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C++ CSmartPtr::SetAttractorOrigin方法代码示例

本文整理汇总了C++中CSmartPtr::SetAttractorOrigin方法的典型用法代码示例。如果您正苦于以下问题:C++ CSmartPtr::SetAttractorOrigin方法的具体用法?C++ CSmartPtr::SetAttractorOrigin怎么用?C++ CSmartPtr::SetAttractorOrigin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CSmartPtr的用法示例。


在下文中一共展示了CSmartPtr::SetAttractorOrigin方法的7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: UpdateParticles_Active

void C_EnvPortalPathTrack::UpdateParticles_Active ( void )
{
	// Emitters must be valid
	if ( SetupEmitters() == false )
		return;

	// Reset our sort origin
	m_pSimpleEmitter->SetSortOrigin( GetAbsOrigin() );

	SimpleParticle *sParticle;

	// Do the charging particles
	m_pAttractorEmitter->SetAttractorOrigin( GetAbsOrigin() );

	Vector forward, right, up;
	AngleVectors( GetAbsAngles(), &forward, &right, &up );

	Vector	offset;
	float	dist;

	int numParticles = floor( 4.0f );

	for ( int i = 0; i < numParticles; i++ )
	{
		dist = random->RandomFloat( 4.0f, 64.0f );

		offset = forward * dist;

		dist = RemapValClamped( dist, 4.0f, 64.0f, 6.0f, 1.0f );
		offset += right * random->RandomFloat( -4.0f * dist, 4.0f * dist );
		offset += up * random->RandomFloat( -4.0f * dist, 4.0f * dist );

		offset += GetAbsOrigin();

		sParticle = (SimpleParticle *) m_pAttractorEmitter->AddParticle( sizeof(SimpleParticle), m_pAttractorEmitter->GetPMaterial( "effects/strider_muzzle" ), offset );

		if ( sParticle == NULL )
			return;
		
		sParticle->m_vecVelocity	= Vector(0,0,8);
		sParticle->m_flDieTime		= 0.5f;
		sParticle->m_flLifetime		= 0.0f;

		sParticle->m_flRoll			= Helper_RandomInt( 0, 360 );
		sParticle->m_flRollDelta	= 0.0f;

		float alpha = 255;

		sParticle->m_uchColor[0]	= alpha;
		sParticle->m_uchColor[1]	= alpha;
		sParticle->m_uchColor[2]	= alpha;
		sParticle->m_uchStartAlpha	= alpha;
		sParticle->m_uchEndAlpha	= 0;

		sParticle->m_uchStartSize	= random->RandomFloat( 1, 2 );
		sParticle->m_uchEndSize		= 0;
	}
}
开发者ID:Axitonium,项目名称:SourceEngine2007,代码行数:58,代码来源:c_env_portal_path_track.cpp

示例2: DrawModel


//.........这里部分代码省略.........
					sParticle->m_uchColor[1]	= alpha;
					sParticle->m_uchColor[2]	= alpha;
					sParticle->m_uchStartAlpha	= alpha;
					sParticle->m_uchEndAlpha	= 0;
					sParticle->m_uchEndSize		= sParticle->m_uchStartSize * 2;
				}
			}
		}
	}

	int		attachment = LookupAttachment( "core" );
	Vector	coreOrigin;
	QAngle	coreAngles;

	GetAttachment( attachment, coreOrigin, coreAngles );

	SimpleParticle *sParticle;

	// Do the core effects
	for ( int i = 0; i < 4; i++ )
	{
		sParticle = (SimpleParticle *) m_pLocalEmitter->AddParticle( sizeof(SimpleParticle), m_pLocalEmitter->GetPMaterial( "effects/strider_muzzle" ), vec3_origin );

		if ( sParticle == NULL )
			return 1;
		
		sParticle->m_vecVelocity	= vec3_origin;
		sParticle->m_flDieTime		= 0.1f;
		sParticle->m_flLifetime		= 0.0f;

		sParticle->m_flRoll			= Helper_RandomInt( 0, 360 );
		sParticle->m_flRollDelta	= 0.0f;

		float alpha = 255;

		sParticle->m_uchColor[0]	= alpha;
		sParticle->m_uchColor[1]	= alpha;
		sParticle->m_uchColor[2]	= alpha;
		sParticle->m_uchStartAlpha	= alpha;
		sParticle->m_uchEndAlpha	= 0;

