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自学教程:C++ IsDead函数代码示例

51自学网 2021-06-01 21:40:42
  C++
这篇教程C++ IsDead函数代码示例写得很实用,希望能帮到您。

本文整理汇总了C++中IsDead函数的典型用法代码示例。如果您正苦于以下问题:C++ IsDead函数的具体用法?C++ IsDead怎么用?C++ IsDead使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。

在下文中一共展示了IsDead函数的30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,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: UpdateGauge

void Game_Battler::UpdateGauge(int multiplier) {	if (!Exists()) {		if (IsDead()) {			SetGauge(0);		}		return;	}	if (gauge > GetMaxGauge()) {		return;	}	gauge += GetAgi() * multiplier;	//printf("%s: %.2f/n", GetName().c_str(), ((float)gauge / EASYRPG_GAUGE_MAX_VALUE) * 100);}
开发者ID:carstene1ns,项目名称:easyrpg-player,代码行数:15,


示例2: GetStates

void Game_Battler::RemoveBattleStates() {	std::vector<int16_t>& states = GetStates();	// If death is non-permanent change HP to 1	if (IsDead() &&		non_permanent(1)) {		ChangeHp(1);	}	for (size_t i = 0; i < states.size(); ++i) {		if (non_permanent(i + 1)) {			states[i] = 0;		}	}}
开发者ID:Souigetsu,项目名称:Player,代码行数:15,


示例3: tossSingleReduceStates

static void tossSingleReduceStates( a_state *state ){    a_shift_action *saction;    a_sym *shift_sym;    if( IsDead( state ) ) {        return;    }    /* iterate over all shifts in the state */    for( saction = state->trans; (shift_sym = saction->sym) != NULL; ++saction ) {        if( saction->units_checked )            continue;        shiftToSingleReduce( state, saction );    }}
开发者ID:Azarien,项目名称:open-watcom-v2,代码行数:15,


示例4: assert

bool Cell::ReadyToDivide(){    assert(!IsDead());    if (mUndergoingApoptosis || HasCellProperty<ApoptoticCellProperty>())    {        return false;    }    // NOTE - we run the SRN model here first before the CCM    mpSrnModel->SimulateToCurrentTime();    // This in turn runs any simulations within the CCM through ReadyToDivide();    mCanDivide = mpCellCycleModel->ReadyToDivide();    return mCanDivide;}
开发者ID:Chaste,项目名称:Old-Chaste-svn-mirror,代码行数:15,


示例5: SetDead

void C4Effect::ClearAll(int32_t iClearFlag){	// simply remove access all effects recursively, and do removal calls	// this does not regard lower-level effects being added in the removal calls,	// because this could hang the engine with poorly coded effects	if (pNext) pNext->ClearAll(iClearFlag);	if ((Target && !Target->Status) || IsDead()) return;	int32_t iPrevPrio = iPriority;	SetDead();	if (CallStop(iClearFlag, false) == C4Fx_Stop_Deny)	{		// this stop-callback might have deleted the object and then denied its own removal		// must not modify self in this case...		if (Target && !Target->Status) return;		// effect denied to be removed: recover it		iPriority = iPrevPrio;	}	// Update OnFire cache	if (Target && WildcardMatch(C4Fx_AnyFire, GetName()) && IsDead())		if (!Get(C4Fx_AnyFire))			Target->SetOnFire(false);	if (IsDead() && !GetCallbackScript())		Call(P_Destruction, &C4AulParSet(iClearFlag));}
开发者ID:TheBlackJokerDevil,项目名称:openclonk,代码行数:24,


