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自学教程:C++ IsGameTypeSingle函数代码示例

51自学网 2021-06-01 21:41:22
  C++
这篇教程C++ IsGameTypeSingle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IsGameTypeSingle函数的典型用法代码示例。如果您正苦于以下问题:C++ IsGameTypeSingle函数的具体用法?C++ IsGameTypeSingle怎么用?C++ IsGameTypeSingle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IsGameTypeSingle函数的28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: R_ASSERT

bool CMapLocation::Update() //returns actual{	R_ASSERT(m_cached.m_updatedFrame!=Device.dwFrame);			if(	m_flags.test(eTTL) )	{		if( m_actual_time < Device.dwTimeGlobal)		{			m_cached.m_Actuality		= false;			m_cached.m_updatedFrame		= Device.dwFrame;			return						m_cached.m_Actuality;		}	}	CObject* pObject					= Level().Objects.net_Find(m_objectID);		if (m_owner_se_object || (!IsGameTypeSingle() && pObject) )	{		m_cached.m_Actuality			= true;		if(IsGameTypeSingle())			CalcLevelName				();		CalcPosition					();	}else		m_cached.m_Actuality			= false;	m_cached.m_updatedFrame				= Device.dwFrame;	return								m_cached.m_Actuality;}
开发者ID:AntonioModer,项目名称:xray-16,代码行数:30,


示例2: UpdateHUDAddonsVisibility

void CWeapon::UpdateCL		(){	inherited::UpdateCL		();	UpdateHUDAddonsVisibility();	//подсветка от выстрела	UpdateLight				();	//нарисовать партиклы	UpdateFlameParticles	();	UpdateFlameParticles2	();	if(!IsGameTypeSingle())		make_Interpolation		();		if( (GetNextState()==GetState()) && IsGameTypeSingle() && H_Parent()==Level().CurrentEntity())	{		CActor* pActor	= smart_cast<CActor*>(H_Parent());		if(pActor && !pActor->AnyMove() && this==pActor->inventory().ActiveItem())		{			if (hud_adj_mode==0 && 				GetState()==eIdle && 				(Device.dwTimeGlobal-m_dw_curr_substate_time>20000) && 				!IsZoomed()&&				g_player_hud->attached_item(1)==NULL)			{				if(AllowBore())					SwitchState		(eBore);				ResetSubStateTime	();			}		}	}	if(m_zoom_params.m_pNight_vision && !need_renderable())	{		if(!m_zoom_params.m_pNight_vision->IsActive())		{			CActor *pA = smart_cast<CActor *>(H_Parent());			R_ASSERT(pA);			CTorch* pTorch = smart_cast<CTorch*>( pA->inventory().ItemFromSlot(TORCH_SLOT) );			if ( pTorch && pTorch->GetNightVisionStatus() )			{				m_bRememberActorNVisnStatus = pTorch->GetNightVisionStatus();				pTorch->SwitchNightVision(false, false);			}			m_zoom_params.m_pNight_vision->Start(m_zoom_params.m_sUseZoomPostprocess, pA, false);		}	}	else if(m_bRememberActorNVisnStatus)	{		m_bRememberActorNVisnStatus = false;		EnableActorNVisnAfterZoom();	}	if(m_zoom_params.m_pVision)		m_zoom_params.m_pVision->Update();}
开发者ID:AntonioModer,项目名称:xray-16,代码行数:58,


示例3: Die

void CEntity::Die(CObject* who){	if (!AlreadyDie()) set_death_time();	set_ready_to_save	();	SetfHealth			(-1.f);	if(IsGameTypeSingle())	{		VERIFY				(m_registered_member);	}	m_registered_member	= false;	if (IsGameTypeSingle())		Level().seniority_holder().team(g_Team()).squad(g_Squad()).group(g_Group()).unregister_member(this);}
开发者ID:AntonioModer,项目名称:xray-16,代码行数:14,


