本文整理汇总了C++中CGib::SetAbsVelocity方法的典型用法代码示例。如果您正苦于以下问题:C++ CGib::SetAbsVelocity方法的具体用法?C++ CGib::SetAbsVelocity怎么用?C++ CGib::SetAbsVelocity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CGib
的用法示例。
在下文中一共展示了CGib::SetAbsVelocity方法的6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: SpawnStickyGibs
void CGib::SpawnStickyGibs( CBaseEntity *pVictim, Vector vecOrigin, int cGibs )
{
int i;
//City17: Germany Violence Fix.
/*if ( g_Language.GetInt() == LANGUAGE_GERMAN )
{
// no sticky gibs in germany right now!
return;
}*/
for ( i = 0 ; i < cGibs ; i++ )
{
CGib *pGib = (CGib *)CreateEntityByName( "gib" );
pGib->Spawn( "models/stickygib.mdl" );
pGib->m_nBody = random->RandomInt(0,2);
if ( pVictim )
{
pGib->SetLocalOrigin(
Vector( vecOrigin.x + random->RandomFloat( -3, 3 ),
vecOrigin.y + random->RandomFloat( -3, 3 ),
vecOrigin.z + random->RandomFloat( -3, 3 ) ) );
// make the gib fly away from the attack vector
Vector vecNewVelocity = g_vecAttackDir * -1;
// mix in some noise
vecNewVelocity.x += random->RandomFloat ( -0.15, 0.15 );
vecNewVelocity.y += random->RandomFloat ( -0.15, 0.15 );
vecNewVelocity.z += random->RandomFloat ( -0.15, 0.15 );
vecNewVelocity *= 900;
QAngle vecAngVelocity( random->RandomFloat ( 250, 400 ), random->RandomFloat ( 250, 400 ), 0 );
pGib->SetLocalAngularVelocity( vecAngVelocity );
// copy owner's blood color
pGib->SetBloodColor( pVictim->BloodColor() );
pGib->AdjustVelocityBasedOnHealth( pVictim->m_iHealth, vecNewVelocity );
pGib->SetAbsVelocity( vecNewVelocity );
pGib->SetMoveType( MOVETYPE_FLYGRAVITY );
pGib->RemoveSolidFlags( FSOLID_NOT_SOLID );
pGib->SetCollisionBounds( vec3_origin, vec3_origin );
pGib->SetTouch ( &CGib::StickyGibTouch );
pGib->SetThink (NULL);
}
pGib->LimitVelocity();
}
}
示例2: SpawnHeadGib
void CGib::SpawnHeadGib( CBaseEntity *pVictim )
{
CGib *pGib = CREATE_ENTITY( CGib, "gib" );
//City17: Germany Violence Fix.
/*if ( g_Language.GetInt() == LANGUAGE_GERMAN )
{
pGib->Spawn( "models/germangibs.mdl" );// throw one head
pGib->m_nBody = 0;
}
else
{*/
pGib->Spawn( "models/gibs/hgibs.mdl" );// throw one head
pGib->m_nBody = 0;
//}
if ( pVictim )
{
Vector vecNewVelocity = pGib->GetAbsVelocity();
pGib->SetLocalOrigin( pVictim->EyePosition() );
edict_t *pentPlayer = UTIL_FindClientInPVS( pGib->edict() );
if ( random->RandomInt ( 0, 100 ) <= 5 && pentPlayer )
{
// 5% chance head will be thrown at player's face.
CBasePlayer *player = (CBasePlayer *)CBaseEntity::Instance( pentPlayer );
if ( player )
{
vecNewVelocity = ( player->EyePosition() ) - pGib->GetAbsOrigin();
VectorNormalize(vecNewVelocity);
vecNewVelocity *= 300;
vecNewVelocity.z += 100;
}
}
else
{
vecNewVelocity = Vector (random->RandomFloat(-100,100), random->RandomFloat(-100,100), random->RandomFloat(200,300));
}
QAngle vecNewAngularVelocity = pGib->GetLocalAngularVelocity();
vecNewAngularVelocity.x = random->RandomFloat ( 100, 200 );
vecNewAngularVelocity.y = random->RandomFloat ( 100, 300 );
pGib->SetLocalAngularVelocity( vecNewAngularVelocity );
// copy owner's blood color
pGib->SetBloodColor( pVictim->BloodColor() );
pGib->AdjustVelocityBasedOnHealth( pVictim->m_iHealth, vecNewVelocity );
pGib->SetAbsVelocity( vecNewVelocity );
}
pGib->LimitVelocity();
}
示例3: GetAbsVelocity
//------------------------------------------------------------------------------
// Pow!
