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C++ CBaseEntity::GetBaseAnimating方法代码示例

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


在下文中一共展示了CBaseEntity::GetBaseAnimating方法的11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: StartCommand

//-----------------------------------------------------------------------------
// Purpose: We're about to run this usercmd for the specified player.  We can set up groupinfo and masking here, etc.
//  This is the time to examine the usercmd for anything extra.  This call happens even if think does not.
// Input  : *player - 
//			*cmd - 
//-----------------------------------------------------------------------------
void CPlayerMove::StartCommand( CBasePlayer *player, CUserCmd *cmd )
{
	VPROF( "CPlayerMove::StartCommand" );

#if !defined( NO_ENTITY_PREDICTION )
	CPredictableId::ResetInstanceCounters();
#endif

	player->m_pCurrentCommand = cmd;
	CBaseEntity::SetPredictionRandomSeed( cmd );
	CBaseEntity::SetPredictionPlayer( player );
	
#if defined (HL2_DLL)
	// pull out backchannel data and move this out

	int i;
	for (i = 0; i < cmd->entitygroundcontact.Count(); i++)
	{
		int entindex =  cmd->entitygroundcontact[i].entindex;
		CBaseEntity *pEntity = CBaseEntity::Instance( engine->PEntityOfEntIndex( entindex) );
		if (pEntity)
		{
			CBaseAnimating *pAnimating = pEntity->GetBaseAnimating();
			if (pAnimating)
			{
				pAnimating->SetIKGroundContactInfo( cmd->entitygroundcontact[i].minheight, cmd->entitygroundcontact[i].maxheight );
			}
		}
	}

#endif
}
开发者ID:paralin,项目名称:hl2sdk,代码行数:38,代码来源:player_command.cpp

示例2: SpawnAllEntities

void SpawnAllEntities( int nEntities, HierarchicalSpawn_t *pSpawnList, bool bActivateEntities )
{
	int nEntity;
	for (nEntity = 0; nEntity < nEntities; nEntity++)
	{
		VPROF( "MapEntity_ParseAllEntities_Spawn");
		CBaseEntity *pEntity = pSpawnList[nEntity].m_pEntity;

		if ( pSpawnList[nEntity].m_pDeferredParent )
		{
			// UNDONE: Promote this up to the root of this function?
			MDLCACHE_CRITICAL_SECTION();
			CBaseEntity *pParent = pSpawnList[nEntity].m_pDeferredParent;
			int iAttachment = -1;
			CBaseAnimating *pAnim = pParent->GetBaseAnimating();
			if ( pAnim )
			{
				iAttachment = pAnim->LookupAttachment(pSpawnList[nEntity].m_pDeferredParentAttachment);
			}
			pEntity->SetParent( pParent, iAttachment );
		}
		if ( pEntity )
		{
			if (DispatchSpawn(pEntity) < 0)
			{
				for ( int i = nEntity+1; i < nEntities; i++ )
				{
					// this is a child object that will be deleted now
					if ( pSpawnList[i].m_pEntity && pSpawnList[i].m_pEntity->IsMarkedForDeletion() )
					{
						pSpawnList[i].m_pEntity = NULL;
					}
				}
				// Spawn failed.
				gEntList.CleanupDeleteList();
				// Remove the entity from the spawn list
				pSpawnList[nEntity].m_pEntity = NULL;
			}
		}
	}

	if ( bActivateEntities )
	{
		VPROF( "MapEntity_ParseAllEntities_Activate");
		bool bAsyncAnims = mdlcache->SetAsyncLoad( MDLCACHE_ANIMBLOCK, false );
		for (nEntity = 0; nEntity < nEntities; nEntity++)
		{
			CBaseEntity *pEntity = pSpawnList[nEntity].m_pEntity;

			if ( pEntity )
			{
				MDLCACHE_CRITICAL_SECTION();
				pEntity->Activate();
			}
		}
		mdlcache->SetAsyncLoad( MDLCACHE_ANIMBLOCK, bAsyncAnims );
	}
}
开发者ID:Adidasman1,项目名称:source-sdk-2013,代码行数:58,代码来源:mapentities.cpp