示例6: HandlePassengerKey

void CLocalPlayer::HandlePassengerKey( void ){	// Are we spawned and not dead and not already in a vehicle?	if( IsSpawned() && !IsDead() && !m_pVehicle )	{		//		CNetworkVehicle * pVehicle = NULL;		EntityId seat = 0;		// Get the closest vehicle in range		GetClosestVehicle( &pVehicle, &seat );		CLogFile::Printf( "CLocalPlayer::HandlePassengerKey() - Vehicle: 0x%p, Seat: %d", pVehicle, seat );		// Did we get a closest vehicle and a seat?		if( pVehicle && seat )		{			// Get the old control state			bOldControlState = AreControlsLocked();			// Get the old camera lock state			bOldCameraState = pCore->GetCamera()->IsLocked();			CLogFile::Printf( "CLocalPlayer::HandlePassengerKey() - bOldControlState: %s, bOldCameraState: %s", (bOldControlState ? "true" : "false"), (bOldCameraState ? "true" : "false") );			// Lock the player controls			LockControls( true );			// Set the player state			SetState( PLAYERSTATE_PASSENGER );			CLogFile::Printf( "CLocalPlayer::HandlePassengerKey() - Putting player in passenger seat..." );			// Get in the vehicle			PutInVehicle( pVehicle, seat );			CLogFile::Printf( "CLocalPlayer::HandlePassengerKey() - Done!" );			// Unlock camera control			if( !bOldCameraState ) // checking this because after we put in vehicle, it locks control :(				pCore->GetCamera()->LockControl( false );			// Reset the controls			//*(DWORD *)(m_pPlayerPed->GetPed() + 0x310) = 6;			//LockControls( bState );		}	}}
开发者ID:DarkKlo,项目名称:maf2mp,代码行数:48,


示例7: float

void Player::Update(double currentTime, double elapsedTime){    float current = float(currentTime);    float elapsed = float(elapsedTime);    if (IsDead())    {        TimeUntilRespawn     -= elapsed;        if (TimeUntilRespawn <= 0.0f)        {            // respawn the player.            Velocity[0]       = 0.0f;            Velocity[1]       = 0.0f;            Position[0]       = ViewportWidth  * 0.5f;            Position[1]       = ViewportHeight * 0.5f;            TargetPoint[0]    = ViewportWidth  * 0.5f;            TargetPoint[1]    = ViewportHeight * 0.5f;            TargetVector[0]   = 0.0f;            TargetVector[1]   = 0.0f;            TimeUntilRespawn  = 0.0f;        }    }    else    {        Position[0] += Velocity[0];        Position[1] += Velocity[1];        Position[0]  = clamp(Position[0], 0, ViewportWidth);        Position[1]  = clamp(Position[1], 0, ViewportHeight);        if (CooldownRemaining > 0.0f)        {            CooldownRemaining -= elapsed;        }        else        {            float cos_a = cosf(Orientation);            float sin_a = sinf(Orientation);            float vel_x = 11.0f * cos_a;            float vel_y = 11.0f * sin_a;            float pos_x = Position[0];            float pos_y = Position[1];            Bullet *ent = new Bullet(pos_x, pos_y, vel_x, vel_y);            EntityManager::GetInstance()->Add(ent);            CooldownRemaining  = COOLDOWN_TIME;        }    }    UNUSED_LOCAL(current);}
开发者ID:russellklenk,项目名称:gwbase,代码行数:48,


