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类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;
}
}
}
}
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);
}
}
}
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.........