本文整理汇总了C++中CBaseTFPlayer::EyeAngles方法的典型用法代码示例。如果您正苦于以下问题:C++ CBaseTFPlayer::EyeAngles方法的具体用法?C++ CBaseTFPlayer::EyeAngles怎么用?C++ CBaseTFPlayer::EyeAngles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CBaseTFPlayer
的用法示例。
在下文中一共展示了CBaseTFPlayer::EyeAngles方法的4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: PrimaryAttack
//-----------------------------------------------------------------------------
// Purpose: Firing
//-----------------------------------------------------------------------------
void CWeaponRocketLauncher::PrimaryAttack( void )
{
CBaseTFPlayer *pPlayer = ( CBaseTFPlayer* )GetOwner();
if ( !pPlayer )
return;
if ( !ComputeEMPFireState() )
return;
// Weapon "Fire" sound.
WeaponSound( SINGLE );
// Play the attack animation (need one for rocket launcher - deploy?)
PlayAttackAnimation( GetPrimaryAttackActivity() );
// Fire the rocket (Get the position and angles).
Vector vecFirePos = pPlayer->Weapon_ShootPosition();
Vector vecFireAng;
pPlayer->EyeVectors( &vecFireAng );
// Shift it down a bit so the firer can see it
Vector vecRight;
AngleVectors( pPlayer->EyeAngles() + pPlayer->m_Local.m_vecPunchAngle, NULL, &vecRight, NULL );
vecFirePos += Vector( 0, 0, -8 ) + vecRight * 12;
// Create the rocket.
#if !defined( CLIENT_DLL )
CWeaponGrenadeRocket *pRocket = CWeaponGrenadeRocket::Create( vecFirePos, vecFireAng, weapon_rocket_launcher_range.GetFloat(), pPlayer );
#else
CWeaponGrenadeRocket *pRocket = CWeaponGrenadeRocket::Create( vecFirePos, vecFireAng, 0, pPlayer );
#endif
if ( pRocket )
{
pRocket->SetRealOwner( pPlayer );
#if !defined( CLIENT_DLL )
pRocket->SetDamage( weapon_rocket_launcher_damage.GetFloat() );
#endif
}
// Essentially you are done!
m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();
m_iClip1 = m_iClip1 - 1;
}
示例2: PrimaryAttack
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponCombat_ChargeablePlasma::PrimaryAttack( void )
{
CBaseTFPlayer *pPlayer = (CBaseTFPlayer*)GetOwner();
if (!pPlayer)
return;
WeaponSound(SINGLE);
// Fire the bullets
Vector vecSrc = pPlayer->Weapon_ShootPosition( );
Vector vecAiming;
pPlayer->EyeVectors( &vecAiming );
// If we already have a lock target from button down, see if we shouldn't try and get a new one
// Only do this is the button was released immediately
if ( !m_hLockTarget || ( m_flLockedAt < gpGlobals->curtime ) )
{
m_hLockTarget = GetLockTarget();
}
PlayAttackAnimation( GetPrimaryAttackActivity() );
// Shift it down a bit so the firer can see it
Vector right;
AngleVectors( pPlayer->EyeAngles() + pPlayer->m_Local.m_vecPunchAngle, NULL, &right, NULL );
Vector vecStartSpot = vecSrc + Vector(0,0,-8) + right * 12;
CGuidedPlasma *pShot = CGuidedPlasma::Create(vecStartSpot, vecAiming, m_hLockTarget, m_vecTargetOffset, pPlayer);
// Set it's charged power level
if (m_bHasCharge)
m_flPower = min( MAX_CHARGED_TIME, gpGlobals->curtime - m_flChargeStartTime );
else
m_flPower = 0.0f;
float flDamageMult = RemapVal( m_flPower, 0, MAX_CHARGED_TIME, 1.0, MAX_CHARGED_POWER );
pShot->SetPowerLevel( flDamageMult );
m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();
m_iClip1 = m_iClip1 - 1;
m_hLockTarget = NULL;
}
示例3: PrimaryAttack
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponLaserRifle::PrimaryAttack( void )
{
CBaseTFPlayer *pPlayer = ToBaseTFPlayer( m_hOwner );
if ( !pPlayer )
return;
if ( !ComputeEMPFireState() )
return;
WeaponSound(SINGLE);
PlayAttackAnimation( GetPrimaryAttackActivity() );
pPlayer->m_fEffects |= EF_MUZZLEFLASH;
// Fire the beam: BLOW OFF AUTOAIM
Vector vecSrc = pPlayer->Weapon_ShootPosition( pPlayer->GetOrigin() );
Vector vecAiming, right, up;
pPlayer->EyeVectors( &vecAiming, &right, &up);
Vector vecSpread = VECTOR_CONE_4DEGREES;
// Get endpoint
float x, y, z;
do {
x = random->RandomFloat(-0.5,0.5) + random->RandomFloat(-0.5,0.5);
y = random->RandomFloat(-0.5,0.5) + random->RandomFloat(-0.5,0.5);
z = x*x+y*y;
} while (z > 1);
Vector vecDir = vecAiming + x * vecSpread.x * right + y * vecSpread.y * up;
Vector vecEnd = vecSrc + vecDir * weapon_laserrifle_range.GetFloat();
trace_t tr;
float damagefactor = TFGameRules()->WeaponTraceLine(vecSrc, vecEnd, MASK_SHOT, pPlayer, DMG_ENERGYBEAM, &tr);
// Hit target?
