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自学教程:C++ GetActor函数代码示例

51自学网 2021-06-01 21:03:33
  C++
这篇教程C++ GetActor函数代码示例写得很实用,希望能帮到您。

本文整理汇总了C++中GetActor函数的典型用法代码示例。如果您正苦于以下问题:C++ GetActor函数的具体用法?C++ GetActor怎么用?C++ GetActor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GetActor函数的24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: Terminate

void study::Handle(){  item* Literature = game::SearchItem(LiteratureID);  if(!Literature || !Literature->Exists() || !Actor->IsOver(Literature))  {    Terminate(false);    return;  }  if(GetActor()->GetLSquareUnder()->IsDark() && !game::GetSeeWholeMapCheatMode())  {    ADD_MESSAGE("It is too dark to read now.");    Terminate(false);    return;  }  if(game::CompareLightToInt(GetActor()->GetLSquareUnder()->GetLuminance(), 115) < 0)    GetActor()->EditExperience(PERCEPTION, -50, 1 << 1);  if(!Counter)  {    Terminate(true);    return;  }  if(GetActor()->GetAttribute(INTELLIGENCE) >= Counter)    Counter = 0;  else    Counter -= GetActor()->GetAttribute(INTELLIGENCE);}
开发者ID:harmonise,项目名称:ivan-f,代码行数:31,


示例2: GetItem

//------------------------------------------------------------------------int CScriptBind_Item::OnUsed(IFunctionHandler *pH, ScriptHandle userId){	CItem *pItem = GetItem(pH);	if (!pItem)		return pH->EndFunction();	if (pItem->CanUse((EntityId)userId.n))	{		CActor *pActor=GetActor((EntityId)userId.n);		if (pActor)		{			pActor->UseItem(pItem->GetEntityId());			return pH->EndFunction(true);		}	}	else if (pItem->CanPickUp((EntityId)userId.n))	{		CActor *pActor=GetActor((EntityId)userId.n);		if (pActor)		{			pActor->PickUpItem(pItem->GetEntityId(), true);			return pH->EndFunction(true);		}	}	return pH->EndFunction();}
开发者ID:AiYong,项目名称:CryGame,代码行数:28,


示例3: GetLastItem

//------------------------------------------------------------------------void CInventory::HolsterItem(bool holster){	//CryLogAlways("%s::HolsterItem(%s)", GetEntity()->GetName(), holster?"true":"false");	if (!holster)	{		if (m_stats.holsteredItemId)		{			IItem* pItem = m_pGameFrameWork->GetIItemSystem()->GetItem(m_stats.holsteredItemId);			if(pItem && pItem->CanSelect())			{				m_pGameFrameWork->GetIItemSystem()->SetActorItem(GetActor(), m_stats.holsteredItemId, false);			}			else 			{				m_pGameFrameWork->GetIItemSystem()->SetActorItem(GetActor(), GetLastItem(), false);			}		}		m_stats.holsteredItemId = 0;	}	else if (m_stats.currentItemId && (!m_stats.holsteredItemId || m_stats.holsteredItemId == m_stats.currentItemId))	{		m_stats.holsteredItemId = m_stats.currentItemId;		m_pGameFrameWork->GetIItemSystem()->SetActorItem(GetActor(), (EntityId)0, false);	}}
开发者ID:NightOwlsEntertainment,项目名称:PetBox_A_Journey_to_Conquer_Elementary_Algebra,代码行数:29,


示例4: GetActor

bool Client::Disconnect(){    // Make sure the advisor system knows this client is gone.    if ( isAdvisor )    {        psserver->GetAdviceManager()->RemoveAdvisor( this->GetClientNum(), 0);    }    if (GetActor() && GetActor()->InGroup())    {        GetActor()->RemoveFromGroup();    }    // Only save if an account has been found for this client.    if (accountID.IsValid())    {        SaveAccountData();    }    /*we have to clear the challenges else the other players will be stuck     in challenge mode */    if(GetDuelClientCount())    {        ClearAllDuelClients();    }    return true;}
开发者ID:garinh,项目名称:planeshift,代码行数:28,


