本文整理汇总了C++中CAI_BaseNPC::GetEnemyLKP方法的典型用法代码示例。如果您正苦于以下问题:C++ CAI_BaseNPC::GetEnemyLKP方法的具体用法?C++ CAI_BaseNPC::GetEnemyLKP怎么用?C++ CAI_BaseNPC::GetEnemyLKP使用的例子?那么, 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CAI_BaseNPC
的用法示例。
在下文中一共展示了CAI_BaseNPC::GetEnemyLKP方法的4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: Operator_HandleAnimEvent
//-----------------------------------------------------------------------------
// Purpose: Gets event from anim stream and throws the object
// Input :
// Output :
//-----------------------------------------------------------------------------
void CWeaponMolotov::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
{
switch( pEvent->event )
{
case EVENT_WEAPON_THROW:
{
CAI_BaseNPC *pNPC = GetOwner()->MyNPCPointer();
if (!pNPC)
{
return;
}
CBaseEntity *pEnemy = pNPC->GetEnemy();
if (!pEnemy)
{
return;
}
Vector vec_target = pNPC->GetEnemyLKP();
// -----------------------------------------------------
// Get position of throw
// -----------------------------------------------------
// If owner has a hand, set position to the hand bone position
Vector launchPos;
int iBIndex = pNPC->LookupBone("Bip01 R Hand");
if (iBIndex != -1)
{
Vector origin;
QAngle angles;
pNPC->GetBonePosition( iBIndex, launchPos, angles);
}
// Otherwise just set to in front of the owner
else
{
Vector vFacingDir = pNPC->BodyDirection2D( );
vFacingDir = vFacingDir * 60.0;
launchPos = pNPC->GetAbsOrigin()+vFacingDir;
}
//Vector vecVelocity = VecCheckToss( pNPC, launchPos, vec_target, 1.0 );
ThrowMolotov( launchPos, m_vecTossVelocity);
// Drop the weapon and remove as no more ammo
pNPC->Weapon_Drop( this );
UTIL_Remove( this );
}
break;
default:
BaseClass::Operator_HandleAnimEvent( pEvent, pOperator );
break;
}
}
示例2: GetOwner
//-----------------------------------------------------------------------------
// Purpose:
// Input : flDot -
// flDist -
// Output : int
//-----------------------------------------------------------------------------
int CWeaponSMG1::WeaponRangeAttack2Condition( float flDot, float flDist )
{
CAI_BaseNPC *npcOwner = GetOwner()->MyNPCPointer();
return COND_NONE;
/*
// --------------------------------------------------------
// Assume things haven't changed too much since last time
// --------------------------------------------------------
if (gpGlobals->curtime < m_flNextGrenadeCheck )
return m_lastGrenadeCondition;
*/
// -----------------------
// If moving, don't check.
// -----------------------
if ( npcOwner->IsMoving())
return COND_NONE;
CBaseEntity *pEnemy = npcOwner->GetEnemy();
if (!pEnemy)
return COND_NONE;
Vector vecEnemyLKP = npcOwner->GetEnemyLKP();
if ( !( pEnemy->GetFlags() & FL_ONGROUND ) && pEnemy->GetWaterLevel() == 0 && vecEnemyLKP.z > (GetAbsOrigin().z + WorldAlignMaxs().z) )
{
//!!!BUGBUG - we should make this check movetype and make sure it isn't FLY? Players who jump a lot are unlikely to
// be grenaded.
