本文整理汇总了C++中GetVectors函数的典型用法代码示例。如果您正苦于以下问题:C++ GetVectors函数的具体用法?C++ GetVectors怎么用?C++ GetVectors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GetVectors函数的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: EyePosition
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_GroundTurret::Shoot()
{
FireBulletsInfo_t info;
Vector vecSrc = EyePosition();
Vector vecDir;
GetVectors( &vecDir, NULL, NULL );
for( int i = 0 ; i < 1 ; i++ )
{
info.m_vecSrc = vecSrc;
if( i > 0 || !GetEnemy()->IsPlayer() )
{
// Subsequent shots or shots at non-players random
GetVectors( &info.m_vecDirShooting, NULL, NULL );
info.m_vecSpread = m_vecSpread;
}
else
{
// First shot is at the enemy.
info.m_vecDirShooting = GetActualShootTrajectory( vecSrc );
info.m_vecSpread = VECTOR_CONE_PRECALCULATED;
}
info.m_iTracerFreq = 1;
info.m_iShots = 1;
info.m_pAttacker = this;
info.m_flDistance = MAX_COORD_RANGE;
info.m_iAmmoType = m_iAmmoType;
FireBullets( info );
}
// Do the AR2 muzzle flash
CEffectData data;
data.m_nEntIndex = entindex();
data.m_nAttachmentIndex = LookupAttachment( "eyes" );
data.m_flScale = 1.0f;
data.m_fFlags = MUZZLEFLASH_COMBINE;
DispatchEffect( "MuzzleFlash", data );
EmitSound( "NPC_FloorTurret.ShotSounds", m_ShotSounds );
if( IsX360() )
{
m_flTimeNextShoot = gpGlobals->curtime + 0.2;
}
else
{
m_flTimeNextShoot = gpGlobals->curtime + 0.09;
}
}
示例2: CreateEntityByName
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAntlionGrub::CreateNugget( void )
{
CGrubNugget *pNugget = (CGrubNugget *) CreateEntityByName( "item_grubnugget" );
if ( pNugget == NULL )
return;
Vector vecOrigin;
Vector vecForward;
GetAttachment( LookupAttachment( "glow" ), vecOrigin, &vecForward );
// Find out what size to make this nugget!
int nDenomination = GetNuggetDenomination();
pNugget->SetDenomination( nDenomination );
pNugget->SetAbsOrigin( vecOrigin );
pNugget->SetAbsAngles( RandomAngle( 0, 360 ) );
DispatchSpawn( pNugget );
IPhysicsObject *pPhys = pNugget->VPhysicsGetObject();
if ( pPhys )
{
Vector vecForward;
GetVectors( &vecForward, NULL, NULL );
Vector vecVelocity = RandomVector( -35.0f, 35.0f ) + ( vecForward * -RandomFloat( 50.0f, 75.0f ) );
AngularImpulse vecAngImpulse = RandomAngularImpulse( -100.0f, 100.0f );
pPhys->AddVelocity( &vecVelocity, &vecAngImpulse );
}
}
示例3: switch
void CNPC_GMan::RunTask( const Task_t *pTask )
{
switch( pTask->iTask )
{
case TASK_WAIT:
// look at who I'm talking to
if (m_flTalkTime > gpGlobals->curtime && m_hTalkTarget != NULL)
{
AddLookTarget( m_hTalkTarget->GetAbsOrigin(), 1.0, 2.0 );
}
// look at player, but only if playing a "safe" idle animation
else if (m_hPlayer != NULL && (GetSequence() == 0 || IsInC5A1()) )
{
AddLookTarget( m_hPlayer->EyePosition(), 1.0, 3.0 );
}
else
{
// Just center the head forward.
Vector forward;
GetVectors( &forward, NULL, NULL );
AddLookTarget( GetAbsOrigin() + forward * 12.0f, 1.0, 1.0 );
SetBoneController( 0, 0 );
}
BaseClass::RunTask( pTask );
break;
}
SetBoneController( 0, 0 );
BaseClass::RunTask( pTask );
}
示例4: GetAbsAngles
//------------------------------------------------------------------------------
Vector C_BeamSpotLight::SpotlightCurrentPos(void)
{
QAngle angles = GetAbsAngles();
GetVectors( &m_vSpotlightDir, NULL, NULL );
Vector position = GetAbsOrigin();
int cacheIndex = -1;
if ( m_pCache )
{
cacheIndex = int( angles[m_nRotationAxis] * float(NUM_CACHE_ENTRIES) * (1.0f / 360.0f)) & (NUM_CACHE_ENTRIES - 1);
if ( m_pCache[cacheIndex].IsValidFor(GetAbsOrigin()) )
{
return position + m_vSpotlightDir * m_pCache[cacheIndex].m_radius;
}
}
// Get beam end point. Only collide with solid objects, not npcs
trace_t tr;
UTIL_TraceLine( position, position + (m_vSpotlightDir * 2 * m_flSpotlightMaxLength), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
if ( cacheIndex >= 0 )
{
m_pCache[cacheIndex].Cache(position, tr);
}
return tr.endpos;
}
示例5: GetVectors
bool C_EnvProjectedTexture::IsWithinFarZ(float flLightFOV)
{
//No need to check camera space lights for visibility, as they should always be close enough to the player.
