本文整理汇总了C++中CNetworkVehicle::IsStreamedIn方法的典型用法代码示例。如果您正苦于以下问题:C++ CNetworkVehicle::IsStreamedIn方法的具体用法?C++ CNetworkVehicle::IsStreamedIn怎么用?C++ CNetworkVehicle::IsStreamedIn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CNetworkVehicle
的用法示例。
在下文中一共展示了CNetworkVehicle::IsStreamedIn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: Direct3DRender
//.........这里部分代码省略.........
// Draw the string
g_pGUI->DrawText(strStats, CEGUI::Vector2(26, 30), (CEGUI::colour)D3DCOLOR_RGBA(255, 255, 255, 255), g_pGUI->GetFont("tahoma-bold", 10));
g_pChatWindow->SetEnabled(false);
g_bNetworkStatsDisplayed = true;
}
else
{
// If our network stats were displayed
if(g_bNetworkStatsDisplayed) {
if(g_pChatWindow && !g_pChatWindow->IsEnabled())
g_pChatWindow->SetEnabled(true);
g_bNetworkStatsDisplayed = false;
}
// If our input window exists draw it
if(g_pInputWindow)
g_pInputWindow->Draw();
}
// Update the time
if(g_pTime)
{
// jenksta: Setting this every frame causes the weather to change
// rapidly
unsigned char ucHour = 0, ucMinute = 0;
g_pTime->GetTime(&ucHour, &ucMinute);
CGame::SetTime(ucHour, ucMinute);
CGame::SetDayOfWeek(g_pTime->GetDayOfWeek());
}
/* Vehicle Headlights testcode
IVVehicle * pGameVehicle = pVehicle->GetGameVehicle()->GetVehicle();
//*(BYTE *)(pVehicle->GetGameVehicle()->GetVehicle() + 0xF71) |= 1;
*((BYTE *)pGameVehicle + 3953) = *((BYTE *)pGameVehicle + 3953) & 0xFE | 2;
}
CViewportManager + 0x00 = sysArray (CViewport *)
CViewport + 0x53C = Viewport ID
GET_VIEWPORT_POS_AND_SIZE(unsigned int uiViewportId, float * fPosX, float * fPosY, float * fSizeX, float * fSizeY)
(pViewport + 0x10) is always used
((pViewport + 0x10) + 0x298) = float fPosX;
(((pViewport + 0x10) + 0x298) + 0x4) = float fPosY;
(((pViewport + 0x10) + 0x298) + 0x8) = float fSizeX;
(((pViewport + 0x10) + 0x298) + 0xC) = float fSizeY;
GET_VIEWPORT_POSITION_OF_COORD(float fCoordX, float fCoordY, float fCoordZ, unsigned int uiViewportId, float * fPosX, float * fPosY)
Viewport 1 = CViewportPrimaryOrtho
Viewport 2 = CViewportGame
Viewport 3 = CViewportRadar
*/
if(g_pLocalPlayer)
{
if(g_pLocalPlayer->GetVehicleInfos())
{
if(g_pVehicleManager)
{
CVector3 vecWorldPosition;
Vector2 vecScreenPosition;
for(EntityId i = 0; i < MAX_VEHICLES; i++)
{
if(g_pVehicleManager->Exists(i))
{
CNetworkVehicle * pVehicle = g_pVehicleManager->Get(i);
if(!pVehicle->IsStreamedIn())
continue;
if(!pVehicle->IsOnScreen())
continue;
pVehicle->GetPosition(vecWorldPosition);
CGame::GetScreenPositionFromWorldPosition(vecWorldPosition, vecScreenPosition);
//if(g_pGraphics)
//{
// CVector3 vecScreen;
// g_pGraphics->GetScreenPositionFromWorldPosition(vecWorldPosition, &vecScreen);
// if( vecScreen.fZ < 0 )
// return;
//}
//else
// return;
int health = pVehicle->GetHealth();
int model = pVehicle->GetEngineState();
float petrol = pVehicle->GetPetrolTankHealth();
CVector3 vecPos; pVehicle->GetPosition(vecPos);
CVector3 vecRot; pVehicle->GetRotation(vecRot);
g_pGUI->DrawText(String("VehicleId %d, Enginestate: %d, Health: %d, PetrolTankHealth: %f\nPosition(%.3f,%.3f,%.3f), Rot(%.3f,%.3f,%.3f)", i, model, health, petrol, vecPos.fX,vecPos.fY,vecPos.fZ,vecRot.fX,vecRot.fY,vecRot.fZ), CEGUI::Vector2(vecScreenPosition.X, vecScreenPosition.Y));
}
}
}
}
}
if(g_pNameTags)
g_pNameTags->Draw();
}
}
示例2: if
//.........这里部分代码省略.........
