本文整理汇总了C++中CGib::SetThink方法的典型用法代码示例。如果您正苦于以下问题:C++ CGib::SetThink方法的具体用法?C++ CGib::SetThink怎么用?C++ CGib::SetThink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::SetThink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
NOXREF void CGib::SpawnStickyGibs(entvars_t *pevVictim, Vector vecOrigin, int cGibs)
{
if (g_Language == LANGUAGE_GERMAN)
{
// no sticky gibs in germany right now!
return;
}
for (int i = 0; i < cGibs; ++i)
{
CGib *pGib = GetClassPtr<CCSGib>((CGib *)NULL);
pGib->Spawn("models/stickygib.mdl");
pGib->pev->body = RANDOM_LONG(0, 2);
if (pevVictim)
{
pGib->pev->origin.x = vecOrigin.x + RANDOM_FLOAT(-3, 3);
pGib->pev->origin.y = vecOrigin.y + RANDOM_FLOAT(-3, 3);
pGib->pev->origin.z = vecOrigin.z + RANDOM_FLOAT(-3, 3);
// make the gib fly away from the attack vector
pGib->pev->velocity = g_vecAttackDir * -1;
// mix in some noise
pGib->pev->velocity.x += RANDOM_FLOAT(-0.15, 0.15);
pGib->pev->velocity.y += RANDOM_FLOAT(-0.15, 0.15);
pGib->pev->velocity.z += RANDOM_FLOAT(-0.15, 0.15);
pGib->pev->velocity = pGib->pev->velocity * 900;
pGib->pev->avelocity.x = RANDOM_FLOAT(250, 400);
pGib->pev->avelocity.y = RANDOM_FLOAT(250, 400);
// copy owner's blood color
pGib->m_bloodColor = (CBaseEntity::Instance(pevVictim))->BloodColor();
if (pevVictim->health > -50)
{
pGib->pev->velocity = pGib->pev->velocity * 0.7;
}
else if (pevVictim->health > -200)
{
pGib->pev->velocity = pGib->pev->velocity * 2;
}
else
{
pGib->pev->velocity = pGib->pev->velocity * 4;
}
pGib->pev->movetype = MOVETYPE_TOSS;
pGib->pev->solid = SOLID_BBOX;
UTIL_SetSize(pGib->pev, Vector(0, 0,0), Vector(0, 0, 0));
pGib->SetTouch(&CGib::StickyGibTouch);
pGib->SetThink(NULL);
}
pGib->LimitVelocity();
}
}
示例2: 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3: 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4: PukeGibs
// Fograin92: Extension of "cough" animation, just for fun
void CGrapple::PukeGibs(void)
{
// Fograin92: Make sure we go back to idle anim after this
SetThink(&CGrapple::WeaponIdle);
pev->nextthink = gpGlobals->time + 1.3;
#ifndef CLIENT_DLL
// Fograin92: Get proper XYZ values
UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );
Vector GunPosition = m_pPlayer->GetGunPosition();
GunPosition = GunPosition + gpGlobals->v_up * -4 + gpGlobals->v_right * 3 + gpGlobals->v_forward * 16;
CGib *pGib = GetClassPtr( (CGib *)NULL );
// Fograin92: Changed model dir and names
int iRandom = RANDOM_LONG(2, 11);
switch( iRandom)
{
case 2: pGib->Spawn( "models/gibs/human_gib2.mdl" ); break;
case 3: pGib->Spawn( "models/gibs/human_gib3.mdl" ); break;
case 4: pGib->Spawn( "models/gibs/human_gib4.mdl" ); break;
case 5: pGib->Spawn( "models/gibs/human_gib5.mdl" ); break;
case 6: pGib->Spawn( "models/gibs/human_gib6.mdl" ); break;
case 7: pGib->Spawn( "models/gibs/human_gib7.mdl" ); break;
case 8: pGib->Spawn( "models/gibs/human_gib8.mdl" ); break;
case 9: pGib->Spawn( "models/gibs/human_gib9.mdl" ); break;
case 10: pGib->Spawn( "models/gibs/human_gib10.mdl" ); break;
case 11: pGib->Spawn( "models/gibs/human_gib11.mdl" ); break;
default: pGib->Spawn( "models/gibs/human_gib3.mdl" ); break;
}
pGib->pev->body = 0;
//pGib->Spawn( "models/hgibs.mdl" );
pGib->m_bloodColor = BLOOD_COLOR_RED;
pGib->pev->body = 0;
pGib->pev->origin = GunPosition + gpGlobals->v_forward * 40;
pGib->pev->velocity = gpGlobals->v_forward * 100;
// Fograin92: Some spin variations
