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自学教程:C++ IsEffectActive函数代码示例

51自学网 2021-06-01 21:40:58
  C++
这篇教程C++ IsEffectActive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IsEffectActive函数的典型用法代码示例。如果您正苦于以下问题:C++ IsEffectActive函数的具体用法?C++ IsEffectActive怎么用?C++ IsEffectActive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IsEffectActive函数的26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: return

//-----------------------------------------------------------------------------// Purpose: check if weapon viewmodel should be drawn//-----------------------------------------------------------------------------bool C_BaseViewModel::ShouldDraw(){	if ( g_bEngineIsHLTV )	{		return ( HLTVCamera()->GetMode() == OBS_MODE_IN_EYE &&				 HLTVCamera()->GetPrimaryTarget() == GetOwner()	);	}#if defined( REPLAY_ENABLED )	else if ( engine->IsReplay() )	{		return ( ReplayCamera()->GetMode() == OBS_MODE_IN_EYE &&				 ReplayCamera()->GetPrimaryTarget() == GetOwner() );	}#endif	else	{		Assert( !IsEffectActive( EF_NODRAW ) );		Assert(	GetRenderMode() != kRenderNone );		if ( vm_draw_always.GetBool() )			return true;		if ( GetOwner() != C_BasePlayer::GetLocalPlayer() )			return false;		return BaseClass::ShouldDraw();	}}
开发者ID:BenLubar,项目名称:SwarmDirector2,代码行数:30,


示例2: IsEffectActive

// Alien Swarm weapons use custom bone merge cache so they can pitch the guns up slightlyvoid C_ASW_Weapon::CalcBoneMerge( CStudioHdr *hdr, int boneMask, CBoneBitList &boneComputed ){	// For EF_BONEMERGE entities, copy the bone matrices for any bones that have matching names.	bool boneMerge = IsEffectActive(EF_BONEMERGE);	if ( boneMerge || m_pBoneMergeCache )	{		if ( boneMerge )		{			if ( !m_pBoneMergeCache )			{				m_pBoneMergeCache = new CASW_Bone_Merge_Cache;				m_pBoneMergeCache->Init( this );			}			CASW_Bone_Merge_Cache *pASWBoneMergeCache = static_cast<CASW_Bone_Merge_Cache*>( m_pBoneMergeCache );			pASWBoneMergeCache->MergeMatchingBones( boneMask, boneComputed, ShouldAlignWeaponToLaserPointer(), m_vecLaserPointerDirection );			int iAttachment = GetMuzzleAttachment();			if ( iAttachment > 0 && m_pLaserPointerEffect )			{				Vector vecOrigin;				QAngle angWeapon;				GetAttachment( iAttachment, vecOrigin, angWeapon );				m_pLaserPointerEffect->SetControlPoint( 1, vecOrigin );			}		}		else		{			delete m_pBoneMergeCache;			m_pBoneMergeCache = NULL;		}	}}
开发者ID:BenLubar,项目名称:SwarmDirector2,代码行数:33,


示例3: UpdateTransmitState

// Smoke grenade particles should always transmitted to clients.  If not, a client who// enters the PVS late will see the smoke start billowing from then, allowing better vision.int ParticleSmokeGrenade::UpdateTransmitState( void ){	if ( IsEffectActive( EF_NODRAW ) )		return SetTransmitState( FL_EDICT_DONTSEND );	return SetTransmitState( FL_EDICT_ALWAYS );}
开发者ID:Au-heppa,项目名称:source-sdk-2013,代码行数:9,


示例4: ShadowCastType

//IOS Added from HLCoders:ShadowType_t C_SDKPlayer::ShadowCastType( void ) {	 if ( !IsVisible() || IsEffectActive(EF_NODRAW | EF_NOSHADOW) )		return SHADOWS_NONE;	else		return SHADOWS_RENDER_TO_TEXTURE_DYNAMIC;}
开发者ID:iosoccer,项目名称:iosoccer-game,代码行数:8,


