本文整理汇总了C++中CBaseMonster::debug_on_key方法的典型用法代码示例。如果您正苦于以下问题:C++ CBaseMonster::debug_on_key方法的具体用法?C++ CBaseMonster::debug_on_key怎么用?C++ CBaseMonster::debug_on_key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::debug_on_key方法的2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: CurrentEntity
//.........这里部分代码省略.........
Engine.Sheduler.Unregister (*I);
Engine.Sheduler.Register (*I, TRUE);
CActor* pActor = smart_cast<CActor*> (*I);
if (pActor)
{
pActor->inventory().Items_SetCurrentEntityHud(true);
CHudItem* pHudItem = smart_cast<CHudItem*>(pActor->inventory().ActiveItem());
if (pHudItem)
{
pHudItem->OnStateSwitch(pHudItem->GetState());
}
}
}
}
return;
}
// Lain: added
case DIK_F5:
{
if ( CBaseMonster* pBM = smart_cast<CBaseMonster*>(CurrentEntity()))
{
DBG().log_debug_info();
}
break;
}
case MOUSE_1: {
if (GameID() != eGameIDSingle)
break;
if (pInput->iGetAsyncKeyState(DIK_LALT)) {
if (smart_cast<CActor*>(CurrentEntity()))
try_change_current_entity ();
else
restore_actor ();
return;
}
break;
}
/**/
#endif
#ifdef DEBUG
case DIK_F9:{
// if (!ai().get_alife())
// break;
// const_cast<CALifeSimulatorHeader&>(ai().alife().header()).set_state(ALife::eZoneStateSurge);
break;
}
return;
// case DIK_F10:{
// ai().level_graph().set_dest_point();
// ai().level_graph().build_detail_path();
// if (!Objects.FindObjectByName("m_stalker_e0000") || !Objects.FindObjectByName("localhost/dima"))
// return;
// if (!m_bSynchronization) {
// m_bSynchronization = true;
// ai().level_graph().set_start_point();
// m_bSynchronization = false;
// }
// luabind::functor<void> functor;
// ai().script_engine().functor("alife_test.set_switch_online",functor);
// functor(0,false);
// }
// return;
// case DIK_F11:
// ai().level_graph().build_detail_path();
// if (!Objects.FindObjectByName("m_stalker_e0000") || !Objects.FindObjectByName("localhost/dima"))
// return;
// if (!m_bSynchronization) {
// m_bSynchronization = true;
// ai().level_graph().set_dest_point();
// ai().level_graph().select_cover_point();
// m_bSynchronization = false;
// }
// return;
#endif // DEBUG
}
#endif // MASTER_GOLD
if (bindConsoleCmds.execute(key))
return;
if (CURRENT_ENTITY())
{
IInputReceiver* IR = smart_cast<IInputReceiver*> (smart_cast<CGameObject*>(CURRENT_ENTITY()));
if (IR) IR->IR_OnKeyboardPress(get_binded_action(key));
}
#ifdef _DEBUG
CObject *obj = Level().Objects.FindObjectByName("monster");
if (obj) {
CBaseMonster *monster = smart_cast<CBaseMonster *>(obj);
if (monster)
monster->debug_on_key(key);
}
#endif
}
示例2: HUD
//.........这里部分代码省略.........
if (CurrentEntity()->CLS_ID == CLSID_OBJECT_ACTOR)
try_change_current_entity ();
else
restore_actor ();
return;
}
break;
}
/**/
case DIK_DIVIDE:
if( OnServer() ){
// float NewTimeFactor = pSettings->r_float("alife","time_factor");
if (GameID() == GAME_SINGLE)
Server->game->SetGameTimeFactor(g_fTimeFactor);
else
{
Server->game->SetEnvironmentGameTimeFactor(g_fTimeFactor);
Server->game->SetGameTimeFactor(g_fTimeFactor);
};
}
break;
case DIK_MULTIPLY:
if( OnServer() ){
float NewTimeFactor = 1000.f;
if (GameID() == GAME_SINGLE)
Server->game->SetGameTimeFactor(NewTimeFactor);
else
{
Server->game->SetEnvironmentGameTimeFactor(NewTimeFactor);
// Server->game->SetGameTimeFactor(NewTimeFactor);
};
}
break;
#endif
#ifdef DEBUG
case DIK_F9:{
// if (!ai().get_alife())
// break;
// const_cast<CALifeSimulatorHeader&>(ai().alife().header()).set_state(ALife::eZoneStateSurge);
if (GameID() != GAME_SINGLE)
{
extern INT g_sv_SendUpdate;
g_sv_SendUpdate = 1;
};
break;
}
return;
// case DIK_F10:{
// ai().level_graph().set_dest_point();
// ai().level_graph().build_detail_path();
// if (!Objects.FindObjectByName("m_stalker_e0000") || !Objects.FindObjectByName("localhost/dima"))
// return;
// if (!m_bSynchronization) {
// m_bSynchronization = true;
// ai().level_graph().set_start_point();
// m_bSynchronization = false;
// }
// luabind::functor<void> functor;
// ai().script_engine().functor("alife_test.set_switch_online",functor);
// functor(0,false);
// }
// return;
// case DIK_F11:
// ai().level_graph().build_detail_path();
// if (!Objects.FindObjectByName("m_stalker_e0000") || !Objects.FindObjectByName("localhost/dima"))
// return;
// if (!m_bSynchronization) {
// m_bSynchronization = true;
// ai().level_graph().set_dest_point();
// ai().level_graph().select_cover_point();
// m_bSynchronization = false;
// }
// return;
#endif // DEBUG
#ifndef MASTER_GOLD
}
#endif // MASTER_GOLD
if (bindConsoleCmds.execute(key))
return;
if( b_ui_exist && HUD().GetUI()->MainInputReceiver() )return;
if (CURRENT_ENTITY()) {
IInputReceiver* IR = smart_cast<IInputReceiver*> (smart_cast<CGameObject*>(CURRENT_ENTITY()));
if (IR) IR->IR_OnKeyboardPress(get_binded_action(key));
}
#ifdef _DEBUG
CObject *obj = Level().Objects.FindObjectByName("monster");
if (obj) {
CBaseMonster *monster = smart_cast<CBaseMonster *>(obj);
if (monster)
monster->debug_on_key(key);
}
#endif
}