本文整理汇总了C++中CClientVehicle::GetOccupant方法的典型用法代码示例。如果您正苦于以下问题:C++ CClientVehicle::GetOccupant方法的具体用法?C++ CClientVehicle::GetOccupant怎么用?C++ CClientVehicle::GetOccupant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CClientVehicle
的用法示例。
在下文中一共展示了CClientVehicle::GetOccupant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: Restream
void CClientStreamer::Restream ( bool bMovedFar )
{
// Limit distance stream in/out rate
// Vehicles might have to ignore this to reduce blocking loads elsewhere.
int iMaxOut = 6;
int iMaxIn = 6;
if ( bMovedFar )
{
iMaxOut = 1000;
iMaxIn = 1000;
}
// Do we have any elements waiting to be streamed out?
while ( !m_ToStreamOut.empty () )
{
CClientStreamElement* pElement = m_ToStreamOut.front ();
// Make sure we have no stream-references
if ( pElement->GetTotalStreamReferences () == 0 )
{
// Stream out 1 of them per frame
pElement->InternalStreamOut ();
iMaxOut--;
}
m_ToStreamOut.remove ( pElement );
if ( iMaxOut <= 0 )
break;
}
static std::vector < CClientStreamElement* > ClosestStreamedOutList;
static std::vector < CClientStreamElement* > FurthestStreamedInList;
ClosestStreamedOutList.clear();
FurthestStreamedInList.clear();
bool bReachedLimit = ReachedLimit ();
// Loop through our active elements list (they should be ordered closest to furthest)
list < CClientStreamElement* > ::iterator iter = m_ActiveElements.begin ();
for ( ; iter != m_ActiveElements.end (); iter++ )
{
CClientStreamElement* pElement = *iter;
float fElementDistanceExp = pElement->GetExpDistance ();
// Is this element streamed in?
if ( pElement->IsStreamedIn () )
{
if ( IS_VEHICLE ( pElement ) )
{
CClientVehicle* pVehicle = DynamicCast < CClientVehicle > ( pElement );
if ( pVehicle )
{
if ( pVehicle->GetOccupant ( ) && IS_PLAYER ( pVehicle->GetOccupant ( ) ) )
{
CClientPlayer* pPlayer = DynamicCast < CClientPlayer > ( pVehicle->GetOccupant ( ) );
if ( pPlayer->GetLastPuresyncType ( ) == PURESYNC_TYPE_LIGHTSYNC )
{
// if the last packet was ls he shouldn't be streamed in
m_ToStreamOut.push_back ( pElement );
}
}
// Is this a trailer?
if ( pVehicle->GetTowedByVehicle ( ) != NULL )
{
// Don't stream it out (this is handled by the towing vehicle)
continue;
}
}
}
if ( IS_PLAYER ( pElement ) )
{
CClientPlayer* pPlayer = DynamicCast < CClientPlayer > ( pElement );
if ( pPlayer->GetLastPuresyncType ( ) == PURESYNC_TYPE_LIGHTSYNC )
{
// if the last packet was ls he isn't/shouldn't be streamed in
m_ToStreamOut.push_back ( pElement );
}
}
// Too far away? Use the threshold so we won't flicker load it if it's on the border moving.
if ( fElementDistanceExp > m_fMaxDistanceThreshold )
{
// Unstream it now?
if ( iMaxOut > 0 )
{
// Make sure we have no stream-references
if ( pElement->GetTotalStreamReferences () == 0 )
{
// Stream out now
pElement->InternalStreamOut ();
iMaxOut--;
}
m_ToStreamOut.remove ( pElement );
}
else
{
// or later
m_ToStreamOut.push_back ( pElement );
}
}
else
{
//.........这里部分代码省略.........
示例2: DrawFromAim
//.........这里部分代码省略.........
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(&vecStart, &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();
if (EntityType == CCLIENTVEHICLE)
{
CClientVehicle* pClientVehicle = static_cast<CClientVehicle*>(pClientEntity);
// Set the current time as the last draw time for all players inside
CClientPed* pPed;
int i;
for (i = 0; i < 8; i++)
{
// Grab this seat's occupant and set its last nametag show time to now
pPed = pClientVehicle->GetOccupant(i);
if (pPed && pPed->GetType() == CCLIENTPLAYER)
{
static_cast<CClientPlayer*>(pPed)->SetLastNametagShow(ulCurrentTime);
}
}
}
else if (EntityType == CCLIENTPLAYER)
{
// Grab the player this entity is
CClientPlayer* pClientPlayer = static_cast<CClientPlayer*>(pClientEntity);
if (pClientPlayer)
{
// Set now as the last time we had the cursor above him
pClientPlayer->SetLastNametagShow(ulCurrentTime);
}
}
}
}
// Grab the local player vehicle
CClientVehicle* pLocalVehicle = pLocalPlayer->GetOccupiedVehicle();
// Draw the nametags we need to
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)