本文整理汇总了C++中CUserCmd::Reset方法的典型用法代码示例。如果您正苦于以下问题:C++ CUserCmd::Reset方法的具体用法?C++ CUserCmd::Reset怎么用?C++ CUserCmd::Reset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CUserCmd
的用法示例。
在下文中一共展示了CUserCmd::Reset方法的4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: ExtraMouseSample
void CInput::ExtraMouseSample( float frametime, bool active )
{
CUserCmd dummy;
CUserCmd *cmd = &dummy;
cmd->Reset();
QAngle viewangles;
if ( active )
{
// Determine view angles
AdjustAngles ( frametime );
// Determine sideways movement
ComputeSideMove( cmd );
// Determine vertical movement
ComputeUpwardMove( cmd );
// Determine forward movement
ComputeForwardMove( cmd );
// Scale based on holding speed key or having too fast of a velocity based on client maximum
// speed.
ScaleMovements( cmd );
// Allow mice and other controllers to add their inputs
ControllerMove( frametime, cmd );
}
// Retreive view angles from engine ( could have been set in IN_AdjustAngles above )
engine->GetViewAngles( viewangles );
// Set button and flag bits, don't blow away state
cmd->buttons = GetButtonBits( 0 );
// Use new view angles if alive, otherwise user last angles we stored off.
if ( g_iAlive )
{
VectorCopy( viewangles, cmd->viewangles );
VectorCopy( viewangles, m_angPreviousViewAngles );
}
else
{
VectorCopy( m_angPreviousViewAngles, cmd->viewangles );
}
// Let the move manager override anything it wants to.
if ( g_pClientMode->CreateMove( frametime, cmd ) )
{
// Get current view angles after the client mode tweaks with it
engine->SetViewAngles( cmd->viewangles );
prediction->SetLocalViewAngles( cmd->viewangles );
}
}
示例2: CreateMove
void CInput::CreateMove ( int sequence_number, float input_sample_frametime, bool active )
{
CUserCmd *cmd = &m_pCommands[ sequence_number % MULTIPLAYER_BACKUP ];
CVerifiedUserCmd *pVerified = &m_pVerifiedCommands[ sequence_number % MULTIPLAYER_BACKUP ];
cmd->Reset();
cmd->command_number = sequence_number;
cmd->tick_count = gpGlobals->tickcount;
QAngle viewangles;
engine->GetViewAngles( viewangles );
QAngle originalViewangles = viewangles;
if ( active || sv_noclipduringpause.GetInt() )
{
// Determine view angles
AdjustAngles ( input_sample_frametime );
// Determine sideways movement
ComputeSideMove( cmd );
// Determine vertical movement
ComputeUpwardMove( cmd );
// Determine forward movement
ComputeForwardMove( cmd );
// Scale based on holding speed key or having too fast of a velocity based on client maximum
// speed.
ScaleMovements( cmd );
// Allow mice and other controllers to add their inputs
ControllerMove( input_sample_frametime, cmd );
#ifdef SIXENSE
g_pSixenseInput->SixenseFrame( input_sample_frametime, cmd );
if( g_pSixenseInput->IsEnabled() )
{
g_pSixenseInput->SetView( input_sample_frametime, cmd );
}
#endif
}
else
{
// need to run and reset mouse input so that there is no view pop when unpausing
if ( !m_fCameraInterceptingMouse && m_fMouseActive )
{
float mx, my;
GetAccumulatedMouseDeltasAndResetAccumulators( &mx, &my );
ResetMouse();
}
}
// Retreive view angles from engine ( could have been set in IN_AdjustAngles above )
engine->GetViewAngles( viewangles );
// Latch and clear impulse
cmd->impulse = in_impulse;
in_impulse = 0;
// Latch and clear weapon selection
if ( m_hSelectedWeapon != NULL )
{
C_BaseCombatWeapon *weapon = m_hSelectedWeapon;
cmd->weaponselect = weapon->entindex();
cmd->weaponsubtype = weapon->GetSubType();
// Always clear weapon selection
m_hSelectedWeapon = NULL;
}
// Set button and flag bits
#ifdef SIXENSE
if( g_pSixenseInput->IsEnabled() )
{
// Some buttons were set in SixenseUpdateKeys, so or in any real keypresses
cmd->buttons |= GetButtonBits( 1 );
}
else
{
cmd->buttons = GetButtonBits( 1 );
}
#else
// Set button and flag bits
cmd->buttons = GetButtonBits( 1 );
#endif
// Using joystick?
#ifdef SIXENSE
if ( in_joystick.GetInt() || g_pSixenseInput->IsEnabled() )
#else
if ( in_joystick.GetInt() )
#endif
{
if ( cmd->forwardmove > 0 )
{
cmd->buttons |= IN_FORWARD;
}
else if ( cmd->forwardmove < 0 )
//.........这里部分代码省略.........
示例3: ExtraMouseSample
void CInput::ExtraMouseSample( float frametime, bool active )
{
CUserCmd dummy;
CUserCmd *cmd = &dummy;
cmd->Reset();
QAngle viewangles;
engine->GetViewAngles( viewangles );
QAngle originalViewangles = viewangles;
if ( active )
{
// Determine view angles
AdjustAngles ( frametime );
// Determine sideways movement
ComputeSideMove( cmd );
// Determine vertical movement
ComputeUpwardMove( cmd );
// Determine forward movement
ComputeForwardMove( cmd );
// Scale based on holding speed key or having too fast of a velocity based on client maximum
// speed.