示例4: UpdateGrenadeVisibility

BOOL CWeaponMagazinedWGrenade::net_Spawn(CSE_Abstract* DC) {	CSE_ALifeItemWeapon* const weapon		= smart_cast<CSE_ALifeItemWeapon*>(DC);	R_ASSERT								(weapon);	if ( IsGameTypeSingle() )	{		inherited::net_Spawn_install_upgrades	(weapon->m_upgrades);	}	BOOL l_res = inherited::net_Spawn(DC);	 	UpdateGrenadeVisibility(!!iAmmoElapsed);	SetPending			(FALSE);	iAmmoElapsed2	= weapon->a_elapsed_grenades.grenades_count;	m_ammoType2		= weapon->a_elapsed_grenades.grenades_type;	m_DefaultCartridge2.Load(*m_ammoTypes2[m_ammoType2], u8(m_ammoType2));		if (!IsGameTypeSingle())	{		if (!m_bGrenadeMode && IsGrenadeLauncherAttached() && !getRocketCount() && iAmmoElapsed2)		{			m_magazine2.push_back(m_DefaultCartridge2);			shared_str grenade_name = m_DefaultCartridge2.m_ammoSect;			shared_str fake_grenade_name = pSettings->r_string(grenade_name, "fake_grenade_name");			CRocketLauncher::SpawnRocket(*fake_grenade_name, this);		}	}else	{		xr_vector<CCartridge>* pM = NULL;		bool b_if_grenade_mode	= (m_bGrenadeMode && iAmmoElapsed && !getRocketCount());		if(b_if_grenade_mode)			pM = &m_magazine;					bool b_if_simple_mode	= (!m_bGrenadeMode && m_magazine2.size() && !getRocketCount());		if(b_if_simple_mode)			pM = &m_magazine2;		if(b_if_grenade_mode || b_if_simple_mode) 		{			shared_str fake_grenade_name = pSettings->r_string(pM->back().m_ammoSect, "fake_grenade_name");						CRocketLauncher::SpawnRocket(*fake_grenade_name, this);		}	}	return l_res;}
开发者ID:2asoft,项目名称:xray,代码行数:50,


示例5: PickupModeUpdate

void CActor::PickupModeUpdate(){	if(!m_bPickupMode)				return; // kUSE key pressed	if(!IsGameTypeSingle())			return;	//подбирание объекта	if(	m_pObjectWeLookingAt									&& 		m_pObjectWeLookingAt->cast_inventory_item()				&& 		m_pObjectWeLookingAt->cast_inventory_item()->Useful()	&&		m_pUsableObject											&& 		!m_pUsableObject->nonscript_usable()					&&		!Level().m_feel_deny.is_object_denied(m_pObjectWeLookingAt) )	{		m_pUsableObject->use(this);		Game().SendPickUpEvent(ID(), m_pObjectWeLookingAt->ID());	}	feel_touch_update	(Position(), m_fPickupInfoRadius);		CFrustum frustum;	frustum.CreateFromMatrix(Device.mFullTransform, FRUSTUM_P_LRTB|FRUSTUM_P_FAR);	for(xr_vector<CObject*>::iterator it = feel_touch.begin(); it != feel_touch.end(); it++)	{		if (CanPickItem(frustum, Device.vCameraPosition, *it)) 			PickupInfoDraw(*it);	}}
开发者ID:zcaliptium,项目名称:xray-16,代码行数:28,


