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C++ GetAbsOrigin函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

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



在下文中一共展示了GetAbsOrigin函数的20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,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: GetAbsOrigin

const Vector &C_EnvParticleScript::GetSortOrigin()
{
	return GetAbsOrigin();
}
开发者ID:BenLubar,项目名称:SwarmDirector2,代码行数:4,代码来源:c_env_particlescript.cpp


示例2: ComputeIndices

void C_EnergyWave::ComputePoint( float s, float t, Vector& pt, Vector& normal, float& opacity )
{
	int is = (int)s;
	int it = (int)t;
	if( is >= EWAVE_NUM_HORIZONTAL_POINTS )
		is -= 1;

	if( it >= EWAVE_NUM_VERTICAL_POINTS )
		it -= 1;

	int idx[16];
	ComputeIndices( is, it, idx );

	// The patch equation is:
	// px = S * M * Gx * M^T * T^T 
	// py = S * M * Gy * M^T * T^T 
	// pz = S * M * Gz * M^T * T^T 
	// where S = [s^3 s^2 s 1], T = [t^3 t^2 t 1]
	// M is the patch type matrix, in my case I'm using a catmull-rom
	// G is the array of control points. rows have constant t
	static VMatrix catmullRom( -0.5, 1.5, -1.5, 0.5,
								1, -2.5, 2, -0.5,
								-0.5, 0, 0.5, 0,
								0, 1, 0, 0 );

	VMatrix controlPointsX, controlPointsY, controlPointsZ, controlPointsO;

	Vector pos;
	for (int i = 0; i < 4; ++i)
	{
		for (int j = 0; j < 4; ++j)
		{
			const Vector& v = m_EWaveEffect.GetPoint( idx[i * 4 + j] );

			controlPointsX[j][i] = v.x;
			controlPointsY[j][i] = v.y;
			controlPointsZ[j][i] = v.z;

			controlPointsO[j][i] = m_EWaveEffect.ComputeOpacity( v, GetAbsOrigin() );
		}
	}

	float fs = s - is;
	float ft = t - it;

	VMatrix temp, mgm[4];
	MatrixTranspose( catmullRom, temp );
	MatrixMultiply( controlPointsX, temp, mgm[0] );
	MatrixMultiply( controlPointsY, temp, mgm[1] );
	MatrixMultiply( controlPointsZ, temp, mgm[2] );
	MatrixMultiply( controlPointsO, temp, mgm[3] );

	MatrixMultiply( catmullRom, mgm[0], mgm[0] );
	MatrixMultiply( catmullRom, mgm[1], mgm[1] );
	MatrixMultiply( catmullRom, mgm[2], mgm[2] );
	MatrixMultiply( catmullRom, mgm[3], mgm[3] );

	Vector4D svec, tvec;
	float ft2 = ft * ft;
	tvec[0] = ft2 * ft; tvec[1] = ft2; tvec[2] = ft; tvec[3] = 1.0f;

 	float fs2 = fs * fs;
	svec[0] = fs2 * fs; svec[1] = fs2; svec[2] = fs; svec[3] = 1.0f;

	Vector4D tmp;
	Vector4DMultiply( mgm[0], tvec, tmp );
	pt[0] = DotProduct4D( tmp, svec );
	Vector4DMultiply( mgm[1], tvec, tmp );
	pt[1] = DotProduct4D( tmp, svec );
	Vector4DMultiply( mgm[2], tvec, tmp );
	pt[2] = DotProduct4D( tmp, svec );

	Vector4DMultiply( mgm[3], tvec, tmp );
	opacity = DotProduct4D( tmp, svec );

	if ((s == 0.0f) || (t == 0.0f) ||
		(s == (EWAVE_NUM_HORIZONTAL_POINTS-1.0f)) || (t == (EWAVE_NUM_VERTICAL_POINTS-1.0f)) )
	{
		opacity = 0.0f;
	}

	if ((s <= 0.3) || (t < 0.3))
	{
		opacity *= 0.35f;
	}
	if ((s == (EWAVE_NUM_HORIZONTAL_POINTS-0.7f)) || (t == (EWAVE_NUM_VERTICAL_POINTS-0.7f)) )
	{
		opacity *= 0.35f;
	}

	if (opacity < 0.0f)
		opacity = 0.0f;
	else if (opacity > 255.0f)
		opacity = 255.0f;

	// Normal computation
	Vector4D dsvec, dtvec;
	dsvec[0] = 3.0f * fs2; dsvec[1] = 2.0f * fs; dsvec[2] = 1.0f; dsvec[3] = 0.0f;
	dtvec[0] = 3.0f * ft2; dtvec[1] = 2.0f * ft; dtvec[2] = 1.0f; dtvec[3] = 0.0f;

//.........这里部分代码省略.........
开发者ID:AluminumKen,项目名称:hl2sb-src,代码行数:101,代码来源:c_energy_wave.cpp


示例3: switch

void CWeaponStunStick::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
{
	switch( pEvent->event )
	{
		case EVENT_WEAPON_MELEE_HIT:
		{
			// Trace up or down based on where the enemy is...
			// But only if we're basically facing that direction
			Vector vecDirection;
			AngleVectors( GetAbsAngles(), &vecDirection );

			CBaseEntity *pEnemy = pOperator->MyNPCPointer() ? pOperator->MyNPCPointer()->GetEnemy() : NULL;
			if ( pEnemy )
			{
				Vector vecDelta;
				VectorSubtract( pEnemy->WorldSpaceCenter(), pOperator->Weapon_ShootPosition(), vecDelta );
				VectorNormalize( vecDelta );
				
				Vector2D vecDelta2D = vecDelta.AsVector2D();
				Vector2DNormalize( vecDelta2D );
				if ( DotProduct2D( vecDelta2D, vecDirection.AsVector2D() ) > 0.8f )
				{
					vecDirection = vecDelta;
				}
			}

			Vector vecEnd;
			VectorMA( pOperator->Weapon_ShootPosition(), 32, vecDirection, vecEnd );
			// Stretch the swing box down to catch low level physics objects
			CBaseEntity *pHurt = pOperator->CheckTraceHullAttack( pOperator->Weapon_ShootPosition(), vecEnd, 
				Vector(-16,-16,-40), Vector(16,16,16), GetDamageForActivity( GetActivity() ), DMG_CLUB, 0.5f, false );
			
			// did I hit someone?
			if ( pHurt )
			{
				// play sound
				WeaponSound( MELEE_HIT );

				CBasePlayer *pPlayer = ToBasePlayer( pHurt );

				CNPC_MetroPolice *pCop = dynamic_cast<CNPC_MetroPolice *>(pOperator);
				bool bFlashed = false;

				if ( pCop != NULL && pPlayer != NULL )
				{
					// See if we need to knock out this target
					if ( pCop->ShouldKnockOutTarget( pHurt ) )
					{
						float yawKick = random->RandomFloat( -48, -24 );