示例3: InputDissolve

//-----------------------------------------------------------------------------
// Purpose: 
// Input  : inputdata - 
//-----------------------------------------------------------------------------
void CEntityDissolve::InputDissolve( inputdata_t &inputdata )
{
	string_t strTarget = inputdata.value.StringID();

	if (strTarget == NULL_STRING)
	{
		strTarget = m_target;
	}

	CBaseEntity *pTarget = NULL;
	while ((pTarget = gEntList.FindEntityGeneric(pTarget, STRING(strTarget), this, inputdata.pActivator)) != NULL)
	{
		CBaseAnimating *pBaseAnim = pTarget->GetBaseAnimating();
		if (pBaseAnim)
		{
			pBaseAnim->Dissolve( NULL, gpGlobals->curtime, false, m_nDissolveType, GetAbsOrigin(), m_nMagnitude );
		}
	}
}
开发者ID:Bubbasacs,项目名称:FinalProj,代码行数:23,代码来源:entitydissolve.cpp

示例4: PropBreakableCreateAll

void PropBreakableCreateAll( int modelindex, IPhysicsObject *pPhysics, const breakablepropparams_t &params, CBaseEntity *pEntity, int iPrecomputedBreakableCount, bool bIgnoreGibLimit, bool defaultLocation )
{
        // Check for prop breakable count reset. 
	int nPropCount = props_break_max_pieces_perframe.GetInt(); 
	if ( nPropCount != -1 ) 
	{ 
		if ( nFrameNumber != gpGlobals->framecount ) 
		{ 
			nPropBreakablesPerFrameCount = 0; 
			nFrameNumber = gpGlobals->framecount; 
		} 
      
		// Check for max breakable count for the frame. 
		if ( nPropBreakablesPerFrameCount >= nPropCount ) 
			return; 
	} 
      
	int iMaxBreakCount = bIgnoreGibLimit ? -1 : props_break_max_pieces.GetInt();
	if ( iMaxBreakCount != -1 )
	{
		if ( iPrecomputedBreakableCount != -1 )
		{
			iPrecomputedBreakableCount = MIN( iMaxBreakCount, iPrecomputedBreakableCount );
		}
		else
		{
			iPrecomputedBreakableCount = iMaxBreakCount;
		}
	}

#ifdef GAME_DLL
	// On server limit break model creation
	if ( !PropBreakableCapEdictsOnCreateAll(modelindex, pPhysics, params, pEntity, iPrecomputedBreakableCount ) )
	{
		DevMsg( "Failed to create PropBreakable: would exceed MAX_EDICTS\n" );
		return;
	}
#endif
	
	vcollide_t *pCollide = modelinfo->GetVCollide( modelindex );
	if ( !pCollide )
		return;

	int nSkin = 0;
	CBaseEntity *pOwnerEntity = pEntity;
	CBaseAnimating *pOwnerAnim = NULL;
	if ( pPhysics )
	{
		pOwnerEntity = static_cast<CBaseEntity *>(pPhysics->GetGameData());
	}
	if ( pOwnerEntity )
	{
		pOwnerAnim = pOwnerEntity->GetBaseAnimating();
		if ( pOwnerAnim )
		{
			nSkin = pOwnerAnim->m_nSkin;
		}
	}
	matrix3x4_t localToWorld;

	CStudioHdr studioHdr;
	const model_t *model = modelinfo->GetModel( modelindex );
	if ( model )
	{
		studioHdr.Init( modelinfo->GetStudiomodel( model ) );
	}

	Vector parentOrigin = vec3_origin;
	int parentAttachment = 	Studio_FindAttachment( &studioHdr, "placementOrigin" ) + 1;
	if ( parentAttachment > 0 )
	{
		GetAttachmentLocalSpace( &studioHdr, parentAttachment-1, localToWorld );
		MatrixGetColumn( localToWorld, 3, parentOrigin );
	}
	else
	{
		AngleMatrix( vec3_angle, localToWorld );
	}
	
	CUtlVector<breakmodel_t> list;

	BreakModelList( list, modelindex, params.defBurstScale, params.defCollisionGroup );

	if ( list.Count() )
	{
		for ( int i = 0; i < list.Count(); i++ )
		{
			int modelIndex = modelinfo->GetModelIndex( list[i].modelName );
			if ( modelIndex <= 0 )
				continue;

