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C++ CVarTrack::GetFloat方法代码示例

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


在下文中一共展示了CVarTrack::GetFloat方法的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: PickedUp

void WeaponItem::PickedUp(HMESSAGEREAD hRead)
{
	// make the item invisible for the correct amount of time

    uint32 dwFlags = g_pLTServer->GetObjectFlags(m_hObject);
    g_pLTServer->SetObjectFlags(m_hObject, dwFlags & ~FLAG_VISIBLE & ~FLAG_TOUCH_NOTIFY);

	// Let the world know what happened...

	PlayPickedupSound();


	// Clear our player obj, we no longer need this link...

    SetPlayerObj(LTNULL);


	// if we're supposed to trigger something, trigger it here

	if (m_hstrPickupTriggerTarget && m_hstrPickupTriggerMessage)
	{
		SendTriggerMsgToObjects(this, m_hstrPickupTriggerTarget, m_hstrPickupTriggerMessage);
	}


	// get the override respawn time - if it's -1.0, use the default

    LTFLOAT fRespawn = g_pLTServer->ReadFromMessageFloat (hRead);
	if (fRespawn == -1.0f) 
	{
		fRespawn = m_fRespawnDelay;
	}

	fRespawn /= g_RespawnScaleTrack.GetFloat(1.0f);

	if (g_pGameServerShell->GetGameType() != SINGLE && g_WeaponsStay.GetFloat() > 0.0f && m_fRespawnDelay > 0.0f)
    {
		fRespawn = 0.1f;
	}

	if (fRespawn <= 0.0f || g_pGameServerShell->GetGameType() == SINGLE)
	{
        g_pLTServer->RemoveObject(m_hObject);
	}
	else
	{
        g_pLTServer->SetNextUpdate(m_hObject, fRespawn);
	}
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:49,代码来源:WeaponItems.cpp

示例2: Update

void CLiteObjectMgr::Update()
{
	LTCounter cUpdateTime;
	g_pLTServer->StartCounter(&cUpdateTime);
	
	HandlePendingDeletes();
	HandlePendingInitialUpdates();

	// Update the active objects
	// Note : This can't use an iterator, since the update might add objects or something like that...
	uint32 nActiveObjectSize = m_aActiveObjects.size();
	for (uint32 nCurObj = 0; nCurObj < nActiveObjectSize; ++nCurObj)
	{
		GameBaseLite *pCurObj = m_aActiveObjects[nCurObj];
		if (pCurObj)
			pCurObj->Update();
		ASSERT(nCurObj < m_aActiveObjects.size());
	}

	// Clean up, if we need to
	CleanObjectLists();

	uint32 nUpdateTime = g_pLTServer->EndCounter(&cUpdateTime);

	if (g_ShowLiteObjectInfoTrack.GetFloat())
	{
		ShowInfo(nUpdateTime);
	}
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:29,代码来源:LiteObjectMgr.cpp

示例3: CalcInvisibleImpact

LTBOOL CProjectile::CalcInvisibleImpact(IntersectInfo & iInfo, SurfaceType & eSurfType)
{
	// Since we hit an invisible surface try and find a solid surface that
	// is the real surface of impact.  NOTE:  We assume that the solid
	// surface will have a normal facing basically the opposite direction...

	IntersectInfo iTestInfo;
	IntersectQuery qTestInfo;

	qTestInfo.m_From = iInfo.m_Point + (m_vDir * g_vtInvisibleMaxThickness.GetFloat());
	qTestInfo.m_To   = iInfo.m_Point - m_vDir;

	qTestInfo.m_Flags = INTERSECT_OBJECTS | IGNORE_NONSOLID | INTERSECT_HPOLY;

	qTestInfo.m_FilterFn  = DoVectorFilterFn;
	qTestInfo.m_pUserData = m_hFiredFrom;

    if (g_pLTServer->IntersectSegment(&qTestInfo, &iTestInfo))
	{
		eSurfType = GetSurfaceType(iTestInfo);

		// If we hit another invisible surface, we're done...

		if (eSurfType != ST_INVISIBLE)
		{
			iInfo = iTestInfo;
            return LTTRUE;
		}
	}

    return LTFALSE;
}
开发者ID:germanocaldeira,项目名称:no-one-lives-forever,代码行数:32,代码来源:Projectile.cpp