示例8: PlayerRunHandler

void Player::PlayerRunHandler(Packet* poPacket){	if (IsDead() || GetScene() == NULL)	{		XLog(LEVEL_ERROR, "%s can not run: dead:%d scene:%s/n", m_sName, m_bDead, m_poScene ? "true" : "NULL");		return;	}	uint16_t uPosX = 0;	uint16_t uPosY = 0;	int16_t nSpeedX = 0;	int16_t nSpeedY = 0;	uint32_t uClientMSTime = 0;	g_oPKReader.SetPacket(poPacket);	g_oPKReader >> uPosX >> uPosY >> nSpeedX >> nSpeedY >> uClientMSTime;	//客户端提供的时间值必须大于起始时间值	if (uClientMSTime < m_nClientRunStartMSTime)	{		XLog(LEVEL_ERROR,  "%s sync pos: start run client time invalid/n", m_sName);		Actor::SendSyncPosition();		return;	}	MapConf* poMapConf = m_poScene->GetMapConf();	if (uPosX >= poMapConf->nPixelWidth		|| uPosY >= poMapConf->nPixelHeight		|| poMapConf->IsBlockUnit(uPosX/gnUnitWidth, uPosY/gnUnitHeight))	{		XLog(LEVEL_ERROR, "%s sync pos: start run pos invalid/n", m_sName);		Actor::SendSyncPosition();		return;	}	//正在移动则先更新移动后的新位置	if (m_nRunStartMSTime > 0)	{		Actor::UpdateRunState(m_nRunStartMSTime + uClientMSTime - m_nClientRunStartMSTime);	}	//客户端与服务器坐标误差在一定范围内,则以客户端坐标为准	if (!BattleUtil::IsAcceptablePositionFaultBit(m_oPos.x, m_oPos.y, uPosX, uPosY))	{		XLog(LEVEL_ERROR, "%s sync pos: start run faultbit srv:(%d, %d) clt:(%d,%d)/n", m_sName, m_oPos.x, m_oPos.y, uPosX, uPosY);		uPosX = (uint16_t)m_oPos.x;		uPosY = (uint16_t)m_oPos.y;		Actor::SendSyncPosition();	}	Actor::SetPos(Point(uPosX, uPosY), __FILE__, __LINE__);		m_nClientRunStartMSTime = uClientMSTime;	Actor::StartRun(nSpeedX, nSpeedY);}
开发者ID:txal,项目名称:XProject,代码行数:48,


示例9: Update

void Player::Update(uint32_t diff){    m_session->Update(diff);    if (!IsUpdateEnabled())        return;    if (IsMoving() && !IsDead())    {        float dx = cos(GetMoveAngle())*diff*m_playerSpeed;        float dy = sin(GetMoveAngle())*diff*m_playerSpeed;        Position plpos(m_position.x + dx, m_position.y + dy);        Relocate(plpos, true);    }}
开发者ID:MartinUbl,项目名称:kiv-ups-agarserver,代码行数:16,


示例10: KillProcess

void PythonInterpCtrl::KillProcess(){    if(IsDead())        return;    if(m_killlevel==0)    {        SendKill();        m_killlevel=1;        return;    }    if(m_killlevel==1)    {        m_pyinterp->KillProcess();        return;    }}
开发者ID:KinKir,项目名称:codeblocks-python,代码行数:16,


示例11: OnDamage

bool Ship::OnDamage(Object *attacker, float kgDamage){	if (!IsDead()) {		float dam = kgDamage*0.001f;		if (m_stats.shield_mass_left > 0.0f) {			if (m_stats.shield_mass_left > dam) {				m_stats.shield_mass_left -= dam;				dam = 0;			} else {				dam -= m_stats.shield_mass_left;				m_stats.shield_mass_left = 0;			}		}		m_stats.hull_mass_left -= dam;		if (m_stats.hull_mass_left < 0) {			if (attacker) {				if (attacker->IsType(Object::BODY)) {					// XXX remove this call. kill stuff (including elite rating) should be in a script					static_cast<Body*>(attacker)->OnHaveKilled(this);					LuaEvent::Queue("onShipDestroyed", this, dynamic_cast<Body*>(attacker));				}				if (attacker->IsType(Object::SHIP))					Polit::NotifyOfCrime(static_cast<Ship*>(attacker), Polit::CRIME_MURDER);			}			Explode();		}		else {			if (attacker && attacker->IsType(Object::SHIP))				Polit::NotifyOfCrime(static_cast<Ship*>(attacker), Polit::CRIME_PIRACY);			if (Pi::rng.Double() < kgDamage)				Sfx::Add(this, Sfx::TYPE_DAMAGE);			if (dam < 0.01 * float(GetShipType().hullMass))				Sound::BodyMakeNoise(this, "Hull_hit_Small", 1.0f);			else				Sound::BodyMakeNoise(this, "Hull_Hit_Medium", 1.0f);		}	}	//printf("Ouch! %s took %.1f kilos of damage from %s! (%.1f t hull left)/n", GetLabel().c_str(), kgDamage, attacker->GetLabel().c_str(), m_stats.hull_mass_left);	return true;}
开发者ID:Metamartian,项目名称:pioneer,代码行数:47,


