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C++ CClientVehicle::GetGameVehicle方法代码示例

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


在下文中一共展示了CClientVehicle::GetGameVehicle方法的6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: DoPulse

void CClientVehicleManager::DoPulse ( void )
{
    CClientVehicle * pVehicle = NULL;
    // Loop through our streamed-in vehicles
    vector < CClientVehicle * > cloneList = m_StreamedIn;
    vector < CClientVehicle* > ::iterator iter = cloneList.begin ();
    for ( ; iter != cloneList.end (); ++iter )
    {
        pVehicle = *iter;
        // We should have a game vehicle here
        assert ( pVehicle->GetGameVehicle () );
        pVehicle->StreamedInPulse ();
    }
}
开发者ID:AdiBoy,项目名称:multitheftauto,代码行数:14,代码来源:CClientVehicleManager.cpp

示例2:

CClientVehicle * CStreamer::GetVehicleFromGameVehicle(IVVehicle * pGameVehicle)
{
	// Get the streamed in vehicles list
	std::list <CStreamableEntity *> * m_streamedVehicles = &m_streamedElements[ENTITY_TYPE_VEHICLE];

	// Loop through the streamed in vehicles list
	for(std::list<CStreamableEntity *>::iterator iter = m_streamedVehicles->begin(); iter != m_streamedVehicles->end(); iter++)
	{
		// Get the vehicle pointer
		CClientVehicle * pTestVehicle = reinterpret_cast<CClientVehicle *>(*iter);

		// Is this the vehicle we are looking for?
		if(pTestVehicle->GetGameVehicle()->GetVehicle() == pGameVehicle)
			return pTestVehicle;
	}

	// No vehicle found
	return NULL;
}
开发者ID:killserver,项目名称:GTA-IV,代码行数:19,代码来源:CStreamer.cpp

示例3: Test


//.........这里部分代码省略.........

    // 
    else if ( strnicmp ( szString, "interr", 6 ) == 0 )
    {
        if ( pVehicleManager->Count () > 0 )
        {
            CClientVehicle* pVehicle = *pVehicleManager->IterBegin ();

            CVector vecT;
            pVehicle->GetRotationDegrees ( vecT );
            vecT.fZ = atof ( szString + 7 );
            pVehicle->SetTargetRotation ( vecT, TICK_RATE );

            g_pCore->ChatPrintf ( "Done %f", false, atof ( szString + 7 ) );

            static_cast < CDeathmatchVehicle* > ( pVehicle )->SetIsSyncing ( false );
        }
    }


    else if ( stricmp ( szString, "choke" ) == 0 )
    {
        g_pClientGame->GetLocalPlayer ()->SetChoking ( true );
    }


    // 
    else if ( strnicmp ( szString, "static", 6 ) == 0 )
    {
        if ( pVehicleManager->Count () > 0 )
        {
            CClientVehicle* pVehicle = *pVehicleManager->IterBegin ();

            pVehicle->GetGameVehicle ()->SetRemap ( atoi ( szString + 7 ) );
            g_pCore->ChatPrintf ( "Set %i", false, atoi ( szString + 7 ) );
        }
    }


    // 
    else if ( strnicmp ( szString, "getmass", 7 ) == 0 )
    {
        CClientVehicle* pVehicle = pLocal->GetOccupiedVehicle ();
        if ( pVehicle )
        {
            g_pCore->ChatPrintf ( "Mass == %f", false, pVehicle->GetGameVehicle ()->GetMass () );
        }
    }

    else if ( strnicmp ( szString, "setmass", 7 ) == 0 )
    {
        CClientVehicle* pVehicle = pLocal->GetOccupiedVehicle ();
        if ( pVehicle )
        {
            pVehicle->GetGameVehicle ()->SetMass ( atof ( szString + 8 ) );
            g_pCore->ChatPrintf ( "Set mass to %f", false, pVehicle->GetGameVehicle ()->GetMass () );
        }
    }