if (m_bCameraSpace)
return true;
//Trace forward to the nearest opaque brush face
Vector vForward;
GetVectors(&vForward, NULL, NULL);
Vector vTraceStart = GetAbsOrigin();
Vector vTraceEnd = GetAbsOrigin() + vForward;
trace_t tr;
CTraceFilterWorldOnly filter;
UTIL_TraceLine(vTraceStart, vTraceEnd, CONTENTS_SOLID && CONTENTS_OPAQUE, &filter, &tr);
//Test to see if the player is close enough to the light to actually see the light's projection. This is based entirely on it's FarZ.
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if (pPlayer)
{
Vector vDistance;
VectorSubtract(tr.endpos, pPlayer->EyePosition(), vDistance);
float fDistance = vDistance.LengthSqr();
//If distance is greater than the light's FarZ, cease to render.
//FarZ determines how far away a light can be seen by the player, AND how far the light travels from it's source in stock Valve code.
if (fDistance > Square(m_flFarZ + flLightFOV * 10))
return false;
}
return true;
}
示例6: GetRocketShootPosition
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropAPC::FireRocket( void )
{
if ( m_flRocketTime > gpGlobals->curtime )
return;
// If we're still firing the salvo, fire quickly
m_iRocketSalvoLeft--;
if ( m_iRocketSalvoLeft > 0 )
{
m_flRocketTime = gpGlobals->curtime + ROCKET_DELAY_TIME;
}
else
{
// Reload the salvo
m_iRocketSalvoLeft = ROCKET_SALVO_SIZE;
m_flRocketTime = gpGlobals->curtime + random->RandomFloat( ROCKET_MIN_BURST_PAUSE_TIME, ROCKET_MAX_BURST_PAUSE_TIME );
}
Vector vecRocketOrigin;
GetRocketShootPosition( &vecRocketOrigin );
static float s_pSide[] = { 0.966, 0.866, 0.5, -0.5, -0.866, -0.966 };
Vector forward;
GetVectors( &forward, NULL, NULL );
Vector vecDir;
CrossProduct( Vector( 0, 0, 1 ), forward, vecDir );
vecDir.z = 1.0f;
vecDir.x *= s_pSide[m_nRocketSide];
vecDir.y *= s_pSide[m_nRocketSide];
if ( ++m_nRocketSide >= 6 )
{
m_nRocketSide = 0;
}
VectorNormalize( vecDir );
Vector vecVelocity;
VectorMultiply( vecDir, ROCKET_SPEED, vecVelocity );
QAngle angles;
VectorAngles( vecDir, angles );
CAPCMissile *pRocket = (CAPCMissile *)CAPCMissile::Create( vecRocketOrigin, angles, vecVelocity, this );
pRocket->IgniteDelay();
if ( m_hSpecificRocketTarget )
{
pRocket->AimAtSpecificTarget( m_hSpecificRocketTarget );
m_hSpecificRocketTarget = NULL;
}
else if ( m_strMissileHint != NULL_STRING )
{
pRocket->SetGuidanceHint( STRING( m_strMissileHint ) );
}
EmitSound( "PropAPC.FireRocket" );
m_OnFiredMissile.FireOutput( this, this );
}
示例7: _L1TXX
void _L1TXX( short xpos, short ypos, char _WCI86FAR * str,
/*========*/ struct xycoord _WCI86FAR * concat, struct xycoord _WCI86FAR * extent )
/* Inquire the extents of the character drawing parallelogram and
return the concatenation point. The concatenation point is the same
as the drawing point if it cannot be calculated exactly. */
{
short hor; /* horizontal alignment */
short vert; /* vertical alignment */
struct xycoord up; /* character up vector */
struct xycoord base; /* character base line vector */
struct xycoord space; /* spacing between characters */
struct xycoord length; /* horizontal side of parallelogram */
struct xycoord height; /* vertical side of parallelogram */
struct xycoord trans; /* translation for parallelogram */
GetVectors( &base, &up );