// don't throw grenades at anything that isn't on the ground!
return COND_NONE;
}
// --------------------------------------
// Get target vector
// --------------------------------------
Vector vecTarget;
if (random->RandomInt(0,1))
{
// magically know where they are
vecTarget = pEnemy->WorldSpaceCenter();
}
else
{
// toss it to where you last saw them
vecTarget = vecEnemyLKP;
}
// vecTarget = m_vecEnemyLKP + (pEnemy->BodyTarget( GetLocalOrigin() ) - pEnemy->GetLocalOrigin());
// estimate position
// vecTarget = vecTarget + pEnemy->m_vecVelocity * 2;
if ( ( vecTarget - npcOwner->GetLocalOrigin() ).Length2D() <= COMBINE_MIN_GRENADE_CLEAR_DIST )
{
// crap, I don't want to blow myself up
m_flNextGrenadeCheck = gpGlobals->curtime + 1; // one full second.
return (COND_NONE);
}
// ---------------------------------------------------------------------
// Are any friendlies near the intended grenade impact area?
// ---------------------------------------------------------------------
CBaseEntity *pTarget = NULL;
while ( ( pTarget = gEntList.FindEntityInSphere( pTarget, vecTarget, COMBINE_MIN_GRENADE_CLEAR_DIST ) ) != NULL )
{
//Check to see if the default relationship is hatred, and if so intensify that
if ( npcOwner->IRelationType( pTarget ) == D_LI )
{
// crap, I might blow my own guy up. Don't throw a grenade and don't check again for a while.
m_flNextGrenadeCheck = gpGlobals->curtime + 1; // one full second.
return (COND_WEAPON_BLOCKED_BY_FRIEND);
}
}
// ---------------------------------------------------------------------
// Check that throw is legal and clear
// ---------------------------------------------------------------------
// FIXME: speed is based on difficulty...
Vector vecToss = VecCheckThrow( this, npcOwner->GetLocalOrigin() + Vector(0,0,60), vecTarget, 600.0, 0.5 );
if ( vecToss != vec3_origin )
{
m_vecTossVelocity = vecToss;
// don't check again for a while.
// JAY: HL1 keeps checking - test?
//m_flNextGrenadeCheck = gpGlobals->curtime;
m_flNextGrenadeCheck = gpGlobals->curtime + 0.3; // 1/3 second.
return COND_CAN_RANGE_ATTACK2;
}
else
{
//.........这里部分代码省略.........
示例3: RunShootWhileMove
void CAI_MoveAndShootOverlay::RunShootWhileMove()
{
if ( m_flNextMoveShootTime == FLT_MAX )
return;
CAI_BaseNPC *pOuter = GetOuter();
// keep enemy if dead but try to look for a new one
if (!pOuter->GetEnemy() || !pOuter->GetEnemy()->IsAlive())
{
CBaseEntity *pNewEnemy = pOuter->BestEnemy();
if( pNewEnemy != NULL )
{
//New enemy! Clear the timers and set conditions.
pOuter->SetCondition( COND_NEW_ENEMY );
pOuter->SetEnemy( pNewEnemy );
pOuter->SetState( NPC_STATE_COMBAT );
}
else
{
pOuter->ClearAttackConditions();
}
// SetEnemy( NULL );
}
if ( GetEnemy() == NULL || !pOuter->GetNavigator()->IsGoalActive() )
return;
bool bMoveAimAtEnemy = CanAimAtEnemy();
UpdateMoveShootActivity( bMoveAimAtEnemy );
if (bMoveAimAtEnemy)
{
Assert( pOuter->GetActiveWeapon() ); // This should have been caught at task start
// time to fire?