    // 
    /*
    else if ( strnicmp ( szString, "setmm", 5 ) == 0 )
    {
        CClientVehicle* pVehicle = pLocal->GetOccupiedVehicle ();
        if ( pVehicle )
开发者ID:50p,项目名称:multitheftauto,代码行数:67,代码来源:CFoo.cpp

示例4: DrawDefault

void CNametags::DrawDefault()
{
    // Grab the resolution width and height
    static float fResWidth = static_cast<float>(g_pCore->GetGraphics()->GetViewportWidth());
    static float fResHeight = static_cast<float>(g_pCore->GetGraphics()->GetViewportHeight());

    // Got any players that are not local?
    if (m_pPlayerManager->Count() <= 1)
        return;

    list<CClientPlayer*> playerTags;

    // Grab the local player
    CClientPlayer* pLocalPlayer = m_pPlayerManager->GetLocalPlayer();
    if (!pLocalPlayer)
        return;

    CClientVehicle* pSniperTargetedVehicle = NULL;
    CClientPlayer*  pSniperTargetedPlayer = NULL;

    // Grab our current weapon slot. Use screen center if melee or none
    eWeaponSlot eSlot = pLocalPlayer->GetCurrentWeaponSlot();
    if (eSlot >= WEAPONSLOT_TYPE_HANDGUN && eSlot <= WEAPONSLOT_TYPE_RIFLE)
    {
        CVector vecOrigin, vecTarget;
        pLocalPlayer->GetShotData(&vecOrigin, &vecTarget);

        // Ignore the local player for this
        pLocalPlayer->WorldIgnore(true);

        // Do the raycast
        CColPoint*        pColPoint = NULL;
        CEntity*          pEntity = NULL;
        SLineOfSightFlags flags;
        flags.bCheckBuildings = true;
        flags.bCheckVehicles = true;
        flags.bCheckPeds = true;
        flags.bCheckObjects = true;
        flags.bCheckDummies = true;
        flags.bSeeThroughStuff = true;
        flags.bIgnoreSomeObjectsForCamera = false;
        flags.bShootThroughStuff = true;
        g_pGame->GetWorld()->ProcessLineOfSight(&vecOrigin, &vecTarget, &pColPoint, &pEntity, flags);
        if (pColPoint)
            pColPoint->Destroy();

        // Un-ignore the local player
        pLocalPlayer->WorldIgnore(false);

        // Did we find an entity?
        if (pEntity)
        {
            // Grab the CClientEntity belonging to this game_sa entity
            CClientEntity* pClientEntity = reinterpret_cast<CClientEntity*>(pEntity->GetStoredPointer());
            if (pClientEntity)
            {
                // Is it a vehicle? Is it a ped?
                eClientEntityType EntityType = pClientEntity->GetType();
                switch (EntityType)
                {
                    case CCLIENTVEHICLE:
                    {
                        pSniperTargetedVehicle = static_cast<CClientVehicle*>(pClientEntity);
                        break;
                    }
                    case CCLIENTPLAYER:
                    {
                        pSniperTargetedPlayer = static_cast<CClientPlayer*>(pClientEntity);
                        break;
                    }
                    default:
                        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;
//.........这里部分代码省略.........
开发者ID:ccw808,项目名称:mtasa-blue,代码行数:101,代码来源:CNametags.cpp

