本文整理汇总了C++中CTFPlayer::GetTFTeam方法的典型用法代码示例。如果您正苦于以下问题:C++ CTFPlayer::GetTFTeam方法的具体用法?C++ CTFPlayer::GetTFTeam怎么用?C++ CTFPlayer::GetTFTeam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CTFPlayer
的用法示例。
在下文中一共展示了CTFPlayer::GetTFTeam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: FindTarget
//-----------------------------------------------------------------------------
// Look for a target
//-----------------------------------------------------------------------------
bool CObjectSentrygun::FindTarget()
{
// Disable the sentry guns for ifm.
if ( tf_sentrygun_notarget.GetBool() )
return false;
if ( IsInCommentaryMode() )
return false;
// Sapper, etc.
if ( IsDisabled() )
return false;
// Loop through players within 1100 units (sentry range).
Vector vecSentryOrigin = EyePosition();
// Find the opposing team list.
CTFPlayer *pPlayer = ToTFPlayer( GetOwner() );
CUtlVector<CTFTeam *> pTeamList;
CTFTeam *pTeam = NULL;
//CTFTeam *pTeam = pPlayer->GetOpposingTFTeam();
//if ( !pTeam )
// return false;
if ( pPlayer )
{
// Try builder's team.
pTeam = pPlayer->GetTFTeam();
}
else
{
// If we have no builder use our own team number instead.
pTeam = GetTFTeam();
}
if ( pTeam )
pTeam->GetOpposingTFTeamList( &pTeamList );
else
return false;
// If we have an enemy get his minimum distance to check against.
Vector vecSegment;
Vector vecTargetCenter;
float flMinDist2 = 1100.0f * 1100.0f;
CBaseEntity *pTargetCurrent = NULL;
CBaseEntity *pTargetOld = m_hEnemy.Get();
float flOldTargetDist2 = FLT_MAX;
// Sentries will try to target players first, then objects. However, if the enemy held was an object it will continue
// to try and attack it first.
for (int i = 0; i < pTeamList.Size(); i++)
{
int nTeamCount = pTeamList[i]->GetNumPlayers();
for (int iPlayer = 0; iPlayer < nTeamCount; ++iPlayer)
{
CTFPlayer *pTargetPlayer = static_cast<CTFPlayer*>(pTeamList[i]->GetPlayer(iPlayer));
if (pTargetPlayer == NULL)
continue;
// Make sure the player is alive.
if (!pTargetPlayer->IsAlive())
continue;
if (pTargetPlayer->GetFlags() & FL_NOTARGET)
continue;
vecTargetCenter = pTargetPlayer->GetAbsOrigin();
vecTargetCenter += pTargetPlayer->GetViewOffset();
VectorSubtract(vecTargetCenter, vecSentryOrigin, vecSegment);
float flDist2 = vecSegment.LengthSqr();
// Store the current target distance if we come across it
if (pTargetPlayer == pTargetOld)
{
flOldTargetDist2 = flDist2;
}
// Check to see if the target is closer than the already validated target.
if (flDist2 > flMinDist2)
continue;
// It is closer, check to see if the target is valid.
if (ValidTargetPlayer(pTargetPlayer, vecSentryOrigin, vecTargetCenter))
{
flMinDist2 = flDist2;
pTargetCurrent = pTargetPlayer;
}
}
// If we already have a target, don't check objects.
if (pTargetCurrent == NULL)
{
int nTeamObjectCount = pTeamList[i]->GetNumObjects();
for (int iObject = 0; iObject < nTeamObjectCount; ++iObject)
{
//.........这里部分代码省略.........
示例2: FlameThink
//-----------------------------------------------------------------------------
// Purpose: Think method
//-----------------------------------------------------------------------------
void CTFFlameEntity::FlameThink( void )
{
// if we've expired, remove ourselves
if ( gpGlobals->curtime >= m_flTimeRemove )
{
UTIL_Remove( this );
return;
}
// Do collision detection. We do custom collision detection because we can do it more cheaply than the
// standard collision detection (don't need to check against world unless we might have hit an enemy) and
// flame entity collision detection w/o this was a bottleneck on the X360 server
if ( GetAbsOrigin() != m_vecPrevPos )
{
CTFPlayer *pAttacker = dynamic_cast<CTFPlayer *>( (CBaseEntity *) m_hAttacker );
if ( !pAttacker )
return;
CUtlVector<CTFTeam *> pTeamList;
CTFTeam *pTeam = pAttacker->GetTFTeam();
if ( pTeam )
pTeam->GetOpposingTFTeamList(&pTeamList);
else
return;
//CTFTeam *pTeam = pAttacker->GetOpposingTFTeam();
//if ( !pTeam )
// return;
bool bHitWorld = false;
for (int i = 0; i < pTeamList.Size(); i++)
{
if (pTeamList[i])
{
// check collision against all enemy players
for (int iPlayer = 0; iPlayer < pTeamList[i]->GetNumPlayers(); iPlayer++)
{
CBasePlayer *pPlayer = pTeamList[i]->GetPlayer(iPlayer);
// Is this player connected, alive, and an enemy?
if (pPlayer && pPlayer->IsConnected() && pPlayer->IsAlive() && pPlayer!=pAttacker)
{
CheckCollision(pPlayer, &bHitWorld);
if (bHitWorld)
return;
}
}
// check collision against all enemy objects
for (int iObject = 0; iObject < pTeamList[i]->GetNumObjects(); iObject++)
{
CBaseObject *pObject = pTeamList[i]->GetObject(iObject);
if (pObject)
{
CheckCollision(pObject, &bHitWorld);
if (bHitWorld)
return;
}
}
}
}
}
// Calculate how long the flame has been alive for
float flFlameElapsedTime = tf_flamethrower_flametime.GetFloat() - ( m_flTimeRemove - gpGlobals->curtime );
// Calculate how much of the attacker's velocity to blend in to the flame's velocity. The flame gets the attacker's velocity
// added right when the flame is fired, but that velocity addition fades quickly to zero.
float flAttackerVelocityBlend = RemapValClamped( flFlameElapsedTime, tf_flamethrower_velocityfadestart.GetFloat(),
tf_flamethrower_velocityfadeend.GetFloat(), 1.0, 0 );
// Reduce our base velocity by the air drag constant
m_vecBaseVelocity *= tf_flamethrower_drag.GetFloat();
// Add our float upward velocity
Vector vecVelocity = m_vecBaseVelocity + Vector( 0, 0, tf_flamethrower_float.GetFloat() ) + ( flAttackerVelocityBlend * m_vecAttackerVelocity );
// Update our velocity
SetAbsVelocity( vecVelocity );
// Render debug visualization if convar on
if ( tf_debug_flamethrower.GetInt() )
{
if ( m_hEntitiesBurnt.Count() > 0 )
{
int val = ( (int) ( gpGlobals->curtime * 10 ) ) % 255;
NDebugOverlay::EntityBounds(this, val, 255, val, 0 ,0 );
}
else
{
NDebugOverlay::EntityBounds(this, 0, 100, 255, 0 ,0) ;
}
}
SetNextThink( gpGlobals->curtime );
m_vecPrevPos = GetAbsOrigin();
}