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C++ EHANDLE类代码示例

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

//-----------------------------------------------------------------------------
// Purpose: Does the linked list work of removing a child object from the hierarchy.
// Input  : pParent - 
//			pChild - 
//-----------------------------------------------------------------------------
void UnlinkChild( CBaseEntity *pParent, CBaseEntity *pChild )
{
	CBaseEntity *pList;
	EHANDLE *pPrev;

	pList = pParent->m_hMoveChild;
	pPrev = &pParent->m_hMoveChild;
	while ( pList )
	{
		CBaseEntity *pNext = pList->m_hMovePeer;
		if ( pList == pChild )
		{
			// patch up the list
			pPrev->Set( pNext );

			// Clear hierarchy bits for this guy
			pList->m_hMoveParent.Set( NULL );
			pList->m_hMovePeer.Set( NULL );
			pList->DispatchUpdateTransmitState();	
			pList->OnEntityEvent( ENTITY_EVENT_PARENT_CHANGED, NULL );
			
			pParent->RecalcHasPlayerChildBit();
			return;
		}
		else
		{
			pPrev = &pList->m_hMovePeer;
			pList = pNext;
		}
	}

	// This only happens if the child wasn't found in the parent's child list
	Assert(0);
}
开发者ID:paralin,项目名称:hl2sdk,代码行数:39,代码来源:hierarchy.cpp

示例2:

CSoundPatch *CSoundControllerImp::SoundCreate( IRecipientFilter& filter, int nEntIndex, int channel, 
			const char *pSoundName, soundlevel_t soundlevel )
{
	CSoundPatch *pSound = new CSoundPatch;
	EHANDLE hEnt = (nEntIndex != -1) ? g_pEntityList->GetNetworkableHandle( nEntIndex ) : NULL;
	pSound->Init( &filter, hEnt.Get(), channel, pSoundName, soundlevel );

	return pSound;
}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:9,代码来源:soundenvelope.cpp

示例3: LinkChild

void LinkChild( CBaseEntity *pParent, CBaseEntity *pChild )
{
	EHANDLE hParent;
	hParent.Set( pParent );
	pChild->m_hMovePeer.Set( pParent->FirstMoveChild() );
	pParent->m_hMoveChild.Set( pChild );
	pChild->m_hMoveParent = hParent;
	pChild->NetworkProp()->SetNetworkParent( hParent );
	pChild->DispatchUpdateTransmitState();
	pChild->OnEntityEvent( ENTITY_EVENT_PARENT_CHANGED, NULL );
	pParent->RecalcHasPlayerChildBit();
}
开发者ID:Au-heppa,项目名称:source-sdk-2013,代码行数:12,代码来源:hierarchy.cpp

示例4: Remove

void CASW_DamageAllocationMgr::Remove( const EHANDLE &handle )
{
	IndexType_t i = Find( handle );
	if ( IsValid(i) )
	{
		// strike all projectiles for this target
		ProjectilePool_t::IndexLocalType_t j = i->m_nProjectiles;
		while ( m_ProjectileLists.IsValidIndex(j) )
		{
			ProjectilePool_t::IndexLocalType_t old = j;
			j = m_ProjectileLists.Next(j);
			m_ProjectileLists.Remove( old );
		}

		int vectoridx = i - m_Targets.Base();
		Assert( &m_Targets[vectoridx] == i );

		m_Targets.FastRemove( vectoridx );
	}
	else
	{
		AssertMsg1( false, "Tried to remove %s from a damage allocation manager whence it was absent.\n",
			handle->GetDebugName()	);
	}
}
开发者ID:docfinorlias,项目名称:asb2,代码行数:25,代码来源:asw_rocket.cpp

示例5: Spawn

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CWeaponStriderBuster::Spawn( void )
{	
	SetModelName( AllocPooledString("models/magnusson_device.mdl") );
	BaseClass::Spawn();
	
	// Setup for being shot by the player
	m_takedamage = DAMAGE_EVENTS_ONLY;

	// Ignore touches until launched.
	SetTouch ( NULL );