			// Skip multiplayer pieces that should be spawning on the other dll
#ifdef GAME_DLL
			if ( gpGlobals->maxClients > 1 && breakable_multiplayer.GetBool() )
#else
			if ( gpGlobals->maxClients > 1 )
#endif
			{
#ifdef GAME_DLL
				if ( list[i].mpBreakMode == MULTIPLAYER_BREAK_CLIENTSIDE )
//.........这里部分代码省略.........
开发者ID:Adidasman1,项目名称:source-sdk-2013,代码行数:101,代码来源:props_shared.cpp

示例5: IsPointInControllingObjectHitBox

bool CParticleSystemQuery::IsPointInControllingObjectHitBox( 
	CParticleCollection *pParticles,
	int nControlPointNumber, Vector vecPos, bool bBBoxOnly )
{
	bool bSuccess = false;
#ifndef GAME_DLL

	EHANDLE *phMoveParent = reinterpret_cast<EHANDLE *> ( pParticles->m_ControlPoints[nControlPointNumber].m_pObject );
	CBaseEntity *pMoveParent = NULL;
	if ( phMoveParent )
	{
		pMoveParent = *( phMoveParent );
	}
	if ( pMoveParent )
	{
		s_BoneMutex.Lock();
		C_BaseAnimating *pAnimating = pMoveParent->GetBaseAnimating();

		bool bInBBox = false;
		Vector vecBBoxMin;
		Vector vecBBoxMax;
		Vector vecOrigin;

		vecBBoxMin = pMoveParent->CollisionProp()->OBBMins();
		vecBBoxMax = pMoveParent->CollisionProp()->OBBMaxs();

		matrix3x4_t matOrientation;
		matOrientation = pMoveParent->EntityToWorldTransform();
		Vector vecLocalPos;
		VectorITransform( vecPos, matOrientation, vecLocalPos );
		if ( IsPointInBox( vecLocalPos, vecBBoxMin, vecBBoxMax ) )
			bInBBox = true;

		if ( bInBBox && bBBoxOnly )
			bSuccess = true;
		else if ( pAnimating && bInBBox )
		{
			matrix3x4_t	*hitboxbones[MAXSTUDIOBONES];
			if ( pAnimating->HitboxToWorldTransforms( hitboxbones ) )
			{

				studiohdr_t *pStudioHdr = modelinfo->GetStudiomodel( pAnimating->GetModel() );

				if ( pStudioHdr )
				{
					mstudiohitboxset_t *set = pStudioHdr->pHitboxSet( pAnimating->GetHitboxSet() );

					if ( set )
					{
						// do a point in solid test
						Ray_t ray;
						trace_t tr;
						ray.Init( vecPos, vecPos );
						enginetrace->ClipRayToEntity( ray, MASK_ALL, pMoveParent, &tr );
						if ( tr.startsolid )
							bSuccess = true;
					}
				}
			}
		}
		else if ( pMoveParent->IsBrushModel() && bInBBox )
		{
			// do a point in solid test
			Ray_t ray;
			trace_t tr;
			ray.Init( vecPos, vecPos );
			enginetrace->ClipRayToEntity( ray, MASK_ALL, pMoveParent, &tr );
			if ( tr.startsolid )
				bSuccess = true;
		}

		s_BoneMutex.Unlock();
	}
#endif
	return bSuccess;
}
开发者ID:SCell555,项目名称:bisonours-party,代码行数:76,代码来源:particlesystemquery.cpp

示例6: GetControllingObjectHitBoxInfo

int CParticleSystemQuery::GetControllingObjectHitBoxInfo(
	CParticleCollection *pParticles,
	int nControlPointNumber,
	int nBufSize,										// # of output slots available
	ModelHitBoxInfo_t *pHitBoxOutputBuffer )
{
	int nRet = 0;

#ifndef GAME_DLL
	s_BoneMutex.Lock();