		if ( i < 2 )
		{
			sParticle->m_uchStartSize	= random->RandomFloat( 1, 2 ) * (i+1);
			sParticle->m_uchEndSize		= sParticle->m_uchStartSize * 2.0f;
		}
		else
		{
			if ( random->RandomInt( 0, 20 ) == 0 )
			{
				sParticle->m_uchStartSize	= random->RandomFloat( 1, 2 ) * (i+1);
				sParticle->m_uchEndSize		= sParticle->m_uchStartSize * 4.0f;
				sParticle->m_flDieTime		= 0.25f;
			}
			else
			{
				sParticle->m_uchStartSize	= random->RandomFloat( 1, 2 ) * (i+1);
				sParticle->m_uchEndSize		= sParticle->m_uchStartSize * 2.0f;
			}
		}
	}

	if ( m_bWasUpgraded && m_bIsCurrentlyUpgrading )
	{
		// Update our attractor point
		m_pAttractor->SetAttractorOrigin( coreOrigin );

		Vector offset;

		for ( int i = 0; i < 4; i++ )
		{
			offset = coreOrigin + RandomVector( -32.0f, 32.0f );

			sParticle = (SimpleParticle *) m_pAttractor->AddParticle( sizeof(SimpleParticle), m_pAttractor->GetPMaterial( "effects/strider_muzzle" ), offset );

			if ( sParticle == NULL )
				return 1;
			
			sParticle->m_vecVelocity	= Vector(0,0,8);
			sParticle->m_flDieTime		= 0.5f;
			sParticle->m_flLifetime		= 0.0f;

			sParticle->m_flRoll			= Helper_RandomInt( 0, 360 );
			sParticle->m_flRollDelta	= 0.0f;

			float alpha = 255;

			sParticle->m_uchColor[0]	= alpha;
			sParticle->m_uchColor[1]	= alpha;
			sParticle->m_uchColor[2]	= alpha;
			sParticle->m_uchStartAlpha	= alpha;
			sParticle->m_uchEndAlpha	= 0;

			sParticle->m_uchStartSize	= random->RandomFloat( 1, 2 );
			sParticle->m_uchEndSize		= 0;
		}
	}

	return BaseClass::DrawModel( flags );
}
开发者ID:AluminumKen,项目名称:hl2sb-src,代码行数:101,代码来源:c_weapon_physcannon.cpp

示例3: AddParticles

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void C_HopwireExplosion::AddParticles( void )
{
	// Make sure the emitters are setup properly
	if ( SetupEmitters() == false )
		return;

	float tempDelta = gpGlobals->frametime;
	while( m_ParticleTimer.NextEvent( tempDelta ) )
	{	
		// ========================
		// Attracted dust particles
		// ========================

		// Update our attractor point
		m_pAttractorEmitter->SetAttractorOrigin( GetRenderOrigin() );

		Vector offset;
		SimpleParticle *sParticle;

		offset = GetRenderOrigin() + RandomVector( -256.0f, 256.0f );

		sParticle = (SimpleParticle *) m_pAttractorEmitter->AddParticle( sizeof(SimpleParticle), g_Mat_Fleck_Cement[0], offset );

		if ( sParticle == NULL )
			return;
		
		sParticle->m_vecVelocity	= Vector(0,0,8);
		sParticle->m_flDieTime		= 0.5f;
		sParticle->m_flLifetime		= 0.0f;

		sParticle->m_flRoll			= Helper_RandomInt( 0, 360 );
		sParticle->m_flRollDelta	= 1.0f;

		float alpha = random->RandomFloat( 128.0f, 200.0f );

		sParticle->m_uchColor[0]	= alpha;
		sParticle->m_uchColor[1]	= alpha;
		sParticle->m_uchColor[2]	= alpha;
		sParticle->m_uchStartAlpha	= alpha;
		sParticle->m_uchEndAlpha	= alpha;

		sParticle->m_uchStartSize	= random->RandomInt( 1, 4 );
		sParticle->m_uchEndSize		= 0;

		// ========================
		// Core effects
		// ========================

		// Reset our sort origin
		m_pSimpleEmitter->SetSortOrigin( GetRenderOrigin() );

