当前位置: 首页>>代码示例>>C++>>正文


C++ C_BaseCombatWeapon::GetOwner方法代码示例

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


在下文中一共展示了C_BaseCombatWeapon::GetOwner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: GetTracerOrigin

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
Vector GetTracerOrigin( const CEffectData &data )
{
	Vector vecStart = data.m_vStart;
	QAngle vecAngles;

	int iAttachment = data.m_nAttachmentIndex;;

	// Attachment?
	if ( data.m_fFlags & TRACER_FLAG_USEATTACHMENT )
	{
		C_BaseViewModel *pViewModel = NULL;

		// If the entity specified is a weapon being carried by this player, use the viewmodel instead
		IClientRenderable *pRenderable = data.GetRenderable();
		if ( !pRenderable )
			return vecStart;

		C_BaseEntity *pEnt = data.GetEntity();



		FOR_EACH_VALID_SPLITSCREEN_PLAYER( hh )
		{
			ACTIVE_SPLITSCREEN_PLAYER_GUARD( hh );		

			C_BaseCombatWeapon *pWpn = ToBaseCombatWeapon( pEnt );
			if ( pWpn && pWpn->IsCarriedByLocalPlayer() )
			{
				C_BasePlayer *player = ToBasePlayer( pWpn->GetOwner() );
				if( !player && pWpn->GetOwner() && pWpn->GetOwner()->IsUnit() )
				{
					player = pWpn->GetOwner()->MyUnitPointer()->GetCommander();
				}
				pViewModel = player ? player->GetViewModel( 0 ) : NULL;
				if ( pViewModel )
				{
					// Get the viewmodel and use it instead
					pRenderable = pViewModel;
					break;
				}
			}
		}

		// Get the attachment origin
		if ( !pRenderable->GetAttachment( iAttachment, vecStart, vecAngles ) )
		{
			DevMsg( "GetTracerOrigin: Couldn't find attachment %d on model %s\n", iAttachment, 
				modelinfo->GetModelName( pRenderable->GetModel() ) );
		}
	}
开发者ID:detoxhby,项目名称:lambdawars,代码行数:53,代码来源:fx_tracer.cpp

示例2: OnDataChanged

void CBeam::OnDataChanged( DataUpdateType_t updateType )
{
	MarkMessageReceived();

	// Make sure that the correct model is referenced for this entity
	SetModelPointer( modelinfo->GetModel( GetModelIndex() ) );

	// Convert weapon world models to viewmodels if they're weapons being carried by the local player
	for (int i=0;i<MAX_BEAM_ENTS;i++)
	{
		C_BaseEntity *pEnt = m_hAttachEntity[i].Get();
		if ( pEnt )
		{
			C_BaseCombatWeapon *pWpn = dynamic_cast<C_BaseCombatWeapon *>(pEnt);
			if ( pWpn && pWpn->IsCarriedByLocalPlayer() )
			{
				C_BasePlayer *player = ToBasePlayer( pWpn->GetOwner() );

				C_BaseViewModel *pViewModel = player ? player->GetViewModel( 0 ) : NULL;
				if ( pViewModel )
				{
					// Get the viewmodel and use it instead
					m_hAttachEntity.Set( i, pViewModel );
				}
			}
		}
	}

	// Compute the bounds here...
	Vector mins, maxs;
	ComputeBounds( mins, maxs );
	SetCollisionBounds( mins, maxs );
}
开发者ID:xxauroraxx,项目名称:Source.Python,代码行数:33,代码来源:beam_shared.cpp

示例3: GetTracerOrigin

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
Vector GetTracerOrigin( const CEffectData &data )
{
	Vector vecStart = data.m_vStart;
	QAngle vecAngles;

	int iAttachment = data.m_nAttachmentIndex;;

	// Attachment?
	if ( data.m_fFlags & TRACER_FLAG_USEATTACHMENT )
	{
		C_BaseViewModel *pViewModel = NULL;

		// If the entity specified is a weapon being carried by this player, use the viewmodel instead
		IClientRenderable *pRenderable = data.GetRenderable();
		if ( !pRenderable )
			return vecStart;

		C_BaseEntity *pEnt = data.GetEntity();

// This check should probably be for all multiplayer games, investigate later
#if defined( HL2MP ) || defined( TF_CLIENT_DLL ) || defined( TF_CLASSIC_CLIENT )
		if ( pEnt && pEnt->IsDormant() )
			return vecStart;
#endif

		C_BaseCombatWeapon *pWpn = dynamic_cast<C_BaseCombatWeapon *>( pEnt );
		if ( pWpn && pWpn->ShouldDrawUsingViewModel() )
		{
			C_BasePlayer *player = ToBasePlayer( pWpn->GetOwner() );

			// Use GetRenderedWeaponModel() instead?
			pViewModel = player ? player->GetViewModel( 0 ) : NULL;
			if ( pViewModel )
			{
				// Get the viewmodel and use it instead
				pRenderable = pViewModel;
			}
		}

		// Get the attachment origin
		if ( !pRenderable->GetAttachment( iAttachment, vecStart, vecAngles ) )
		{
			DevMsg( "GetTracerOrigin: Couldn't find attachment %d on model %s\n", iAttachment, 
				modelinfo->GetModelName( pRenderable->GetModel() ) );
		}
	}

	return vecStart;
}
开发者ID:staticfox,项目名称:TF2Classic,代码行数:52,代码来源:fx_tracer.cpp

示例4: GetTracerOrigin

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
Vector GetTracerOrigin( const CEffectData &data )
{
	Vector vecStart = data.m_vStart;
	QAngle vecAngles;

	int iEntIndex = data.m_nEntIndex;

	// Attachment?
	if ( data.m_fFlags & TRACER_FLAG_USEATTACHMENT )
	{
		int iAttachment = data.m_vStart[0];
		C_BaseViewModel *pViewModel = NULL;

		// If the entity specified is a weapon being carried by this player, use the viewmodel instead
		C_BaseEntity *pEnt = ClientEntityList().GetEnt( iEntIndex );
		if ( !pEnt )
			return vecStart;

		C_BaseCombatWeapon *pWpn = dynamic_cast<C_BaseCombatWeapon *>(pEnt);
		if ( pWpn && pWpn->IsCarriedByLocalPlayer() )
		{
			C_BasePlayer *player = ToBasePlayer( pWpn->GetOwner() );

			pViewModel = player ? player->GetViewModel( 0 ) : NULL;
			if ( pViewModel )
			{
				// Get the viewmodel and use it instead
				pEnt = pViewModel;
			}
		}

		// Get the attachment origin
		if ( !pEnt->GetAttachment( iAttachment, vecStart, vecAngles ) )
		{
			Msg( "GetTracerOrigin: Couldn't find attachment %d on model %s\n", iAttachment, pEnt->GetModelName() );
		}
	}

	return vecStart;
}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:43,代码来源:fx_tracer.cpp


注:本文中的C_BaseCombatWeapon::GetOwner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。