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C++ CGlobalEntityList类代码示例

本文整理汇总了C++中CGlobalEntityList的典型用法代码示例。如果您正苦于以下问题:C++ CGlobalEntityList类的具体用法?C++ CGlobalEntityList怎么用?C++ CGlobalEntityList使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了CGlobalEntityList类的11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:

//-----------------------------------------------------------------------------
// Purpose: Finds the first entity within radius distance by class name.
// Input  : pStartEntity - The entity to start from when doing the search.
//			szName - Entity class name, ie "info_target".
//			vecSrc - Center of search radius.
//			flRadius - Search radius for classname search, 0 to search everywhere.
// Output : Returns a pointer to the found entity, NULL if none.
//-----------------------------------------------------------------------------
CBaseEntity *CGlobalEntityList::FindEntityByClassnameWithin( CBaseEntity *pStartEntity, const char *szName, const Vector &vecSrc, float flRadius )
{
	//
	// Check for matching class names within the search radius.
	//
	CBaseEntity *pEntity = pStartEntity;
	float flMaxDist2 = flRadius * flRadius;
	if (flMaxDist2 == 0)
	{
		return gEntList.FindEntityByClassname( pEntity, szName );
	}

	while ((pEntity = gEntList.FindEntityByClassname( pEntity, szName )) != NULL)
	{
		if ( !pEntity->edict() )
			continue;

		float flDist2 = (pEntity->GetAbsOrigin() - vecSrc).LengthSqr();

		if (flMaxDist2 > flDist2)
		{
			return pEntity;
		}
	}

	return NULL;
}
开发者ID:Au-heppa,项目名称:source-sdk-2013,代码行数:35,代码来源:entitylist.cpp

示例2:

//-----------------------------------------------------------------------------
// Purpose: Finds the first entity by target name or class name within a radius
// Input  : pStartEntity - The entity to start from when doing the search.
//			szName - Entity name to search for. Treated as a target name first,
//				then as an entity class name, ie "info_target".
//			vecSrc - Center of search radius.
//			flRadius - Search radius for classname search, 0 to search everywhere.
//			pSearchingEntity - The entity that is doing the search.
//			pActivator - The activator entity if this was called from an input
//				or Use handler, NULL otherwise.
// Output : Returns a pointer to the found entity, NULL if none.
//-----------------------------------------------------------------------------
CBaseEntity *CGlobalEntityList::FindEntityGenericWithin( CBaseEntity *pStartEntity, const char *szName, const Vector &vecSrc, float flRadius, CBaseEntity *pSearchingEntity, CBaseEntity *pActivator, CBaseEntity *pCaller, int brushPrecision )
{
	CBaseEntity *pEntity = NULL;

	pEntity = gEntList.FindEntityByNameWithin( pStartEntity, szName, vecSrc, flRadius, pSearchingEntity, pActivator, pCaller, brushPrecision );
	if (!pEntity)
	{
		pEntity = gEntList.FindEntityByClassnameWithin( pStartEntity, szName, vecSrc, flRadius, brushPrecision );
	}

	return pEntity;
} 
开发者ID:Entropy-Soldier,项目名称:ges-legacy-code,代码行数:24,代码来源:entitylist.cpp

示例3: SceneManager_ClientActive

#include "globalstate.h"
#include "datacache/imdlcache.h"

#ifdef HL2_DLL
#include "npc_playercompanion.h"
#endif // HL2_DLL

// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"

CBaseEntity *FindPickerEntity( CBasePlayer *pPlayer );
void SceneManager_ClientActive( CBasePlayer *player );

static CUtlVector<IServerNetworkable*> g_DeleteList;

CGlobalEntityList gEntList;
CBaseEntityList *g_pEntityList = &gEntList;

class CAimTargetManager : public IEntityListener
{
public:
	// Called by CEntityListSystem
	void LevelInitPreEntity() 
	{ 
		gEntList.AddListenerEntity( this );
		Clear(); 
	}
	void LevelShutdownPostEntity()
	{
		gEntList.RemoveListenerEntity( this );
		Clear();
开发者ID:Au-heppa,项目名称:source-sdk-2013,代码行数:31,代码来源:entitylist.cpp

示例4: FrameUpdatePostEntityThink

	void FrameUpdatePostEntityThink()
	{
		g_TouchManager.FrameUpdatePostEntityThink();

		if ( m_bRespawnAllEntities )
		{
			m_bRespawnAllEntities = false;

			// Don't change globalstate owing to deletion here
			GlobalEntity_EnableStateUpdates( false );

			// Remove all entities
			int nPlayerIndex = -1;
			CBaseEntity *pEnt = gEntList.FirstEnt();
			while ( pEnt )
			{
				CBaseEntity *pNextEnt = gEntList.NextEnt( pEnt );
				if ( pEnt->IsPlayer() )
				{
					nPlayerIndex = pEnt->entindex();
				}
				if ( !pEnt->IsEFlagSet( EFL_KEEP_ON_RECREATE_ENTITIES ) )
				{
					UTIL_Remove( pEnt );
				}
				pEnt = pNextEnt;
			}
			
			gEntList.CleanupDeleteList();

