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C++ CItemCtx类代码示例

本文整理汇总了C++中CItemCtx的典型用法代码示例。如果您正苦于以下问题:C++ CItemCtx类的具体用法?C++ CItemCtx怎么用?C++ CItemCtx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CItemCtx类的15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: GetMaxHP

int CArmorClass::GetMaxHP (CItemCtx &ItemCtx)

//	GetMaxHP
//
//	Returns the max HP for this kind of armor

	{
	//	Start with hit points defined by the class

	int iHP = m_iHitPoints;

	//	Fire event to compute HP, if necessary

	iHP = FireGetMaxHP(ItemCtx, iHP);

	//	Add mods

	const CItemEnhancement &Mods = ItemCtx.GetMods();
	if (Mods.IsNotEmpty())
		iHP = iHP * Mods.GetHPAdj() / 100;

	//	Add complete bonus

	CInstalledArmor *pSect = ItemCtx.GetArmor();
	if (pSect && pSect->IsComplete())
		iHP += m_iArmorCompleteBonus;

	//	Done

	return iHP;
	}
开发者ID:dogguts,项目名称:Transcendence,代码行数:31,代码来源:CArmorClass.cpp

示例2: FireGetMaxHP

int CArmorClass::FireGetMaxHP (CItemCtx &ItemCtx, int iMaxHP) const

//	FireGetMaxHP
//
//	Fire GetMaxHP event

	{
	SEventHandlerDesc Event;
	if (FindEventHandlerArmorClass(evtGetMaxHP, &Event))
		{
		//	Setup arguments

		CCodeChainCtx Ctx;
		Ctx.SaveAndDefineSourceVar(ItemCtx.GetSource());
		Ctx.SaveAndDefineItemVar(ItemCtx);

		Ctx.DefineInteger(CONSTLIT("aMaxHP"), iMaxHP);

		ICCItem *pResult = Ctx.Run(Event);

		if (pResult->IsError())
			ItemCtx.GetSource()->ReportEventError(GET_MAX_HP_EVENT, pResult);
		else if (!pResult->IsNil())
			iMaxHP = Max(0, pResult->GetIntegerValue());

		Ctx.Discard(pResult);
		}

	return iMaxHP;
	}
开发者ID:dogguts,项目名称:Transcendence,代码行数:30,代码来源:CArmorClass.cpp

示例3: AccumulateEnhancements

bool CDeviceClass::AccumulateEnhancements (CItemCtx &Device, CInstalledDevice *pTarget, TArray<CString> &EnhancementIDs, CItemEnhancementStack *pEnhancements)

//	AccumulateEnhancements
//
//	If this device can enhance pTarget, then we add to the list of enhancements.

	{
	int i;
	bool bEnhanced = false;

	CInstalledDevice *pDevice = Device.GetDevice();
	CSpaceObject *pSource = Device.GetSource();

	//	See if we can enhance the target device

	if (pDevice == NULL 
			|| (pDevice->IsEnabled() && !pDevice->IsDamaged()))
		{
		for (i = 0; i < m_Enhancements.GetCount(); i++)
			{
			//	If this type of enhancement has already been applied, skip it

			if (!m_Enhancements[i].sType.IsBlank()
					&& EnhancementIDs.Find(m_Enhancements[i].sType))
				continue;

			//	If we don't match the criteria, skip it.

			if (pSource 
					&& pTarget
					&& !pSource->GetItemForDevice(pTarget).MatchesCriteria(m_Enhancements[i].Criteria))
				continue;

			//	Add the enhancement

			pEnhancements->Insert(m_Enhancements[i].Enhancement);
			bEnhanced = true;

			//	Remember that we added this enhancement class

			if (!m_Enhancements[i].sType.IsBlank())
				EnhancementIDs.Insert(m_Enhancements[i].sType);
			}
		}

	//	Let sub-classes add their own

	if (OnAccumulateEnhancements(Device, pTarget, EnhancementIDs, pEnhancements))
		bEnhanced = true;

	//	Done

	return bEnhanced;
	}
开发者ID:bmer,项目名称:Mammoth,代码行数:54,代码来源:Devices.cpp

示例4: AccumulateAttributes

void CDeviceClass::AccumulateAttributes (CItemCtx &ItemCtx, int iVariant, TArray<SDisplayAttribute> *retList)

//	AccumulateAttributes
//
//	Add display attributes to the list.

