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C++ ratl::vector_vs类代码示例

本文整理汇总了C++中ratl::vector_vs的典型用法代码示例。如果您正苦于以下问题:C++ vector_vs类的具体用法?C++ vector_vs怎么用?C++ vector_vs使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了vector_vs类的8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:

	////////////////////////////////////////////////////////////////////////////////////
	// Initialize
	//
	// This function scans through the list of tracks and hooks itself up with the
	// track (and possibly lane)
	////////////////////////////////////////////////////////////////////////////////////
	void		Initialize()
	{
		mTrack	= 0;
		mLane	= 0;
		mCols	= 0;
		mRows	= 0;

		hstring	target = mEnt->target;
		for (int track=0; track<mRailTracks.size(); track++)
		{
			if (mRailTracks[track].mName==target)
			{
				mTrack = &(mRailTracks[track]);
				break;
			}
		}
		if (mTrack==0)
		{
			for (int lane=0; lane<mRailLanes.size(); lane++)
			{
				if (mRailLanes[lane].mName==target)
				{
					mLane	= &(mRailLanes[lane]);
					mTrack	= mLane->mTrack;
					break;
				}
			}
		}
		assert(mTrack!=0);
		if (mTrack)
		{
			mTrack->mMovers.push_back(this);
			mCols	= (int)((mEnt->maxs[mTrack->mWAxis] - mEnt->mins[mTrack->mWAxis]) / mTrack->mGridCellSize) + 1;
			mRows	= (int)((mEnt->maxs[mTrack->mHAxis] - mEnt->mins[mTrack->mHAxis]) / mTrack->mGridCellSize) + 1;

			// Make Sure The Mover Fits In The Track And Lane
			//------------------------------------------------
			if (mRows>mTrack->mRows)
			{
//				assert(0);
				mRows = mTrack->mRows;
			}
			if (mCols>mTrack->mCols)
			{
//				assert(0);
				mCols = mTrack->mCols;
			}
			if (mLane && mCols>(mLane->mMaxCol - mLane->mMinCol + 1))
			{
//				assert(0);
				mCols = (mLane->mMaxCol - mLane->mMinCol + 1);
			}
		}
	}
开发者ID:BishopExile,项目名称:OpenJK,代码行数:60,代码来源:g_rail.cpp

示例2: Distance

////////////////////////////////////////////////////////////////////////////////////////
// Vehicle_Find
//
// Will look through all registered vehicles and choose the closest one that the given
// entity can get to.
//
////////////////////////////////////////////////////////////////////////////////////////
gentity_t*	Vehicle_Find(gentity_t *ent)
{
	gentity_t*		closest = 0;
	float			closestDist = 0;
	float			curDist = 0;


	for (int i=0; i<mRegistered.size(); i++)
	{
		if (!mRegistered[i]->owner)
		{
			curDist = Distance(mRegistered[i]->currentOrigin, ent->currentOrigin);
			if (curDist<1000 && (!closest || curDist<closestDist))
			{
				if (NAV::InSameRegion(ent, mRegistered[i]))
				{
					closest = mRegistered[i];
					closestDist = curDist;
				}
			}
		}
	}

	return closest;
}
开发者ID:matthewvdz,项目名称:joja,代码行数:32,代码来源:AI_GalakMech.cpp

示例3: SP_rail_lane

void SP_rail_lane(gentity_t *ent)
{
 	gi.SetBrushModel(ent, ent->model);
	G_SpawnInt("delay", "0", &ent->delay);
	mRailLanes.push_back().Setup(ent);
	G_FreeEntity(ent);
}
开发者ID:BishopExile,项目名称:OpenJK,代码行数:7,代码来源:g_rail.cpp

示例4: SP_rail_track

void SP_rail_track(gentity_t *ent)
{
	gi.SetBrushModel(ent, ent->model);
	G_SpawnInt("delay", "0", &ent->delay);
	mRailTracks.push_back().Setup(ent);
	G_FreeEntity(ent);
	mRailSystemActive = true;
}
开发者ID:BishopExile,项目名称:OpenJK,代码行数:8,代码来源:g_rail.cpp

示例5:

void	Pilot_Update(void)
{
	mActivePilotCount = 0;
	mRegistered.clear();
	for (int i=0; i<ENTITYNUM_WORLD; i++)
	{
		if (g_entities[i].inuse && 
			g_entities[i].client &&
			g_entities[i].NPC && 
			g_entities[i].NPC->greetEnt &&
			g_entities[i].NPC->greetEnt->owner==(&g_entities[i])
			)
		{
			mActivePilotCount++;
		}
		if ( g_entities[i].inuse && 
			 g_entities[i].client &&
			 g_entities[i].m_pVehicle &&
			!g_entities[i].owner &&
			 g_entities[i].health>0 &&
			 g_entities[i].m_pVehicle->m_pVehicleInfo->type==VH_SPEEDER && 
			!mRegistered.full())
		{
			mRegistered.push_back(&g_entities[i]);
		}

