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C++ CTFPlayer::GetCollisionGroup方法代码示例

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


在下文中一共展示了CTFPlayer::GetCollisionGroup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: TeleporterThink


//.........这里部分代码省略.........
			// move the player
			if ( pTeleportingPlayer )
			{
				CUtlVector<CBaseEntity*> hPlayersToKill;
				bool bClear = true;

				// Telefrag any players in the way
				int numEnts = UTIL_EntitiesInBox( pEnts, 256, mins,	maxs, 0 );
				if ( numEnts )
				{
					//Iterate through the list and check the results
					for ( int i = 0; i < numEnts && bClear; i++ )
					{
						if ( pEnts[i] == NULL )
							continue;

						if ( pEnts[i] == this )
							continue;

						// kill players
						if ( pEnts[i]->IsPlayer() )
						{
							if ( !pTeleportingPlayer->InSameTeam(pEnts[i]) )
							{
								hPlayersToKill.AddToTail( pEnts[i] );
							}
							continue;
						}

						if ( pEnts[i]->IsBaseObject() )
							continue;

						// Solid entities will prevent a teleport
						if ( pEnts[i]->IsSolid() && pEnts[i]->ShouldCollide( pTeleportingPlayer->GetCollisionGroup(), MASK_ALL ) &&
							 g_pGameRules->ShouldCollide( pTeleportingPlayer->GetCollisionGroup(), pEnts[i]->GetCollisionGroup() ) )
						{
							// We're going to teleport into something solid. Abort & destroy this exit.
							bClear = false;
						}
					}
				}

				if ( bClear )
				{
					// Telefrag all enemy players we've found
					for ( int player = 0; player < hPlayersToKill.Count(); player++ )
					{
						CTakeDamageInfo info( this, pTeleportingPlayer, 1000, DMG_CRUSH, TF_DMG_TELEFRAG );
						hPlayersToKill[player]->TakeDamage( info );
					}

					pTeleportingPlayer->Teleport( &newPosition, &(GetAbsAngles()), &vec3_origin );

					// Unzoom if we are a sniper zoomed!
					if ( ( pTeleportingPlayer->GetPlayerClass()->GetClassIndex() == TF_CLASS_SNIPER ) &&
						pTeleportingPlayer->m_Shared.InCond( TF_COND_AIMING ) )
					{
						CTFWeaponBase *pWpn = pTeleportingPlayer->GetActiveTFWeapon();

						if ( pWpn && pWpn->GetWeaponID() == TF_WEAPON_SNIPERRIFLE )
						{
							CTFSniperRifle *pRifle = static_cast<CTFSniperRifle*>( pWpn );
							pRifle->ToggleZoom();
						}
					}
开发者ID:Deathreus,项目名称:TF2Classic,代码行数:66,代码来源:tf_obj_teleporter.cpp

示例2: TeleporterThink


//.........这里部分代码省略.........
			// move the player
			if ( pTeleportingPlayer )
			{
				CUtlVector<CBaseEntity*> hPlayersToKill;
				bool bClear = true;

				// Telefrag any players in the way
				int numEnts = UTIL_EntitiesInBox( pEnts, 256, mins,	maxs, 0 );
				if ( numEnts )
				{
					//Iterate through the list and check the results
					for ( int i = 0; i < numEnts && bClear; i++ )
					{
						if ( pEnts[i] == NULL )
							continue;

						if ( pEnts[i] == this )
							continue;

						// kill players and NPCs
						if ( pEnts[i]->IsPlayer() || pEnts[i]->IsNPC() )
						{
							if ( !pTeleportingPlayer->InSameTeam(pEnts[i]) )
							{
								hPlayersToKill.AddToTail( pEnts[i] );
							}
							continue;
						}

						if ( pEnts[i]->IsBaseObject() )
							continue;

						// Solid entities will prevent a teleport
						if ( pEnts[i]->IsSolid() && pEnts[i]->ShouldCollide( pTeleportingPlayer->GetCollisionGroup(), MASK_ALL ) &&
							 g_pGameRules->ShouldCollide( pTeleportingPlayer->GetCollisionGroup(), pEnts[i]->GetCollisionGroup() ) )
						{
							// We're going to teleport into something solid. Abort & destroy this exit.
							bClear = false;
						}
					}
				}

				if ( bClear )
				{
					// Telefrag all enemy players we've found
					for ( int player = 0; player < hPlayersToKill.Count(); player++ )
					{
						hPlayersToKill[player]->TakeDamage( CTakeDamageInfo( pTeleportingPlayer, this, 1000, DMG_CRUSH ) );
					}

					pTeleportingPlayer->Teleport( &newPosition, &(GetAbsAngles()), &vec3_origin );

					// Unzoom if we are a sniper zoomed!
					if ( ( pTeleportingPlayer->GetPlayerClass()->GetClassIndex() == TF_CLASS_SNIPER ) &&
						pTeleportingPlayer->m_Shared.InCond( TF_COND_AIMING ) )
					{
						CTFWeaponBase *pWpn = pTeleportingPlayer->GetActiveTFWeapon();

						if ( pWpn && pWpn->GetWeaponID() == TF_WEAPON_SNIPERRIFLE )
						{
							CTFSniperRifle *pRifle = static_cast<CTFSniperRifle*>( pWpn );
							pRifle->ToggleZoom();
						}
					}

					pTeleportingPlayer->SetFOV( pTeleportingPlayer, 0, tf_teleporter_fov_time.GetFloat(), tf_teleporter_fov_start.GetInt() );
开发者ID:hitmen047,项目名称:TF2HLCoop,代码行数:67,代码来源:tf_obj_teleporter.cpp


注:本文中的CTFPlayer::GetCollisionGroup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。