}
}
// Are we in game?
if(CGame::GetState() == GAME_STATE_INGAME)
{
// Is F4 held down and do we have a network manager?
if(GetAsyncKeyState(VK_F4) && m_pNetworkManager && m_pActorManager)
{
// Get the network statistics
CNetStats * pNetStats = m_pNetworkManager->GetNetClient()->GetNetStats();
// Convert the network statistics to a string
char szNetworkStats[10000];
pNetStats->ToString(szNetworkStats, 2);
// Create the statistics string
String strStats(szNetworkStats);
// Append loaded and unloaded model counts to the stats
// jenksta: too performance heavy to be done every frame
//strStats.AppendF("Models (Loaded/Unload): %d/%d\n", CGame::GetLoadedModelCount(), CGame::GetUnloadedModelCount());
// Append streamed in/out entity counts and streamed in limits to the stats
strStats.AppendF("Players (StreamedIn/StreamedInLimit): %d/%d\n", m_pStreamer->GetStreamedInEntityCountOfType(STREAM_ENTITY_PLAYER)+1, m_pStreamer->GetStreamedInLimitOfType(STREAM_ENTITY_PLAYER));
strStats.AppendF("Vehicles (StreamedIn/StreamedInLimit): %d/%d\n", m_pStreamer->GetStreamedInEntityCountOfType(STREAM_ENTITY_VEHICLE), m_pStreamer->GetStreamedInLimitOfType(STREAM_ENTITY_VEHICLE));
strStats.AppendF("Actors (Actor-Count/Max-Actors): %d/%d\n", m_pActorManager->GetActorCount(), MAX_ACTORS);
strStats.AppendF("Pickups (StreamedIn/StreamedInLimit): %d/%d\n", m_pStreamer->GetStreamedInEntityCountOfType(STREAM_ENTITY_PICKUP), m_pStreamer->GetStreamedInLimitOfType(STREAM_ENTITY_PICKUP));
strStats.AppendF("Objects (StreamedIn/StreamedInLimit): %d/%d\n", m_pStreamer->GetStreamedInEntityCountOfType(STREAM_ENTITY_OBJECT), m_pStreamer->GetStreamedInLimitOfType(STREAM_ENTITY_OBJECT));
strStats.AppendF("Checkpoints (StreamedIn/StreamedInLimit): %d/%d\n", m_pStreamer->GetStreamedInEntityCountOfType(STREAM_ENTITY_CHECKPOINT), m_pStreamer->GetStreamedInLimitOfType(STREAM_ENTITY_CHECKPOINT));
// Draw the string
m_pGUI->DrawText(strStats, CEGUI::Vector2(26, 30), (CEGUI::colour)D3DCOLOR_RGBA(255, 255, 255, 255), m_pGUI->GetFont("tahoma-bold", 10));
m_pChatWindow->SetEnabled(false);
m_bNetworkStatsDisplayed = true;
}
else
{
// If our network stats were displayed
if(m_bNetworkStatsDisplayed)
{
if(m_pChatWindow && !m_pChatWindow->IsEnabled())
m_pChatWindow->SetEnabled(true);
m_bNetworkStatsDisplayed = false;
}
// If our input window exists draw it
if(m_pInputWindow)
m_pInputWindow->Draw();
}
// Update the time
if(m_pTime)
{
// jenksta: Setting this every frame causes the weather to change
// rapidly
unsigned char ucHour = 0, ucMinute = 0;
m_pTime->GetTime(&ucHour, &ucMinute);
CGame::SetTime(ucHour, ucMinute);
CGame::SetDayOfWeek(m_pTime->GetDayOfWeek());
}
#ifdef IVMP_DEBUG
if(m_pVehicleManager)
{
CVector3 vecWorldPosition;
Vector2 vecScreenPosition;
for(EntityId i = 0; i < MAX_VEHICLES; i++)
{
CNetworkVehicle * pVehicle = m_pVehicleManager->Get(i);
if(pVehicle)
{
if(!pVehicle->IsStreamedIn())
continue;
if(!pVehicle->IsOnScreen())
continue;
pVehicle->GetPosition(vecWorldPosition);
if(!CGame::GetScreenPositionFromWorldPosition(vecWorldPosition, vecScreenPosition))
continue;
int iHealth = pVehicle->GetHealth();
int iModel = pVehicle->GetEngineState();
float fPetrol = pVehicle->GetPetrolTankHealth();
CVector3 vecPos; pVehicle->GetPosition(vecPos);
CVector3 vecRot; pVehicle->GetRotation(vecRot);
m_pGUI->DrawText(String("VehicleId %d, Enginestate: %d, Health: %d, PetrolTankHealth: %f\nPosition(%.3f,%.3f,%.3f), Rot(%.3f,%.3f,%.3f)", i, iModel, iHealth, fPetrol, vecPos.fX,vecPos.fY,vecPos.fZ,vecRot.fX,vecRot.fY,vecRot.fZ), CEGUI::Vector2(vecScreenPosition.fX, vecScreenPosition.fY));
}
}
}
#endif
if(m_pNameTags)
m_pNameTags->Draw();
}
}