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C++ QAngle::Random方法代码示例

本文整理汇总了C++中QAngle::Random方法的典型用法代码示例。如果您正苦于以下问题:C++ QAngle::Random方法的具体用法?C++ QAngle::Random怎么用?C++ QAngle::Random使用的例子?那么恭喜您, 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QAngle的用法示例。


在下文中一共展示了QAngle::Random方法的4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: ApplyErrorToAngle

static void ApplyErrorToAngle(QAngle* angles, float margin)
{
	QAngle error;
	error.Random(-1.0f, 1.0f);
	error *= margin;
	angles->operator+=(error);
}
开发者ID:zig-lh,项目名称:AimTux,代码行数:7,代码来源:aimbot.cpp

示例2: GetAbsVelocity

//------------------------------------------------------------------------------
// Pow!
//------------------------------------------------------------------------------
void CPropAPC2::ExplodeAndThrowChunk( const Vector &vecExplosionPos )
{
	ExplosionCreate( vecExplosionPos, vec3_angle, this, 1000, 500.0f, 
		SF_ENVEXPLOSION_NODAMAGE | SF_ENVEXPLOSION_NOSPARKS | SF_ENVEXPLOSION_NODLIGHTS	|
		SF_ENVEXPLOSION_NOSMOKE  | SF_ENVEXPLOSION_NOFIREBALLSMOKE, 0 );
	UTIL_ScreenShake( vecExplosionPos, 25.0, 150.0, 1.0, 750.0f, SHAKE_START );

	// Drop a flaming, smoking chunk.
	CGib *pChunk = CREATE_ENTITY( CGib, "gib" );
	pChunk->Spawn( "models/gibs/hgibs.mdl" );
	pChunk->SetBloodColor( DONT_BLEED );

	QAngle vecSpawnAngles;
	vecSpawnAngles.Random( -90, 90 );
	pChunk->SetAbsOrigin( vecExplosionPos );
	pChunk->SetAbsAngles( vecSpawnAngles );

	int nGib = random->RandomInt( 0, APC_MAX_CHUNKS - 1 );
	pChunk->Spawn( s_pChunkModelName[nGib] );
	pChunk->SetOwnerEntity( this );
	pChunk->m_lifeTime = random->RandomFloat( 6.0f, 8.0f );
	pChunk->SetCollisionGroup( COLLISION_GROUP_DEBRIS );
	IPhysicsObject *pPhysicsObject = pChunk->VPhysicsInitNormal( SOLID_VPHYSICS, pChunk->GetSolidFlags(), false );
	
	// Set the velocity
	if ( pPhysicsObject )
	{
		pPhysicsObject->EnableMotion( true );
		Vector vecVelocity;

		QAngle angles;
		angles.x = random->RandomFloat( -40, 0 );
		angles.y = random->RandomFloat( 0, 360 );
		angles.z = 0.0f;
		AngleVectors( angles, &vecVelocity );
		
		vecVelocity *= random->RandomFloat( 300, 900 );
		vecVelocity += GetAbsVelocity();

		AngularImpulse angImpulse;
		angImpulse = RandomAngularImpulse( -180, 180 );

		pChunk->SetAbsVelocity( vecVelocity );
		pPhysicsObject->SetVelocity(&vecVelocity, &angImpulse );
		}

	CEntityFlame *pFlame = CEntityFlame::Create( pChunk, false );
	if ( pFlame != NULL )
	{
		pFlame->SetLifetime( pChunk->m_lifeTime );
	}
	pChunk->Dissolve( NULL, gpGlobals->curtime, false, ENTITY_DISSOLVE_NORMAL );
}
开发者ID:WorldGamers,项目名称:Mobile-Forces-Source,代码行数:56,代码来源:vehicle_apc2.cpp

示例3: Event_Killed

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CPropAPC::Event_Killed( const CTakeDamageInfo &info )
{
	m_OnDeath.FireOutput( info.GetAttacker(), this );