GetAlignment( &hor, &vert );
CalcSpacing( &base, &up, &space );
CalcSides( &length, &height, &base, &up, &space, str );
CalcTranslation( &trans, &length, &height, &up, hor, vert );
CalcCorners( extent, &length, &height, &trans, xpos, ypos );
if( _TextSettings.txpath == _PATH_RIGHT ||
_TextSettings.txpath == _PATH_LEFT ) {
CalcConcat( concat, &length, &space, xpos, ypos, hor, vert );
} else {
CalcConcat( concat, &height, &space, xpos, ypos, hor, vert );
}
}
示例8: WorldAlignMins
void CNPC_Ichthyosaur::DragVictim( float moveDist )
{
Vector mins, maxs;
float width;
mins = WorldAlignMins();
maxs = WorldAlignMaxs();
width = ( maxs.y - mins.y ) * 0.5f;
Vector forward, up;
GetVectors( &forward, NULL, &up );
Vector newPos = GetAbsOrigin() + ( (forward+(up*0.25f)) * ( moveDist + width + DRAG_OFFSET ) );
trace_t tr;
AI_TraceEntity( this, m_pVictim->GetAbsOrigin(), newPos, MASK_NPCSOLID, &tr );
if ( ( tr.fraction == 1.0f ) && ( tr.m_pEnt != this ) )
{
UTIL_SetOrigin( m_pVictim, tr.endpos );
}
else
{
ReleaseVictim();
}
}
示例9: GetVectors
void CASW_Rocket::Explode( void )
{
// Don't explode against the skybox. Just pretend that
// the missile flies off into the distance.
Vector forward;
GetVectors( &forward, NULL, NULL );
trace_t tr;
UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + forward * 16, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
m_takedamage = DAMAGE_NO;
SetSolid( SOLID_NONE );
if( tr.fraction == 1.0 || !(tr.surface.flags & SURF_SKY) )
{
bool bHitCreature = tr.m_pEnt && tr.m_pEnt->IsNPC();
DoExplosion(!bHitCreature);
}
//UTIL_Remove( this );
SetTouch( NULL );
SetMoveType( MOVETYPE_NONE );
SetSolid( SOLID_NONE );
SetNextThink( gpGlobals->curtime + 0.2f );
SetThink( &CASW_Rocket::SUB_Remove );
}
示例10: VectorNormalize
void CNPC_Zombine::ReleaseGrenade( Vector vPhysgunPos )
{
if ( HasGrenade() == false )
return;
Vector vDir = vPhysgunPos - m_hGrenade->GetAbsOrigin();
VectorNormalize( vDir );
Activity aActivity;
Vector vForward, vRight;
GetVectors( &vForward, &vRight, NULL );
float flDotForward = DotProduct( vForward, vDir );
float flDotRight = DotProduct( vRight, vDir );
bool bNegativeForward = false;
bool bNegativeRight = false;
if ( flDotForward < 0.0f )
{
bNegativeForward = true;
flDotForward = flDotForward * -1;
}
if ( flDotRight < 0.0f )
{
bNegativeRight = true;
flDotRight = flDotRight * -1;
}
if ( flDotRight > flDotForward )
{
if ( bNegativeRight == true )
aActivity = (Activity)ACT_ZOMBINE_GRENADE_FLINCH_WEST;
else
aActivity = (Activity)ACT_ZOMBINE_GRENADE_FLINCH_EAST;
}
else
{
if ( bNegativeForward == true )
aActivity = (Activity)ACT_ZOMBINE_GRENADE_FLINCH_BACK;
else
aActivity = (Activity)ACT_ZOMBINE_GRENADE_FLINCH_FRONT;
}
AddGesture( aActivity );
DropGrenade( vec3_origin );
if ( IsSprinting() )
{
StopSprint();
}
else
{
Sprint();
}
}
示例11: GetVectors
void CNPC_CombineDropship::DoRotorWash( void )
{
Vector vecForward;
GetVectors( &vecForward, NULL, NULL );
Vector vecRotorHub = GetAbsOrigin() + vecForward * -64;
DrawRotorWash( DROPSHIP_WASH_ALTITUDE, vecRotorHub );
}
示例12: SetNextThink
//---------------------------------------------------------
// A different bounce behavior for the citizen-modified mine. Detonates at the top of its apex,
// and does not attempt to track enemies.
