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_ASSERTbool 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: UpdateHUDAddonsVisibilityvoid 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: Dievoid 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: UpdateGrenadeVisibilityBOOL 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: PickupModeUpdatevoid 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_shellvoid 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: InitFromXmlvoid 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: operatorvoid 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: UpdateCLvoid 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: Destroyvoid 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: Fvectorbool 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: aiCMapLocation::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: AddDelayedEventvoid 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: objectvoid 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: Levelvoid 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: AttachChildvoid 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: UpdateActorvoid 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: GetHeightvoid 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_SpawnBOOL 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: CalcMotionSpeedfloat 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: NeedToDestroyObjectbool 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_disablevoid 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: CurrentGameUIvoid 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_Parentvoid 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: Initvoid 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: VERIFYCRelationRegistryWrapper& 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: OnHiddenItemvoid 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。 C++ IsHeroic函数代码示例 C++ IsGameObjectValid函数代码示例 |