			GlobalEntity_EnableStateUpdates( true );

			// Allows us to immediately re-use the edict indices we just freed to avoid edict overflow
			engine->AllowImmediateEdictReuse();

			// Reset node counter used during load
			CNodeEnt::m_nNodeCount = 0;

			CRespawnEntitiesFilter filter;
			MapEntity_ParseAllEntities( engine->GetMapEntitiesString(), &filter, true );

			// Allocate a CBasePlayer for pev, and call spawn
			if ( nPlayerIndex >= 0 )
			{
				edict_t *pEdict = engine->PEntityOfEntIndex( nPlayerIndex );
				ClientPutInServer( pEdict, "unnamed" );
				ClientActive( pEdict, false );

				CBasePlayer *pPlayer = ( CBasePlayer * )CBaseEntity::Instance( pEdict );
				SceneManager_ClientActive( pPlayer );
			}
		}
	}
开发者ID:Au-heppa,项目名称:source-sdk-2013,代码行数:53,代码来源:entitylist.cpp

示例5: ListCopy

	int ListCopy( CBaseEntity *pList[], int listMax )
	{
		int count = MIN(listMax, ListCount());
		for ( int i = 0; i < count; i++ )
		{
			int entinfoIndex = m_simThinkList[i];
			const CEntInfo *pInfo = gEntList.GetEntInfoPtrByIndex( entinfoIndex );
			pList[i] = (CBaseEntity *)pInfo->m_pEntity;
			Assert( gEntList.IsEntityPtr( pList[i] ) );
		}

		return count;
	}
开发者ID:paralin,项目名称:hl2sdk,代码行数:13,代码来源:entitylist.cpp

示例6: ForceRepopulateList

	void ForceRepopulateList()
	{
		Clear();

		CBaseEntity *pEnt = gEntList.FirstEnt();

		while( pEnt )
		{
			if( ShouldAddEntity(pEnt) )
				AddEntity(pEnt);

			pEnt = gEntList.NextEnt( pEnt );
		}
	}
开发者ID:Au-heppa,项目名称:source-sdk-2013,代码行数:14,代码来源:entitylist.cpp

示例7: ListCopy

	int ListCopy( CBaseEntity *pList[], int listMax )
	{
		int count = MIN(listMax, ListCount());
		int out = 0;
		for ( int i = 0; i < count; i++ )
		{
			// only copy out entities that will simulate or think this frame
			if ( m_simThinkList[i].nextThinkTick <= gpGlobals->tickcount )
			{
				Assert(m_simThinkList[i].nextThinkTick>=0);
				int entinfoIndex = m_simThinkList[i].entEntry;
				const CEntInfo *pInfo = gEntList.GetEntInfoPtrByIndex( entinfoIndex );
				pList[out] = (CBaseEntity *)pInfo->m_pEntity;
				Assert(m_simThinkList[i].nextThinkTick==0 || pList[out]->GetFirstThinkTick()==m_simThinkList[i].nextThinkTick);
				Assert( gEntList.IsEntityPtr( pList[out] ) );
				out++;
			}
		}

		return out;
	}
开发者ID:Au-heppa,项目名称:source-sdk-2013,代码行数:21,代码来源:entitylist.cpp

示例8: PostClientMessagesSent

	void PostClientMessagesSent()
	{
		for ( int i = m_list.Count()-1; i >= 0; --i )
		{
			CBaseEntity *pEntity = (CBaseEntity *)gEntList.GetEntInfoPtrByIndex( m_list[i] )->m_pEntity;

			if ( pEntity )
			{
				pEntity->PostClientMessagesSent();
			}
		}
		m_list.RemoveAll();
	}
开发者ID:paralin,项目名称:hl2sdk,代码行数:13,代码来源:entitylist.cpp

示例9: LevelShutdownPostEntity

	void LevelShutdownPostEntity()
	{
		gEntList.RemoveListenerEntity( this );
		Clear();
	}
开发者ID:Au-heppa,项目名称:source-sdk-2013,代码行数:5,代码来源:entitylist.cpp

示例10: LevelInitPreEntity

	// Called by CEntityListSystem
	void LevelInitPreEntity() 
	{ 
		gEntList.AddListenerEntity( this );
		Clear(); 
	}
开发者ID:Au-heppa,项目名称:source-sdk-2013,代码行数:6,代码来源:entitylist.cpp

示例11: LevelShutdownPreEntity

void CNotifyList::LevelShutdownPreEntity( void )
{
	gEntList.RemoveListenerEntity( this );
	m_notifyList.Purge();
}
开发者ID:Au-heppa,项目名称:source-sdk-2013,代码行数:5,代码来源:entitylist.cpp


注:本文中的CGlobalEntityList类示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。