本文整理汇总了C++中CAI_BaseNPC::SetCycle方法的典型用法代码示例。如果您正苦于以下问题:C++ CAI_BaseNPC::SetCycle方法的具体用法?C++ CAI_BaseNPC::SetCycle怎么用?C++ CAI_BaseNPC::SetCycle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::SetCycle方法的1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: FinishLagCompensation
void CLagCompensationManager::FinishLagCompensation( CBasePlayer *player )
{
VPROF_BUDGET_FLAGS( "FinishLagCompensation", VPROF_BUDGETGROUP_OTHER_NETWORKING, BUDGETFLAG_CLIENT|BUDGETFLAG_SERVER );
m_pCurrentPlayer = NULL;
if ( !m_bNeedToRestore )
return; // no player was changed at all
// Iterate all active players
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
int pl_index = i - 1;
if ( !m_RestorePlayer.Get( pl_index ) )
{
// player wasn't changed by lag compensation
continue;
}
CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
if ( !pPlayer )
{
continue;
}
LagRecord *restore = &m_RestoreData[ pl_index ];
LagRecord *change = &m_ChangeData[ pl_index ];
bool restoreSimulationTime = false;
if ( restore->m_fFlags & LC_SIZE_CHANGED )
{
restoreSimulationTime = true;
// see if simulation made any changes, if no, then do the restore, otherwise,
// leave new values in
if ( pPlayer->CollisionProp()->OBBMinsPreScaled() == change->m_vecMinsPreScaled &&
pPlayer->CollisionProp()->OBBMaxsPreScaled() == change->m_vecMaxsPreScaled )
{
// Restore it
pPlayer->SetSize( restore->m_vecMinsPreScaled, restore->m_vecMaxsPreScaled );
}
else
{
Warning( "Should we really not restore the size?\n" );
}
}
if ( restore->m_fFlags & LC_ANGLES_CHANGED )
{
restoreSimulationTime = true;
if ( pPlayer->GetLocalAngles() == change->m_vecAngles )
{
pPlayer->SetLocalAngles( restore->m_vecAngles );
}
}
if ( restore->m_fFlags & LC_ORIGIN_CHANGED )
{
restoreSimulationTime = true;
// Okay, let's see if we can do something reasonable with the change
Vector delta = pPlayer->GetLocalOrigin() - change->m_vecOrigin;
// If it moved really far, just leave the player in the new spot!!!
if ( delta.Length2DSqr() < m_flTeleportDistanceSqr )
{
RestorePlayerTo( pPlayer, restore->m_vecOrigin + delta );
}
}
if( restore->m_fFlags & LC_ANIMATION_CHANGED )
{
restoreSimulationTime = true;
pPlayer->SetSequence(restore->m_masterSequence);
pPlayer->SetCycle(restore->m_masterCycle);
int layerCount = pPlayer->GetNumAnimOverlays();
for( int layerIndex = 0; layerIndex < layerCount; ++layerIndex )
{
CAnimationLayer *currentLayer = pPlayer->GetAnimOverlay(layerIndex);
if( currentLayer )
{
currentLayer->m_flCycle = restore->m_layerRecords[layerIndex].m_cycle;
currentLayer->m_nOrder = restore->m_layerRecords[layerIndex].m_order;
currentLayer->m_nSequence = restore->m_layerRecords[layerIndex].m_sequence;
currentLayer->m_flWeight = restore->m_layerRecords[layerIndex].m_weight;
}
}
}
if ( restoreSimulationTime )
{
pPlayer->SetSimulationTime( restore->m_flSimulationTime );
}
}
//.........这里部分代码省略.........