						//Kick the player angles
						pPlayer->ViewPunch( QAngle( -16, yawKick, 2 ) );

						color32 white = {255,255,255,255};
						UTIL_ScreenFade( pPlayer, white, 0.2f, 1.0f, FFADE_OUT|FFADE_PURGE|FFADE_STAYOUT );
						bFlashed = true;
						
						pCop->KnockOutTarget( pHurt );

						break;
					}
					else
					{
						// Notify that we've stunned a target
						pCop->StunnedTarget( pHurt );
					}
				}
				
				// Punch angles
				if ( pPlayer != NULL && !(pPlayer->GetFlags() & FL_GODMODE) )
				{
					float yawKick = random->RandomFloat( -48, -24 );

					//Kick the player angles
					pPlayer->ViewPunch( QAngle( -16, yawKick, 2 ) );

					Vector	dir = pHurt->GetAbsOrigin() - GetAbsOrigin();

					// If the player's on my head, don't knock him up
					if ( pPlayer->GetGroundEntity() == pOperator )
					{
						dir = vecDirection;
						dir.z = 0;
					}

					VectorNormalize(dir);

					dir *= 500.0f;

					//If not on ground, then don't make them fly!
					if ( !(pPlayer->GetFlags() & FL_ONGROUND ) )
						 dir.z = 0.0f;

					//Push the target back
					pHurt->ApplyAbsVelocityImpulse( dir );

					if ( !bFlashed )
					{
						color32 red = {128,0,0,128};
						UTIL_ScreenFade( pPlayer, red, 0.5f, 0.1f, FFADE_IN );
//.........这里部分代码省略.........
开发者ID:NEITMod,项目名称:Fixing_AI_In_Multiplayer,代码行数:101,代码来源:weapon_stunstick.cpp


示例4: UTIL_GetNearestPlayer

void CNPC_Zombine::GatherGrenadeConditions( void )
{
	if ( m_iGrenadeCount <= 0 )
		return;

	if ( g_flZombineGrenadeTimes > gpGlobals->curtime )
		return;

	if ( m_flGrenadePullTime > gpGlobals->curtime )
		return;

	if ( m_flSuperFastAttackTime >= gpGlobals->curtime )
		return;
	
	if ( HasGrenade() )
		return;

	if ( GetEnemy() == NULL )
		return;

	if ( FVisible( GetEnemy() ) == false )
		return;

	if ( IsSprinting() )
		return;

	if ( IsOnFire() )
		return;
	
	if ( IsRunningDynamicInteraction() == true )
		return;

	if ( m_ActBusyBehavior.IsActive() )
		return;

	//Secobmod FixMe
	//CBasePlayer *pPlayer = AI_GetSinglePlayer();
	CBasePlayer *pPlayer = UTIL_GetNearestPlayer(GetAbsOrigin()); 

	if ( pPlayer && pPlayer->FVisible( this ) )
	{
		float flLengthToPlayer = (pPlayer->GetAbsOrigin() - GetAbsOrigin()).Length();
		float flLengthToEnemy = flLengthToPlayer;

		if ( pPlayer != GetEnemy() )
		{
			flLengthToEnemy = ( GetEnemy()->GetAbsOrigin() - GetAbsOrigin()).Length();
		}

		if ( flLengthToPlayer <= GRENADE_PULL_MAX_DISTANCE && flLengthToEnemy <= GRENADE_PULL_MAX_DISTANCE )
		{
			float flPullChance = 1.0f - ( flLengthToEnemy / GRENADE_PULL_MAX_DISTANCE );
			m_flGrenadePullTime = gpGlobals->curtime + 0.5f;

			if ( flPullChance >= random->RandomFloat( 0.0f, 1.0f ) )
			{
				g_flZombineGrenadeTimes = gpGlobals->curtime + 10.0f;
				SetCondition( COND_ZOMBINE_GRENADE );
			}
		}
	}
}
开发者ID:WorldGamers,项目名称:Mobile-Forces-Source,代码行数:62,代码来源:npc_zombine.cpp


示例5: CollisionProp

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CPropAPC::Event_Killed( const CTakeDamageInfo &info )
{
	m_OnDeath.FireOutput( info.GetAttacker(), this );

	Vector vecAbsMins, vecAbsMaxs;
	CollisionProp()->WorldSpaceAABB( &vecAbsMins, &vecAbsMaxs );

	Vector vecNormalizedMins, vecNormalizedMaxs;
	CollisionProp()->WorldToNormalizedSpace( vecAbsMins, &vecNormalizedMins );
	CollisionProp()->WorldToNormalizedSpace( vecAbsMaxs, &vecNormalizedMaxs );

	Vector vecAbsPoint;
	CPASFilter filter( GetAbsOrigin() );
	for (int i = 0; i < 5; i++)
	{
		CollisionProp()->RandomPointInBounds( vecNormalizedMins, vecNormalizedMaxs, &vecAbsPoint );
		te->Explosion( filter, random->RandomFloat( 0.0, 1.0 ),	&vecAbsPoint, 
			g_sModelIndexFireball, random->RandomInt( 4, 10 ), 
			random->RandomInt( 8, 15 ), 
			( i < 2 ) ? TE_EXPLFLAG_NODLIGHTS : TE_EXPLFLAG_NOPARTICLES | TE_EXPLFLAG_NOFIREBALLSMOKE | TE_EXPLFLAG_NODLIGHTS,
			100, 0 );
	}

	// TODO: make the gibs spawn in sync with the delayed explosions
	int nGibs = random->RandomInt( 1, 4 );
	for ( int i = 0; i < nGibs; i++)
	{
		// Throw a flaming, smoking chunk.
		CGib *pChunk = CREATE_ENTITY( CGib, "gib" );
		pChunk->Spawn( "models/gibs/hgibs.mdl" );
		pChunk->SetBloodColor( DONT_BLEED );

		QAngle vecSpawnAngles;
		vecSpawnAngles.Random( -90, 90 );
		pChunk->SetAbsOrigin( vecAbsPoint );
		pChunk->SetAbsAngles( vecSpawnAngles );

		int nGib = random->RandomInt( 0, APC_MAX_CHUNKS - 1 );
		pChunk->Spawn( s_pChunkModelName[nGib] );
		pChunk->SetOwnerEntity( this );
		pChunk->m_lifeTime = random->RandomFloat( 6.0f, 8.0f );
		pChunk->SetCollisionGroup( COLLISION_GROUP_DEBRIS );
		IPhysicsObject *pPhysicsObject = pChunk->VPhysicsInitNormal( SOLID_VPHYSICS, pChunk->GetSolidFlags(), false );
		
		// Set the velocity
		if ( pPhysicsObject )
		{
			pPhysicsObject->EnableMotion( true );
			Vector vecVelocity;

			QAngle angles;
			angles.x = random->RandomFloat( -20, 20 );
			angles.y = random->RandomFloat( 0, 360 );
			angles.z = 0.0f;
			AngleVectors( angles, &vecVelocity );
			
			vecVelocity *= random->RandomFloat( 300, 900 );
			vecVelocity += GetAbsVelocity();

