本文整理汇总了C++中IsSpawned函数的典型用法代码示例。如果您正苦于以下问题:C++ IsSpawned函数的具体用法?C++ IsSpawned怎么用?C++ IsSpawned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IsSpawned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: Destroy
bool CVehicleEntity::Destroy()
{
// Is the vehicle not spawned?
if(!IsSpawned())
return false;
// Remove the vehicle from the world
m_pVehicle->RemoveFromWorld();
// Remove the vehicle reference
m_pModelInfo->RemoveReference();
// Release the entity
m_pVehicle->GetEntity()->Remove();
// Mark vehicle as no longer needed
IVVehicle * pVehicle = m_pVehicle->GetVehicle();
*(BYTE *)(pVehicle + 3949) |= 8u;
*(BYTE *)(pVehicle + 4360) = 1; // Disable function call(some loops through arrays..)
// Destroy the vehicle
CIVScript::DeleteCar(&m_uiVehicleHandle);
// Delete the vehicle instance
SAFE_DELETE(m_pVehicle);
// Mark as not spawned
m_bSpawned = false;
return true;
}
示例2: Create
bool CVehicleEntity::Create()
{
if (m_pModelInfo == NULL)
return false;
// Is the vehicle already spawned?
if (IsSpawned())
return false;
// Load the model
m_pModelInfo->AddReference(true);
DWORD dwModelHash = m_pModelInfo->GetHash();
CIVScript::CreateCar(dwModelHash, 0.0f, 0.0f, 0.0f, &m_uiVehicleHandle, true);
// Create the vehicle instance
m_pVehicle = new CIVVehicle(g_pCore->GetGame()->GetPools()->GetVehiclePool()->AtHandle(m_uiVehicleHandle));
// Mark as spawned
m_bSpawned = true;
// Reset the vehicle
Reset();
CLogFile::Printf("Created vehicle! (Id: %d, Handle: %d)", m_vehicleId, m_uiVehicleHandle);
return true;
}
示例3: DEBUG_TRACE
void CNetworkPlayer::HandlePlayerDeath( void )
{
DEBUG_TRACE("CNetworkPlayer::HandlePlayerDeath");
// Is the localplayer not spawned?
if( !pCore->GetPlayerManager()->GetLocalPlayer()->IsSpawned() )
return;
// Is the player invalid?
if( !IsSpawned() || !m_pPlayerPed )
return;
// Reset invulnerability
m_pPlayerPed->SetInvulnerable( false );
// Set the player health
m_pPlayerPed->SetHealth( 0.0f );
// Mark as dead
SetDead( true );
// Mark as not spawned
SetSpawned( false );
// Are we in a vehicle as driver?
if( IsInVehicle() )
{
// Reset the vehicle interpolation
m_pVehicle->ResetInterpolation();
}
// Set the playerstate
m_playerState = ePlayerState::PLAYERSTATE_DEAD;
}
示例4: GetMobInfo
// get mob info if you fish one up
void GetMobInfo(CCharEntity* PChar)
{
const int8* Query = "SELECT mobid, type,zone \
FROM fishing_mobs \
WHERE zone = %u \
ORDER BY zone ASC";
int32 ret = Sql_Query(SqlHandle, Query, PChar->getZone());
int RC = 0;
// this will pick a random number from range 1 to max record count
int RID = rand() % Sql_NumRows(SqlHandle) + 1;
if (ret != SQL_ERROR && Sql_NumRows(SqlHandle) != 0)
{
while (Sql_NextRow(SqlHandle) == SQL_SUCCESS)
{
RC = RC + 1;
if (RC == RID && Sql_GetIntData(SqlHandle, 0) != 0)
{
if (IsSpawned(Sql_GetIntData(SqlHandle, 0)) == false)
{
mobid[0] = Sql_GetIntData(SqlHandle, 0);
catchtype[0] = Sql_GetIntData(SqlHandle, 1); // Type
break;
}
}
}
}
}
示例5: GetTurnSpeed
