本文整理汇总了C++中CClientVehicle::SetTurnSpeed方法的典型用法代码示例。如果您正苦于以下问题:C++ CClientVehicle::SetTurnSpeed方法的具体用法?C++ CClientVehicle::SetTurnSpeed怎么用?C++ CClientVehicle::SetTurnSpeed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::SetTurnSpeed方法的3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: Packet_UnoccupiedVehicleSync
void CUnoccupiedVehicleSync::Packet_UnoccupiedVehicleSync ( NetBitStreamInterface& BitStream )
{
// While we're not out of vehicles
while ( BitStream.GetNumberOfUnreadBits () >= 8 )
{
SUnoccupiedVehicleSync vehicle;
if ( BitStream.Read ( &vehicle ) )
{
CClientVehicle* pVehicle = m_pVehicleManager->Get ( vehicle.data.vehicleID );
if ( pVehicle && pVehicle->CanUpdateSync ( vehicle.data.ucTimeContext ) )
{
if ( vehicle.data.bSyncPosition ) pVehicle->SetTargetPosition ( vehicle.data.vecPosition, UNOCCUPIED_VEHICLE_SYNC_RATE, vehicle.data.bSyncVelocity, vehicle.data.vecVelocity.fZ );
if ( vehicle.data.bSyncRotation ) pVehicle->SetTargetRotation ( vehicle.data.vecRotation, UNOCCUPIED_VEHICLE_SYNC_RATE );
if ( vehicle.data.bSyncVelocity ) pVehicle->SetMoveSpeed ( vehicle.data.vecVelocity );
if ( vehicle.data.bSyncTurnVelocity ) pVehicle->SetTurnSpeed ( vehicle.data.vecTurnVelocity );
if ( vehicle.data.bSyncHealth ) pVehicle->SetHealth ( vehicle.data.fHealth );
pVehicle->SetEngineOn ( vehicle.data.bEngineOn );
if ( pVehicle->GetVehicleType() == CLIENTVEHICLE_TRAIN )
pVehicle->SetDerailed ( vehicle.data.bDerailed );
#ifdef MTA_DEBUG
pVehicle->m_pLastSyncer = NULL;
pVehicle->m_ulLastSyncTime = GetTickCount32 ();
pVehicle->m_szLastSyncType = "unoccupied";
#endif
}
}
else
break;
}
}
示例2: ReadLocalData
void CClientPacketRecorder::ReadLocalData(FILE* pFile)
{
// Grab the local player
CClientPlayer* pPlayer = m_pManager->GetPlayerManager()->GetLocalPlayer();
if (pPlayer)
{
// Grab the vehicle
CClientVehicle* pVehicle = pPlayer->GetOccupiedVehicle();
if (pVehicle)
{
// Temp vars
CMatrix matVehicle;
CVector vecMoveSpeed;
CVector vecTurnSpeed;
float fHealth;
// Read it out
fread(&matVehicle.vRight.fX, sizeof(float), 1, pFile);
fread(&matVehicle.vRight.fY, sizeof(float), 1, pFile);
fread(&matVehicle.vRight.fZ, sizeof(float), 1, pFile);
fread(&matVehicle.vFront.fX, sizeof(float), 1, pFile);
fread(&matVehicle.vFront.fY, sizeof(float), 1, pFile);
fread(&matVehicle.vFront.fZ, sizeof(float), 1, pFile);
fread(&matVehicle.vUp.fX, sizeof(float), 1, pFile);
fread(&matVehicle.vUp.fY, sizeof(float), 1, pFile);
fread(&matVehicle.vUp.fZ, sizeof(float), 1, pFile);
fread(&matVehicle.vPos.fX, sizeof(float), 1, pFile);
fread(&matVehicle.vPos.fY, sizeof(float), 1, pFile);
fread(&matVehicle.vPos.fZ, sizeof(float), 1, pFile);
fread(&vecMoveSpeed.fX, sizeof(float), 1, pFile);
fread(&vecMoveSpeed.fY, sizeof(float), 1, pFile);
fread(&vecMoveSpeed.fZ, sizeof(float), 1, pFile);
fread(&vecTurnSpeed.fX, sizeof(float), 1, pFile);
fread(&vecTurnSpeed.fY, sizeof(float), 1, pFile);
fread(&vecTurnSpeed.fZ, sizeof(float), 1, pFile);
fread(&fHealth, sizeof(float), 1, pFile);
CControllerState cs;
fread(&cs, sizeof(CControllerState), 1, pFile);
// Set the data
pVehicle->SetMatrix(matVehicle);
pVehicle->SetMoveSpeed(vecMoveSpeed);
pVehicle->SetTurnSpeed(vecTurnSpeed);
pVehicle->SetHealth(fHealth);
// Set the controller state
CControllerState csLast;
g_pGame->GetPad()->Disable(true);
g_pGame->GetPad()->GetCurrentControllerState(&csLast);
g_pGame->GetPad()->SetLastControllerState(&csLast);
g_pGame->GetPad()->SetCurrentControllerState(&cs);
}
}
}
示例3: DoPulse
void CClientPlayerManager::DoPulse ( void )
{
unsigned long ulCurrentTime = CClientTime::GetTime ();
CClientPlayer * pPlayer = NULL;
vector < CClientPlayer* > ::const_iterator iter = m_Players.begin ();
for ( ; iter != m_Players.end (); ++iter )
{
pPlayer = *iter;
if ( !pPlayer->IsLocalPlayer () )
{
// Pulse voice data if voice is enabled
if ( g_pClientGame->GetVoiceRecorder()->IsEnabled() && pPlayer->GetVoice() )
pPlayer->GetVoice()->DoPulse();
// Flag him with connection error if its been too long since last puresync and force his position
unsigned long ulLastPuresyncTime = pPlayer->GetLastPuresyncTime ();
bool bHasConnectionTrouble = ( ulLastPuresyncTime != 0 && ulCurrentTime >= ulLastPuresyncTime + REMOTE_PLAYER_CONNECTION_TROUBLE_TIME );
if ( bHasConnectionTrouble && !g_pClientGame->IsDownloadingBigPacket () && !pPlayer->IsDeadOnNetwork () )
{
pPlayer->SetHasConnectionTrouble ( true );
// Reset his controller so he doesn't get stuck shooting or something
CControllerState State;
memset ( &State, 0, sizeof ( CControllerState ) );
pPlayer->SetControllerState ( State );
// Grab his vehicle if any and force the position to where he was last sync
CClientVehicle* pVehicle = pPlayer->GetOccupiedVehicle ();
if ( pVehicle )
{
// Is he driving the vehicle?
if ( pPlayer->GetOccupiedVehicleSeat () == 0 )
{
// Force his position to where he was last sync
pVehicle->SetPosition ( pPlayer->GetLastPuresyncPosition () );
pVehicle->SetMoveSpeed ( CVector ( 0, 0, 0 ) );
pVehicle->SetTurnSpeed ( CVector ( 0, 0, 0 ) );
pPlayer->ResetInterpolation ();
}
}
else
{
// Force his position to where he was last sync
pPlayer->SetPosition ( pPlayer->GetLastPuresyncPosition () );
pPlayer->ResetInterpolation ();
pPlayer->SetMoveSpeed ( CVector ( 0, 0, 0 ) );
pPlayer->ResetInterpolation ();
}
}
else
{
pPlayer->SetHasConnectionTrouble ( false );
}
}
}
}