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C++ CVehicle::GetPosition方法代码示例

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


在下文中一共展示了CVehicle::GetPosition方法的5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: GetPosition

int CVehicleNatives::GetPosition(SQVM * pVM)
{
	CVehicle * pVehicle = sq_tovehicle(pVM, 2);

	if(pVehicle)
	{
		CVector3 vecPos;
		pVehicle->GetPosition(vecPos);
		sq_pushvector3(pVM, &vecPos);
	}
	else
		sq_pushnull(pVM);

	return 1;
}
开发者ID:killserver,项目名称:GTA-IV,代码行数:15,代码来源:CVehicleNatives.cpp

示例2: GetCoordinates

// getVehicleCoordinates(vehicleid)
CVector3 CVehicleModuleNatives::GetCoordinates(EntityId vehicleid)
{
    if(g_pVehicleManager->DoesExist(vehicleid))
    {
        CVehicle * pVehicle = g_pVehicleManager->GetAt(vehicleid);

        if(pVehicle)
        {
            CVector3 vecPosition;
            pVehicle->GetPosition(vecPosition);
            return vecPosition;
        }
    }

    return CVector3();
}
开发者ID:mat27,项目名称:ivmultiplayer,代码行数:17,代码来源:VehicleModuleNatives.cpp

示例3: Write

bool CVehiclePuresyncPacket::Write ( NetBitStreamInterface& BitStream ) const
{
    // Got a player to send?
    if ( m_pSourceElement )
    {
        CPlayer * pSourcePlayer = static_cast < CPlayer * > ( m_pSourceElement );

        // Player is in a vehicle and is the driver?
        CVehicle* pVehicle = pSourcePlayer->GetOccupiedVehicle ();
        if ( pVehicle )
        {
            // Player ID
            ElementID PlayerID = pSourcePlayer->GetID ();
            BitStream.Write ( PlayerID );

            // Write the time context of that player
            BitStream.Write ( pSourcePlayer->GetSyncTimeContext () );

            // Write his ping divided with 2 plus a small number so the client can find out when this packet was sent
            unsigned short usLatency = pSourcePlayer->GetPing ();
            BitStream.WriteCompressed ( usLatency );

            // Write the keysync data
            CControllerState ControllerState = pSourcePlayer->GetPad ()->GetCurrentControllerState ();
            WriteFullKeysync ( ControllerState, BitStream );

            // Write the vehicle matrix only if he's the driver
            CVector vecTemp;
            unsigned int uiSeat = pSourcePlayer->GetOccupiedVehicleSeat ();
            if ( uiSeat == 0 )
            {
                // Vehicle position
                SPositionSync position ( false );
                position.data.vecPosition = pVehicle->GetPosition ();
                BitStream.Write ( &position );

                // Vehicle rotation
                SRotationDegreesSync rotation;
                pVehicle->GetRotationDegrees ( rotation.data.vecRotation );
                BitStream.Write ( &rotation );

                // Move speed vector
                SVelocitySync velocity;
                velocity.data.vecVelocity = pVehicle->GetVelocity ();
                BitStream.Write ( &velocity );

                // Turn speed vector
                SVelocitySync turnSpeed;
                turnSpeed.data.vecVelocity = pVehicle->GetTurnSpeed ();
                BitStream.Write ( &turnSpeed );

                // Health
                SVehicleHealthSync health;
                health.data.fValue = pVehicle->GetHealth ();
                BitStream.Write ( &health );
            }

            // Player health and armor
            SPlayerHealthSync health;
            health.data.fValue = pSourcePlayer->GetHealth ();
            BitStream.Write ( &health );

            SPlayerArmorSync armor;
            armor.data.fValue = pSourcePlayer->GetArmor ();
            BitStream.Write ( &armor );

            // Weapon
            unsigned char ucWeaponType = pSourcePlayer->GetWeaponType ();

            // Flags
            SVehiclePuresyncFlags flags;
            flags.data.bIsWearingGoggles     = pSourcePlayer->IsWearingGoggles ();
            flags.data.bIsDoingGangDriveby   = pSourcePlayer->IsDoingGangDriveby ();
            flags.data.bIsSirenOrAlarmActive = pVehicle->IsSirenActive ();
            flags.data.bIsSmokeTrailEnabled  = pVehicle->IsSmokeTrailEnabled ();
            flags.data.bIsLandingGearDown    = pVehicle->IsLandingGearDown ();
            flags.data.bIsOnGround           = pVehicle->IsOnGround ();
            flags.data.bIsInWater            = pVehicle->IsInWater ();
            flags.data.bIsDerailed           = pVehicle->IsDerailed ();
            flags.data.bIsAircraft           = ( pVehicle->GetVehicleType () == VEHICLE_PLANE ||
                                                 pVehicle->GetVehicleType () == VEHICLE_HELI );
            flags.data.bHasAWeapon           = ( ucWeaponType != 0 );
            flags.data.bIsHeliSearchLightVisible = pVehicle->IsHeliSearchLightVisible ();
            BitStream.Write ( &flags );

            // Write the weapon stuff
            if ( flags.data.bHasAWeapon )
            {
                // Write the weapon slot
                SWeaponSlotSync slot;
                slot.data.uiSlot = pSourcePlayer->GetWeaponSlot ();
                BitStream.Write ( &slot );

                if ( flags.data.bIsDoingGangDriveby && CWeaponNames::DoesSlotHaveAmmo ( slot.data.uiSlot ) )
                {
                    // Write the ammo states
                    SWeaponAmmoSync ammo ( ucWeaponType, false, true );
                    ammo.data.usAmmoInClip = pSourcePlayer->GetWeaponAmmoInClip ();
                    BitStream.Write ( &ammo );

