本文整理汇总了C++中C_TFPlayer::EyeAngles方法的典型用法代码示例。如果您正苦于以下问题:C++ C_TFPlayer::EyeAngles方法的具体用法?C++ C_TFPlayer::EyeAngles怎么用?C++ C_TFPlayer::EyeAngles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_TFPlayer
的用法示例。
在下文中一共展示了C_TFPlayer::EyeAngles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: DrawModel
//-----------------------------------------------------------------------------
// Purpose:
// TFTODO: Make the sniper dot get brighter the more damage it will do.
//-----------------------------------------------------------------------------
int CSniperDot::DrawModel( int flags )
{
// Get the owning player.
C_TFPlayer *pPlayer = ToTFPlayer( GetOwnerEntity() );
if ( !pPlayer )
return -1;
// Get the sprite rendering position.
Vector vecEndPos;
float flSize = 6.0;
if ( !pPlayer->IsDormant() )
{
Vector vecAttachment, vecDir;
QAngle angles;
float flDist = MAX_TRACE_LENGTH;
// Always draw the dot in front of our faces when in first-person.
if ( pPlayer->IsLocalPlayer() )
{
// Take our view position and orientation
vecAttachment = CurrentViewOrigin();
vecDir = CurrentViewForward();
// Clamp the forward distance for the sniper's firstperson
flDist = 384;
flSize = 2.0;
}
else
{
// Take the owning player eye position and direction.
vecAttachment = pPlayer->EyePosition();
QAngle angles = pPlayer->EyeAngles();
AngleVectors( angles, &vecDir );
}
trace_t tr;
UTIL_TraceLine( vecAttachment, vecAttachment + ( vecDir * flDist ), MASK_SHOT, pPlayer, COLLISION_GROUP_NONE, &tr );
// Backup off the hit plane, towards the source
vecEndPos = tr.endpos + vecDir * -4;
}
else
{
// Just use our position if we can't predict it otherwise.
vecEndPos = GetAbsOrigin();
}
// Draw our laser dot in space.
CMatRenderContextPtr pRenderContext( materials );
pRenderContext->Bind( m_hSpriteMaterial, this );
float flLifeTime = gpGlobals->curtime - m_flChargeStartTime;
float flStrength = RemapValClamped( flLifeTime, 0.0, TF_WEAPON_SNIPERRIFLE_DAMAGE_MAX / TF_WEAPON_SNIPERRIFLE_CHARGE_PER_SEC, 0.1, 1.0 );
color32 innercolor = { 255, 255, 255, 255 };
color32 outercolor = { 255, 255, 255, 128 };
DrawSprite( vecEndPos, flSize, flSize, outercolor );
DrawSprite( vecEndPos, flSize * flStrength, flSize * flStrength, innercolor );
// Successful.
return 1;
}
示例2: DrawModel
//-----------------------------------------------------------------------------
// Purpose:
// TFTODO: Make the sniper dot get brighter the more damage it will do.
//-----------------------------------------------------------------------------
int CSniperDot::DrawModel( int flags )
{
// Get the owning player.
C_TFPlayer *pPlayer = ToTFPlayer( GetOwnerEntity() );
if ( !pPlayer )
return -1;
// Get the sprite rendering position.
Vector vecEndPos;
float flSize = 6.0;
if ( !pPlayer->IsDormant() )
{
Vector vecAttachment, vecDir;
QAngle angles;
float flDist = MAX_TRACE_LENGTH;
// Always draw the dot in front of our faces when in first-person.
if ( pPlayer->IsLocalPlayer() )
{
// Take our view position and orientation
vecAttachment = CurrentViewOrigin();
vecDir = CurrentViewForward();
// Clamp the forward distance for the sniper's firstperson
flDist = 384;
flSize = 2.0;
}
else
{
// Take the owning player eye position and direction.
vecAttachment = pPlayer->EyePosition();
QAngle angles = pPlayer->EyeAngles();
AngleVectors( angles, &vecDir );
}
trace_t tr;
UTIL_TraceLine( vecAttachment, vecAttachment + ( vecDir * flDist ), MASK_SHOT, pPlayer, COLLISION_GROUP_NONE, &tr );
// Backup off the hit plane, towards the source
vecEndPos = tr.endpos + vecDir * -4;
}
else
{
// Just use our position if we can't predict it otherwise.
vecEndPos = GetAbsOrigin();
}
// Draw our laser dot in space.
CMatRenderContextPtr pRenderContext( materials );
pRenderContext->Bind( m_hSpriteMaterial, this );
float flLifeTime = gpGlobals->curtime - m_flChargeStartTime;
float flStrength = RemapValClamped( flLifeTime, 0.0, TF_WEAPON_SNIPERRIFLE_DAMAGE_MAX / TF_WEAPON_SNIPERRIFLE_CHARGE_PER_SEC, 0.1, 1.0 );
color32 innercolor = { 255, 255, 255, 255 };
color32 outercolor = { 255, 255, 255, 128 };
// PistonMiner: DM sniper point coloring
if (TFGameRules()->IsDeathmatch())
{
// Get the color of the mercenary we are drawing the dot of.
C_TF_PlayerResource *tf_PR = dynamic_cast<C_TF_PlayerResource *>(g_PR);
Color ownercolor = tf_PR->GetPlayerColor(pPlayer->index);
// Convert to HSV so we can edit the color better.
Vector hsv, rgb;
RGBtoHSV(Vector(ownercolor.r() / 255.f, ownercolor.g() / 255.f, ownercolor.b() / 255.f), hsv);
// Set the Value to max for constant brightness.
hsv.z = 1.0;
// Convert back to RGB
HSVtoRGB(hsv, rgb);
// Apply the color to our sprite.
m_hSpriteMaterial->ColorModulate( rgb.x, rgb.y, rgb.z );
}
DrawSprite( vecEndPos, flSize, flSize, outercolor );
DrawSprite( vecEndPos, flSize * flStrength, flSize * flStrength, innercolor );
// Successful.
return 1;
}