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C++ CBaseCombatCharacter::RemoveEntityRelationship方法代码示例

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


在下文中一共展示了CBaseCombatCharacter::RemoveEntityRelationship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: ChangeRelationships


//.........这里部分代码省略.........
	// Search NPCs
	for ( int i = 0; i < g_AI_Manager.NumAIs(); i++ )
	{
		if ( subjectList.Count() == MAX_HANDLED || targetList.Count() == MAX_HANDLED )
		{
			DevMsg( "Too many entities handled by ai_relationship %s\n", GetDebugName() );
			break;
		}

		CAI_BaseNPC *pNPC = (g_AI_Manager.AccessAIs())[i];
		if ( pNPC )
		{
			if( IsASubject( pNPC ) )
			{
				if ( m_flRadius == 0.0 || GetAbsOrigin().DistToSqr( pNPC->GetAbsOrigin() ) <= radiusSq )
					subjectList.AddToTail( pNPC );
			}
			else if( IsATarget( pNPC ) )
			{
				targetList.AddToTail( pNPC );
			}
		}
	}

	// If either list is still empty, we have a problem.
	if( subjectList.Count() == 0 )
	{
		DevMsg( 2, "ai_relationship '%s' finds no subject(s) called: %s\n", GetDebugName(), STRING( m_iszSubject ) );
		return;
	}
	else if ( targetList.Count() == 0 )
	{
		DevMsg( 2, "ai_relationship '%s' finds no target(s) called: %s\n", GetDebugName(), STRING( m_target ) );
		return;
	}

	// Ok, lists are populated. Apply all relationships.
	for ( int i = 0 ; i < subjectList.Count(); i++ )
	{
		CBaseCombatCharacter *pSubject = subjectList[ i ];

		for ( int j = 0 ; j < targetList.Count(); j++ )
		{
			CBaseCombatCharacter *pTarget = targetList[ j ];

			if ( m_iPreviousDisposition == -1 && iReverting == NOT_REVERTING )
			{
				// Set previous disposition.
				m_iPreviousDisposition = pSubject->IRelationType( pTarget );
				m_iPreviousRank = pSubject->IRelationPriority( pTarget );
			}

			if ( iReverting == REVERTING_TO_PREV )
			{
				pSubject->AddEntityRelationship( pTarget, (Disposition_t)m_iPreviousDisposition, m_iPreviousRank );

				if( m_bReciprocal )
				{
					pTarget->AddEntityRelationship( pSubject, (Disposition_t)m_iPreviousDisposition, m_iPreviousRank );
				}
			}
			else if ( iReverting == REVERTING_TO_DEFAULT )
			{
				pSubject->RemoveEntityRelationship( pTarget );

				if( m_bReciprocal )
				{
					pTarget->RemoveEntityRelationship( pSubject );
				}
			}
			else if( pSubject->IRelationType(pTarget) != disposition || 
				     pSubject->IRelationPriority(pTarget) != m_iRank || 
					 HasSpawnFlags( SF_RELATIONSHIP_NOTIFY_SUBJECT ) ||
					 HasSpawnFlags( SF_RELATIONSHIP_NOTIFY_TARGET ) )
			{
				// Apply the relationship to the subject
				pSubject->AddEntityRelationship( pTarget, (Disposition_t)disposition, m_iRank );

				// Make the subject aware of the target
				if ( HasSpawnFlags( SF_RELATIONSHIP_NOTIFY_SUBJECT ) )
				{
					DiscloseNPCLocation( pSubject, pTarget );
				}

				// Make the target aware of the subject
				if ( HasSpawnFlags( SF_RELATIONSHIP_NOTIFY_TARGET ) )
				{
					DiscloseNPCLocation( pTarget, pSubject );
				}

				// This relationship is applied to target and subject alike
				if ( m_bReciprocal )
				{
					// Apply the relationship to the target
					pTarget->AddEntityRelationship( pSubject, (Disposition_t)disposition, m_iRank );
				}
			}
		}
	}
}
开发者ID:AluminumKen,项目名称:hl2sb-src,代码行数:101,代码来源:ai_relationship.cpp


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