			AngularImpulse angImpulse;
			angImpulse = RandomAngularImpulse( -180, 180 );

			pChunk->SetAbsVelocity( vecVelocity );
			pPhysicsObject->SetVelocity(&vecVelocity, &angImpulse );
		}

		CEntityFlame *pFlame = CEntityFlame::Create( pChunk, false );
		if ( pFlame != NULL )
		{
			pFlame->SetLifetime( pChunk->m_lifeTime );
		}
	}

	UTIL_ScreenShake( vecAbsPoint, 25.0, 150.0, 1.0, 750.0f, SHAKE_START );

	if( hl2_episodic.GetBool() )
	{
		// EP1 perf hit
		Ignite( 6, false );
	}
	else
	{
		Ignite( 60, false );
	}

	m_lifeState = LIFE_DYING;

	// Spawn a lesser amount if the player is close
	m_iRocketSalvoLeft = DEATH_VOLLEY_ROCKET_COUNT;
	m_flRocketTime = gpGlobals->curtime;
}
开发者ID:0xFEEDC0DE64,项目名称:UltraGame,代码行数:94,代码来源:vehicle_apc.cpp


示例6: SetNextThink

//------------------------------------------------------------------------------
// Purpose: Samples the player's inputs and fires outputs based on what buttons
//			are currently held down.
//------------------------------------------------------------------------------
void CGameUI::Think( void )
{
	CBasePlayer *pPlayer = m_player;

	// If player is gone, stop thinking
	if (pPlayer == NULL)
	{
		SetNextThink( TICK_NEVER_THINK );
		return;
	}

	// If we're forcing an update, state with a clean button state
	if ( m_bForceUpdate )
	{
		m_nLastButtonState = pPlayer->m_nButtons;
	}

	// ------------------------------------------------
	// Check that toucher is facing the UI within
	// the field of view tolerance.  If not disconnect
	// ------------------------------------------------
	if (m_flFieldOfView > -1)
	{
		Vector vPlayerFacing;
		pPlayer->EyeVectors( &vPlayerFacing );
		Vector vPlayerToUI =  GetAbsOrigin() - pPlayer->WorldSpaceCenter();
		VectorNormalize(vPlayerToUI);

		float flDotPr = DotProduct(vPlayerFacing,vPlayerToUI);
		if (flDotPr < m_flFieldOfView)
		{
			Deactivate( pPlayer );
			return;
		}
	}

	pPlayer->AddFlag( FL_ONTRAIN );
	SetNextThink( gpGlobals->curtime );

	// Deactivate if they jump or press +use.
	// FIXME: prevent the use from going through in player.cpp
	if ((( pPlayer->m_afButtonPressed & IN_USE ) && ( m_spawnflags & SF_GAMEUI_USE_DEACTIVATES )) ||
		(( pPlayer->m_afButtonPressed & IN_JUMP ) && ( m_spawnflags & SF_GAMEUI_JUMP_DEACTIVATES )))
	{
		Deactivate( pPlayer );
		return;
	}

	// Determine what's different
	int nButtonsChanged = ( pPlayer->m_nButtons ^ m_nLastButtonState );

	//
	// Handle all our possible input triggers
	//

	if ( nButtonsChanged & IN_MOVERIGHT )
	{
		if ( m_nLastButtonState & IN_MOVERIGHT )
		{
			m_unpressedMoveRight.FireOutput( pPlayer, this, 0 );
		}
		else
		{
			m_pressedMoveRight.FireOutput( pPlayer, this, 0 );
		}
	}

	if ( nButtonsChanged & IN_MOVELEFT )
	{
		if ( m_nLastButtonState & IN_MOVELEFT )
		{
			m_unpressedMoveLeft.FireOutput( pPlayer, this, 0 );
		}
		else
		{
			m_pressedMoveLeft.FireOutput( pPlayer, this, 0 );
		}
	}

	if ( nButtonsChanged & IN_FORWARD )
	{
		if ( m_nLastButtonState & IN_FORWARD )
		{
			m_unpressedForward.FireOutput( pPlayer, this, 0 );
		}
		else
		{
			m_pressedForward.FireOutput( pPlayer, this, 0 );
		}
	}

	if ( nButtonsChanged & IN_BACK )
	{
		if ( m_nLastButtonState & IN_BACK )
		{
			m_unpressedBack.FireOutput( pPlayer, this, 0 );
//.........这里部分代码省略.........
开发者ID:0xFEEDC0DE64,项目名称:UltraGame,代码行数:101,代码来源:game_ui.cpp


示例7: EarPosition

// CONSIDER: if player in water state, autoset and underwater soundscape? 
void CEnvSoundscape::UpdateForPlayer( ss_update_t &update )
{
	if ( !IsEnabled() )
	{
		if ( update.pCurrentSoundscape == this )
		{
			update.pCurrentSoundscape = NULL;
			update.currentDistance = 0;
			update.bInRange = false;
		}
		return;
	}

	// calc range from sound entity to player
	Vector target = EarPosition();
	float range = (update.playerPosition - target).Length();
	
	if ( update.pCurrentSoundscape == this )
	{
		update.currentDistance = range;
		update.bInRange = false;
		if ( m_flRadius > range || m_flRadius == -1 )
		{
			trace_t tr;

			update.traceCount++;
			UTIL_TraceLine( target, update.playerPosition, MASK_SOLID_BRUSHONLY|MASK_WATER, update.pPlayer, COLLISION_GROUP_NONE, &tr );
			if ( tr.fraction == 1 && !tr.startsolid )
			{
				update.bInRange = true;
			}
		}
	}
	else
	{
		if ( (!update.bInRange || range < update.currentDistance ) && (m_flRadius > range || m_flRadius == -1) )
		{
			trace_t tr;

			update.traceCount++;
			UTIL_TraceLine( target, update.playerPosition, MASK_SOLID_BRUSHONLY|MASK_WATER, update.pPlayer, COLLISION_GROUP_NONE, &tr );

			if ( tr.fraction == 1 && !tr.startsolid )
			{
				audioparams_t &audio = update.pPlayer->GetAudioParams();
				WriteAudioParamsTo( audio );
				update.pCurrentSoundscape = this;
				update.bInRange = true;
				update.currentDistance = range;
			}
		}
	}


	if ( soundscape_debug.GetBool() )
	{
		// draw myself
		NDebugOverlay::Box(GetAbsOrigin(), Vector(-10,-10,-10), Vector(10,10,10),  255, 0, 255, 64, NDEBUG_PERSIST_TILL_NEXT_SERVER );

 		if ( update.pPlayer )
		{
			audioparams_t &audio = update.pPlayer->GetAudioParams();
			if ( audio.entIndex != entindex() )
			{
				if ( InRangeOfPlayer( update.pPlayer ) )
				{
					NDebugOverlay::Line( GetAbsOrigin(), update.pPlayer->WorldSpaceCenter(), 255, 255, 255, true, NDEBUG_PERSIST_TILL_NEXT_SERVER );
				}
				else
				{
					NDebugOverlay::Line( GetAbsOrigin(), update.pPlayer->WorldSpaceCenter(), 255, 0, 0, true, NDEBUG_PERSIST_TILL_NEXT_SERVER  );
				}
			}
			else
			{
				if ( InRangeOfPlayer( update.pPlayer ) )
				{
					NDebugOverlay::Line( GetAbsOrigin(), update.pPlayer->WorldSpaceCenter(), 0, 255, 0, true, NDEBUG_PERSIST_TILL_NEXT_SERVER  );
				}
  				else
				{
					NDebugOverlay::Line( GetAbsOrigin(), update.pPlayer->WorldSpaceCenter(), 255, 170, 0, true, NDEBUG_PERSIST_TILL_NEXT_SERVER  );
				}