示例6: activate_physic_shell

void CPhysicsShellHolder::activate_physic_shell(){	VERIFY						(!m_pPhysicsShell);	create_physic_shell			();	Fvector						l_fw, l_up;	l_fw.set					(XFORM().k);	l_up.set					(XFORM().j);	l_fw.mul					(2.f);	l_up.mul					(2.f);	Fmatrix						l_p1, l_p2;	l_p1.set					(XFORM());	l_p2.set					(XFORM());	l_fw.mul					(2.f);	l_p2.c.add					(l_fw);	m_pPhysicsShell->Activate	(l_p1, 0, l_p2);	if(H_Parent()&&H_Parent()->Visual())	{		smart_cast<CKinematics*>(H_Parent()->Visual())->CalculateBones_Invalidate	();		smart_cast<CKinematics*>(H_Parent()->Visual())->CalculateBones	();	}	smart_cast<CKinematics*>(Visual())->CalculateBones_Invalidate	();	smart_cast<CKinematics*>(Visual())->CalculateBones();	if(!IsGameTypeSingle())	{		if(!smart_cast<CCustomRocket*>(this)&&!smart_cast<CGrenade*>(this)) PPhysicsShell()->SetIgnoreDynamic();	}//	XFORM().set					(l_p1);	correct_spawn_pos();m_pPhysicsShell->set_LinearVel(l_fw);	m_pPhysicsShell->GetGlobalTransformDynamic(&XFORM());}
开发者ID:OLR-xray,项目名称:OLR-3.0,代码行数:34,


示例7: InitFromXml

void CUIWpnParams::InitFromXml(CUIXml& xml_doc){	if (!xml_doc.NavigateToNode("wpn_params", 0))	return;	CUIXmlInit::InitWindow			(xml_doc, "wpn_params", 0, this);	CUIXmlInit::InitStatic			(xml_doc, "wpn_params:prop_line",			0, &m_Prop_line);	CUIXmlInit::InitStatic			(xml_doc, "wpn_params:static_accuracy",		0, &m_icon_acc);	CUIXmlInit::InitStatic			(xml_doc, "wpn_params:static_damage",		0, &m_icon_dam);	CUIXmlInit::InitStatic			(xml_doc, "wpn_params:static_handling",		0, &m_icon_han);	CUIXmlInit::InitStatic			(xml_doc, "wpn_params:static_rpm",			0, &m_icon_rpm);	CUIXmlInit::InitTextWnd			(xml_doc, "wpn_params:cap_accuracy",		0, &m_textAccuracy);	CUIXmlInit::InitTextWnd			(xml_doc, "wpn_params:cap_damage",			0, &m_textDamage);	CUIXmlInit::InitTextWnd			(xml_doc, "wpn_params:cap_handling",		0, &m_textHandling);	CUIXmlInit::InitTextWnd			(xml_doc, "wpn_params:cap_rpm",				0, &m_textRPM);	m_progressAccuracy.InitFromXml	( xml_doc, "wpn_params:progress_accuracy" );	m_progressDamage.InitFromXml	( xml_doc, "wpn_params:progress_damage" );	m_progressHandling.InitFromXml	( xml_doc, "wpn_params:progress_handling" );	m_progressRPM.InitFromXml		( xml_doc, "wpn_params:progress_rpm" );	if(IsGameTypeSingle())	{		CUIXmlInit::InitStatic			(xml_doc, "wpn_params:static_ammo",			0, &m_stAmmo);		CUIXmlInit::InitTextWnd			(xml_doc, "wpn_params:cap_ammo_count",		0, &m_textAmmoCount);		CUIXmlInit::InitTextWnd			(xml_doc, "wpn_params:cap_ammo_count2",		0, &m_textAmmoCount2);		CUIXmlInit::InitTextWnd			(xml_doc, "wpn_params:cap_ammo_types",		0, &m_textAmmoTypes);		CUIXmlInit::InitTextWnd			(xml_doc, "wpn_params:cap_ammo_used_type",	0, &m_textAmmoUsedType);		CUIXmlInit::InitStatic			(xml_doc, "wpn_params:static_ammo_type1",	0, &m_stAmmoType1);		CUIXmlInit::InitStatic			(xml_doc, "wpn_params:static_ammo_type2",	0, &m_stAmmoType2);	}}
开发者ID:AntonioModer,项目名称:xray-16,代码行数:33,