		// Base of the core effect
		sParticle = (SimpleParticle *) m_pSimpleEmitter->AddParticle( sizeof(SimpleParticle), m_pSimpleEmitter->GetPMaterial( "effects/strider_muzzle" ), GetRenderOrigin() );

		if ( sParticle == NULL )
			return;
		
		sParticle->m_vecVelocity	= vec3_origin;
		sParticle->m_flDieTime		= 0.2f;
		sParticle->m_flLifetime		= 0.0f;

		sParticle->m_flRoll			= Helper_RandomInt( 0, 360 );
		sParticle->m_flRollDelta	= 4.0f;

		alpha = random->RandomInt( 32, 200 );

		sParticle->m_uchColor[0]	= alpha;
		sParticle->m_uchColor[1]	= alpha;
		sParticle->m_uchColor[2]	= alpha;
		sParticle->m_uchStartAlpha	= 0;
		sParticle->m_uchEndAlpha	= alpha;

		sParticle->m_uchStartSize	= 255;
		sParticle->m_uchEndSize		= 0;

		// Make sure we encompass the complete particle here!
		m_pSimpleEmitter->SetParticleCullRadius( sParticle->m_uchEndSize );

		// =========================
		// Dust ring effect
		// =========================

		if ( random->RandomInt( 0, 5 ) != 1 )
			return;

		Vector vecDustColor;
		vecDustColor.x = 0.35f;
		vecDustColor.y = 0.3f;
		vecDustColor.z = 0.25f;

		Vector	color;

		int	numRingSprites = 8;
		float yaw;
		Vector forward, vRight, vForward;

		vForward = Vector( 0, 1, 0 );
//.........这里部分代码省略.........
开发者ID:KyleGospo,项目名称:City-17-Episode-One-Source-2013,代码行数:101,代码来源:c_weapon_hopwire.cpp

示例4: UpdateDischarging


//.........这里部分代码省略.........

		// Base of the core effect
		sParticle = (SimpleParticle *) m_pSimpleEmitter->AddParticle( sizeof(SimpleParticle), m_pSimpleEmitter->GetPMaterial( EMP_PARTICLES ), GetAbsOrigin() );

		if ( sParticle == NULL )
			return;
		
		sParticle->m_vecVelocity	= vec3_origin;
		sParticle->m_flDieTime		= 0.1f;
		sParticle->m_flLifetime		= 0.0f;

		sParticle->m_flRoll			= Helper_RandomInt( 0, 360 );
		sParticle->m_flRollDelta	= 0.0f;

		alpha = 128;

		sParticle->m_uchColor[0]	= alpha;
		sParticle->m_uchColor[1]	= alpha;
		sParticle->m_uchColor[2]	= alpha;
		sParticle->m_uchStartAlpha	= alpha;
		sParticle->m_uchEndAlpha	= 0;

		sParticle->m_uchStartSize	= 0.0f;
		sParticle->m_uchEndSize		= flScale * 2.0f;

		// Make sure we encompass the complete particle here!
		m_pSimpleEmitter->SetParticleCullRadius( sParticle->m_uchEndSize );

		// Do the core effects
		sParticle = (SimpleParticle *) m_pSimpleEmitter->AddParticle( sizeof(SimpleParticle), m_pSimpleEmitter->GetPMaterial( EMP_PARTICLES ), GetAbsOrigin() );

		if ( sParticle == NULL )
			return;
		
		sParticle->m_vecVelocity	= RandomVector( -32.0f, 32.0f );
		sParticle->m_flDieTime		= 0.2f;
		sParticle->m_flLifetime		= 0.0f;

		sParticle->m_flRoll			= Helper_RandomInt( 0, 360 );
		sParticle->m_flRollDelta	= 0.0f;

		alpha = 255;

		sParticle->m_uchColor[0]	= alpha;
		sParticle->m_uchColor[1]	= alpha;
		sParticle->m_uchColor[2]	= alpha;
		sParticle->m_uchStartAlpha	= alpha;
		sParticle->m_uchEndAlpha	= 0;

		sParticle->m_uchStartSize	= flScale;
		sParticle->m_uchEndSize		= 0.0f;
	}

#if 0

	// Do the charging particles
	m_pAttractorEmitter->SetAttractorOrigin( GetAbsOrigin() );