示例4: DoEvent

void CMusicMgr::DoEvent(Event eEvent)
{
	if ( !m_bEnabled ) return;

	if ( m_bLockedEvent ) return;

	if ( m_acEvents[eEvent] != 0 && (m_afEventChances[eEvent] > GetRandom(0.0, 1.0f)) )
	{
		char szMusic[128];
		uint32 iEvent = GetRandom(0, m_acEvents[eEvent]-1);
		sprintf(szMusic, "MUSIC PM %s %s Beat", m_szTheme, m_aaszEvents[eEvent][iEvent]);

#ifndef _FINAL
		if ( g_ShowMusicTrack.GetFloat() > 0 )
		{
			g_pLTServer->CPrint("Server sending client Music Message: (%s)", szMusic);
		}
#endif

		HSTRING hMusic = g_pLTServer->CreateString(szMusic);
		CAutoMessage cMsg;
		cMsg.Writeuint8(MID_MUSIC);
		cMsg.WriteHString(hMusic);
		g_pLTServer->SendToClient(cMsg.Read(), LTNULL, MESSAGE_GUARANTEED);
		FREE_HSTRING(hMusic);
	}
}
开发者ID:rickyharis39,项目名称:nolf2,代码行数:27,代码来源:MusicMgr.cpp

示例5: CreateBoundingBox

void GameBase::CreateBoundingBox()
{
	if (m_hDimsBox) return;

	if (!g_vtDimsAlpha.IsInitted())
	{
        g_vtDimsAlpha.Init(g_pLTServer, "DimsAlpha", LTNULL, 1.0f);
	}

	ObjectCreateStruct theStruct;
	INIT_OBJECTCREATESTRUCT(theStruct);

    LTVector vPos;
    g_pLTServer->GetObjectPos(m_hObject, &vPos);
	theStruct.m_Pos = vPos;

	SAFE_STRCPY(theStruct.m_Filename, "Models\\1x1_square.abc");
	SAFE_STRCPY(theStruct.m_SkinName, "Models\\1x1_square.dtx");

	theStruct.m_Flags = FLAG_VISIBLE | FLAG_NOLIGHT | FLAG_GOTHRUWORLD;
	theStruct.m_ObjectType = OT_MODEL;

    HCLASS hClass = g_pLTServer->GetClass("BaseClass");
    LPBASECLASS pModel = g_pLTServer->CreateObject(hClass, &theStruct);

	if (pModel)
	{
		m_hDimsBox = pModel->m_hObject;

        LTVector vDims;
        g_pLTServer->GetObjectDims(m_hObject, &vDims);

        LTVector vScale;
		VEC_DIVSCALAR(vScale, vDims, 0.5f);
        g_pLTServer->ScaleObject(m_hDimsBox, &vScale);
	}


    LTVector vOffset;
    LTRotation rOffset;
	vOffset.Init();
    rOffset.Init();

	HATTACHMENT hAttachment;
    LTRESULT dRes = g_pLTServer->CreateAttachment(m_hObject, m_hDimsBox, LTNULL,
											     &vOffset, &rOffset, &hAttachment);
    if (dRes != LT_OK)
	{
        g_pLTServer->RemoveObject(m_hDimsBox);
        m_hDimsBox = LTNULL;
	}

    LTVector vColor = GetBoundingBoxColor();

    g_pLTServer->SetObjectColor(m_hDimsBox, vColor.x, vColor.y, vColor.z, g_vtDimsAlpha.GetFloat());
}
开发者ID:germanocaldeira,项目名称:no-one-lives-forever,代码行数:56,代码来源:GameBase.cpp

示例6: RotateToRest

void CLipstickProx::RotateToRest()
{
	CGrenade::RotateToRest();
/* Update 1.002
    LTRotation rRot;
    g_pLTServer->GetObjectRotation(m_hObject, &rRot);

	// Okay, rotated based on the surface normal we're on...

    g_pLTServer->AlignRotation(&rRot, &m_vSurfaceNormal, LTNULL);
    g_pLTServer->SetObjectRotation(m_hObject, &rRot);
*/
	// Arm the grenade after a few...