	EHANDLE *phMoveParent = reinterpret_cast<EHANDLE *> ( pParticles->m_ControlPoints[nControlPointNumber].m_pObject );
	CBaseEntity *pMoveParent = NULL;
	if ( phMoveParent )
	{
		pMoveParent = *( phMoveParent );
	}

	if ( pMoveParent )
	{
		C_BaseAnimating *pAnimating = pMoveParent->GetBaseAnimating();
		if ( pAnimating )
		{
			matrix3x4_t	*hitboxbones[MAXSTUDIOBONES];
			
			if ( pAnimating->HitboxToWorldTransforms( hitboxbones ) )
			{
		
				studiohdr_t *pStudioHdr = modelinfo->GetStudiomodel( pAnimating->GetModel() );
				
				if ( pStudioHdr )
				{
					mstudiohitboxset_t *set = pStudioHdr->pHitboxSet( pAnimating->GetHitboxSet() );
					
					if ( set )
					{
						nRet = min( nBufSize, set->numhitboxes );
						for( int i=0 ; i < nRet; i++ )
						{
							mstudiobbox_t *pBox = set->pHitbox( i );
							pHitBoxOutputBuffer[i].m_vecBoxMins.x = pBox->bbmin.x;
							pHitBoxOutputBuffer[i].m_vecBoxMins.y = pBox->bbmin.y;
							pHitBoxOutputBuffer[i].m_vecBoxMins.z = pBox->bbmin.z;

							pHitBoxOutputBuffer[i].m_vecBoxMaxes.x = pBox->bbmax.x;
							pHitBoxOutputBuffer[i].m_vecBoxMaxes.y = pBox->bbmax.y;
							pHitBoxOutputBuffer[i].m_vecBoxMaxes.z = pBox->bbmax.z;

							pHitBoxOutputBuffer[i].m_Transform = *hitboxbones[pBox->bone];
						}
					}
				}
			}
		}
		if ( pMoveParent->IsBrushModel() )
		{
			Vector vecMin;
			Vector vecMax;
			matrix3x4_t matOrientation;
			pMoveParent->GetRenderBounds( vecMin, vecMax  );
			matOrientation = pMoveParent->EntityToWorldTransform();
			pHitBoxOutputBuffer[0].m_vecBoxMins = vecMin;
			pHitBoxOutputBuffer[0].m_vecBoxMaxes = vecMax;
			pHitBoxOutputBuffer[0].m_Transform = matOrientation;
			nRet = 1;
		}
	}
	s_BoneMutex.Unlock();
#endif
	return nRet;
}
开发者ID:SCell555,项目名称:bisonours-party,代码行数:71,代码来源:particlesystemquery.cpp

示例7: GetRandomPointsOnControllingObjectHitBox

void CParticleSystemQuery::GetRandomPointsOnControllingObjectHitBox( 
	CParticleCollection *pParticles,
	int nControlPointNumber, 
	int nNumPtsOut,
	float flBBoxScale,
	int nNumTrysToGetAPointInsideTheModel,
	Vector *pPntsOut,
	Vector vecDirectionalBias,
	Vector *pHitBoxRelativeCoordOut,
	int *pHitBoxIndexOut
	)
{

	bool bSucesss = false;


#ifndef GAME_DLL

	EHANDLE *phMoveParent = reinterpret_cast<EHANDLE *> ( pParticles->m_ControlPoints[nControlPointNumber].m_pObject );
	CBaseEntity *pMoveParent = NULL;
	if ( phMoveParent )
	{
		pMoveParent = *( phMoveParent );
	}
	if ( pMoveParent )
	{
		float flRandMax = flBBoxScale;
		float flRandMin = 1.0 - flBBoxScale;
		Vector vecBasePos;
		pParticles->GetControlPointAtTime( nControlPointNumber, pParticles->m_flCurTime, &vecBasePos );

		s_BoneMutex.Lock();
		C_BaseAnimating *pAnimating = pMoveParent->GetBaseAnimating();
		if ( pAnimating )
		{
			
			matrix3x4_t	*hitboxbones[MAXSTUDIOBONES];
			
			if ( pAnimating->HitboxToWorldTransforms( hitboxbones ) )
			{
		
				studiohdr_t *pStudioHdr = modelinfo->GetStudiomodel( pAnimating->GetModel() );
				
				if ( pStudioHdr )
				{
					mstudiohitboxset_t *set = pStudioHdr->pHitboxSet( pAnimating->GetHitboxSet() );
					
					if ( set )
					{
						bSucesss = true;
						
