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C++ EMIT_SOUND_DYN函數代碼示例

本文整理匯總了C++中EMIT_SOUND_DYN函數的典型用法代碼示例。如果您正苦於以下問題:C++ EMIT_SOUND_DYN函數的具體用法?C++ EMIT_SOUND_DYN怎麽用?C++ EMIT_SOUND_DYN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EMIT_SOUND_DYN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: StudioFrameAdvance

void CBaseTurret::Retire(void)
{
	// make the turret level
	m_vecGoalAngles.x = 0;
	m_vecGoalAngles.y = m_flStartYaw;

	pev->nextthink = gpGlobals->time + 0.1;

	StudioFrameAdvance( );

	EyeOff( );

	if (!MoveTurret())
	{
		if (m_iSpin)
		{
			SpinDownCall();
		}
		else if (pev->sequence != TURRET_ANIM_RETIRE)
		{
			SetTurretAnim(TURRET_ANIM_RETIRE);
			EMIT_SOUND_DYN(ENT(pev), CHAN_BODY, this->GetDeploySound(), TURRET_MACHINE_VOLUME, ATTN_NORM, 0, 120);
			SUB_UseTargets( this, USE_OFF, 0 );
		}
		else if (m_fSequenceFinished) 
		{	
			m_iOn = 0;
			m_flLastSight = 0;
			SetTurretAnim(TURRET_ANIM_NONE);
			pev->maxs.z = m_iRetractHeight;
			pev->mins.z = -m_iRetractHeight;
			UTIL_SetSize(pev, pev->mins, pev->maxs);
			if (m_iAutoStart)
			{
				SetThink(&CBaseTurret::AutoSearchThink);		
				pev->nextthink = gpGlobals->time + .1;
			}
			else
				SetThink(&CBaseTurret::SUB_DoNothing);
		}
	}
	else
	{
		SetTurretAnim(TURRET_ANIM_SPIN);
	}
}
開發者ID:Arkshine,項目名稱:NS,代碼行數:46,代碼來源:turret.cpp

示例2: EMIT_SOUND_DYN

//=========================================================
// Materialize - make a CBasePlayerItem visible and tangible
//=========================================================
void CBasePlayerItem::Materialize( void )
{
	if ( pev->effects & EF_NODRAW )
	{
		// changing from invisible state to visible.
		EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "items/suitchargeok1.wav", 1, ATTN_NORM, 0, 150 );
		pev->effects &= ~EF_NODRAW;
		pev->effects |= EF_MUZZLEFLASH;
	}

	pev->solid = SOLID_TRIGGER;

	UTIL_SetOrigin( this, pev->origin );// link into world.
	SetTouch(&CBasePlayerItem::DefaultTouch);
	SetThink (NULL);

}
開發者ID:fmoraw,項目名稱:SpiritOfHalfLife,代碼行數:20,代碼來源:weapons.cpp

示例3: RANDOM_FLOAT

BOOL CSqueak::Deploy( )
{
	// play hunt sound
	float flRndSound = RANDOM_FLOAT ( 0 , 1 );

#ifndef CLIENT_DLL
	EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, gameplayMods::snarkPenguins.isActive() ? RANDOM_SOUND_ARRAY( pPinguHuntSounds ) : RANDOM_SOUND_ARRAY_PAYNED_PAIN_MONSTER( pHuntSounds ), 1, ATTN_NORM, 0, 100 );
#endif // !CLIENT_DLL

	m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME;

	if ( gameplayMods::snarkPenguins.isActive() ) {
		return DefaultDeploy( "models/v_pingu.mdl", "models/p_squeak.mdl", SQUEAK_UP, "squeak" );
	} else {
		return DefaultDeploy( "models/v_squeak.mdl", "models/p_squeak.mdl", SQUEAK_UP, "squeak" );
	}
}
開發者ID:suXinjke,項目名稱:HalfPayne,代碼行數:17,代碼來源:squeakgrenade.cpp

