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C++ CClientPed::GetPosition方法代码示例

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


在下文中一共展示了CClientPed::GetPosition方法的3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: ProcessPedList

///////////////////////////////////////////////////////////////
//
// CClientModelCacheManagerImpl::ProcessPedList
//
///////////////////////////////////////////////////////////////
void CClientModelCacheManagerImpl::ProcessPedList(std::map<ushort, float>& outNeedCacheList, const std::vector<CClientPed*>& pedList,
                                                  float fMaxStreamDistanceSq)
{
    const ulong ulTimeNow = CClientTime::GetTime();
    for (std::vector<CClientPed*>::const_iterator iter = pedList.begin(); iter != pedList.end(); ++iter)
    {
        CClientPed*  pPed = *iter;
        const ushort usModelId = (ushort)pPed->GetModel();

        if (usModelId < 7 || usModelId > 312)
            continue;

        // Check if currently within distance
        {
            // Check distance
            CVector vecPosition;
            pPed->GetPosition(vecPosition);
            float fDistSq = (m_vecCameraPos - vecPosition).LengthSquared();
            if (fDistSq < fMaxStreamDistanceSq)
            {
                // Add model to needed list
                InsertIntoNeedCacheList(outNeedCacheList, usModelId, fDistSq);
                AddProcessStat("p", true, PURESYNC_TYPE_NONE, usModelId, vecPosition, vecPosition);
                continue;
            }
        }

        // Check if will be within distance soon
        {
            // Extrapolate position for 2 seconds time
            ulong ulSyncAge = 0;
            if (ulSyncAge < 8000)
            {
                // Get velocity
                CVector vecVelocity;
                pPed->GetMoveSpeed(vecVelocity);
                vecVelocity *= m_fGameFps;

                // Extrapolate position for 2 seconds time
                float   fSecondsToAdd = std::min(6000UL, ulSyncAge + 2000) * 0.001f;
                CVector vecPosition;
                pPed->GetPosition(vecPosition);
                CVector vecNewPosition = vecPosition + vecVelocity * fSecondsToAdd;

                // Check distance
                float fDistSq = (m_vecCameraPos - vecNewPosition).LengthSquared();
                if (fDistSq < fMaxStreamDistanceSq)
                {
                    // Add model to needed list
                    InsertIntoNeedCacheList(outNeedCacheList, usModelId, fDistSq);
                    AddProcessStat("l", true, PURESYNC_TYPE_NONE, usModelId, vecPosition, vecNewPosition);
                    continue;
                }
                AddProcessStat("n", false, PURESYNC_TYPE_NONE, usModelId, vecPosition, vecNewPosition);
                continue;
            }
        }
    }
}
开发者ID:Audifire,项目名称:mtasa-blue,代码行数:64,代码来源:CClientModelCacheManager.cpp

示例2: UpdateContacting

//
// Apply object movement to contacting peds
//
void CDeathmatchObject::UpdateContacting(const CVector& vecCenterOfRotation, const CVector& vecFrameTranslation, const CVector& vecFrameRotation)
{
    bool bHasRotation = (vecFrameRotation.fX != 0 || vecFrameRotation.fY != 0 || vecFrameRotation.fZ != 0);
    bool bHasTranslation = (vecFrameTranslation.fX != 0 || vecFrameTranslation.fY != 0 || vecFrameTranslation.fZ != 0);

    // Early out if no orientation change here
    if (!bHasRotation && !bHasTranslation)
        return;

    // Step through each contacting ped
    list<CClientPed*>::iterator iter = m_Contacts.begin();
    for (; iter != m_Contacts.end(); ++iter)
    {
        CClientPed* pPed = *iter;

        // Do not move the ped if it is frozen
        if (pPed->IsFrozen())
            continue;

        // Get ped start position
        CVector vecPlayerPosition;
        pPed->GetPosition(vecPlayerPosition);

        // Apply rotation effect on position
        if (bHasRotation)
        {
            vecPlayerPosition -= vecCenterOfRotation;
            RotateVector(vecPlayerPosition, CVector(-vecFrameRotation.fX, -vecFrameRotation.fY, -vecFrameRotation.fZ));
            vecPlayerPosition += vecCenterOfRotation;
        }

        // Apply translation
        vecPlayerPosition += vecFrameTranslation;
        pPed->SetPosition(vecPlayerPosition);

        // Also change ped facing direction
        if (vecFrameRotation.fZ != 0)
        {
            float fRotationZ = pPed->GetCurrentRotation();
            pPed->SetCurrentRotation(fRotationZ + vecFrameRotation.fZ);
        }
    }

    // Look in attached objects for more ped contacts
    for (uint i = 0; i < m_AttachedEntities.size(); ++i)
    {
        CClientEntity* pEntity = m_AttachedEntities[i];
        if (IS_OBJECT(pEntity))
        {
            CDeathmatchObject* pObject = static_cast<CDeathmatchObject*>(pEntity);
            pObject->UpdateContacting(vecCenterOfRotation, vecFrameTranslation, vecFrameRotation);
        }
    }
}
开发者ID:Necktrox,项目名称:mtasa-blue,代码行数:57,代码来源:CDeathmatchObject.cpp