	AddFlag( FL_AIMTARGET|FL_OBJECT );

	m_hParticleEffect = CreateEntityByName( "info_particle_system" );
	if ( m_hParticleEffect )
	{
		m_hParticleEffect->KeyValue( "start_active", "1" );
		m_hParticleEffect->KeyValue( "effect_name", "striderbuster_smoke" );
		DispatchSpawn( m_hParticleEffect );
		if ( gpGlobals->curtime > 0.2f )
		{
			m_hParticleEffect->Activate();
		}
		m_hParticleEffect->SetAbsOrigin( GetAbsOrigin() );
		m_hParticleEffect->SetParent( this );
	}

	SetHealth( striderbuster_health.GetFloat() );
	
	SetNextThink(gpGlobals->curtime + 0.01f);
}
开发者ID:FooGames,项目名称:SecobMod,代码行数:34,代码来源:weapon_striderbuster.cpp

示例6: SampleVelocity

//-----------------------------------------------------------------------------
// Purpose: Returns the magnitude of the entity's angular velocity.
//-----------------------------------------------------------------------------
void CPointVelocitySensor::SampleVelocity( void )
{
	if ( m_hTargetEntity == NULL )
		return;

	Vector vecVelocity;

	if ( m_hTargetEntity->GetMoveType() == MOVETYPE_VPHYSICS )
	{
		IPhysicsObject *pPhys = m_hTargetEntity->VPhysicsGetObject();
		if ( pPhys != NULL )
		{
			pPhys->GetVelocity( &vecVelocity, NULL );
		}
	}
	else
	{
		vecVelocity = m_hTargetEntity->GetAbsVelocity();
	}

	/*
	float flSpeed = VectorNormalize( vecVelocity );
	float flDot = ( m_vecAxis != vec3_origin ) ? DotProduct( vecVelocity, m_vecAxis ) : 1.0f;
	*/
	// We want the component of the velocity vector in the direction of the axis, which since the
	// axis is normalized is simply their dot product (eg V . A = |V|*|A|*cos(theta) )
	m_fPrevVelocity = ( m_vecAxis != vec3_origin ) ? DotProduct( vecVelocity, m_vecAxis ) : 1.0f;

	// if it's changed since the last frame, poke the output 
	if ( m_fPrevVelocity != m_Velocity.Get() )
	{
		m_Velocity.Set( m_fPrevVelocity, NULL, NULL );
	}
}
开发者ID:Au-heppa,项目名称:swarm-sdk,代码行数:37,代码来源:PointAngularVelocitySensor.cpp

示例7: PrescheduleThink

void CNPC_Dog::PrescheduleThink( void )
{
	BaseClass::PrescheduleThink();

	if ( m_hPhysicsEnt )
	{
		IPhysicsObject *pPhysObj = m_hPhysicsEnt->VPhysicsGetObject();

		if ( pPhysObj && pPhysObj->GetGameFlags() & FVPHYSICS_PLAYER_HELD )
		{
			m_hPhysicsEnt->SetOwnerEntity( NULL );
		}
	}

	if ( m_flTimeToCatch < gpGlobals->curtime ) 
		 m_flTimeToCatch = 0.0f;

	
	if ( GetIdealActivity() == ACT_IDLE )
	{
		if ( m_hPhysicsEnt && m_bHasObject == true )
		{
			 SetIdealActivity( (Activity)ACT_DOG_WAITING );
		}
	}
}
开发者ID:WorldGamers,项目名称:Mobile-Forces-Source,代码行数:26,代码来源:npc_dog.cpp

示例8: FinishCommentary

//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void CPointCommentaryNode::FinishCommentary( bool bBlendOut )
{
	CBasePlayer *pPlayer = GetCommentaryPlayer();
	if ( !pPlayer )
		return;

	// Fire off our postcommands
	if ( m_iszPostCommands != NULL_STRING )
	{
		g_CommentarySystem.SetCommentaryConvarsChanging( true );
		engine->ClientCommand( pPlayer->edict(), STRING(m_iszPostCommands) );
		engine->ClientCommand( pPlayer->edict(), "commentary_cvarsnotchanging\n" );
	}

