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C++ CBaseHandle类代码示例

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

int CheckBaseHandle(CBaseHandle &hndl)
{
	if (!hndl.IsValid())
	{
		return -1;
	}

	int index = hndl.GetEntryIndex();

	edict_t *pStoredEdict;

	pStoredEdict = engine->PEntityOfEntIndex(index);

	if (pStoredEdict == NULL)
	{
		return -1;
	}

	IServerEntity *pSE = pStoredEdict->GetIServerEntity();

	if (pSE == NULL)
	{
		return -1;
	}

	if (pSE->GetRefEHandle() != hndl)
	{
		return -1;
	}

	return index;
}
开发者ID:asceth,项目名称:synapi,代码行数:32,代码来源:criticals.cpp

示例2: isPointInRound

bool CTeamControlPointRound :: isPointInRound ( edict_t *point_pent )
{
	edict_t *pPoint;
	extern ConVar rcbot_const_point_offset;

	for ( int i = 0; i < m_ControlPoints.Size(); i ++ )
	{
		CBaseHandle *hndl;

		hndl = (CBaseHandle *)&(m_ControlPoints[i]); 

		if ( hndl )
		{ 
			pPoint = INDEXENT(hndl->GetEntryIndex());

			CBaseEntity *pent = pPoint->GetUnknown()->GetBaseEntity();

			if ( point_pent->GetUnknown()->GetBaseEntity() == pent )
				return true;

			//CTeamControlPoint *point = (CTeamControlPoint*)((unsigned long)pent + rcbot_const_point_offset.GetInt() );

			//if ( point )
			//{
			//	if ( point->m_iIndex == iIndex )
			//		return true;
			//}
		}
	}

	return false;
}
开发者ID:Deathreus,项目名称:RCBot2,代码行数:32,代码来源:bot_tf2_points.cpp

示例3: GetBaseEntity

IPhysicsVehicleController *GetLuaVehicle(ILuaInterface *gLua)
{
	gLua->CheckType(1, GLua::TYPE_ENTITY);

	CBaseHandle *handle = (CBaseHandle*)gLua->GetUserData(1);
	CBaseEntity *entity = GetBaseEntity(handle->GetEntryIndex());

	if(!entity)
	{
		gLua->Error("[gm_pimpmyride] NO ENTITY!");
		return NULL;
	}

	IServerVehicle *vehicle = entity->GetServerVehicle();

	if(!vehicle)
	{
		gLua->Error("[gm_pimpmyride] NO VEHICLE!");
		return NULL;
	}

	IPhysicsVehicleController *controller = vehicle->GetVehicleController();

	if(!controller)
	{
		gLua->Error("[gm_pimpmyride] NO PHYSICS CONTROLLER!");
		return NULL;
	}

	return controller;
}
开发者ID:MerlinStarfinder,项目名称:gmodmodules,代码行数:31,代码来源:gm_pimpmyride.cpp

示例4: Assert

//-----------------------------------------------------------------------------
// After we built the touch list, deal with all the impacts...
//-----------------------------------------------------------------------------
void CMoveHelperServer::ProcessImpacts( void )
{
	Assert( m_pHostPlayer );

	// Relink in order to build absorigin and absmin/max to reflect any changes
	//  from prediction.  Relink will early out on SOLID_NOT
	engine->RelinkEntity( m_pHostPlayer->pev, true );

	// Don't bother if the player ain't solid
	if ( m_pHostPlayer->IsSolidFlagSet( FSOLID_NOT_SOLID ) )
	{
		return;
	}

	// Save off the velocity, cause we need to temporarily reset it
	Vector vel = m_pHostPlayer->GetAbsVelocity();

	// Touch other objects that were intersected during the movement.
	for (int i = 0 ; i < m_TouchList.Size(); i++)
	{
		CBaseHandle entindex = m_TouchList[i].trace.m_pEnt->GetRefEHandle();

		// We should have culled negative indices by now
		Assert( entindex.IsValid() );

		edict_t* ent = GetEdict( entindex );
		if (!ent)
			continue;

		// Run the impact function as if we had run it during movement.
		CBaseEntity *entity = GetContainingEntity( ent );
		if ( !entity )
			continue;

		Assert( entity != m_pHostPlayer );
		// Don't ever collide with self!!!!
		if ( entity == m_pHostPlayer )
			continue;

		// Reconstruct trace results.
		m_TouchList[i].trace.m_pEnt = CBaseEntity::Instance( ent );

		// Use the velocity we had when we collided, so boxes will move, etc.
		m_pHostPlayer->SetAbsVelocity( m_TouchList[i].deltavelocity );
		
		entity->PhysicsImpact( m_pHostPlayer, m_TouchList[i].trace );
	}

	// Restore the velocity
	m_pHostPlayer->SetAbsVelocity( vel );

