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C++ EyePosition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EyePosition函数的典型用法代码示例。如果您正苦于以下问题:C++ EyePosition函数的具体用法?C++ EyePosition怎么用?C++ EyePosition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EyePosition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: acos

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CNPC_CombineCamera::DrawDebugGeometryOverlays(void)
{
	// ------------------------------
	// Draw viewcone if selected
	// ------------------------------
	if ((m_debugOverlays & OVERLAY_NPC_VIEWCONE_BIT))
	{
		float flViewRange	= acos(CAMERA_FOV_NARROW);
		Vector vEyeDir = EyeDirection2D( );
		Vector vLeftDir, vRightDir;
		float fSin, fCos;
		SinCos( flViewRange, &fSin, &fCos );

		vLeftDir.x			= vEyeDir.x * fCos - vEyeDir.y * fSin;
		vLeftDir.y			= vEyeDir.x * fSin + vEyeDir.y * fCos;
		vLeftDir.z			=  vEyeDir.z;
		fSin				= sin(-flViewRange);
		fCos				= cos(-flViewRange);
		vRightDir.x			= vEyeDir.x * fCos - vEyeDir.y * fSin;
		vRightDir.y			= vEyeDir.x * fSin + vEyeDir.y * fCos;
		vRightDir.z			=  vEyeDir.z;

		NDebugOverlay::BoxDirection(EyePosition(), Vector(0,0,-40), Vector(200,0,40), vLeftDir, 255, 255, 0, 50, 0 );
		NDebugOverlay::BoxDirection(EyePosition(), Vector(0,0,-40), Vector(200,0,40), vRightDir, 255, 255, 0, 50, 0 );
		NDebugOverlay::Box(EyePosition(), -Vector(2,2,2), Vector(2,2,2), 255, 255, 0, 128, 0 );
	}

	BaseClass::DrawDebugGeometryOverlays();
}
开发者ID:0xFEEDC0DE64,项目名称:UltraGame,代码行数:32,代码来源:npc_combinecamera.cpp


示例2: defined

bool CBaseCombatCharacter::IsLineOfSightClear( const Vector &pos, LineOfSightCheckType checkType, CBaseEntity *entityToIgnore ) const
{
#if defined(GAME_DLL) && defined(COUNT_BCC_LOS)
	static int count, frame;
	if ( frame != gpGlobals->framecount )
	{
		Msg( ">> %d\n", count );
		frame = gpGlobals->framecount;
		count = 0;
	}
	count++;
#endif
	if( checkType == IGNORE_ACTORS )
	{

		// use the query cache unless it causes problems

		trace_t trace;
		CTraceFilterNoCombatCharacters traceFilter( entityToIgnore, COLLISION_GROUP_NONE );
		UTIL_TraceLine( EyePosition(), pos, MASK_OPAQUE | CONTENTS_IGNORE_NODRAW_OPAQUE | CONTENTS_MONSTER, &traceFilter, &trace );

		return trace.fraction == 1.0f;

	}
	else
	{
		trace_t trace;
		CTraceFilterSkipTwoEntities traceFilter( this, entityToIgnore, COLLISION_GROUP_NONE );
		UTIL_TraceLine( EyePosition(), pos, MASK_OPAQUE | CONTENTS_IGNORE_NODRAW_OPAQUE, &traceFilter, &trace );

		return trace.fraction == 1.0f;
	}
}
开发者ID:BenLubar,项目名称:SwarmDirector2,代码行数:33,代码来源:basecombatcharacter_shared.cpp


示例3: AngleVectors

//-----------------------------------------------------------------------------
// Purpose: Sparks and fizzes to show it's broken.
//-----------------------------------------------------------------------------
void CNPC_RocketTurret::DeathThink( void )
{
	Vector vForward;
	AngleVectors( m_vecCurrentAngles, &vForward, NULL, NULL );

	m_iLaserState = 0;
	SetEnemy( NULL );

	g_pEffects->Sparks( EyePosition(), 1, 1, &vForward );
	g_pEffects->Smoke( EyePosition(), 0, 6.0f, 20 );

