( void )
{
	m_vSaveOrigin = GetAbsOrigin();
	m_vSaveAngles = GetAbsAngles();

	CBaseEntity *pTarget = GetNextTarget();
	if (pTarget)
	{
		if ( pTarget->GetMoveParent() != NULL )
		{
			Warning("ERROR: (%s) can't teleport object (%s) as it has a parent!\n",GetDebugName(),pTarget->GetDebugName());

			BaseClass::Activate();
			return;
		}

		if (m_spawnflags & SF_TELEPORT_TO_SPAWN_POS)
		{
			m_vSaveOrigin = pTarget->GetAbsOrigin();
			m_vSaveAngles = pTarget->GetAbsAngles();
		}
	}
	else if (m_spawnflags & SF_TELEPORT_TO_SPAWN_POS)
	{
		Warning("ERROR: (%s) target '%s' not found. Deleting.\n", GetDebugName(), STRING(m_target));
		UTIL_Remove(this);
		return;
	}

	BaseClass::Activate();
}
开发者ID:paralin,项目名称:hl2sdk,代码行数:34,代码来源:pointteleport.cpp

示例3: InputTeleport

//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void CPointTeleport::InputTeleport( inputdata_t &inputdata )
{
	CBaseEntity *pTarget = GetNextTarget();
	if (pTarget)
	{
		// If teleport object is in a movement hierarchy, remove it first
		if ( pTarget->GetMoveParent() != NULL )
		{
			Warning("ERROR: (%s) can't teleport object (%s) as it has a parent (%s)!\n",GetDebugName(),pTarget->GetDebugName(),pTarget->GetMoveParent()->GetDebugName());
			return;
		}

		pTarget->Teleport( &m_vSaveOrigin, &m_vSaveAngles, NULL );
	}
}
开发者ID:paralin,项目名称:hl2sdk,代码行数:18,代码来源:pointteleport.cpp

示例4: FrameUpdatePostEntityThink

//---------------------------------------------------------
// Purpose: See if it is time to poll and do so. 
//
// SOON: We need to load-balance this. 
//---------------------------------------------------------
void CVisibilityMonitor::FrameUpdatePostEntityThink()
{
	if( gpGlobals->curtime < m_flTimeNextPoll )
		return;

	m_flTimeNextPoll = gpGlobals->curtime + vismon_poll_frequency.GetFloat();

	int iDebugging = debug_visibility_monitor.GetInt();

	if( m_Entities.Count() > m_iMaxEntitiesPerThink )
		m_iMaxEntitiesPerThink = m_Entities.Count();

	if( iDebugging > 1 )
	{
		Msg("\nVisMon: Polling now. (Frequency: %f)\n", m_flPollFrequency );
		Msg("VisMon: Time: %f - Tracking %d Entities. (Max:%d)\n", gpGlobals->curtime, m_Entities.Count(), m_iMaxEntitiesPerThink );
	}

	// Cleanup, dump entities that have been removed since we last polled.
	for ( int i = 0 ; i < m_Entities.Count() ; i++ )
	{
		if ( m_Entities[i].entity == NULL )
		{
			m_Entities.FastRemove(i);
			if ( i >= m_Entities.Count() )
			{
				break;
			}
		}
	}

	int numTraces = 0;
	bool bHitTraceLimit = false;

	if( m_iStartElement >= m_Entities.Count() )
	{
		if( iDebugging > 1 )
		{
			Msg("VisMon: RESET\n");
		}

		m_iStartElement = 0;
	}

	if( iDebugging > 1 )
	{
		Msg("VisMon: Starting at element: %d\n", m_iStartElement );
	}

	for( int i = m_iStartElement ; i < m_Entities.Count() ; i++ )
	{
		for( int j = 1 ; j <= gpGlobals->maxClients ; j++ )
		{
			CBasePlayer *pPlayer =UTIL_PlayerByIndex( j );

			if( pPlayer != NULL && pPlayer->IsAlive() && !pPlayer->IsBot() )
			{
				int memoryBit = 1 << j; // The bit that is used to remember whether a given entity has been seen by a given player.

				CBaseEntity *pSeeEntity = m_Entities[ i ].entity.Get();

				if( pSeeEntity == NULL )
				{
					continue;
				}

				if( !(m_Entities[i].memory & memoryBit) )
				{
					// If this player hasn't seen this entity yet, check it.
					if( EntityIsVisibleToPlayer( m_Entities[i], pPlayer, &numTraces ) )
					{
						bool bIgnore = false;

						if( m_Entities[i].pfnEvaluator != NULL && !m_Entities[i].pfnEvaluator( m_Entities[i].entity, pPlayer ) )
						{
							bIgnore = true;
						}

						// See it! Generate our event.
						if( iDebugging > 0 )
						{
							if( bIgnore )
							{
								Msg("VisMon: Player %s IGNORING VISIBILE Entity: %s\n", pPlayer->GetDebugName(), pSeeEntity->GetDebugName() );
								NDebugOverlay::Cross3D( pSeeEntity->WorldSpaceCenter(), 16, 255, 0, 0, false, 10.0f );
							}
							else
							{
								Msg("VisMon: Player %s sees Entity: %s\n", pPlayer->GetDebugName(), pSeeEntity->GetDebugName() );
								NDebugOverlay::Cross3D( pSeeEntity->WorldSpaceCenter(), 16, 0, 255, 0, false, 10.0f );
							}
						}

						if( !bIgnore )
						{
//.........这里部分代码省略.........
开发者ID:Au-heppa,项目名称:swarm-sdk,代码行数:101,代码来源:cvisibilitymonitor.cpp


注:本文中的CBaseEntity::GetDebugName方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。