示例5: GetActor

void AIBrain::Update(float dt){	if( _brainStateTable.size() == 0 )	{		GetActor()->InitializeBrain();		GetActor()->StartBrain();	}	if( _current == _brainStateTable.end() )		return;	(*_current).second->Update(dt);}
开发者ID:CmPons,项目名称:angel2d,代码行数:13,


示例6: ADD_MESSAGE

void unconsciousness::Terminate(bool Finished){  if(Flags & TERMINATING)    return;  Flags |= TERMINATING;  if(GetActor()->IsPlayer())    ADD_MESSAGE("You wake up.");  else if(GetActor()->CanBeSeenByPlayer())    ADD_MESSAGE("%s wakes up.", GetActor()->CHAR_NAME(DEFINITE));  action::Terminate(Finished);}
开发者ID:harmonise,项目名称:ivan-f,代码行数:14,


示例7: PickUp

//------------------------------------------------------------------void CLam::PickUp(EntityId pickerId, bool sound, bool select, bool keepHistory, const char *setup){    if(gEnv->bServer && m_lamparams.giveExtraAccessory)    {        CActor *pActor=GetActor(pickerId);        if (pActor && pActor->IsPlayer())        {            IInventory *pInventory=GetActorInventory(pActor);            if (pInventory)            {                if (!m_lamparams.isLamRifle	&& !pInventory->HasAccessory(CItem::sLAMFlashLight) && gEnv->bMultiplayer)                    m_pItemSystem->GiveItem(pActor, m_lamparams.extraAccessoryName.c_str(), false, false, false);                else if(m_lamparams.isLamRifle	&& !pInventory->HasAccessory(CItem::sLAMRifleFlashLight) && gEnv->bMultiplayer)                    m_pItemSystem->GiveItem(pActor, m_lamparams.extraAccessoryName.c_str(), false, false, false);            }        }    }    //FIX-ME!!    //Scout beam needs to go into the inventory like a normal item, not accessory    static IEntityClass* pBeamClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass("ScoutSearchBeam");    if(GetEntity()->GetClass()==pBeamClass)        CItem::PickUp(pickerId,sound,select,keepHistory,setup);    else        CAccessory::PickUp(pickerId,sound,select,keepHistory,setup);}
开发者ID:j30206868,项目名称:NetWars_cpp,代码行数:29,


示例8: GetActor

//------------------------------------------------------------------------int CScriptBind_Actor::SetInventoryAmmo(IFunctionHandler *pH, const char *ammo, int amount){	CActor * pActor = GetActor(pH);	if (!pActor)		return pH->EndFunction();	IInventory *pInventory=pActor->GetInventory();	if (!pInventory)		return pH->EndFunction();	IEntityClass* pClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass(ammo);	assert(pClass);	int capacity = pInventory->GetAmmoCapacity(pClass);	int current = pInventory->GetAmmoCount(pClass);	if((!gEnv->IsEditor()) && (amount > capacity))	{		//If still there's some place, full inventory to maximum...		if(current<capacity)		{			pInventory->SetAmmoCount(pClass,capacity);			if (gEnv->bServer)				pActor->GetGameObject()->InvokeRMI(CActor::ClSetAmmo(), CActor::AmmoParams(ammo, amount), eRMI_ToRemoteClients);		}	}	else	{		pInventory->SetAmmoCount(pClass, amount);		if (gEnv->bServer)			pActor->GetGameObject()->InvokeRMI(CActor::ClSetAmmo(), CActor::AmmoParams(ammo, amount), eRMI_ToRemoteClients);	}	return pH->EndFunction();}
开发者ID:kitnet,项目名称:crynegine,代码行数:35,