	SetNextThink( gpGlobals->curtime + RandomFloat( 2.0f, 8.0f ) );
}
开发者ID:Axitonium,项目名称:SourceEngine2007,代码行数:16,代码来源:npc_rocket_turret.cpp


示例4: StopPowerjump

void C_CFPlayer::PostThink()
{
	if ( IsAlive() && (GetFlags() & FL_ONGROUND) && m_bPowerjump )
		StopPowerjump();
	
	BaseClass::PostThink();

	Instructor_Think();

	for (int i = 1; i < gpGlobals->maxClients; i++)
	{
		C_BasePlayer *pPlayer =	UTIL_PlayerByIndex( i );

		if (!pPlayer)
			continue;

		C_CFPlayer* pCFPlayer = ToCFPlayer(pPlayer);

		if (CFGameRules()->PlayerRelationship(this, pCFPlayer) == GR_TEAMMATE)
			continue;

		// Far enemies are not important.
		if ((EyePosition() - pCFPlayer->WorldSpaceCenter()).Length() > 500)
			continue;

		trace_t result;
		CTraceFilterNoNPCsOrPlayer traceFilter( NULL, COLLISION_GROUP_NONE );
		UTIL_TraceLine( EyePosition(), pCFPlayer->WorldSpaceCenter(), MASK_VISIBLE_AND_NPCS, &traceFilter, &result );
		if (result.fraction != 1.0f)
		//if (!pPlayer->IsVisible(pCFTarget))	// This is unfortunately a server-only function, though I'd love to use it here.
			continue;

		m_flLastEnemySeen = gpGlobals->curtime;
		break;
	}

	if (!IsInFollowMode() || !ShouldLockFollowModeView())
	{
		Vector vecForward;
		GetVectors(&vecForward, NULL, NULL);

		if (m_flLastCameraTargetTime == 0)
		{
			if (!GetRecursedTarget())
				m_hLastCameraTarget = NULL;
			m_vecLastCameraTarget = m_vecLastTargetPosition = EyePosition() + vecForward*100;
		}
	}
}
开发者ID:BSVino,项目名称:Arcon,代码行数:49,代码来源:c_cf_player.cpp


示例5: AngleVectors

void C_HL2MP_Player::CalcView( Vector &eyeOrigin, QAngle &eyeAngles, float &zNear, float &zFar, float &fov )
{
	// third or first person ragdolls
	if ( m_lifeState != LIFE_ALIVE && !IsObserver() )
	{
		// First person ragdolls
		if ( cl_fp_ragdoll.GetBool() && m_hRagdoll.Get() )
		{
			// pointer to the ragdoll
			C_HL2MPRagdoll *pRagdoll = (C_HL2MPRagdoll*)m_hRagdoll.Get();

			// gets its origin and angles
			pRagdoll->GetAttachment( pRagdoll->LookupAttachment( "eyes" ), eyeOrigin, eyeAngles );
			Vector vForward; 
			AngleVectors( eyeAngles, &vForward );

			if ( cl_fp_ragdoll_auto.GetBool() )
			{
				// DM: Don't use first person view when we are very close to something
				trace_t tr;
				UTIL_TraceLine( eyeOrigin, eyeOrigin + ( vForward * 10000 ), MASK_ALL, pRagdoll, COLLISION_GROUP_NONE, &tr );

				if ( (!(tr.fraction < 1) || (tr.endpos.DistTo(eyeOrigin) > 25)) )
					return;
			}
			else
				return;
		}

		eyeOrigin = vec3_origin;
		eyeAngles = vec3_angle;

