本文整理匯總了C++中BecomeExplosion1函數的典型用法代碼示例。如果您正苦於以下問題:C++ BecomeExplosion1函數的具體用法?C++ BecomeExplosion1怎麽用?C++ BecomeExplosion1使用的例子?那麽, 這裏精選的函數代碼示例或許可以為您提供幫助。
在下文中一共展示了BecomeExplosion1函數的15個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的C++代碼示例。
示例1: doppleganger_timeout
void
doppleganger_timeout(edict_t *self)
{
if (self->teamchain)
{
BecomeExplosion1(self->teamchain);
}
BecomeExplosion1(self);
}
示例2: mass
/*QUAKED func_explosive (0 .5 .8) ? Trigger_Spawn ANIMATED ANIMATED_FAST
Any brush that you want to explode or break apart. If you want an
ex0plosion, set dmg and it will do a radius explosion of that amount
at the center of the bursh.
If targeted it will not be shootable.
health defaults to 100.
mass defaults to 75. This determines how much debris is emitted when
it explodes. You get one large chunk per 100 of mass (up to 8) and
one small chunk per 25 of mass (up to 16). So 800 gives the most.
*/
void func_explosive_explode(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
vec3_t origin;
vec3_t chunkorigin;
vec3_t size;
int count;
int mass;
// bmodel origins are (0 0 0), we need to adjust that here
VectorScale(self->size, 0.5f, size);
VectorAdd(self->absmin, size, origin);
VectorCopy(origin, self->s.origin);
self->takedamage = DAMAGE_NO;
if (self->dmg)
T_RadiusDamage(self, attacker, self->dmg, NULL, self->dmg + 40, MOD_EXPLOSIVE);
VectorSubtract(self->s.origin, inflictor->s.origin, self->velocity);
VectorNormalize(self->velocity);
VectorScale(self->velocity, 150, self->velocity);
// start chunks towards the center
VectorScale(size, 0.5f, size);
mass = self->mass;
if (!mass)
mass = 75;
// big chunks
if (mass >= 100) {
count = mass / 100;
if (count > 8)
count = 8;
while (count--) {
chunkorigin[0] = origin[0] + crandom() * size[0];
chunkorigin[1] = origin[1] + crandom() * size[1];
chunkorigin[2] = origin[2] + crandom() * size[2];
ThrowDebris(self, "models/objects/debris1/tris.md2", 1, chunkorigin);
}
}
// small chunks
count = mass / 25;
if (count > 16)
count = 16;
while (count--) {
chunkorigin[0] = origin[0] + crandom() * size[0];
chunkorigin[1] = origin[1] + crandom() * size[1];
chunkorigin[2] = origin[2] + crandom() * size[2];
ThrowDebris(self, "models/objects/debris2/tris.md2", 2, chunkorigin);
}
G_UseTargets(self, attacker);
if (self->dmg)
BecomeExplosion1(self);
else
G_FreeEdict(self);
}
示例3: model_die
void model_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
edict_t *e, *next;
e = self->movewith_next;
while(e) {
next = e->movewith_next;
if(e->solid == SOLID_NOT) {
e->nextthink = 0;
G_FreeEdict(e);
} else
BecomeExplosion1 (e);
e = next;
}
BecomeExplosion1(self);
}
示例4: fixbot_die
void fixbot_die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
gi.sound (self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
BecomeExplosion1(self);
// shards
}
示例5: sphere_think_explode
// =================
// =================
void sphere_think_explode (edict_t *self)
{
if(self->owner && self->owner->client && !(self->spawnflags & SPHERE_DOPPLEGANGER))
{
self->owner->client->owned_sphere = NULL;
}
BecomeExplosion1 (self);
}
示例6: hover_deadthink
void hover_deadthink(edict_t *self)
{
if (!self->groundentity && level.time < self->timestamp) {
self->nextthink = level.time + FRAMETIME;
return;
}
BecomeExplosion1(self);
}
示例7: supplystation_explode
void supplystation_explode (edict_t *self, char *message)
{
if (self->creator && self->creator->inuse)
{
safe_cprintf(self->creator, PRINT_HIGH, message);
self->creator->supplystation = NULL;
T_RadiusDamage(self, self->creator, 150, self, 150, MOD_SUPPLYSTATION);
}
BecomeExplosion1(self);
}
示例8: base_die
void base_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
if (self->creator && self->creator->inuse)
{
self->creator->num_sentries--;
if (self->creator->num_sentries < 0)
self->creator->num_sentries = 0;
}
BecomeExplosion1(self);
}
示例9: base_think
void base_think (edict_t *self)
{
// make sure sentry has settled down
if (!minisentry_checkposition(self))
{
BecomeExplosion1(self);
return;
}
self->nextthink = level.time + FRAMETIME;
}
示例10: model_die
void model_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
if(self->deathtarget)
{
self->target = self->deathtarget;
G_UseTargets (self, attacker);
}
train_kill_children(self);
BecomeExplosion1(self);
}
示例11: flyer_spawn_gibs
//mxd
void flyer_spawn_gibs(edict_t *self, int damage)
{
for (int n = 0; n < 6; n++)
ThrowGib(self, "models/objects/gibs/sm_metal/tris.md2", damage, GIB_METALLIC);
for (int n = 0; n < 4; n++)
ThrowGib(self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
ThrowGib(self, "models/objects/gibs/skull/tris.md2", damage, GIB_ORGANIC); //mxd
gi.sound(self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
BecomeExplosion1(self);
}
示例12: flyer_die
void flyer_die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
int n;
// Knightmare- gibs!
for (n= 0; n < 4; n++)
ThrowGib (self, "models/objects/gibs/sm_metal/tris.md2", damage, GIB_METALLIC);
for (n= 0; n < 2; n++)
ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
gi.sound (self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
BecomeExplosion1(self);
}
示例13: flyer_die
void
flyer_die(edict_t *self, edict_t *inflictor /* unused */, edict_t *attacker /* unused */,
int damage /* unused */, vec3_t point /* unused */)
{
if (!self)
{
return;
}
gi.sound(self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
BecomeExplosion1(self);
}
示例14: doppleganger_die
void
doppleganger_die(edict_t *self, edict_t *inflictor /* unused */, edict_t *attacker,
int damage, vec3_t point)
{
edict_t *sphere;
float dist;
vec3_t dir;
if (!self || !attacker)
{
return;
}
if ((self->enemy) && (self->enemy != self->teammaster))
{
VectorSubtract(self->enemy->s.origin, self->s.origin, dir);
dist = VectorLength(dir);
if (dist > 768)
{
sphere = Sphere_Spawn(self, SPHERE_HUNTER | SPHERE_DOPPLEGANGER);
sphere->pain(sphere, attacker, 0, 0);
}
else
{
sphere = Sphere_Spawn(self, SPHERE_VENGEANCE | SPHERE_DOPPLEGANGER);
sphere->pain(sphere, attacker, 0, 0);
}
}
if (self->teamchain)
{
BecomeExplosion1(self->teamchain);
}
BecomeExplosion1(self);
}
示例15: RemoveLaserDefense
/*
==========
RemoveLaserDefense
removes all lasers for this entity
==========
*/
void RemoveLaserDefense (edict_t *ent)
{
edict_t *e = NULL;
while((e = G_Find(e, FOFS(classname), "laser_defense_gr")) != NULL) {
if (e && (e->owner == ent))
{
// remove the linked laser
if (e->creator)
G_FreeEdict(e->creator);
// remove the grenade
BecomeExplosion1(e);
}
}
ent->num_lasers = 0;
}