    LTFLOAT fDelay = g_vtProxGrenadeArmDelay.GetFloat() < 0.0f ?
			m_pClassData->fArmDelay : g_vtProxGrenadeArmDelay.GetFloat();

	m_ArmTime.Start(fDelay);
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:19,代码来源:ProjectileTypes.cpp

示例7: InitialUpdate

void VolumeBrush::InitialUpdate()
{
// TESTING!!!!
	if (!vtRemoveFilters.IsInitted())
	{
		vtRemoveFilters.Init(g_pLTServer, "RemoveFilters", LTNULL, 0.0f);
	}
	if (vtRemoveFilters.GetFloat())
	{
		g_pLTServer->CPrint("Removing Filter: %s", g_pLTServer->GetObjectName(m_hObject));
		g_pLTServer->RemoveObject(m_hObject);
		return;
	}
// TESTING!!!!


	// Tell the client about any special fx (fog)...

	CreateSpecialFXMsg();


	// Save volume brush's initial flags...

    m_dwSaveFlags = g_pLTServer->GetObjectFlags(m_hObject);


    uint32 dwUserFlags = g_pLTServer->GetObjectUserFlags(m_hObject);
	dwUserFlags |= USRFLG_IGNORE_PROJECTILES;
	if (!m_bHidden) dwUserFlags |= USRFLG_VISIBLE;

    g_pLTServer->SetObjectUserFlags(m_hObject, dwUserFlags);


	// Create the surface if necessary.  We only need to do updates if we have
	// a surface (in case somebody decides to move the brush, we need to update
	// the surface's position)...

	if (m_bShowSurface)
	{
		CreateSurface();
        SetNextUpdate(UPDATE_DELTA);
	}


	// Normalize friction (1 = normal, 0 = no friction, 2 = double)...

	if (m_fFriction < 0.0) m_fFriction = 0.0f;
	else if (m_fFriction > 1.0) m_fFriction = 1.0f;


	// Normalize viscosity (1 = no movement, 0 = full movement)...

	if (m_fViscosity < 0.0) m_fViscosity = 0.0f;
	else if (m_fViscosity > 1.0) m_fViscosity = 1.0f;
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:55,代码来源:VolumeBrush.cpp

示例8: UpdateBoundingBox

void GameBase::UpdateBoundingBox()
{
	int nVal = (int)g_ShowDimsTrack.GetFloat();

	if (nVal < 4)
	{
		switch (GetType())
		{
			case OT_WORLDMODEL :
			{
				if (nVal != 1)
				{
					RemoveBoundingBox();
					return;
				}
			}
			break;

			case OT_MODEL :
			{
				if (nVal != 2)
				{
					RemoveBoundingBox();
					return;
				}
			}
			break;

			case OT_NORMAL :
			{
				if (nVal != 3)
				{
					RemoveBoundingBox();
					return;
				}
			}
			break;

			default :
			break;
		}
	}

	CreateBoundingBox();

	if (m_hDimsBox)
	{
        LTVector vDims, vScale;
        g_pLTServer->GetObjectDims(m_hObject, &vDims);
		vScale = (vDims * 2.0);
        g_pLTServer->ScaleObject(m_hDimsBox, &vScale);
	}
}
开发者ID:germanocaldeira,项目名称:no-one-lives-forever,代码行数:53,代码来源:GameBase.cpp

示例9: PickedUp

void PickupItem::PickedUp(ILTMessage_Read *)
{
	// Let the world know what happened...

	PlayPickedupSound();


	// Clear our player obj, we no longer need this link...

    SetPlayerObj(LTNULL);


	// If we're supposed to process a command, do it here...

	if (m_hstrPickupCommand)
	{
		const char *pCmd = g_pLTServer->GetStringData( m_hstrPickupCommand );

		if( g_pCmdMgr->IsValidCmd( pCmd ) )
		{
			g_pCmdMgr->Process( pCmd, m_hObject, m_hObject );
		}
	}

	if (!m_bRespawn)
	{
        g_pLTServer->RemoveObject(m_hObject);
	}
	else
	{
		// Make the item invisible until the next update

		g_pCommonLT->SetObjectFlags(m_hObject, OFT_Flags, 0, FLAG_VISIBLE);

		//if (m_bTouchPickup)
		{
			g_pCommonLT->SetObjectFlags(m_hObject, OFT_Flags, 0, FLAG_TOUCH_NOTIFY);
		}
	
		// If we're activateable, turn of the relative flags...

		if (m_bActivatePickup)
		{
			g_pCommonLT->SetObjectFlags(m_hObject, OFT_Flags, 0, FLAG_RAYHIT);
			g_pCommonLT->SetObjectFlags(m_hObject, OFT_User, 0, USRFLG_CAN_ACTIVATE);
		}