	Vector vecAbsMins, vecAbsMaxs;
	CollisionProp()->WorldSpaceAABB( &vecAbsMins, &vecAbsMaxs );

	Vector vecNormalizedMins, vecNormalizedMaxs;
	CollisionProp()->WorldToNormalizedSpace( vecAbsMins, &vecNormalizedMins );
	CollisionProp()->WorldToNormalizedSpace( vecAbsMaxs, &vecNormalizedMaxs );

	Vector vecAbsPoint;
	CPASFilter filter( GetAbsOrigin() );
	for (int i = 0; i < 5; i++)
	{
		CollisionProp()->RandomPointInBounds( vecNormalizedMins, vecNormalizedMaxs, &vecAbsPoint );
		te->Explosion( filter, random->RandomFloat( 0.0, 1.0 ),	&vecAbsPoint, 
			g_sModelIndexFireball, random->RandomInt( 4, 10 ), 
			random->RandomInt( 8, 15 ), 
			( i < 2 ) ? TE_EXPLFLAG_NODLIGHTS : TE_EXPLFLAG_NOPARTICLES | TE_EXPLFLAG_NOFIREBALLSMOKE | TE_EXPLFLAG_NODLIGHTS,
			100, 0 );
	}

	// TODO: make the gibs spawn in sync with the delayed explosions
	int nGibs = random->RandomInt( 1, 4 );
	for ( int i = 0; i < nGibs; i++)
	{
		// Throw a flaming, smoking chunk.
		CGib *pChunk = CREATE_ENTITY( CGib, "gib" );
		pChunk->Spawn( "models/gibs/hgibs.mdl" );
		pChunk->SetBloodColor( DONT_BLEED );

		QAngle vecSpawnAngles;
		vecSpawnAngles.Random( -90, 90 );
		pChunk->SetAbsOrigin( vecAbsPoint );
		pChunk->SetAbsAngles( vecSpawnAngles );

		int nGib = random->RandomInt( 0, APC_MAX_CHUNKS - 1 );
		pChunk->Spawn( s_pChunkModelName[nGib] );
		pChunk->SetOwnerEntity( this );
		pChunk->m_lifeTime = random->RandomFloat( 6.0f, 8.0f );
		pChunk->SetCollisionGroup( COLLISION_GROUP_DEBRIS );
		IPhysicsObject *pPhysicsObject = pChunk->VPhysicsInitNormal( SOLID_VPHYSICS, pChunk->GetSolidFlags(), false );
		
		// Set the velocity
		if ( pPhysicsObject )
		{
			pPhysicsObject->EnableMotion( true );
			Vector vecVelocity;

			QAngle angles;
			angles.x = random->RandomFloat( -20, 20 );
			angles.y = random->RandomFloat( 0, 360 );
			angles.z = 0.0f;
			AngleVectors( angles, &vecVelocity );
			
			vecVelocity *= random->RandomFloat( 300, 900 );
			vecVelocity += GetAbsVelocity();

			AngularImpulse angImpulse;
			angImpulse = RandomAngularImpulse( -180, 180 );

			pChunk->SetAbsVelocity( vecVelocity );
			pPhysicsObject->SetVelocity(&vecVelocity, &angImpulse );
		}

		CEntityFlame *pFlame = CEntityFlame::Create( pChunk, false );
		if ( pFlame != NULL )
		{
			pFlame->SetLifetime( pChunk->m_lifeTime );
		}
	}

	UTIL_ScreenShake( vecAbsPoint, 25.0, 150.0, 1.0, 750.0f, SHAKE_START );

	if( hl2_episodic.GetBool() )
	{
		// EP1 perf hit
		Ignite( 6, false );
	}
	else
	{
		Ignite( 60, false );
	}

	m_lifeState = LIFE_DYING;

