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C++ IActor::GetViewRotation方法代码示例

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


在下文中一共展示了IActor::GetViewRotation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: OnInitiate

//------------------------------------------------------------------------
bool CGameRules::OnInitiate(SHostMigrationInfo& hostMigrationInfo, uint32& state)
{
	if (!g_pGame->GetIGameFramework()->ShouldMigrateNub(hostMigrationInfo.m_session))
	{
		return true;
	}

	CryLog("[Host Migration]: CGameRules::OnInitiate() Saving character for host migration started");

	m_hostMigrationClientHasRejoined = false;

	IEntityScriptProxy* pScriptProxy = static_cast<IEntityScriptProxy*>(GetEntity()->GetProxy(ENTITY_PROXY_SCRIPT));
	if (pScriptProxy)
	{
		if (string(pScriptProxy->GetState())  == "InGame")
		{
			m_hostMigrationTimeSinceGameStarted = (m_cachedServerTime - m_gameStartedTime);
		}
	}

	HostMigrationStopAddingPlayers();

	if (gEnv->IsClient())
	{
		if (!m_pHostMigrationParams)
		{
			m_pHostMigrationParams = new SHostMigrationClientRequestParams();
			m_pHostMigrationClientParams = new SHostMigrationClientControlledParams();
		}

		IActor *pPlayer = g_pGame->GetIGameFramework()->GetClientActor();
		if (pPlayer)
		{
			m_pHostMigrationClientParams->m_viewQuat = pPlayer->GetViewRotation();
			m_pHostMigrationClientParams->m_position = pPlayer->GetEntity()->GetPos();

			pe_status_living livStat;
			IPhysicalEntity *pPhysicalEntity = pPlayer->GetEntity()->GetPhysics();
			if (pPhysicalEntity != NULL && (pPhysicalEntity->GetType() == PE_LIVING) && (pPhysicalEntity->GetStatus(&livStat) > 0))
			{
				m_pHostMigrationClientParams->m_velocity = livStat.velUnconstrained;
				m_pHostMigrationClientParams->m_hasValidVelocity = true;
				CryLog("    velocity={%f,%f,%f}", m_pHostMigrationClientParams->m_velocity.x, m_pHostMigrationClientParams->m_velocity.y, m_pHostMigrationClientParams->m_velocity.z);
			}

			IInventory *pInventory = pPlayer->GetInventory();

			m_pHostMigrationClientParams->m_numExpectedItems = 0;

			int numAmmoTypes = 0;
			m_pHostMigrationClientParams->m_pAmmoParams = new SHostMigrationClientControlledParams::SAmmoParams[numAmmoTypes];
			m_pHostMigrationClientParams->m_numAmmoParams = numAmmoTypes;

			/*CryLog("  player has %i different ammo types", numAmmoTypes);
			for (int i = 0; i < numAmmoTypes; ++ i)
			{
				IEntityClass *pAmmoType = pInventory->GetAmmoType(i);
				int ammoCount = pInventory->GetAmmoCount(pAmmoType);

				m_pHostMigrationClientParams->m_pAmmoParams[i].m_pAmmoClass = pAmmoType;
				m_pHostMigrationClientParams->m_pAmmoParams[i].m_count = ammoCount;

				CryLog("    %s : %i", pAmmoType->GetName(), ammoCount);
			}*

			EntityId holseredItemId = pInventory->GetHolsteredItem();
			if (holseredItemId)
			{
				IEntity *pHolsteredEntity = gEnv->pEntitySystem->GetEntity(holseredItemId);
				if (pHolsteredEntity)
				{
					m_pHostMigrationClientParams->m_pHolsteredItemClass = pHolsteredEntity->GetClass();
				}
			}*/

			IMovementController *pMovementController = pPlayer->GetMovementController();
			if(pMovementController)
			{
				SMovementState movementState;
				pMovementController->GetMovementState(movementState);

				m_pHostMigrationClientParams->m_aimDirection = movementState.aimDirection;
			}

			/*CItem *pItem = static_cast<CItem*>(pPlayer->GetCurrentItem());
			if (pItem)
			{
				m_pHostMigrationClientParams->m_pSelectedItemClass = pItem->GetEntity()->GetClass();
				CryLog("  currently using item '%s", pItem->GetEntity()->GetName());
			}*/
		}
		else
		{
			CRY_ASSERT_MESSAGE(false, "Failed to find client actor when initiating a host migration");
			gEnv->pNetwork->TerminateHostMigration(hostMigrationInfo.m_session);
			return false;
		}
	}

//.........这里部分代码省略.........
开发者ID:MrHankey,项目名称:Tanks,代码行数:101,代码来源:GameRulesHostMigration.cpp


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