示例4: EMIT_SOUND_DYN

BOOL CPython::Deploy( )
{
#ifdef CLIENT_DLL
	if ( bIsMultiplayer() )
#else
	if ( g_pGameRules->IsMultiplayer() )
#endif
	{
		// enable laser sight geometry.
		pev->body = 1;
	}
	else
	{
		pev->body = 0;
	}
	EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/weapon_deploy.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 93 + RANDOM_LONG(0,0xF));
	return DefaultDeploy( "models/weapons/357/v_357.mdl", "models/weapons/357/p_357.mdl", PYTHON_DRAW, "python", UseDecrement(), pev->body );
}
開發者ID:JoelTroch,項目名稱:am_src_rebirth,代碼行數:18,代碼來源:wep_hl_python.cpp

示例5: SetTurretAnim

void CTurret::SpinDownCall(void)
{
	if (m_iSpin)
	{
		SetTurretAnim( TURRET_ANIM_SPIN );
		if (pev->framerate == 1.0)
		{
			EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, "turret/tu_active2.wav", 0, 0, SND_STOP, 100);
			EMIT_SOUND(ENT(pev), CHAN_ITEM, "turret/tu_spindown.wav", TURRET_MACHINE_VOLUME, ATTN_NORM);
		}
		pev->framerate -= 0.02;
		if (pev->framerate <= 0)
		{
			pev->framerate = 0;
			m_iSpin = 0;
		}
	}
}
開發者ID:suXinjke,項目名稱:HalfPayne,代碼行數:18,代碼來源:turret.cpp

示例6: switch

void CAWP::SecondaryAttack()
{
    switch( m_pPlayer->m_iFOV )
    {
        case 90 : m_pPlayer->m_iFOV = m_pPlayer->pev->fov = 40;
        case 40 : m_pPlayer->m_iFOV = m_pPlayer->pev->fov = 10;
        case 10 : m_pPlayer->m_iFOV = m_pPlayer->pev->fov = 90;
    }
    
    /*! @todo: Implements this :
    if( TheBots )
        TheBots->OnEvent( EVENT_WEAPON_ZOOMED, m_pPlayer->pev, NULL ); */
    
    m_pPlayer->ResetMaxSpeed();

    EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/zoom.wav", VOL_NORM, 2.4, 0, ATTN_NORM );
    m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.3;
}
開發者ID:johndrinkwater,項目名稱:CSSDK,代碼行數:18,代碼來源:wpn_awp.cpp

示例7: UTIL_MakeVectors

void CMGargantua::StompAttack( void )
{
	TraceResult trace;

	UTIL_MakeVectors( pev->angles );
	Vector vecStart = pev->origin + Vector(0,0,60) + 35 * gpGlobals->v_forward;
	Vector vecAim = ShootAtEnemy( vecStart );
	Vector vecEnd = (vecAim * 1024) + vecStart;

	UTIL_TraceLine( vecStart, vecEnd, ignore_monsters, edict(), &trace );
	CStomp::StompCreate( vecStart, trace.vecEndPos, 0 );
	UTIL_ScreenShake( pev->origin, 12.0, 100.0, 2.0, 1000 );
	EMIT_SOUND_DYN ( edict(), CHAN_WEAPON, pStompSounds[ RANDOM_LONG(0,ARRAYSIZE(pStompSounds)-1) ], 1.0, ATTN_GARG, 0, PITCH_NORM + RANDOM_LONG(-10,10) );

	UTIL_TraceLine( pev->origin, pev->origin - Vector(0,0,20), ignore_monsters, edict(), &trace );
	if ( trace.flFraction < 1.0 )
		UTIL_DecalTrace( &trace, DECAL_GARGSTOMP1 );
}
開發者ID:ET-NiK,項目名稱:amxxgroup,代碼行數:18,代碼來源:gargantua.cpp

示例8: RampPitchVol

void CFuncRotating :: RampPitchVol( void )
{
	// calc volume and pitch as % of maximum vol and pitch.
	float fpct = fabs( GetLocalAvelocity().Length() ) / m_flMaxSpeed;
	float fvol = bound( 0.0f, m_flVolume * fpct, 1.0f ); // slowdown volume ramps down to 0

	float fpitch = FANPITCHMIN + ( FANPITCHMAX - FANPITCHMIN ) * fpct;	
	
	int pitch = bound( 0, fpitch, 255 );

	if( pitch == PITCH_NORM )
	{
		pitch = PITCH_NORM - 1;
	}

	// change the fan's vol and pitch
	EMIT_SOUND_DYN( edict(), CHAN_STATIC, STRING( pev->noise3 ), fvol, m_flAttenuation, SND_CHANGE_PITCH|SND_CHANGE_VOL, pitch );

