本文整理汇总了C++中CBitVec::ClearAll方法的典型用法代码示例。如果您正苦于以下问题:C++ CBitVec::ClearAll方法的具体用法?C++ CBitVec::ClearAll怎么用?C++ CBitVec::ClearAll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CBitVec
的用法示例。
在下文中一共展示了CBitVec::ClearAll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: UTIL_CalculateHolidays
//-----------------------------------------------------------------------------
// Purpose: Used at level change and round start to re-calculate which holiday is active
//-----------------------------------------------------------------------------
void UTIL_CalculateHolidays()
{
s_HolidaysActive.ClearAll();
CRTime::UpdateRealTime();
for ( int iHoliday = 0; iHoliday < kHolidayCount; iHoliday++ )
{
if ( EconHolidays_IsHolidayActive( iHoliday, CRTime::RTime32TimeCur() ) )
{
s_HolidaysActive.Set( iHoliday );
}
}
s_HolidaysCalculated = true;
}
示例2: StartLagCompensation
// Called during player movement to set up/restore after lag compensation
void CLagCompensationManager::StartLagCompensation( CBasePlayer *player, CUserCmd *cmd )
{
//DONT LAG COMP AGAIN THIS FRAME IF THERES ALREADY ONE IN PROGRESS
//IF YOU'RE HITTING THIS THEN IT MEANS THERES A CODE BUG
if ( m_pCurrentPlayer )
{
Assert( m_pCurrentPlayer == NULL );
Warning( "Trying to start a new lag compensation session while one is already active!\n" );
return;
}
// sort out any changes to the AI indexing
if ( m_bNeedsAIUpdate ) // to be called once per frame... must happen BEFORE lag compensation -
{// if that happens, that is. if not its called at the end of the frame
m_bNeedsAIUpdate = false;
UpdateAIIndexes();
}
// Assume no players or entities need to be restored
m_RestorePlayer.ClearAll();
m_RestoreEntity.ClearAll();
m_bNeedToRestore = false;
m_pCurrentPlayer = player;
if ( !player->m_bLagCompensation // Player not wanting lag compensation
|| (gpGlobals->maxClients <= 1) // no lag compensation in single player
|| !sv_unlag.GetBool() // disabled by server admin
|| player->IsBot() // not for bots
|| player->IsObserver() // not for spectators
)
return;
// NOTE: Put this here so that it won't show up in single player mode.
VPROF_BUDGET( "StartLagCompensation", VPROF_BUDGETGROUP_OTHER_NETWORKING );
Q_memset( m_RestoreData, 0, sizeof( m_RestoreData ) );
Q_memset( m_ChangeData, 0, sizeof( m_ChangeData ) );
Q_memset( m_EntityRestoreData, 0, sizeof( m_EntityRestoreData ) );
Q_memset( m_EntityChangeData, 0, sizeof( m_EntityChangeData ) );
// Get true latency
// correct is the amout of time we have to correct game time
float correct = 0.0f;
INetChannelInfo *nci = engine->GetPlayerNetInfo( player->entindex() );
if ( nci )
{
// add network latency
correct+= nci->GetLatency( FLOW_OUTGOING );
}
// calc number of view interpolation ticks - 1
int lerpTicks = TIME_TO_TICKS( player->m_fLerpTime );
// add view interpolation latency see C_BaseEntity::GetInterpolationAmount()
correct += TICKS_TO_TIME( lerpTicks );
// check bouns [0,sv_maxunlag]
correct = clamp( correct, 0.0f, sv_maxunlag.GetFloat() );
// correct tick send by player
int targettick = cmd->tick_count - lerpTicks;
// calc difference between tick send by player and our latency based tick
float deltaTime = correct - TICKS_TO_TIME(gpGlobals->tickcount - targettick);
if ( fabs( deltaTime ) > 0.2f )
{
// difference between cmd time and latency is too big > 200ms, use time correction based on latency
// DevMsg("StartLagCompensation: delta too big (%.3f)\n", deltaTime );
targettick = gpGlobals->tickcount - TIME_TO_TICKS( correct );
}
// Iterate all active players
const CBitVec<MAX_EDICTS> *pEntityTransmitBits = engine->GetEntityTransmitBitsForClient( player->entindex() - 1 );
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
if ( !pPlayer || player == pPlayer )
continue;
// Custom checks for if things should lag compensate (based on things like what team the player is on).
if ( !player->WantsLagCompensationOnEntity( pPlayer, cmd, pEntityTransmitBits ) )
continue;
// Move other player back in time
BacktrackPlayer( pPlayer, TICKS_TO_TIME( targettick ) );
}
// also iterate all monsters
CAI_BaseNPC **ppAIs = g_AI_Manager.AccessAIs();
int nAIs = g_AI_Manager.NumAIs();
for ( int i = 0; i < nAIs; i++ )
{
CAI_BaseNPC *pNPC = ppAIs[i];
// Custom checks for if things should lag compensate
//.........这里部分代码省略.........