	// Stop the commentary
	m_flFinishedTime = gpGlobals->curtime;

	if ( bBlendOut && m_hViewPositionMover )
	{
 		m_bActive = false;
		m_flPlaybackRate = 1.0;
		m_vecFinishOrigin = m_hViewPositionMover->GetAbsOrigin();
		m_vecFinishAngles = m_hViewPositionMover->GetAbsAngles();

		m_bPreventChangesWhileMoving = true;

		// We've moved away from the player's position. Move back to it before ending
		SetContextThink( &CPointCommentaryNode::UpdateViewPostThink, gpGlobals->curtime, s_pCommentaryUpdateViewThink );
		return;
	}

	CleanupPostCommentary();
}
开发者ID:Bubbasacs,项目名称:FinalProj,代码行数:36,代码来源:commentarysystem.cpp

示例9: HasRoomToSpawn

//-----------------------------------------------------------------------------
// Purpose: Returns whether or not the template entities can fit if spawned.
// Input  : pBlocker - Returns blocker unless NULL.
//-----------------------------------------------------------------------------
bool CEnvEntityMaker::HasRoomToSpawn()
{
	// Do we have a blocker from last time?
	if ( m_hCurrentBlocker )
	{
		// If it hasn't moved, abort immediately
		if ( m_vecBlockerOrigin == m_hCurrentBlocker->GetAbsOrigin() )
		{
			return false;
		}
	}

	// Check to see if there's enough room to spawn
	trace_t tr;
	UTIL_TraceHull( GetAbsOrigin(), GetAbsOrigin(), m_vecEntityMins, m_vecEntityMaxs, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
	if ( tr.m_pEnt || tr.startsolid )
	{
		// Store off our blocker to check later
		m_hCurrentBlocker = tr.m_pEnt;
		if ( m_hCurrentBlocker )
		{
			m_vecBlockerOrigin = m_hCurrentBlocker->GetAbsOrigin();
		}

		return false;
	}

	return true;
}
开发者ID:Au-heppa,项目名称:swarm-sdk,代码行数:33,代码来源:env_entity_maker.cpp

示例10: RunTask

void CNPC_GMan::RunTask( const Task_t *pTask )
{
	switch( pTask->iTask )
	{
	case TASK_WAIT:
		// look at who I'm talking to
		if (m_flTalkTime > gpGlobals->curtime && m_hTalkTarget != NULL)
		{
			AddLookTarget( m_hTalkTarget->GetAbsOrigin(), 1.0, 2.0 );
		}
		// look at player, but only if playing a "safe" idle animation
		else if (m_hPlayer != NULL && (GetSequence() == 0 || IsInC5A1()) )
		{
			 AddLookTarget( m_hPlayer->EyePosition(), 1.0, 3.0 );
		}
		else 
		{
			// Just center the head forward.
			Vector forward;
			GetVectors( &forward, NULL, NULL );

			AddLookTarget( GetAbsOrigin() + forward * 12.0f, 1.0, 1.0 );
			SetBoneController( 0, 0 );
		}
		BaseClass::RunTask( pTask );
		break;
	}

	SetBoneController( 0, 0 );
	BaseClass::RunTask( pTask );
}
开发者ID:AgentAgrimar,项目名称:source-sdk-trilogy,代码行数:31,代码来源:hl1_npc_gman.cpp

示例11: CheckSpawnThink

//-----------------------------------------------------------------------------
// Purpose: Check to see if we should spawn another instance
//-----------------------------------------------------------------------------
void CEnvEntityMaker::CheckSpawnThink( void )
{
	SetNextThink( gpGlobals->curtime + 0.5f );

	// Do we have an instance?
	if ( m_hCurrentInstance )
	{
		// If Wait-For-Destruction is set, abort immediately
		if ( m_spawnflags & SF_ENTMAKER_WAITFORDESTRUCTION )
			return;
	}

	// Do we have a blocker?
	if ( m_hCurrentBlocker )
	{
		// If it hasn't moved, abort immediately
		if ( m_vecBlockerOrigin == m_hCurrentBlocker->GetAbsOrigin() )
			return;
	}