						Vector vecWorldPosition;
						float u = 0, v = 0, w = 0;
						int nHitbox = 0;
						int nNumIters = nNumTrysToGetAPointInsideTheModel;
						if (! vecDirectionalBias.IsZero( 0.0001 ) )
							nNumIters = max( nNumIters, 5 );

						for( int i=0 ; i < nNumPtsOut; i++)
						{
							int nTryCnt = nNumIters;
							float flBestPointGoodness = -1.0e20;
							do
							{
								int nTryHitbox = pParticles->RandomInt( 0, set->numhitboxes - 1 );
								mstudiobbox_t *pBox = set->pHitbox(nTryHitbox);
								
								float flTryU = pParticles->RandomFloat( flRandMin, flRandMax );
								float flTryV = pParticles->RandomFloat( flRandMin, flRandMax );
								float flTryW = pParticles->RandomFloat( flRandMin, flRandMax );

								Vector vecLocalPosition;
								vecLocalPosition.x = GetSurfaceCoord( flTryU, pBox->bbmin.x, pBox->bbmax.x );
								vecLocalPosition.y = GetSurfaceCoord( flTryV, pBox->bbmin.y, pBox->bbmax.y );
								vecLocalPosition.z = GetSurfaceCoord( flTryW, pBox->bbmin.z, pBox->bbmax.z );

								Vector vecTryWorldPosition;

								VectorTransform( vecLocalPosition, *hitboxbones[pBox->bone], vecTryWorldPosition );
								
								
								float flPointGoodness = pParticles->RandomFloat( 0, 72 )
									+ DotProduct( vecTryWorldPosition - vecBasePos, 
												  vecDirectionalBias );

								if ( nNumTrysToGetAPointInsideTheModel )
								{
									// do a point in solid test
									Ray_t ray;
									trace_t tr;
									ray.Init( vecTryWorldPosition, vecTryWorldPosition );
									enginetrace->ClipRayToEntity( ray, MASK_ALL, pMoveParent, &tr );
									if ( tr.startsolid )
										flPointGoodness += 1000.; // got a point inside!
								}
								if ( flPointGoodness > flBestPointGoodness )
								{
									u = flTryU;
									v = flTryV;
									w = flTryW;
//.........这里部分代码省略.........
开发者ID:SCell555,项目名称:bisonours-party,代码行数:101,代码来源:particlesystemquery.cpp

示例8: FireBullet


//.........这里部分代码省略.........

		if( bDoEffects )
		{
			// See if the bullet ended up underwater + started out of the water
			if ( enginetrace->GetPointContents( tr.endpos ) & (CONTENTS_WATER|CONTENTS_SLIME) )
			{	
				trace_t waterTrace;
				UTIL_TraceLine( vecSrc, tr.endpos, (MASK_SHOT|CONTENTS_WATER|CONTENTS_SLIME), pIgnore, COLLISION_GROUP_NONE, &waterTrace );

				if( waterTrace.allsolid != 1 )
				{
					CEffectData	data;
					data.m_vOrigin = waterTrace.endpos;
					data.m_vNormal = waterTrace.plane.normal;
					data.m_flScale = random->RandomFloat( 8, 12 );

					if ( waterTrace.contents & CONTENTS_SLIME )
					{
						data.m_fFlags |= FX_WATER_IN_SLIME;
					}

					DispatchEffect( "gunshotsplash", data );
				}
			}
			else
			{
				//Do Regular hit effects

				// Don't decal nodraw surfaces
				if ( !( tr.surface.flags & (SURF_SKY|SURF_NODRAW|SURF_HINT|SURF_SKIP) ) )
				{
					CBaseEntity *pEntity = tr.m_pEnt;
					//Tony; only while using teams do we check for friendly fire.
					if ( pEntity && pEntity->IsPlayer() && (pEntity->GetBaseAnimating() && !pEntity->GetBaseAnimating()->IsRagdoll()) )
					{
#if defined ( SDK_USE_TEAMS )
						if ( pEntity->GetTeamNumber() == GetTeamNumber() )
						{
							if ( !friendlyfire.GetBool() )
								UTIL_ImpactTrace( &tr, iDamageType );
						}
#else
						UTIL_ImpactTrace( &tr, iDamageType );
#endif
					}
					//Tony; non player, just go nuts,
					else
					{
						UTIL_ImpactTrace( &tr, iDamageType );
					}
				}
			}
		} // bDoEffects