示例5: GetSolidFlags

void CWeaponHL2MPBase::Materialize( void ){	if ( IsEffectActive( EF_NODRAW ) )	{		// changing from invisible state to visible.		EmitSound( "AlyxEmp.Charge" );				RemoveEffects( EF_NODRAW );		DoMuzzleFlash();	}	if ( HasSpawnFlags( SF_NORESPAWN ) == false )	{		VPhysicsInitNormal( SOLID_BBOX, GetSolidFlags() | FSOLID_TRIGGER, false );		SetMoveType( MOVETYPE_VPHYSICS );		HL2MPRules()->AddLevelDesignerPlacedObject( this );	}	if ( HasSpawnFlags( SF_NORESPAWN ) == false )	{		if ( GetOriginalSpawnOrigin() == vec3_origin )		{			m_vOriginalSpawnOrigin = GetAbsOrigin();			m_vOriginalSpawnAngles = GetAbsAngles();		}	}	SetPickupTouch();	SetThink (NULL);}
开发者ID:AluminumKen,项目名称:hl2sb-src,代码行数:32,


示例6: Materialize

//====================================================================================// WEAPON SPAWNING//====================================================================================//-----------------------------------------------------------------------------// Purpose: Make a weapon visible and tangible//-----------------------------------------------------------------------------// void CBaseCombatWeapon::Materialize( void ){	if ( IsEffectActive( EF_NODRAW ) )	{		// changing from invisible state to visible.#ifdef HL2MP		EmitSound( "AlyxEmp.Charge" );#else		EmitSound( "BaseCombatWeapon.WeaponMaterialize" );#endif				RemoveEffects( EF_NODRAW );		DoMuzzleFlash();	}#ifdef HL2MP	if ( HasSpawnFlags( SF_NORESPAWN ) == false )	{		VPhysicsInitNormal( SOLID_BBOX, GetSolidFlags() | FSOLID_TRIGGER, false );		SetMoveType( MOVETYPE_VPHYSICS );		HL2MPRules()->AddLevelDesignerPlacedObject( this );	}#else	SetSolid( SOLID_BBOX );	AddSolidFlags( FSOLID_TRIGGER );#endif	SetPickupTouch();	SetThink (NULL);}
开发者ID:Bubbasacs,项目名称:FinalProj,代码行数:37,


示例7: UpdateFireEmitters

void C_ASW_Buzzer::UpdateFireEmitters(){	bool bOnFire = (m_bOnFire && !IsEffectActive(EF_NODRAW));	if (bOnFire != m_bClientOnFire)	{		m_bClientOnFire = bOnFire;		if (m_bClientOnFire)		{			if ( !m_pBurningEffect )			{				m_pBurningEffect = UTIL_ASW_CreateFireEffect( this );			}			EmitSound( "ASWFire.BurningFlesh" );		}		else		{			if ( m_pBurningEffect )			{				ParticleProp()->StopEmission( m_pBurningEffect );				m_pBurningEffect = NULL;			}			StopSound("ASWFire.BurningFlesh");			if ( C_BaseEntity::IsAbsQueriesValid() )				EmitSound("ASWFire.StopBurning");		}	}}
开发者ID:BenLubar,项目名称:SwarmDirector2,代码行数:27,


示例8: Simulate

//-----------------------------------------------------------------------------// Purpose: //-----------------------------------------------------------------------------void C_EntityFlame::Simulate( void ){	if ( gpGlobals->frametime <= 0.0f )		return;	if ( IsEffectActive(EF_BRIGHTLIGHT) || IsEffectActive(EF_DIMLIGHT) )	{		dlight_t *dl = effects->CL_AllocDlight ( index );		dl->origin = GetAbsOrigin(); 		dl->origin[2] += 16;		dl->color.r = 254;		dl->color.g = 174;		dl->color.b = 10;		dl->radius = random->RandomFloat(400,431);		dl->die = gpGlobals->curtime + 0.001;	}}
开发者ID:TalonBraveInfo,项目名称:InvasionSource,代码行数:20,


示例9: AddEntity

//-----------------------------------------------------------------------------// Purpose: Add entity to visible view models list//-----------------------------------------------------------------------------void C_BaseViewModel::AddEntity( void ){	// Server says don't interpolate this frame, so set previous info to new info.	if ( IsEffectActive(EF_NOINTERP) )	{		ResetLatched();	}}
开发者ID:0xFEEDC0DE64,项目名称:UltraGame,代码行数:11,


