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C++ game_import_t::unlinkentity方法代码示例

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


在下文中一共展示了game_import_t::unlinkentity方法的1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: G_RunFrame

void G_RunFrame( int levelTime ) {
	int			i;
	gentity_t	*ent;
	int			msec;
	int			ents_inuse=0; // someone's gonna be pissed I put this here...
#if	AI_TIMERS
	AITime = 0;
	navTime = 0;
#endif//	AI_TIMERS
	
	level.framenum++;
	level.previousTime = level.time;
	level.time = levelTime;
	msec = level.time - level.previousTime;
	
	NAV_CheckCalcPaths();
	//ResetTeamCounters();
	
	AI_UpdateGroups();

	if ( d_altRoutes->integer )
	{
		navigator.CheckAllFailedEdges();
	}
	navigator.ClearCheckedNodes();

	//remember last waypoint, clear current one
//	for ( i = 0, ent = &g_entities[0]; i < globals.num_entities ; i++, ent++) 
	for ( i = 0; i < globals.num_entities ; i++) 
	{
//		if ( !ent->inuse )
//			continue;

		if(!PInUse(i))
			continue;
		
		ent = &g_entities[i];
	
		if ( ent->waypoint != WAYPOINT_NONE 
			&& ent->noWaypointTime < level.time )
		{
			ent->lastWaypoint = ent->waypoint;
			ent->waypoint = WAYPOINT_NONE;
		}
		if ( d_altRoutes->integer )
		{
			navigator.CheckFailedNodes( ent );
		}
	}

	//Look to clear out old events
	ClearPlayerAlertEvents();

	//Run the frame for all entities
//	for ( i = 0, ent = &g_entities[0]; i < globals.num_entities ; i++, ent++)
	for ( i = 0; i < globals.num_entities ; i++) 
	{
//		if ( !ent->inuse )
//			continue;

		if(!PInUse(i))
			continue;
		ents_inuse++;
		ent = &g_entities[i];

		// clear events that are too old
		if ( level.time - ent->eventTime > EVENT_VALID_MSEC ) {
			if ( ent->s.event ) {
				ent->s.event = 0;	// &= EV_EVENT_BITS;
				if ( ent->client ) {
					ent->client->ps.externalEvent = 0;
				}
			}
			if ( ent->freeAfterEvent ) {
				// tempEntities or dropped items completely go away after their event
				G_FreeEntity( ent );
				continue;
			} else if ( ent->unlinkAfterEvent ) {
				// items that will respawn will hide themselves after their pickup event
				ent->unlinkAfterEvent = qfalse;
				gi.unlinkentity( ent );
			}
		}

		// temporary entities don't think
		if ( ent->freeAfterEvent )
			continue;

		G_CheckTasksCompleted(ent);

		G_Roff( ent );

		if( !ent->client )
		{
			if ( !(ent->svFlags & SVF_SELF_ANIMATING) )
			{//FIXME: make sure this is done only for models with frames?
				//Or just flag as animating?
				if ( ent->s.eFlags & EF_ANIM_ONCE )
				{
					ent->s.frame++;
//.........这里部分代码省略.........
开发者ID:5Quintessential,项目名称:jedioutcast,代码行数:101,代码来源:g_main.cpp


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