void CClientVehicle::GetTurnSpeed(CVector3& vecTurnSpeed)
{
if(IsSpawned())
m_pVehicle->GetTurnSpeed(&vecTurnSpeed);
else
vecTurnSpeed = m_vecTurnSpeed;
}
示例6: GetPosition
void CVehicleEntity::GetPosition(CVector3& vecPosition)
{
if(IsSpawned())
m_pVehicle->GetPosition(&vecPosition);
else
vecPosition = m_vecPosition;
}
示例7: SetRotation
void CClientVehicle::SetRotation(const CVector3& vecRotation)
{
if(IsSpawned())
{
// Remove the vehicle from the world
m_pVehicle->RemoveFromWorld();
// Get the vehicle matrix
Matrix matMatrix;
m_pVehicle->GetMatrix(&matMatrix);
// Convert the rotation to radians and apply it to the vehicle matrix
CVector3 vecNewRotation = vecRotation;
ConvertDegreesToRadians(vecNewRotation);
g_pClient->GetGame()->ConvertEulerAnglesToRotationMatrix(vecNewRotation, matMatrix);
// Set the new vehicle matrix
m_pVehicle->SetMatrix(&matMatrix);
// Re-add the vehicle to the world
m_pVehicle->AddToWorld();
}
m_vecRotation = vecRotation;
}
示例8: SetTurnSpeed
void CClientVehicle::SetTurnSpeed(const CVector3& vecTurnSpeed)
{
if(IsSpawned())
m_pVehicle->SetTurnSpeed((CVector3 *)&vecTurnSpeed);
m_vecTurnSpeed = vecTurnSpeed;
}
示例9: GetScriptingHandle
unsigned int CClientVehicle::GetScriptingHandle()
{
if(IsSpawned())
return CPools::GetVehiclePool()->HandleOf(m_pVehicle->GetVehicle());
return 0;
}
示例10: Pulse
void CLocalPlayer::Pulse()
{
CPlayerEntity::Pulse();
if(IsSpawned()) {
DoDeathCheck();
if(!m_bParachuteCheck) {
// Create "simulated" parachute
CIVScript::GiveWeaponToChar(GetScriptingHandle(), 41, 1, false);
DWORD dwParachute = 0x4C19FE43; //0x402B7648;
CVector3 vecCurrPos;
GetPosition(vecCurrPos);
CIVScript::CreateObject(dwParachute, vecCurrPos.fX, vecCurrPos.fY, -25.0 , &m_pObj, 1);
CIVScript::SetObjectDynamic(m_pObj, 1);
CIVScript::SetObjectCollision(m_pObj, 1);
CIVScript::SetObjectVisible(m_pObj, 0);
CIVScript::SetActivateObjectPhysicsAsSoonAsItIsUnfrozen(m_pObj, 1);
CIVScript::AttachObjectToPed(m_pObj, GetScriptingHandle(), 1202, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 0.00000000, 1);
m_bParachuteCheck = true;
}
if(!m_bParachuteIntitialised)
{
//g_pCore->GetGame()->OnClientPastGameJoin();
m_bParachuteIntitialised = true;
}
}
m_bSpawnMarked = true;
}
示例11: GetVehicleGPSState
bool CVehicleEntity::GetVehicleGPSState()
{
if (IsSpawned())
return m_pVehicle->GetGPSState();
return false;
}
示例12: GetMaxPassengers
BYTE CClientVehicle::GetMaxPassengers()
{
if(IsSpawned())
return m_pVehicle->GetMaxPasssengers();
return 0;
}
示例13: GetScriptingHandle
unsigned int CVehicleEntity::GetScriptingHandle()
{
if(IsSpawned())
return g_pCore->GetGame()->GetPools()->GetVehiclePool()->HandleOf(m_pVehicle->GetVehicle());
return 0;
}
示例14: SoundHorn
void CVehicleEntity::SoundHorn(int iDuration)
{
if(IsSpawned())
m_pVehicle->SoundHorn(iDuration);
m_ulHornDurationEnd = (SharedUtility::GetTime() + iDuration);
}
示例15: GetLightsState
bool CVehicleEntity::GetLightsState()
{
if (IsSpawned())
return (m_pVehicle->GetLightsState() == 2);
return m_bLights;
}