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C++ CBaseEntity::GetOwnerEntity方法代码示例

本文整理汇总了C++中CBaseEntity::GetOwnerEntity方法的典型用法代码示例。如果您正苦于以下问题:C++ CBaseEntity::GetOwnerEntity方法的具体用法?C++ CBaseEntity::GetOwnerEntity怎么用?C++ CBaseEntity::GetOwnerEntity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::GetOwnerEntity方法的6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: SendProxy_SendPredictableId

static void* SendProxy_SendPredictableId( const SendProp *pProp, const void *pStruct, const void *pVarData, CSendProxyRecipients *pRecipients, int objectID )
{
	CBaseEntity *pEntity = (CBaseEntity *)pStruct;
	if ( !pEntity || !pEntity->m_PredictableID->IsActive() )
		return NULL;

	if ( !pEntity->GetOwnerEntity() )
		return NULL;

	CBaseEntity *owner = pEntity->GetOwnerEntity();
	if ( !owner || !owner->IsPlayer() )
		return NULL;

	CBasePlayer *pOwner = static_cast< CBasePlayer * >( owner );
	if ( !pOwner )
		return NULL;

	int id_player_index = pEntity->m_PredictableID->GetPlayer();
	int owner_player_index = pOwner->entindex() - 1;
	// Only send to owner player
	// FIXME:  Is this ever not the case due to the SetOnly call?
	if ( id_player_index != owner_player_index )
		return NULL;

	pRecipients->SetOnly( owner_player_index );
	return ( void * )pVarData;
}
开发者ID:xxauroraxx,项目名称:Source.Python,代码行数:27,代码来源:beam_shared.cpp

示例2: EmitCloseCaption

	void EmitCloseCaption( IRecipientFilter& filter, int entindex, const CSoundParameters & params, const EmitSound_t & ep )
	{
		// No close captions in multiplayer...
		if ( gpGlobals->maxClients > 1 || (gpGlobals->maxClients==1 && !g_pClosecaption->GetBool()))
		{
			return;
		}

		if ( !ep.m_bEmitCloseCaption )
		{
			return;
		}

		// NOTE:  We must make a copy or else if the filter is owned by a SoundPatch, we'll end up destructively removing
		//  all players from it!!!!
		CRecipientFilter filterCopy;
		filterCopy.CopyFrom( (CRecipientFilter &)filter );

		// Remove any players who don't want close captions
		CBaseEntity::RemoveRecipientsIfNotCloseCaptioning( (CRecipientFilter &)filterCopy );

		// Anyone left?
		if ( filterCopy.GetRecipientCount() <= 0 )
		{
			return;
		}

		float duration = 0.0f;
		if ( ep.m_pflSoundDuration )
		{
			duration = *ep.m_pflSoundDuration;
		}
		else
		{
			duration = enginesound->GetSoundDuration( params.soundname );
		}

		bool fromplayer = false;
		CBaseEntity *ent = CBaseEntity::Instance( entindex );
		if ( ent )
		{
			while ( ent )
			{
				if ( ent->IsPlayer() )
				{
					fromplayer = true;
					break;
				}

				ent = ent->GetOwnerEntity();
			}
		}
		EmitCloseCaption( filter, entindex, fromplayer, ep.m_pSoundName, ep.m_UtlVecSoundOrigin, duration, ep.m_bWarnOnMissingCloseCaption );
	}
开发者ID:SizzlingStats,项目名称:hl2sdk-ob-valve,代码行数:54,代码来源:SoundEmitterSystem.cpp

示例3:

void CHL1MP_Player::DetonateSatchelCharges( void )
{
	CBaseEntity *pSatchel = NULL;

	while ( (pSatchel = gEntList.FindEntityByClassname( pSatchel, "monster_satchel" ) ) != NULL)
	{
		if ( pSatchel->GetOwnerEntity() == this )
		{
			pSatchel->Use( this, this, USE_ON, 0 );
		}
	}
}
开发者ID:AgentAgrimar,项目名称:source-sdk-trilogy,代码行数:12,代码来源:hl1mp_player.cpp

示例4: VPhysicsCollision

//-----------------------------------------------------------------------------
// Purpose: Handle a collision using our special behavior
//-----------------------------------------------------------------------------
void CWeaponStriderBuster::VPhysicsCollision( int index, gamevcollisionevent_t *pEvent )
{
	// Find out what we hit.
	// Don't do anything special if we're already attached to a strider.
	CBaseEntity *pVictim = pEvent->pEntities[!index];
	if ( pVictim == NULL || m_pConstraint != NULL )
	{
		BaseClass::VPhysicsCollision( index, pEvent );
		return;
	}

