本文整理汇总了C++中CBaseMonster::ReportAIState方法的典型用法代码示例。如果您正苦于以下问题:C++ CBaseMonster::ReportAIState方法的具体用法?C++ CBaseMonster::ReportAIState怎么用?C++ CBaseMonster::ReportAIState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类CBaseMonster
的用法示例。
在下文中一共展示了CBaseMonster::ReportAIState方法的1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: CheatImpulseCommands
//=========================================================
//=========================================================
void CBasePlayer::CheatImpulseCommands( int iImpulse )
{
if( !UTIL_CheatsAllowed() )
{
return;
}
switch( iImpulse )
{
case 76:
{
if( !g_bPrecacheGrunt )
{
g_bPrecacheGrunt = true;
ALERT( at_console, "You must now restart to use Grunt-o-matic.\n" );
}
else
{
UTIL_MakeVectors( Vector( 0, GetViewAngle().y, 0 ) );
Create( "monster_human_grunt", GetAbsOrigin() + gpGlobals->v_forward * 128, GetAbsAngles() );
}
break;
}
case 101:
{
gEvilImpulse101 = true;
GiveNamedItem( "item_suit" );
GiveNamedItem( "item_battery" );
GiveNamedItem( "weapon_crowbar" );
GiveNamedItem( "weapon_9mmhandgun" );
GiveNamedItem( "ammo_9mmclip" );
GiveNamedItem( "weapon_shotgun" );
GiveNamedItem( "ammo_buckshot" );
GiveNamedItem( "weapon_9mmAR" );
GiveNamedItem( "ammo_9mmAR" );
GiveNamedItem( "ammo_ARgrenades" );
GiveNamedItem( "weapon_handgrenade" );
GiveNamedItem( "weapon_tripmine" );
GiveNamedItem( "weapon_357" );
GiveNamedItem( "ammo_357" );
GiveNamedItem( "weapon_crossbow" );
GiveNamedItem( "ammo_crossbow" );
GiveNamedItem( "weapon_egon" );
GiveNamedItem( "weapon_gauss" );
GiveNamedItem( "ammo_gaussclip" );
GiveNamedItem( "weapon_rpg" );
GiveNamedItem( "ammo_rpgclip" );
GiveNamedItem( "weapon_satchel" );
GiveNamedItem( "weapon_snark" );
GiveNamedItem( "weapon_hornetgun" );
#if USE_OPFOR
GiveNamedItem( "weapon_knife" );
GiveNamedItem( "weapon_pipewrench" );
GiveNamedItem( "weapon_grapple" );
GiveNamedItem( "weapon_eagle" );
GiveNamedItem( "weapon_m249" );
GiveNamedItem( "weapon_displacer" );
GiveNamedItem( "weapon_sniperrifle" );
GiveNamedItem( "weapon_sporelauncher" );
GiveNamedItem( "weapon_shockrifle" );
GiveNamedItem( "ammo_556" );
GiveNamedItem( "ammo_762" );
#endif
gEvilImpulse101 = false;
break;
}
case 102:
{
// Gibbage!!!
CGib::SpawnRandomGibs( this, 1, 1 );
break;
}
case 103:
{
// What the hell are you doing?
auto pEntity = UTIL_FindEntityForward( this );
if( pEntity )
{
CBaseMonster *pMonster = pEntity->MyMonsterPointer();
if( pMonster )
pMonster->ReportAIState();
}
break;
}
case 104:
{
// Dump all of the global state varaibles (and global entity names)
gGlobalState.DumpGlobals();
break;
}
//.........这里部分代码省略.........