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C++ IActor::IsFriendlyEntity方法代码示例

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

bool CCannonBall::ShouldSpawnBackSideEffect(IEntity* pHitTarget)
{
	if(m_backSideEffectsDisabled)
		return false;

	if(m_ownerIsPlayer && pHitTarget)
	{
		IActor* pTarget = g_pGame->GetIGameFramework()->GetIActorSystem()->GetActor(pHitTarget->GetId());
		if(pTarget)
		{
			CGameRules* pGameRules = g_pGame->GetGameRules();
			if (pGameRules && pGameRules->GetFriendlyFireRatio() <= 0.f)
			{		
				//if friendly fire is off don't spawn blood effect on teammates
				return !pTarget->IsFriendlyEntity(m_ownerId);
			}
		}
	}

	return true;
}
开发者ID:PiratesAhoy,项目名称:HeartsOfOak-Core,代码行数:21,代码来源:CannonBall.cpp

示例2: StickToEntity

bool CStickyProjectile::StickToEntity( const SStickParams& stickParams, IEntity* pTargetEntity )
{
	IEntity* pProjectileEntity = stickParams.m_pProjectile->GetEntity();
	ICharacterInstance* pCharInstance = pTargetEntity->GetCharacter(0);
	if( pCharInstance)	
	{
		IActor* pActor = g_pGame->GetIGameFramework()->GetIActorSystem()->GetActor(pTargetEntity->GetId());
		if (!pActor || (stickParams.m_bStickToFriendlies || !pActor->IsFriendlyEntity(stickParams.m_ownerId)) && (gEnv->bMultiplayer || !pActor->IsDead()))
		{
			m_stuckJoint = GetJointIdFromPartId(*pTargetEntity, stickParams.m_targetPartId);
			m_stuckNormal = stickParams.m_stickNormal;
			m_stuckPartId = stickParams.m_targetPartId;

			ICharacterModelSkeleton* pICharacterModelSkeleton = pCharInstance->GetICharacterModel()->GetICharacterModelSkeleton();
			ISkeletonPose* pSkeleton = pCharInstance->GetISkeletonPose();
			const char* boneName = pICharacterModelSkeleton->GetJointNameByID(m_stuckJoint);
			const QuatT jointWorld = QuatT(pTargetEntity->GetWorldTM()) * pSkeleton->GetAbsJointByID(m_stuckJoint);
			QuatT loc;
			CalculateLocationForStick( *pProjectileEntity, stickParams.m_stickPosition, stickParams.m_stickNormal, loc );
			pProjectileEntity->SetWorldTM(Matrix34(loc));

			// Get the local pos and rot.
			loc = jointWorld.GetInverted() * loc;
			m_stuckPos = loc.t;
			m_stuckRot = loc.q;

			// Attach.
			if(AttachToCharacter( stickParams.m_pProjectile, *pTargetEntity, *pCharInstance, boneName))
			{
				m_flags |= eSF_IsStuck;
				m_flags |= pActor ? pActor->IsPlayer() ? eSF_StuckToPlayer : eSF_StuckToAI : 0;
				SetParentId(pTargetEntity->GetId());
				m_childId = pProjectileEntity->GetId();
				return true;
			}
		}
	}
	else
	{
		m_stuckNormal = stickParams.m_stickNormal;
		m_stuckPartId = stickParams.m_targetPartId;

		QuatT loc;
		CalculateLocationForStick( *pProjectileEntity, stickParams.m_stickPosition, stickParams.m_stickNormal, loc );

		AttachTo(stickParams.m_pProjectile, pTargetEntity);

		pProjectileEntity->SetWorldTM(Matrix34(loc));

		// Set as Stuck.
		SetParentId(pTargetEntity->GetId());
		m_childId = pProjectileEntity->GetId();
		m_flags |= eSF_IsStuck;

		//Store position and rotation relative to parent entity
		m_stuckPos = pProjectileEntity->GetPos();
		m_stuckRot = pProjectileEntity->GetRotation();
		return true;
	}

	return false;
}
开发者ID:Kufusonic,项目名称:Work-in-Progress-Sonic-Fangame,代码行数:62,代码来源:StickyProjectile.cpp


注:本文中的IActor::IsFriendlyEntity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。