	// Don't attach if we're being held by the player
	if ( VPhysicsGetObject()->GetGameFlags() & FVPHYSICS_PLAYER_HELD )
	{
		BaseClass::VPhysicsCollision( index, pEvent );
		return;
	}

	// Save off the speed of the object
	m_flCollisionSpeedSqr = ( pEvent->preVelocity[ index ] ).LengthSqr();

	// Break if we hit the world while going fast enough.
	// Launched duds detonate if they hit the world at any speed.
	if ( pVictim->IsWorld() && ( ( m_bDud && m_bLaunched ) || m_flCollisionSpeedSqr > Square( 500 ) ) )
	{
		m_OnShatter.FireOutput( this, this );
		Shatter( pVictim );
		return;
	}

	// We'll handle this later in our touch call
	if ( ShouldStickToEntity( pVictim ) )
		return;

	// Determine if we should shatter
	CBaseEntity *pOwnerEntity = pVictim->GetOwnerEntity();
	bool bVictimIsStrider = ( ( pOwnerEntity != NULL ) && FClassnameIs( pOwnerEntity, "npc_strider" ) );

	// Break if we hit anything other than a strider while going fast enough.
	// Launched duds detonate if they hit anything other than a strider any speed.
	if ( ( bVictimIsStrider == false ) && ( ( m_bDud && m_bLaunched ) || m_flCollisionSpeedSqr > Square( 500 ) ) )
	{
		m_OnShatter.FireOutput( this, this );
		Shatter( pVictim );
		return;
	}

	// Just bounce
	BaseClass::VPhysicsCollision( index, pEvent );
}
开发者ID:FooGames,项目名称:SecobMod,代码行数:53,代码来源:weapon_striderbuster.cpp

示例5: WeaponLOSCondition

//-----------------------------------------------------------------------------
// Purpose: Check the weapon LOS for an owner at an arbitrary position
//			If bSetConditions is true, LOS related conditions will also be set
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::WeaponLOSCondition( const Vector &ownerPos, const Vector &targetPos, bool bSetConditions )
{
	// --------------------
	// Check for occlusion
	// --------------------
	CAI_BaseNPC* npcOwner = m_hOwner.Get()->MyNPCPointer();

	// Find its relative shoot position
	Vector vecRelativeShootPosition;
	VectorSubtract( npcOwner->Weapon_ShootPosition(), npcOwner->GetAbsOrigin(), vecRelativeShootPosition );
	Vector barrelPos = ownerPos + vecRelativeShootPosition;

	// Use the custom LOS trace filter
	CWeaponLOSFilter traceFilter( m_hOwner.Get(), npcOwner->GetEnemy(), COLLISION_GROUP_BREAKABLE_GLASS );
	trace_t tr;
	UTIL_TraceLine( barrelPos, targetPos, MASK_SHOT, &traceFilter, &tr );

	// See if we completed the trace without interruption
	if ( tr.fraction == 1.0 )
	{
		if ( ai_debug_shoot_positions.GetBool() )
		{
			NDebugOverlay::Line( barrelPos, targetPos, 0, 255, 0, false, 1.0 );
		}

		return true;
	}

	CBaseEntity	*pHitEnt = tr.m_pEnt;

	CBasePlayer *pEnemyPlayer = ToBasePlayer( npcOwner->GetEnemy() );

	// is player in a vehicle? if so, verify vehicle is target and return if so (so npc shoots at vehicle)
	if ( pEnemyPlayer && pEnemyPlayer->IsInAVehicle() )
	{
		// Ok, player in vehicle, check if vehicle is target we're looking at, fire if it is
		// Also, check to see if the owner of the entity is the vehicle, in which case it's valid too.
		// This catches vehicles that use bone followers.
		CBaseEntity	*pVehicle  = pEnemyPlayer->GetVehicle()->GetVehicleEnt();
		if ( pHitEnt == pVehicle || pHitEnt->GetOwnerEntity() == pVehicle )
			return true;
	}

	// Hitting our enemy is a success case
	if ( pHitEnt == npcOwner->GetEnemy() )
	{
		if ( ai_debug_shoot_positions.GetBool() )
		{
			NDebugOverlay::Line( barrelPos, targetPos, 0, 255, 0, false, 1.0 );
		}

		return true;
	}

	// If a vehicle is blocking the view, grab its driver and use that as the combat character
	CBaseCombatCharacter *pBCC;
	IServerVehicle *pVehicle = pHitEnt->GetServerVehicle();
	if ( pVehicle )
	{
		pBCC = pVehicle->GetPassenger( );
	}
	else
	{
		pBCC = ToBaseCombatCharacter( pHitEnt );
	}