//---------------------------------------------------------
void CBounceBomb::CavernBounceThink()
{
SetNextThink( gpGlobals->curtime + 0.1 );
StudioFrameAdvance();
IPhysicsObject *pPhysicsObject = VPhysicsGetObject();
if ( pPhysicsObject != NULL )
{
const float MINE_MAX_JUMP_HEIGHT = 78;
// Figure out how much headroom the mine has, and hop to within a few inches of that.
trace_t tr;
UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + Vector( 0, 0, MINE_MAX_JUMP_HEIGHT ), MASK_SHOT, this, COLLISION_GROUP_INTERACTIVE, &tr );
float height;
if( tr.m_pEnt && tr.m_pEnt->VPhysicsGetObject() )
{
// Physics object resting on me. Jump as hard as allowed to try to knock it away.
height = MINE_MAX_JUMP_HEIGHT;
}
else
{
height = tr.endpos.z - GetAbsOrigin().z;
height -= BOUNCEBOMB_RADIUS;
if ( height < 0.1 )
height = 0.1;
}
float time = sqrt( height / (0.5 * sv_gravity.GetFloat()) );
float velocity = sv_gravity.GetFloat() * time;
// or you can just AddVelocity to the object instead of ApplyForce
float force = velocity * pPhysicsObject->GetMass();
Vector up;
GetVectors( NULL, NULL, &up );
pPhysicsObject->Wake();
pPhysicsObject->ApplyForceCenter( up * force );
if( m_hNearestNPC )
{
Vector vecPredict = m_hNearestNPC->GetSmoothedVelocity();
pPhysicsObject->ApplyForceCenter( vecPredict * (pPhysicsObject->GetMass() * 0.65f) );
}
pPhysicsObject->ApplyTorqueCenter( AngularImpulse( random->RandomFloat( 15, 40 ), random->RandomFloat( 15, 40 ), random->RandomFloat( 30, 60 ) ) );
EmitSound( "NPC_CombineMine.Hop" );
SetThink( &CBounceBomb::ExplodeThink );
SetNextThink( gpGlobals->curtime + 0.33f );
}
}
示例13: GetAttachment
//-----------------------------------------------------------------------------
// Purpose: Create danger sounds in front of the vehicle.
//-----------------------------------------------------------------------------
void CASW_PropJeep::CreateDangerSounds( void )
{
QAngle dummy;
GetAttachment( "Muzzle", m_vecGunOrigin, dummy );
if ( m_flDangerSoundTime > gpGlobals->curtime )
return;
QAngle vehicleAngles = GetLocalAngles();
Vector vecStart = GetAbsOrigin();
Vector vecDir, vecRight;
GetVectors( &vecDir, &vecRight, NULL );
const float soundDuration = 0.25;
float speed = m_VehiclePhysics.GetHLSpeed();
// Make danger sounds ahead of the jeep
if ( fabs(speed) > 120 )
{
Vector vecSpot;
float steering = m_VehiclePhysics.GetSteering();
if ( steering != 0 )
{
if ( speed > 0 )
{
vecDir += vecRight * steering * 0.5;
}
else
{
vecDir -= vecRight * steering * 0.5;
}
VectorNormalize(vecDir);
}
const float radius = speed * 0.4;
// 0.3 seconds ahead of the jeep
vecSpot = vecStart + vecDir * (speed * 0.3f);
CSoundEnt::InsertSound( SOUND_DANGER, vecSpot, radius, soundDuration, this, 0 );
CSoundEnt::InsertSound( SOUND_PHYSICS_DANGER, vecSpot, radius, soundDuration, this, 1 );
//NDebugOverlay::Box(vecSpot, Vector(-radius,-radius,-radius),Vector(radius,radius,radius), 255, 0, 255, 0, soundDuration);
#if 0
trace_t tr;
// put sounds a bit to left and right but slightly closer to Jeep to make a "cone" of sound
// in front of it
vecSpot = vecStart + vecDir * (speed * 0.5f) - vecRight * speed * 0.5;
UTIL_TraceLine( vecStart, vecSpot, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
CSoundEnt::InsertSound( SOUND_DANGER, vecSpot, 400, soundDuration, this, 1 );
vecSpot = vecStart + vecDir * (speed * 0.5f) + vecRight * speed * 0.5;
