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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: GetSolidFlagsvoid 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: UpdateFireEmittersvoid 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: returnbool 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: UpdateTransmitStateint 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: DispatchSpawnvoid 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: ShouldTransmitint 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: CreateItemVPhysicsObjectvoid 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,
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