//------------------------------------------------------------------------------
void CPropAPC2::ExplodeAndThrowChunk( const Vector &vecExplosionPos )
{
ExplosionCreate( vecExplosionPos, vec3_angle, this, 1000, 500.0f,
SF_ENVEXPLOSION_NODAMAGE | SF_ENVEXPLOSION_NOSPARKS | SF_ENVEXPLOSION_NODLIGHTS |
SF_ENVEXPLOSION_NOSMOKE | SF_ENVEXPLOSION_NOFIREBALLSMOKE, 0 );
UTIL_ScreenShake( vecExplosionPos, 25.0, 150.0, 1.0, 750.0f, SHAKE_START );
// Drop a flaming, smoking chunk.
CGib *pChunk = CREATE_ENTITY( CGib, "gib" );
pChunk->Spawn( "models/gibs/hgibs.mdl" );
pChunk->SetBloodColor( DONT_BLEED );
QAngle vecSpawnAngles;
vecSpawnAngles.Random( -90, 90 );
pChunk->SetAbsOrigin( vecExplosionPos );
pChunk->SetAbsAngles( vecSpawnAngles );
int nGib = random->RandomInt( 0, APC_MAX_CHUNKS - 1 );
pChunk->Spawn( s_pChunkModelName[nGib] );
pChunk->SetOwnerEntity( this );
pChunk->m_lifeTime = random->RandomFloat( 6.0f, 8.0f );
pChunk->SetCollisionGroup( COLLISION_GROUP_DEBRIS );
IPhysicsObject *pPhysicsObject = pChunk->VPhysicsInitNormal( SOLID_VPHYSICS, pChunk->GetSolidFlags(), false );
// Set the velocity
if ( pPhysicsObject )
{
pPhysicsObject->EnableMotion( true );
Vector vecVelocity;
QAngle angles;
angles.x = random->RandomFloat( -40, 0 );
angles.y = random->RandomFloat( 0, 360 );
angles.z = 0.0f;
AngleVectors( angles, &vecVelocity );
vecVelocity *= random->RandomFloat( 300, 900 );
vecVelocity += GetAbsVelocity();
AngularImpulse angImpulse;
angImpulse = RandomAngularImpulse( -180, 180 );
pChunk->SetAbsVelocity( vecVelocity );
pPhysicsObject->SetVelocity(&vecVelocity, &angImpulse );
}
CEntityFlame *pFlame = CEntityFlame::Create( pChunk, false );
if ( pFlame != NULL )
{
pFlame->SetLifetime( pChunk->m_lifeTime );
}
pChunk->Dissolve( NULL, gpGlobals->curtime, false, ENTITY_DISSOLVE_NORMAL );
}
示例4: RunTask
//=========================================================
// RunTask
//=========================================================
void CGargantua::RunTask( Task_t *pTask )
{
switch ( pTask->iTask )
{
case TASK_DIE:
if ( gpGlobals->time > m_flWaitFinished )
{
pev->renderfx = kRenderFxExplode;
pev->rendercolor.x = 255;
pev->rendercolor.y = 0;
pev->rendercolor.z = 0;
StopAnimation();
pev->nextthink = gpGlobals->time + 0.15;
SetThink( SUB_Remove );
int i;
int parts = MODEL_FRAMES( gGargGibModel );
for ( i = 0; i < 10; i++ )
{
CGib *pGib = GetClassPtr( (CGib *)NULL );