}
開發者ID:XashDev,項目名稱:XashXT,代碼行數:19,代碼來源:bmodels.cpp

示例9: abs

/* <1e8f9> ../cstrike/dlls/bmodels.cpp:540 */
void CFuncRotating::RampPitchVol(int fUp)
{
	Vector vecAVel = pev->avelocity;
	float_precision vecCur;
	float_precision vecFinal;
	float_precision fpct;
	float fvol;
	float fpitch;
	int pitch;

	// get current angular velocity
	vecCur = abs((int)(vecAVel.x != 0 ? vecAVel.x : (vecAVel.y != 0 ? vecAVel.y : vecAVel.z)));

	// get target angular velocity
	vecFinal = (pev->movedir.x != 0 ? pev->movedir.x : (pev->movedir.y != 0 ? pev->movedir.y : pev->movedir.z));
	vecFinal *= pev->speed;
	vecFinal = abs((int)vecFinal);

	// calc volume and pitch as % of final vol and pitch
	fpct = vecCur / vecFinal;

	//if (fUp)
	//{
	//	// spinup volume ramps up from 50% max vol
	//	fvol = m_flVolume * (0.5 + fpct/2.0);
	//}
	//else
	{
		// slowdown volume ramps down to 0
		fvol = m_flVolume * fpct;
	}

	fpitch = FANPITCHMIN + (FANPITCHMAX - FANPITCHMIN) * fpct;

	pitch = (int)fpitch;
	if (pitch == PITCH_NORM)
	{
		pitch = PITCH_NORM - 1;
	}

	// change the fan's vol and pitch
	EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseRunning), fvol, m_flAttenuation, (SND_CHANGE_PITCH | SND_CHANGE_VOL), pitch);
}
開發者ID:Arkshine,項目名稱:ReGameDLL_CS,代碼行數:44,代碼來源:bmodels.cpp

示例10: EMIT_SOUND_DYN

void CDisplacer::PrimaryAttack()
{
	int flags;
	flags = 0;

	if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] < DISPLACER_PRIMARY_USAGE)
	{
		EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "buttons/button11.wav", 1.0, ATTN_NORM, 0, PITCH_NORM);
		m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
		return;
	}
	m_iSecondaryMode = TRUE;
	pev->nextthink = gpGlobals->time + 1.05;
	m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.05;
	SetThink( &CDisplacer::FireThink );

	m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.20;
	PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usSpinDisplacer, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, m_iBeam, 0, m_iSecondaryMode); 
}
開發者ID:Fograin,項目名稱:hl-subsmod-ex,代碼行數:19,代碼來源:weapon_displacer.cpp

示例11: StartTask

void CHeadCrab :: StartTask ( Task_t *pTask )
{
	m_iTaskStatus = TASKSTATUS_RUNNING;

	switch ( pTask->iTask )
	{
	case TASK_RANGE_ATTACK1:
		{
			EMIT_SOUND_DYN( edict(), CHAN_WEAPON, pAttackSounds[0], GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() );
			m_IdealActivity = ACT_RANGE_ATTACK1;
			SetTouch ( LeapTouch );
			break;
		}
	default:
		{
			CBaseMonster :: StartTask( pTask );
		}
	}
}
開發者ID:FaucetDC,項目名稱:HLDC_SDK,代碼行數:19,代碼來源:headcrab.cpp

示例12: UTIL_PointContents

void CShockBeam::Explode()
{
	const Contents contents = UTIL_PointContents( GetAbsOrigin() );

	if( m_pSprite )
	{
		UTIL_Remove( m_pSprite );
		m_pSprite = nullptr;
	}

	if( m_pBeam1 )
	{
		UTIL_Remove( m_pBeam1 );
		m_pBeam1 = nullptr;
	}

	if( m_pBeam2 )
	{
		UTIL_Remove( m_pBeam2 );
		m_pBeam2 = nullptr;
	}

	SetDamage( 40 );

	MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, GetAbsOrigin() );
	WRITE_BYTE( TE_DLIGHT );
	WRITE_COORD_VECTOR( GetAbsOrigin() );
	WRITE_BYTE( 8 );
	WRITE_BYTE( 0 );
	WRITE_BYTE( 253 );
	WRITE_BYTE( 253 );
	WRITE_BYTE( 5 );
	WRITE_BYTE( 10 );
	MESSAGE_END();

	SetOwner( nullptr );

	EMIT_SOUND_DYN(
		this, CHAN_WEAPON,
		"weapons/shock_impact.wav",
		UTIL_RandomFloat( 0.8, 0.9 ), ATTN_NORM, 0, PITCH_NORM );
}
開發者ID:swmpdg,項目名稱:HLEnhanced,代碼行數:42,代碼來源:CShockBeam.cpp

示例13: EMIT_SOUND_DYN

BOOL CUsas::Deploy( )
{
#ifdef CLIENT_DLL
	if ( bIsMultiplayer() )
#else
	if ( g_pGameRules->IsMultiplayer() )
#endif
	{
		// enable laser sight geometry.
		pev->body = 3;
	}
	else
	{
		pev->body = 0;
	}

	EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/weapon_deploy.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 93 + RANDOM_LONG(0,0xF));
	m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1.1;
	return DefaultDeploy( "models/weapons/USAS/v_USAS.mdl", "models/weapons/USAS/p_USAS.mdl", USAS_DEPLOY, "xm4", UseDecrement(), pev->body );
}
開發者ID:JoelTroch,項目名稱:am_src_rebirth,代碼行數:20,代碼來源:wep_usas.cpp

示例14: SetTouch

void CDiscwarPowerup::PowerupTouch(CBaseEntity *pOther)
{
	if(!pOther->IsPlayer())
		return;

	CBasePlayer *pPlayer = (CBasePlayer *)pOther;

	// Give the powerup to the player
	pPlayer->GivePowerup(m_iPowerupType);
	m_hPlayerIGaveTo = pPlayer;
	SetTouch(NULL);
	pev->effects |= EF_NODRAW;

	// Choose another powerup soon
	SetThink(&CDiscwarPowerup::ChoosePowerupThink);
	pev->nextthink = gpGlobals->time + DISC_POWERUP_RESPAWN_TIME;

	// Play the powerup sound
	EMIT_SOUND_DYN(pOther->edict(), CHAN_STATIC, "powerup.wav", 1.0, ATTN_NORM, 0, 98 + RANDOM_LONG(0, 3));
}
開發者ID:Sh1ft0x0EF,項目名稱:HLSDKRevamp,代碼行數:20,代碼來源:disc_powerups.cpp

示例15: ResetEmptySound

void CM3::WeaponIdle( void )
{
	ResetEmptySound( );

	m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );

	if ( m_flPumpTime && m_flPumpTime < gpGlobals->time )
	{
		// play pumping sound
		EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/scock1.wav", 1, ATTN_NORM, 0, 95 + RANDOM_LONG(0,0x1f));
		m_flPumpTime = 0;
	}

	if (m_flTimeWeaponIdle <  UTIL_WeaponTimeBase() )
	{
		if (m_iClip == 0 && m_fInSpecialReload == 0 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
		{
			Reload( );
		}
		else if (m_fInSpecialReload != 0)
		{
			if (m_iClip != 8 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
			{
				Reload( );
			}
			else
			{
				// reload debounce has timed out
				SendWeaponAnim( M3_AFTER_RELOAD );
				
				m_fInSpecialReload = 0;
				m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.5;
			}
		}
		else
		{
			m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (60.0/12.0);
			SendWeaponAnim( M3_IDLE1 );
		}
	}
}
開發者ID:mittorn,項目名稱:csdm,代碼行數:41,代碼來源:wpn_m3.cpp


注:本文中的EMIT_SOUND_DYN函數示例由純淨天空整理自Github/MSDocs等開源代碼及文檔管理平台,相關代碼片段篩選自各路編程大神貢獻的開源項目,源碼版權歸原作者所有,傳播和使用請參考對應項目的License;未經允許,請勿轉載。