	Vector	offset;
	float	dist;

	for ( i = 0; i < 4; i++ )
	{
		dist = random->RandomFloat( 4.0f, 64.0f );

		offset = forward * dist;

		dist = RemapValClamped( dist, 4.0f, 64.0f, 6.0f, 1.0f );
		offset += right * random->RandomFloat( -2.0f * dist, 2.0f * dist );
		offset += up * random->RandomFloat( -2.0f * dist, 2.0f * dist );

		offset += GetAbsOrigin();

		sParticle = (SimpleParticle *) m_pAttractorEmitter->AddParticle( sizeof(SimpleParticle), m_pAttractorEmitter->GetPMaterial( "effects/combinemuzzle2_dark" ), offset );

		if ( sParticle == NULL )
			return;
		
		sParticle->m_vecVelocity	= Vector(0,0,2);
		sParticle->m_flDieTime		= 0.5f;
		sParticle->m_flLifetime		= 0.0f;

		sParticle->m_flRoll			= Helper_RandomInt( 0, 360 );
		sParticle->m_flRollDelta	= 0.0f;

		float alpha = 255;

		sParticle->m_uchColor[0]	= alpha;
		sParticle->m_uchColor[1]	= alpha;
		sParticle->m_uchColor[2]	= alpha;
		sParticle->m_uchStartAlpha	= alpha;
		sParticle->m_uchEndAlpha	= 0;

		sParticle->m_uchStartSize	= 1;
		sParticle->m_uchEndSize		= 0;
	}

#endif

}
开发者ID:AluminumKen,项目名称:hl2sb-src,代码行数:101,代码来源:c_env_alyxtemp.cpp

示例5: UpdateCharging

//-----------------------------------------------------------------------------
// Purpose: 
// Input  : percentage - 
//-----------------------------------------------------------------------------
void C_AlyxEmpEffect::UpdateCharging( float percentage )
{
	// Emitters must be valid
	if ( SetupEmitters() == false )
		return;

	if ( percentage <= 0.0f )
		return;

	// Reset our sort origin
	m_pSimpleEmitter->SetSortOrigin( GetAbsOrigin() );

	float flScale = 4.0f * EMP_SCALE * percentage;

	SimpleParticle *sParticle;

	float dTime = gpGlobals->frametime;
	
	while ( m_tParticleSpawn.NextEvent( dTime ) )
	{
		// Do the core effects
		sParticle = (SimpleParticle *) m_pSimpleEmitter->AddParticle( sizeof(SimpleParticle), m_pSimpleEmitter->GetPMaterial( EMP_PARTICLES ), GetAbsOrigin() );

		if ( sParticle == NULL )
			return;
		
		sParticle->m_vecVelocity	= vec3_origin;
		sParticle->m_flDieTime		= 0.1f;
		sParticle->m_flLifetime		= 0.0f;

		sParticle->m_flRoll			= Helper_RandomInt( 0, 360 );
		sParticle->m_flRollDelta	= 0.0f;

		float alpha = 255 * percentage;

		sParticle->m_uchColor[0]	= alpha;
		sParticle->m_uchColor[1]	= alpha;
		sParticle->m_uchColor[2]	= alpha;
		sParticle->m_uchStartAlpha	= alpha;
		sParticle->m_uchEndAlpha	= 0;

		sParticle->m_uchStartSize	= flScale;
		sParticle->m_uchEndSize		= sParticle->m_uchStartSize * 2.0f;
	}

#if 0

	// Do the charging particles
	m_pAttractorEmitter->SetAttractorOrigin( GetAbsOrigin() );

	Vector forward, right, up;
	AngleVectors( GetAbsAngles(), &forward, &right, &up );

	Vector	offset;
	float	dist;

	int numParticles = floor( 4.0f * percentage );

	for ( i = 0; i < numParticles; i++ )
	{
		dist = random->RandomFloat( 4.0f * percentage, 64.0f * percentage );

		offset = forward * dist;

		dist = RemapValClamped( dist, 4.0f * percentage, 64.0f * percentage, 6.0f, 1.0f );
		offset += right * random->RandomFloat( -4.0f * dist, 4.0f * dist );
		offset += up * random->RandomFloat( -4.0f * dist, 4.0f * dist );

		offset += GetAbsOrigin();

		sParticle = (SimpleParticle *) m_pAttractorEmitter->AddParticle( sizeof(SimpleParticle), m_pAttractorEmitter->GetPMaterial( EMP_PARTICLES ), offset );

		if ( sParticle == NULL )
			return;
		
