C++ CWeapon::GetInfo方法代码示例

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


C++ CWeapon::GetInfo方法代码示例

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

示例1: SetCurrentWeaponSlot

void CPedSA::SetCurrentWeaponSlot ( eWeaponSlot weaponSlot )
{
    if ( weaponSlot < WEAPONSLOT_MAX )
    {
        eWeaponSlot currentSlot = GetCurrentWeaponSlot ();
        if ( weaponSlot != GetCurrentWeaponSlot () )
        {
            CWeapon * pWeapon = GetWeapon ( currentSlot );
            if ( pWeapon ) RemoveWeaponModel ( pWeapon->GetInfo ( WEAPONSKILL_STD )->GetModel () );

            CPedSAInterface * thisPed = (CPedSAInterface *)this->GetInterface();
         
            // set the new weapon slot
            thisPed->bCurrentWeaponSlot = weaponSlot;

            // is the player the local player?
            CPed * pPed = pGame->GetPools()->GetPedFromRef ( (DWORD)1 );
            //if ( pPed == this && thisPed->pPlayerInfo )
            //{
            
            DWORD dwThis = (DWORD)this->GetInterface();
            if ( pPed == this )
            {
               ((CPlayerInfoSA *)pGame->GetPlayerInfo())->GetInterface()->PlayerPedData.m_nChosenWeapon = weaponSlot;

                DWORD dwFunc = FUNC_MakeChangesForNewWeapon_Slot;
                _asm
                {
                    mov     ecx, dwThis
                    push    weaponSlot
                    call    dwFunc
                }
            }
开发者ID:ntauthority,项目名称:openvice,代码行数:33,代码来源:CPedSA.cpp

示例2: DrawFromAim

void CNametags::DrawFromAim ( void )
{
    unsigned long ulCurrentTime = CClientTime::GetTime ();

    // Got any players that are not local?
    if ( m_pPlayerManager->Count () > 1 )
    {
        // Grab the local player
        CClientPlayer* pLocalPlayer = m_pPlayerManager->GetLocalPlayer ();
        if ( pLocalPlayer )
        {
            // Grab the current time and the camera
            unsigned long ulCurrentTime = CClientTime::GetTime ();
            CCamera* pCamera = g_pGame->GetCamera ();

            // Grab our controller state
            CControllerState State;
            g_pGame->GetPad ()->GetCurrentControllerState ( &State );

            // Grab our current weapon slot. Use screen center if melee or none
            CVector vecStart;
            CVector vecTarget;
            eWeaponSlot eSlot = pLocalPlayer->GetCurrentWeaponSlot ();
            if ( eSlot == WEAPONSLOT_TYPE_UNARMED ||
                    eSlot == WEAPONSLOT_TYPE_MELEE ||
                    eSlot == WEAPONSLOT_TYPE_RIFLE ||
                    eSlot == WEAPONSLOT_TYPE_THROWN ||
                    eSlot == WEAPONSLOT_TYPE_SPECIAL ||
                    eSlot == WEAPONSLOT_TYPE_GIFT ||
                    eSlot == WEAPONSLOT_TYPE_PARACHUTE ||
                    eSlot == WEAPONSLOT_TYPE_DETONATOR )
            {
                // Grab the active cam
                CCamera* pCamera = g_pGame->GetCamera ();
                CCam* pActive = pCamera->GetCam ( pCamera->GetActiveCam () );

                // Grab the camera matrix
	            CMatrix matCamera;
	            pCamera->GetMatrix ( &matCamera );
                vecStart = matCamera.vPos;

                // Range
                float fRange;
                if ( eSlot == WEAPONSLOT_TYPE_RIFLE && State.RightShoulder1 )
                {
                    fRange = SNIPER_AIM_VISIBLE_RANGE;
                }
                else
                {
                    fRange = MELEE_VISIBLE_RANGE;
                }

                // Find the target position
                CVector vecFront = *pActive->GetFront ();
                vecFront.Normalize ();
                vecTarget = *pActive->GetSource () + vecFront * fRange;
            }
            else
            {
                // Grab the weapon and keysync state. If it exists and he holds Target down
                CWeapon* pPlayerWeapon = pLocalPlayer->GetWeapon ();
                if ( pPlayerWeapon && State.RightShoulder1 )
                {
                    // Grab the gun muzzle position
                    CWeaponInfo* pCurrentWeaponInfo = pPlayerWeapon->GetInfo ();
                    CVector vecGunMuzzle = *pCurrentWeaponInfo->GetFireOffset ();
                    pLocalPlayer->GetTransformedBonePosition ( BONE_RIGHTWRIST, vecGunMuzzle );

                    // Grab the target point
                    pCamera->Find3rdPersonCamTargetVector ( AIM_VISIBLE_RANGE, &vecGunMuzzle, &vecStart, &vecTarget );
                }
                else
                {
                    // Grab the active cam
                    CCam* pActive = pCamera->GetCam ( pCamera->GetActiveCam () );

                    // Grab the camera matrix
	                CMatrix matCamera;
	                pCamera->GetMatrix ( &matCamera );
                    vecStart = matCamera.vPos;

                    // Find the target position
                    CVector vecFront = *pActive->GetFront ();
                    vecFront.Normalize ();
                    vecTarget = *pActive->GetSource () + vecFront * MELEE_VISIBLE_RANGE;
                }
            }

            // Ignore the local player for this
            pLocalPlayer->WorldIgnore ( true );

            // Do the raycast
            CColPoint* pColPoint = NULL;
            CEntity* pEntity = NULL;
            g_pGame->GetWorld ()->ProcessLineOfSight ( &vecStart, &vecTarget, &pColPoint, &pEntity, true, true, true, true, true, true, false, true );
            if ( pColPoint ) pColPoint->Destroy (); 

            // Un-ignore the local player
            pLocalPlayer->WorldIgnore ( false );

//.........这里部分代码省略.........
开发者ID:AdiBoy,项目名称:multitheftauto,代码行数:101,代码来源:CNametags.cpp

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CWeapon:CWeapon

GetInfo:getinfo什么意思

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