本文整理汇总了C++中CBaseObject::GetAbsOrigin方法的典型用法代码示例。如果您正苦于以下问题:C++ CBaseObject::GetAbsOrigin方法的具体用法?C++ CBaseObject::GetAbsOrigin怎么用?C++ CBaseObject::GetAbsOrigin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CBaseObject
的用法示例。
在下文中一共展示了CBaseObject::GetAbsOrigin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: IsValidFn_NearAndNotCovered
bool IsValidFn_NearAndNotCovered( void *pUserData, int a )
{
CSortBase *p = (CSortBase*)pUserData;
CBaseObject *pObj = p->m_pPlayer->GetTFTeam()->GetObject( a );
// Is the object too far away to be covered?
if ( p->m_pPlayer->GetAbsOrigin().DistTo( pObj->GetAbsOrigin() ) > p->m_flMaxDist )
return false;
// Don't cover certain entities (like sentry guns, sand bags, etc).
switch( p->m_ObjectType )
{
case OBJ_SENTRYGUN_PLASMA:
{
if ( !pObj->WantsCoverFromSentryGun() )
return false;
if ( p->m_pPlayer->GetTFTeam()->IsCoveredBySentryGun( pObj->GetAbsOrigin() ) )
return false;
}
break;
case OBJ_SHIELDWALL:
{
if ( !pObj->WantsCover() )
return false;
if ( p->m_pPlayer->GetTFTeam()->GetNumShieldWallsCoveringPosition( pObj->GetAbsOrigin() ) )
return false;
}
break;
case OBJ_RESUPPLY:
{
if ( p->m_pPlayer->GetTFTeam()->GetNumResuppliesCoveringPosition( pObj->GetAbsOrigin() ) )
return false;
}
break;
case OBJ_RESPAWN_STATION:
{
if ( p->m_pPlayer->GetTFTeam()->GetNumRespawnStationsCoveringPosition( pObj->GetAbsOrigin() ) )
return false;
}
break;
default:
{
Assert( !"Unsupported object type" );
}
break;
}
return true;
}
示例2: SortFn_PlayerObjectsByDistance
int SortFn_PlayerObjectsByDistance( void *pUserData, int a, int b )
{
CSortBase *pSortBase = (CSortBase*)pUserData;
CBaseObject* pObjA = pSortBase->m_pPlayer->GetObject(a);
CBaseObject* pObjB = pSortBase->m_pPlayer->GetObject(b);
if (!pObjA)
return false;
if (!pObjB)
return true;
const Vector &v = pSortBase->m_pPlayer->GetAbsOrigin();
return v.DistTo( pObjA->GetAbsOrigin() ) < v.DistTo( pObjB->GetAbsOrigin() );
}
示例3: BoostObjectThink
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CObjectBuffStation::BoostObjectThink( void )
{
// Set next boost object think time.
SetNextThink( gpGlobals->curtime + BUFF_STATION_BOOST_OBJECT_THINK_INTERVAL,
BUFF_STATION_BOOST_OBJECT_THINK_CONTEXT );
// If we're emped, placing, or building, we're not ready to powerup
if ( IsPlacing() || IsBuilding() || HasPowerup( POWERUP_EMP ) )
return;
float flMaxRangeSq = obj_buff_station_obj_range.GetFloat();
flMaxRangeSq *= flMaxRangeSq;
// Boost objects.
for ( int iObject = m_nObjectCount; --iObject >= 0; )
{
CBaseObject *pObject = m_hObjects[iObject].Get();
if ( !pObject || !InSameTeam( pObject ) )
{
DetachObjectByIndex( iObject );
continue;
}
// Check for out of range.
float flDistSq = GetAbsOrigin().DistToSqr( pObject->GetAbsOrigin() );
if ( flDistSq > flMaxRangeSq )
{
DetachObjectByIndex( iObject );
continue;
}
// Don't powerup it until it's finished building
if ( pObject->IsPlacing() || pObject->IsBuilding() )
continue;
// Boost it
if ( !pObject->AttemptToPowerup( POWERUP_BOOST, BUFF_STATION_BOOST_OBJECT_THINK_INTERVAL, 0,
this, &m_aObjectAttachInfo[iObject].m_DamageModifier ) )
{
m_aObjectAttachInfo[iObject].m_DamageModifier.RemoveModifier();
}
}
}
示例4: SortFn_DistanceAndConcentration
int SortFn_DistanceAndConcentration( void *pUserData, int a, int b )
{
CSortBase *p = (CSortBase*)pUserData;
// Compare distances. Each rope attachment to another ent
// subtracts 200 inches, so the order is biased towards covering
// groups of objects together.
