本文整理汇总了C++中Chit::GetItem方法的典型用法代码示例。如果您正苦于以下问题:C++ Chit::GetItem方法的具体用法?C++ Chit::GetItem怎么用?C++ Chit::GetItem使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Chit
的用法示例。
在下文中一共展示了Chit::GetItem方法的15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,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: NewMonsterChit
Chit* LumosChitBag::NewMonsterChit(const Vector3F& pos, const char* name, int team)
{
const ChitContext* context = Context();
Chit* chit = NewChit();
AddItem( name, chit, context->engine, team, 0 );
chit->Add( new RenderComponent( chit->GetItem()->ResourceName() ));
chit->Add( new PathMoveComponent());
chit->Add( new AIComponent());
chit->SetPosition( pos );
chit->Add( new HealthComponent());
IString mob = chit->GetItem()->keyValues.GetIString(ISC::mob);
if (ReserveBank::Instance()) {
ReserveBank::Instance()->WithdrawMonster(chit->GetWallet(), mob == ISC::greater);
}
if (mob == ISC::greater) {
// Mark this item as important with a destroyMsg:
chit->GetItem()->SetSignificant(GetNewsHistory(), ToWorld2F(pos), NewsEvent::GREATER_MOB_CREATED, NewsEvent::GREATER_MOB_KILLED, 0);
}
chit->GetItem()->GetTraitsMutable()->Roll(chit->ID());
chit->GetItem()->FullHeal();
if (XenoAudio::Instance()) {
XenoAudio::Instance()->PlayVariation(ISC::rezWAV, random.Rand(), &pos);
}
return chit;
}
开发者ID:fordream,项目名称:alteraorbis,代码行数:31,代码来源:lumoschitbag.cpp示例2: Citizens
int CoreScript::Citizens(CChitArray* arr)
{
int i=0;
while (i < citizens.Size()) {
int id = citizens[i];
Chit* chit = CitizenFilter(id);
if (chit) { // check for team change, throw out of citizens.
if (arr) arr->Push(chit);
++i;
}
else {
// Dead and gone.
citizens.SwapRemove(i);
// Reset the timer so that there is a little time
// between a dead citizen and re-spawn
spawnTick.Reset();
}
}
#if 0
// This is annoying: seeing if cranking down the spawn rate and not
// destroying the sleep tube achieves success.
// Also, destroy a sleeptube, so it costs something to replace, and towns can fall.
if ( sc ) {
Vector2F pos2 = sc->GetPosition2D();
Vector2I sector = ToSector( ToWorld2I( pos2 ));
Chit* bed = scriptContext->chitBag->FindBuilding( ISC::bed, sector, &pos2, LumosChitBag::RANDOM_NEAR, 0, 0 );
if ( bed && bed->GetItem() ) {
bed->GetItem()->hp = 0;
bed->SetTickNeeded();
}
}
#endif
return citizens.Size();
}
开发者ID:csioza,项目名称:alteraorbis,代码行数:35,代码来源:corescript.cpp示例3: AddFlag
void CoreScript::AddFlag(const Vector2I& _pos)
{
Vector2I pos = _pos;
// A little UI fixup: set the flag to a porch
// if we click on the switch.
Chit* building = Context()->chitBag->QueryBuilding(IString(), pos, 0);
if (building && (building->GetItem()->IName() == ISC::switchOn || building->GetItem()->IName() == ISC::switchOff)) {
MapSpatialComponent* msc = GET_SUB_COMPONENT(building, SpatialComponent, MapSpatialComponent);
if (msc) {
pos = msc->PorchPos().min;
}
}
Flag f = { pos, 0 };
if (flags.Find(f) < 0) {
Chit* chit = Context()->chitBag->NewChit();
RenderComponent* rc = new RenderComponent("flag");
chit->Add(rc);
ProcRenderInfo info;
AssignProcedural(ISC::team,
false,
ParentChit()->GetItem()->ID(),
ParentChit()->Team(),
false,
0,
0,
&info);
rc->SetProcedural(0, info);
chit->SetPosition(ToWorld3F(pos));
f.chitID = chit->ID();
flags.Push(f);
}
}
开发者ID:csioza,项目名称:alteraorbis,代码行数:33,代码来源:corescript.cpp示例4: OnChitMsg
void CoreScript::OnChitMsg(Chit* chit, const ChitMsg& msg)
{
// Logic split between Sim::OnChitMsg and CoreScript::OnChitMsg
if (msg.ID() == ChitMsg::CHIT_DESTROYED && (chit == parentChit)) {
while (!citizens.Empty()) {
int citizenID = citizens.Pop();
Chit* citizen = Context()->chitBag->GetChit(citizenID);
if (citizen && citizen->GetItem()) {
// Set to rogue team.
