本文整理汇总了C++中C_BaseAnimating::ImpactTrace方法的典型用法代码示例。如果您正苦于以下问题:C++ C_BaseAnimating::ImpactTrace方法的具体用法?C++ C_BaseAnimating::ImpactTrace怎么用?C++ C_BaseAnimating::ImpactTrace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C_BaseAnimating
的用法示例。
在下文中一共展示了C_BaseAnimating::ImpactTrace方法的3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: VectorNormalize
CRagdollExplosionEnumerator::~CRagdollExplosionEnumerator()
{
for (int i = 0; i < m_Entities.Count(); i++ )
{
C_BaseEntity *pEnt = m_Entities[i];
C_BaseAnimating *pModel = static_cast< C_BaseAnimating * >( pEnt );
Vector position = pEnt->CollisionProp()->GetCollisionOrigin();
Vector dir = position - m_vecOrigin;
float dist = VectorNormalize( dir );
float force = m_flMagnitude - ( ( m_flMagnitude / m_flRadius ) * dist );
if ( force <= 1.0f )
continue;
trace_t tr;
UTIL_TraceLine( m_vecOrigin, position, MASK_SHOT_HULL, NULL, COLLISION_GROUP_NONE, &tr );
// debugoverlay->AddLineOverlay( m_vecOrigin, position, 0,255,0, true, 18.0 );
if ( tr.fraction < 1.0f && tr.m_pEnt != pModel )
continue;
dir *= force; // scale force
// tricky, adjust tr.start so end-start->= force
tr.startpos = tr.endpos - dir;
// move expolsion center a bit down, so things fly higher
tr.startpos.z -= 32.0f;
pModel->ImpactTrace( &tr, DMG_BLAST, NULL );
}
}
示例2: EnumElement
IterationRetval_t CRagdollEnumerator::EnumElement( IHandleEntity *pHandleEntity )
{
C_BaseEntity *pEnt = ClientEntityList().GetBaseEntityFromHandle( pHandleEntity->GetRefEHandle() );
if ( pEnt == NULL )
return ITERATION_CONTINUE;
C_BaseAnimating *pModel = static_cast< C_BaseAnimating * >( pEnt );
// If the ragdoll was created on this tick, then the forces were already applied on the server
if ( pModel == NULL || WasRagdollCreatedOnCurrentTick( pEnt ) )
return ITERATION_CONTINUE;
IPhysicsObject *pPhysicsObject = pModel->VPhysicsGetObject();
if ( pPhysicsObject == NULL )
return ITERATION_CONTINUE;
trace_t tr;
enginetrace->ClipRayToEntity( m_rayShot, MASK_SHOT, pModel, &tr );
if ( tr.fraction < 1.0 )
{
pModel->ImpactTrace( &tr, m_iDamageType, NULL );
m_bHit = true;
//FIXME: Yes? No?
return ITERATION_STOP;
}
return ITERATION_CONTINUE;
}
示例3: ImpactTrace
void C_ClientPartialRagdoll::ImpactTrace( trace_t *pTrace, int iDamageType, const char *pCustomImpactName )
{
BaseClass::ImpactTrace( pTrace, iDamageType, pCustomImpactName );
// client entities have the network index -1 so lots of effects don't work easily
if ( BloodColor() != DONT_BLEED )
{
const char *pszDecalName = NULL;
switch ( BloodColor() )
{
case BLOOD_COLOR_RED:
pszDecalName = "Blood";
break;
}
int index = decalsystem->GetDecalIndexForName( pszDecalName );
Vector vecDir = pTrace->endpos - pTrace->startpos;
if ( vecDir.LengthSqr() > FLT_EPSILON )
{
vecDir.NormalizeInPlace();
}
if ( index >= 0 )
{
SetShrinkingEnabled( false );
InvalidateBoneCache();
SetupBones( NULL, -1, BONE_USED_BY_ANYTHING, gpGlobals->curtime );
// add decal to model
AddDecal( pTrace->startpos, pTrace->endpos, pTrace->endpos, pTrace->hitbox,
index, false, *pTrace );
SetShrinkingEnabled( true );
InvalidateBoneCache();
}
// add decal to world
trace_t tr;
UTIL_TraceLine( pTrace->endpos, pTrace->endpos + vecDir * 35.0f, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
UTIL_BloodDecalTrace( &tr, BloodColor() );
if ( ShouldCreateBloodParticles() )
{
UTIL_BloodImpact( pTrace->endpos, -vecDir, BloodColor(), 5 );
}
}
if ( m_bReleaseRagdoll || m_bFadingOut )
return;
const float flGibbingChance = ( ( iDamageType & DMG_BLAST ) != 0 ) ?
gstring_gibbing_explosion_chance.GetFloat() : gstring_gibbing_chance.GetFloat();
const bool bSniperImpact = ( iDamageType & DMG_SNIPER ) != 0;
if ( !bSniperImpact && RandomFloat() > flGibbingChance / 100.0f )
return;
CStudioHdr *pHdr = GetModelPtr();
if ( pHdr == NULL )
return;
int iStudioBone = ConvertPhysBoneToStudioBone( this, pTrace->physicsbone );
const bool bExplosionImpact = ( iDamageType & DMG_BLAST ) != 0;
// if the hit bone is a valid studio bone and we know that this bone
// is drawn as a normal bone (not shrunken)
if ( iStudioBone >= 0
&& m_normalBones.IsBitSet( iStudioBone )
|| bExplosionImpact )
{
CUtlVector< ragdollparams_partial_t > gibModels;
// we've been analysed already so use the known hit group
// and try recusive splitting
GibbingParamsRecursive_t params;
params.pHdr = pHdr;
params.pszHitBone = ( iStudioBone >= 0 && !bExplosionImpact ) ? pHdr->pBone( iStudioBone )->pszName() : NULL;
params.pszParentName = STRING( m_strRecursiveParent );
params.pszRootBone = ( m_iBranchRootBone >= 0 && m_iBranchRootBone < pHdr->numbones() )
? pHdr->pBone( m_iBranchRootBone )->pszName() : NULL;
params.pJointBones = &m_jointBones;
const char *pszParentSplitBone;
// find a suitable joint to cut
if ( C_GibConfig::GetInstance()->GetGibsForGroup( params, gibModels, &pszParentSplitBone )
|| bExplosionImpact && C_GibConfig::GetInstance()->GetRandomGibsForGroup( params, gibModels, &pszParentSplitBone ) )
{
int iSplitboneIndex = Studio_BoneIndexByName( pHdr, pszParentSplitBone );
// don't do cutting if we cut this joint in the past
// or if this joint is our current branch root
if ( iSplitboneIndex < 0
|| m_jointBones.IsBitSet( iSplitboneIndex )
|| m_iBranchRootBone == iSplitboneIndex )
return;
matrix3x4_t boneDelta0[MAXSTUDIOBONES];
//.........这里部分代码省略.........