	{
	//	Add general device attributes. If we have a variant, then it means 
	//	we're interested in the attributes for a missile/ammo of the device 
	//	(not the device itself).

	if (iVariant == -1)
		{
		CInstalledDevice *pDevice = ItemCtx.GetDevice();

		//	Linked-fire

		DWORD dwOptions = GetLinkedFireOptions(ItemCtx);
		if (dwOptions != 0)
			retList->Insert(SDisplayAttribute(attribPositive, CONSTLIT("linked-fire")));
		}

	//	Let our subclasses add their own attributes

	OnAccumulateAttributes(ItemCtx, iVariant, retList);
	}
开发者ID:bmer,项目名称:Mammoth,代码行数:26,代码来源:Devices.cpp

示例5: CalcMinMaxHP

void CShieldClass::CalcMinMaxHP (CItemCtx &Ctx, int iCharges, int iArmorSegs, int iTotalHP, int *retiMin, int *retiMax) const

//	CalcMinMaxHP
//
//	Returns the min and max HP of this shield
//
//	iCharges = m_iMaxCharges or the current charges on item
//	iArmorSegs = count of armor segments on ship (or 0)
//	iTotalHP = current total HP of all armor segments (or 0)

	{
	int iMax = m_iHitPoints;
	int iMin = iMax;

	if (m_iExtraHPPerCharge)
		iMax = Max(0, iMax + (m_iExtraHPPerCharge * iCharges));

	if (m_iArmorShield)
		{
		iMin = m_iArmorShield;

		if (iArmorSegs > 0)
			iMax = Min(iMax, ((m_iArmorShield * iTotalHP / iArmorSegs) + 5) / 10);
		}

	//	If we're installed, fire the custom event to get max HPs

	if (Ctx.GetSource() && Ctx.GetDevice())
		iMax = FireGetMaxHP(Ctx.GetDevice(), Ctx.GetSource(), iMax);

	//	Mods

	const CItemEnhancement &Mods = Ctx.GetMods();
	if (Mods.IsNotEmpty())
		iMax = iMax * Mods.GetHPAdj() / 100;

	//	Done

	if (iMin > iMax)
		iMin = iMax;

	if (retiMin)
		*retiMin = iMin;

	if (retiMax)
		*retiMax = iMax;
	}
开发者ID:Ttech,项目名称:Transcendence,代码行数:47,代码来源:CShieldClass.cpp

示例6: DefineItem

void CCodeChainCtx::DefineItem (const CString &sVar, CItemCtx &ItemCtx)

//	DefineItem
//
//	Defines a CItem variable

	{
	ICCItem *pItem = ItemCtx.CreateItemVariable(m_CC);
	m_CC.DefineGlobal(sVar, pItem);
	pItem->Discard(&m_CC);
	}
开发者ID:smileyninja,项目名称:Transcendence,代码行数:11,代码来源:CCodeChainCtx.cpp

示例7: GetReference

CString CShieldClass::GetReference (CItemCtx &Ctx, int iVariant, DWORD dwFlags)

//	GetReference
//
//	Returns a string that describes the basic attributes
//	of this shield
//
//	Example:
//
//		20 hp (average regen); 100MW

	{
	int i;

	CString sReference;
	CString sRegeneration;
	const CItemEnhancement &Mods = Ctx.GetMods();

	//	Compute the strength string

	int iMin, iMax;
	CalcMinMaxHP(Ctx, m_iMaxCharges, 0, 0, &iMin, &iMax);

	//	Compute the regeneration

	if (m_iRegenHP > 0)
		{
		int iRate = (int)((10.0 * g_TicksPerSecond * m_iRegenHP / m_iRegenRate) + 0.5);
		if (iRate == 0)
			sRegeneration = CONSTLIT("<0.1 hp/sec");
		else if ((iRate % 10) == 0)
			sRegeneration = strPatternSubst(CONSTLIT("%d hp/sec"), iRate / 10);
		else
			sRegeneration = strPatternSubst(CONSTLIT("%d.%d hp/sec"), iRate / 10, iRate % 10);
		}
	else
		sRegeneration = CONSTLIT("none");

	sReference = strPatternSubst("%s — regen @ %s", 
			GetReferencePower(Ctx),
			sRegeneration);