	// So no stuff is ever left over, sigh...
	ResetTouchList();
}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:57,代码来源:movehelper_server.cpp

示例5: IntHandleFromBaseHandle

//-----------------------------------------------------------------------------
// Returns an IntHandle from the given BaseHandle instance.
//-----------------------------------------------------------------------------
bool IntHandleFromBaseHandle( CBaseHandle hBaseHandle, unsigned int& output )
{
	if (!hBaseHandle.IsValid())
		return false;

	unsigned int iEntityHandle = hBaseHandle.ToInt();
	if (!iEntityHandle)
		return false;

	output = iEntityHandle;
	return true;
}
开发者ID:dsezen,项目名称:Source.Python,代码行数:15,代码来源:inthandle_from.cpp

示例6: SendProxy_EHandleToInt

void SendProxy_EHandleToInt( const SendProp *pProp, const void *pStruct, const void *pVarData, DVariant *pOut, int iElement, int objectID)
{
	CBaseHandle *pHandle = (CBaseHandle*)pVarData;

	if ( pHandle && pHandle->Get() )
	{
		int iSerialNum = pHandle->GetSerialNumber() & (1 << NUM_NETWORKED_EHANDLE_SERIAL_NUMBER_BITS) - 1;
		pOut->m_Int = pHandle->GetEntryIndex() | (iSerialNum << MAX_EDICT_BITS);
	}
	else
	{
		pOut->m_Int = INVALID_NETWORKED_EHANDLE_VALUE;
	}
}
开发者ID:SizzlingStats,项目名称:hl2sdk-ob-valve,代码行数:14,代码来源:sendproxy.cpp

示例7: RecvProxy_IntToEHandle

void RecvProxy_IntToEHandle( const CRecvProxyData *pData, void *pStruct, void *pOut )
{
	CBaseHandle *pEHandle = (CBaseHandle*)pOut;
	
	if ( pData->m_Value.m_Int == INVALID_NETWORKED_EHANDLE_VALUE )
	{
		*pEHandle = INVALID_EHANDLE_INDEX;
	}
	else
	{
		int iEntity = pData->m_Value.m_Int & ((1 << MAX_EDICT_BITS) - 1);
		int iSerialNum = pData->m_Value.m_Int >> MAX_EDICT_BITS;
		
		pEHandle->Init( iEntity, iSerialNum );
	}
}
开发者ID:BenLubar,项目名称:SwarmDirector2,代码行数:16,代码来源:recvproxy.cpp

示例8: OnAddEntity

void CClientEntityList::OnAddEntity( IHandleEntity *pEnt, CBaseHandle handle )
{
	int entnum = handle.GetEntryIndex();
	EntityCacheInfo_t *pCache = &m_EntityCacheInfo[entnum];

	if ( entnum >= 0 && entnum < MAX_EDICTS )
	{
		// Update our counters.
		m_iNumServerEnts++;
		if ( entnum > m_iMaxUsedServerIndex )
		{
			m_iMaxUsedServerIndex = entnum;
		}


		// Cache its networkable pointer.
		Assert( dynamic_cast< IClientUnknown* >( pEnt ) );
		Assert( ((IClientUnknown*)pEnt)->GetClientNetworkable() ); // Server entities should all be networkable.
		pCache->m_pNetworkable = ((IClientUnknown*)pEnt)->GetClientNetworkable();
	}

	// Store it in a special list for fast iteration if it's a C_BaseEntity.
	IClientUnknown *pUnknown = (IClientUnknown*)pEnt;
	C_BaseEntity *pBaseEntity = pUnknown->GetBaseEntity();
	if ( pBaseEntity )
	{
		pCache->m_BaseEntitiesIndex = m_BaseEntities.AddToTail( pBaseEntity );
	}
	else
	{
		pCache->m_BaseEntitiesIndex = m_BaseEntities.InvalidIndex();
	}
}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:33,代码来源:cliententitylist.cpp

示例9:

void CHalfLife2::SetHandleEntity(CBaseHandle &hndl, edict_t *pEnt)
{
	IServerEntity *pEntOther = pEnt->GetIServerEntity();

	if (pEntOther == NULL)
	{
		return;
	}

	hndl.Set(pEntOther);
}
开发者ID:404UserNotFound,项目名称:sourcemod,代码行数:11,代码来源:HalfLife2.cpp

示例10: OnAddEntity

void CGlobalEntityList::OnAddEntity( IHandleEntity *pEnt, CBaseHandle handle )
{
	int i = handle.GetEntryIndex();

	// record current list details
	m_iNumEnts++;
	if ( i > m_iHighestEnt )
		m_iHighestEnt = i;

	// If it's a CBaseEntity, notify the listeners.
	CBaseEntity *pBaseEnt = static_cast<IServerUnknown*>(pEnt)->GetBaseEntity();
	if ( pBaseEnt->edict() )
		m_iNumEdicts++;
	
