本文整理汇总了C++中CGrenade::SetLocalAngles方法的典型用法代码示例。如果您正苦于以下问题:C++ CGrenade::SetLocalAngles方法的具体用法?C++ CGrenade::SetLocalAngles怎么用?C++ CGrenade::SetLocalAngles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CGrenade
的用法示例。
在下文中一共展示了CGrenade::SetLocalAngles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: avelocity
CGrenade *CGrenade::ShootContact( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity )
{
CGrenade *pGrenade = GetClassPtr( (CGrenade *)NULL );
pGrenade->Spawn();
// contact grenades arc lower
pGrenade->pev->gravity = 0.5;// lower gravity since grenade is aerodynamic and engine doesn't know it.
UTIL_SetOrigin( pGrenade, vecStart );
pGrenade->SetLocalVelocity( vecVelocity );
pGrenade->SetLocalAngles( UTIL_VecToAngles( pGrenade->GetLocalVelocity( )));
pGrenade->pev->owner = ENT(pevOwner);
// make monsters afaid of it while in the air
pGrenade->SetThink( &CGrenade::DangerSoundThink );
pGrenade->SetNextThink( 0 );
// Tumble in air
Vector avelocity( RANDOM_FLOAT ( 100, 500 ), 0, 0 );
pGrenade->SetLocalAvelocity( avelocity );
// Explode on contact
pGrenade->SetTouch( &CGrenade::ExplodeTouch );
pGrenade->pev->dmg = gSkillData.plrDmgM203Grenade;
return pGrenade;
}
示例2: ShootTimed
CGrenade * CGrenade:: ShootTimed( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time )
{
CGrenade *pGrenade = GetClassPtr( (CGrenade *)NULL );
pGrenade->Spawn();
UTIL_SetOrigin( pGrenade, vecStart );
pGrenade->SetAbsVelocity( vecVelocity );
pGrenade->SetLocalAngles( UTIL_VecToAngles( pGrenade->GetAbsVelocity( )));
pGrenade->pev->owner = ENT( pevOwner );
pGrenade->SetTouch( &CGrenade::BounceTouch ); // Bounce if touched
// Take one second off of the desired detonation time and set the think to PreDetonate. PreDetonate
// will insert a DANGER sound into the world sound list and delay detonation for one second so that
// the grenade explodes after the exact amount of time specified in the call to ShootTimed().
pGrenade->pev->dmgtime = gpGlobals->time + time;
pGrenade->SetThink( &CGrenade::TumbleThink );
pGrenade->SetNextThink( 0.1 );
if( time < 0.1 )
{
pGrenade->SetNextThink( 0 );
pGrenade->SetLocalVelocity( g_vecZero );
}
pGrenade->pev->sequence = RANDOM_LONG( 3, 6 );
pGrenade->pev->framerate = 1.0;
pGrenade->pev->gravity = 0.5;
pGrenade->pev->friction = 0.8;
SET_MODEL( pGrenade->edict(), "models/w_grenade.mdl" );
pGrenade->pev->dmg = 100;
return pGrenade;
}