示例10: return

bool C_BaseObject::WasLastPlacementPosValid( void ){	if ( MustBeBuiltOnAttachmentPoint() )	{		return ( !IsEffectActive(EF_NODRAW) );	}		return ( m_iLastPlacementPosValid > 0 );}
开发者ID:Deathreus,项目名称:TF2Classic,代码行数:9,


示例11: UpdateTransmitState

              int CBaseViewModel::UpdateTransmitState(){    if ( IsEffectActive( EF_NODRAW ) )    {        return SetTransmitState( FL_EDICT_DONTSEND );    }    return SetTransmitState( FL_EDICT_FULLCHECK );}
开发者ID:steadyfield,项目名称:SourceEngine2007,代码行数:9,


示例12: ShouldDraw

//-----------------------------------------------------------------------------// Purpose: //-----------------------------------------------------------------------------bool CSniperDot::ShouldDraw( void )			{	if ( IsEffectActive( EF_NODRAW ) )		return false;	// Don't draw the sniper dot when in thirdperson.	if ( ::input->CAM_IsThirdPerson() )		return false;	return true;}
开发者ID:staticfox,项目名称:TF2Classic,代码行数:14,


示例13: UpdateTransmitState

//-----------------------------------------------------------------------------// Purpose: Since the control zone is a data only class, force it to always be sent ( shouldn't change often so )//  bandwidth usage should be small.// Input  : **ppSendTable - //			*recipient - //			*pvs - //			clientArea - // Output : Returns true on success, false on failure.//-----------------------------------------------------------------------------int CControlZone::UpdateTransmitState(){	if ( IsEffectActive( EF_NODRAW ) )	{		return SetTransmitState( FL_EDICT_DONTSEND );	}	else	{		return SetTransmitState( FL_EDICT_ALWAYS );	}}
开发者ID:Axitonium,项目名称:SourceEngine2007,代码行数:20,


示例14: UpdateTransmitState

int CBaseParticleEntity::UpdateTransmitState( void ){	if ( IsEffectActive( EF_NODRAW ) )		return SetTransmitState( FL_EDICT_DONTSEND );	if ( IsEFlagSet( EFL_IN_SKYBOX ) )		return SetTransmitState( FL_EDICT_ALWAYS );	// cull against PVS	return SetTransmitState( FL_EDICT_PVSCHECK );}
开发者ID:Adidasman1,项目名称:source-sdk-2013,代码行数:11,


示例15: Materialize

//-----------------------------------------------------------------------------// Purpose: //-----------------------------------------------------------------------------void CTFPowerup::Materialize( void ){	if ( !m_bDisabled && IsEffectActive( EF_NODRAW ) )	{		// changing from invisible state to visible.		EmitSound( "Item.Materialize" );		RemoveEffects( EF_NODRAW );	}	m_bRespawning = false;	SetTouch( &CItem::ItemTouch );}
开发者ID:Axitonium,项目名称:SourceEngine2007,代码行数:15,


示例16: GetModelPtr

//-----------------------------------------------------------------------------// Should this object cast render-to-texture shadows?//-----------------------------------------------------------------------------ShadowType_t C_PropVehicleDriveable::ShadowCastType(){	CStudioHdr *pStudioHdr = GetModelPtr();	if ( !pStudioHdr )		return SHADOWS_NONE;	if ( IsEffectActive(EF_NODRAW | EF_NOSHADOW) )		return SHADOWS_NONE;	// Always use render-to-texture. We'll always the dirty bits in our think function	return SHADOWS_RENDER_TO_TEXTURE;}
开发者ID:WorldGamers,项目名称:Mobile-Forces-Source,代码行数:15,