示例5: Fire

void CClientWeapon::Fire ( bool bServerFire )
{

    if ( !m_pWeapon || !m_pObject || ( !IsLocalEntity ( ) && m_pOwner != g_pClientGame->GetLocalPlayer ( ) && bServerFire == false ) ) return;
    switch ( m_Type )
    {
        case WEAPONTYPE_PISTOL:
        case WEAPONTYPE_PISTOL_SILENCED:
        case WEAPONTYPE_DESERT_EAGLE:
#ifdef SHOTGUN_TEST
        case WEAPONTYPE_SHOTGUN: 
        case WEAPONTYPE_SAWNOFF_SHOTGUN:
        case WEAPONTYPE_SPAS12_SHOTGUN:
#endif
        case WEAPONTYPE_MICRO_UZI:
        case WEAPONTYPE_MP5:
        case WEAPONTYPE_AK47:
        case WEAPONTYPE_M4:
        case WEAPONTYPE_TEC9:
        case WEAPONTYPE_COUNTRYRIFLE:
        case WEAPONTYPE_SNIPERRIFLE:
        case WEAPONTYPE_MINIGUN:
        {
            CMatrix matOrigin;
            GetMatrix ( matOrigin );

            CVector vecTarget;
            float fDistance = m_pWeaponInfo->GetWeaponRange ();
            if ( m_targetType == TARGET_TYPE_ENTITY )
            {
                if ( m_pTarget )
                {
                    if ( m_pTarget->GetType ( ) == CCLIENTPED || m_pTarget->GetType ( ) == CCLIENTPLAYER )
                    {
                        CClientPed * pPed = (CClientPed *) (CClientEntity *) m_pTarget;
                        pPed->GetBonePosition( m_targetBone, vecTarget );
                    }
                    else
                    {
                        if ( m_pTarget->GetType() == CCLIENTVEHICLE )
                        {
                            if ( m_itargetWheel <= MAX_WHEELS )
                            {
                                CClientVehicle * pTarget = (CClientVehicle*)(CClientEntity *)m_pTarget;
                                vecTarget = pTarget->GetGameVehicle()->GetWheelPosition ( (eWheels)m_itargetWheel );
                            }
                            else
                                m_pTarget->GetPosition( vecTarget );
                        }
                        else
                            m_pTarget->GetPosition( vecTarget );
                    }
                    if ( m_weaponConfig.bShootIfTargetOutOfRange == false && (matOrigin.GetPosition() - vecTarget).Length() >= fDistance )
                    {
                        return;
                    }
                }
                else
                {
                    ResetWeaponTarget ( );
                }
            }
            else if ( m_targetType == TARGET_TYPE_VECTOR )
            {
                vecTarget = m_vecTarget;
                if ( m_weaponConfig.bShootIfTargetOutOfRange == false && (matOrigin.GetPosition() - vecTarget).Length() >= fDistance )
                {
                    return;
                }
            }
            else
            {
#ifndef SHOTGUN_TEST
                CVector vecFireOffset = *m_pWeaponInfo->GetFireOffset ();
                matOrigin = CMatrix( vecFireOffset, m_vecFireRotationNoTarget ) * matOrigin;
#endif
                CVector vecDirection ( 1, 0, 0 );
                vecDirection *= fDistance;
                vecTarget = matOrigin.TransformVector( vecDirection );
            }


            // Save
            short sDamage = m_pWeaponInfo->GetDamagePerHit ( );
            float fAccuracy = m_pWeaponInfo->GetAccuracy ( );
            float fTargetRange = m_pWeaponInfo->GetTargetRange ( );
            float fRange = m_pWeaponInfo->GetWeaponRange ( );

            // Set new
            m_pWeaponInfo->SetDamagePerHit ( m_pWeaponStat->GetDamagePerHit ( ) );
            m_pWeaponInfo->SetAccuracy ( m_pWeaponStat->GetAccuracy ( ) );
            m_pWeaponInfo->SetTargetRange ( m_pWeaponStat->GetTargetRange ( ) );
            m_pWeaponInfo->SetWeaponRange ( m_pWeaponStat->GetWeaponRange ( ) );

#ifdef SHOTGUN_TEST
            CVector vecFireOffset = *m_pWeaponInfo->GetFireOffset ();
            CMatrix matTemp = CMatrix( vecFireOffset ) * matOrigin;
#ifdef MARKER_DEBUG
            // Process
            m_pMarker->SetPosition ( matOrigin.GetPosition() );
//.........这里部分代码省略.........
开发者ID:StarSoftwareBuilder,项目名称:mtasa-blue,代码行数:101,代码来源:CClientWeapon.cpp