	}


	if (player && 
		player->inuse && 
		TIMER_Done(player, "FlybySoundArchitectureDebounce"))
	{
    	TIMER_Set(player, "FlybySoundArchitectureDebounce", 300);

		Vehicle_t*	pVeh = G_IsRidingVehicle(player);

		if (pVeh && 
			(pVeh->m_pVehicleInfo->soundFlyBy || pVeh->m_pVehicleInfo->soundFlyBy2) &&
			//fabsf(pVeh->m_pParentEntity->currentAngles[2])<15.0f &&
			VectorLength(pVeh->m_pParentEntity->client->ps.velocity)>500.0f)
		{
			vec3_t	projectedPosition;
			vec3_t	projectedDirection;
			vec3_t	projectedRight;
			vec3_t	anglesNoRoll;

			VectorCopy(pVeh->m_pParentEntity->currentAngles, anglesNoRoll);
			anglesNoRoll[2] = 0;
			AngleVectors(anglesNoRoll, projectedDirection, projectedRight, 0);

			VectorMA(player->currentOrigin, 1.2f, pVeh->m_pParentEntity->client->ps.velocity, projectedPosition);
			VectorMA(projectedPosition, Q_flrand(-200.0f, 200.0f), projectedRight, projectedPosition); 

			gi.trace(&mPilotViewTrace, 
				player->currentOrigin, 
				0, 
				0, 
				projectedPosition, 
				player->s.number, 
 				MASK_SHOT, G2_NOCOLLIDE, 0);

			if ((mPilotViewTrace.allsolid==qfalse) && 
				(mPilotViewTrace.startsolid==qfalse) && 
				(mPilotViewTrace.fraction<0.99f) && 
				(mPilotViewTrace.plane.normal[2]<0.5f) &&
				(DotProduct(projectedDirection, mPilotViewTrace.plane.normal)<-0.5f)
				)
			{
 			//	CG_DrawEdge(player->currentOrigin, mPilotViewTrace.endpos, EDGE_IMPACT_POSSIBLE);
 		  		TIMER_Set(player, "FlybySoundArchitectureDebounce", Q_irand(1000, 2000));

				int soundFlyBy = pVeh->m_pVehicleInfo->soundFlyBy;
				if (pVeh->m_pVehicleInfo->soundFlyBy2 && (!soundFlyBy || !Q_irand(0,1)))
				{
					soundFlyBy = pVeh->m_pVehicleInfo->soundFlyBy2;
				}
				G_SoundAtSpot(mPilotViewTrace.endpos, soundFlyBy, qtrue);
			}
			else
			{
 			//	CG_DrawEdge(player->currentOrigin, mPilotViewTrace.endpos, EDGE_IMPACT_SAFE);
			}
		}
	}
}
开发者ID:matthewvdz,项目名称:joja,代码行数:86,代码来源:AI_GalakMech.cpp

示例6: if

void	Rail_Update()
{
	if (mRailSystemActive)// && false)
	{
		for (int track=0; track<mRailTracks.size(); track++)
		{
			if (level.time>mRailTracks[track].mNextUpdateTime && !mRailTracks[track].mMovers.empty())
			{
				mRailTracks[track].Update();
			}
		}

		// Is The Player Outside?
		//------------------------
 		if (player && gi.WE_IsOutside(player->currentOrigin))
		{
			int		wooshSound;
			vec3_t	wooshSoundPos;
			vec3_t	moverOrigin;
			vec3_t	playerToMover;
			float	playerToMoverDistance;
			float	playerToMoverDistanceFraction;

			// Iterate Over All The Movers
			//-----------------------------
 			for (int moverIndex=0; moverIndex<mRailMovers.size(); moverIndex++)
			{
 				CRailMover&	mover = mRailMovers[moverIndex];

				// Is It Active, And Has The Sound Already Played On It?
				//--------------------------------------------------------
   			 	if (mover.Active() && !mover.mSoundPlayed)
				{ 
 					VectorAdd(mover.mEnt->currentOrigin, mover.mOriginOffset.v, moverOrigin);
 					VectorSubtract(moverOrigin, player->currentOrigin, playerToMover);
					playerToMover[2]		= 0.0f;
 					playerToMoverDistance	= VectorNormalize(playerToMover);


					// Is It Close Enough?
					//---------------------
					if ((( mover.mLane || !mover.mCenter) &&								// Not Center Track
						 (playerToMoverDistance<WOOSH_ALL_RANGE) && 						//  And Close Enough
						 (DotProduct(playerToMover, mover.mTrack->mDirection.v)>-0.45f))	//  And On The Side
						||																	//OR
						((!mover.mLane &&  mover.mCenter) &&								// Is Center Track
						  (playerToMoverDistance<WOOSH_SUPPORT_RANGE ||						//  And Close Enough for Support
						  (playerToMoverDistance<WOOSH_TUNNEL_RANGE && mover.mRows>10))		//   Or Close Enough For Tunnel
						 ))
					{
						mover.mSoundPlayed = true;
						wooshSound = 0;

