本文整理汇总了C++中CBaseTFPlayer::GetOrigin方法的典型用法代码示例。如果您正苦于以下问题:C++ CBaseTFPlayer::GetOrigin方法的具体用法?C++ CBaseTFPlayer::GetOrigin怎么用?C++ CBaseTFPlayer::GetOrigin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::GetOrigin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: ShieldBash
//-----------------------------------------------------------------------------
// Purpose: Bash enemies in front of me with my shield
//-----------------------------------------------------------------------------
void CWeaponCombatShield::ShieldBash( void )
{
#if 0
// ROBIN: Disabled shield bash
return;
// Get any players in front of me
CBaseTFPlayer *pOwner = ToBaseTFPlayer( GetOwner() );
if ( !pOwner )
return;
// Get the target point and location
Vector vecAiming;
Vector vecSrc = pOwner->Weapon_ShootPosition( pOwner->GetOrigin() );
pOwner->EyeVectors( &vecAiming );
// Find a player in range of this player, and make sure they're healable
trace_t tr;
Vector vecEnd = vecSrc + (vecAiming * SHIELD_BASH_RANGE);
UTIL_TraceLine( vecSrc, vecEnd, MASK_SHOT, pOwner->edict(), COLLISION_GROUP_NONE, &tr);
if (tr.fraction != 1.0)
{
CBaseEntity *pEntity = CBaseEntity::Instance(tr.u.ent);
if ( pEntity )
{
CBaseTFPlayer *pPlayer = ToBaseTFPlayer( pEntity );
if ( pPlayer && (pPlayer != pOwner) )
{
// Target needs to be on the eneny team
if ( pPlayer->IsAlive() && !pPlayer->InSameTeam( pOwner ) )
{
// Ok, we have an enemy player
pPlayer->TakeShieldBash( pOwner );
}
}
}
}
#endif
}
示例2: 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();
}