	    SetNextUpdate(m_fRespawnDelay / g_RespawnScaleTrack.GetFloat(1.0f));
	}

	// Consider ourselves picked up.
	m_bWasPickedUp = true;
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:53,代码来源:PickupItem.cpp

示例10: Update

void CMusicMgr::Update()
{
	if ( !m_bEnabled ) return;

	if ( m_bLockedMood )
	{
		if ( m_bRestoreMusicIntensity )
		{
			char szMusic[128];
			sprintf(szMusic, "MUSIC I %d measure", m_iRestoreMusicIntensity);

#ifndef _FINAL
			if ( g_ShowMusicTrack.GetFloat() > 0 )
			{
				g_pLTServer->CPrint("Server sending client Music Message: (%s)", szMusic);
			}
#endif

			HSTRING hMusic = g_pLTServer->CreateString(szMusic);
			CAutoMessage cMsg;
			cMsg.Writeuint8(MID_MUSIC);
			cMsg.WriteHString(hMusic);
			g_pLTServer->SendToClient(cMsg.Read(), LTNULL, MESSAGE_GUARANTEED);
			FREE_HSTRING(hMusic);

			m_eLastMood = eMoodInvalid;
			m_bRestoreMusicIntensity = LTFALSE;
		}

		return;
	}

	LTBOOL bChoseMood = LTFALSE;

	for ( int32 iMood = kNumMoods-1 ; iMood >= 0 ; --iMood )
	{
		if ( !bChoseMood && (m_afMoods[iMood] != 0.0f || (iMood == eMoodNone)) )
		{
			if ( m_eLastMood == iMood )
			{
				bChoseMood = LTTRUE;
			}
			else
			{
				SetMood(( Mood )iMood );
				bChoseMood = LTTRUE;
			}
		}

		m_afMoods[iMood] = Max<LTFLOAT>(m_afMoods[iMood] - g_pLTServer->GetFrameTime(), 0.0f);
	}
}
开发者ID:rickyharis39,项目名称:nolf2,代码行数:52,代码来源:MusicMgr.cpp

示例11: SendTriggerMsgToObject

void SendTriggerMsgToObject(LPBASECLASS pSender, HOBJECT hObj, HSTRING hMsg)
{
    HMESSAGEWRITE hMessage;
    char *pSendName, *pRecvName, *pFilter;

    char* szMessage = g_pLTServer->GetStringData(hMsg);


    // Process the message as a command if it is a valid command...

    if (g_pCmdMgr->IsValidCmd(szMessage))
    {
        g_pCmdMgr->Process(szMessage);
        return;
    }


    hMessage = g_pLTServer->StartMessageToObject(pSender, hObj, MID_TRIGGER);
    if (hMessage)
    {
        if (g_ShowTriggersTrack.GetFloat() != 0.0f)
        {
            if (pSender) pSendName = g_pLTServer->GetObjectName(pSender->m_hObject);
            else pSendName = "Command Manager";

            pRecvName   = g_pLTServer->GetObjectName(hObj);
            pFilter		= g_ShowTriggersFilter.GetStr();

            // Filter out displaying any unwanted messages...

            LTBOOL bPrintMsg = (!pFilter || !pFilter[0]);
            if (!bPrintMsg)
            {
                bPrintMsg = (szMessage ? !strstr(pFilter, szMessage) : LTTRUE);
            }

            if (bPrintMsg)
            {
                g_pLTServer->CPrint("Message: %s", szMessage ? szMessage : "NULL");
                g_pLTServer->CPrint("  Sent from '%s', to '%s'", pSendName, pRecvName);
            }
        }

        g_pLTServer->WriteToMessageDWord(hMessage, (uint32)g_pLTServer->GetStringData(hMsg));
        g_pLTServer->EndMessage(hMessage);
    }
}
开发者ID:osgcc,项目名称:no-one-lives-forever,代码行数:47,代码来源:ServerUtilities.cpp

示例12: ObjectMessageFn

uint32 Intelligence::ObjectMessageFn(HOBJECT hSender, uint32 messageID, HMESSAGEREAD hRead)
{
    if (!g_pLTServer) return 0;

	switch(messageID)
	{
		case MID_TRIGGER:
		{
			const char* szMsg = (const char*)g_pLTServer->ReadFromMessageDWord(hRead);