	// Check to see if there's enough room to spawn
	trace_t tr;
	UTIL_TraceHull( GetAbsOrigin(), GetAbsOrigin(), m_vecEntityMins, m_vecEntityMaxs, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
	if ( tr.m_pEnt || tr.startsolid )
	{
		// Store off our blocker to check later
		m_hCurrentBlocker = tr.m_pEnt;
		if ( m_hCurrentBlocker )
		{
			m_vecBlockerOrigin = m_hCurrentBlocker->GetAbsOrigin();
		}
		return;
	}

	// We're clear, now check to see if the player's looking
	if ( !(m_spawnflags & SF_ENTMAKER_IGNOREFACING) )
	{
		for ( int i = 1; i <= gpGlobals->maxClients; i++ )
		{
			CBasePlayer *pPlayer = UTIL_PlayerByIndex(i);
			if ( pPlayer )
			{
				// Only spawn if the player's looking away from me
				Vector vLookDir = pPlayer->EyeDirection3D();
				Vector vTargetDir = GetAbsOrigin() - pPlayer->EyePosition();
				VectorNormalize(vTargetDir);

				float fDotPr = DotProduct(vLookDir,vTargetDir);
				if ( fDotPr > 0 )
					return;
			}
		}
	}

	// Clear, no player watching, so spawn!
	SpawnEntity();
}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:60,代码来源:env_entity_maker.cpp

示例12: Spawn

void CPhysicsEntitySolver::Spawn()
{
	SetNextThink( gpGlobals->curtime + m_separationDuration );
	PhysDisableEntityCollisions( m_hMovingEntity, m_hPhysicsBlocker );
	m_savedCollisionGroup = m_hPhysicsBlocker->GetCollisionGroup();
	m_hPhysicsBlocker->SetCollisionGroup( COLLISION_GROUP_DEBRIS );
	if ( m_hPhysicsBlocker->VPhysicsGetObject() )
	{
		m_hPhysicsBlocker->VPhysicsGetObject()->RecheckContactPoints();
	}
}
开发者ID:Adidasman1,项目名称:source-sdk-2013,代码行数:11,代码来源:physics_npc_solver.cpp

示例13: ClientThink

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void C_ScriptIntro::ClientThink( void )
{
	Assert( m_IntroData.m_Passes.Count() <= 2 );

	if ( m_hCameraEntity )
	{
		m_IntroData.m_vecCameraView = m_hCameraEntity->GetAbsOrigin();
		m_IntroData.m_vecCameraViewAngles = m_hCameraEntity->GetAbsAngles();
	}

	CalculateFOV();
	CalculateAlpha();	

	// Calculate the blend levels of each pass
	float flPerc = 1.0;
	if ( (m_flNextBlendTime - m_flBlendStartTime) != 0 )
	{
		flPerc = clamp( (gpGlobals->curtime - m_flBlendStartTime) / (m_flNextBlendTime - m_flBlendStartTime), 0, 1 );
	}

	// Detect when we're finished blending
	if ( flPerc >= 1.0 )
	{
		if ( m_IntroData.m_Passes.Count() == 2 )
		{
			// We're done blending
			m_IntroData.m_Passes[0].m_BlendMode = m_IntroData.m_Passes[1].m_BlendMode;
			m_IntroData.m_Passes[0].m_Alpha = 1.0;
			m_IntroData.m_Passes.Remove(1);

			//Msg("FINISHED BLEND.\n");
		}
		return;
	}

	/*
	if ( m_flNextBlendTime >= gpGlobals->curtime )
	{
		Msg("INTRO BLENDING: Blending from mode %d to %d.\n", m_IntroData.m_Passes[0].m_BlendMode, m_IntroData.m_Passes[1].m_BlendMode );
		Msg("				 curtime %.2f    StartedAt %.2f    FinishAt: %.2f\n", gpGlobals->curtime, m_flBlendStartTime, m_flNextBlendTime );
		Msg("				 Perc:   %.2f\n", flPerc );
	}
	*/

	if ( m_IntroData.m_Passes.Count() == 2 )
	{
		m_IntroData.m_Passes[0].m_Alpha = 1.0 - flPerc;
		m_IntroData.m_Passes[1].m_Alpha = flPerc;
	}
	else
	{
		m_IntroData.m_Passes[0].m_Alpha = 1.0 - flPerc;
	}
}
开发者ID:Bubbasacs,项目名称:FinalProj,代码行数:57,代码来源:c_script_intro.cpp

