本文整理汇总了C++中CEffectData::GetRenderable方法的典型用法代码示例。如果您正苦于以下问题:C++ CEffectData::GetRenderable方法的具体用法?C++ CEffectData::GetRenderable怎么用?C++ CEffectData::GetRenderable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CEffectData
的用法示例。
在下文中一共展示了CEffectData::GetRenderable方法的5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: ShotgunShellEjectCallback
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void ShotgunShellEjectCallback( const CEffectData &data )
{
// Use the gun angles to orient the shell
IClientRenderable *pRenderable = data.GetRenderable();
if ( pRenderable )
{
tempents->EjectBrass( data.m_vOrigin, data.m_vAngles, pRenderable->GetRenderAngles(), 2 );
}
}
示例2: GetTracerOrigin
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
Vector GetTracerOrigin( const CEffectData &data )
{
Vector vecStart = data.m_vStart;
QAngle vecAngles;
int iAttachment = data.m_nAttachmentIndex;;
// Attachment?
if ( data.m_fFlags & TRACER_FLAG_USEATTACHMENT )
{
C_BaseViewModel *pViewModel = NULL;
// If the entity specified is a weapon being carried by this player, use the viewmodel instead
IClientRenderable *pRenderable = data.GetRenderable();
if ( !pRenderable )
return vecStart;
C_BaseEntity *pEnt = data.GetEntity();
FOR_EACH_VALID_SPLITSCREEN_PLAYER( hh )
{
ACTIVE_SPLITSCREEN_PLAYER_GUARD( hh );
C_BaseCombatWeapon *pWpn = ToBaseCombatWeapon( pEnt );
if ( pWpn && pWpn->IsCarriedByLocalPlayer() )
{
C_BasePlayer *player = ToBasePlayer( pWpn->GetOwner() );
if( !player && pWpn->GetOwner() && pWpn->GetOwner()->IsUnit() )
{
player = pWpn->GetOwner()->MyUnitPointer()->GetCommander();
}
pViewModel = player ? player->GetViewModel( 0 ) : NULL;
if ( pViewModel )
{
// Get the viewmodel and use it instead
pRenderable = pViewModel;
break;
}
}
}
// Get the attachment origin
if ( !pRenderable->GetAttachment( iAttachment, vecStart, vecAngles ) )
{
DevMsg( "GetTracerOrigin: Couldn't find attachment %d on model %s\n", iAttachment,
modelinfo->GetModelName( pRenderable->GetModel() ) );
}
}
示例3: GetTracerOrigin
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
Vector GetTracerOrigin( const CEffectData &data )
{
Vector vecStart = data.m_vStart;
QAngle vecAngles;
int iAttachment = data.m_nAttachmentIndex;;
// Attachment?
if ( data.m_fFlags & TRACER_FLAG_USEATTACHMENT )
{
C_BaseViewModel *pViewModel = NULL;
// If the entity specified is a weapon being carried by this player, use the viewmodel instead
IClientRenderable *pRenderable = data.GetRenderable();
if ( !pRenderable )
return vecStart;
C_BaseEntity *pEnt = data.GetEntity();
// This check should probably be for all multiplayer games, investigate later
#if defined( HL2MP ) || defined( TF_CLIENT_DLL ) || defined( TF_CLASSIC_CLIENT )
if ( pEnt && pEnt->IsDormant() )
return vecStart;
#endif
C_BaseCombatWeapon *pWpn = dynamic_cast<C_BaseCombatWeapon *>( pEnt );
if ( pWpn && pWpn->ShouldDrawUsingViewModel() )
{
C_BasePlayer *player = ToBasePlayer( pWpn->GetOwner() );
// Use GetRenderedWeaponModel() instead?
pViewModel = player ? player->GetViewModel( 0 ) : NULL;
if ( pViewModel )
{
// Get the viewmodel and use it instead
pRenderable = pViewModel;
}
}
// Get the attachment origin
if ( !pRenderable->GetAttachment( iAttachment, vecStart, vecAngles ) )
{
DevMsg( "GetTracerOrigin: Couldn't find attachment %d on model %s\n", iAttachment,
modelinfo->GetModelName( pRenderable->GetModel() ) );
}
}
return vecStart;
}
示例4: CrosshairLoadCallback2
//-----------------------------------------------------------------------------
// Purpose:
// Input : &data -
//-----------------------------------------------------------------------------
void CrosshairLoadCallback2( const CEffectData &data )
{
IClientRenderable *pRenderable = data.GetRenderable( );
if ( !pRenderable )
return;
Vector position;
QAngle angles;
// If we found the attachment, emit sparks there
if ( pRenderable->GetAttachment( data.m_nAttachmentIndex, position, angles ) )
{
FX_ElectricSpark( position, 1.0f, 1.0f, NULL );
}
}
示例5: MuzzleFlashCallback
//-----------------------------------------------------------------------------
// Old-style muzzle flashes
//-----------------------------------------------------------------------------
void MuzzleFlashCallback( const CEffectData &data )
{
Vector vecOrigin = data.m_vOrigin;
QAngle vecAngles = data.m_vAngles;
if ( data.entindex() > 0 )
{
IClientRenderable *pRenderable = data.GetRenderable();
if ( !pRenderable )
return;
if ( data.m_nAttachmentIndex )
{
//FIXME: We also need to allocate these particles into an attachment space setup
pRenderable->GetAttachment( data.m_nAttachmentIndex, vecOrigin, vecAngles );
}
else
{
vecOrigin = pRenderable->GetRenderOrigin();
vecAngles = pRenderable->GetRenderAngles();
}
}
tempents->MuzzleFlash( vecOrigin, vecAngles, data.m_fFlags & (~MUZZLEFLASH_FIRSTPERSON), data.m_hEntity, (data.m_fFlags & MUZZLEFLASH_FIRSTPERSON) != 0 );
}