			// ConParse does not destroy szMsg, so this is safe
			ConParse parse;
			parse.Init((char*)szMsg);

            while (g_pLTServer->Common()->Parse(&parse) == LT_OK)
			{
				if (parse.m_nArgs > 0 && parse.m_Args[0])
				{
					if (_stricmp(parse.m_Args[0], s_szActivate) == 0)
					{
						if (!m_bPhotoOnly)
						{
							DoActivate(hSender);
						}
					}
					else if (_stricmp(parse.m_Args[0], s_szGadget) == 0)
					{
						if (m_bPhotoOnly)
						{
							HandleGadgetMsg(hSender, parse);
						}
					}
					else if (_stricmp(parse.m_Args[0], s_szRespawn) == 0)
					{
						SetNextUpdate( m_fRespawnDelay / g_IntelRespawnScale.GetFloat(1.0f));
					}
				}
			}
		}
		break;

		default : break;
	}

	return Prop::ObjectMessageFn(hSender, messageID, hRead);
}
开发者ID:germanocaldeira,项目名称:no-one-lives-forever,代码行数:46,代码来源:Intelligence.cpp

示例13: EndTimingCounter

void EndTimingCounter(char *msg, ...)
{
    if (!g_pLTServer || g_ShowTimingTrack.GetFloat() < 1.0f) return;

    uint32 dwTicks = g_pLTServer->EndCounter(&s_counter);

    // parse the message

    char pMsg[256];
    va_list marker;
    va_start(marker, msg);
    int nSuccess = vsprintf(pMsg, msg, marker);
    va_end(marker);

    if (nSuccess < 0) return;

    g_pLTServer->CPrint("%s : %d ticks", pMsg, dwTicks);
}
开发者ID:osgcc,项目名称:no-one-lives-forever,代码行数:18,代码来源:ServerUtilities.cpp

示例14: SetMood

bool CMusicMgr::SetMood( Mood eMood )
{
	char szMusic[128];
	uint32 iLevel = GetRandom(0, m_acMoods[eMood]-1);
	sprintf(szMusic, "MUSIC I %d measure", m_aanMoods[eMood][iLevel]);

#ifndef _FINAL
	if ( g_ShowMusicTrack.GetFloat() > 0 )
	{
		g_pLTServer->CPrint("Server sending client Music Message: (%s)", szMusic);
	}
#endif

	HSTRING hMusic = g_pLTServer->CreateString(szMusic);
	CAutoMessage cMsg;
	cMsg.Writeuint8(MID_MUSIC);
	cMsg.WriteHString(hMusic);
	g_pLTServer->SendToClient(cMsg.Read(), LTNULL, MESSAGE_GUARANTEED);
	FREE_HSTRING(hMusic);

	m_eLastMood = eMood;
	return true;
}
开发者ID:rickyharis39,项目名称:nolf2,代码行数:23,代码来源:MusicMgr.cpp

示例15: GetDifficultyFactor

LTFLOAT GetDifficultyFactor()
{
    if (!g_pGameServerShell) return g_vtDifficultyFactorHard.GetFloat();

    float fPlayerMod = 0.0f;
    uint32 nPlayersInGame = CPlayerObj::GetNumberPlayersWithClients( );

    if( nPlayersInGame > 1 )
    {
        // Increase the difficulty by an amount per player.  The
        // difficulty grows logrithmically.  2 players will add 100% of
        // fPlayerInc.  3 players adds ~150%.  4 Players adds 200%.
        float fPlayerInc = g_vtDifficultyFactorPlayerIncrease.GetFloat();
        fPlayerMod = fPlayerInc * logf(( float )nPlayersInGame ) / logf( 2.0f );
    }

    switch (g_pGameServerShell->GetDifficulty())
    {
    case GD_EASY:
        return g_vtDifficultyFactorEasy.GetFloat() + fPlayerMod;
        break;

    case GD_NORMAL:
        return g_vtDifficultyFactorNormal.GetFloat() + fPlayerMod;
        break;

    case GD_VERYHARD:
        return g_vtDifficultyFactorVeryHard.GetFloat() + fPlayerMod;
        break;

    case GD_HARD:
    default :
        return g_vtDifficultyFactorHard.GetFloat() + fPlayerMod;


        break;
    }
}
开发者ID:jordandavidson,项目名称:lithtech,代码行数:38,代码来源:AIUtils.cpp


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