示例9: GetWeaponPos

//------------------------------------------------------------------------bool CGunTurret::IsTargetShootable(IEntity *pTarget){	// raycast shootability check	Vec3 pos = m_fireHelper.empty() ? GetWeaponPos() : GetSlotHelperPos(eIGS_ThirdPerson, m_fireHelper.c_str(), true);	Vec3 tpos = GetTargetPos(pTarget);	Vec3 dir = tpos - pos;	bool shootable = RayCheck(pTarget, pos, dir);	if(!shootable)	{		// fallback for actors		// todo: also use this for shooting pos!		CActor *pActor = GetActor(pTarget->GetId());		if(pActor && pActor->GetMovementController())		{			SMovementState state;			pActor->GetMovementController()->GetMovementState(state);			dir = state.eyePosition - pos;			shootable = RayCheck(pTarget, pos, dir);		}	}	return shootable;}
开发者ID:super-nova,项目名称:NovaRepo,代码行数:27,


示例10: GetActor

bool CHeavyWeapon::CanUse(EntityId userId) const{#if USE_PC_PREMATCH    if(CGameRules * pGameRules = g_pGame->GetGameRules())        {            if(pGameRules->GetPrematchState() != CGameRules::ePS_Match)                {                    return false;                }        }#endif //USE_PC_PREMATCH    EntityId ownerId = m_owner.GetId();    if (ownerId == 0)        {            CActor* pActor = GetActor(userId);            if (pActor && pActor->IsSwimming())                return false;            if (pActor && pActor->IsPlayer() && !pActor->IsSwimming())                {                    bool alreadyCarringHeavyWeapon = static_cast<CPlayer*>(pActor)->HasHeavyWeaponEquipped();                    if (alreadyCarringHeavyWeapon)                        return false;                }        }    return m_sharedparams->params.usable && m_properties.usable;}
开发者ID:eBunny,项目名称:EmberProject,代码行数:29,


示例11: GetTargetClass

//------------------------------------------------------------------------CGunTurret::ETargetClass CGunTurret::GetTargetClass(IEntity *pTarget)const{	IActor *pActor=GetActor(pTarget->GetId());	if(!pActor)	{		if(IsTACBullet(pTarget))			return eTC_TACProjectile;		return eTC_NotATarget;	}	if(IsTargetDead(pActor))		return eTC_NotATarget;	if(!IsTargetHostile(pActor))		return eTC_NotATarget;	if(IsTargetSpectating(pActor))		return eTC_NotATarget;	bool vehicle = pActor->GetLinkedVehicle()!=0;	//Vehicles only check	if(m_turretparams.vehicles_only && !vehicle)		return eTC_NotATarget;	if(vehicle)		return eTC_Vehicle;	if(IsTargetCloaked(pActor))		return eTC_NotATarget;	return eTC_Player;}
开发者ID:super-nova,项目名称:NovaRepo,代码行数:36,


示例12: ProcessEvent

	void ProcessEvent( EFlowEvent event, SActivationInfo *pActInfo )	{		if(eFE_Activate == event)		{			const bool bAttach = IsPortActive(pActInfo, EIP_ATTACH);			const bool bDetach = IsPortActive(pActInfo, EIP_DETACH);			if (!bAttach && !bDetach)				return;			IActor* pActor = GetActor(pActInfo);			if (pActor == 0)				return;			const string& className = GetPortString(pActInfo, EIP_WEAPON);			CWeapon* pWeapon = static_cast<CWeapon*> ( className.empty() ? GetWeapon(pActor) : GetWeapon(pActor, className.c_str()) );			if (pWeapon != 0)			{				ItemString acc = ItemString(GetPortString(pActInfo, EIP_ACCESSORY));				if (bAttach && pWeapon->GetAccessory(acc) == 0)				{					pWeapon->SwitchAccessory(acc);					ActivateOutput(pActInfo, EOP_ATTACHED, true);				}				else if (bDetach && pWeapon->GetAccessory(acc) != 0)				{					pWeapon->SwitchAccessory(acc);					ActivateOutput(pActInfo, EOP_DETACHED, true);				}			}		}	}
开发者ID:RenEvo,项目名称:dead6,代码行数:32,