	//	Reflection

	for (i = 0; i < damageCount; i++)
		{
		if (m_Reflective.InSet((DamageTypes)i)
				|| (Mods.IsReflective() && Mods.GetDamageType() == i))
			sReference.Append(strPatternSubst(CONSTLIT(" — %s-reflecting"), GetDamageShortName((DamageTypes)i)));
		}

	return sReference;
	}
开发者ID:Ttech,项目名称:Transcendence,代码行数:53,代码来源:CShieldClass.cpp

示例8: IsReflective

bool CArmorClass::IsReflective (CItemCtx &ItemCtx, const DamageDesc &Damage)

//	IsReflective
//
//	Returns TRUE if the armor reflects this damage

	{
	const CItemEnhancement &Mods = ItemCtx.GetMods();

	int iReflectChance = 0;

	//	Base armor chance

	if (m_Reflective.InSet(Damage.GetDamageType()))
		iReflectChance = MAX_REFLECTION_CHANCE;

	//	Mods

	int iModReflect;
	if (Mods.IsNotEmpty() && Mods.IsReflective(Damage, &iModReflect))
		iReflectChance = Max(iReflectChance, iModReflect);

	//	Done

	if (iReflectChance)
		{
		CInstalledArmor *pSect = ItemCtx.GetArmor();

		int iMaxHP = GetMaxHP(ItemCtx);
		int iHP = (pSect ? pSect->GetHitPoints() : iMaxHP);

		//	Adjust based on how damaged the armor is

		iReflectChance = (iMaxHP > 0 ? iHP * iReflectChance / iMaxHP : iReflectChance);

		return (mathRandom(1, 100) <= iReflectChance);
		}
	else
		return false;
	}
开发者ID:dogguts,项目名称:Transcendence,代码行数:40,代码来源:CArmorClass.cpp

示例9: CalcAdjustedDamage

void CArmorClass::CalcAdjustedDamage (CItemCtx &ItemCtx, SDamageCtx &Ctx)

//	CalcAdjustedDamage
//
//	Modifies Ctx.iDamage to account for damage type adjustments, etc.

	{
	CInstalledArmor *pArmor = ItemCtx.GetArmor();

	//	Adjust for special armor damage:
	//
	//	<0	=	2.5x damage
	//	0	=	2x damage
	//	1	=	1.5x damage
	//	2	=	1.25x damage
	//	>2	=	1x damage

	int iDamageLevel = Ctx.Damage.GetArmorDamageLevel();
	if (iDamageLevel > 0)
		{
		int iDiff = m_pItemType->GetLevel() - iDamageLevel;
		int iAdj;

		switch (iDiff)
			{
			case 0:
				iAdj = 200;
				break;

			case 1:
				iAdj = 150;
				break;

			case 2:
				iAdj = 125;
				break;

			default:
				if (iDiff < 0)
					iAdj = 250;
				else
					iAdj = 100;
			}

		Ctx.iDamage = (iAdj * Ctx.iDamage + 50) / 100;
		}

	//	Adjust for damage type

	int iDamageAdj = GetDamageAdj((pArmor ? pArmor->GetMods() : CItemEnhancement()), Ctx.Damage);
	Ctx.iDamage = (iDamageAdj * Ctx.iDamage + 50) / 100;
	}
开发者ID:dogguts,项目名称:Transcendence,代码行数:52,代码来源:CArmorClass.cpp

示例10: CalcActivateDelay

int CItemEnhancementStack::CalcActivateDelay (CItemCtx &DeviceCtx) const

//	CalcActivateDelay
//
//	Calculates the activation delay (in ticks) for the given device if we apply
//	this enhancement stack.

	{
	int i;

	CInstalledDevice *pDevice = DeviceCtx.GetDevice();
	if (pDevice == NULL)
		return 0;

	Metric rDelay = -1.0;
	for (i = 0; i < m_Stack.GetCount(); i++)
		{
		int iMin, iMax;
		int iAdj = m_Stack[i].GetActivateRateAdj(&iMin, &iMax);
		if (iAdj != 100)
			{
			if (rDelay < 0.0)
				{
				pDevice->SetActivateDelayAdj(100);
				rDelay = pDevice->GetActivateDelay(DeviceCtx.GetSource());
				}

			rDelay = iAdj * rDelay / 100.0;
			if (rDelay < (Metric)iMin)
				rDelay = (Metric)iMin;
			else if (iMax > 0 && rDelay > (Metric)iMax)
				rDelay = (Metric)iMax;
			}
		}

	return (rDelay < 0.0 ? 100 : (int)(rDelay + 0.5));
	}
开发者ID:dogguts,项目名称:Transcendence,代码行数:37,代码来源:CItemEnhancementStack.cpp

示例11: CalcActivateDelay

int CItemEnhancementStack::CalcActivateDelay (CItemCtx &DeviceCtx) const

//	CalcActivateDelay
//
//	Calculates the activation delay (in ticks) for the given device if we apply
//	this enhancement stack.

