本文整理汇总了C++中CFindPathTask::setCompleteInterrupt方法的典型用法代码示例。如果您正苦于以下问题:C++ CFindPathTask::setCompleteInterrupt方法的具体用法?C++ CFindPathTask::setCompleteInterrupt怎么用?C++ CFindPathTask::setCompleteInterrupt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CFindPathTask
的用法示例。
在下文中一共展示了CFindPathTask::setCompleteInterrupt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: CFindPathTask
CBotTF2HealSched::CBotTF2HealSched(edict_t *pHeal)
{
CFindPathTask *findpath = new CFindPathTask(pHeal);
findpath->setCompleteInterrupt(CONDITION_SEE_HEAL);
addTask(findpath);
addTask(new CBotTF2MedicHeal());
}
示例2: if
CBotFollowLastEnemy :: CBotFollowLastEnemy ( CBot *pBot, edict_t *pEnemy, Vector vLastSee )
{
Vector vVelocity = Vector(0,0,0);
CClient *pClient = CClients::get(pEnemy);
CFindPathTask *pFindPath = new CFindPathTask(vLastSee,LOOK_LAST_ENEMY);
if ( CClassInterface :: getVelocity(pEnemy,&vVelocity) )
{
if ( pClient && (vVelocity == Vector(0,0,0)) )
vVelocity = pClient->getVelocity();
}
else if ( pClient )
vVelocity = pClient->getVelocity();
pFindPath->setCompleteInterrupt(CONDITION_SEE_CUR_ENEMY);
addTask(pFindPath);
/*if ( pBot->isTF2() )
{
int playerclass = ((CBotTF2*)pBot)->getClass();
if ( ( playerclass == TF_CLASS_SOLDIER ) || (playerclass == TF_CLASS_DEMOMAN) )
addTask(new CBotTF2ShootLastEnemyPosition(vLastSee,pEnemy,vVelocity));
}*/
addTask(new CFindLastEnemy(vLastSee,vVelocity));
//////////////
pFindPath->setNoInterruptions();
}
示例3: if
//.........这里部分代码省略.........
m_pSchedules->add(pSched);
m_fUtilTimes[BOT_UTIL_HL2DM_USE_HEALTH_CHARGER] = engine->Time() + randomFloat(5.0f,10.0f);
return true;
}
case BOT_UTIL_HL2DM_USE_CHARGER:
{
CBotSchedule *pSched = new CBotSchedule();
pSched->addTask(new CFindPathTask(m_pCharger));
pSched->addTask(new CBotHL2DMUseCharger(m_pCharger,CHARGER_ARMOR));
m_pSchedules->add(pSched);
m_fUtilTimes[BOT_UTIL_HL2DM_USE_CHARGER] = engine->Time() + randomFloat(5.0f,10.0f);
return true;
}
case BOT_UTIL_HL2DM_GRAVIGUN_PICKUP:
{
CBotSchedule *pSched = new CBotSchedule(new CBotGravGunPickup(m_pCurrentWeapon,m_NearestPhysObj));
pSched->setID(SCHED_GRAVGUN_PICKUP);
m_pSchedules->add(pSched);
return true;
}
case BOT_UTIL_FIND_LAST_ENEMY:
{
Vector vVelocity = Vector(0,0,0);
CClient *pClient = CClients::get(m_pLastEnemy);
CBotSchedule *pSchedule = new CBotSchedule();
CFindPathTask *pFindPath = new CFindPathTask(m_vLastSeeEnemy);
pFindPath->setCompleteInterrupt(CONDITION_SEE_CUR_ENEMY);
if ( !CClassInterface::getVelocity(m_pLastEnemy,&vVelocity) )
{
if ( pClient )
vVelocity = pClient->getVelocity();
}
pSchedule->addTask(pFindPath);
pSchedule->addTask(new CFindLastEnemy(m_vLastSeeEnemy,vVelocity));
//////////////
pFindPath->setNoInterruptions();
m_pSchedules->add(pSchedule);
m_bLookedForEnemyLast = true;
return true;
}
case BOT_UTIL_THROW_GRENADE:
{
// find hide waypoint
CWaypoint *pWaypoint = CWaypoints::getWaypoint(CWaypointLocations::GetCoverWaypoint(getOrigin(),m_vLastSeeEnemy,NULL));
if ( pWaypoint )
{
CBotSchedule *pSched = new CBotSchedule();
pSched->addTask(new CThrowGrenadeTask(m_pWeapons->getWeapon(CWeapons::getWeapon(HL2DM_WEAPON_FRAG)),getAmmo(CWeapons::getWeapon(HL2DM_WEAPON_FRAG)->getAmmoIndex1()),m_vLastSeeEnemyBlastWaypoint)); // first - throw
pSched->addTask(new CFindPathTask(pWaypoint->getOrigin())); // 2nd -- hide
m_pSchedules->add(pSched);
return true;
}