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C++ IEntity::AddEntityLink方法代码示例

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


在下文中一共展示了IEntity::AddEntityLink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: SetParams

//------------------------------------------------------------------------
void CProjectile::SetParams(EntityId ownerId, EntityId hostId, EntityId weaponId, int damage, int hitTypeId, float damageDrop /*= 0.0f*/, float damageDropMinR /*=0.0f*/)
{
	m_ownerId = ownerId;
	m_weaponId = weaponId;
	m_hostId = hostId;
	m_damage = damage;
	m_hitTypeId = hitTypeId;
	m_damageDropPerMeter = damageDrop;
	m_damageDropMinDisSqr = damageDropMinR*damageDropMinR;

	if(m_hostId || m_ownerId)
	{
		IEntity *pSelfEntity = GetEntity();

		if(pSelfEntity)
			pSelfEntity->AddEntityLink("Shooter", m_ownerId);

		IEntity *pEntity = gEnv->pEntitySystem->GetEntity(m_hostId?m_hostId:m_ownerId);

		if(pEntity)
		{
			if(pSelfEntity)
			{
				//need to set AI species to the shooter - not to be scared of it's own rockets
				IAIObject *projectileAI = pSelfEntity->GetAI();
				IAIObject *shooterAI = pEntity->GetAI();

				if(projectileAI && shooterAI)
					projectileAI->SetFactionID(shooterAI->GetFactionID());
			}

			if(m_pPhysicalEntity && m_pPhysicalEntity->GetType()==PE_PARTICLE)
			{
				pe_params_particle pparams;
				pparams.pColliderToIgnore = pEntity->GetPhysics();

				m_pPhysicalEntity->SetParams(&pparams);
			}
		}
	}
}
开发者ID:Hellraiser666,项目名称:CryGame,代码行数:42,代码来源:Projectile.cpp

示例2: SetParams

//------------------------------------------------------------------------
void CProjectile::SetParams(EntityId ownerId, EntityId hostId, EntityId weaponId, int fmId, int damage, int hitTypeId)
{
	m_ownerId = ownerId;
	m_weaponId = weaponId;
	m_fmId = fmId;
	m_hostId = hostId;
	m_damage = damage;
  m_hitTypeId = hitTypeId;

	if (m_hostId || m_ownerId)
	{
		IEntity* pSelfEntity = GetEntity();
		if (pSelfEntity)
			pSelfEntity->AddEntityLink("Shooter", m_ownerId);

		IEntity *pEntity = gEnv->pEntitySystem->GetEntity(m_hostId?m_hostId:m_ownerId);
		if (pEntity)
		{
			if (pSelfEntity)
			{
				//need to set AI species to the shooter - not to be scared of it's own rockets 
				IAIActor* pAIActor = CastToIAIActorSafe(pSelfEntity->GetAI());
				IAIActor* pShooterAIActor = CastToIAIActorSafe(pEntity->GetAI());
				if (pAIActor && pShooterAIActor)
				{
					AgentParameters ap = pAIActor->GetParameters();
					ap.m_nSpecies = pShooterAIActor->GetParameters().m_nSpecies;
					pAIActor->SetParameters(ap);
				}
			}
			if (m_pPhysicalEntity && m_pPhysicalEntity->GetType()==PE_PARTICLE)
			{
				pe_params_particle pparams;
				pparams.pColliderToIgnore = pEntity->GetPhysics();

				m_pPhysicalEntity->SetParams(&pparams);
			}
		}
	}
}
开发者ID:mrwonko,项目名称:CrysisVR,代码行数:41,代码来源:Projectile.cpp


注:本文中的IEntity::AddEntityLink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。