						// The Centered Entities Play Right On The Player's Head For Full Volume
						//-----------------------------------------------------------------------
						if (mover.mCenter && !mover.mLane)
						{
 							VectorCopy(player->currentOrigin, wooshSoundPos);
 							wooshSoundPos[2] += 50;

							// If It Is Very Long, Play The Tunnel Sound
							//-------------------------------------------
							if (mover.mRows>10)
							{
								wooshSound = mWooshTun[Q_irand(0, mWooshTun.size()-1)];
							}

							// Otherwise It Is A Support
							//---------------------------
							else 
							{ 
								wooshSound = mWooshSup[Q_irand(0, mWooshSup.size()-1)];
							}
						}

						// All Other Entities Play At A Fraction Of Their Normal Range
						//-------------------------------------------------------------
 						else 
						{
							// Scale The Play Pos By The Square Of The Distance
							//--------------------------------------------------
							playerToMoverDistanceFraction = playerToMoverDistance/WOOSH_ALL_RANGE;
 							playerToMoverDistanceFraction *= playerToMoverDistanceFraction;
							playerToMoverDistanceFraction *= 0.6f;
							playerToMoverDistance *= playerToMoverDistanceFraction;
 							VectorMA(player->currentOrigin, playerToMoverDistance, playerToMover, wooshSoundPos);

							// Large Building
							//----------------
							if (mover.mRows>4)
							{
								wooshSound = mWooshLar[Q_irand(0, mWooshLar.size()-1)];
							}

							// Medium Building
							//-----------------
							else if (mover.mRows>2)
							{
								wooshSound = mWooshMed[Q_irand(0, mWooshMed.size()-1)];
							}
//.........这里部分代码省略.........
开发者ID:BishopExile,项目名称:OpenJK,代码行数:101,代码来源:g_rail.cpp

示例7: SP_rail_mover

void SP_rail_mover(gentity_t *ent)
{
	gi.SetBrushModel(ent, ent->model);
	mRailMovers.push_back().Setup(ent);
}
开发者ID:BishopExile,项目名称:OpenJK,代码行数:5,代码来源:g_rail.cpp

示例8: NPC_AnimalUpdateLeader

////////////////////////////////////////////////////////////////////////////////////////
// Update The Packs, Delete Dead Leaders, Join / Split Packs, Find MY Leader
////////////////////////////////////////////////////////////////////////////////////////
gentity_t* NPC_AnimalUpdateLeader(void)
{
	// Find The Closest Pack Leader, Not Counting Myself
	//---------------------------------------------------
	gentity_t*	closestLeader = 0;
	float		closestDist = 0;
	int			myLeaderNum = 0;
	
	for (int i=0; i<mPacks.size(); i++)
	{
		// Dump Dead Leaders
		//-------------------
		if (mPacks[i]==0 || mPacks[i]->health<=0)
		{
			if (mPacks[i]==NPC->client->leader)
			{
				NPC->client->leader = 0;
			}

			mPacks.erase_swap(i);

			if (i>=mPacks.size())
			{
				closestLeader = 0;
				break;
			}
		}

		// Don't Count Self
		//------------------
		if (mPacks[i]==NPC)
		{
			myLeaderNum = i;
			continue;
		}

		float	Dist = Distance(mPacks[i]->currentOrigin, NPC->currentOrigin);
		if (!closestLeader || Dist<closestDist)
		{
			closestDist = Dist;
			closestLeader = mPacks[i];
		}
	}

	// In Joining Distance?
	//----------------------
	if (closestLeader && closestDist<JOIN_PACK_DISTANCE)
	{
		// Am I Already A Leader?
		//------------------------
		if (NPC->client->leader==NPC)
		{
			mPacks.erase_swap(myLeaderNum);		// Erase Myself From The Leader List
		}

		// Join The Pack!
		//----------------
		NPC->client->leader = closestLeader;
	}


	// Do I Have A Leader?
	//---------------------
	if (NPC->client->leader)
	{
		// AM I A Leader?
		//----------------
		if (NPC->client->leader!=NPC)
		{
			// If Our Leader Is Dead, Clear Him Out

			if ( NPC->client->leader->health<=0 || NPC->client->leader->inuse == 0)
			{
				NPC->client->leader = 0;
			}
			
			// If My Leader Isn't His Own Leader, Then, Use His Leader
			//---------------------------------------------------------
			else if (NPC->client->leader->client->leader!=NPC->client->leader)
			{
				// Eh.  Can this get more confusing?
				NPC->client->leader = NPC->client->leader->client->leader;
			}

			// If Our Leader Is Too Far Away, Clear Him Out
			//------------------------------------------------------
			else if ( Distance(NPC->client->leader->currentOrigin, NPC->currentOrigin)>LEAVE_PACK_DISTANCE)
			{
				NPC->client->leader = 0;
			}
		}

	}

	// If We Couldn't Find A Leader, Then Become One
	//-----------------------------------------------
	else if (!mPacks.full())
//.........这里部分代码省略.........
开发者ID:emileb,项目名称:JK3,代码行数:101,代码来源:AI_Animal.cpp


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