		// add damage to entity that we hit

#ifdef GAME_DLL
		float flBulletDamage = iDamage * flDistanceMultiplier / (i+1);	// Each iteration the bullet drops in strength

		ClearMultiDamage();

		CTakeDamageInfo info( pevAttacker, pevAttacker, flBulletDamage, iDamageType );
		CalculateBulletDamageForce( &info, iBulletType, vecDir, tr.endpos );
		tr.m_pEnt->DispatchTraceAttack( info, vecDir, &tr );

		TraceAttackToTriggers( info, tr.startpos, tr.endpos, vecDir );
开发者ID:jlwitthuhn,项目名称:DoubleAction,代码行数:67,代码来源:sdk_player_shared.cpp

示例9: GetControllingObjectHitBoxInfo

int CParticleSystemQuery::GetControllingObjectHitBoxInfo(
	CParticleCollection *pParticles,
	int nControlPointNumber,
	int nBufSize,										// # of output slots available
	ModelHitBoxInfo_t *pHitBoxOutputBuffer )
{
	int nRet = 0;

#ifndef GAME_DLL
	s_BoneMutex.Lock();

	EHANDLE *phMoveParent = reinterpret_cast<EHANDLE *> ( pParticles->ControlPoint( nControlPointNumber ).m_pObject );
	CBaseEntity *pMoveParent = NULL;
	if ( phMoveParent )
	{
		pMoveParent = *( phMoveParent );
	}

	if ( pMoveParent )
	{
		C_BaseAnimating *pAnimating = pMoveParent->GetBaseAnimating();
		if ( pAnimating )
		{
			matrix3x4_t	*hitboxbones[MAXSTUDIOBONES];
			
			if ( pAnimating->HitboxToWorldTransforms( hitboxbones ) )
			{
		
				studiohdr_t *pStudioHdr = modelinfo->GetStudiomodel( pAnimating->GetModel() );
				
				if ( pStudioHdr )
				{
					// Try to get the "effects" set first, otherwise use their current set
					int nEffectsHitboxSet = FindHitboxSetByName( pAnimating->GetModelPtr(), "effects" );
					mstudiohitboxset_t *set = pStudioHdr->pHitboxSet( nEffectsHitboxSet != -1 ? nEffectsHitboxSet : pAnimating->GetHitboxSet() );
					
					if ( set )
					{
						for( int i=0 ; i < set->numhitboxes; i++ )
						{
							mstudiobbox_t *pBox = set->pHitbox( i );

							// E3 HACK - check for hitboxes at the origin and ignore those
							if ( fabs( (*hitboxbones[pBox->bone])[0][3] ) < POINT_AT_ORIGIN_EPSILON && fabs( (*hitboxbones[pBox->bone])[1][3] ) < POINT_AT_ORIGIN_EPSILON && fabs( (*hitboxbones[pBox->bone])[2][3] ) < POINT_AT_ORIGIN_EPSILON )
							{
								continue;
							}

							pHitBoxOutputBuffer[nRet].m_vecBoxMins.x = pBox->bbmin.x;
							pHitBoxOutputBuffer[nRet].m_vecBoxMins.y = pBox->bbmin.y;
							pHitBoxOutputBuffer[nRet].m_vecBoxMins.z = pBox->bbmin.z;

							pHitBoxOutputBuffer[nRet].m_vecBoxMaxes.x = pBox->bbmax.x;
							pHitBoxOutputBuffer[nRet].m_vecBoxMaxes.y = pBox->bbmax.y;
							pHitBoxOutputBuffer[nRet].m_vecBoxMaxes.z = pBox->bbmax.z;

							pHitBoxOutputBuffer[nRet].m_Transform = *hitboxbones[pBox->bone];

							nRet++;