示例13: GetEntity

//------------------------------------------------------------------------bool CGunTurret::RayCheck(IEntity *pTarget, const Vec3 &pos, const Vec3 &dir) const{	ray_hit rayhit;	IPhysicalEntity *pSkipEnts[1];	pSkipEnts[0] = GetEntity()->GetPhysics();	int nSkip = 1;	//make sure you are not inside geometry when casting	Vec3 newPos = pos + 0.3f*dir;	if(gEnv->pPhysicalWorld->RayWorldIntersection(newPos, dir, ent_all, rwi_stop_at_pierceable|rwi_colltype_any, &rayhit, 1, pSkipEnts, nSkip))	{		if(rayhit.pCollider)		{			IEntity *pEntity = (IEntity *)rayhit.pCollider->GetForeignData(PHYS_FOREIGN_ID_ENTITY);			if(pEntity==pTarget)				return true;			else if(CActor *pActor = GetActor(pTarget->GetId()))			{				IVehicle *pLinkedVehicle=pActor->GetLinkedVehicle();				if(pLinkedVehicle && pLinkedVehicle->GetEntity()==pEntity)					return true;			}		}		return false;	}	return true;}
开发者ID:super-nova,项目名称:NovaRepo,代码行数:32,


示例14: GetActor

bool CJaw::CanPickUp(EntityId userId) const{	CActor *pActor = GetActor(userId);	IInventory *pInventory=GetActorInventory(pActor);	if (m_sharedparams->params.pickable && m_stats.pickable && !m_stats.flying && (!m_owner.GetId() || m_owner.GetId()==userId) && !m_stats.selected && !GetEntity()->IsHidden())	{		if (pInventory && pInventory->FindItem(GetEntityId())!=-1)			return false;	}	else		return false;	if(GetAmmoCount(m_fm->GetAmmoType())<=0)	{		return false;	}	uint8 uniqueId = m_pItemSystem->GetItemUniqueId(GetEntity()->GetClass()->GetName());	int maxNumRockets = GetWeaponSharedParams()->ammoParams.capacityAmmo[0].count;	if(pInventory && (pInventory->GetCountOfUniqueId(uniqueId)>=maxNumRockets))	{		if(pActor->IsClient())		{			SHUDEventWrapper::DisplayInfo(eInfo_Warning, 0.5f, "@mp_CannotCarryMoreLAW");		}		return false;	}	return true;		}
开发者ID:amrhead,项目名称:eaascode,代码行数:34,


示例15: GetActor

//------------------------------------------------------------------------int CScriptBind_Actor::CheckVirtualInventoryRestrictions(IFunctionHandler *pH, SmartScriptTable inventory, const char *itemClassName){	CActor *pActor = GetActor(pH);	if (!pActor)		return pH->EndFunction();	static std::vector<string> virtualInventory;	virtualInventory.reserve(inventory->Count());	IScriptTable::Iterator it=inventory->BeginIteration();	while(inventory->MoveNext(it))	{		const char *itemClass=0;		it.value.CopyTo(itemClass);		if (itemClass && itemClass[0])			virtualInventory.push_back(itemClass);	}	inventory->EndIteration(it);	bool result=pActor->CheckVirtualInventoryRestrictions(virtualInventory, itemClassName);	virtualInventory.resize(0);	if (result)		return pH->EndFunction(1);	return pH->EndFunction();}
开发者ID:mrwonko,项目名称:CrysisVR,代码行数:30,


示例16: GetActor

int NFCAsyMysqlClusterModule::ApplyRequest(NF_SHARE_PTR<SMysqlParam> pParam){    NFIActorManager* pActorManager = pPluginManager->GetActorManager();    if (NULL == pActorManager)    {        return -1;    }    int nAcotrID = GetActor();    if (nAcotrID <= 0)    {        return -2;    }    std::string arg;    const int nEvetID = ACOTERMYSQLEVENT_USEDB;    if (!pParam->PackParam(arg))    {        return -3;    }    if (!mReqList.AddElement(pParam->nReqID, pParam))    {        return -4;    }    if (!pActorManager->SendMsgToActor(nAcotrID, pParam->self, nEvetID, arg))    {        mReqList.RemoveElement(pParam->nReqID);        return -5;    }    return 0;}
开发者ID:715703148,项目名称:NoahGameFrame,代码行数:35,