示例3: FireInstantHit

void CClientWeapon::FireInstantHit ( CVector vecOrigin, CVector vecTarget, bool bServerFire, bool bRemote )
#endif
{
    CVector vecDirection = vecTarget - vecOrigin;
    vecDirection.Normalize ();
    CClientEntity * pAttachedTo = GetAttachedTo ();    
    CVector vecOriginalTarget = vecTarget;
    CEntity * pColEntity = NULL;
    CColPoint * pColPoint = NULL;
    SLineOfSightBuildingResult pBuildingResult;
    CEntitySAInterface * pEntity = NULL;

    if ( m_Type != WEAPONTYPE_SHOTGUN )
    {
        CVector vecWeaponFirePosition;
        if ( !IsLocalEntity ( ) && m_pOwner )
        {
            CClientPlayer * pPlayer = m_pOwner;
            CClientPed * pLocalPlayer = g_pClientGame->GetLocalPlayer();
            if ( pLocalPlayer && pPlayer )
            {
                CClientVehicle* pVehicle = pLocalPlayer->GetRealOccupiedVehicle ();

                // Move both players to where they should be for shot compensation
                if ( pPlayer && !pPlayer->IsLocalPlayer () )
                {
                    if ( !pVehicle || pLocalPlayer->GetOccupiedVehicleSeat() == 0 )
                    {
                        // Warp back in time to where we were when this player shot (their latency)

                        // We don't account for interpolation here, +250ms seems to work better
                        // ** Changed ajustment to +125ms as the position of this clients player on the firers screen
                        // has been changed. See CClientPed::UpdateTargetPosition() **
                        CVector vecPosition;
                        unsigned short usLatency = ( pPlayer->GetLatency () + 125 );
                        g_pClientGame->GetNetAPI()->GetInterpolation ( vecPosition, usLatency );

                        // Move the entity back
                        if ( pVehicle )
                        {
                            pVehicle->GetPosition ( vecWeaponFirePosition );
                            pVehicle->SetPosition ( vecPosition, false, false );
                        }
                        else
                        {
                            pLocalPlayer->GetPosition ( vecWeaponFirePosition );
                            pLocalPlayer->SetPosition ( vecPosition, false, false );
                        }
                    }
                }
            }
        }
        //if ( pAttachedTo ) pAttachedTo->WorldIgnore ( true );
        if ( m_pWeapon->ProcessLineOfSight ( &vecOrigin, &vecTarget, &pColPoint, &pColEntity, m_weaponConfig.flags, &pBuildingResult, m_Type, &pEntity ) )
        {
            vecTarget = pColPoint->GetPosition ();
        }

        // Don't continue without a valid colpoint
        if ( !pColPoint )
            return;
        //if ( pAttachedTo ) pAttachedTo->WorldIgnore ( false );

        // return if shoot if target is blocked is false and we aren't pointing at our target
        if ( ( m_pTarget != NULL && m_pTarget->GetGameEntity ( ) != NULL && m_pTarget->GetGameEntity()->GetInterface ( ) != pEntity ) && m_weaponConfig.bShootIfTargetBlocked == false && bRemote == false )
        {
            if ( pColPoint )
                pColPoint->Destroy ();

            return;
        }
        // Execute our weapon fire event
        CClientEntity * pClientEntity = m_pManager->FindEntitySafe ( pColEntity );
        CLuaArguments Arguments;
        if ( pClientEntity )
            Arguments.PushElement ( pClientEntity );            // entity that got hit
        else
            Arguments.PushNil ( ); // Probably a building.
        Arguments.PushNumber ( pColPoint->GetPosition ( ).fX ); // pos x
        Arguments.PushNumber ( pColPoint->GetPosition ( ).fY ); // pos y
        Arguments.PushNumber ( pColPoint->GetPosition ( ).fZ ); // pos z
        Arguments.PushNumber ( pColPoint->GetNormal ( ).fX ); // Normal x
        Arguments.PushNumber ( pColPoint->GetNormal ( ).fY ); // Normal y
        Arguments.PushNumber ( pColPoint->GetNormal ( ).fZ ); // Normal z
        Arguments.PushNumber ( pColPoint->GetSurfaceTypeB ( ) ); // Surface type "B"
        Arguments.PushNumber ( pColPoint->GetLightingForTimeOfDay ( ) ); // Lighting
        Arguments.PushNumber ( pColPoint->GetPieceTypeB ( ) ); // Piece
        if ( !CallEvent ( "onClientWeaponFire", Arguments, true ) )
        {
            if ( pColPoint )
                pColPoint->Destroy ();
            return;
        }

        DoGunShells ( vecOrigin, vecDirection );

        CVector vecCollision;
        if ( g_pGame->GetWaterManager ()->TestLineAgainstWater ( vecOrigin, vecTarget, &vecCollision ) )
        {
            g_pGame->GetFx ()->TriggerBulletSplash ( vecCollision );
//.........这里部分代码省略.........
开发者ID:StarSoftwareBuilder,项目名称:mtasa-blue,代码行数:101,代码来源:CClientWeapon.cpp


注:本文中的CClientPed::GetPosition方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。