				// also draw lines to each sound position.
				// we don't store the number of local sound positions, just a bitvector of which ones are on.
				unsigned int soundbits = audio.localBits.Get();
				float periodic = 2.0f * sin((fmod(gpGlobals->curtime,2.0f) - 1.0f) * M_PI); // = -4f .. 4f
				for (int ii = 0 ; ii < NUM_AUDIO_LOCAL_SOUNDS ; ++ii )
				{
					if ( soundbits & (1 << ii) )
					{
						const Vector &soundLoc = audio.localSound.Get(ii);
						NDebugOverlay::Line( GetAbsOrigin(), soundLoc, 0, 32 , 255 , false, NDEBUG_PERSIST_TILL_NEXT_SERVER );
						NDebugOverlay::Cross3D( soundLoc, 16.0f + periodic, 0, 0, 255, false, NDEBUG_PERSIST_TILL_NEXT_SERVER );
					}
				}
			}
		}
//.........这里部分代码省略.........
开发者ID:BenLubar,项目名称:SwarmDirector2,代码行数:101,代码来源:soundscape.cpp


示例8: GetAbsVelocity

//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CCrossbowBolt::BoltTouch( CBaseEntity *pOther )
{
	if ( pOther->IsSolidFlagSet(FSOLID_VOLUME_CONTENTS | FSOLID_TRIGGER) )
	{
		// Some NPCs are triggers that can take damage (like antlion grubs). We should hit them.
		if ( ( pOther->m_takedamage == DAMAGE_NO ) || ( pOther->m_takedamage == DAMAGE_EVENTS_ONLY ) )
			return;
	}

	if ( pOther->m_takedamage != DAMAGE_NO )
	{
		trace_t	tr, tr2;
		tr = BaseClass::GetTouchTrace();
		Vector	vecNormalizedVel = GetAbsVelocity();

		ClearMultiDamage();
		VectorNormalize( vecNormalizedVel );

#if defined(HL2_EPISODIC)
		//!!!HACKHACK - specific hack for ep2_outland_10 to allow crossbow bolts to pass through her bounding box when she's crouched in front of the player
		// (the player thinks they have clear line of sight because Alyx is crouching, but her BBOx is still full-height and blocks crossbow bolts.
		if( GetOwnerEntity() && GetOwnerEntity()->IsPlayer() && pOther->Classify() == CLASS_PLAYER_ALLY_VITAL && FStrEq(STRING(gpGlobals->mapname), "ep2_outland_10") )
		{
			// Change the owner to stop further collisions with Alyx. We do this by making her the owner.
			// The player won't get credit for this kill but at least the bolt won't magically disappear!
			SetOwnerEntity( pOther );
			return;
		}
#endif//HL2_EPISODIC

		if( GetOwnerEntity() && GetOwnerEntity()->IsPlayer() && pOther->IsNPC() )
		{
			CTakeDamageInfo	dmgInfo( this, GetOwnerEntity(), sk_plr_dmg_crossbow.GetFloat(), DMG_NEVERGIB );
			dmgInfo.AdjustPlayerDamageInflictedForSkillLevel();
			CalculateMeleeDamageForce( &dmgInfo, vecNormalizedVel, tr.endpos, 0.7f );
			dmgInfo.SetDamagePosition( tr.endpos );
			pOther->DispatchTraceAttack( dmgInfo, vecNormalizedVel, &tr );

			CBasePlayer *pPlayer = ToBasePlayer( GetOwnerEntity() );
			if ( pPlayer )
			{
				gamestats->Event_WeaponHit( pPlayer, true, "weapon_crossbow", dmgInfo );
			}

		}
		else
		{
			CTakeDamageInfo	dmgInfo( this, GetOwnerEntity(), sk_plr_dmg_crossbow.GetFloat(), DMG_BULLET | DMG_NEVERGIB );
			CalculateMeleeDamageForce( &dmgInfo, vecNormalizedVel, tr.endpos, 0.7f );
			dmgInfo.SetDamagePosition( tr.endpos );
			pOther->DispatchTraceAttack( dmgInfo, vecNormalizedVel, &tr );
		}

		ApplyMultiDamage();

		//Adrian: keep going through the glass.
		if ( pOther->GetCollisionGroup() == COLLISION_GROUP_BREAKABLE_GLASS )
			 return;

		/*if ( !pOther->IsAlive() )
		{
			// We killed it! 
			const surfacedata_t *pdata = physprops->GetSurfaceData( tr.surface.surfaceProps );
			if ( pdata->game.material == CHAR_TEX_GLASS )
			{
				return;
			}
		}*/

		SetAbsVelocity( Vector( 0, 0, 0 ) );

		// play body "thwack" sound
		EmitSound( "Weapon_Crossbow.BoltHitBody" );

		Vector vForward;

		AngleVectors( GetAbsAngles(), &vForward );
		VectorNormalize ( vForward );

		UTIL_TraceLine( GetAbsOrigin(),	GetAbsOrigin() + vForward * 128, MASK_BLOCKLOS, pOther, COLLISION_GROUP_NONE, &tr2 );

		if ( tr2.fraction != 1.0f )
		{
//			NDebugOverlay::Box( tr2.endpos, Vector( -16, -16, -16 ), Vector( 16, 16, 16 ), 0, 255, 0, 0, 10 );
//			NDebugOverlay::Box( GetAbsOrigin(), Vector( -16, -16, -16 ), Vector( 16, 16, 16 ), 0, 0, 255, 0, 10 );

			if ( tr2.m_pEnt == NULL || ( tr2.m_pEnt && tr2.m_pEnt->GetMoveType() == MOVETYPE_NONE ) )
			{
				CEffectData	data;

				data.m_vOrigin = tr2.endpos;
				data.m_vNormal = vForward;
				data.m_nEntIndex = tr2.fraction != 1.0f;
			
				DispatchEffect( "BoltImpact", data );
			}
		}
		
//.........这里部分代码省略.........
开发者ID:InfoSmart,项目名称:InSource-Singleplayer,代码行数:101,代码来源:weapon_crossbow.cpp


