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C++ CClientPlayer::GetExpDistance方法代码示例

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


在下文中一共展示了CClientPlayer::GetExpDistance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: DrawDefault


//.........这里部分代码省略.........
                        break;
                }
            }
        }
    }

    // Grab the local player vehicle
    CClientVehicle* pLocalVehicle = pLocalPlayer->GetOccupiedVehicle();
    CVehicle*       pLocalGameVehicle = NULL;
    if (pLocalVehicle)
        pLocalGameVehicle = pLocalVehicle->GetGameVehicle();

    CMatrix CameraMatrix;
    g_pGame->GetCamera()->GetMatrix(&CameraMatrix);

    // Remove collision from our local vehicle (if we have one)
    if (pLocalVehicle)
        pLocalVehicle->WorldIgnore(true);

    // Draw the nametags we need to
    CVector                                     vecPlayerPosition;
    CClientVehicle*                             pPlayerVehicle = NULL;
    float                                       fDistanceExp;
    bool                                        bCollision;
    CColPoint*                                  pColPoint = NULL;
    CEntity*                                    pGameEntity = NULL;
    CClientEntity*                              pEntity = NULL;
    CClientPlayer*                              pPlayer;
    CClientStreamElement*                       pElement;
    list<CClientStreamElement*>::const_iterator iter = m_pPlayerStreamer->ActiveElementsBegin();
    for (; iter != m_pPlayerStreamer->ActiveElementsEnd(); ++iter)
    {
        pElement = *iter;
        if (!pElement->IsStreamedIn())
            continue;
        if (pElement->GetType() != CCLIENTPLAYER)
            continue;
        pPlayer = static_cast<CClientPlayer*>(pElement);
        if (pPlayer->IsLocalPlayer())
            continue;

        // Get the distance from the camera
        pPlayer->GetPosition(vecPlayerPosition);
        fDistanceExp = pPlayer->GetExpDistance();
        pPlayerVehicle = pPlayer->GetOccupiedVehicle();

        // Is he in the same vehicle as the local player?
        if ((pSniperTargetedPlayer == pPlayer) || (pSniperTargetedVehicle && pSniperTargetedVehicle == pPlayerVehicle) ||
            (pLocalVehicle && pLocalVehicle == pPlayerVehicle) || (fDistanceExp < DEFAULT_VIEW_RANGE_EXP && pPlayer->IsOnScreen()))
        {
            SLineOfSightFlags flags;
            flags.bCheckBuildings = true;
            flags.bCheckVehicles = true;
            flags.bCheckPeds = false;
            flags.bCheckObjects = true;
            bCollision = g_pCore->GetGame()->GetWorld()->ProcessLineOfSight(&CameraMatrix.vPos, &vecPlayerPosition, &pColPoint, &pGameEntity, flags);
            if (!bCollision || (pGameEntity && pPlayerVehicle && pGameEntity == pPlayerVehicle->GetGameEntity()))
            {
                pPlayer->SetNametagDistance(sqrt(fDistanceExp));
                playerTags.push_front(pPlayer);
            }

            // Destroy the colpoint
            if (pColPoint)
                pColPoint->Destroy();
        }
    }

    // Readd collision from our local vehicle (if we have one)
    if (pLocalVehicle)
        pLocalVehicle->WorldIgnore(false);

    // Draw each player's nametag
    float                          fAlphaModifier;
    unsigned char                  ucAlpha;
    float                          fDistance;
    list<CClientPlayer*>::iterator iterTags = playerTags.begin();
    for (; iterTags != playerTags.end(); ++iterTags)
    {
        pPlayer = *iterTags;
        fDistance = pPlayer->GetNametagDistance();

        static float fFullAlphaDistance = 7.0f;
        if ((fDistance < fFullAlphaDistance) || (pSniperTargetedPlayer && pSniperTargetedPlayer == pPlayer) ||
            (pSniperTargetedVehicle && pSniperTargetedVehicle == pPlayer->GetOccupiedVehicle()))
        {
            fAlphaModifier = 1.0f;
        }
        else
        {
            fAlphaModifier = 1.0f - ((fDistance - fFullAlphaDistance) / (DEFAULT_VIEW_RANGE - fFullAlphaDistance));
        }

        // Calculate the alpha for the nametag
        ucAlpha = static_cast<unsigned char>(180.0f * fAlphaModifier);

        // Draw the tag
        DrawTagForPlayer(pPlayer, ucAlpha);
    }
}
开发者ID:ccw808,项目名称:mtasa-blue,代码行数:101,代码来源:CNametags.cpp


注:本文中的CClientPlayer::GetExpDistance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。