本文整理汇总了C++中CGib::SetOwnerEntity方法的典型用法代码示例。如果您正苦于以下问题:C++ CGib::SetOwnerEntity方法的具体用法?C++ CGib::SetOwnerEntity怎么用?C++ CGib::SetOwnerEntity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::SetOwnerEntity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: SpawnSpecificGibs
//------------------------------------------------------------------------------
// Purpose : Given an .mdl file with gibs and the number of gibs in the file
// spawns them in pVictim's bounding box
// Input :
// Output :
//------------------------------------------------------------------------------
void CGib::SpawnSpecificGibs( CBaseEntity* pVictim,
int nNumGibs,
float vMinVelocity,
float vMaxVelocity,
const char* cModelName,
float flLifetime)
{
for ( int i = 0; i < nNumGibs; i++ )
{
CGib *pGib = CREATE_ENTITY( CGib, "gib" );
pGib->Spawn( cModelName, flLifetime );
pGib->m_nBody = i;
pGib->InitGib( pVictim, vMinVelocity, vMaxVelocity );
pGib->m_lifeTime = flLifetime;
if ( pVictim != NULL )
{
pGib->SetOwnerEntity( pVictim );
}
//If pVictim is on fire, ignite pVictim's gibs as well.
if ( pVictim->GetFlags() & FL_ONFIRE )
{
pGib->Ignite( ( flLifetime - 1 ), false );
}
}
}
示例2: 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3: SpawnSpecificGibs
//------------------------------------------------------------------------------
// Purpose : Given an .mdl file with gibs and the number of gibs in the file
// spawns them in pVictim's bounding box
// Input :
// Output :
//------------------------------------------------------------------------------
void CGib::SpawnSpecificGibs( CBaseEntity* pVictim,
int nNumGibs,
float vMinVelocity,
float vMaxVelocity,
const char* cModelName,
float flLifetime)
{
for (int i=0;i<nNumGibs;i++)
{
CGib *pGib = CREATE_ENTITY( CGib, "gib" );
pGib->Spawn( cModelName );
pGib->m_nBody = i;
pGib->InitGib( pVictim, vMinVelocity, vMaxVelocity );
pGib->m_lifeTime = flLifetime;
if ( pVictim != NULL )
{
pGib->SetOwnerEntity( pVictim );
}
}
}
示例4: 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;
}