本文整理汇总了C++中IActor::GetGrabbedEntityId方法的典型用法代码示例。如果您正苦于以下问题:C++ IActor::GetGrabbedEntityId方法的具体用法?C++ IActor::GetGrabbedEntityId怎么用?C++ IActor::GetGrabbedEntityId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IActor
的用法示例。
在下文中一共展示了IActor::GetGrabbedEntityId方法的1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: CullEntitiesInExplosion
//------------------------------------------------------------------------
void CGameRules::CullEntitiesInExplosion(const ExplosionInfo &explosionInfo)
{
if (!g_pGameCVars->g_ec_enable || explosionInfo.damage <= 0.1f)
return;
IPhysicalEntity **pents;
float radiusScale = g_pGameCVars->g_ec_radiusScale;
float minVolume = g_pGameCVars->g_ec_volume;
float minExtent = g_pGameCVars->g_ec_extent;
int removeThreshold = max(1, g_pGameCVars->g_ec_removeThreshold);
IActor *pClientActor = g_pGame->GetIGameFramework()->GetClientActor();
Vec3 radiusVec(radiusScale * explosionInfo.physRadius);
int i = gEnv->pPhysicalWorld->GetEntitiesInBox(explosionInfo.pos-radiusVec,explosionInfo.pos+radiusVec,pents, ent_rigid|ent_sleeping_rigid);
int removedCount = 0;
static IEntityClass* s_pInteractiveEntityClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass("InteractiveEntity");
static IEntityClass* s_pDeadBodyClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass("DeadBody");
if (i > removeThreshold)
{
int entitiesToRemove = i - removeThreshold;
for(--i;i>=0;i--)
{
if(removedCount>=entitiesToRemove)
break;
IEntity * pEntity = (IEntity*) pents[i]->GetForeignData(PHYS_FOREIGN_ID_ENTITY);
if (pEntity)
{
// don't remove if entity is held by the player
if (pClientActor && pEntity->GetId()==pClientActor->GetGrabbedEntityId())
continue;
// don't remove items/pickups
if (IItem* pItem = g_pGame->GetIGameFramework()->GetIItemSystem()->GetItem(pEntity->GetId()))
{
continue;
}
// don't remove enemies/ragdolls
if (IActor* pActor = g_pGame->GetIGameFramework()->GetIActorSystem()->GetActor(pEntity->GetId()))
{
continue;
}
// if there is a flowgraph attached, never remove!
if (pEntity->GetProxy(ENTITY_PROXY_FLOWGRAPH) != 0)
continue;
IEntityClass* pClass = pEntity->GetClass();
if (pClass == s_pInteractiveEntityClass || pClass == s_pDeadBodyClass)
continue;
// get bounding box
if (IEntityPhysicalProxy* pPhysProxy = (IEntityPhysicalProxy*)pEntity->GetProxy(ENTITY_PROXY_PHYSICS))
{
AABB aabb;
pPhysProxy->GetWorldBounds(aabb);
// don't remove objects which are larger than a predefined minimum volume
if (aabb.GetVolume() > minVolume)
continue;
// don't remove objects which are larger than a predefined minimum volume
Vec3 size(aabb.GetSize().abs());
if (size.x > minExtent || size.y > minExtent || size.z > minExtent)
continue;
}
// marcok: somehow editor doesn't handle deleting non-dynamic entities very well
// but craig says, hiding is not synchronized for DX11 breakable MP, so we remove entities only when playing pure game
// alexl: in SinglePlayer, we also currently only hide the object because it could be part of flowgraph logic
// which would break if Entity was removed and could not propagate events anymore
if (gEnv->bMultiplayer == false || gEnv->IsEditor())
{
pEntity->Hide(true);
}
else
{
gEnv->pEntitySystem->RemoveEntity(pEntity->GetId());
}
removedCount++;
}
}
}
}