示例8: operator

void game_sv_GameState::Update		(){	struct ping_filler	{		void operator()(IClient* client)		{			xrClientData*	C			= static_cast<xrClientData*>(client);			if (!C->ps)				return;			C->ps->ping					= u16(C->stats.getPing());		}	};	ping_filler tmp_functor;	m_server->ForEachClientDo(tmp_functor);		if (!IsGameTypeSingle() && (Phase() == GAME_PHASE_INPROGRESS))	{		m_item_respawner.update(Level().timeServer());	}		if (!g_dedicated_server)	{		if (Level().game) {			CScriptProcess				*script_process = ai().script_engine().script_process(ScriptEngine::eScriptProcessorGame);			if (script_process)				script_process->update	();		}	}}
开发者ID:AntonioModer,项目名称:xray-16,代码行数:29,


示例9: UpdateCL

void CPhysicObject::UpdateCL(){	inherited::UpdateCL();	//Если наш физический объект анимированный, то 	//двигаем объект за анимацией	if (m_pPhysicsShell->PPhysicsShellAnimator())	{		m_pPhysicsShell->AnimatorOnFrame();	}		if (!IsGameTypeSingle())	{		Interpolate();	}	m_anim_script_callback.update( *this );	PHObjectPositionUpdate();#ifdef	DEBUGif(dbg_draw_doors){	Fvector c,o;	get_door_vectors( c, o );}#endif	if( !is_active( bones_snd_player ) )		return;	bones_snd_player->update( Device.fTimeDelta, *this );}
开发者ID:AntonioModer,项目名称:xray-16,代码行数:32,


示例10: Destroy

void CPHDestroyable::Destroy(u16 source_id/*=u16(-1)*/,LPCSTR section/*="ph_skeleton_object"*/){		if(!CanDestroy())return ;	m_notificate_objects.clear();	CPhysicsShellHolder	*obj	=PPhysicsShellHolder()		;	CPHSkeleton *phs= obj->PHSkeleton();	if(phs)phs->SetNotNeedSave();	if(obj->PPhysicsShell())	obj->PPhysicsShell()->Enable()	;	obj->processing_activate();	if(source_id==obj->ID())	{		m_flags.set(fl_released,FALSE);	}	xr_vector<shared_str>::iterator i=m_destroyed_obj_visual_names.begin(),e=m_destroyed_obj_visual_names.end();	if (IsGameTypeSingle())	{		for(;e!=i;i++)			GenSpawnReplace(source_id,section,*i);	};	///////////////////////////////////////////////////////////////////////////	m_flags.set(fl_destroyed,TRUE);	return;}
开发者ID:2asoft,项目名称:xray,代码行数:25,


示例11: Fvector

bool	CTeleWhirlwindObject::destroy_object		(const Fvector dir,float val) {	CPHDestroyable* D=object->ph_destroyable();	if(D)	{		D->PhysicallyRemoveSelf();		D->Destroy(m_telekinesis->OwnerObject()->ID());		//.		m_telekinesis->add_impact(dir,val*10.f);		xr_vector<shared_str>::iterator i = D->m_destroyed_obj_visual_names.begin();		xr_vector<shared_str>::iterator e = D->m_destroyed_obj_visual_names.end();		if (IsGameTypeSingle())		{			for(;e!=i;i++)				m_telekinesis->add_impact(dir,val*10.f);		};			CParticlesPlayer* PP = smart_cast<CParticlesPlayer*>(object);		if(PP)		{			u16 root=(smart_cast<IKinematics*>(object->Visual()))->LL_GetBoneRoot();			PP->StartParticles(m_telekinesis->destroing_particles(),root, Fvector().set(0,1,0),m_telekinesis->OwnerObject()->ID());		}		return true;	}	return false;}
开发者ID:AntonioModer,项目名称:xray-16,代码行数:29,


