本文整理汇总了C++中CClientPed::GetRealOccupiedVehicle方法的典型用法代码示例。如果您正苦于以下问题:C++ CClientPed::GetRealOccupiedVehicle方法的具体用法?C++ CClientPed::GetRealOccupiedVehicle怎么用?C++ CClientPed::GetRealOccupiedVehicle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::GetRealOccupiedVehicle方法的1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: 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.........