		sParticle->m_vecVelocity	= Vector(0,0,8);
		sParticle->m_flDieTime		= 0.5f;
		sParticle->m_flLifetime		= 0.0f;

		sParticle->m_flRoll			= Helper_RandomInt( 0, 360 );
		sParticle->m_flRollDelta	= 0.0f;

		float alpha = 255 * percentage;

		sParticle->m_uchColor[0]	= alpha;
		sParticle->m_uchColor[1]	= alpha;
		sParticle->m_uchColor[2]	= alpha;
		sParticle->m_uchStartAlpha	= alpha;
		sParticle->m_uchEndAlpha	= 0;

		sParticle->m_uchStartSize	= random->RandomFloat( 1, 2 );
		sParticle->m_uchEndSize		= 0;
	}

#endif

//.........这里部分代码省略.........
开发者ID:AluminumKen,项目名称:hl2sb-src,代码行数:101,代码来源:c_env_alyxtemp.cpp

示例6: UpdateDischarging

//-----------------------------------------------------------------------------
// Purpose: 
// Input  : percentage - 
//-----------------------------------------------------------------------------
void C_CitadelEnergyCore::UpdateDischarging( void )
{
	// Emitters must be valid
	if ( SetupEmitters() == false )
		return;

	// Reset our sort origin
	m_pSimpleEmitter->SetSortOrigin( GetAbsOrigin() );

	float flScale = 8.0f * m_flScale;

	Vector forward, right, up;
	AngleVectors( GetAbsAngles(), &forward, &right, &up );

	SimpleParticle *sParticle;

	// Base of the core effect
	sParticle = (SimpleParticle *) m_pSimpleEmitter->AddParticle( sizeof(SimpleParticle), m_pSimpleEmitter->GetPMaterial( "effects/strider_muzzle" ), GetAbsOrigin() );

	if ( sParticle == NULL )
		return;
	
	sParticle->m_vecVelocity	= forward * 32.0f;
	sParticle->m_flDieTime		= 0.2f;
	sParticle->m_flLifetime		= 0.0f;

	sParticle->m_flRoll			= Helper_RandomInt( 0, 360 );
	sParticle->m_flRollDelta	= 0.0f;

	float alpha = 128;

	sParticle->m_uchColor[0]	= alpha;
	sParticle->m_uchColor[1]	= alpha;
	sParticle->m_uchColor[2]	= alpha;
	sParticle->m_uchStartAlpha	= alpha;
	sParticle->m_uchEndAlpha	= 0;

	sParticle->m_uchStartSize	= flScale * 2.0f;
	sParticle->m_uchEndSize		= sParticle->m_uchStartSize * 2.0f;

	// Make sure we encompass the complete particle here!
	m_pSimpleEmitter->SetParticleCullRadius( sParticle->m_uchEndSize );

	// Do the core effects
	for ( int i = 0; i < 2; i++ )
	{
		sParticle = (SimpleParticle *) m_pSimpleEmitter->AddParticle( sizeof(SimpleParticle), m_pSimpleEmitter->GetPMaterial( "effects/combinemuzzle2" ), GetAbsOrigin() );

		if ( sParticle == NULL )
			return;
		
		sParticle->m_vecVelocity	= forward * ( 32.0f * (i+1) );
		sParticle->m_flDieTime		= 0.2f;
		sParticle->m_flLifetime		= 0.0f;

		sParticle->m_flRoll			= Helper_RandomInt( 0, 360 );
		sParticle->m_flRollDelta	= 0.0f;

		float alpha = 100;

		sParticle->m_uchColor[0]	= alpha;
		sParticle->m_uchColor[1]	= alpha;
		sParticle->m_uchColor[2]	= alpha;
		sParticle->m_uchStartAlpha	= alpha;
		sParticle->m_uchEndAlpha	= 0;

		if ( i < 1 )
		{
			sParticle->m_uchStartSize	= flScale * (i+1);
			sParticle->m_uchEndSize		= sParticle->m_uchStartSize * 2.0f;
		}
		else
		{
			if ( random->RandomInt( 0, 20 ) == 0 )
			{
				sParticle->m_uchStartSize	= flScale * (i+1);
				sParticle->m_uchEndSize		= 0.0f;
				sParticle->m_flDieTime		= 0.25f;
			}
			else
			{
				sParticle->m_uchStartSize	= flScale * (i+1);
				sParticle->m_uchEndSize		= 0.0f;
			}
		}
	}