示例12: ai

CMapLocation::CMapLocation(LPCSTR type, u16 object_id){	m_flags.zero			();	m_level_spot			= NULL;	m_level_spot_pointer	= NULL;	m_minimap_spot			= NULL;	m_minimap_spot_pointer	= NULL;	m_complex_spot			= NULL;	m_complex_spot_pointer	= NULL;	m_level_map_spot_border	= NULL;	m_mini_map_spot_border	= NULL;	m_complex_spot_border	= NULL;	m_level_map_spot_border_na = NULL;	m_mini_map_spot_border_na = NULL;	m_complex_spot_border_na = NULL;	m_objectID				= object_id;	m_actual_time			= 0;	m_owner_se_object		= (ai().get_alife()) ? ai().alife().objects().object(m_objectID,true) : NULL;	m_flags.set				(eHintEnabled, TRUE);	LoadSpot				(type, false);		DisablePointer			();	EnableSpot				();	m_cached.m_Position.set	(10000,10000);	m_cached.m_updatedFrame = u32(-1);	m_cached.m_graphID		= GameGraph::_GRAPH_ID(-1);	if(!IsGameTypeSingle())		m_cached.m_LevelName = Level().name();}
开发者ID:AntonioModer,项目名称:xray-16,代码行数:34,


示例13: AddDelayedEvent

void game_sv_GameState::AddDelayedEvent(NET_Packet &tNetPacket, u16 type, u32 time, ClientID sender ){//	OnEvent(tNetPacket,type,time,sender);	if (IsGameTypeSingle())	{		m_event_queue->Create(tNetPacket,type,time,sender);		return;	}	switch (type)	{	case GAME_EVENT_PLAYER_STARTED:	case GAME_EVENT_PLAYER_READY:	case GAME_EVENT_VOTE_START:	case GAME_EVENT_VOTE_YES:	case GAME_EVENT_VOTE_NO:	case GAME_EVENT_PLAYER_AUTH:	case GAME_EVENT_CREATE_PLAYER_STATE:		{			m_event_queue->Create(tNetPacket,type,time,sender);		}break;	default:		{			m_event_queue->CreateSafe(tNetPacket,type,time,sender);		}break;	}}
开发者ID:AntonioModer,项目名称:xray-16,代码行数:26,


示例14: object

void CInventoryItem::net_Export			(NET_Packet& P) {		P.w_float			(m_fCondition);	P.w_u32				(Level().timeServer());		///////////////////////////////////////	CPHSynchronize* pSyncObj				= NULL;	SPHNetState	State;	pSyncObj = object().PHGetSyncItem		(0);	if (pSyncObj && !object().H_Parent()) 		pSyncObj->get_State(State);	else 			State.position.set(object().Position());	///////////////////////////////////////		u16 NumItems = object().PHGetSyncItemsNumber();	if (object().H_Parent())		NumItems = CSE_ALifeInventoryItem::FLAG_NO_POSITION;	else		if (IsGameTypeSingle())						NumItems = 0;	P.w_u16					( NumItems		);	if (NumItems != CSE_ALifeInventoryItem::FLAG_NO_POSITION)		P.w_vec3			( State.position);	if (!NumItems || (NumItems == CSE_ALifeInventoryItem::FLAG_NO_POSITION))		return;	position_Export(P,State);};
开发者ID:OLR-xray,项目名称:XRay-NEW,代码行数:28,


示例15: Level

void CUIZoneMap::Update(){	CActor* pActor = smart_cast<CActor*>( Level().CurrentViewEntity() );	if ( !pActor ) return;	if ( !( Device.dwFrame % 20 ) && IsGameTypeSingle() )	{		string16	text_str;		xr_strcpy( text_str, sizeof(text_str), "" );		CPda* pda = pActor->GetPDA();		if ( pda )		{			u32 cn = pda->ActiveContactsNum();			if ( cn > 0 )			{				xr_sprintf( text_str, sizeof(text_str), "%d", cn );			}		}		m_Counter_text.SetText( text_str );	}	UpdateRadar( Device.vCameraPosition );	float h, p;	Device.vCameraDirection.getHP( h, p );	SetHeading( -h );	m_clock_wnd->TextItemControl()->SetText( InventoryUtilities::GetGameTimeAsString( InventoryUtilities::etpTimeToMinutes ).c_str() );}
开发者ID:AntonioModer,项目名称:xray-16,代码行数:29,