	// Spawn a lesser amount if the player is close
	m_iRocketSalvoLeft = DEATH_VOLLEY_ROCKET_COUNT;
	m_flRocketTime = gpGlobals->curtime;
}
开发者ID:paralin,项目名称:hl2sdk,代码行数:94,代码来源:vehicle_apc.cpp

示例4: Update

//-----------------------------------------------------------------------------
// Purpose: 
// Input  : fTimeDelta - 
//-----------------------------------------------------------------------------
void C_ExtinguisherJet::Update( float fTimeDelta )
{
	if ( m_bEmit == false )
		return;

	C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();

	if ( m_bUseMuzzlePoint )
	{
		C_BaseViewModel *vm = player ? player->GetViewModel( 0 ) : NULL;

		if ( vm )
		{
			int iAttachment = vm->LookupAttachment( "muzzle" );
			Vector origin;
			QAngle angles;
			vm->GetAttachment( iAttachment, origin, angles );

			Assert( !GetMoveParent() );
			SetLocalOrigin( origin );
			SetLocalAngles( angles );
		}
	}

	trace_t	tr;
	Vector	shotDir, vRight, vUp;

	AngleVectors( GetAbsAngles(), &shotDir, &vRight, &vUp );
	
	//FIXME: Muzzle point is incorrect on the model!
	if ( m_bUseMuzzlePoint )
	{
		shotDir.Negate();
	}

	Vector	endPoint = GetAbsOrigin() + ( shotDir * 150.0f );
	
	UTIL_TraceLine( GetAbsOrigin(), endPoint, MASK_SHOT, NULL, COLLISION_GROUP_NONE, &tr );

	bool	hitWall = ( tr.fraction < 1.0f );

	//Add normal jet
	if ( m_pEmitter.IsValid() )
	{
		SimpleParticle	*pParticle;

		m_pEmitter->SetSortOrigin( GetAbsOrigin() );
	
		float tempDelta = fTimeDelta;
		
		//FIXME: All particles need to be within this loop
		while( m_ParticleSpawn.NextEvent( tempDelta ) )
		{
			pParticle = (SimpleParticle *) m_pEmitter->AddParticle( sizeof(SimpleParticle), m_MaterialHandle, GetAbsOrigin() );

			if ( pParticle )
			{
				pParticle->m_flDieTime	= 0.2f;
				pParticle->m_flLifetime	= 0.0f;
				
				pParticle->m_flRoll		= random->RandomInt( 0, 360 );
				pParticle->m_flRollDelta= random->RandomFloat( -4.0f, 4.0f );
				
				pParticle->m_uchStartSize	= 1;
				pParticle->m_uchEndSize		= random->RandomInt( 32, 48 );
				pParticle->m_uchStartAlpha	= random->RandomInt( 128, 164 );
				pParticle->m_uchEndAlpha	= 0;
				
				int	cScale = random->RandomInt( 192, 255 );
				pParticle->m_uchColor[0]	= cScale;
				pParticle->m_uchColor[1]	= cScale;
				pParticle->m_uchColor[2]	= cScale;

				Vector	dir;
				QAngle  ofsAngles;

				ofsAngles.Random( -8.0f, 8.0f );
				ofsAngles += GetAbsAngles();

				AngleVectors( ofsAngles, &dir );

				if ( m_bUseMuzzlePoint )
				{
					dir.Negate();
				}

				pParticle->m_vecVelocity	= dir * random->RandomInt( 400, 800 );
			}

			//Add muzzle effect
			pParticle = (SimpleParticle *) m_pEmitter->AddParticle( sizeof(SimpleParticle), m_MaterialHandle, GetAbsOrigin() );

			if ( pParticle )
			{
				pParticle->m_flDieTime	= 0.1f;
				pParticle->m_flLifetime	= 0.0f;
//.........这里部分代码省略.........
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:101,代码来源:c_extinguisher.cpp


注:本文中的QAngle::Random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。