pGib->Spawn( GARG_GIB_MODEL );
int bodyPart = 0;
if ( parts > 1 )
bodyPart = RANDOM_LONG( 0, pev->body-1 );
pGib->pev->body = bodyPart;
pGib->m_bloodColor = BLOOD_COLOR_YELLOW;
pGib->m_material = matNone;
pGib->SetAbsOrigin( GetAbsOrigin() );
pGib->SetAbsVelocity( UTIL_RandomBloodVector() * RANDOM_FLOAT( 300, 500 ));
pGib->SetNextThink( 1.25 );
pGib->SetThink( SUB_FadeOut );
}
Vector vecOrigin = GetAbsOrigin();
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecOrigin );
WRITE_BYTE( TE_BREAKMODEL);
// position
WRITE_COORD( vecOrigin.x );
WRITE_COORD( vecOrigin.y );
WRITE_COORD( vecOrigin.z );
// size
WRITE_COORD( 200 );
WRITE_COORD( 200 );
WRITE_COORD( 128 );
// velocity
WRITE_COORD( 0 );
WRITE_COORD( 0 );
WRITE_COORD( 0 );
// randomization
WRITE_BYTE( 200 );
// Model
WRITE_SHORT( gGargGibModel ); //model id#
// # of shards
WRITE_BYTE( 50 );
// duration
WRITE_BYTE( 20 );// 3.0 seconds
// flags
WRITE_BYTE( BREAK_FLESH );
MESSAGE_END();
return;
}
else
CBaseMonster::RunTask(pTask);
break;
case TASK_FLAME_SWEEP:
if ( gpGlobals->time > m_flWaitFinished )
{
FlameDestroy();
TaskComplete();
FlameControls( 0, 0 );
SetBoneController( 0, 0 );
SetBoneController( 1, 0 );
}
else
{
BOOL cancel = FALSE;
Vector angles = g_vecZero;
FlameUpdate();
CBaseEntity *pEnemy = m_hEnemy;
if ( pEnemy )
{
//.........这里部分代码省略.........
示例5: Event_Killed
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropAPC::Event_Killed( const CTakeDamageInfo &info )
{
m_OnDeath.FireOutput( info.GetAttacker(), this );
Vector vecAbsMins, vecAbsMaxs;
CollisionProp()->WorldSpaceAABB( &vecAbsMins, &vecAbsMaxs );
Vector vecNormalizedMins, vecNormalizedMaxs;
CollisionProp()->WorldToNormalizedSpace( vecAbsMins, &vecNormalizedMins );
CollisionProp()->WorldToNormalizedSpace( vecAbsMaxs, &vecNormalizedMaxs );
Vector vecAbsPoint;
CPASFilter filter( GetAbsOrigin() );
for (int i = 0; i < 5; i++)
{
CollisionProp()->RandomPointInBounds( vecNormalizedMins, vecNormalizedMaxs, &vecAbsPoint );
te->Explosion( filter, random->RandomFloat( 0.0, 1.0 ), &vecAbsPoint,
g_sModelIndexFireball, random->RandomInt( 4, 10 ),
random->RandomInt( 8, 15 ),
( i < 2 ) ? TE_EXPLFLAG_NODLIGHTS : TE_EXPLFLAG_NOPARTICLES | TE_EXPLFLAG_NOFIREBALLSMOKE | TE_EXPLFLAG_NODLIGHTS,
100, 0 );
}
// TODO: make the gibs spawn in sync with the delayed explosions
int nGibs = random->RandomInt( 1, 4 );
for ( int i = 0; i < nGibs; i++)
{
// Throw a flaming, smoking chunk.