citizen->GetItem()->SetRogue();
}
}
Vector2I pos2i = ToWorld2I(chit->Position());
Vector2I sector = ToSector(pos2i);
if (Team::Instance()->IsController(chit->Team())) {
NewsEvent news(NewsEvent::SUPERTEAM_DELETED, ToWorld2F(pos2i), chit->GetItemID(), 0);
Context()->chitBag->GetNewsHistory()->Add(news);
}
int controllerTeam = 0;
if (Team::Instance()->IsControlled(chit->Team(), &controllerTeam)) {
CoreScript* controller = CoreScript::GetCoreFromTeam(controllerTeam);
GLASSERT(controller);
if (controller) {
NewsEvent news(NewsEvent::SUBTEAM_DELETED, ToWorld2F(pos2i), chit->GetItemID(), controller->ParentChit()->GetItemID());
Context()->chitBag->GetNewsHistory()->Add(news);
}
}
int deleterID = chit->GetItemComponent() ? chit->GetItemComponent()->LastDamageID() : 0;
Chit* deleter = Context()->chitBag->GetChit(deleterID);
int superTeam = 0;
if (deleter
&& (deleter->Team() == Team::Instance()->SuperTeam(deleter->Team()))
&& Team::IsDenizen(deleter->Team())
&& Team::IsDenizen(chit->Team()))
{
superTeam = deleter->Team();
}
if (chit->Team() != TEAM_NEUTRAL) {
if (superTeam) {
LumosChitBag::CreateCoreData data = { sector, true, chit->Team(), deleter ? deleter->Team() : 0 };
Context()->chitBag->coreCreateList.Push(data);
}
else {
LumosChitBag::CreateCoreData data = { sector, false, chit->Team(), deleter ? deleter->Team() : 0 };
Context()->chitBag->coreCreateList.Push(data);
}
}
else {
// Neutral cores are taken over by wandering over them
// with enough friend units to have critical mass.
LumosChitBag::CreateCoreData data = { sector, false, 0, 0 };
Context()->chitBag->coreCreateList.Push(data);
}
Team::Instance()->CoreDestroyed(parentChit->Team());
}
}
开发者ID:csioza,项目名称:alteraorbis,代码行数:60,代码来源:corescript.cpp示例5: RecruitNeutral
bool CoreScript::RecruitNeutral()
{
Vector2I sector = ToSector(parentChit->Position());
Rectangle2I inner = InnerSectorBounds(sector);
MOBKeyFilter filter;
filter.value = ISC::denizen;
CChitArray arr;
Context()->chitBag->QuerySpatialHash(&arr, ToWorld2F(inner), 0, &filter);
for (int i = 0; i < arr.Size(); ++i) {
Chit* chit = arr[i];
if (Team::Instance()->GetRelationship(chit, parentChit) != ERelate::ENEMY) {
if (this->IsCitizen(chit)) continue;
if (!chit->GetItem()) continue;
if (Team::IsRogue(chit->Team())) {
// ronin! denizen without a core.
this->AddCitizen( chit );
GLASSERT(chit->GetItem()->Significant());
NewsEvent news(NewsEvent::ROGUE_DENIZEN_JOINS_TEAM, ToWorld2F(chit->Position()), chit->GetItemID(), 0);
Context()->chitBag->GetNewsHistory()->Add(news);
return true;
}
}
}
return false;
}
开发者ID:csioza,项目名称:alteraorbis,代码行数:29,代码来源:corescript.cpp示例6: PrimeCitizen
Chit* CoreScript::PrimeCitizen()
{
for (int i = 0; i < citizens.Size(); ++i) {
int id = citizens[i];
Chit* chit = CitizenFilter(id);
if (chit && chit->GetItem()) {
if (chit->GetItem()->keyValues.Has(ISC::prime)) {
return chit;
}
}
}
return 0;
}
开发者ID:csioza,项目名称:alteraorbis,代码行数:13,代码来源:corescript.cpp示例7: FindBuilding
Chit* LumosChitBag::FindBuilding( const grinliz::IString& name,
const grinliz::Vector2I& sector,
const grinliz::Vector2F* pos,
LumosChitBag::EFindMode flags,
CDynArray<Chit*>* arr,
IChitAccept* filter )
{
CDynArray<Chit*>& match = arr ? *arr : findMatch; // sleazy reference trick to point to either passed in or local.