	{
	int i;

	CInstalledDevice *pDevice = DeviceCtx.GetDevice();
	if (pDevice == NULL)
		return 0;

	//	Get the raw activation delay. NOTE: This DOES NOT include
	//	any enhancements on the item.

	Metric rDelay = pDevice->GetClass()->GetActivateDelay(pDevice, DeviceCtx.GetSource());

	//	Apply enhancements (including on the item itself)

	for (i = 0; i < m_Stack.GetCount(); i++)
		{
		int iMin, iMax;
		int iAdj = m_Stack[i].GetActivateRateAdj(&iMin, &iMax);
		if (iAdj != 100)
			{
			rDelay = iAdj * rDelay / 100.0;
			if (rDelay < (Metric)iMin)
				rDelay = (Metric)iMin;
			else if (iMax > 0 && rDelay > (Metric)iMax)
				rDelay = (Metric)iMax;
			}
		}

	return (int)(rDelay + 0.5);
	}
开发者ID:bmer,项目名称:Mammoth,代码行数:37,代码来源:CItemEnhancementStack.cpp

示例12: FireOnArmorDamage

void CArmorClass::FireOnArmorDamage (CItemCtx &ItemCtx, SDamageCtx &Ctx)

//	FireOnArmorDamage
//
//	Fires OnArmorDamage event

	{
	SEventHandlerDesc Event;
	if (FindEventHandlerArmorClass(evtOnArmorDamage, &Event))
		{
		//	Setup arguments

		CCodeChainCtx CCCtx;
		CCCtx.SaveAndDefineSourceVar(ItemCtx.GetSource());
		CCCtx.SaveAndDefineItemVar(ItemCtx);

		CCCtx.DefineInteger(CONSTLIT("aArmorHP"), Ctx.iHPLeft);
		CCCtx.DefineInteger(CONSTLIT("aArmorSeg"), Ctx.iSectHit);
		CCCtx.DefineSpaceObject(CONSTLIT("aAttacker"), Ctx.Attacker.GetObj());
		CCCtx.DefineSpaceObject(CONSTLIT("aCause"), Ctx.pCause);
		CCCtx.DefineDamageEffects(CONSTLIT("aDamageEffects"), Ctx);
		CCCtx.DefineInteger(CONSTLIT("aDamageHP"), Ctx.iDamage);
		CCCtx.DefineString(CONSTLIT("aDamageType"), GetDamageShortName(Ctx.Damage.GetDamageType()));
		CCCtx.DefineInteger(CONSTLIT("aHitDir"), Ctx.iDirection);
		CCCtx.DefineVector(CONSTLIT("aHitPos"), Ctx.vHitPos);
		CCCtx.DefineSpaceObject(CONSTLIT("aOrderGiver"), (Ctx.Attacker.GetObj() ? Ctx.Attacker.GetObj()->GetOrderGiver(Ctx.Attacker.GetCause()) : NULL));
		CCCtx.DefineItemType(CONSTLIT("aWeaponType"), Ctx.pDesc->GetWeaponType());

		ICCItem *pResult = CCCtx.Run(Event);

		//	If we return Nil, then nothing

		if (pResult->IsNil())
			NULL;

		//	If we return an integer, then this is the damage that armor should take

		else if (pResult->IsInteger())
			Ctx.iDamage = pResult->GetIntegerValue();

		//	If we return a list, then we it to be a DamageEffects list (modifications to
		//	aDamageEffects)

		else if (pResult->IsList())
			LoadDamageEffectsFromItem(pResult, Ctx);

		CCCtx.Discard(pResult);
		}
	}
开发者ID:dogguts,项目名称:Transcendence,代码行数:49,代码来源:CArmorClass.cpp

