本文整理汇总了C++中CActor::DropItem方法的典型用法代码示例。如果您正苦于以下问题:C++ CActor::DropItem方法的具体用法?C++ CActor::DropItem怎么用?C++ CActor::DropItem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CActor
的用法示例。
在下文中一共展示了CActor::DropItem方法的3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: Close
//------------------------------------------------------------------------
void CParachute::Close(bool drop/*=false*/)
{
// not used any more
return;
CryLog("Closing Parachute..");
if (m_actorId)
{
IEntity* pEnt = m_pEntitySystem->GetEntity(m_actorId);
if (pEnt && pEnt->GetParent()->GetId() == m_canvasId)
{
pEnt->DetachThis();
}
m_actorId = 0;
}
CActor* pActor = GetOwnerActor();
if (pActor)
{
pActor->LinkToVehicle(0);
if (IsOpened())
{
if (drop)
pActor->DropItem(GetEntity()->GetId(), 1.0f, false);
}
}
m_isOpened = false;
}
示例2: DropItem
//------------------------------------------------------------------------
int CScriptBind_Actor::DropItem(IFunctionHandler *pH, ScriptHandle itemId)
{
CActor *pActor = GetActor(pH);
if (!pActor)
return pH->EndFunction();
float impulse=1.0f;
bool bydeath=false;
if (pH->GetParamCount()>1 && pH->GetParamType(2)==svtNumber)
pH->GetParam(2, impulse);
if (pH->GetParamCount()>2 && pH->GetParamType(3)==svtNumber||pH->GetParamType(2)==svtBool)
pH->GetParam(3, bydeath);
pActor->DropItem((EntityId)itemId.n, impulse, true, bydeath);
return pH->EndFunction();
}
示例3: Activate
//------------------------------------------------------------------------
void SSleepEffect::Activate(EntityId targetId, EntityId ownerId, EntityId weaponId, const char *effect, const char *defaultEffect)
{
CActor *pActor = (CActor *)gEnv->pGame->GetIGameFramework()->GetIActorSystem()->GetActor(targetId);
if (pActor)
{
IAISystem *pAISystem=gEnv->pAISystem;
if (pAISystem)
{
if(IEntity* pEntity=pActor->GetEntity())
{
if(IAIObject* pAIObj=pEntity->GetAI())
{
IAISignalExtraData *pEData = pAISystem->CreateSignalExtraData(); // no leak - this will be deleted inside SendAnonymousSignal
// try to retrieve the shooter position
if (IEntity* pOwnerEntity = gEnv->pEntitySystem->GetEntity(ownerId))
pEData->point = pOwnerEntity->GetWorldPos();
else
pEData->point = pEntity->GetWorldPos();
IAIActor* pAIActor = pAIObj->CastToIAIActor();
if(pAIActor)
pAIActor->SetSignal(1,"TRANQUILIZED",0,pEData);
}
}
}
pActor->CreateScriptEvent("sleep", 0);
pActor->GetGameObject()->SetPhysicalizationProfile(eAP_Sleep);
// no dropping weapons for AI
if(pActor->IsPlayer())
pActor->DropItem(pActor->GetCurrentItemId(), 1.0f, false);
pActor->SetSleepTimer(12.5f);
}
}