本文整理汇总了C++中CBaseCombatCharacter::BodyDirection2D方法的典型用法代码示例。如果您正苦于以下问题:C++ CBaseCombatCharacter::BodyDirection2D方法的具体用法?C++ CBaseCombatCharacter::BodyDirection2D怎么用?C++ CBaseCombatCharacter::BodyDirection2D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CBaseCombatCharacter
的用法示例。
在下文中一共展示了CBaseCombatCharacter::BodyDirection2D方法的5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: CanAttachSLAM
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
bool CWeapon_SLAM::CanAttachSLAM( void )
{
CBaseCombatCharacter *pOwner = GetOwner();
if (!pOwner)
{
return false;
}
Vector vecSrc = pOwner->Weapon_ShootPosition( );
Vector vecAiming = pOwner->BodyDirection2D( );
trace_t tr;
Vector vecEnd = vecSrc + (vecAiming * 42);
UTIL_TraceLine( vecSrc, vecEnd, MASK_SOLID, pOwner, COLLISION_GROUP_NONE, &tr );
if (tr.fraction < 1.0)
{
// Don't attach to a living creature
if (tr.m_pEnt)
{
CBaseEntity *pEntity = tr.m_pEnt;
CBaseCombatCharacter *pBCC = ToBaseCombatCharacter( pEntity );
if (pBCC)
{
return false;
}
}
return true;
}
else
{
return false;
}
}
示例2: StartSatchelAttach
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CWeapon_SLAM::StartSatchelAttach( void )
{
#ifndef CLIENT_DLL
CBaseCombatCharacter *pOwner = GetOwner();
if (!pOwner)
{
return;
}
Vector vecSrc = pOwner->Weapon_ShootPosition( );
Vector vecAiming = pOwner->BodyDirection2D( );
trace_t tr;
UTIL_TraceLine( vecSrc, vecSrc + (vecAiming * 128), MASK_SOLID, pOwner, COLLISION_GROUP_NONE, &tr );
if (tr.fraction < 1.0)
{
CBaseEntity *pEntity = tr.m_pEnt;
if (pEntity && !(pEntity->GetFlags() & FL_CONVEYOR))
{
// Only the player fires this way so we can cast
CBasePlayer *pPlayer = ToBasePlayer( pOwner );
// player "shoot" animation
pPlayer->SetAnimation( PLAYER_ATTACK1 );
//Tony; need to check the player models !
ToHL2MPPlayer(pPlayer)->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY );
// -----------------------------------------
// Play attach animation
// -----------------------------------------
if (m_bDetonatorArmed)
{
SendWeaponAnim(ACT_SLAM_STICKWALL_ATTACH);
}
else
{
SendWeaponAnim(ACT_SLAM_STICKWALL_ND_ATTACH);
if (!m_bDetonatorArmed)
{
m_bDetonatorArmed = true;
m_bNeedDetonatorDraw = true;
}
}
m_bNeedReload = true;
m_bAttachSatchel = true;
m_flNextPrimaryAttack = m_flNextSecondaryAttack = SLAM_REFIRE_DELAY + gpGlobals->curtime + SequenceDuration();
}
}
#endif
}
示例3: SatchelAttach
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CWeapon_SLAM::SatchelAttach( void )
{
CBaseCombatCharacter *pOwner = GetOwner();
if (!pOwner)
{
return;
}
m_bAttachSatchel = false;
Vector vecSrc = pOwner->Weapon_ShootPosition( );
Vector vecAiming = pOwner->BodyDirection2D( );
trace_t tr;
UTIL_TraceLine( vecSrc, vecSrc + (vecAiming * 128), MASK_SOLID, pOwner, COLLISION_GROUP_NONE, &tr );
if (tr.fraction < 1.0)
{
CBaseEntity *pEntity = tr.m_pEnt;
if (pEntity && !(pEntity->GetFlags() & FL_CONVEYOR))
{
QAngle angles;
VectorAngles(tr.plane.normal, angles);
angles.y -= 90;
angles.z -= 90;
tr.endpos.z -= 6.0f;
EmitSound( "Weapon_SLAM.SatchelAttach" );
CSatchelCharge *pSatchel = (CSatchelCharge*)CBaseEntity::Create( "npc_satchel", tr.endpos + tr.plane.normal * 3, angles, NULL );
pSatchel->SetMoveType( MOVETYPE_FLY ); // no gravity
pSatchel->m_bIsAttached = true;
pSatchel->m_bIsLive = true;
pSatchel->SetThrower( GetOwner() );
pSatchel->SetOwnerEntity( ((CBaseEntity*)GetOwner()) );
pSatchel->m_pMyWeaponSLAM = this;
pOwner->RemoveAmmo( 1, m_iSecondaryAmmoType );