示例16: AttachChild

void CUIMessagesWindow::Init(float x, float y, float width, float height){	CUIXml		 xml;	u32			color;	CGameFont*	pFont;	xml.Init(CONFIG_PATH, UI_PATH, "messages_window.xml");	m_pGameLog = xr_new<CUIGameLog>();m_pGameLog->SetAutoDelete(true);	m_pGameLog->Show(true);	AttachChild(m_pGameLog);	if ( IsGameTypeSingle() )	{		CUIXmlInit::InitScrollView(xml, "sp_log_list", 0, m_pGameLog);	}	else	{		m_pChatLog			= xr_new<CUIGameLog>(); m_pChatLog->SetAutoDelete(true);		m_pChatLog->Show	(true);		AttachChild			(m_pChatLog);		m_pChatWnd			= xr_new<CUIChatWnd>(m_pChatLog); m_pChatWnd->SetAutoDelete(true);		AttachChild			(m_pChatWnd);		CUIXmlInit::InitScrollView(xml, "mp_log_list", 0, m_pGameLog);		CUIXmlInit::InitFont(xml, "mp_log_list:font", 0, color, pFont);		m_pGameLog->SetTextAtrib(pFont, color);		CUIXmlInit::InitScrollView(xml, "chat_log_list", 0, m_pChatLog);		CUIXmlInit::InitFont(xml, "chat_log_list:font", 0, color, pFont);		m_pChatLog->SetTextAtrib(pFont, color);				m_pChatWnd->Init	(xml);	}	}
开发者ID:OLR-xray,项目名称:OLR-3.0,代码行数:35,


示例17: UpdateActor

void CUIActorMenu::UpdateActor(){	if ( IsGameTypeSingle() )	{		string64 buf;		sprintf_s( buf, "%d RU", m_pActorInvOwner->get_money() );		m_ActorMoney->SetText( buf );	}	else	{		UpdateActorMP();	}		CActor* actor = smart_cast<CActor*>( m_pActorInvOwner );	if ( actor )	{		CWeapon* wp = smart_cast<CWeapon*>( actor->inventory().ActiveItem() );		if ( wp ) 		{			wp->ForceUpdateAmmo();		}	}//actor	InventoryUtilities::UpdateWeightStr( *m_ActorWeight, *m_ActorWeightMax, m_pActorInvOwner );		m_ActorWeight->AdjustWidthToText();	m_ActorWeightMax->AdjustWidthToText();	m_ActorBottomInfo->AdjustWidthToText();	Fvector2 pos = m_ActorWeight->GetWndPos();	pos.x = m_ActorWeightMax->GetWndPos().x - m_ActorWeight->GetWndSize().x - 5.0f;	m_ActorWeight->SetWndPos( pos );	pos.x = pos.x - m_ActorBottomInfo->GetWndSize().x - 5.0f;	m_ActorBottomInfo->SetWndPos( pos );}
开发者ID:2asoft,项目名称:xray,代码行数:35,