示例17: GetActor

//=========================================bool CRocketLauncher::CanPickUp(EntityId userId) const{	CActor *pActor = GetActor(userId);	IInventory *pInventory=GetActorInventory(pActor);	if (m_sharedparams->params.pickable && m_stats.pickable && !m_stats.flying && !m_frozen &&(!m_ownerId || m_ownerId==userId) && !m_stats.selected && !GetEntity()->IsHidden())	{		if (pInventory && pInventory->FindItem(GetEntityId())!=-1)			return false;	}	else		return false;	uint8 uniqueId = m_pItemSystem->GetItemUniqueId(GetEntity()->GetClass()->GetName());	//Can not pick up a LAW while I have one already 	if(pInventory && (pInventory->GetCountOfUniqueId(uniqueId)>0))	{		if(pActor->IsClient())			g_pGame->GetGameRules()->OnTextMessage(eTextMessageCenter, "@mp_CannotCarryMoreLAW");		return false;	}	return true;		}
开发者ID:nhnam,项目名称:Seasons,代码行数:27,


示例18: IMPLEMENT_RMI

// RMI receiver in the server to remove all items from the inventory. changes are automatically propagated to the clientsIMPLEMENT_RMI(CInventory, SvReq_RemoveAllItems){  IItemSystem* pItemSystem = CCryAction::GetCryAction()->GetIItemSystem();    IItem* pItem = pItemSystem->GetItem( GetCurrentItem() );  if (pItem)   {    pItem->Select(false);    pItemSystem->SetActorItem( GetActor(), (EntityId)0, false );  }	Destroy();	if (gEnv->bMultiplayer)	{		TRMIInventory_Dummy Info;		GetGameObject()->InvokeRMI( Cl_RemoveAllAmmo(), Info, eRMI_ToAllClients);	}	else	{		ResetAmmo();	}	return true;}
开发者ID:NightOwlsEntertainment,项目名称:PetBox_A_Journey_to_Conquer_Elementary_Algebra,代码行数:26,


示例19: GetActor

bool CHeavyMountedWeapon::CanUse(EntityId userId) const{	EntityId ownerId = m_owner.GetId();	if (m_rippedOff)	{		CActor* pActor = GetActor(userId);		if (pActor && pActor->IsSwimming())			return false;		if (ownerId == 0 || ownerId == userId)			return true;	}	else if(IActor* pActor = gEnv->pGame->GetIGameFramework()->GetIActorSystem()->GetActor(userId))	{		IItem* pItem = pActor->GetCurrentItem(false);		if(pItem)		{			if(pItem->IsBusy())			{				return false;			}			if(IWeapon* pWeapon = pItem->GetIWeapon())			{				if(pWeapon->IsReloading())				{					return false;				}			}		}	}	return BaseClass::CanUse(userId);}
开发者ID:Xydrel,项目名称:Infected,代码行数:34,


示例20: GetActor

void WindowGlobalChild::HandleAsyncMessage(const nsString& aActorName,                                           const nsString& aMessageName,                                           StructuredCloneData& aData) {  if (NS_WARN_IF(mIPCClosed)) {    return;  }  // Force creation of the actor if it hasn't been created yet.  IgnoredErrorResult rv;  RefPtr<JSWindowActorChild> actor = GetActor(aActorName, rv);  if (NS_WARN_IF(rv.Failed())) {    return;  }  // Get the JSObject for the named actor.  JS::RootedObject obj(RootingCx(), actor->GetWrapper());  if (NS_WARN_IF(!obj)) {    // If we don't have a preserved wrapper, there won't be any receiver    // method to call.    return;  }  RefPtr<JSWindowActorService> actorSvc = JSWindowActorService::GetSingleton();  if (NS_WARN_IF(!actorSvc)) {    return;  }  actorSvc->ReceiveMessage(actor, obj, aMessageName, aData);}
开发者ID:jasonLaster,项目名称:gecko-dev,代码行数:29,