示例12: Warning

bool CHL2MP_Player::HandleCommand_JoinTeam( int team ){#ifndef GE_DLL    if ( !GetGlobalTeam( team ) || team == 0 )    {        Warning( "HandleCommand_JoinTeam( %d ) - invalid team index./n", team );        return false;    }    if ( team == TEAM_SPECTATOR )    {        // Prevent this is the cvar is set        if ( !mp_allowspectators.GetInt() )        {            ClientPrint( this, HUD_PRINTCENTER, "#Cannot_Be_Spectator" );            return false;        }        if ( GetTeamNumber() != TEAM_UNASSIGNED && !IsDead() )        {            m_fNextSuicideTime = gpGlobals->curtime;	// allow the suicide to work            CommitSuicide();            // add 1 to frags to balance out the 1 subtracted for killing yourself            IncrementFragCount( 1 );        }        ChangeTeam( TEAM_SPECTATOR );        return true;    }    else    {        StopObserverMode();        State_Transition(STATE_ACTIVE);    }    // Switch their actual team...    ChangeTeam( team );    return true;#else    return false;#endif}
开发者ID:Entropy-Soldier,项目名称:ges-legacy-code,代码行数:46,


示例13: AddState

void Game_Battler::AddState(int state_id) {	const RPG::State* state = ReaderUtil::GetElement(Data::states, state_id);	if (!state) {		Output::Warning("AddState: Can't add state with invalid ID %d", state_id);		return;	}	if (IsDead()) {		return;	}	if (state_id == 1) {		SetGauge(0);		RemoveAllStates();		SetCharged(false);		SetHp(0);		SetAtkModifier(0);		SetDefModifier(0);		SetSpiModifier(0);		SetAgiModifier(0);		SetIsDefending(false);		SetCharged(false);		attribute_shift.clear();		attribute_shift.resize(Data::attributes.size());	}	std::vector<int16_t>& states = GetStates();	if (state_id - 1 >= static_cast<int>(states.size())) {		states.resize(state_id);	}	states[state_id - 1] = 1;	// Clear states that are more than 10 priority points below the	// significant state	const RPG::State* sig_state = GetSignificantState();	for (size_t i = 0; i < states.size(); ++i) {		if (Data::states[i].priority <= sig_state->priority - 10) {			states[i] = 0;		}	}	if (IsDefending() && GetSignificantRestriction() != RPG::State::Restriction_normal) {		SetIsDefending(false);	}}
开发者ID:carstene1ns,项目名称:easyrpg-player,代码行数:46,


示例14: server_dopacket

/** Handle received data from a directly connected server. * @param[in] cptr Peer server that sent us data. * @param[in] buffer Input buffer. * @param[in] length Number of bytes in input buffer. * @return 1 on success or CPTR_KILLED if the client is squit. */int server_dopacket(struct Client* cptr, const char* buffer, int length){  const char* src;  char*       endp;  char*       client_buffer;  assert(0 != cptr);  update_bytes_received(cptr, length);  client_buffer = cli_buffer(cptr);  endp = client_buffer + cli_count(cptr);  src = buffer;  while (length-- > 0) {    *endp = *src++;    /*     * Yuck.  Stuck.  To make sure we stay backward compatible,     * we must assume that either CR or LF terminates the message     * and not CR-LF.  By allowing CR or LF (alone) into the body     * of messages, backward compatibility is lost and major     * problems will arise. - Avalon     */    if (IsEol(*endp)) {      if (endp == client_buffer)        continue;               /* Skip extra LF/CR's */      *endp = '/0';      update_messages_received(cptr);      if (parse_server(cptr, cli_buffer(cptr), endp) == CPTR_KILLED)        return CPTR_KILLED;      /*       *  Socket is dead so exit       */      if (IsDead(cptr))        return exit_client(cptr, cptr, &me, cli_info(cptr));      endp = client_buffer;    }    else if (endp < client_buffer + BUFSIZE)      ++endp;                   /* There is always room for the null */  }  cli_count(cptr) = endp - cli_buffer(cptr);  return 1;}
开发者ID:Niichan,项目名称:snircd,代码行数:51,