		Vector origin = EyePosition();
		IRagdoll *pRagdoll = GetRepresentativeRagdoll();
		if ( pRagdoll )
		{
			origin = pRagdoll->GetRagdollOrigin();
			origin.z += VEC_DEAD_VIEWHEIGHT.z; // look over ragdoll, not through
		}
		BaseClass::CalcView( eyeOrigin, eyeAngles, zNear, zFar, fov );
		eyeOrigin = origin;
		Vector vForward; 
		AngleVectors( eyeAngles, &vForward );
		VectorNormalize( vForward );
		VectorMA( origin, -CHASE_CAM_DISTANCE, vForward, eyeOrigin );
		Vector WALL_MIN( -WALL_OFFSET, -WALL_OFFSET, -WALL_OFFSET );
		Vector WALL_MAX( WALL_OFFSET, WALL_OFFSET, WALL_OFFSET );
		trace_t trace; // clip against world
		// HACK don't recompute positions while doing RayTrace
		C_BaseEntity::EnableAbsRecomputations( false );
		UTIL_TraceHull( origin, eyeOrigin, WALL_MIN, WALL_MAX, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &trace );
		C_BaseEntity::EnableAbsRecomputations( true );
		if (trace.fraction < 1.0)
		{
			eyeOrigin = trace.endpos;
		}
		return;
	}
	BaseClass::CalcView( eyeOrigin, eyeAngles, zNear, zFar, fov );
}
开发者ID:bmk10,项目名称:deathmatchclassicsource,代码行数:60,代码来源:c_hl2mp_player.cpp


示例6: IsAbleToSee

//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseCombatCharacter::IsAbleToSee( const CBaseEntity *pEntity, FieldOfViewCheckType checkFOV )
{
	CBaseCombatCharacter *pBCC = const_cast<CBaseEntity *>( pEntity )->MyCombatCharacterPointer();
	if ( pBCC )
		return IsAbleToSee( pBCC, checkFOV );

	// Test this every time; it's cheap.
	Vector vecEyePosition = EyePosition();
	Vector vecTargetPosition = pEntity->WorldSpaceCenter();

#ifdef GAME_DLL
	Vector vecEyeToTarget;
	VectorSubtract( vecTargetPosition, vecEyePosition, vecEyeToTarget );
	float flDistToOther = VectorNormalize( vecEyeToTarget ); 

	// We can't see because they are too far in the fog
	if ( IsHiddenByFog( flDistToOther ) )
		return false;
#endif

	if ( !ComputeLOS( vecEyePosition, vecTargetPosition ) )
		return false;



	return ( checkFOV != USE_FOV || IsInFieldOfView( vecTargetPosition ) );
}
开发者ID:BenLubar,项目名称:SwarmDirector2,代码行数:30,代码来源:basecombatcharacter_shared.cpp


示例7: GetEyeVectors

void C_NEOPlayer::UpdateInCross()
{
	if ( !IsLocalNEOPlayer() )
		return;

	m_iInCrossIndex = 0;
	m_bAnyoneInCross = false;

	Vector forward;
	GetEyeVectors( &forward, nullptr, nullptr );

	Vector eyes = EyePosition();

	Vector start = eyes + forward * 10.f;
	Vector end = eyes + forward * 1500.f;

	trace_t trace;
	UTIL_TraceLine( start, end, CONTENTS_LADDER | CONTENTS_MOVEABLE | CONTENTS_GRATE | CONTENTS_AUX | CONTENTS_WINDOW | CONTENTS_SOLID, this, 0, &trace );

	if ( !trace.startsolid && trace.DidHitNonWorldEntity() && trace.m_pEnt )
	{
		if ( trace.m_pEnt != this && trace.m_pEnt->IsPlayer() && trace.m_pEnt->GetTeamNumber() == this->GetTeamNumber() )
		{
			m_iInCrossIndex = trace.m_pEnt->entindex();
			m_bAnyoneInCross = true;
		}
	}
}
开发者ID:Ochii,项目名称:nt-revamp,代码行数:28,代码来源:c_neoplayer.cpp


示例8: ToBasePlayer

/**
	Returns true if we are looking towards something within a tolerence determined 
	by our field of view
*/
bool CBaseCombatCharacter::IsInFieldOfView( CBaseEntity *entity ) const
{
	CBasePlayer *pPlayer = ToBasePlayer( const_cast< CBaseCombatCharacter* >( this ) );
	float flTolerance = pPlayer ? cos( (float)pPlayer->GetFOV() * 0.5f ) : BCC_DEFAULT_LOOK_TOWARDS_TOLERANCE;

	Vector vecForward;
	Vector vecEyePosition = EyePosition();
	AngleVectors( EyeAngles(), &vecForward );

	// FIXME: Use a faster check than this!