	if ( pBCC ) 
	{
		if ( npcOwner->IRelationType( pBCC ) == D_HT )
			return true;

		if ( bSetConditions )
		{
			npcOwner->SetCondition( COND_WEAPON_BLOCKED_BY_FRIEND );
		}
	}
	else if ( bSetConditions )
	{
		npcOwner->SetCondition( COND_WEAPON_SIGHT_OCCLUDED );
		npcOwner->SetEnemyOccluder( pHitEnt );

		if( ai_debug_shoot_positions.GetBool() )
		{
			NDebugOverlay::Line( tr.startpos, tr.endpos, 255, 0, 0, false, 1.0 );
		}
	}

	return false;
}
开发者ID:Bubbasacs,项目名称:FinalProj,代码行数:93,代码来源:basecombatweapon.cpp

示例6: CalculateObjectStress

float CalculateObjectStress( IPhysicsObject *pObject, CBaseEntity *pInputOwnerEntity, vphysics_objectstress_t *pOutput )
{
	CUtlVector< CBaseEntity * > pObjectList;
	CUtlVector< Vector >		objectForce;
	bool hasLargeObject = false;

	// add a slot for static objects
	pObjectList.AddToTail( NULL );
	objectForce.AddToTail( vec3_origin );
	// add a slot for friendly objects
	pObjectList.AddToTail( NULL );
	objectForce.AddToTail( vec3_origin );

	CBaseCombatCharacter *pBCC = pInputOwnerEntity->MyCombatCharacterPointer();

	IPhysicsFrictionSnapshot *pSnapshot = pObject->CreateFrictionSnapshot();
	float objMass = pObject->GetMass();
	while ( pSnapshot->IsValid() )
	{
		float force = pSnapshot->GetNormalForce();
		if ( force > 0.0f )
		{
			IPhysicsObject *pOther = pSnapshot->GetObject(1);
			CBaseEntity *pOtherEntity = static_cast<CBaseEntity *>(pOther->GetGameData());
			if ( !pOtherEntity )
			{
				// object was just deleted, but we still have a contact point this frame...
				// just assume it came from the world.
				pOtherEntity = GetWorldEntity();
			}
			CBaseEntity *pOtherOwner = pOtherEntity;
			if ( pOtherEntity->GetOwnerEntity() )
			{
				pOtherOwner = pOtherEntity->GetOwnerEntity();
			}

			int outIndex = 0;
			if ( !pOther->IsMoveable() )
			{
				outIndex = 0;
			}
			// NavIgnored objects are often being pushed by a friendly
			else if ( pBCC && (pBCC->IRelationType( pOtherOwner ) == D_LI || pOtherEntity->IsNavIgnored()) )
			{
				outIndex = 1;
			}
			// player held objects do no stress
			else if ( pOther->GetGameFlags() & FVPHYSICS_PLAYER_HELD )
			{
				outIndex = 1;
			}
			else
			{
				if ( pOther->GetMass() >= VPHYSICS_LARGE_OBJECT_MASS )
				{
					if ( pInputOwnerEntity->GetGroundEntity() != pOtherEntity)
					{
						hasLargeObject = true;
					}
				}
				// moveable, non-friendly
				
				// aggregate contacts over each object to avoid greater stress in multiple contact cases
				// NOTE: Contacts should be in order, so this shouldn't ever search, but just in case
				outIndex = pObjectList.Count();
				for ( int i = pObjectList.Count()-1; i >= 2; --i )
				{
					if ( pObjectList[i] == pOtherOwner )
					{
						outIndex = i;
						break;
					}
				}
				if ( outIndex == pObjectList.Count() )
				{
					pObjectList.AddToTail( pOtherOwner );
					objectForce.AddToTail( vec3_origin );
				}
			}

			if ( outIndex != 0 && pInputOwnerEntity->GetMoveType() != MOVETYPE_VPHYSICS && !IsPhysicallyControlled(pOtherEntity, pOther) )
			{
				// UNDONE: Test this!  This is to remove any shadow/shadow stress.  The game should handle this with blocked/damage
				force = 0.0f;
			}

			Vector normal;
			pSnapshot->GetSurfaceNormal( normal );
			objectForce[outIndex] += normal * force;
		}
		pSnapshot->NextFrictionData();
	}
	pObject->DestroyFrictionSnapshot( pSnapshot );
	pSnapshot = NULL;

	// clear out all friendly force
	objectForce[1].Init();

	float sum = 0;
	Vector negativeForce = vec3_origin;
//.........这里部分代码省略.........
开发者ID:hlstriker,项目名称:source-sdk-2013,代码行数:101,代码来源:physics_impact_damage.cpp


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