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C++ CActor::GetBodyExplosionDamageMultiplier方法代码示例

本文整理汇总了C++中CActor::GetBodyExplosionDamageMultiplier方法的典型用法代码示例。如果您正苦于以下问题:C++ CActor::GetBodyExplosionDamageMultiplier方法的具体用法?C++ CActor::GetBodyExplosionDamageMultiplier怎么用?C++ CActor::GetBodyExplosionDamageMultiplier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CActor的用法示例。


在下文中一共展示了CActor::GetBodyExplosionDamageMultiplier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: SvOnExplosion

//------------------------------------------------------------------------
void CGameRulesMPDamageHandling::SvOnExplosion(const ExplosionInfo &explosionInfo, const CGameRules::TExplosionAffectedEntities& affectedEntities)
{
	// SinglePlayer.lua 1721

	IActorSystem* pActorSystem = g_pGame->GetIGameFramework()->GetIActorSystem();
	float totalDamage = 0.f;

	// calculate damage for each entity
	CGameRules::TExplosionAffectedEntities::const_iterator it = affectedEntities.begin();
	for (; it != affectedEntities.end(); ++it)
	{
		bool success = false;
		IEntity* entity = it->first;
		float obstruction = 1.0f - it->second;

		bool incone=true;
		if (explosionInfo.angle > 0 && explosionInfo.angle < 2*3.1415f)
		{
			Vec3 explosionEntityPos = entity->GetWorldPos();
			Vec3 entitypos = explosionEntityPos;
			float ha = explosionInfo.angle * 0.5f;
			Vec3 edir = entitypos - explosionInfo.pos;
			edir.normalize();
			float dot = 1;

			if (edir != Vec3(ZERO))
			{
				dot = edir.dot(explosionInfo.dir);
			}

			float angle = abs(acos_tpl(dot));
			if (angle > ha)
			{
				incone = false;
			}
		}

		if (incone && gEnv->bServer)
		{
			float damage = explosionInfo.damage;
			damage = floor_tpl(0.5f + CalcExplosionDamage(entity, explosionInfo, obstruction));	

			bool dead = false;

			HitInfo explHit;

			Vec3 dir = entity->GetWorldPos() - explosionInfo.pos;

			explHit.pos = explosionInfo.pos;
			explHit.radius = explosionInfo.radius;
			explHit.partId = -1;

			dir.Normalize();

			explHit.targetId = entity->GetId();
			explHit.weaponId = explosionInfo.weaponId;
			explHit.shooterId = explosionInfo.shooterId;
			explHit.projectileId = explosionInfo.projectileId;
			explHit.projectileClassId = explosionInfo.projectileClassId;

			uint16 weaponClass = ~uint16(0);
			const IEntity* pWeaponEntity = gEnv->pEntitySystem->GetEntity(explosionInfo.weaponId);
			if (pWeaponEntity)
			{
				g_pGame->GetIGameFramework()->GetNetworkSafeClassId(weaponClass, pWeaponEntity->GetClass()->GetName());
			}
			explHit.weaponClassId = weaponClass;

			explHit.material = 0;
			explHit.damage = damage;
			explHit.type = explosionInfo.type;
			explHit.hitViaProxy = explosionInfo.explosionViaProxy;

			explHit.dir = dir;
			explHit.normal = -dir; //set normal to reverse of  direction to avoid backface cull of damage

			if (explHit.damage > 0.0f || explosionInfo.damage == 0.f)
			{
				CActor* pActor = static_cast<CActor*>(pActorSystem->GetActor(entity->GetId()));

				if (pActor)
				{
					const float damageMultiplier = pActor->GetBodyExplosionDamageMultiplier(explHit);
					explHit.damage *= damageMultiplier; 

					// Protect players who are currently shielded
					if(pActor->IsPlayer() && static_cast<CPlayer*>(pActor)->ShouldFilterOutExplosion(explHit))
					{
						explHit.damage = 0.0f;
					}
				}
				else
				{
					CInteractiveObjectEx* pInteractiveObject = static_cast<CInteractiveObjectEx*>(g_pGame->GetIGameFramework()->QueryGameObjectExtension(entity->GetId(), "InteractiveObjectEx"));
					if(pInteractiveObject)
					{
						pInteractiveObject->OnExploded(explHit.pos);
					}
				}
//.........这里部分代码省略.........
开发者ID:aronarts,项目名称:FireNET,代码行数:101,代码来源:GameRulesMPDamageHandling.cpp


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