	// NOTE: Must be a CBaseEntity on server
	Assert( pBaseEnt );
	//DevMsg(2,"Created %s\n", pBaseEnt->GetClassname() );
	for ( i = m_entityListeners.Count()-1; i >= 0; i-- )
	{
		m_entityListeners[i]->OnEntityCreated( pBaseEnt );
	}
}
开发者ID:Au-heppa,项目名称:source-sdk-2013,代码行数:22,代码来源:entitylist.cpp

示例11: OnRemoveEntity

void CClientEntityList::OnRemoveEntity( IHandleEntity *pEnt, CBaseHandle handle )
{
	int entnum = handle.GetEntryIndex();
	EntityCacheInfo_t *pCache = &m_EntityCacheInfo[entnum];

	if ( entnum >= 0 && entnum < MAX_EDICTS )
	{
		// This is a networkable ent. Clear out our cache info for it.
		pCache->m_pNetworkable = NULL;
		m_iNumServerEnts--;

		if ( entnum >= m_iMaxUsedServerIndex )
		{
			RecomputeHighestEntityUsed();
		}
	}

	if ( pCache->m_BaseEntitiesIndex != m_BaseEntities.InvalidIndex() )
		m_BaseEntities.Remove( pCache->m_BaseEntitiesIndex );

	pCache->m_BaseEntitiesIndex = m_BaseEntities.InvalidIndex();
}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:22,代码来源:cliententitylist.cpp

示例12:

IServerEntity *CServerTools::GetIServerEntity( IClientEntity *pClientEntity )
{
	if ( pClientEntity == NULL )
		return NULL;

	CBaseHandle ehandle = pClientEntity->GetRefEHandle();
	if ( ehandle.GetEntryIndex() >= MAX_EDICTS )
		return NULL; // the first MAX_EDICTS entities are networked, the rest are client or server only

#if 0
	// this fails, since the server entities have extra bits in their serial numbers,
	// since 20 bits are reserved for serial numbers, except for networked entities, which are restricted to 10

	// Brian believes that everything should just restrict itself to 10 to make things simpler,
	// so if/when he changes NUM_SERIAL_NUM_BITS to 10, we can switch back to this simpler code

	IServerNetworkable *pNet = gEntList.GetServerNetworkable( ehandle );
	if ( pNet == NULL )
		return NULL;

	CBaseEntity *pServerEnt = pNet->GetBaseEntity();
	return pServerEnt;
#else
	IHandleEntity *pEnt = gEntList.LookupEntityByNetworkIndex( ehandle.GetEntryIndex() );
	if ( pEnt == NULL )
		return NULL;

	CBaseHandle h = gEntList.GetNetworkableHandle( ehandle.GetEntryIndex() );
	const int mask = ( 1 << NUM_NETWORKED_EHANDLE_SERIAL_NUMBER_BITS ) - 1;
	if ( !h.IsValid() || ( ( h.GetSerialNumber() & mask ) != ( ehandle.GetSerialNumber() & mask ) ) )
		return NULL;

	IServerUnknown *pUnk = static_cast< IServerUnknown* >( pEnt );
	return pUnk->GetBaseEntity();
#endif
}
开发者ID:Adidasman1,项目名称:source-sdk-2013,代码行数:36,代码来源:entity_tools_server.cpp

示例13: addEntity

void CGameEngine::addEntity(boost::shared_ptr<IEntity> entity, const CBaseHandle& handle)
{
	assert(handle.isValid());
	m_level->addEntity(entity,handle);
}
开发者ID:isra17,项目名称:toursatan,代码行数:5,代码来源:CGameEngine.cpp

示例14: lua_pushweapon

LUA_API void lua_pushweapon (lua_State *L, lua_CBaseCombatWeapon *pWeapon) {
  CBaseHandle *hWeapon = (CBaseHandle *)lua_newuserdata(L, sizeof(CBaseHandle));
  hWeapon->Set((CBaseEntity *)pWeapon);
  luaL_getmetatable(L, "CBaseCombatWeapon");
  lua_setmetatable(L, -2);
}
开发者ID:WorldGamers,项目名称:Mobile-Forces-Source,代码行数:6,代码来源:lbasecombatweapon_shared.cpp

示例15:

LUA_API lua_CBaseCombatWeapon *lua_toweapon (lua_State *L, int idx) {
  CBaseHandle *hWeapon = dynamic_cast<CBaseHandle *>((CBaseHandle *)lua_touserdata(L, idx));
  if (hWeapon == NULL)
    return NULL;
  return dynamic_cast<lua_CBaseCombatWeapon *>(hWeapon->Get());
}
开发者ID:WorldGamers,项目名称:Mobile-Forces-Source,代码行数:6,代码来源:lbasecombatweapon_shared.cpp


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