示例15: wxWidgets

long PythonInterpCtrl::LaunchProcess(const wxString &processcmd, const wxArrayString &options) // bool ParseLinks, bool LinkClicks, const wxString &LinkRegex{    if(!IsDead())        return -1;//TODO: Option to use XMLRPC over localhost or pipe, currently always use pipe//    m_port=m_portalloc.RequestPort(); //TODO: Request port limited to 3 ports//    if(m_port<0)//        return -1;    m_port = -1; //Use XmlRpc over pipe    //TODO: get the command and working dir from config#ifdef __WXMSW__//    wxString cmd=_T("cmd /c interp.py ")+wxString::Format(_T(" %i"),m_port); //TODO: this could have process destruction issues on earlier version of wxWidgets (kills cmd, but not python)    wxString cmd=_T("python -u interp.py ")+wxString::Format(_T(" %i"),m_port); //TODO: this could have process destruction issues on earlier version of wxWidgets (kills cmd, but not python)    wxString python=_T("//python");    wxString interp=_T("//interp.py");#else    wxString cmd=_T("python -u interp.py ")+wxString::Format(_T(" %i"),m_port);    wxString python=_T("/python");    wxString interp=_T("/interp.py");#endif    wxString gpath = ConfigManager::GetDataFolder(true)+python;    wxString lpath = ConfigManager::GetDataFolder(false)+python;    bool global=false,local=false;    if(wxFileName::FileExists(gpath+interp))    {        wxSetWorkingDirectory(gpath);        global=true;    }    if(wxFileName::FileExists(lpath+interp))    {        wxSetWorkingDirectory(lpath);        local=true;    }    if(!global&&!local) //No interpreter script found, return failure.        return -2; //TODO: Return meaningful messages (or at least use the codeblocks logger)    m_pyinterp = new XmlRpcInstance(cmd,m_port,_T("localhost"),this);    if(m_pyinterp->IsDead())    {        Manager::Get()->GetLogManager()->Log(_("Error Starting Interpreter"));        return -1;    }    //TODO: Perform any initial communication with the running python process...    return 1;}
开发者ID:KinKir,项目名称:codeblocks-python,代码行数:45,


示例16: Update

VOID CPlayer::Update(float nLoopTime){    static float nStarttime=0;	static int nOldState=STAND;    nStarttime+=nLoopTime;	if (IsDead())	{		m_nState=DEAD;	}	if (nOldState!=m_nState)	{		m_pPlayerMesh->SetAnimationNum(m_nState);		nStarttime=0;		nOldState=m_nState;	}	if (m_nState==DEAD)	{		if (nStarttime>m_fAnimPeriod[m_nState]-0.1)		{			return;		}	}	if (m_bControl)	{		if (nStarttime>m_fAnimPeriod[m_nState])		{			nStarttime=0;			m_bControl=false;		}	}	else	{		if (m_bGTarget)		{			m_nState=READYATTACK;		}		else			m_nState=STAND;	}		m_pPlayerMesh->Update(nLoopTime); 	}
开发者ID:wang35666,项目名称:3dgame,代码行数:45,


示例17: GetStates

void Game_Battler::RemoveState(int state_id) {	const RPG::State* state = ReaderUtil::GetElement(Data::states, state_id);	if (!state) {		Output::Warning("RemoveState: Can't delete state with invalid ID %d", state_id);		return;	}	std::vector<int16_t>& states = GetStates();	if (state_id - 1 >= static_cast<int>(states.size())) {		return;	}	if (state_id == 1 && IsDead()) {		SetHp(1);	}	states[state_id - 1] = 0;}
开发者ID:carstene1ns,项目名称:easyrpg-player,代码行数:18,


