本文整理汇总了C++中CGrenade::edict方法的典型用法代码示例。如果您正苦于以下问题:C++ CGrenade::edict方法的具体用法?C++ CGrenade::edict怎么用?C++ CGrenade::edict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::edict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: GetClassPtr
CGrenade *CGrenade::ShootTimed2(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time, int iTeam, unsigned short usEvent)
{
CGrenade *pGrenade = GetClassPtr((CGrenade*)NULL);
pGrenade->Spawn();
UTIL_SetOrigin(pGrenade->pev, vecStart);
pGrenade->pev->velocity = vecVelocity;
pGrenade->pev->angles = pevOwner->angles;
pGrenade->pev->owner = ENT(pevOwner);
pGrenade->m_usEvent = usEvent;
pGrenade->SetTouch(&CGrenade::BounceTouch);
pGrenade->SetThink(&CGrenade::TumbleThink);
pGrenade->pev->dmgtime = gpGlobals->time + time;
pGrenade->pev->nextthink = gpGlobals->time + 0.1;
pGrenade->pev->sequence = RANDOM_LONG(3, 6);
pGrenade->pev->framerate = 1;
pGrenade->m_bJustBlew = true;
pGrenade->pev->gravity = 0.55;
pGrenade->pev->friction = 0.7;
pGrenade->m_iTeam = iTeam;
SET_MODEL(pGrenade->edict(), "models/w_hegrenade.mdl");
pGrenade->pev->dmg = 100;
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;
}