示例21: GetActor

void consume::Terminate(bool Finished){  if(Flags & TERMINATING)    return;  Flags |= TERMINATING;  item* Consuming = game::SearchItem(ConsumingID);  character* Actor = GetActor();  if(Actor->IsPlayer())    ADD_MESSAGE("You %s %s.", Finished ? "finish" : "stop", Description.CStr());  else if(Actor->CanBeSeenByPlayer())    ADD_MESSAGE("%s %s %s.", Actor->CHAR_NAME(DEFINITE), Finished ? "finishes" : "stops", Description.CStr());  if(Finished)  {    if(Consuming->Exists() && !game::IsInWilderness() && (!Actor->IsPlayer() || ivanconfig::GetAutoDropLeftOvers()))    {      Consuming->RemoveFromSlot();      Actor->GetStackUnder()->AddItem(Consuming);      Actor->DexterityAction(2);    }  }  else if(Consuming && Consuming->Exists())  {    material* ConsumeMaterial = Consuming->GetConsumeMaterial(Actor);    if(ConsumeMaterial)      ConsumeMaterial->FinishConsuming(Actor);  }  action::Terminate(Finished);}
开发者ID:harmonise,项目名称:ivan-f,代码行数:33,


示例22: pResponseHttpEvent

void RemoteNetworkView::GenerateNewPositionActor(IEventDataPtr pEventData) {	char response[4];	std::string httpinmsg;	IEventDataPtr pResponseHttpEvent(CREATE_EVENT(EventData_ResponseHTTP::sk_EventType));	std::shared_ptr<EventData_GetNewPositionActor> pCastEventData = std::static_pointer_cast<EventData_GetNewPositionActor>(pEventData);	std::string name = pCastEventData->VGetActorName();	unsigned int ip = pCastEventData->VGetIp();	//look for actor data in actor manager by ip / actor name	StrongActorPtr pActor = m_ActorManager->GetActorByName(ip, name);	if (pActor == NULL) {		_itoa_s(http_response_code_t::NOTFOUND, response, 10);		httpinmsg.append(response);		std::istrstream in(httpinmsg.c_str(), httpinmsg.size());		pResponseHttpEvent->VDeserialize(in);		IEventManager::Get()->VTriggerEvent(pResponseHttpEvent);		return;	}	// calculate new coord random (great AI !)	int random = rand();	Vec3 newPosition;	newPosition.x = random % 512;	newPosition.y = random % 480;	newPosition.z = 0;	pActor->SetPosition(newPosition);	// send back all data		GetActor(pEventData);}
开发者ID:amoscovitz,项目名称:samplegameserver,代码行数:33,


示例23: GetClass

int Game_Actor::GetBattleAnimationId() const {	if (Player::IsRPG2k()) {		return 0;	}	int anim = 0;	if (GetData().battler_animation <= 0) {		// Earlier versions of EasyRPG didn't save this value correctly		// The battle animation of the class only matters when the class was		// changed by event "Change Class"		if ((GetData().class_id > 0) && GetClass()) {			anim = GetClass()->battler_animation;		} else {			const RPG::BattlerAnimation* anima = ReaderUtil::GetElement(Data::battleranimations, GetActor().battler_animation);			if (!anima) {				Output::Warning("Actor %d: Invalid battle animation ID %d", GetId(), GetActor().battler_animation);				return 0;			}			anim = anima->ID;		}	} else {		anim = GetData().battler_animation;	}	if (anim == 0) {		// Chunk was missing, set to proper default		return 1;	}	return anim;}
开发者ID:Ghabry,项目名称:easyrpg-player,代码行数:34,


示例24: AddAsActor2Listener

	void AddAsActor2Listener()	{		CActor2* pActor = GetActor( m_smartObjectId );		if (pActor)		{			pActor->RegisterListener( this );		}	}
开发者ID:aronarts,项目名称:FireNET,代码行数:8,



注:本文中的GetActor函数示例整理自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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