UTIL_TraceLine( vecStart, vecSpot, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
CSoundEnt::InsertSound( SOUND_DANGER, vecSpot, 400, soundDuration, this, 2);
#endif
}
m_flDangerSoundTime = gpGlobals->curtime + 0.1;
}
示例14: Precache
void CNPC_Hydra::Spawn()
{
Precache();
BaseClass::Spawn();
SetModel( "models/Hydra.mdl" );
SetHullType(HULL_HUMAN);
SetHullSizeNormal();
SetSolid( SOLID_BBOX );
AddSolidFlags( FSOLID_NOT_STANDABLE );
SetMoveType( MOVETYPE_STEP );
SetBloodColor( BLOOD_COLOR_RED );
ClearEffects();
m_iHealth = 20;
m_flFieldOfView = -1.0;// indicates the width of this NPC's forward view cone ( as a dotproduct result )
m_NPCState = NPC_STATE_NONE;
GetVectors( NULL, NULL, &m_vecOutward );
SetAbsAngles( QAngle( 0, 0, 0 ) );
m_vecChain.Set( 0, GetAbsOrigin( ) - m_vecOutward * 32 );
m_vecChain.Set( 1, GetAbsOrigin( ) + m_vecOutward * 16 );
m_vecHeadGoal = m_vecChain[1] + m_vecOutward * HYDRA_OUTWARD_BIAS;
m_vecHeadDir = Vector( 0, 0, 1 );
// init bones
HydraBone bone;
bone.flActualLength = 0.0f;
bone.vecGoalPos = Vector(0.0f, 0.0f, 0.0f);
bone.vecPos = GetAbsOrigin( ) - m_vecOutward * HYDRA_INWARD_BIAS;
m_body.AddToTail( bone );
bone.vecPos = m_vecChain[1];
m_body.AddToTail( bone );
bone.vecPos = m_vecHeadGoal;
m_body.AddToTail( bone );
bone.vecPos = m_vecHeadGoal + m_vecHeadDir;
m_body.AddToTail( bone );
m_idealSegmentLength = sv_hydraSegmentLength.GetFloat();
for (int i = 2; i < CHAIN_LINKS; i++)
{
m_vecChain.Set( i, m_vecChain[i-1] );
}
m_seed = random->RandomFloat( 0.0, 2000.0 );
NPCInit();
m_takedamage = DAMAGE_NO;
}
示例15: GetOwner
//-----------------------------------------------------------------------------
// Purpose: Try to encourage Alyx not to use her weapon at point blank range,
// but don't prevent her from defending herself if cornered.
// Input : flDot -
// flDist -
// Output : int
//-----------------------------------------------------------------------------
int CWeaponAlyxGun::WeaponRangeAttack1Condition( float flDot, float flDist )
{
#ifdef HL2_EPISODIC
if( flDist < m_fMinRange1 )
{
// If Alyx is not able to fire because an enemy is too close, start a timer.
// If the condition persists, allow her to ignore it and defend herself. The idea
// is to stop Alyx being content to fire point blank at enemies if she's able to move
// away, without making her defenseless if she's not able to move.
float flTime;
if( m_flTooCloseTimer == TOOCLOSETIMER_OFF )
{
m_flTooCloseTimer = gpGlobals->curtime;
}
flTime = gpGlobals->curtime - m_flTooCloseTimer;
if( flTime > ALYX_TOOCLOSETIMER )
{
// Fake the range to allow Alyx to shoot.
flDist = m_fMinRange1 + 1.0f;
}
}
else
{
m_flTooCloseTimer = TOOCLOSETIMER_OFF;
}
int nBaseCondition = BaseClass::WeaponRangeAttack1Condition( flDot, flDist );
// While in a vehicle, we extend our aiming cone (this relies on COND_NOT_FACING_ATTACK
// TODO: This needs to be rolled in at the animation level
if ( GetOwner()->IsInAVehicle() )
{
Vector vecRoughDirection = ( GetOwner()->GetEnemy()->WorldSpaceCenter() - WorldSpaceCenter() );
Vector vecRight;
GetVectors( NULL, &vecRight, NULL );
bool bRightSide = ( DotProduct( vecRoughDirection, vecRight ) > 0.0f );
float flTargetDot = ( bRightSide ) ? -0.7f : 0.0f;
if ( nBaseCondition == COND_NOT_FACING_ATTACK && flDot >= flTargetDot )
{
nBaseCondition = COND_CAN_RANGE_ATTACK1;
}
}
return nBaseCondition;
#else
return BaseClass::WeaponRangeAttack1Condition( flDot, flDist );
#endif//HL2_EPISODIC
}