match.Clear();
findWeight.Clear();
for( MapSpatialComponent* it = mapSpatialHash[sector.y*NUM_SECTORS+sector.x]; it; it = it->nextBuilding ) {
Chit* chit = it->ParentChit();
GLASSERT( chit );
if ( filter && !filter->Accept( chit )) { // if a filter, check it.
continue;
}
const GameItem* item = chit->GetItem();
if ( item && ( name.empty() || item->IName() == name )) { // name, if empty, matches everything
match.Push( chit );
}
}
// If we found nothing, or we don't care about the position, return early.
// Else deal with choice / sorting / etc. below.
if ( match.Empty() )
return 0;
if ( !pos )
return match[0];
// NEAREST scans and finds the closest one.
// RANDOM_NEAR chooses one at random, but weighted by the (inverse) of the distance
if ( flags == EFindMode::NEAREST ) {
float closest = ( ToWorld2F(match[0]->Position()) - *pos ).LengthSquared();
int ci = 0;
for( int i=1; i<match.Size(); ++i ) {
float len2 = ( ToWorld2F(match[i]->Position()) - *pos ).LengthSquared();
if ( len2 < closest ) {
closest = len2;
ci = i;
}
}
return match[ci];
}
if ( flags == EFindMode::RANDOM_NEAR ) {
for( int i=0; i<match.Size(); ++i ) {
float len = ( ToWorld2F(match[i]->Position()) - *pos ).Length();
if (len < 1) len = 1;
findWeight.Push( 1.0f/len );
}
int index = random.Select( findWeight.Mem(), findWeight.Size() );
return match[index];
}
// Bad flag? Something didn't return?
GLASSERT( 0 );
return 0;
}
开发者ID:fordream,项目名称:alteraorbis,代码行数:60,代码来源:lumoschitbag.cpp示例8: NewGoldChit
Chit* LumosChitBag::NewGoldChit( const grinliz::Vector3F& pos, Wallet* src )
{
GLASSERT(src);
if (src->Gold() == 0) return 0;
const ChitContext* context = Context();
Vector2F v2 = { pos.x, pos.z };
ItemNameFilter goldFilter( ISC::gold);
this->QuerySpatialHash( &chitList, v2, 1.0f, 0, &goldFilter );
Chit* chit = 0;
// Evil bug this: adding gold to a wallet just before
// deletion. I'm a little concerned where else
// this could be a problem. Would be nice to make
// deletion immediate.
for (int i = 0; i < chitList.Size(); ++i) {
Chit* c = chitList[i];
if (c && !IsQueuedForDelete(c) && c->GetWallet() && !c->GetWallet()->Closed()) {
chit = chitList[i];
break;
}
}
if ( !chit ) {
chit = this->NewChit();
AddItem( "gold", chit, context->engine, 0, 0 );
chit->Add( new RenderComponent( chit->GetItem()->ResourceName() ));
chit->SetPosition( pos );
chit->Add(new GameMoveComponent());
}
chit->GetWallet()->Deposit(src, src->Gold());
return chit;
}
开发者ID:fordream,项目名称:alteraorbis,代码行数:35,代码来源:lumoschitbag.cpp示例9: NewBadGuy
Chit* LumosChitBag::NewBadGuy(const grinliz::Vector2I& pos,
const IString& name,
const grinliz::IString& type,
int team, int level )
{
const ChitContext* context = Context();
Chit* chit = NewChit();
const GameItem& root = ItemDefDB::Instance()->Get(type.safe_str());
chit->Add( new RenderComponent(root.ResourceName()));
chit->Add( new PathMoveComponent());
AddItem(root.Name(), chit, context->engine, team, level, 0, "human");
ReserveBank::Instance()->WithdrawMonster(chit->GetWallet(), true);
chit->GetItem()->GetTraitsMutable()->Roll( random.Rand() );
chit->GetItem()->GetPersonalityMutable()->Roll( random.Rand(), &chit->GetItem()->Traits() );
chit->GetItem()->FullHeal();
chit->GetItem()->SetProperName(name);
AIComponent* ai = new AIComponent();
chit->Add( ai );
chit->Add( new HealthComponent());
chit->SetPosition( (float)pos.x+0.5f, 0, (float)pos.y+0.5f );
for (int i = 0; i < ForgeScript::NUM_ITEM_TYPES; ++i) {
ForgeScript::ForgeData forgeData;
forgeData.type = i;
forgeData.subType = 0;
forgeData.tech = 3;
forgeData.level = level;