示例3: _ComputeRagdollBones
bool _ComputeRagdollBones( const ragdoll_t *pRagdoll, matrix3x4_t &parentTransform, matrix3x4_t *pBones, Vector *pPositions, QAngle *pAngles )
{
matrix3x4_t inverted, output;
#ifdef _DEBUG
CBitVec<MAXSTUDIOBONES> vBonesComputed;
vBonesComputed.ClearAll();
#endif
for ( int i = 0; i < pRagdoll->listCount; ++i )
{
const ragdollelement_t& element = pRagdoll->list[ i ];
// during restore if a model has changed since the file was saved, this could be NULL
if ( !element.pObject )
return false;
int const boneIndex = pRagdoll->boneIndex[ i ];
if ( boneIndex < 0 )
{
AssertMsg( 0, "Replay: No mapping for ragdoll bone\n" );
return false;
}
// Get global transform and put it into the bone cache
element.pObject->GetPositionMatrix( &pBones[ boneIndex ] );
// Ensure a fixed translation from the parent (no stretching)
if ( element.parentIndex >= 0 && !pRagdoll->allowStretch )
{
int parentIndex = pRagdoll->boneIndex[ element.parentIndex ];
#ifdef _DEBUG
// Make sure we computed the parent already
Assert( vBonesComputed.IsBitSet(parentIndex) );
#endif
// overwrite the position from physics to force rigid attachment
// NOTE: On the client we actually override this with the proper parent bone in each LOD
Vector out;
VectorTransform( element.originParentSpace, pBones[ parentIndex ], out );
MatrixSetColumn( out, 3, pBones[ boneIndex ] );
MatrixInvert( pBones[ parentIndex ], inverted );
}
else if ( element.parentIndex == - 1 )
{
// Decompose into parent space
MatrixInvert( parentTransform, inverted );
}
#ifdef _DEBUG
vBonesComputed.Set( boneIndex, true );
#endif
// Compute local transform and put into 'output'
ConcatTransforms( inverted, pBones[ boneIndex ], output );
// Cache as Euler/position
MatrixAngles( output, pAngles[ i ], pPositions[ i ] );
}
return true;
}
示例4: SetParameters
void CGroundLine::SetParameters(
const Vector &vStart,
const Vector &vEnd,
const Vector &vStartColor, // Color values 0-1
const Vector &vEndColor,
float alpha,
float lineWidth
)
{
m_vStart = vStart;
m_vEnd = vEnd;
m_vStartColor = vStartColor;
m_vEndColor = vEndColor;
m_Alpha = alpha;
m_LineWidth = lineWidth;
Vector vTo( vEnd.x - vStart.x, vEnd.y - vStart.y, 0 );
float flXYLen = vTo.Length();
// Recalculate our segment list.
unsigned int nSteps = (int)flXYLen / XY_PER_SEGMENT;
nSteps = clamp( nSteps, 8, MAX_GROUNDLINE_SEGMENTS ) & ~1;
unsigned int nMaxSteps = nSteps / 2;
// First generate the sequence. We generate every other point here so it can insert fixup points to prevent
// it from crossing world geometry.
Vector pt[MAX_GROUNDLINE_SEGMENTS];
Vector vStep = (Vector(m_vEnd[0], m_vEnd[1], 0) - Vector(m_vStart[0], m_vStart[1], 0)) / (nMaxSteps-1);
pt[0] = FindBestSurfacePoint(m_vStart);
unsigned int i;
for(i=1; i < nMaxSteps; i++)
pt[i<<1] = FindBestSurfacePoint(pt[(i-1)<<1] + vStep);
CBitVec<MAX_GROUNDLINE_SEGMENTS> pointsUsed;
pointsUsed.ClearAll();
// Now try to make sure they don't intersect the geometry.
for(i=0; i < nMaxSteps-1; i++)
{
Vector &a = pt[i<<1];
Vector &b = pt[(i+1)<<1];
trace_t trace;
UTIL_TraceLine(a, b, MASK_SOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &trace);
if(trace.fraction < 1)
{
int cIndex = (i<<1)+1;
Vector &c = pt[cIndex];
// Ok, this line segment intersects the world. Do a binary search to try to find the
// point of intersection.
Vector hi, lo;
if(a.z < b.z)
{
hi = b;
lo = a;
}
else
{
hi = a;
lo = b;
}
if(BinSearchSegments(lo, hi, Vector(lo[0],lo[1],hi[2]), 15, &c))
{
pointsUsed.Set( cIndex );
}
else if(BinSearchSegments(lo, hi, Vector(hi[0],hi[1],hi[2]+500), 15, &c))
{
pointsUsed.Set( cIndex );
}
}
}
// Export the points.
m_nPoints = 0;
for(i=0; i < nSteps; i++)
{
// Every other point is always active.
if( pointsUsed.Get( i ) || !(i & 1) )
{
m_Points[m_nPoints] = pt[i];
++m_nPoints;
}
}
}