	// Check 3 spots, or else when standing right next to someone looking at their eyes, 
	// the angle will be too great to see their center.
	Vector vecToTarget = entity->GetAbsOrigin() - vecEyePosition;
	vecToTarget.NormalizeInPlace();
	if ( DotProduct( vecForward, vecToTarget ) >= flTolerance )
		return true;

	vecToTarget = entity->WorldSpaceCenter() - vecEyePosition;
	vecToTarget.NormalizeInPlace();
	if ( DotProduct( vecForward, vecToTarget ) >= flTolerance )
		return true;

	vecToTarget = entity->EyePosition() - vecEyePosition;
	vecToTarget.NormalizeInPlace();
	return ( DotProduct( vecForward, vecToTarget ) >= flTolerance );
}
开发者ID:EspyEspurr,项目名称:game,代码行数:31,代码来源:basecombatcharacter_shared.cpp


示例9: ToCFPlayer

void C_CFPlayer::CalcInEyeCamView(Vector& eyeOrigin, QAngle& eyeAngles, float& fov)
{
	C_CFPlayer *pTarget = ToCFPlayer(GetObserverTarget());

	if ( !pTarget ) 
	{
		// just copy a save in-map position
		VectorCopy( EyePosition(), eyeOrigin );
		VectorCopy( EyeAngles(), eyeAngles );
		return;
	};

	if ( pTarget->ShouldForceThirdPerson() )
	{
		CalcChaseCamView( eyeOrigin, eyeAngles, fov );
		return;
	}

	fov = GetFOV();	// TODO use tragets FOV

	m_flObserverChaseDistance = 0.0;

	eyeAngles = pTarget->EyeAngles();
	eyeOrigin = pTarget->EyePosition();

	// Apply punch angle
	VectorAdd( eyeAngles, GetPunchAngle(), eyeAngles );

	engine->SetViewAngles( eyeAngles );
}
开发者ID:BSVino,项目名称:Arcon,代码行数:30,代码来源:c_cf_player.cpp


示例10: MAKE_STRING

//-----------------------------------------------------------------------------
// Purpose: Input handler that makes the crow fly away.
//-----------------------------------------------------------------------------
void CNPC_Crow::InputFlyAway( inputdata_t &inputdata )
{
	string_t sTarget = MAKE_STRING( inputdata.value.String() );

	if ( sTarget != NULL_STRING )// this npc has a target
	{
		CBaseEntity *pEnt = gEntList.FindEntityByName( NULL, sTarget );

		if ( pEnt )
		{
			trace_t tr;
			AI_TraceLine ( EyePosition(), pEnt->GetAbsOrigin(), MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr );

			if ( tr.fraction != 1.0f )
				 return;

			// Find the npc's initial target entity, stash it
			SetGoalEnt( pEnt );
		}
	}
	else
		SetGoalEnt( NULL );

	SetCondition( COND_CROW_FORCED_FLY );
	SetCondition( COND_PROVOKED );

}
开发者ID:Bubbasacs,项目名称:FinalProj,代码行数:30,代码来源:npc_crow.cpp


示例11: GetEnemy

//-----------------------------------------------------------------------------
// Purpose: Find the center of the target entity as seen through the specified portal
// Input  : pPortal - The portal to look through
// Output : Vector& output point in world space where the target *appears* to be as seen through the portal
//-----------------------------------------------------------------------------
bool CNPC_RocketTurret::FindAimPointThroughPortal( const CProp_Portal* pPortal, Vector* pVecOut )
{ 
	if ( pPortal && pPortal->m_bActivated )
	{
		CProp_Portal* pLinked = pPortal->m_hLinkedPortal.Get(); 
		CBaseEntity*  pTarget = GetEnemy();

