本文整理汇总了C++中CClientPed::IsStreamedIn方法的典型用法代码示例。如果您正苦于以下问题:C++ CClientPed::IsStreamedIn方法的具体用法?C++ CClientPed::IsStreamedIn怎么用?C++ CClientPed::IsStreamedIn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::IsStreamedIn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: RestreamPeds
void CClientPedManager::RestreamPeds ( unsigned short usModel )
{
// Store the affected vehicles
CClientPed* pPed;
std::vector < CClientPed* > ::const_iterator iter = IterBegin ();
for ( ; iter != IterEnd (); iter++ )
{
pPed = *iter;
// Streamed in and same vehicle ID?
if ( pPed->IsStreamedIn () && pPed->GetModel () == usModel )
{
// Stream it out for a while until streamed decides to stream it
// back in eventually
pPed->StreamOutForABit ();
// Hack fix for Players not unloading.
if ( IS_PLAYER ( pPed ) )
{
// Awesome hack skills + 1, change him to another model while we unload for the lulz
// Translation: My hack level has increased to ninety eight and we need to wait a frame before reloading the model ID in question so that the custom model unloads properly.
// To do this we set him to CJ (Impossible to mod to my knowledge) and then set him back in CPed::StreamedInPulse
pPed->SetModel ( 0, true );
}
}
}
}
示例2: RestreamWeapon
void CClientPedManager::RestreamWeapon ( unsigned short usModel )
{
eWeaponSlot eSlot = (eWeaponSlot) GetWeaponSlotFromModel ( usModel );
// Store the affected vehicles
CClientPed* pPed;
std::vector < CClientPed* > ::const_iterator iter = IterBegin ();
for ( ; iter != IterEnd (); iter++ )
{
pPed = *iter;
// Streamed in and same vehicle ID?
if ( pPed->IsStreamedIn () &&
pPed->GetWeapon ( eSlot ) &&
pPed->GetWeapon ( eSlot )->GetInfo ( WEAPONSKILL_STD )->GetModel () == usModel )
{
// Awesome hack skills + 1, change him to another model while we unload for the lulz
// Translation: My hack level has increased to ninety nine and we need to wait a frame before reloading the model ID in question so that the custom model unloads properly.
// To do this we take away the weapon and give it back in CPed::StreamedInPulse ergo reloading the model info
pPed->StreamOutWeaponForABit ( eSlot );
}
}
}