本文整理汇总了C++中CClientPlayer::GetMoveSpeed方法的典型用法代码示例。如果您正苦于以下问题:C++ CClientPlayer::GetMoveSpeed方法的具体用法?C++ CClientPlayer::GetMoveSpeed怎么用?C++ CClientPlayer::GetMoveSpeed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CClientPlayer
的用法示例。
在下文中一共展示了CClientPlayer::GetMoveSpeed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: ProcessPlayerList
///////////////////////////////////////////////////////////////
//
// CClientModelCacheManagerImpl::ProcessPlayerList
//
///////////////////////////////////////////////////////////////
void CClientModelCacheManagerImpl::ProcessPlayerList(std::map<ushort, float>& outNeedCacheList, const std::vector<CClientPlayer*>& playerList,
float fMaxStreamDistanceSq)
{
const ulong ulTimeNow = CClientTime::GetTime();
for (std::vector<CClientPlayer*>::const_iterator iter = playerList.begin(); iter != playerList.end(); ++iter)
{
CClientPlayer* pPlayer = *iter;
ushort usModelId = (ushort)pPlayer->GetModel();
if (usModelId < 7 || usModelId > 312)
continue;
// Check if currently within distance
{
// Check distance
CVector vecPosition;
pPlayer->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
ePuresyncType syncType = pPlayer->GetLastPuresyncType();
if (syncType == PURESYNC_TYPE_PURESYNC || syncType == PURESYNC_TYPE_LIGHTSYNC)
{
ulong ulSyncAge = ulTimeNow - pPlayer->GetLastPuresyncTime();
if (ulSyncAge < 8000)
{
// Get velocity from somewhere
CVector vecVelocity;
CClientVehicle* pVehicle = pPlayer->GetOccupiedVehicle();
if (syncType == PURESYNC_TYPE_LIGHTSYNC)
{
vecVelocity = pPlayer->GetLightsyncCalcedVelocity();
}
else
{
if (pVehicle)
pVehicle->GetMoveSpeed(vecVelocity);
else
pPlayer->GetMoveSpeed(vecVelocity);
vecVelocity *= m_fGameFps;
}
// Extrapolate position
float fSecondsToAdd = std::min(6000UL, ulSyncAge + 2000) * 0.001f;
CVector vecPosition;
pPlayer->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, syncType, usModelId, vecPosition, vecNewPosition);
continue;
}
AddProcessStat("n", false, syncType, usModelId, vecPosition, vecNewPosition);
continue;
}
}
}
}