CGib *pChunk = CREATE_ENTITY( CGib, "gib" );
pChunk->Spawn( "models/gibs/hgibs.mdl" );
pChunk->SetBloodColor( DONT_BLEED );
QAngle vecSpawnAngles;
vecSpawnAngles.Random( -90, 90 );
pChunk->SetAbsOrigin( vecAbsPoint );
pChunk->SetAbsAngles( vecSpawnAngles );
int nGib = random->RandomInt( 0, APC_MAX_CHUNKS - 1 );
pChunk->Spawn( s_pChunkModelName[nGib] );
pChunk->SetOwnerEntity( this );
pChunk->m_lifeTime = random->RandomFloat( 6.0f, 8.0f );
pChunk->SetCollisionGroup( COLLISION_GROUP_DEBRIS );
IPhysicsObject *pPhysicsObject = pChunk->VPhysicsInitNormal( SOLID_VPHYSICS, pChunk->GetSolidFlags(), false );
// Set the velocity
if ( pPhysicsObject )
{
pPhysicsObject->EnableMotion( true );
Vector vecVelocity;
QAngle angles;
angles.x = random->RandomFloat( -20, 20 );
angles.y = random->RandomFloat( 0, 360 );
angles.z = 0.0f;
AngleVectors( angles, &vecVelocity );
vecVelocity *= random->RandomFloat( 300, 900 );
vecVelocity += GetAbsVelocity();
AngularImpulse angImpulse;
angImpulse = RandomAngularImpulse( -180, 180 );
pChunk->SetAbsVelocity( vecVelocity );
pPhysicsObject->SetVelocity(&vecVelocity, &angImpulse );
}
CEntityFlame *pFlame = CEntityFlame::Create( pChunk, false );
if ( pFlame != NULL )
{
pFlame->SetLifetime( pChunk->m_lifeTime );
}
}
UTIL_ScreenShake( vecAbsPoint, 25.0, 150.0, 1.0, 750.0f, SHAKE_START );
if( hl2_episodic.GetBool() )
{
// EP1 perf hit
Ignite( 6, false );
}
else
{
Ignite( 60, false );
}
m_lifeState = LIFE_DYING;
// Spawn a lesser amount if the player is close
m_iRocketSalvoLeft = DEATH_VOLLEY_ROCKET_COUNT;
m_flRocketTime = gpGlobals->curtime;
}
示例6: RunTask
//=========================================================
// RunTask
//=========================================================
void CNPC_Gargantua::RunTask( const Task_t *pTask )
{
switch ( pTask->iTask )
{
case TASK_DIE:
if ( gpGlobals->curtime > m_flWaitFinished )
{
//TEMP TEMP
m_nRenderFX = kRenderFxExplode;
SetRenderColor( 255, 0, 0 , 255 );
StopAnimation();
SetNextThink( gpGlobals->curtime + 0.15 );
SetThink( &CBaseEntity::SUB_Remove );
int i;
int parts = modelinfo->GetModelFrameCount( modelinfo->GetModel( gGargGibModel ) );
for ( i = 0; i < 10; i++ )
{
CGib *pGib = CREATE_ENTITY( CGib, "gib" );
pGib->Spawn( GARG_GIB_MODEL);
int bodyPart = 0;
if ( parts > 1 )
bodyPart = random->RandomInt( 0, parts-1 );
pGib->SetBodygroup( 0, bodyPart );
pGib->SetBloodColor( BLOOD_COLOR_YELLOW );
pGib->m_material = matNone;
pGib->SetAbsOrigin( GetAbsOrigin() );
pGib->SetAbsVelocity( UTIL_RandomBloodVector() * random->RandomFloat( 300, 500 ) );
pGib->SetNextThink( gpGlobals->curtime + 1.25 );
pGib->SetThink( &CBaseEntity::SUB_FadeOut );
}
Vector vecSize = Vector( 200, 200, 128 );
CPVSFilter filter( GetAbsOrigin() );
te->BreakModel( filter, 0.0, GetAbsOrigin(), vec3_angle, vecSize, vec3_origin,
gGargGibModel, 200, 50, 3.0, BREAK_FLESH );
return;
}
else
BaseClass::RunTask( pTask );
break;
case TASK_FLAME_SWEEP:
if ( gpGlobals->curtime > m_flWaitFinished )
{
//TEMP TEMP
FlameDestroy();
TaskComplete();
FlameControls( 0, 0 );
SetBoneController( 0, 0 );
SetBoneController( 1, 0 );
}
else
{
bool cancel = false;
QAngle angles = QAngle( 0, 0, 0 );
//TEMP TEMP
FlameUpdate();
CBaseEntity *pEnemy = GetEnemy();
if ( pEnemy )
{
Vector org = GetAbsOrigin();
org.z += 64;
Vector dir = pEnemy->BodyTarget(org) - org;
VectorAngles( dir, angles );
angles.x = -angles.x;
angles.y -= GetAbsAngles().y;
if ( dir.Length() > 400 )
cancel = true;
}
if ( fabs(angles.y) > 60 )
cancel = true;
if ( cancel )
{
m_flWaitFinished -= 0.5;
m_flameTime -= 0.5;
}
//TEMP TEMP
//FlameControls( angles.x + 2 * sin(gpGlobals->curtime*8), angles.y + 28 * sin(gpGlobals->curtime*8.5) );
FlameControls( angles.x, angles.y );
}
//.........这里部分代码省略.........