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C++ IServerVehicle::ProcessMovement方法代码示例

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


在下文中一共展示了IServerVehicle::ProcessMovement方法的3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: RunCommand


//.........这里部分代码省略.........
	{
	//	return;
	}
	*/

	g_pGameMovement->StartTrackPredictionErrors( player );

	CommentarySystem_PePlayerRunCommand( player, ucmd );

	// Do weapon selection
	if ( ucmd->weaponselect != 0 )
	{
		CBaseCombatWeapon *weapon = dynamic_cast< CBaseCombatWeapon * >( CBaseEntity::Instance( ucmd->weaponselect ) );
		if ( weapon )
		{
			VPROF( "player->SelectItem()" );
			player->SelectItem( weapon->GetName(), ucmd->weaponsubtype );
		}
	}

	IServerVehicle *pVehicle = player->GetVehicle();

	// Latch in impulse.
	if ( ucmd->impulse )
	{
		// Discard impulse commands unless the vehicle allows them.
		// FIXME: UsingStandardWeapons seems like a bad filter for this. The flashlight is an impulse command, for example.
		if ( !pVehicle || player->UsingStandardWeaponsInVehicle() )
		{
			player->m_nImpulse = ucmd->impulse;
		}
	}

	// Update player input button states
	VPROF_SCOPE_BEGIN( "player->UpdateButtonState" );
	player->UpdateButtonState( ucmd->buttons );
	VPROF_SCOPE_END();

	CheckMovingGround( player, TICK_INTERVAL );

	g_pMoveData->m_vecOldAngles = player->pl.v_angle;

	// Copy from command to player unless game .dll has set angle using fixangle
	if ( player->pl.fixangle == FIXANGLE_NONE )
	{
		player->pl.v_angle = ucmd->viewangles;
	}
	else if( player->pl.fixangle == FIXANGLE_RELATIVE )
	{
		player->pl.v_angle = ucmd->viewangles + player->pl.anglechange;
	}

	// Call standard client pre-think
	RunPreThink( player );

	// Call Think if one is set
	RunThink( player, TICK_INTERVAL );

	// Setup input.
	SetupMove( player, ucmd, moveHelper, g_pMoveData );

	// Let the game do the movement.
	if ( !pVehicle )
	{
		VPROF( "g_pGameMovement->ProcessMovement()" );
		Assert( g_pGameMovement );
		g_pGameMovement->ProcessMovement( player, g_pMoveData );
	}
	else
	{
		VPROF( "pVehicle->ProcessMovement()" );
		pVehicle->ProcessMovement( player, g_pMoveData );
	}
			
	// Copy output
	FinishMove( player, ucmd, g_pMoveData );

	// If we have to restore the view angle then do so right now
	if ( !player->IsBot() && ( gpGlobals->tickcount - player->GetLockViewanglesTickNumber() < sv_maxusrcmdprocessticks_holdaim.GetInt() ) )
	{
		player->pl.v_angle = player->GetLockViewanglesData();
	}

	// Let server invoke any needed impact functions
	VPROF_SCOPE_BEGIN( "moveHelper->ProcessImpacts" );
	moveHelper->ProcessImpacts();
	VPROF_SCOPE_END();

	RunPostThink( player );

	g_pGameMovement->FinishTrackPredictionErrors( player );

	FinishCommand( player );

	// Let time pass
	if ( gpGlobals->frametime > 0 )
	{
		player->m_nTickBase++;
	}
}
开发者ID:TalonBraveInfo,项目名称:InvasionSource,代码行数:101,代码来源:player_command.cpp

示例2: RunCommand

//-----------------------------------------------------------------------------
// Purpose: Runs movement commands for the player
// Input  : *player - 
//			*ucmd - 
//			*moveHelper - 
// Output : void CPlayerMove::RunCommand
//-----------------------------------------------------------------------------
void CPlayerMove::RunCommand ( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *moveHelper )
{
	StartCommand( player, ucmd );

	// Set globals appropriately
	gpGlobals->curtime		=  player->m_nTickBase * TICK_INTERVAL;
	gpGlobals->frametime	=  player->m_bGamePaused ? 0 : TICK_INTERVAL;

	if ( player->m_bGamePaused )
	{
		// If no clipping and cheats enabled and noclipduring game enabled, then leave
		//  forwardmove and angles stuff in usercmd
		if ( player->GetMoveType() == MOVETYPE_NOCLIP &&
			 sv_cheats->GetBool() && 
			 sv_noclipduringpause.GetBool() )
		{
			gpGlobals->frametime = TICK_INTERVAL;
		}
	}

	/*
	// TODO:  We can check whether the player is sending more commands than elapsed real time
	cmdtimeremaining -= ucmd->msec;
	if ( cmdtimeremaining < 0 )
	{
	//	return;
	}
	*/

	IGameSystem::FrameUpdatePrePlayerRunCommandAllSystems( player, ucmd );

	// Do weapon selection
	if ( ucmd->weaponselect != 0 )
	{
		CBaseCombatWeapon *weapon = dynamic_cast< CBaseCombatWeapon * >( CBaseEntity::Instance( ucmd->weaponselect ) );
		if ( weapon )
		{
			VPROF( "player->SelectItem()" );
			player->SelectItem( weapon->GetName(), ucmd->weaponsubtype );
		}
	}

	IServerVehicle *pVehicle = player->GetVehicle();

