本文整理汇总了C++中cEntity::IsPawn方法的典型用法代码示例。如果您正苦于以下问题:C++ cEntity::IsPawn方法的具体用法?C++ cEntity::IsPawn怎么用?C++ cEntity::IsPawn使用的例子?那么恭喜您, 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cEntity
的用法示例。
在下文中一共展示了cEntity::IsPawn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: OnHitEntity
void cProjectileEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos)
{
if (a_EntityHit.IsPawn() && (GetCreatorName() != "")) // If we're hitting a mob or a player and we were created by a player
{
class cNotifyWolves : public cEntityCallback
{
public:
cPawn * m_EntityHit;
cNotifyWolves(cPawn * a_Entity) :
m_EntityHit(a_Entity)
{
}
virtual bool Item(cEntity * a_Player) override
{
static_cast<cPlayer*>(a_Player)->NotifyFriendlyWolves(m_EntityHit);
return true;
}
} Callback(static_cast<cPawn*>(&a_EntityHit));
m_World->DoWithEntityByID(GetCreatorUniqueID(), Callback);
}
}
示例2: OnHitEntity
void cProjectileEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos)
{
UNUSED(a_HitPos);
// If we were created by a player and we hit a pawn, notify attacking player's wolves
if (a_EntityHit.IsPawn() && (GetCreatorName() != ""))
{
class cNotifyWolves : public cEntityCallback
{
public:
cPawn * m_EntityHit;
virtual bool Item(cEntity * a_Hitter) override
{
static_cast<cPlayer*>(a_Hitter)->NotifyNearbyWolves(m_EntityHit, true);
return true;
}
} Callback;
Callback.m_EntityHit = static_cast<cPawn*>(&a_EntityHit);
m_World->DoWithEntityByID(GetCreatorUniqueID(), Callback);
}
}