ScaleMovements( cmd );
// Allow mice and other controllers to add their inputs
ControllerMove( frametime, cmd );
#ifdef SIXENSE
g_pSixenseInput->SixenseFrame( frametime, cmd );
if( g_pSixenseInput->IsEnabled() )
{
g_pSixenseInput->SetView( frametime, cmd );
}
#endif
}
// Retreive view angles from engine ( could have been set in IN_AdjustAngles above )
engine->GetViewAngles( viewangles );
// Set button and flag bits, don't blow away state
#ifdef SIXENSE
if( g_pSixenseInput->IsEnabled() )
{
// Some buttons were set in SixenseUpdateKeys, so or in any real keypresses
cmd->buttons |= GetButtonBits( 0 );
}
else
{
cmd->buttons = GetButtonBits( 0 );
}
#else
cmd->buttons = GetButtonBits( 0 );
#endif
// Use new view angles if alive, otherwise user last angles we stored off.
if ( g_iAlive )
{
VectorCopy( viewangles, cmd->viewangles );
VectorCopy( viewangles, m_angPreviousViewAngles );
}
else
{
VectorCopy( m_angPreviousViewAngles, cmd->viewangles );
}
// Let the move manager override anything it wants to.
if ( g_pClientMode->CreateMove( frametime, cmd ) )
{
// Get current view angles after the client mode tweaks with it
engine->SetViewAngles( cmd->viewangles );
prediction->SetLocalViewAngles( cmd->viewangles );
}
// Let the headtracker override the view at the very end of the process so
// that vehicles and other stuff in g_pClientMode->CreateMove can override
// first
if ( active && UseVR() )
{
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if( pPlayer && !pPlayer->GetVehicle() )
{
QAngle curViewangles, newViewangles;
Vector curMotion, newMotion;
engine->GetViewAngles( curViewangles );
curMotion.Init (
cmd->forwardmove,
cmd->sidemove,
cmd->upmove );
g_ClientVirtualReality.OverridePlayerMotion ( frametime, originalViewangles, curViewangles, curMotion, &newViewangles, &newMotion );
engine->SetViewAngles( newViewangles );
cmd->forwardmove = newMotion[0];
cmd->sidemove = newMotion[1];
cmd->upmove = newMotion[2];
//.........这里部分代码省略.........
示例4: CreateMove
void CInput::CreateMove ( int sequence_number, float input_sample_frametime, bool active )
{
CUserCmd *cmd = &m_pCommands[ sequence_number % MULTIPLAYER_BACKUP ];
CVerifiedUserCmd *pVerified = &m_pVerifiedCommands[ sequence_number % MULTIPLAYER_BACKUP ];
cmd->Reset();
cmd->command_number = sequence_number;
cmd->tick_count = gpGlobals->tickcount;
QAngle viewangles;
if ( active || sv_noclipduringpause.GetInt() )
{
// Determine view angles
AdjustAngles ( input_sample_frametime );
// Determine sideways movement
ComputeSideMove( cmd );
// Determine vertical movement
ComputeUpwardMove( cmd );
// Determine forward movement
ComputeForwardMove( cmd );
// Scale based on holding speed key or having too fast of a velocity based on client maximum
// speed.
ScaleMovements( cmd );
// Allow mice and other controllers to add their inputs
ControllerMove( input_sample_frametime, cmd );
}
else
{
// need to run and reset mouse input so that there is no view pop when unpausing
if ( !m_fCameraInterceptingMouse && m_fMouseActive )
{
float mx, my;
GetAccumulatedMouseDeltasAndResetAccumulators( &mx, &my );
ResetMouse();
}
}
// Retreive view angles from engine ( could have been set in IN_AdjustAngles above )
engine->GetViewAngles( viewangles );
// Latch and clear impulse
cmd->impulse = in_impulse;
in_impulse = 0;
// Latch and clear weapon selection
if ( m_hSelectedWeapon != NULL )
{
C_BaseCombatWeapon *weapon = m_hSelectedWeapon;
cmd->weaponselect = weapon->entindex();
cmd->weaponsubtype = weapon->GetSubType();
// Always clear weapon selection
m_hSelectedWeapon = NULL;
}
// Set button and flag bits
cmd->buttons = GetButtonBits( 1 );
// Using joystick?
if ( in_joystick.GetInt() )
{
if ( cmd->forwardmove > 0 )
{
cmd->buttons |= IN_FORWARD;
}
else if ( cmd->forwardmove < 0 )
{
cmd->buttons |= IN_BACK;
}
}
// Use new view angles if alive, otherwise user last angles we stored off.
if ( g_iAlive )
{
VectorCopy( viewangles, cmd->viewangles );
VectorCopy( viewangles, m_angPreviousViewAngles );
}
else
{
VectorCopy( m_angPreviousViewAngles, cmd->viewangles );
}
// Let the move manager override anything it wants to.
if ( g_pClientMode->CreateMove( input_sample_frametime, cmd ) )
{
// Get current view angles after the client mode tweaks with it
engine->SetViewAngles( cmd->viewangles );
}
m_flLastForwardMove = cmd->forwardmove;
cmd->random_seed = MD5_PseudoRandom( sequence_number ) & 0x7fffffff;
//.........这里部分代码省略.........