示例9: Reload

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CWeaponCrossbow::FireBolt()
{
	if ( m_iClip1 <= 0 )
	{
		if ( !m_bFireOnEmpty )
			Reload();
		else
		{
			WeaponSound( EMPTY );
			m_flNextPrimaryAttack = 0.15;
		}

		return;
	}

	CBasePlayer *pOwner = ToBasePlayer(GetOwner());
	
	if ( !pOwner )
		return;

#ifndef CLIENT_DLL

	pOwner->RumbleEffect(RUMBLE_357, 0, RUMBLE_FLAG_RESTART);

	Vector vecAiming	= pOwner->GetAutoaimVector(0);
	Vector vecSrc		= pOwner->Weapon_ShootPosition();

	QAngle angAiming;
	VectorAngles( vecAiming, angAiming );

#if defined(HL2_EPISODIC)
	// !!!HACK - the other piece of the Alyx crossbow bolt hack for Outland_10 (see ::BoltTouch() for more detail)
	if( FStrEq(STRING(gpGlobals->mapname), "ep2_outland_10") )
	{
		trace_t tr;
		UTIL_TraceLine( vecSrc, vecSrc + vecAiming * 24.0f, MASK_SOLID, pOwner, COLLISION_GROUP_NONE, &tr );

		if( tr.m_pEnt != NULL && tr.m_pEnt->Classify() == CLASS_PLAYER_ALLY_VITAL )
		{
			// If Alyx is right in front of the player, make sure the bolt starts outside of the player's BBOX, or the bolt
			// will instantly collide with the player after the owner of the bolt is switched to Alyx in ::BoltTouch(). We 
			// avoid this altogether by making it impossible for the bolt to collide with the player.
			vecSrc += vecAiming * 24.0f;
		}
	}
#endif

	CCrossbowBolt *pBolt = CCrossbowBolt::BoltCreate( vecSrc, angAiming, pOwner );

	if ( pOwner->GetWaterLevel() == 3 )
		pBolt->SetAbsVelocity(vecAiming * BOLT_WATER_VELOCITY);
	else
		pBolt->SetAbsVelocity(vecAiming * BOLT_AIR_VELOCITY);

#endif

	m_iClip1--;

	pOwner->ViewPunch(QAngle( -2, 0, 0 ));

	WeaponSound(SINGLE);
	WeaponSound(SPECIAL2);

#ifndef CLIENT_DLL
	CSoundEnt::InsertSound(SOUND_COMBAT, GetAbsOrigin(), 200, 0.2);
#endif

	SendWeaponAnim(ACT_VM_PRIMARYATTACK);

	// HEV suit - indicate out of ammo condition
	if ( !m_iClip1 && pOwner->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 )
		pOwner->SetSuitUpdate("!HEV_AMO0", FALSE, 0);

	m_flNextPrimaryAttack = m_flNextSecondaryAttack	= gpGlobals->curtime + 0.75;

	DoLoadEffect();
	SetChargerState(CHARGER_STATE_DISCHARGE);
}
开发者ID:InfoSmart,项目名称:InSource-Singleplayer,代码行数:81,代码来源:weapon_crossbow.cpp


示例10: SetSolid

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CSprite::Spawn( void )
{
	SetSolid( SOLID_NONE );
	SetMoveType( MOVETYPE_NONE );
	m_flFrame = 0;

	Precache();
	SetModel( STRING( GetModelName() ) );
	CollisionProp()->SetSurroundingBoundsType( USE_GAME_CODE );

	m_flMaxFrame = (float)modelinfo->GetModelFrameCount( GetModel() ) - 1;
	AddEffects( EF_NOSHADOW | EF_NORECEIVESHADOW );

#if !defined( CLIENT_DLL )
	if ( m_flGlowProxySize > MAX_GLOW_PROXY_SIZE )
	{
		// Clamp on Spawn to prevent per-frame spew
		DevWarning( "env_sprite at setpos %0.0f %0.0f %0.0f has invalid glow size %f - clamping to %f\n",
			GetAbsOrigin().x, GetAbsOrigin().y, GetAbsOrigin().z, m_flGlowProxySize.Get(), MAX_GLOW_PROXY_SIZE );
		m_flGlowProxySize = MAX_GLOW_PROXY_SIZE;
	}
	if ( GetEntityName() != NULL_STRING && !(m_spawnflags & SF_SPRITE_STARTON) )
	{
		TurnOff();
	}
	else
#endif
	{
		TurnOn();
	}
	
	// Worldcraft only sets y rotation, copy to Z
	if ( GetLocalAngles().y != 0 && GetLocalAngles().z == 0 )
	{
		QAngle angles = GetLocalAngles();

		angles.z = angles.y;
		angles.y = 0;

		SetLocalAngles( angles );
	}

	// Clamp our scale if necessary
	float scale = m_flSpriteScale;
	
	if ( scale < 0 || scale > MAX_SPRITE_SCALE )
	{
#if !defined( CLIENT_DLL ) 
		DevMsg( "LEVEL DESIGN ERROR: Sprite %s with bad scale %f [0..%f]\n", GetDebugName(), m_flSpriteScale, MAX_SPRITE_SCALE );
#endif
		scale = clamp( m_flSpriteScale, 0, MAX_SPRITE_SCALE );
	}

	//Set our state
	SetBrightness( GetRenderAlpha() );
	SetScale( scale );

#if defined( CLIENT_DLL )
	m_flStartScale = m_flDestScale = m_flSpriteScale;
	m_nStartBrightness = m_nDestBrightness = m_nBrightness;
#endif

}
开发者ID:Cre3per,项目名称:hl2sdk-csgo,代码行数:66,代码来源:Sprite.cpp


示例11: UTIL_GetGlobalTrace

void CSqueakGrenade::SuperBounceTouch( CBaseEntity *pOther )
{
	float	flpitch;

	TraceResult tr = UTIL_GetGlobalTrace();

	// don't hit the guy that launched this grenade
	if( pev->owner && pOther->edict() == pev->owner )
		return;

	// at least until we've bounced once
	pev->owner = NULL;

	pev->angles.x = 0;
	pev->angles.z = 0;

	// avoid bouncing too much
	if( m_flNextHit > gpGlobals->time )
		return;

	// higher pitch as squeeker gets closer to detonation time
	flpitch = 155.0 - 60.0 * ( ( m_flDie - gpGlobals->time ) / SQUEEK_DETONATE_DELAY );

	if( pOther->pev->takedamage && m_flNextAttack < gpGlobals->time )
	{
		// attack!