forgeData.team = team;
int seed = random.Rand();
ForgeScript::BestSubItem(&forgeData, seed);
TransactAmt cost;
TransactAmt freeCreate;
static const int CRYSTAL[NUM_CRYSTAL_TYPES] = { 3, 2, 1, 1 };
freeCreate.Set(0, CRYSTAL);
GameItem* loot = ForgeScript::ForgeRandomItem(forgeData, freeCreate, &cost, seed, ReserveBank::GetWallet());
if (loot) {
chit->GetItemComponent()->AddToInventory(loot);
loot->SetSignificant(chit->Context()->chitBag->GetNewsHistory(),
ToWorld2F(chit->Position()),
NewsEvent::FORGED, NewsEvent::UN_FORGED, chit->GetItem());
}
}
chit->GetItem()->SetSignificant(GetNewsHistory(), ToWorld2F(pos), NewsEvent::DENIZEN_CREATED, NewsEvent::DENIZEN_KILLED, 0);
if (XenoAudio::Instance()) {
Vector3F pos3 = ToWorld3F(pos);
XenoAudio::Instance()->PlayVariation(ISC::rezWAV, random.Rand(), &pos3);
}
return chit;
}
开发者ID:fordream,项目名称:alteraorbis,代码行数:58,代码来源:lumoschitbag.cpp示例10: QueryBuilding
Chit* LumosChitBag::QueryBuilding( const IString& name, const grinliz::Rectangle2I& bounds, CChitArray* arr )
{
GLASSERT( MAX_BUILDING_SIZE == 2 ); // else adjust logic
Vector2I sector = ToSector( bounds.min );
for( MapSpatialComponent* it = mapSpatialHash[SectorIndex(sector)]; it; it = it->nextBuilding ) {
if ( it->Bounds().Intersect( bounds )) {
Chit* chit = it->ParentChit();
if (name.empty() || (chit->GetItem() && chit->GetItem()->IName() == name)) {
if (!arr) {
return chit;
}
if (arr->HasCap()) {
arr->Push(chit);
}
}
}
}
if (arr && !arr->Empty()) {
return (*arr)[0];
}
return 0;
}
开发者ID:fordream,项目名称:alteraorbis,代码行数:23,代码来源:lumoschitbag.cpp示例11: NewDenizen
Chit* LumosChitBag::NewDenizen( const grinliz::Vector2I& pos, int team )
{
const ChitContext* context = Context();
IString itemName;
switch (Team::Group(team)) {
case TEAM_HOUSE: itemName = (random.Bit()) ? ISC::humanFemale : ISC::humanMale; break;
case TEAM_GOB: itemName = ISC::gobman; break;
case TEAM_KAMAKIRI: itemName = ISC::kamakiri; break;
default: GLASSERT(0); break;
}
Chit* chit = NewChit();
const GameItem& root = ItemDefDB::Instance()->Get(itemName.safe_str());
chit->Add( new RenderComponent(root.ResourceName()));
chit->Add( new PathMoveComponent());
const char* altName = 0;
if (Team::Group(team) == TEAM_HOUSE) {
altName = "human";
}
AddItem(root.Name(), chit, context->engine, team, 0, 0, altName);
ReserveBank::Instance()->WithdrawDenizen(chit->GetWallet());
chit->GetItem()->GetTraitsMutable()->Roll( random.Rand() );
chit->GetItem()->GetPersonalityMutable()->Roll( random.Rand(), &chit->GetItem()->Traits() );
chit->GetItem()->FullHeal();
IString nameGen = chit->GetItem()->keyValues.GetIString( "nameGen" );
if ( !nameGen.empty() ) {
LumosChitBag* chitBag = chit->Context()->chitBag;
if ( chitBag ) {
chit->GetItem()->SetProperName(chitBag->NameGen(nameGen.c_str(), chit->ID()));
}
}
AIComponent* ai = new AIComponent();
chit->Add( ai );
chit->Add( new HealthComponent());
chit->SetPosition( (float)pos.x+0.5f, 0, (float)pos.y+0.5f );
chit->GetItem()->SetSignificant(GetNewsHistory(), ToWorld2F(pos), NewsEvent::DENIZEN_CREATED, NewsEvent::DENIZEN_KILLED, 0);
if (XenoAudio::Instance()) {
Vector3F pos3 = ToWorld3F(pos);
XenoAudio::Instance()->PlayVariation(ISC::rezWAV, random.Rand(), &pos3);
}
return chit;
}
开发者ID:fordream,项目名称:alteraorbis,代码行数:52,代码来源:lumoschitbag.cpp示例12: NewLawnOrnament
Chit* LumosChitBag::NewLawnOrnament(const Vector2I& pos, const char* name, int team)
{
const ChitContext* context = Context();
Chit* chit = NewChit();
GameItem* rootItem = ItemDefDB::Instance()->Get(name).Clone();
// Hack...how to do this better??
