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C++ CEntityAlive::g_Team方法代码示例

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


在下文中一共展示了CEntityAlive::g_Team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: feel_vision_isRelevant

BOOL CAI_Rat::feel_vision_isRelevant(CObject* O)
{
	CEntityAlive* E = smart_cast<CEntityAlive*> (O);
	if (!E) return FALSE;
	if ((E->g_Team() == g_Team()) && (E->g_Alive())) return FALSE;
	return TRUE;
}
开发者ID:2asoft,项目名称:xray,代码行数:7,代码来源:ai_rat_feel.cpp

示例2: Render

void CHUDTarget::Render()
{
	VERIFY		(g_bRendering);

	CObject*	O		= Level().CurrentEntity();
	if (0==O)	return;
	CEntity*	E		= smart_cast<CEntity*>(O);
	if (0==E)	return;

	Fvector p1				= Device.vCameraPosition;
	Fvector dir				= Device.vCameraDirection;
	
	// Render cursor
	u32 C				= C_DEFAULT;
	
	FVF::TL				PT;
	Fvector				p2;
	p2.mad				(p1,dir,RQ.range);
	PT.transform		(p2,Device.mFullTransform);
	float				di_size = C_SIZE/powf(PT.p.w,.2f);

	CGameFont* F		= HUD().Font().pFontGraffiti19Russian;
	F->SetAligment		(CGameFont::alCenter);
	F->OutSetI			(0.f,0.05f);

	if (psHUD_Flags.test(HUD_CROSSHAIR_DIST)){
		F->SetColor		(C);
		F->OutNext		("%4.1f",RQ.range);
	}

	if (psHUD_Flags.test(HUD_INFO)){ 
		if (RQ.O){
			CEntityAlive*	E		= smart_cast<CEntityAlive*>	(RQ.O);
			CEntityAlive*	pCurEnt = smart_cast<CEntityAlive*>	(Level().CurrentEntity());
			PIItem			l_pI	= smart_cast<PIItem>		(RQ.O);

			if (IsGameTypeSingle())
			{
				CInventoryOwner* our_inv_owner		= smart_cast<CInventoryOwner*>(pCurEnt);
				if (E && E->g_Alive() && !E->cast_base_monster())
				{
//.					CInventoryOwner* our_inv_owner		= smart_cast<CInventoryOwner*>(pCurEnt);
					CInventoryOwner* others_inv_owner	= smart_cast<CInventoryOwner*>(E);

					if(our_inv_owner && others_inv_owner){

						switch(RELATION_REGISTRY().GetRelationType(others_inv_owner, our_inv_owner))
						{
						case ALife::eRelationTypeEnemy:
							C = C_ON_ENEMY; break;
						case ALife::eRelationTypeNeutral:
							C = C_ON_NEUTRAL; break;
						case ALife::eRelationTypeFriend:
							C = C_ON_FRIEND; break;
						}

					if (fuzzyShowInfo>0.5f){
						CStringTable	strtbl		;
						F->SetColor	(subst_alpha(C,u8(iFloor(255.f*(fuzzyShowInfo-0.5f)*2.f))));
						F->OutNext	("%s", *strtbl.translate(others_inv_owner->Name()) );
						F->OutNext	("%s", *strtbl.translate(others_inv_owner->CharacterInfo().Community().id()) );
					}
					}

					fuzzyShowInfo += SHOW_INFO_SPEED*Device.fTimeDelta;
				}
				else 
					if (l_pI && our_inv_owner && RQ.range < 2.0f*our_inv_owner->inventory().GetTakeDist())
					{
						if (fuzzyShowInfo>0.5f){
							F->SetColor	(subst_alpha(C,u8(iFloor(255.f*(fuzzyShowInfo-0.5f)*2.f))));
							F->OutNext	("%s",l_pI->Name/*Complex*/());
						}
						fuzzyShowInfo += SHOW_INFO_SPEED*Device.fTimeDelta;
					}
			}
			else
			{
				if (E && (E->GetfHealth()>0))
				{
					if (pCurEnt && GameID() == GAME_SINGLE){	
						if (GameID() == GAME_DEATHMATCH)			C = C_ON_ENEMY;
						else{	
							if (E->g_Team() != pCurEnt->g_Team())	C = C_ON_ENEMY;
							else									C = C_ON_FRIEND;
						};
						if (RQ.range >= recon_mindist() && RQ.range <= recon_maxdist()){
							float ddist = (RQ.range - recon_mindist())/(recon_maxdist() - recon_mindist());
							float dspeed = recon_minspeed() + (recon_maxspeed() - recon_minspeed())*ddist;
							fuzzyShowInfo += Device.fTimeDelta/dspeed;
						}else{
							if (RQ.range < recon_mindist()) fuzzyShowInfo += recon_minspeed()*Device.fTimeDelta;
							else fuzzyShowInfo = 0;
						};

						if (fuzzyShowInfo>0.5f){
							clamp(fuzzyShowInfo,0.f,1.f);
							int alpha_C = iFloor(255.f*(fuzzyShowInfo-0.5f)*2.f);
							u8 alpha_b	= u8(alpha_C & 0x00ff);
							F->SetColor	(subst_alpha(C,alpha_b));
//.........这里部分代码省略.........
开发者ID:OLR-xray,项目名称:XRay-NEW,代码行数:101,代码来源:HUDTarget.cpp


注:本文中的CEntityAlive::g_Team方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。