本文整理汇总了C++中CBaseEntity::GetAbsMaxs方法的典型用法代码示例。如果您正苦于以下问题:C++ CBaseEntity::GetAbsMaxs方法的具体用法?C++ CBaseEntity::GetAbsMaxs怎么用?C++ CBaseEntity::GetAbsMaxs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CBaseEntity
的用法示例。
在下文中一共展示了CBaseEntity::GetAbsMaxs方法的2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: FriendNumber
CBaseEntity *CAI_PlayerAlly::EnumFriends( CBaseEntity *pPrevious, int listNumber, bool bTrace )
{
CBaseEntity *pFriend = pPrevious;
char *pszFriend;
trace_t tr;
Vector vecCheck;
pszFriend = m_szFriends[ FriendNumber(listNumber) ];
while (pFriend = gEntList.FindEntityByClassname( pFriend, pszFriend ))
{
if (pFriend == this || !pFriend->IsAlive())
// don't talk to self or dead people
continue;
if ( bTrace )
{
vecCheck = pFriend->GetAbsOrigin();
vecCheck.z = pFriend->GetAbsMaxs().z;
UTIL_TraceLine( GetAbsOrigin(), vecCheck, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr);
}
else
tr.fraction = 1.0;
if (tr.fraction == 1.0)
{
return pFriend;
}
}
return NULL;
}
示例2: GetAbsOrigin
//=========================================================
// FindNearestFriend
// Scan for nearest, visible friend. If fPlayer is true, look for
// nearest player
//=========================================================
CBaseEntity *CAI_PlayerAlly::FindNearestFriend(bool fPlayer)
{
CBaseEntity *pFriend = NULL;
CBaseEntity *pNearest = NULL;
float range = 10000000.0;
trace_t tr;
Vector vecStart = GetAbsOrigin();
Vector vecCheck;
int i;
const char *pszFriend;
int cfriends;
vecStart.z = GetAbsMaxs().z;
if (fPlayer)
cfriends = 1;
else
cfriends = TLK_CFRIENDS;
// for each type of friend...
for (i = cfriends-1; i > -1; i--)
{
if (fPlayer)
{
CBaseEntity *pPlayer = UTIL_PlayerByIndex(1);
if ( pPlayer )
{
pszFriend = STRING(pPlayer->m_iClassname);
}
else
{
pszFriend = "player";
}
}
else
pszFriend = m_szFriends[FriendNumber(i)];
if (!pszFriend)
continue;
// for each friend in this bsp...
while (pFriend = gEntList.FindEntityByClassname( pFriend, pszFriend ))
{
if (pFriend == this || !pFriend->IsAlive())
// don't talk to self or dead people
continue;
CAI_BaseNPC *pNPC = pFriend->MyNPCPointer();
// If not a NPC for some reason, or in a script.
if ( pNPC && (pNPC->m_NPCState == NPC_STATE_SCRIPT || pNPC->m_NPCState == NPC_STATE_PRONE))
continue;
if( pNPC && pNPC->IsSelected() )
{
// Don't bother people that are awaiting orders.
return false;
}
vecCheck = pFriend->GetLocalOrigin();
vecCheck.z = pFriend->GetAbsMaxs().z;
// if closer than previous friend, and in range, see if he's visible
if (range > (vecStart - vecCheck).Length())
{
UTIL_TraceLine(vecStart, vecCheck, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr);
if (tr.fraction == 1.0)
{
// visible and in range, this is the new nearest scientist
if ((vecStart - vecCheck).Length() < TALKRANGE_MIN)
{
pNearest = pFriend;
range = (vecStart - vecCheck).Length();
}
}
}
}
}
return pNearest;
}