示例17: DispatchSpawn

void GhostEntity::HandleGhost() {	if (currentStep == NULL) {				GhostEngine::getEngine()->getRun(this)->EndRun();	} 	else {			if (!isActive) {			if (Q_strcmp(currentMap, STRING(gpGlobals->mapname)) == 0) {				DispatchSpawn(this);			}		} 		else {			if (nextStep != NULL) {				if (Q_strcmp(STRING(gpGlobals->mapname), currentMap) != 0) {					if (!IsEffectActive(EF_NODRAW)) AddEffects(EF_NODRAW);					return;				}				if (IsEffectActive(EF_NODRAW)) RemoveEffects(EF_NODRAW);				if (Q_strcmp(currentStep->map, nextStep->map) == 0) {					//interpolate position					float x = currentStep->x;					float y = currentStep->y;					float z = currentStep->z;					if (x == 0.0f) return;					float x2 = nextStep->x;					float y2 = nextStep->y;					float z2 = nextStep->z;					float t1 = currentStep->tim;					float t2 = nextStep->tim;					float scalar = ((((float)Plat_FloatTime()) - startTime) - t1) / (t2 - t1); 					float xfinal = x + (scalar * (x2 - x));					float yfinal = y + (scalar * (y2 - y));					float zfinal = z + (scalar * (z2 - z));					SetAbsOrigin(Vector(xfinal, yfinal, (zfinal - 15.0f)));				} else {//set it to the last position before it updates to the next map					SetAbsOrigin(Vector(currentStep->x, currentStep->y, (currentStep->z - 15.0f)));				}			}		}	}}
开发者ID:HL2-Ghosting-Team,项目名称:src,代码行数:40,


示例18: if

//-----------------------------------------------------------------------------// Purpose: Creates, destroys, and updates the flashlight effect as needed.//-----------------------------------------------------------------------------void C_HL2MP_Player::UpdateFlashlight(){	// The dim light is the flashlight.	if ( IsEffectActive( EF_DIMLIGHT ) )	{		if (!m_pHL2MPFlashLightEffect)		{			// Turned on the headlight; create it.			m_pHL2MPFlashLightEffect = new CHL2MPFlashlightEffect(index);			if (!m_pHL2MPFlashLightEffect)				return;			m_pHL2MPFlashLightEffect->TurnOn();		}		Vector vecForward, vecRight, vecUp;		Vector position = EyePosition();		if ( ::input->CAM_IsThirdPerson() )		{			int iAttachment = LookupAttachment( "anim_attachment_RH" );			if ( iAttachment >= 0 )			{				Vector vecOrigin;				//Tony; EyeAngles will return proper whether it's local player or not.				QAngle eyeAngles = EyeAngles();				GetAttachment( iAttachment, vecOrigin, eyeAngles );				Vector vForward;				AngleVectors( eyeAngles, &vecForward, &vecRight, &vecUp );				position = vecOrigin;			}			else				EyeVectors( &vecForward, &vecRight, &vecUp );		}		else			EyeVectors( &vecForward, &vecRight, &vecUp );		// Update the light with the new position and direction.				m_pHL2MPFlashLightEffect->UpdateLight( position, vecForward, vecRight, vecUp, FLASHLIGHT_DISTANCE );	}	else if (m_pHL2MPFlashLightEffect)	{		// Turned off the flashlight; delete it.		delete m_pHL2MPFlashLightEffect;		m_pHL2MPFlashLightEffect = NULL;	}}
开发者ID:uunx,项目名称:quakelife2,代码行数:55,


示例19: ShadowCastType

//-----------------------------------------------------------------------------// Should this object cast shadows?//-----------------------------------------------------------------------------ShadowType_t C_BaseCombatWeapon::ShadowCastType(){	if ( IsEffectActive( /*EF_NODRAW |*/ EF_NOSHADOW ) )		return SHADOWS_NONE;	if (!IsBeingCarried())		return SHADOWS_RENDER_TO_TEXTURE;	if (IsCarriedByLocalPlayer())		return SHADOWS_NONE;	return (m_iState != WEAPON_IS_CARRIED_BY_PLAYER) ? SHADOWS_RENDER_TO_TEXTURE : SHADOWS_NONE;}
开发者ID:SizzlingStats,项目名称:hl2sdk-ob-valve,代码行数:16,