CBaseObject *pObjectA = p->GetTeam()->GetObject( a );
CBaseObject *pObjectB = p->GetTeam()->GetObject( b );
const Vector &vOrigin1 = pObjectA->GetAbsOrigin();
const Vector &vOrigin2 = p->GetTeam()->GetObject( b )->GetAbsOrigin();
float flScore1 = -p->m_pPlayer->GetAbsOrigin().DistTo( vOrigin1 );
float flScore2 = -p->m_pPlayer->GetAbsOrigin().DistTo( vOrigin2 );
flScore1 += pObjectA->RopeCount() * 200;
flScore2 += pObjectB->RopeCount() * 200;
return flScore1 > flScore2;
}
示例5: FindTarget
//-----------------------------------------------------------------------------
// Look for a target
//-----------------------------------------------------------------------------
bool CObjectSentrygun::FindTarget()
{
// Disable the sentry guns for ifm.
if ( tf_sentrygun_notarget.GetBool() )
return false;
if ( IsInCommentaryMode() )
return false;
// Sapper, etc.
if ( IsDisabled() )
return false;
// Loop through players within 1100 units (sentry range).
Vector vecSentryOrigin = EyePosition();
// Find the opposing team list.
CTFPlayer *pPlayer = ToTFPlayer( GetOwner() );
CUtlVector<CTFTeam *> pTeamList;
CTFTeam *pTeam = NULL;
//CTFTeam *pTeam = pPlayer->GetOpposingTFTeam();
//if ( !pTeam )
// return false;
if ( pPlayer )
{
// Try builder's team.
pTeam = pPlayer->GetTFTeam();
}
else
{
// If we have no builder use our own team number instead.
pTeam = GetTFTeam();
}
if ( pTeam )
pTeam->GetOpposingTFTeamList( &pTeamList );
else
return false;
// If we have an enemy get his minimum distance to check against.
Vector vecSegment;
Vector vecTargetCenter;
float flMinDist2 = 1100.0f * 1100.0f;
CBaseEntity *pTargetCurrent = NULL;
CBaseEntity *pTargetOld = m_hEnemy.Get();
float flOldTargetDist2 = FLT_MAX;
// Sentries will try to target players first, then objects. However, if the enemy held was an object it will continue
// to try and attack it first.
for (int i = 0; i < pTeamList.Size(); i++)
{
int nTeamCount = pTeamList[i]->GetNumPlayers();
for (int iPlayer = 0; iPlayer < nTeamCount; ++iPlayer)
{
CTFPlayer *pTargetPlayer = static_cast<CTFPlayer*>(pTeamList[i]->GetPlayer(iPlayer));
if (pTargetPlayer == NULL)
continue;
// Make sure the player is alive.
if (!pTargetPlayer->IsAlive())
continue;
if (pTargetPlayer->GetFlags() & FL_NOTARGET)
continue;
vecTargetCenter = pTargetPlayer->GetAbsOrigin();
vecTargetCenter += pTargetPlayer->GetViewOffset();
VectorSubtract(vecTargetCenter, vecSentryOrigin, vecSegment);
float flDist2 = vecSegment.LengthSqr();
// Store the current target distance if we come across it
if (pTargetPlayer == pTargetOld)
{
flOldTargetDist2 = flDist2;
}
// Check to see if the target is closer than the already validated target.
if (flDist2 > flMinDist2)
continue;
// It is closer, check to see if the target is valid.
if (ValidTargetPlayer(pTargetPlayer, vecSentryOrigin, vecTargetCenter))
{
flMinDist2 = flDist2;
pTargetCurrent = pTargetPlayer;
}
}
// If we already have a target, don't check objects.
if (pTargetCurrent == NULL)
{
int nTeamObjectCount = pTeamList[i]->GetNumObjects();
for (int iObject = 0; iObject < nTeamObjectCount; ++iObject)
{
//.........这里部分代码省略.........