示例13: GetReference

CString CDeviceClass::GetReference (CItemCtx &Ctx, int iVariant, DWORD dwFlags)

//	GetReference
//
//	Returns reference string

	{
	CString sReference;
	
	//	For a device we always add power and other properties.
	//	(If iVariant != -1 then it means that we're looking for reference on a
	//	missile or someting).
	
	if (iVariant == -1)
		{
		CInstalledDevice *pDevice = Ctx.GetDevice();

		//	Start with power requirements

		AppendReferenceString(&sReference, GetReferencePower(Ctx));

		//	Non-standard slots

		if (GetSlotsRequired() != 1)
			AppendReferenceString(&sReference, strPatternSubst(CONSTLIT("%d Slots"), GetSlotsRequired()));

		//	External devices

		if (IsExternal() || (pDevice && pDevice->IsExternal()))
			AppendReferenceString(&sReference, CONSTLIT("External"));
		}

	//	Combine with our subclass

	AppendReferenceString(&sReference, OnGetReference(Ctx, iVariant, dwFlags));
	return sReference;
	}
开发者ID:bmer,项目名称:Mammoth,代码行数:37,代码来源:Devices.cpp

示例14: CalcDamageEffects

void CArmorClass::CalcDamageEffects (CItemCtx &ItemCtx, SDamageCtx &Ctx)

//	CalcDamageEffects
//
//	Initialize the damage effects based on the damage and on this armor type.

	{
	CSpaceObject *pSource = ItemCtx.GetSource();
	CInstalledArmor *pArmor = ItemCtx.GetArmor();

	//	Compute all the effects (if we don't have installed armor, then the 
	//	caller is responsible for setting this).

	if (pArmor)
		Ctx.iHPLeft = pArmor->GetHitPoints();

	//	Reflect

	Ctx.bReflect = (IsReflective(ItemCtx, Ctx.Damage) && Ctx.iDamage > 0);

	//	Disintegration

	int iDisintegration = Ctx.Damage.GetDisintegrationDamage();
	Ctx.bDisintegrate = (iDisintegration > 0 && !IsDisintegrationImmune(ItemCtx));

	//	Shatter

	int iShatter = Ctx.Damage.GetShatterDamage();
	if (iShatter)
		{
		//	Compute the threshold mass. Below this size, we shatter the object

		int iMassLimit = 10 * mathPower(5, iShatter);
		Ctx.bShatter = (pSource && pSource->GetMass() < iMassLimit);
		}
	else
		Ctx.bShatter = false;

	//	Blinding

	int iBlinding = Ctx.Damage.GetBlindingDamage();
	if (iBlinding && !IsBlindingDamageImmune(ItemCtx))
		{
		//	The chance of being blinded is dependent
		//	on the rating.

		int iChance = 4 * iBlinding * iBlinding * GetBlindingDamageAdj() / 100;
		Ctx.bBlind = (mathRandom(1, 100) <= iChance);
		Ctx.iBlindTime = Ctx.iDamage * g_TicksPerSecond / 2;
		}
	else
		Ctx.bBlind = false;

	//	EMP

	int iEMP = Ctx.Damage.GetEMPDamage();
	if (iEMP && !IsEMPDamageImmune(ItemCtx))
		{
		//	The chance of being paralyzed is dependent
		//	on the EMP rating.

		int iChance = 4 * iEMP * iEMP * GetEMPDamageAdj() / 100;
		Ctx.bParalyze = (mathRandom(1, 100) <= iChance);
		Ctx.iParalyzeTime = Ctx.iDamage * g_TicksPerSecond / 2;
		}
	else
		Ctx.bParalyze = false;

	//	Device disrupt

	int iDeviceDisrupt = Ctx.Damage.GetDeviceDisruptDamage();
	if (iDeviceDisrupt && !IsDeviceDamageImmune(ItemCtx))
		{
		//	The chance of damaging a device depends on the rating.

		int iChance = 4 * iDeviceDisrupt * iDeviceDisrupt * GetDeviceDamageAdj() / 100;
		Ctx.bDeviceDisrupt = (mathRandom(1, 100) <= iChance);
		Ctx.iDisruptTime = 2 * Ctx.iDamage * g_TicksPerSecond;
		}
	else
		Ctx.bDeviceDisrupt = false;