示例20: Materialize

	//=========================================================	// Materialize - make a CWeaponDODBase visible and tangible	//=========================================================	void CWeaponDODBase::Materialize()	{		if ( IsEffectActive( EF_NODRAW ) )		{			RemoveEffects( EF_NODRAW );			DoMuzzleFlash();		}		AddSolidFlags( FSOLID_TRIGGER );		SetThink (&CWeaponDODBase::SUB_Remove);		SetNextThink( gpGlobals->curtime + 1 );	}
开发者ID:Axitonium,项目名称:SourceEngine2007,代码行数:16,


示例21: Think

//-----------------------------------------------------------------------------// Purpose: Think function to move the ghost//-----------------------------------------------------------------------------void GhostEntity::Think( void ){	CBaseAnimating::Think();		if (Q_strlen(m_gName) != 0) {			if (!IsEffectActive(EF_NODRAW)) EntityText(0, m_gName, 0);			updateStep();			HandleGhost();		} else {			EndRun();		}	SetNextThink( gpGlobals->curtime + 0.01f );}
开发者ID:HL2-Ghosting-Team,项目名称:src,代码行数:16,


示例22: ShouldTransmit

int CBeam::ShouldTransmit( const CCheckTransmitInfo *pInfo ){	if ( IsEffectActive( EF_NODRAW ) )		return FL_EDICT_DONTSEND;	// Transmit us with the same rules as our move parent	if ( GetMoveParent() )	{		return GetMoveParent()->ShouldTransmit( pInfo );	}	return BaseClass::ShouldTransmit( pInfo );}
开发者ID:xxauroraxx,项目名称:Source.Python,代码行数:13,


示例23: UpdateTransmitState

//-----------------------------------------------------------------------------// Should we transmit it to the client?//-----------------------------------------------------------------------------int CEnvParticleScript::UpdateTransmitState(){	if ( IsEffectActive( EF_NODRAW ) )	{		return SetTransmitState( FL_EDICT_DONTSEND );	}	if ( IsEFlagSet( EFL_IN_SKYBOX ) )	{		return SetTransmitState( FL_EDICT_ALWAYS );	}	return SetTransmitState( FL_EDICT_PVSCHECK );}
开发者ID:BenLubar,项目名称:SwarmDirector2,代码行数:17,


示例24: Assert

//-----------------------------------------------------------------------------// Should this object receive shadows?//-----------------------------------------------------------------------------bool C_HL2MP_Player::ShouldReceiveProjectedTextures( int flags ){	Assert( flags & SHADOW_FLAGS_PROJECTED_TEXTURE_TYPE_MASK );	if ( IsEffectActive( EF_NODRAW ) )		 return false;	if( flags & SHADOW_FLAGS_FLASHLIGHT )	{		return true;	}	return BaseClass::ShouldReceiveProjectedTextures( flags );}
开发者ID:uunx,项目名称:quakelife2,代码行数:17,


示例25: CreateItemVPhysicsObject

void CItem::Materialize( void ){	CreateItemVPhysicsObject();	if ( IsEffectActive( EF_NODRAW ) )	{		// changing from invisible state to visible.		EmitSound( "Item.Materialize" );		RemoveEffects( EF_NODRAW );		DoMuzzleFlash();	}	SetTouch( &CItem::ItemTouch );}
开发者ID:Randdalf,项目名称:bliink,代码行数:15,


示例26: Materialize

//====================================================================================// WEAPON SPAWNING//====================================================================================//-----------------------------------------------------------------------------// Purpose: Make a weapon visible and tangible//-----------------------------------------------------------------------------// void CBaseCombatWeapon::Materialize( void ){	if ( IsEffectActive( EF_NODRAW ) )	{		// changing from invisible state to visible.		EmitSound( "BaseCombatWeapon.WeaponMaterialize" );				RemoveEffects( EF_NODRAW );		DoMuzzleFlash();	}	SetSolid( SOLID_BBOX );	AddSolidFlags( FSOLID_TRIGGER );	SetPickupTouch();	SetThink (NULL);}
开发者ID:BenLubar,项目名称:SwarmDirector2,代码行数:23,



注:本文中的IsEffectActive函数示例整理自Github/MSDocs等源码及文档管理平台,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。


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