							if ( nRet >= nBufSize )
							{
								break;
							}
						}
					}
				}
			}
		}
		if ( pMoveParent->IsBrushModel() )
		{
			Vector vecMin;
			Vector vecMax;
			matrix3x4_t matOrientation;
			pMoveParent->GetRenderBounds( vecMin, vecMax  );
			matOrientation = pMoveParent->EntityToWorldTransform();
			pHitBoxOutputBuffer[0].m_vecBoxMins = vecMin;
			pHitBoxOutputBuffer[0].m_vecBoxMaxes = vecMax;
			pHitBoxOutputBuffer[0].m_Transform = matOrientation;
			nRet = 1;
		}
	}
	s_BoneMutex.Unlock();
#endif
	return nRet;
}
开发者ID:gamenew09,项目名称:SourceSDK2010,代码行数:86,代码来源:particlesystemquery.cpp

示例10: FireBullet


//.........这里部分代码省略.........
		return; // we didn't hit anything, stop tracing shoot

	if ( sv_showimpacts.GetBool() )
	{
#ifdef CLIENT_DLL
		// draw red client impact markers
		debugoverlay->AddBoxOverlay( tr.endpos, Vector(-2,-2,-2), Vector(2,2,2), QAngle( 0, 0, 0), 255,0,0,127, 4 );

		if ( tr.m_pEnt && tr.m_pEnt->IsPlayer() )
		{
			C_BasePlayer *player = ToBasePlayer( tr.m_pEnt );
			player->DrawClientHitboxes( 4, true );
		}
#else
		// draw blue server impact markers
		NDebugOverlay::Box( tr.endpos, Vector(-2,-2,-2), Vector(2,2,2), 0,0,255,127, 4 );

		if ( tr.m_pEnt && tr.m_pEnt->IsPlayer() )
		{
			CBasePlayer *player = ToBasePlayer( tr.m_pEnt );
			player->DrawServerHitboxes( 4, true );
		}
#endif
	}

		//calculate the damage based on the distance the bullet travelled.
		flCurrentDistance += tr.fraction * flMaxRange;

		// damage get weaker of distance
		fCurrentDamage *= pow ( 0.85f, (flCurrentDistance / 500));

		int iDamageType = DMG_BULLET | DMG_NEVERGIB;

		if( bDoEffects )
		{
			// See if the bullet ended up underwater + started out of the water
			if ( enginetrace->GetPointContents( tr.endpos ) & (CONTENTS_WATER|CONTENTS_SLIME) )
			{	
				trace_t waterTrace;
				UTIL_TraceLine( vecSrc, tr.endpos, (MASK_SHOT|CONTENTS_WATER|CONTENTS_SLIME), this, COLLISION_GROUP_NONE, &waterTrace );

				if( waterTrace.allsolid != 1 )
				{
					CEffectData	data;
					data.m_vOrigin = waterTrace.endpos;
					data.m_vNormal = waterTrace.plane.normal;
					data.m_flScale = random->RandomFloat( 8, 12 );

					if ( waterTrace.contents & CONTENTS_SLIME )
					{
						data.m_fFlags |= FX_WATER_IN_SLIME;
					}

					DispatchEffect( "gunshotsplash", data );
				}
			}
			else
			{
				//Do Regular hit effects

				// Don't decal nodraw surfaces
				if ( !( tr.surface.flags & (SURF_SKY|SURF_NODRAW|SURF_HINT|SURF_SKIP) ) )
				{
					CBaseEntity *pEntity = tr.m_pEnt;
					//Tony; only while using teams do we check for friendly fire.
					if ( pEntity && pEntity->IsPlayer() && (pEntity->GetBaseAnimating() && !pEntity->GetBaseAnimating()->IsRagdoll()) )
					{
#if defined ( SDK_USE_TEAMS )
						if ( pEntity->GetTeamNumber() == GetTeamNumber() )
						{
							if ( !friendlyfire.GetBool() )
								UTIL_ImpactTrace( &tr, iDamageType );
						}
#else
						UTIL_ImpactTrace( &tr, iDamageType );
#endif
					}
					//Tony; non player, just go nuts,
					else
					{
						UTIL_ImpactTrace( &tr, iDamageType );
					}
				}
			}
		} // bDoEffects