		// Require that the portal is facing towards the beam to test through it
		Vector vRocketToPortal, vPortalForward;
		VectorSubtract ( pPortal->GetAbsOrigin(), EyePosition(), vRocketToPortal );
		pPortal->GetVectors( &vPortalForward, NULL, NULL);
		float fDot = DotProduct( vRocketToPortal, vPortalForward );

		// Portal must be facing the turret, and have a linked partner
		if ( fDot < 0.0f && pLinked && pLinked->m_bActivated && pTarget )
		{
			VMatrix matToPortalView = pLinked->m_matrixThisToLinked;
			Vector vTargetAimPoint = pTarget->GetAbsOrigin() + (pTarget->WorldAlignMins() + pTarget->WorldAlignMaxs()) * 0.5f;
			*pVecOut =  matToPortalView * vTargetAimPoint;   
			return true;
		}
	}

	// Bad portal pointer, not linked, no target or otherwise failed
	return false;
}
开发者ID:Axitonium,项目名称:SourceEngine2007,代码行数:31,代码来源:npc_rocket_turret.cpp


示例12: fabs

// here bot updates important info that is used multiple times along the thinking process
void CSDKBot::InfoGathering()
{
	if (!GetEnemy())
	{
		m_flBotToEnemyDist = 9999;
		m_flHeightDifToEnemy = 0;
		m_bEnemyOnSights = false;

		m_flDistTraveled += fabs(GetLocalVelocity().Length()); // this is used for stuck checking,
		return;
	}

	m_flBotToEnemyDist = (GetLocalOrigin() - GetEnemy()->GetLocalOrigin()).Length();

	trace_t tr;
	UTIL_TraceHull( EyePosition(), GetEnemy()->EyePosition() - Vector(0,0,20), -BotTestHull, BotTestHull, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );

	if( tr.m_pEnt == GetEnemy() ) // vision line between both
		m_bEnemyOnSights = true;
	else
		m_bEnemyOnSights = false;

	m_bInRangeToAttack = (m_flBotToEnemyDist < m_flMinRangeAttack) && FInViewCone( GetEnemy() );

	m_flDistTraveled += fabs(GetLocalVelocity().Length()); // this is used for stuck checking,

	m_flHeightDifToEnemy = GetLocalOrigin().z - GetEnemy()->GetLocalOrigin().z;
}
开发者ID:rajeshpillai,项目名称:DoubleAction,代码行数:29,代码来源:sdk_bot.cpp


示例13: defined

void CBasePlayer::CalcPlayerView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov )
{
#if defined( CLIENT_DLL )
	if ( !prediction->InPrediction() )
	{
		// FIXME: Move into prediction
		view->DriftPitch();
	}
#endif

	VectorCopy( EyePosition(), eyeOrigin );
#ifdef SIXENSE
	if ( g_pSixenseInput->IsEnabled() )
	{
		VectorCopy( EyeAngles() + GetEyeAngleOffset(), eyeAngles );
	}
	else
	{
		VectorCopy( EyeAngles(), eyeAngles );
	}
#else
	VectorCopy( EyeAngles(), eyeAngles );
#endif

#if defined( CLIENT_DLL )
	if ( !prediction->InPrediction() )
#endif
	{
		SmoothViewOnStairs( eyeOrigin );
	}

	// Snack off the origin before bob + water offset are applied
	Vector vecBaseEyePosition = eyeOrigin;

	CalcViewRoll( eyeAngles );

	// Apply punch angle
	VectorAdd( eyeAngles, m_Local.m_vecPunchAngle, eyeAngles );

#if defined( CLIENT_DLL )
	if ( !prediction->InPrediction() )
	{
		// Shake it up baby!
		vieweffects->CalcShake();
		vieweffects->ApplyShake( eyeOrigin, eyeAngles, 1.0 );
	}
#endif