	// Latch in impulse.
	if ( ucmd->impulse )
	{
		// Discard impulse commands unless the vehicle allows them.
		// FIXME: UsingStandardWeapons seems like a bad filter for this. The flashlight is an impulse command, for example.
		if ( !pVehicle || player->UsingStandardWeaponsInVehicle() )
		{
			player->m_nImpulse = ucmd->impulse;
		}
	}

	// Update player input button states
	VPROF_SCOPE_BEGIN( "player->UpdateButtonState" );
	player->UpdateButtonState( ucmd->buttons );
	VPROF_SCOPE_END();

	CheckMovingGround( player, TICK_INTERVAL );

	g_pMoveData->m_vecOldAngles = player->pl.v_angle;

	// Copy from command to player unless game .dll has set angle using fixangle
	if ( player->pl.fixangle == FIXANGLE_NONE )
	{
		player->pl.v_angle = ucmd->viewangles;
	}
	else if( player->pl.fixangle == FIXANGLE_RELATIVE )
	{
		player->pl.v_angle = ucmd->viewangles + player->pl.anglechange;
	}

	// Call standard client pre-think
	RunPreThink( player );

	// Call Think if one is set
	RunThink( player, TICK_INTERVAL );

	// Setup input.
	SetupMove( player, ucmd, moveHelper, g_pMoveData );

	// Let the game do the movement.
	if ( !pVehicle )
	{
		VPROF( "g_pGameMovement->ProcessMovement()" );
		Assert( g_pGameMovement );
		g_pGameMovement->ProcessMovement( player, g_pMoveData );
	}
	else
	{
		VPROF( "pVehicle->ProcessMovement()" );
//.........这里部分代码省略.........
开发者ID:paralin,项目名称:hl2sdk,代码行数:101,代码来源:player_command.cpp

示例3: if

void CHL2WarsPlayerMove::RunCommand( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *moveHelper )
{
	CHL2WarsPlayer *pWarsPlayer = static_cast<CHL2WarsPlayer*>( player );
	Assert( pWarsPlayer );

	StartCommand( player, ucmd );

	// Set globals appropriately
	gpGlobals->curtime		=  player->m_nTickBase * TICK_INTERVAL;
	gpGlobals->frametime	=  player->m_bGamePaused ? 0 : TICK_INTERVAL;

	// Add and subtract buttons we're forcing on the player
	ucmd->buttons |= player->m_afButtonForced;
	ucmd->buttons &= ~player->m_afButtonDisabled;

	if ( player->m_bGamePaused )
	{
		// If no clipping and cheats enabled and noclipduring game enabled, then leave
		//  forwardmove and angles stuff in usercmd
		if ( player->GetMoveType() == MOVETYPE_NOCLIP &&
			sv_cheats->GetBool() )// && 
			//sv_noclipduringpause.GetBool() )
		{
			gpGlobals->frametime = TICK_INTERVAL;
		}
	}

	/*
	// TODO:  We can check whether the player is sending more commands than elapsed real time
	cmdtimeremaining -= ucmd->msec;
	if ( cmdtimeremaining < 0 )
	{
	//	return;
	}
	*/

	g_pGameMovement->StartTrackPredictionErrors( player );

	//CommentarySystem_PePlayerRunCommand( player, ucmd );

	IServerVehicle *pVehicle = player->GetVehicle();

	// Latch in impulse.
	if ( ucmd->impulse )
	{
		// Discard impulse commands unless the vehicle allows them.
		// FIXME: UsingStandardWeapons seems like a bad filter for this. The flashlight is an impulse command, for example.
		if ( !pVehicle || player->UsingStandardWeaponsInVehicle() )
		{
			player->m_nImpulse = ucmd->impulse;
		}
	}

	// Update player input button states
	VPROF_SCOPE_BEGIN( "player->UpdateButtonState" );
	player->UpdateButtonState( ucmd->buttons );
	VPROF_SCOPE_END();

	CheckMovingGround( player, TICK_INTERVAL );

	g_pMoveData->m_vecOldAngles = player->pl.v_angle;

	// Copy from command to player unless game .dll has set angle using fixangle
	if ( player->pl.fixangle == FIXANGLE_NONE )
	{
		player->pl.v_angle = ucmd->viewangles;
	}
	else if( player->pl.fixangle == FIXANGLE_RELATIVE )
	{
		player->pl.v_angle = ucmd->viewangles + player->pl.anglechange;
	}

	// TrackIR
	//player->SetEyeAngleOffset(ucmd->headangles);
	//player->SetEyeOffset(ucmd->headoffset);
	// TrackIR

	// Call standard client pre-think
	RunPreThink( player );

	// Call Think if one is set
	RunThink( player, TICK_INTERVAL );

	// Setup input.
	SetupMove( player, ucmd, moveHelper, g_pMoveData );

	// Let the game do the movement.
	if( pWarsPlayer && !pWarsPlayer->GetControlledUnit() )
	{
		if( ucmd->directmove )
		{
			g_pMoveData->SetAbsOrigin( ucmd->vecmovetoposition );
		}
		else
		{
			if ( !pVehicle )
			{
				VPROF( "g_pGameMovement->ProcessMovement()" );
				Assert( g_pGameMovement );
				g_pGameMovement->ProcessMovement( player, g_pMoveData );
//.........这里部分代码省略.........
开发者ID:,项目名称:,代码行数:101,代码来源:


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