示例14: UpdateViewPostThink

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CPointCommentaryNode::UpdateViewPostThink( void )
{
	CBasePlayer *pPlayer = GetCommentaryPlayer();
	if ( !pPlayer )
		return;

 	if ( m_hViewPosition.Get() && m_hViewPositionMover )
	{
 		// Blend back to the player's position over time.
   		float flCurTime = (gpGlobals->curtime - m_flFinishedTime);
		float flTimeToBlend = min( 2.0, m_flFinishedTime - m_flStartTime ); 
 		float flBlendPerc = 1.0 - clamp( flCurTime / flTimeToBlend, 0, 1 );

		//Msg("OUT: CurTime %.2f, BlendTime: %.2f, Blend: %.3f\n", flCurTime, flTimeToBlend, flBlendPerc );

		// Only do this while we're still moving
		if ( flBlendPerc > 0 )
		{
			// Figure out the current view position
			Vector vecPlayerPos = pPlayer->EyePosition();
			Vector vecToPosition = (m_vecFinishOrigin - vecPlayerPos); 
			Vector vecCurEye = pPlayer->EyePosition() + (vecToPosition * flBlendPerc);
			m_hViewPositionMover->SetAbsOrigin( vecCurEye ); 

			if ( m_hViewTarget )
			{
				Quaternion quatFinish;
				Quaternion quatOriginal;
				Quaternion quatCurrent;
				AngleQuaternion( m_vecOriginalAngles, quatOriginal );
				AngleQuaternion( m_vecFinishAngles, quatFinish );
				QuaternionSlerp( quatFinish, quatOriginal, 1.0 - flBlendPerc, quatCurrent );
				QAngle angCurrent;
				QuaternionAngles( quatCurrent, angCurrent );
				m_hViewPositionMover->SetAbsAngles( angCurrent );
			}

			SetNextThink( gpGlobals->curtime, s_pCommentaryUpdateViewThink );
			return;
		}

		pPlayer->SnapEyeAngles( m_hViewPositionMover->GetAbsAngles() );
	}

	// We're done
	CleanupPostCommentary();

	m_bPreventChangesWhileMoving = false;
}
开发者ID:Bubbasacs,项目名称:FinalProj,代码行数:52,代码来源:commentarysystem.cpp

示例15: CleanCatchAndThrow

void CNPC_Dog::CleanCatchAndThrow( bool bClearTimers )
{
	if ( m_hPhysicsEnt )
	{
		if ( m_bHasObject == true )
		{
			IPhysicsObject *pPhysObj = m_hPhysicsEnt->VPhysicsGetObject();

			m_hPhysicsEnt->SetParent( NULL );
			m_hPhysicsEnt->SetOwnerEntity( NULL );

			Vector vGunPos;
			QAngle angGunAngles;
			GetAttachment( m_iPhysGunAttachment, vGunPos, angGunAngles );

			if ( pPhysObj )
			{
				pPhysObj->Wake();
				pPhysObj->RemoveShadowController();
				pPhysObj->SetPosition( vGunPos, angGunAngles, true );
			}
			else
			{
				Warning( "CleanCatchAndThrow:   m_hPhysicsEnt->VPhysicsGetObject == NULL!\n" );
			}

			m_hPhysicsEnt->SetMoveType( (MoveType_t)m_iContainerMoveType );

			if ( pPhysObj )
			{
				pPhysObj->RecheckCollisionFilter();
			}
	
			ClearBeams();
		}
		
		m_hPhysicsEnt = NULL;
	}

	if ( bClearTimers == true )
	{
		 m_bDoCatchThrowBehavior = false;
		 m_bDoWaitforObjectBehavior = false;
		 m_flTimeToCatch = 0.0f;
		 m_flNextSwat = 0.0f;

		 SetCondition( COND_DOG_LOST_PHYSICS_ENTITY );
	}
}
开发者ID:WorldGamers,项目名称:Mobile-Forces-Source,代码行数:49,代码来源:npc_dog.cpp


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