#if defined( CLIENT_DLL )
	// Apply a smoothing offset to smooth out prediction errors.
	Vector vSmoothOffset;
	GetPredictionErrorSmoothingVector( vSmoothOffset );
	eyeOrigin += vSmoothOffset;
	m_flObserverChaseDistance = 0.0;
#endif

	// calc current FOV
	fov = GetFOV();
}
开发者ID:EspyEspurr,项目名称:game,代码行数:59,代码来源:baseplayer_shared.cpp


示例14: return

bool CEntity::FVisible(CEntity *pEntity)
{
    // don't look through water
    if (IsInWater() != pEntity->IsInWater())
        return false;

    return (TestLine(EyePosition(), pEntity->EyePosition(), true, pEntity).fraction >= 1.0);
}
开发者ID:CecilHarvey,项目名称:gina,代码行数:8,代码来源:entity.cpp


示例15: EyePosition

void CCSBot::UpdateLookAt()
{
	Vector to = m_lookAtSpot - EyePosition();
	Vector idealAngle = UTIL_VecToAngles(to);
	idealAngle.x = 360.0f - idealAngle.x;

	SetLookAngles(idealAngle.y, idealAngle.x);
}
开发者ID:a1batross,项目名称:ReGameDLL_CS,代码行数:8,代码来源:cs_bot_vision.cpp


示例16: GetEnemy

int CASW_Parasite::RangeAttack1Conditions( float flDot, float flDist )
{
	if ( gpGlobals->curtime < m_flNextAttack )
		return 0;

	if ( ( GetFlags() & FL_ONGROUND ) == false )
		return 0;

	// This code stops lots of headcrabs swarming you and blocking you
	// whilst jumping up and down in your face over and over. It forces
	// them to back up a bit. If this causes problems, consider using it
	// for the fast headcrabs only, rather than just removing it.(sjb)
	if ( flDist < ASW_PARASITE_MIN_JUMP_DIST )
		return COND_TOO_CLOSE_TO_ATTACK;

	if ( flDist > ASW_PARASITE_MAX_JUMP_DIST )
		return COND_TOO_FAR_TO_ATTACK;

	// Make sure the way is clear!
	CBaseEntity *pEnemy = GetEnemy();
	if( pEnemy )
	{
		bool bEnemyIsBullseye = ( dynamic_cast<CNPC_Bullseye *>(pEnemy) != NULL );

		trace_t tr;
		AI_TraceLine( EyePosition(), pEnemy->EyePosition(), MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );

		if ( tr.m_pEnt != GetEnemy() )
		{
			if ( !bEnemyIsBullseye || tr.m_pEnt != NULL )
				return COND_NONE;
		}

		if( GetEnemy()->EyePosition().z - 36.0f > GetAbsOrigin().z )
		{
			// Only run this test if trying to jump at a player who is higher up than me, else this 
			// code will always prevent a headcrab from jumping down at an enemy, and sometimes prevent it
			// jumping just slightly up at an enemy.
			Vector vStartHullTrace = GetAbsOrigin();
			vStartHullTrace.z += 1.0;

			Vector vEndHullTrace = GetEnemy()->EyePosition() - GetAbsOrigin();
			vEndHullTrace.NormalizeInPlace();
			vEndHullTrace *= 8.0;
			vEndHullTrace += GetAbsOrigin();

			AI_TraceHull( vStartHullTrace, vEndHullTrace,GetHullMins(), GetHullMaxs(), MASK_NPCSOLID, this, GetCollisionGroup(), &tr );

			if ( tr.m_pEnt != NULL && tr.m_pEnt != GetEnemy() )
			{
				return COND_TOO_CLOSE_TO_ATTACK;
			}
		}
	}

	return COND_CAN_RANGE_ATTACK1;
}
开发者ID:detoxhby,项目名称:SwarmDirector2,代码行数:57,代码来源:asw_parasite.cpp