示例18: GetHeight

void CUIOutfitDragDropList::SetOutfit(CUICellItem* itm){	m_background->SetWndPos				(Fvector2().set(0,0));	m_background->SetWndSize			(Fvector2().set(GetWidth(), GetHeight()));		m_background->SetStretchTexture		(true);	if ((!IsGameTypeSingle()) && !itm)	{		CObject *pActor = NULL;        pActor = smart_cast<CActor*>(Level().CurrentEntity());		xr_string a;		if (pActor)			a = *pActor->cNameVisual();		else			a = *m_default_outfit;		xr_string::iterator it = std::find(a.rbegin(), a.rend(), '//').base(); 		// Cut leading full path		if (it != a.begin())			a.erase(a.begin(), it);		// Cut trailing ".ogf"		R_ASSERT(xr_strlen(a.c_str()) > 4);		if ('.' == a[a.size() - 4])			a.erase(a.size() - 4);		m_background->InitTexture(a.c_str());	}	else {		if(itm)		{			PIItem _iitem	= (PIItem)itm->m_pData;			CCustomOutfit* pOutfit = smart_cast<CCustomOutfit*>(_iitem); VERIFY(pOutfit);			/*			r.lt			= pOutfit->GetIconPos();			r.x1			*= ICON_GRID_WIDTH;			r.y1			*= ICON_GRID_HEIGHT;			*/			m_background->InitTexture			(pOutfit->GetFullIconName().c_str());		}else		{			m_background->InitTexture		("npc_icon_without_outfit");		}		/*		r.x2			= r.x1+CHAR_ICON_FULL_WIDTH*ICON_GRID_WIDTH;		r.y2			= r.y1+CHAR_ICON_FULL_HEIGHT*ICON_GRID_HEIGHT;		m_background->SetShader				(InventoryUtilities::GetCharIconsShader());        m_background->SetOriginalRect		(r);		*/	}	m_background->TextureOn				();//	m_background->RescaleRelative2Rect	(r);}
开发者ID:2asoft,项目名称:xray,代码行数:59,


示例19: net_Spawn

BOOL CCustomOutfit::net_Spawn(CSE_Abstract* DC){	if(IsGameTypeSingle())		ReloadBonesProtection();	BOOL res = inherited::net_Spawn(DC);	return					(res);}
开发者ID:AntonioModer,项目名称:xray-16,代码行数:8,


示例20: CalcMotionSpeed

float CalcMotionSpeed(const shared_str& anim_name){	if(!IsGameTypeSingle() && (anim_name=="anm_show" || anim_name=="anm_hide") )		return 2.0f;	else		return 1.0f;}
开发者ID:AntonioModer,项目名称:xray-16,代码行数:8,


示例21: NeedToDestroyObject

bool CGrenade::NeedToDestroyObject()	const{	if ( IsGameTypeSingle()			) return false;	if ( Remote()					) return false;	if ( TimePassedAfterIndependant() > m_dwGrenadeRemoveTime)		return true;	return false;}
开发者ID:OLR-xray,项目名称:XRay-NEW,代码行数:9,


示例22: on_physics_disable

void CPhysicsShellHolder::on_physics_disable(){	if (IsGameTypeSingle())		return;	NET_Packet			net_packet;	u_EventGen			(net_packet,GE_FREEZE_OBJECT,ID());	Level().Send		(net_packet,net_flags(TRUE,TRUE));}
开发者ID:OLR-xray,项目名称:OLR-3.0,代码行数:9,


示例23: CurrentGameUI

void CActor::NewPdaContact		(CInventoryOwner* pInvOwner){    if(!IsGameTypeSingle()) return;    bool b_alive = !!(smart_cast<CEntityAlive*>(pInvOwner))->g_Alive();    CurrentGameUI()->UIMainIngameWnd->AnimateContacts(b_alive);    Level().MapManager().AddRelationLocation		( pInvOwner );}
开发者ID:zcaliptium,项目名称:xray-16,代码行数:9,


示例24: H_Parent

void CCustomOutfit::AddBonesProtection(LPCSTR bones_section){	CObject* parent = H_Parent();	if(IsGameTypeSingle())		parent = smart_cast<CObject*>(Level().CurrentViewEntity());	if ( parent && parent->Visual() && m_BonesProtectionSect.size() )		m_boneProtection->add(bones_section, smart_cast<IKinematics*>( parent->Visual() ) );}
开发者ID:AntonioModer,项目名称:xray-16,代码行数:9,