if ( pOuter->HasCondition( COND_CAN_RANGE_ATTACK1 ) && gpGlobals->curtime >= m_flNextMoveShootTime )
{
if ( m_bMovingAndShooting || GetOuter()->OnBeginMoveAndShoot() )
{
m_bMovingAndShooting = true;
Activity activity = pOuter->TranslateActivity( ACT_GESTURE_RANGE_ATTACK1 );
Assert( activity != ACT_INVALID );
if (--m_nMoveShots > 0)
{
pOuter->SetLastAttackTime( gpGlobals->curtime );
pOuter->AddGesture( activity );
// FIXME: this seems a bit wacked
pOuter->Weapon_SetActivity( pOuter->Weapon_TranslateActivity( ACT_RANGE_ATTACK1 ), 0 );
m_flNextMoveShootTime = gpGlobals->curtime + pOuter->GetActiveWeapon()->GetFireRate() - 0.1;
}
else
{
m_nMoveShots = random->RandomInt( m_minBurst, m_maxBurst );
m_flNextMoveShootTime = gpGlobals->curtime + random->RandomFloat( m_minPause, m_maxPause );
m_bMovingAndShooting = false;
GetOuter()->OnEndMoveAndShoot();
}
}
}
// try to keep facing towards the last known position of the enemy
Vector vecEnemyLKP = pOuter->GetEnemyLKP();
pOuter->AddFacingTarget( pOuter->GetEnemy(), vecEnemyLKP, 1.0, 0.8 );
}
else
{
if ( m_bMovingAndShooting )
{
m_bMovingAndShooting = false;
GetOuter()->OnEndMoveAndShoot();
}
}
}
示例4: RunShootWhileMove
void CAI_MoveAndShootOverlay::RunShootWhileMove()
{
if ( m_bNoShootWhileMove )
return;
if ( gpGlobals->curtime < m_flSuspendUntilTime )
return;
m_flSuspendUntilTime = MOVESHOOT_DO_NOT_SUSPEND;
CAI_BaseNPC *pOuter = GetOuter();
// keep enemy if dead but try to look for a new one
if (!pOuter->GetEnemy() || !pOuter->GetEnemy()->IsAlive())
{
CBaseEntity *pNewEnemy = pOuter->BestEnemy();
if( pNewEnemy != NULL )
{
//New enemy! Clear the timers and set conditions.
pOuter->SetEnemy( pNewEnemy );
pOuter->SetState( NPC_STATE_COMBAT );
}
else
{
pOuter->ClearAttackConditions();
}
// SetEnemy( NULL );
}
/*if( !pOuter->GetNavigator()->IsGoalActive() )
return;*/
if ( GetEnemy() == NULL )
{
if ( pOuter->GetAlternateMoveShootTarget() )
{
// Aim at this other thing if I can't aim at my enemy.
pOuter->AddFacingTarget( pOuter->GetAlternateMoveShootTarget(), pOuter->GetAlternateMoveShootTarget()->GetAbsOrigin(), 1.0, 0.2 );
}
return;
}
bool bMoveAimAtEnemy = CanAimAtEnemy();
UpdateMoveShootActivity( bMoveAimAtEnemy );
if ( !bMoveAimAtEnemy )
{
EndShootWhileMove();
return;
}
Assert( HasAvailableRangeAttack() ); // This should have been caught at task start
Activity activity;
bool bIsReloading = false;
if ( ( activity = pOuter->TranslateActivity( ACT_GESTURE_RELOAD ) ) != ACT_INVALID )
{
bIsReloading = pOuter->IsPlayingGesture( activity );
}
if ( !bIsReloading && HasAvailableRangeAttack() )
{
// time to fire?
if ( pOuter->HasCondition( COND_CAN_RANGE_ATTACK1, false ) )
{
if ( pOuter->GetShotRegulator()->IsInRestInterval() )
{
EndShootWhileMove();
}
else if ( pOuter->GetShotRegulator()->ShouldShoot() )
{
if ( m_bMovingAndShooting || pOuter->OnBeginMoveAndShoot() )
{
m_bMovingAndShooting = true;
pOuter->OnRangeAttack1();
activity = pOuter->TranslateActivity( ACT_GESTURE_RANGE_ATTACK1 );
Assert( activity != ACT_INVALID );
pOuter->RestartGesture( activity );
// FIXME: this seems a bit wacked
pOuter->Weapon_SetActivity( pOuter->Weapon_TranslateActivity( ACT_RANGE_ATTACK1 ), 0 );
}
}
}
}
// try to keep facing towards the last known position of the enemy
Vector vecEnemyLKP = pOuter->GetEnemyLKP();
pOuter->AddFacingTarget( pOuter->GetEnemy(), vecEnemyLKP, 1.0, 0.8 );
}