	// Only do these particles if required
	if ( m_spawnflags & SF_ENERGYCORE_NO_PARTICLES )
		return;

	// Do the charging particles
	m_pAttractorEmitter->SetAttractorOrigin( GetAbsOrigin() );

	Vector	offset;
	float	dist;
//.........这里部分代码省略.........
开发者ID:Au-heppa,项目名称:source-sdk-2013,代码行数:101,代码来源:c_citadel_effects.cpp

示例7: UpdateCharging

//-----------------------------------------------------------------------------
// Purpose: 
// Input  : percentage - 
//-----------------------------------------------------------------------------
void C_CitadelEnergyCore::UpdateCharging( float percentage )
{
	// Emitters must be valid
	if ( SetupEmitters() == false )
		return;

	if ( percentage <= 0.0f )
		return;

	// Reset our sort origin
	m_pSimpleEmitter->SetSortOrigin( GetAbsOrigin() );

	float flScale = 4.0f * m_flScale * percentage;

	SimpleParticle *sParticle;

	// Do the core effects
	for ( int i = 0; i < 2; i++ )
	{
		sParticle = (SimpleParticle *) m_pSimpleEmitter->AddParticle( sizeof(SimpleParticle), m_pSimpleEmitter->GetPMaterial( "effects/strider_muzzle" ), GetAbsOrigin() );

		if ( sParticle == NULL )
			return;
		
		sParticle->m_vecVelocity	= vec3_origin;
		sParticle->m_flDieTime		= 0.1f;
		sParticle->m_flLifetime		= 0.0f;

		sParticle->m_flRoll			= Helper_RandomInt( 0, 360 );
		sParticle->m_flRollDelta	= 0.0f;

		float alpha = 255;

		sParticle->m_uchColor[0]	= alpha;
		sParticle->m_uchColor[1]	= alpha;
		sParticle->m_uchColor[2]	= alpha;
		sParticle->m_uchStartAlpha	= alpha;
		sParticle->m_uchEndAlpha	= 0;

		if ( i < 2 )
		{
			sParticle->m_uchStartSize	= flScale * (i+1);
			sParticle->m_uchEndSize		= sParticle->m_uchStartSize * 2.0f;
		}
		else
		{
			if ( random->RandomInt( 0, 20 ) == 0 )
			{
				sParticle->m_uchStartSize	= flScale * (i+1);
				sParticle->m_uchEndSize		= sParticle->m_uchStartSize * 4.0f;
				sParticle->m_flDieTime		= 0.25f;
			}
			else
			{
				sParticle->m_uchStartSize	= flScale * (i+1);
				sParticle->m_uchEndSize		= sParticle->m_uchStartSize * 2.0f;
			}
		}
	}

	// Only do these particles if required
	if ( m_spawnflags & SF_ENERGYCORE_NO_PARTICLES )
		return;

	// Do the charging particles
	m_pAttractorEmitter->SetAttractorOrigin( GetAbsOrigin() );

	Vector forward, right, up;
	AngleVectors( GetAbsAngles(), &forward, &right, &up );

	Vector	offset;
	float	dist;

	int numParticles = floor( 4.0f * percentage );

	for ( int i = 0; i < numParticles; i++ )
	{
		dist = random->RandomFloat( 4.0f * percentage, 64.0f * percentage );

		offset = forward * dist;

		dist = RemapValClamped( dist, 4.0f * percentage, 64.0f * percentage, 6.0f, 1.0f );
		offset += right * random->RandomFloat( -4.0f * dist, 4.0f * dist );
		offset += up * random->RandomFloat( -4.0f * dist, 4.0f * dist );

		offset += GetAbsOrigin();

		sParticle = (SimpleParticle *) m_pAttractorEmitter->AddParticle( sizeof(SimpleParticle), m_pAttractorEmitter->GetPMaterial( "effects/strider_muzzle" ), offset );

		if ( sParticle == NULL )
			return;
		
		sParticle->m_vecVelocity	= Vector(0,0,8);
		sParticle->m_flDieTime		= 0.5f;
		sParticle->m_flLifetime		= 0.0f;

//.........这里部分代码省略.........
开发者ID:Au-heppa,项目名称:source-sdk-2013,代码行数:101,代码来源:c_citadel_effects.cpp


注:本文中的CSmartPtr::SetAttractorOrigin方法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。