	//	Device damage

	int iDeviceDamage = Ctx.Damage.GetDeviceDamage();
	if (iDeviceDamage && !IsDeviceDamageImmune(ItemCtx))
		{
		//	The chance of damaging a device depends on the rating.

		int iChance = 4 * iDeviceDamage * iDeviceDamage * GetDeviceDamageAdj() / 100;
		Ctx.bDeviceDamage = (mathRandom(1, 100) <= iChance);
		}
	else
		Ctx.bDeviceDamage = false;

	//	Radiation

	int iRadioactive = Ctx.Damage.GetRadiationDamage();
	Ctx.bRadioactive = (iRadioactive > 0 && !IsRadiationImmune(ItemCtx));

//.........这里部分代码省略.........
开发者ID:dogguts,项目名称:Transcendence,代码行数:101,代码来源:CArmorClass.cpp

示例15: AbsorbDamage

EDamageResults CArmorClass::AbsorbDamage (CItemCtx &ItemCtx, SDamageCtx &Ctx)

//	AbsorbDamage
//
//	Handles getting hit by damage.
//
//	Returns damageNoDamage if all the damage was absorbed and no further processing is necessary
//	Returns damageDestroyed if the source was destroyed
//	Returns damageArmorHit if source was damage and further processing (destroy check) is needed
//
//	Sets Ctx.iDamage to the amount of hit points left after damage absorption.

	{
	CSpaceObject *pSource = ItemCtx.GetSource();
	CInstalledArmor *pArmor = ItemCtx.GetArmor();
	if (pSource == NULL || pArmor == NULL)
		return damageNoDamage;

	//	Compute all the effects (this initializes elements in Ctx).

	CalcDamageEffects(ItemCtx, Ctx);

	//	First give custom weapons a chance

	bool bCustomDamage = Ctx.pDesc->FireOnDamageArmor(Ctx);
	if (pSource->IsDestroyed())
		return damageDestroyed;

	//	Damage adjustment

	CalcAdjustedDamage(ItemCtx, Ctx);

	//	If the armor has custom code to deal with damage, handle it here.

	FireOnArmorDamage(ItemCtx, Ctx);
	if (pSource->IsDestroyed())
		return damageDestroyed;

	//	If this armor section reflects this kind of damage then
	//	send the damage on

	if (Ctx.bReflect)
		{
		if (Ctx.pCause)
			Ctx.pCause->CreateReflection(Ctx.vHitPos, (Ctx.iDirection + 120 + mathRandom(0, 120)) % 360);
		return damageNoDamage;
		}

	//	If this is a disintegration attack, then disintegrate the ship

	if (Ctx.bDisintegrate)
		{
		if (!pSource->OnDestroyCheck(killedByDisintegration, Ctx.Attacker))
			return damageNoDamage;

		pSource->Destroy(killedByDisintegration, Ctx.Attacker);
		return damageDestroyed;
		}

	//	If this is a shatter attack, see if the ship is destroyed

	if (Ctx.bShatter)
		{
		if (!pSource->OnDestroyCheck(killedByShatter, Ctx.Attacker))
			return damageNoDamage;

		pSource->Destroy(killedByShatter, Ctx.Attacker);
		return damageDestroyed;
		}

	//	If this is a paralysis attack and we've gotten past the shields
	//	then freeze the ship.

	if (Ctx.bParalyze)
		pSource->MakeParalyzed(Ctx.iParalyzeTime);

	//	If this is blinding damage then our sensors are disabled

	if (Ctx.bBlind)
		pSource->MakeBlind(Ctx.iBlindTime);

	//	If this attack is radioactive, then contaminate the ship

	if (Ctx.bRadioactive)
		pSource->OnHitByRadioactiveDamage(Ctx);

	//	If this is device damage, then see if any device is damaged

	if (Ctx.bDeviceDamage)
		pSource->OnHitByDeviceDamage();

	if (Ctx.bDeviceDisrupt)
		pSource->OnHitByDeviceDisruptDamage(Ctx.iDisruptTime);

	//	Create a hit effect. (Many weapons show an effect even if no damage was
	//	done.)

	Ctx.pDesc->CreateHitEffect(pSource->GetSystem(), Ctx);

	//	If no damage has reached us, then we're done
//.........这里部分代码省略.........
开发者ID:dogguts,项目名称:Transcendence,代码行数:101,代码来源:CArmorClass.cpp


注:本文中的CItemCtx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。