示例17: EyePosition

//-----------------------------------------------------------------------------
// Purpose: 
// Input  : eyeOrigin - 
//			eyeAngles - 
//			zNear - 
//			zFar - 
//			fov - 
//-----------------------------------------------------------------------------
void CBasePlayer::CalcView( Vector &eyeOrigin, QAngle &eyeAngles, float &zNear, float &zFar, float &fov )
{
	eyeOrigin = EyePosition();
	eyeAngles = EyeAngles();

#if defined( CLIENT_DLL )
	Camera()->CalcView(eyeOrigin, eyeAngles, fov);
#endif
}
开发者ID:iosoccer,项目名称:iosoccer-game,代码行数:17,代码来源:baseplayer_shared.cpp


示例18: StudioFrameAdvance

//-----------------------------------------------------------------------------
// Make sure our target is still valid, and if so, fire at it
//-----------------------------------------------------------------------------
void CObjectSentrygun::Attack()
{
	StudioFrameAdvance( );

	if ( !FindTarget() )
	{
		m_iState.Set( SENTRY_STATE_SEARCHING );
		m_hEnemy = NULL;
		return;
	}

	// Track enemy
	Vector vecMid = EyePosition();
	Vector vecMidEnemy = m_hEnemy->WorldSpaceCenter();
	Vector vecDirToEnemy = vecMidEnemy - vecMid;

	QAngle angToTarget;
	VectorAngles( vecDirToEnemy, angToTarget );

	angToTarget.y = UTIL_AngleMod( angToTarget.y );
	if (angToTarget.x < -180)
		angToTarget.x += 360;
	if (angToTarget.x > 180)
		angToTarget.x -= 360;

	// now all numbers should be in [1...360]
	// pin to turret limitations to [-50...50]
	if (angToTarget.x > 50)
		angToTarget.x = 50;
	else if (angToTarget.x < -50)
		angToTarget.x = -50;
	m_vecGoalAngles.y = angToTarget.y;
	m_vecGoalAngles.x = angToTarget.x;

	MoveTurret();

	// Fire on the target if it's within 10 units of being aimed right at it
	if ( m_flNextAttack <= gpGlobals->curtime && (m_vecGoalAngles - m_vecCurAngles).Length() <= 10 )
	{
		Fire();

		if ( m_iUpgradeLevel == 1 )
		{
			// Level 1 sentries fire slower
			m_flNextAttack = gpGlobals->curtime + 0.2;
		}
		else
		{
			m_flNextAttack = gpGlobals->curtime + 0.1;
		}
	}
	else
	{
		// SetSentryAnim( TFTURRET_ANIM_SPIN );
	}
}
开发者ID:MrBoomer568,项目名称:TF2Classic,代码行数:59,代码来源:tf_obj_sentrygun.cpp


示例19: FVisible

//=========================================================
// FVisible - returns true if a line can be traced from
// the caller's eyes to the target vector
//=========================================================
BOOL CBaseEntity :: FVisible ( const Vector &vecOrigin )
{
	TraceResult tr;
	Vector		vecLookerOrigin;
	
	vecLookerOrigin = EyePosition();//look through the caller's 'eyes'

    return AvHCheckLineOfSight(vecLookerOrigin, vecOrigin, ENT(pev));

}
开发者ID:Arkshine,项目名称:NS,代码行数:14,代码来源:combat.cpp


示例20: EyePosition

/**
	Return true if our view direction is pointing at the given target, 
	within the cosine of the angular tolerance. LINE OF SIGHT IS NOT CHECKED.
*/
bool CBaseCombatCharacter::IsLookingTowards( const Vector &target, float cosTolerance ) const
{
	Vector toTarget = target - EyePosition();
	toTarget.NormalizeInPlace();

	Vector forward;
	AngleVectors( EyeAngles(), &forward );

	return ( DotProduct( forward, toTarget ) >= cosTolerance );
}
开发者ID:EspyEspurr,项目名称:game,代码行数:14,代码来源:basecombatcharacter_shared.cpp



注:本文中的EyePosition函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,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。


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上一篇:
C++ F函数代码示例发布时间:2022-05-30
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C++ EyeAngles函数代码示例发布时间:2022-05-30
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