		// make sure it's me who has touched them
		if( tr.pHit == pOther->edict() )
		{
			// and it's not another squeakgrenade
			if( tr.pHit->v.modelindex != pev->modelindex )
			{
				// ALERT( at_console, "hit enemy\n");
				g_MultiDamage.Clear();
				pOther->TraceAttack( CTakeDamageInfo( this, gSkillData.GetSnarkDmgBite(), DMG_SLASH ), gpGlobals->v_forward, &tr );
				if( m_hOwner != NULL )
					g_MultiDamage.ApplyMultiDamage( this, m_hOwner );
				else
					g_MultiDamage.ApplyMultiDamage( this, this );

				pev->dmg += gSkillData.GetSnarkDmgPop(); // add more explosion damage
														 // m_flDie += 2.0; // add more life

														 // make bite sound
				EMIT_SOUND_DYN( this, CHAN_WEAPON, "squeek/sqk_deploy1.wav", 1.0, ATTN_NORM, 0, ( int ) flpitch );
				m_flNextAttack = gpGlobals->time + 0.5;
			}
		}
		else
		{
			// ALERT( at_console, "been hit\n");
		}
	}

	m_flNextHit = gpGlobals->time + 0.1;
	m_flNextHunt = gpGlobals->time;

	if( g_pGameRules->IsMultiplayer() )
	{
		// in multiplayer, we limit how often snarks can make their bounce sounds to prevent overflows.
		if( gpGlobals->time < m_flNextBounceSoundTime )
		{
			// too soon!
			return;
		}
	}

	if( !( pev->flags & FL_ONGROUND ) )
	{
		// play bounce sound
		float flRndSound = RANDOM_FLOAT( 0, 1 );

		if( flRndSound <= 0.33 )
			EMIT_SOUND_DYN( this, CHAN_VOICE, "squeek/sqk_hunt1.wav", 1, ATTN_NORM, 0, ( int ) flpitch );
		else if( flRndSound <= 0.66 )
			EMIT_SOUND_DYN( this, CHAN_VOICE, "squeek/sqk_hunt2.wav", 1, ATTN_NORM, 0, ( int ) flpitch );
		else
			EMIT_SOUND_DYN( this, CHAN_VOICE, "squeek/sqk_hunt3.wav", 1, ATTN_NORM, 0, ( int ) flpitch );
		CSoundEnt::InsertSound( bits_SOUND_COMBAT, GetAbsOrigin(), 256, 0.25 );
	}
	else
	{
		// skittering sound
		CSoundEnt::InsertSound( bits_SOUND_COMBAT, GetAbsOrigin(), 100, 0.1 );
	}

	m_flNextBounceSoundTime = gpGlobals->time + 0.5;// half second.
}
开发者ID:swmpdg,项目名称:HLEnhanced,代码行数:89,代码来源:CSqueakGrenade.cpp


示例12: SetTouch

void CSqueakGrenade::HuntThink( void )
{
	// ALERT( at_console, "think\n" );

	if( !IsInWorld() )
	{
		SetTouch( NULL );
		UTIL_Remove( this );
		return;
	}

	StudioFrameAdvance();
	pev->nextthink = gpGlobals->time + 0.1;

	// explode when ready
	if( gpGlobals->time >= m_flDie )
	{
		g_vecAttackDir = pev->velocity.Normalize();
		pev->health = -1;
		Killed( CTakeDamageInfo( this, 0, 0 ), GIB_NORMAL );
		return;
	}

	// float
	if( GetWaterLevel() != WATERLEVEL_DRY )
	{
		if( pev->movetype == MOVETYPE_BOUNCE )
		{
			pev->movetype = MOVETYPE_FLY;
		}
		pev->velocity = pev->velocity * 0.9;
		pev->velocity.z += 8.0;
	}
	else if( pev->movetype == MOVETYPE_FLY )
	{
		pev->movetype = MOVETYPE_BOUNCE;
	}

	// return if not time to hunt
	if( m_flNextHunt > gpGlobals->time )
		return;

	m_flNextHunt = gpGlobals->time + 2.0;

	CBaseEntity *pOther = NULL;
	Vector vecDir;
	TraceResult tr;

	Vector vecFlat = pev->velocity;
	vecFlat.z = 0;
	vecFlat = vecFlat.Normalize();

	UTIL_MakeVectors( pev->angles );

	if( m_hEnemy == NULL || !m_hEnemy->IsAlive() )
	{
		// find target, bounce a bit towards it.
		Look( 512 );
		m_hEnemy = BestVisibleEnemy();
	}

	// squeek if it's about time blow up
	if( ( m_flDie - gpGlobals->time <= 0.5 ) && ( m_flDie - gpGlobals->time >= 0.3 ) )
	{
		EMIT_SOUND_DYN( this, CHAN_VOICE, "squeek/sqk_die1.wav", 1, ATTN_NORM, 0, 100 + RANDOM_LONG( 0, 0x3F ) );
		CSoundEnt::InsertSound( bits_SOUND_COMBAT, GetAbsOrigin(), 256, 0.25 );
	}

	// higher pitch as squeeker gets closer to detonation time
	float flpitch = 155.0 - 60.0 * ( ( m_flDie - gpGlobals->time ) / SQUEEK_DETONATE_DELAY );
	if( flpitch < 80 )
		flpitch = 80;

	if( m_hEnemy != NULL )
	{
		if( FVisible( m_hEnemy ) )
		{
			vecDir = m_hEnemy->EyePosition() - GetAbsOrigin();
			m_vecTarget = vecDir.Normalize();
		}

		float flVel = pev->velocity.Length();
		float flAdj = 50.0 / ( flVel + 10.0 );

		if( flAdj > 1.2 )
			flAdj = 1.2;

		// ALERT( at_console, "think : enemy\n");

		// ALERT( at_console, "%.0f %.2f %.2f %.2f\n", flVel, m_vecTarget.x, m_vecTarget.y, m_vecTarget.z );

		pev->velocity = pev->velocity * flAdj + m_vecTarget * 300;
	}

	if( pev->flags & FL_ONGROUND )
	{
		pev->avelocity = Vector( 0, 0, 0 );
	}
	else
	{
//.........这里部分代码省略.........
开发者ID:swmpdg,项目名称:HLEnhanced,代码行数:101,代码来源:CSqueakGrenade.cpp


示例13: WorldSpaceCenter

//------------------------------------------------------------------------------
// Purpose :
//------------------------------------------------------------------------------
void CLookDoor::MoveThink(void)
{
	// --------------------------------
	// Make sure we have a looker
	// --------------------------------
	if (m_hLooker == NULL)
	{
		m_hLooker = (CBaseEntity*)gEntList.FindEntityByName( NULL, m_target );

		if (m_hLooker == NULL)
		{
			return;
		}
	}

	//--------------------------------------
	// Calculate an orgin for the door
	//--------------------------------------
	Vector vOrigin = WorldSpaceCenter() - GetAbsOrigin();

	// If FROM_OPEN flag is set, door proximity is measured
	// from the open and not the closed position
	if (FBitSet (m_spawnflags, SF_LDOOR_FROM_OPEN))
	{
		vOrigin += m_vecPosition2;
	}