if (tr.fraction != 1.0)
{
CBaseEntity *pEntity = CBaseEntity::Instance(tr.u.ent);
if ( pEntity )
{
ClearMultiDamage();
float flDamage = GetDamage( (tr.endpos - vecSrc).Length(), tr.hitgroup );
flDamage *= damagefactor;
pEntity->TraceAttack( CTakeDamageInfo( pPlayer, pPlayer, flDamage, DMG_ENERGYBEAM ), vecDir, &tr );
ApplyMultiDamage( pPlayer, pPlayer );
}
g_pEffects->EnergySplash( tr.endpos, tr.plane.normal );
}
// Get hacked gun position
AngleVectors( pPlayer->EyeAngles() + pPlayer->m_Local.m_vecPunchAngle, NULL, &right, NULL );
Vector vecTracerSrc = vecSrc + Vector (0,0,-8) + right * 12 + vecDir * 16;
// Laser beam
CBroadcastRecipientFilter filter;
te->BeamPoints( filter, 0.0,
&vecTracerSrc,
&tr.endpos,
m_iSpriteTexture,
0, // Halo index
0, // Start frame
0, // Frame rate
0.2, // Life
15, // Width
15, // EndWidth
0, // FadeLength
0, // Amplitude
200, // r
200, // g
255, // b
255, // a
255 ); // speed
pPlayer->m_iAmmo[m_iPrimaryAmmoType]--;
m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();
CheckRemoveDisguise();
}
示例4: PrimaryAttack
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponCombatBurstRifle::PrimaryAttack( void )
{
CBaseTFPlayer *pPlayer = (CBaseTFPlayer*)GetOwner();
if (!pPlayer)
return;
WeaponSound(SINGLE);
// Fire the bullets
Vector vecSrc = pPlayer->Weapon_ShootPosition( );
Vector vecSpread = GetBulletSpread();
Vector vecAiming, vecRight, vecUp;
pPlayer->EyeVectors( &vecAiming, &vecRight, &vecUp );
// Add some inaccuracy
int seed = 0;
float x, y, z;
do
{
float x1, x2, y1, y2;
// Note the additional seed because otherwise we get the same set of random #'s and will get stuck
// in an infinite loop here potentially
// FIXME: Can we use a gaussian random # function instead? ywb
x1 = SHARED_RANDOMFLOAT_SEED( -0.5, 0.5, ++seed );
x2 = SHARED_RANDOMFLOAT_SEED( -0.5, 0.5, ++seed );
y1 = SHARED_RANDOMFLOAT_SEED( -0.5, 0.5, ++seed );
y2 = SHARED_RANDOMFLOAT_SEED( -0.5, 0.5, ++seed );
x = x1 + x2;
y = y1 + y2;
z = x*x+y*y;
} while (z > 1);
Vector vecDir = vecAiming + x * vecSpread.x * vecRight + y * vecSpread.y * vecUp;
PlayAttackAnimation( GetPrimaryAttackActivity() );
// Shift it down a bit so the firer can see it
Vector right, forward;
AngleVectors( pPlayer->EyeAngles() + pPlayer->m_Local.m_vecPunchAngle, &forward, &right, NULL );
Vector vecStartSpot = vecSrc;
// Get the firing position
#ifdef CLIENT_DLL
// On our client, grab the viewmodel's firing position
Vector vecWorldOffset = vecStartSpot + Vector(0,0,-8) + right * 12 + forward * 16;
#else
// For everyone else, grab the weapon model's position
/*
Vector vecWorldOffset;
QAngle angIgnore;
GetAttachment( LookupAttachment( "muzzle" ), vecWorldOffset, angIgnore );
*/
Vector vecWorldOffset = vecStartSpot + Vector(0,0,-8) + right * 12 + forward * 16;
#endif
Vector gunOffset = vecWorldOffset - vecStartSpot;
CPowerPlasmaProjectile *pPlasma = CPowerPlasmaProjectile::CreatePredicted( vecStartSpot, vecDir, gunOffset, DMG_ENERGYBEAM, pPlayer );
if ( pPlasma )
{
pPlasma->SetDamage( weapon_combat_burstrifle_damage.GetFloat() );
pPlasma->m_hOwner = pPlayer;
pPlasma->SetPower( 2.0 );
pPlasma->SetMaxRange( weapon_combat_burstrifle_range.GetFloat() );
pPlasma->Activate();
}
m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();
m_iClip1 = m_iClip1 - 1;
}