pGib->pev->avelocity.x = RANDOM_LONG( 200, 600 );
pGib->pev->avelocity.y = RANDOM_LONG( 200, 600 );
pGib->pev->avelocity.z = RANDOM_LONG( 100, 200 );
pGib->pev->nextthink = gpGlobals->time + 10.0;
pGib->SetThink( &CBaseEntity::SUB_FadeOut );
// Fograin92: Cough some blood
MESSAGE_BEGIN(MSG_ALL, gmsgParticles);
WRITE_SHORT(0);
WRITE_BYTE(0);
WRITE_COORD( pGib->pev->origin.x );
WRITE_COORD( pGib->pev->origin.y );
WRITE_COORD( pGib->pev->origin.z );
WRITE_COORD( pGib->pev->avelocity.x );
WRITE_COORD( pGib->pev->avelocity.y );
WRITE_COORD( pGib->pev->avelocity.z );
WRITE_SHORT(iImpactBloodRed);
MESSAGE_END();
#endif
}
示例5: TankDeath
void CTank :: TankDeath ( void )
{
bTankDead = 1;
pev->sequence = 2;/*LookupSequence( "die" );*/
ResetSequenceInfo ();
m_pPlayer->TakeDamage ( pev,pev,(float)999, DMG_CRUSH ); // mouru
pev->velocity = pev->avelocity = m_pTankBSP->pev->velocity = m_pTankBSP->pev->avelocity =Vector (0,0,0);
m_pTankBSP->pev->origin = pev->origin;
m_pTankBSP->pev->angles = pev->angles;
m_pCam->pev->velocity = m_pCam->pev->avelocity = Vector (0,0,0);
UpdateSound ();
SetThink ( DeadThink );
pev->nextthink = gpGlobals->time + 29 / 21.0;
// maman, c'est quoi qu'a fait boum ?
EMIT_SOUND(ENT(pev), CHAN_AUTO, TANK_EXPLO_SOUND1, 1, ATTN_NORM);
EMIT_SOUND(ENT(pev), CHAN_WEAPON, TANK_EXPLO_SOUND2, 1, ATTN_NORM);
// sprites de feu - explosion
for ( int i=0; i<20; i++ )
{
CSprite *pSpr = CSprite::SpriteCreate ( SPRITE_FEU, Vector(pev->origin.x,pev->origin.y,pev->origin.z + 50), TRUE );
pSpr->SetScale ( SPRITE_FEU_SCALE*2 );
pSpr->AnimateAndDie ( RANDOM_FLOAT(20,22) );
pSpr->SetTransparency ( kRenderTransAdd, 255, 255, 255, 120, kRenderFxNone );
pSpr->pev->velocity = Vector ( RANDOM_FLOAT(-150,150),RANDOM_FLOAT(-150,150),100/*RANDOM_FLOAT(130,150)*/ );
}
// sprites de feu en colonne
for ( i=0; i<6; i++ )
{
CSprite *pSpr = CSprite::SpriteCreate ( SPRITE_FEU, Vector(pev->origin.x,pev->origin.y,pev->origin.z + 100), TRUE );
pSpr->SetScale ( SPRITE_FEU_SCALE );
pSpr->AnimateAndDie ( RANDOM_FLOAT(20,25) );
pSpr->SetTransparency ( kRenderTransAdd, 255, 255, 255, 120, kRenderFxNone );
pSpr->pev->velocity = Vector ( RANDOM_FLOAT(-50,50),RANDOM_FLOAT(-50,50),140/*RANDOM_FLOAT(130,150)*/ );
}
for ( i=0; i<10; i++ )
{
CSprite *pSpr = CSprite::SpriteCreate ( SPRITE_SMOKEBALL, Vector(pev->origin.x,pev->origin.y,pev->origin.z + 100), TRUE );
pSpr->SetScale ( SPRITE_SMOKEBALL_SCALE );
pSpr->AnimateAndDie ( RANDOM_FLOAT(2,3) );
pSpr->SetTransparency ( kRenderTransAlpha, 255, 255, 255, 255, kRenderFxNone );
pSpr->pev->velocity = Vector ( RANDOM_FLOAT(-50,50),RANDOM_FLOAT(-50,50),RANDOM_FLOAT(50,50) );
}
// gibs
for ( i = 0; i<20; i++ )
{
CGib *pGib = GetClassPtr( (CGib *)NULL );
pGib->Spawn( "models/mechgibs.mdl" );
pGib->m_bloodColor = DONT_BLEED;
pGib->pev->body = RANDOM_LONG (1,5);
pGib->pev->origin = pev->origin + Vector ( 0, 0, 250 );
pGib->pev->velocity = Vector ( RANDOM_FLOAT(-200,200),RANDOM_FLOAT(-200,200),RANDOM_FLOAT(0,400));
pGib->pev->avelocity = Vector ( RANDOM_FLOAT(-1000,1000), RANDOM_FLOAT(-1000,1000), RANDOM_FLOAT(-1000,1000) );
pGib->pev->solid = SOLID_NOT;
pGib->SetThink(SUB_Remove);
pGib->pev->nextthink = gpGlobals->time + 1;
}
// étincelles
for ( i = 0; i < 10; i++ )
{
Create( "spark_shower", pev->origin, Vector (0,0,1), NULL );
}
}
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.........