}
}
}
示例4: TripwireAttach
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CWeapon_Tripwire::TripwireAttach( void )
{
CBaseCombatCharacter *pOwner = GetOwner();
if (!pOwner)
{
return;
}
m_bAttachTripwire = false;
Vector vecSrc = pOwner->Weapon_ShootPosition();
Vector vecAiming = pOwner->BodyDirection2D( );
trace_t tr;
UTIL_TraceLine( vecSrc, vecSrc + (vecAiming * 128), MASK_SOLID, pOwner, COLLISION_GROUP_NONE, &tr );
if (tr.fraction < 1.0)
{
CBaseEntity *pEntity = tr.m_pEnt;
if (pEntity && !(pEntity->GetFlags() & FL_CONVEYOR))
{
QAngle angles;
VectorAngles(tr.plane.normal, angles);
angles.x += 90;
CBaseEntity *pEnt = CBaseEntity::Create( "npc_tripwire", tr.endpos + tr.plane.normal * 3, angles, NULL );
CTripwireGrenade *pMine = (CTripwireGrenade *)pEnt;
pMine->SetThrower( GetOwner() );
pOwner->RemoveAmmo( 1, m_iSecondaryAmmoType );
EmitSound( "Weapon_Tripwire.Attach" );
}
}
}
示例5: StartTask
//=========================================================
// start task
//=========================================================
void CNPC_Stalker::StartTask( const Task_t *pTask )
{
switch ( pTask->iTask )
{
case TASK_STALKER_SCREAM:
{
if( gpGlobals->curtime > m_flNextScreamTime )
{
EmitSound( "NPC_Stalker.Scream" );
m_flNextScreamTime = gpGlobals->curtime + random->RandomFloat( 10.0, 15.0 );
}
TaskComplete();
}
case TASK_ANNOUNCE_ATTACK:
{
// If enemy isn't facing me and I haven't attacked in a while
// annouce my attack before I start wailing away
CBaseCombatCharacter *pBCC = GetEnemyCombatCharacterPointer();
if (pBCC && (!pBCC->FInViewCone ( this )) &&
(gpGlobals->curtime - m_flLastAttackTime > 1.0) )
{
m_flLastAttackTime = gpGlobals->curtime;
// Always play this sound
EmitSound( "NPC_Stalker.Scream" );
m_flNextScrambleSoundTime = gpGlobals->curtime + 2;
m_flNextBreatheSoundTime = gpGlobals->curtime + 2;
// Wait two seconds
SetWait( 2.0 );
SetActivity(ACT_IDLE);
}
break;
}
case TASK_STALKER_ZIGZAG:
break;
case TASK_RANGE_ATTACK1:
{
CBaseEntity *pEnemy = GetEnemy();
if (pEnemy)
{
m_vLaserTargetPos = GetEnemyLKP() + pEnemy->GetViewOffset();
// Never hit target on first try
Vector missPos = m_vLaserTargetPos;
if( pEnemy->Classify() == CLASS_BULLSEYE && hl2_episodic.GetBool() )
{
missPos.x += 60 + 120*random->RandomInt(-1,1);
missPos.y += 60 + 120*random->RandomInt(-1,1);
}
else
{
missPos.x += 80*random->RandomInt(-1,1);
missPos.y += 80*random->RandomInt(-1,1);
}
// ----------------------------------------------------------------------
// If target is facing me and not running towards me shoot below his feet
// so he can see the laser coming
// ----------------------------------------------------------------------
CBaseCombatCharacter *pBCC = ToBaseCombatCharacter(pEnemy);
if (pBCC)
{
Vector targetToMe = (pBCC->GetAbsOrigin() - GetAbsOrigin());
Vector vBCCFacing = pBCC->BodyDirection2D( );
if ((DotProduct(vBCCFacing,targetToMe) < 0) &&
(pBCC->GetSmoothedVelocity().Length() < 50))
{
missPos.z -= 150;
}
// --------------------------------------------------------
// If facing away or running towards laser,
// shoot above target's head
// --------------------------------------------------------
else
{
missPos.z += 60;
}
}
m_vLaserDir = missPos - LaserStartPosition(GetAbsOrigin());
VectorNormalize(m_vLaserDir);
}
else
{
TaskFail(FAIL_NO_ENEMY);
return;
}
StartAttackBeam();
SetActivity(ACT_RANGE_ATTACK1);
break;
}
case TASK_GET_PATH_TO_ENEMY_LOS:
//.........这里部分代码省略.........