示例18: get_def_use_mgr

bool AggressiveDCEPass::IsTargetDead(Instruction* inst) {  const uint32_t tId = inst->GetSingleWordInOperand(0);  Instruction* tInst = get_def_use_mgr()->GetDef(tId);  if (IsAnnotationInst(tInst->opcode())) {    // This must be a decoration group. We go through annotations in a specific    // order. So if this is not used by any group or group member decorates, it    // is dead.    assert(tInst->opcode() == SpvOpDecorationGroup);    bool dead = true;    get_def_use_mgr()->ForEachUser(tInst, [&dead](Instruction* user) {      if (user->opcode() == SpvOpGroupDecorate ||          user->opcode() == SpvOpGroupMemberDecorate)        dead = false;    });    return dead;  }  return IsDead(tInst);}
开发者ID:MikePopoloski,项目名称:bgfx,代码行数:18,


示例19:

/** * 如果当前线程存在 Isolate 对象, 表示已经初始化过了 */bool V8::Initialize() {    Isolate *isolate = Isolate::UncheckedCurrent();    if (isolate != NULL && isolate->IsInitialized()) {        return true;    }    Isolate::EnterDefaultIsolate();    if (IsDead()) return false;    isolate = Isolate::Current();    if (isolate->IsInitialized()) return true;    is_running_ = true;    has_been_set_up_ = true;    return isolate->Init();}
开发者ID:jianglu,项目名称:dukv8,代码行数:21,


示例20: Update

void CEnemy::Update(float fElapsedTime){	// DANIEL CODE BEGIN	if(IsDead())	{		if((timeGetTime() - m_dwDeadTimeStamp) > (m_fRespawnTime * 1000))		{			Ressurect();			SetPosX(m_ptRespawnPosition.x);			SetPosY(m_ptRespawnPosition.y);		}	}	// DANIEL CODE END	else	{		CBaseCharacter::Update(fElapsedTime);	}}
开发者ID:namlunthkl,项目名称:team4-trynity,代码行数:19,


示例21: Warning

bool CHL2MP_Player::HandleCommand_JoinTeam( int team ){	if ( !GetGlobalTeam( team ) || team == 0 )	{		Warning( "HandleCommand_JoinTeam( %d ) - invalid team index./n", team );		return false;	}	if ( team == TEAM_SPECTATOR )	{		// Prevent this is the cvar is set		if ( !mp_allowspectators.GetInt() )		{			ClientPrint( this, HUD_PRINTCENTER, "#Cannot_Be_Spectator" );			return false;		}		if ( /*GetTeamNumber() != TEAM_UNASSIGNED &&*/ !IsDead() ) //DHL - Skillet - Players in deathmatch are unassigned		{			m_fNextSuicideTime = gpGlobals->curtime;	// allow the suicide to work			CommitSuicide();			// add 1 to frags to balance out the 1 subtracted for killing yourself			IncrementFragCount( 1 );			GetTeam()->AddScore( 1 ); //DHL - Skillet - Required to keep the scoreboard headers from getting out of sync		}		ChangeTeam( TEAM_SPECTATOR );		return true;	}	else	{		StopObserverMode();		State_Transition(STATE_ACTIVE);	}	// Switch their actual team...	ChangeTeam( team );	return true;}
开发者ID:dreckard,项目名称:dhl2,代码行数:43,


示例22: StateMachine

void Piloto::Update(float dt){    if(robo == NULL){        StateMachine(dt);        Input(dt);        vida.Update();        vida.SetX(box.RectCenterX());        vida.SetY(box.RectCenterY());        if(IsDead() == true){            cout << this->nome <<": Fui morrido!! gwaa a a a.... D: " << endl;            mapReference->At( currentPosition.x, currentPosition.y ).state = FREE;            mapReference->At( currentPosition.x , currentPosition.y ).occuper = NULL;        }    }else{        box.SetRectCenterX(robo->box.RectCenterX());        box.SetRectCenterY(robo->box.RectCenterY());    }}
开发者ID:mashiro11,项目名称:IDJ2014,代码行数:19,


示例23: CanAct

bool CActorInstance::CanAct(){	if (IsDead())		return false;	if (IsStun())		return false;	if (IsParalysis())		return false;	if (IsFaint())		return false;	if (IsSleep())		return false;	return true;}
开发者ID:drunkwolfs,项目名称:mt2-source,代码行数:19,


示例24: sizeof

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