		// add damage to entity that we hit

#ifdef GAME_DLL
		ClearMultiDamage();

		CTakeDamageInfo info( pevAttacker, pevAttacker, fCurrentDamage, iDamageType );
		CalculateBulletDamageForce( &info, iBulletType, vecDir, tr.endpos );
		tr.m_pEnt->DispatchTraceAttack( info, vecDir, &tr );

		TraceAttackToTriggers( info, tr.startpos, tr.endpos, vecDir );

		ApplyMultiDamage();
#endif
}
开发者ID:AluminumKen,项目名称:hl2sb-src,代码行数:101,代码来源:sdk_player_shared.cpp

示例11: SimulateBullet


//.........这里部分代码省略.........
			if ( enginetrace->GetPointContents( tr.endpos ) & (CONTENTS_WATER|CONTENTS_SLIME) )
			{
				CBaseEntity* pIgnore;
				if (oBullet.m_ahObjectsHit.Count())
					pIgnore = oBullet.m_ahObjectsHit.Tail();
				else
					pIgnore = oBullet.m_hShooter;

				trace_t waterTrace;
				UTIL_TraceLine( oBullet.m_vecOrigin, tr.endpos, (MASK_SHOT|CONTENTS_WATER|CONTENTS_SLIME), pIgnore, COLLISION_GROUP_NONE, &waterTrace );

				if( waterTrace.allsolid != 1 )
				{
					CEffectData	data;
					data.m_vOrigin = waterTrace.endpos;
					data.m_vNormal = waterTrace.plane.normal;
					data.m_flScale = random->RandomFloat( 8, 12 );

					if ( waterTrace.contents & CONTENTS_SLIME )
						data.m_fFlags |= FX_WATER_IN_SLIME;

					DispatchEffect( "gunshotsplash", data );
				}
			}
			else
			{
				//Do Regular hit effects

				// Don't decal nodraw surfaces
				if ( !( tr.surface.flags & (SURF_SKY|SURF_NODRAW|SURF_HINT|SURF_SKIP) ) )
				{
					CBaseEntity *pEntity = tr.m_pEnt;
					//Tony; only while using teams do we check for friendly fire.
					if ( DAGameRules()->IsTeamplay() && pEntity && pEntity->IsPlayer() && (pEntity->GetBaseAnimating() && !pEntity->GetBaseAnimating()->IsRagdoll()) )
					{
						if ( pEntity->GetTeamNumber() != oBullet.m_hShooter->GetTeamNumber() )
							UTIL_ImpactTrace( &tr, iDamageType );
					}
					//Tony; non player, just go nuts,
					else
						UTIL_ImpactTrace( &tr, iDamageType );
				}
			}
		} // bDoEffects

		// add damage to entity that we hit

#ifdef GAME_DLL
		float flBulletDamage = oBullet.m_iBulletDamage * flDistanceMultiplier / (i+1);	// Each iteration the bullet drops in strength
		if (oBullet.m_hShooter->IsStyleSkillActive(SKILL_MARKSMAN))
			flBulletDamage = oBullet.m_iBulletDamage * flDistanceMultiplier / (i/2+1);	// Each iteration the bullet drops in strength but not nearly as much.

		ClearMultiDamage();

		CTakeDamageInfo info( oBullet.m_hShooter, oBullet.m_hShooter, oBullet.m_hWeapon, flBulletDamage, iDamageType );
		CalculateBulletDamageForce( &info, oBullet.m_iBulletType, oBullet.m_vecDirection, tr.endpos );
		tr.m_pEnt->DispatchTraceAttack( info, oBullet.m_vecDirection, &tr );

		oBullet.m_hShooter->TraceAttackToTriggers( info, tr.startpos, tr.endpos, oBullet.m_vecDirection );

		ApplyMultiDamage();
#else
		flDistanceMultiplier = flDistanceMultiplier; // Silence warning.
#endif

		if (tr.m_pEnt && !FStrEq(tr.m_pEnt->GetClassname(), "worldspawn"))
开发者ID:Black-Stormy,项目名称:DoubleAction,代码行数:67,代码来源:da_bulletmanager.cpp


注:本文中的CBaseEntity::GetBaseAnimating方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。