示例6: Fire

void CClientWeapon::Fire ( void )
{       

    if ( !m_pWeapon || !m_pObject ) return;
    switch ( m_Type )
    {
        case WEAPONTYPE_PISTOL:
        case WEAPONTYPE_PISTOL_SILENCED:
        case WEAPONTYPE_DESERT_EAGLE:
#ifdef SHOTGUN_TEST
        case WEAPONTYPE_SHOTGUN: 
        case WEAPONTYPE_SAWNOFF_SHOTGUN:
        case WEAPONTYPE_SPAS12_SHOTGUN:
#endif
        case WEAPONTYPE_MICRO_UZI:
        case WEAPONTYPE_MP5:
        case WEAPONTYPE_AK47:
        case WEAPONTYPE_M4:
        case WEAPONTYPE_TEC9:
        case WEAPONTYPE_COUNTRYRIFLE:
        case WEAPONTYPE_SNIPERRIFLE:
        case WEAPONTYPE_MINIGUN:
        {
            CVector vecOrigin, vecRotation;
            GetPosition ( vecOrigin );

            if ( m_pAttachedToEntity )
            {

                GetRotationRadians ( vecRotation );

            }
            else
            {
                GetRotationRadians ( vecRotation );

                vecRotation = -vecRotation;
            }
            CVector vecTarget;
            float fDistance = m_pWeaponInfo->GetWeaponRange ();
            if ( m_targetType == TARGET_TYPE_ENTITY )
            {
                if ( m_pTarget )
                {
                    if ( m_pTarget->GetType ( ) == CCLIENTPED || m_pTarget->GetType ( ) == CCLIENTPLAYER )
                    {
                        CClientPed * pPed = (CClientPed *) (CClientEntity *) m_pTarget;
                        pPed->GetBonePosition( m_targetBone, vecTarget );
                    }
                    else
                    {
                        if ( m_pTarget->GetType() == CCLIENTVEHICLE )
                        {
                            if ( m_itargetWheel <= MAX_WHEELS )
                            {
                                CClientVehicle * pTarget = (CClientVehicle*)(CClientEntity *)m_pTarget;
                                vecTarget = pTarget->GetGameVehicle()->GetWheelPosition ( (eWheels)m_itargetWheel );
                            }
                            else
                                m_pTarget->GetPosition( vecTarget );
                        }
                        else
                            m_pTarget->GetPosition( vecTarget );
                    }
                    if ( m_weaponConfig.bShootIfTargetOutOfRange == false && (vecOrigin - vecTarget).Length() >= fDistance )
                    {
                        return;
                    }
                }
                else
                {
                    ResetWeaponTarget ( );
                }
            }
            else if ( m_targetType == TARGET_TYPE_VECTOR )
            {
                vecTarget = m_vecTarget;
                if ( m_weaponConfig.bShootIfTargetOutOfRange == false && (vecOrigin - vecTarget).Length() >= fDistance )
                {
                    return;
                }
            }
            else
            {
                CVector vecFireOffset = *m_pWeaponInfo->GetFireOffset ();
                RotateVector ( vecFireOffset, vecRotation );
#ifndef SHOTGUN_TEST
                vecOrigin += vecFireOffset;
#endif
                CVector vecDirection ( 1, 0, 0 );
                vecDirection *= fDistance;
                RotateVector ( vecDirection, vecRotation );
                vecTarget = vecOrigin + vecDirection;
            }


            // Save
            short sDamage = m_pWeaponInfo->GetDamagePerHit ( );
            float fAccuracy = m_pWeaponInfo->GetAccuracy ( );
            float fTargetRange = m_pWeaponInfo->GetTargetRange ( );
//.........这里部分代码省略.........
开发者ID:ntauthority,项目名称:openvice,代码行数:101,代码来源:CClientWeapon.cpp


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