if (rootItem->IResourceName() == "ruins1.0") {
CStr<32> str;
str.Format("ruins1.%d", random.Rand(2));
rootItem->SetResource(str.c_str());
}
int size = 1;
rootItem->keyValues.Get(ISC::size, &size);
MapSpatialComponent* msc = new MapSpatialComponent();
msc->SetBuilding(size, false, 0);
msc->SetBlocks((rootItem->flags & GameItem::PATH_NON_BLOCKING) ? false : true);
chit->Add(msc);
MapSpatialComponent::SetMapPosition(chit, pos.x, pos.y);
chit->Add(new RenderComponent(rootItem->ResourceName()));
chit->Add(new HealthComponent());
AddItem(rootItem, chit, context->engine, team, 0);
IString proc = rootItem->keyValues.GetIString("procedural");
if (!proc.empty()) {
ProcRenderInfo info;
AssignProcedural(chit->GetItem(), &info);
chit->GetRenderComponent()->SetProcedural(0, info);
}
context->engine->particleSystem->EmitPD(ISC::constructiondone, ToWorld3F(pos), V3F_UP, 0);
if (XenoAudio::Instance()) {
Vector3F pos3 = ToWorld3F(pos);
XenoAudio::Instance()->PlayVariation(ISC::rezWAV, random.Rand(), &pos3);
}
return chit;
}
开发者ID:fordream,项目名称:alteraorbis,代码行数:44,代码来源:lumoschitbag.cpp示例13: NewCrystalChit
Chit* LumosChitBag::NewCrystalChit( const grinliz::Vector3F& _pos, Wallet* src, bool fuzz )
{
Vector3F pos = _pos;
if ( fuzz ) {
pos.x = floorf(_pos.x) + random.Uniform();
pos.z = floorf(_pos.z) + random.Uniform();
}
int crystal = -1;
for (int i = 0; i < NUM_CRYSTAL_TYPES; ++i) {
if (src->Crystal(i)) {
crystal = i;
break;
}
}
if (crystal == -1) return 0; // done
const char* name = 0;
switch ( crystal ) {
case CRYSTAL_GREEN: name="crystal_green"; break;
case CRYSTAL_RED: name="crystal_red"; break;
case CRYSTAL_BLUE: name="crystal_blue"; break;
case CRYSTAL_VIOLET: name="crystal_violet"; break;
}
const ChitContext* context = Context();
Chit* chit = this->NewChit();
AddItem( name, chit, context->engine, 0, 0 );
chit->Add( new RenderComponent( chit->GetItem()->ResourceName() ));
chit->Add(new GameMoveComponent());
chit->SetPosition( pos );
int c[NUM_CRYSTAL_TYPES] = { 0 };
c[crystal] = 1;
chit->GetWallet()->Deposit(src, 0, c);
return chit;
}
开发者ID:fordream,项目名称:alteraorbis,代码行数:42,代码来源:lumoschitbag.cpp示例14: BuildingCounts
void LumosChitBag::BuildingCounts(const Vector2I& sector, int* counts, int n)
{
BuildScript buildScript;
for( MapSpatialComponent* it = mapSpatialHash[sector.y*NUM_SECTORS+sector.x]; it; it = it->nextBuilding ) {
Chit* chit = it->ParentChit();
GLASSERT( chit );
const GameItem* item = chit->GetItem();
if (!item)
continue;
const IString& name = item->IName();
int id = 0;
if (!name.empty()) {
buildScript.GetDataFromStructure(name, &id);
if (id < n) {
counts[id] += 1;
}
}
}
}
开发者ID:fordream,项目名称:alteraorbis,代码行数:22,代码来源:lumoschitbag.cpp示例15: NewBuilding
Chit* LumosChitBag::NewBuilding(const Vector2I& pos, const char* name, int team)
{
const ChitContext* context = Context();
Chit* chit = NewChit();
const GameItem& rootItem = ItemDefDB::Instance()->Get(name);
GameItem* item = rootItem.Clone();
// Hack...how to do this better??