//.........这里部分代码省略.........
开发者ID:50p,项目名称:multitheftauto,代码行数:101,代码来源:CVehiclePuresyncPacket.cpp

示例4: Write


//.........这里部分代码省略.........
                    unsigned char ucNameLength = static_cast < unsigned char > ( strlen ( szName ) );
                    BitStream.Write ( ucNameLength );
                    BitStream.Write ( szName, ucNameLength );
                    pArgument->WriteToBitStream ( BitStream );
                }
            }

            // Grab its name
            char szEmpty [1];
            szEmpty [0] = 0;
            const char* szName = pElement->GetName ().c_str ();
            if ( !szName )
                szName = szEmpty;

            // Write the name. It can be empty.
            unsigned short usNameLength = static_cast < unsigned short > ( strlen ( szName ) );
            BitStream.WriteCompressed ( usNameLength );
            if ( usNameLength > 0 )
            {
                BitStream.Write ( const_cast < char * > ( szName ), usNameLength );    
            }

            // Write the sync time context
            BitStream.Write ( pElement->GetSyncTimeContext () );

            // Write the rest depending on the type
            switch ( ucEntityTypeID )
            {
                case CElement::OBJECT:
                {
                    CObject* pObject = static_cast < CObject* > ( pElement );

                    // Position
                    position.data.vecPosition = pObject->GetPosition ();
                    BitStream.Write ( &position );

                    // Rotation
                    SRotationRadiansSync rotationRadians ( false );
                    pObject->GetRotation ( rotationRadians.data.vecRotation );
                    BitStream.Write ( &rotationRadians );

                    // Object id
                    BitStream.WriteCompressed ( pObject->GetModel () );

                    // Alpha
                    SEntityAlphaSync alpha;
                    alpha.data.ucAlpha = pObject->GetAlpha ();
                    BitStream.Write ( &alpha );

                    // Double sided
                    bool bIsDoubleSided = pObject->IsDoubleSided ();
                    BitStream.WriteBit ( bIsDoubleSided );

                    // Moving
                    const CPositionRotationAnimation* pMoveAnimation = pObject->GetMoveAnimation ();
                    if ( pMoveAnimation )
                    {
                         BitStream.WriteBit ( true );
                         pMoveAnimation->ToBitStream ( BitStream, true );
                    }
                    else
                    {
                        BitStream.WriteBit ( false );
                    }

                    // Scale
开发者ID:qaisjp,项目名称:green-candy,代码行数:67,代码来源:CEntityAddPacket.cpp

示例5: DoVehicleRespawning

void CMapManager::DoVehicleRespawning ( void )
{
    CVehicleSpawnPacket VehicleSpawnPacket;

    // Loop through all vehicles with respawn enabled
    list < CVehicle* >& respawnEnabledList = m_pVehicleManager->GetRespawnEnabledVehicles ( );

    list < CVehicle* > ::const_iterator iter = respawnEnabledList.begin ( );
    for ( ; iter != respawnEnabledList.end ( ); ++iter )
    {
        CVehicle* pVehicle = *iter;

        // No need to respawn vehicles if they're being deleted anyway
        if ( pVehicle->IsBeingDeleted ( ) )
            continue;

        // Did we get deserted?
        bool bDeserted = ( !pVehicle->GetFirstOccupant ( ) );
        bool bRespawn = false;
        bool bExploded = false;

        if ( bDeserted )
        {
            // If moved, or idle timer not running, restart idle timer
            if ( !pVehicle->IsStationary ( ) || !pVehicle->IsIdleTimerRunning ( ) )
                pVehicle->RestartIdleTimer ( );
        }
        else
        {
            // Stop idle timer if car is occupied
            pVehicle->StopIdleTimer ( );
        }


        // Been blown long enough?
        if ( pVehicle->IsBlowTimerFinished ( ) )
        {
            bRespawn = true;
            bExploded = true;
        }

        // Been deserted long enough?
        else if ( bDeserted && pVehicle->IsIdleTimerFinished ( ) )
        {
            // Check is far enough away from respawn point (Ignore first 20 units on z)
            CVector vecDif = pVehicle->GetRespawnPosition ( ) - pVehicle->GetPosition ( );
            vecDif.fZ = Max ( 0.f, fabsf ( vecDif.fZ ) - 20.f );
            if ( vecDif.LengthSquared ( ) > 2 * 2 )
                bRespawn = true;
            pVehicle->StopIdleTimer ( );
        }

        // Need to respawn?
        if ( bRespawn )
        {
            // Respawn it and add it to the packet
            pVehicle->Respawn ( );
            VehicleSpawnPacket.Add ( pVehicle );

            // Call the respawn event
            CLuaArguments Arguments;
            Arguments.PushBoolean ( bExploded );
            pVehicle->CallEvent ( "onVehicleRespawn", Arguments );
        }
    }

    // Send it
    m_pPlayerManager->BroadcastOnlyJoined ( VehicleSpawnPacket );
}
开发者ID:AdiBoy,项目名称:mtasa-blue,代码行数:69,代码来源:CMapManager.cpp


注:本文中的CVehicle::GetPosition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。