当前位置: 首页>>代码示例>>C++>>正文


C++ CBaseHandle::IsValid方法代码示例

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


在下文中一共展示了CBaseHandle::IsValid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: 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: ProcessImpacts

//-----------------------------------------------------------------------------
// 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3: 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4:

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


注:本文中的CBaseHandle::IsValid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。