	// ------------------------------------------------------
	//  First add movement based on proximity
	// ------------------------------------------------------
	float flProxMove = 0;
	if (m_flProximityDistance > 0)
	{
		float flDist = (m_hLooker->GetAbsOrigin() - vOrigin).Length()-m_flProximityOffset;
		if (flDist < 0) flDist = 0;

		if (flDist < m_flProximityDistance)
		{
			if (FBitSet (m_spawnflags, SF_LDOOR_THRESHOLD))
			{
				flProxMove = 1.0;
			}
			else
			{
				flProxMove = 1-flDist/m_flProximityDistance;
			}
		}
	}

	// ------------------------------------------------------
	//  Then add movement based on view angle
	// ------------------------------------------------------
	float flViewMove = 0;
	if (m_flFieldOfView > 0)
	{
		// ----------------------------------------
		// Check that toucher is facing the target
		// ----------------------------------------
		Assert( dynamic_cast< CBaseCombatCharacter* >( m_hLooker.Get() ) );
		CBaseCombatCharacter* pBCC = (CBaseCombatCharacter*)m_hLooker.Get();
		Vector vTouchDir = pBCC->EyeDirection3D( );
		Vector vTargetDir =  vOrigin - pBCC->EyePosition();
		VectorNormalize(vTargetDir);

		float flDotPr = DotProduct(vTouchDir,vTargetDir);
		if (flDotPr < m_flFieldOfView)
		{
			flViewMove = 0.0;
		}
		else
		{
			flViewMove = (flDotPr-m_flFieldOfView)/(1.0 - m_flFieldOfView);
		}
	}

	//---------------------------------------
	// Summate the two moves
	//---------------------------------------
	float flMove = flProxMove + flViewMove;
	if (flMove > 1.0)
	{
		flMove = 1.0;
	}

	// If behavior is inverted do the reverse
	if (FBitSet (m_spawnflags, SF_LDOOR_INVERT))
	{
		flMove = 1-flMove;
	}

	// Move the door
	SetPosition( flMove );
}
开发者ID:Au-heppa,项目名称:source-sdk-2013,代码行数:96,代码来源:look_door.cpp


示例14: GetAbsOrigin

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
bool CNPC_VehicleDriver::OverridePathMove( float flInterval )
{
	// Setup our initial path data if we've just started running a path
	if ( !m_pCurrentWaypoint )
	{
		m_vecPrevPoint = GetAbsOrigin();
		m_vecPrevPrevPoint = GetAbsOrigin();
		m_vecDesiredPosition = GetNavigator()->GetCurWaypointPos();	
		CalculatePostPoints();
	
		// Init our two waypoints
		m_Waypoints[0] = new CVehicleWaypoint( m_vecPrevPrevPoint, m_vecPrevPoint, m_vecDesiredPosition, m_vecPostPoint );
		m_Waypoints[1] = new CVehicleWaypoint( m_vecPrevPoint, m_vecDesiredPosition, m_vecPostPoint, m_vecPostPostPoint );
		m_pCurrentWaypoint = m_Waypoints[0];
		m_pNextWaypoint = m_Waypoints[1];

		m_flDistanceAlongSpline = 0.2;
	}

	// Have we reached our target? See if we've passed the current waypoint's plane.
	Vector vecAbsMins, vecAbsMaxs;
	CollisionProp()->WorldSpaceAABB( &vecAbsMins, &vecAbsMaxs );
	if ( BoxOnPlaneSide( vecAbsMins, vecAbsMaxs, &m_pCurrentWaypoint->planeWaypoint ) == 3 )
	{
		if ( WaypointReached() )
			return true;
	}

	// Did we bypass it and reach the next one already?
	if ( m_pNextWaypoint && BoxOnPlaneSide( vecAbsMins, vecAbsMaxs, &m_pNextWaypoint->planeWaypoint ) == 3 )
	{
		if ( WaypointReached() )
			return true;
	}

	// We may have just teleported, so check to make sure we have a waypoint
	if ( !m_pCurrentWaypoint || !m_pNextWaypoint )
		return false;

	// Figure out which spline we're trucking along
	CVehicleWaypoint *pCurrentSplineBeingTraversed = m_pCurrentWaypoint;
	if ( m_flDistanceAlongSpline > 1 )
	{
		pCurrentSplineBeingTraversed = m_pNextWaypoint;
	}

	// Get our current speed, and check it against the length of the spline to know how far to advance our marker
	AngularImpulse angVel;
	Vector vecVelocity;
	IPhysicsObject *pVehiclePhysics = m_hVehicleEntity->VPhysicsGetObject();

	if( !pVehiclePhysics )
	{
		// I think my vehicle has been destroyed.
		return false;
	}

	pVehiclePhysics->GetVelocity( &vecVelocity, &angVel );
	float flSpeed = vecVelocity.Length();
	float flIncTime = gpGlobals->curtime - GetLastThink();
	float flIncrement = flIncTime * (flSpeed / pCurrentSplineBeingTraversed->GetLength());

	// Now advance our point along the spline
	m_flDistanceAlongSpline = clamp( m_flDistanceAlongSpline + flIncrement, 0, 2);
	if ( m_flDistanceAlongSpline > 1 )
	{
		// We crossed the spline boundary
		pCurrentSplineBeingTraversed = m_pNextWaypoint;
	}

	Vector vSplinePoint = pCurrentSplineBeingTraversed->GetPointAt( m_flDistanceAlongSpline > 1 ? m_flDistanceAlongSpline-1 : m_flDistanceAlongSpline );
	Vector vSplineTangent = pCurrentSplineBeingTraversed->GetTangentAt( m_flDistanceAlongSpline > 1 ? m_flDistanceAlongSpline-1 : m_flDistanceAlongSpline );

	// Now that we've got the target spline point & tangent, use it to decide what our desired velocity is.
	// If we're close to the tangent, just use the tangent. Otherwise, Lerp towards it.
	Vector vecToDesired = (vSplinePoint - GetAbsOrigin());
	float flDistToDesired = VectorNormalize( vecToDesired );
	float flTangentLength = VectorNormalize( vSplineTangent );

	if ( flDistToDesired > (flTangentLength * 0.75) )
	{
		m_vecDesiredVelocity = vecToDesired * flTangentLength;
	}
	else
	{
		VectorLerp( vSplineTangent, vecToDesired * flTangentLength, (flDistToDesired / (flTangentLength * 0.5)), m_vecDesiredVelocity );
	}

	// Decrease speed according to the turn we're trying to make
	Vector vecRight;
	m_hVehicleEntity->GetVectors( NULL, &vecRight, NULL );
	Vector vecNormVel = m_vecDesiredVelocity;
	VectorNormalize( vecNormVel );
	float flDotRight = DotProduct( vecRight, vecNormVel );
	flSpeed = (1.0 - fabs(flDotRight));
	// Don't go slower than we've been told to go
	if ( flSpeed < m_flDriversMinSpeed )
//.........这里部分代码省略.........
开发者ID:BenLubar,项目名称:SwarmDirector2,代码行数:101,代码来源:npc_vehicledriver.cpp


示例15: GetLastThink

//-----------------------------------------------------------------------------
// Run all of the AI for elements within the range iStart to iEnd 
//-----------------------------------------------------------------------------
void CNPC_Blob::DoBlobBatchedAI( int iStart, int iEnd )
{
	float flInterval = gpGlobals->curtime - GetLastThink();