示例25:

void CScriptBinder::set_object		(CScriptBinderObject *object){	if (IsGameTypeSingle()) {		VERIFY2				(!m_object,"Cannot bind to the object twice!");#ifdef _DEBUG		Msg					("* Core object %s is binded with the script object",smart_cast<CGameObject*>(this) ? *smart_cast<CGameObject*>(this)->cName() : "");#endif // _DEBUG		m_object			= object;	}}
开发者ID:OLR-xray,项目名称:OLR-3.0,代码行数:10,


示例26: Init

void CUIMessagesWindow::Init(float x, float y, float width, float height){	CUIXml									xml;	xml.Load								(CONFIG_PATH, UI_PATH, "messages_window.xml");	m_pGameLog								= xr_new<CUIGameLog>();	m_pGameLog->SetAutoDelete				(true);	m_pGameLog->Show						(true);	AttachChild								(m_pGameLog);	if ( IsGameTypeSingle() )	{		CUIXmlInit::InitScrollView			(xml, "sp_log_list", 0, m_pGameLog);	}	else	{		u32									color;		CGameFont*							pFont;		m_pChatLog							= xr_new<CUIGameLog>(); 		m_pChatLog->SetAutoDelete			(true);		m_pChatLog->Show					(true);		AttachChild							(m_pChatLog);		m_pChatWnd							= xr_new<CUIChatWnd>(); 		m_pChatWnd->SetAutoDelete			(true);		AttachChild							(m_pChatWnd);		CUIXmlInit::InitScrollView			(xml, "mp_log_list", 0, m_pGameLog);		CUIXmlInit::InitFont				(xml, "mp_log_list:font", 0, color, pFont);		m_pGameLog->SetTextAtrib			(pFont, color);		CUIXmlInit::InitScrollView			(xml, "chat_log_list", 0, m_pChatLog);		m_inprogress_chat_log_rect			= m_pChatLog->GetWndRect();		m_in_pending_mode					= false;				XML_NODE* pending_chat_list			= xml.NavigateToNode(CHAT_LOG_LIST_PENDING);		if (pending_chat_list)		{			m_pending_chat_log_rect.x1		= xml.ReadAttribFlt(CHAT_LOG_LIST_PENDING, 0, "x");			m_pending_chat_log_rect.y1		= xml.ReadAttribFlt(CHAT_LOG_LIST_PENDING, 0, "y");			m_pending_chat_log_rect.x2		= xml.ReadAttribFlt(CHAT_LOG_LIST_PENDING, 0, "width");			m_pending_chat_log_rect.y2		= xml.ReadAttribFlt(CHAT_LOG_LIST_PENDING, 0, "height");			m_pending_chat_log_rect.rb.add	(m_pending_chat_log_rect.lt);		}else			m_pending_chat_log_rect			= m_inprogress_chat_log_rect;				CUIXmlInit::InitFont				(xml, "chat_log_list:font", 0, color, pFont);		m_pChatLog->SetTextAtrib			(pFont, color);				m_pChatWnd->Init					(xml);	}	}
开发者ID:AntonioModer,项目名称:xray-16,代码行数:55,


示例27: VERIFY

CRelationRegistryWrapper& RELATION_REGISTRY::relation_registry(){	if(!m_relation_registry){		VERIFY(IsGameTypeSingle());		m_relation_registry = xr_new<CRelationRegistryWrapper>();		load_attack_goodwill();	}	return *m_relation_registry;}
开发者ID:OLR-xray,项目名称:OLR-3.0,代码行数:11,


示例28: OnHiddenItem

void CArtefact::OnHiddenItem (){	if(IsGameTypeSingle())		SwitchState(eHiding);	else		SwitchState(eHidden);	inherited::OnHiddenItem		();	SetState					(eHidden);	SetNextState				(eHidden);}
开发者ID:AntonioModer,项目名称:xray-16,代码行数:11,



注:本文中的IsGameTypeSingle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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