if (item->IResourceName() == "pyramid0") {
CStr<32> str;
str.Format("pyramid%d", random.Rand(3));
item->SetResource(str.c_str());
}
if (item->IResourceName() == ISC::kiosk) {
switch (random.Rand(4)) {
case 0: item->SetResource("kiosk.n"); break;
case 1: item->SetResource("kiosk.m"); break;
case 2: item->SetResource("kiosk.s"); break;
default:item->SetResource("kiosk.c"); break;
}
}
int size = 1;
rootItem.keyValues.Get(ISC::size, &size);
int porch = 0;
rootItem.keyValues.Get(ISC::porch, &porch);
const int circuit = 0;
// Should be pre-cleared. But recover from weird situations by clearing.
// Note that water is a real problem.
Rectangle2I r;
r.Set(pos.x, pos.y, pos.x + size - 1, pos.y + size - 1);
for (Rectangle2IIterator it(r); !it.Done(); it.Next()) {
const WorldGrid& wg = context->worldMap->GetWorldGrid(it.Pos());
GLASSERT(wg.IsLand());
(void)wg;
context->worldMap->SetRock(it.Pos().x, it.Pos().y, 0, false, 0);
context->worldMap->SetPlant(it.Pos().x, it.Pos().y, 0, 0);
}
MapSpatialComponent* msc = new MapSpatialComponent();
msc->SetBuilding(size, porch != 0, circuit);
msc->SetBlocks((rootItem.flags & GameItem::PATH_NON_BLOCKING) ? false : true);
chit->Add(msc);
MapSpatialComponent::SetMapPosition(chit, pos.x, pos.y);
chit->Add(new RenderComponent(item->ResourceName()));
chit->Add(new HealthComponent());
AddItem(item, chit, context->engine, team, 0);
IString script = rootItem.keyValues.GetIString("script");
if (!script.empty()) {
Component* s = ComponentFactory::Factory(script.c_str(), &chitContext);
GLASSERT(s);
chit->Add(s);
}
IString proc = rootItem.keyValues.GetIString("procedural");
if (!proc.empty()) {
ProcRenderInfo info;
AssignProcedural(chit->GetItem(), &info);
chit->GetRenderComponent()->SetProcedural(0, info);
}
IString consumes = rootItem.keyValues.GetIString(ISC::zone);
if (!consumes.empty()) {
Component* s = ComponentFactory::Factory("EvalBuildingScript", &chitContext);
GLASSERT(s);
chit->Add(s);
}
IString nameGen = rootItem.keyValues.GetIString( "nameGen");
if ( !nameGen.empty() ) {
IString p = Context()->chitBag->NameGen(nameGen.c_str(), chit->random.Rand());
chit->GetItem()->SetProperName( p );
}
#if 0 // debugging
SectorPort sp;
sp.sector.Set( pos.x/SECTOR_SIZE, pos.y/SECTOR_SIZE );
sp.port = 1;
worldMap->SetRandomPort( sp );
#endif
context->engine->particleSystem->EmitPD( ISC::constructiondone, ToWorld3F( pos ), V3F_UP, 0 );
if (XenoAudio::Instance()) {
Vector3F pos3 = ToWorld3F(pos);
XenoAudio::Instance()->PlayVariation(ISC::rezWAV, random.Rand(), &pos3);
}
return chit;
}
开发者ID:fordream,项目名称:alteraorbis,代码行数:94,代码来源:lumoschitbag.cpp本文标签属性:
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