	// Local fields for sin-wave movement variance
	float flMySine;
	float flAmplitude = npc_blob_sin_amplitude.GetFloat();
	float flMyAmplitude;
	Vector vecRight;
	Vector vecForward;

	// Local fields for attract/repel
	float minDistSqr = Square( m_flMinElementDist );
	float flBlobSpeed = blob_element_speed.GetFloat();
	float flSpeed;

	// Local fields for speed limiting
	float flMinSpeed = blob_element_speed.GetFloat() * 0.5f;
	float flMaxSpeed = blob_element_speed.GetFloat() * 1.5f;
	bool bEnforceSpeedLimit;
	bool bEnforceRelativePositions;
	bool bDoMovementVariation;
	bool bDoOrientation = npc_blob_use_orientation.GetBool();
	float flIdleSpeedFactor = npc_blob_idle_speed_factor.GetFloat();

	// Group cohesion
	float flBlobRadiusSqr = Square( blob_radius.GetFloat() + 48.0f ); // Four feet of fudge

	// Build a right-hand vector along which we'll add some sine wave data to give each
	// element a unique insect-like undulation along an axis perpendicular to their path,
	// which makes the entire group look far less orderly
	if( GetEnemy() != NULL )
	{
		// If I have an enemy, the right-hand vector is perpendicular to a straight line 
		// from the group's centroid to the enemy's origin.
		vecForward = GetEnemy()->GetAbsOrigin() - m_vecCentroid;
		VectorNormalize( vecForward );
		vecRight.x = vecForward.y;
		vecRight.y = -vecForward.x;
	}
	else
	{
		// If there is no enemy, wobble along the axis from the centroid to me.
		vecForward = GetAbsOrigin() - m_vecCentroid;
		VectorNormalize( vecForward );
		vecRight.x = vecForward.y;
		vecRight.y = -vecForward.x;
	}

	//--
	// MAIN LOOP - Run all of the elements in the set iStart to iEnd
	//--
	for( int i = iStart ; i < iEnd ; i++ )
	{
		CBlobElement *pThisElement = m_Elements[ i ];

		//--
		// Initial movement
		//--
		// Start out with bEnforceSpeedLimit set to false. This is because an element
		// can't overspeed if it's moving undisturbed towards its target entity or 
		// target location. An element can only under or overspeed when it is repelled 
		// by multiple other elements in the group. See "Relative Positions" below.
		//
		// Initialize some 'defaults' that may be changed for each iteration of this loop
		bEnforceSpeedLimit = false;
		bEnforceRelativePositions = true;
		bDoMovementVariation = true;
		flSpeed = flBlobSpeed;

		switch( pThisElement->GetActiveMovementRule() )
		{
		case BLOB_MOVE_DONT_MOVE:
			{
				pThisElement->SetElementVelocity( vec3_origin, true );

				trace_t tr;
				Vector vecOrigin = pThisElement->GetAbsOrigin();

				UTIL_TraceLine( vecOrigin, vecOrigin - Vector( 0, 0, 16), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );

				if( tr.fraction < 1.0f )
				{
					QAngle angles;

					VectorAngles( tr.plane.normal, angles );

					float flSwap = angles.x;

					angles.x = -angles.y;
					angles.y = flSwap;

					pThisElement->SetAbsAngles( angles );
				}
			}
			continue;
			break;
//.........这里部分代码省略.........
开发者ID:AluminumKen,项目名称:hl2sb-src,代码行数:101,代码来源:npc_blob.cpp


示例16: VectorNormalize

//-----------------------------------------------------------------------------
// Purpose: This takes the current place the NPC's trying to get to, figures out
//			what keys to press to get the vehicle to go there, and then sends
//			them to the vehicle.
//-----------------------------------------------------------------------------
void CNPC_VehicleDriver::DriveVehicle( void )
{
	AngularImpulse angVel;
	Vector vecVelocity;
	IPhysicsObject *pVehiclePhysics = m_hVehicleEntity->VPhysicsGetObject();
	if ( !pVehiclePhysics )
		return;
	pVehiclePhysics->GetVelocity( &vecVelocity, &angVel );
	float flSpeed = VectorNormalize( vecVelocity );

	// If we have no target position to drive to, brake to a halt
	if ( !m_flMaxSpeed || m_vecDesiredPosition == vec3_origin )
	{
		if ( flSpeed > 1 )
		{
			m_pVehicleInterface->NPC_Brake();
		}
		return;
	}

	if ( g_debug_vehicledriver.GetInt() & DRIVER_DEBUG_PATH )
	{
		NDebugOverlay::Box(m_vecDesiredPosition, -Vector(20,20,20), Vector(20,20,20), 0,255,0, true, 0.1);
		NDebugOverlay::Line(GetAbsOrigin(), GetAbsOrigin() + m_vecDesiredVelocity, 0,255,0, true, 0.1);
	}

	m_flGoalSpeed = VectorNormalize(m_vecDesiredVelocity);

	// Is our target in front or behind us?
	Vector vecForward, vecRight;
	m_hVehicleEntity->GetVectors( &vecForward, &vecRight, NULL );
	float flDot = DotProduct( vecForward, m_vecDesiredVelocity );
	bool bBehind = ( flDot < 0 );
	float flVelDot = DotProduct( vecVelocity, m_vecDesiredVelocity );
	bool bGoingWrongWay = ( flVelDot < 0 );

	// Figure out whether we should accelerate / decelerate
	if ( bGoingWrongWay || (flSpeed < m_flGoalSpeed) )
	{
		// If it's behind us, go backwards not forwards
		if ( bBehind )
		{
			m_pVehicleInterface->NPC_ThrottleReverse();
		}
		else
		{
			m_pVehicleInterface->NPC_ThrottleForward();
		}
	}
	else
	{
		// Brake if we're go significantly too fast
		if ( (flSpeed - 200) > m_flGoalSpeed )
		{
			m_pVehicleInterface->NPC_Brake();
		}
		else
		{
			m_pVehicleInterface->NPC_ThrottleCenter();
		}
	}

	// Do we need to turn?
	float flDotRight = DotProduct( vecRight, m_vecDesiredVelocity );
	if ( bBehind )
	{
		// If we're driving backwards, flip our turning
		flDotRight *= -1;
	}
	// Map it to the vehicle's steering
	flDotRight *= (m_flSteering / 90);

	if ( flDotRight < 0 )
	{
		// Turn left
		m_pVehicleInterface->NPC_TurnLeft( -flDotRight );
	}
	else if ( flDotRight > 0 )
	{
		// Turn right
		m_pVehicleInterface->NPC_TurnRight( flDotRight );
	}
	else
	{
		m_pVehicleInterfa 

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C++ GetAccService函数代码示例发布时间:2022-05-30
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C++ GetAbsAngles函数代码示例发布时间:2022-05-30
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