コード例 #1
0
ファイル: CPedManager.cpp プロジェクト: AdiBoy/mtasa-blue
CPed* CPedManager::Create ( unsigned short usModel, CElement* pParent, CXMLNode* pNode )
{
    // Create the ped
    CPed* pPed = new CPed ( this, pParent, pNode, usModel );

    // Invalid ped id?
    if ( pPed->GetID () == INVALID_ELEMENT_ID )
    {
        delete pPed;
        return NULL;
    }

    // Return the created ped
    return pPed;
}
コード例 #2
0
ファイル: CPedManager.cpp プロジェクト: AdiBoy/mtasa-blue
CPed* CPedManager::CreateFromXML ( CElement* pParent, CXMLNode& Node, CLuaMain* pLuaMain, CEvents* pEvents )
{
    // Create the Ped
    CPed* pPed = new CPed ( this, pParent, &Node, 400 );

    // Verify the Ped id and load the data from xml
    if ( pPed->GetID () == INVALID_ELEMENT_ID ||
         !pPed->LoadFromCustomData ( pLuaMain, pEvents ) )
    {
        delete pPed;
        return NULL;
    }

    // Make sure hes alive (leave to scripts?)
    pPed->SetIsDead ( false );
    pPed->SetSpawned ( true );
    pPed->SetHealth ( 100.0f );

    // Return the created Ped
    return pPed;
}
コード例 #3
0
ファイル: CMapManager.cpp プロジェクト: EagleShen/MTA
void CMapManager::SpawnPlayer ( CPlayer& Player, const CVector& vecPosition, float fRotation, unsigned short usModel, unsigned char ucInterior, unsigned short usDimension, CTeam* pTeam )
{
    // Don't force them off their team if the spawnpoint doesn't have one
    if ( pTeam == NULL )
        pTeam = Player.GetTeam ();

    ElementID TeamID = ( pTeam ) ? pTeam->GetID () : INVALID_ELEMENT_ID;

    // Change the time context to avoid old sync packets arriving causing players
    // to slide from previous location to the new one.
    unsigned char ucTimeContext = Player.GenerateSyncTimeContext ();

    // Tell everyone where he spawns
    m_pPlayerManager->BroadcastOnlyJoined ( CPlayerSpawnPacket ( Player.GetID (), vecPosition, fRotation, usModel, ucInterior, usDimension, TeamID, ucTimeContext ) );

    // Remove him from any occupied vehicle
    CVehicle* pVehicle = Player.GetOccupiedVehicle ();
    if ( pVehicle )
    {
        pVehicle->SetOccupant ( NULL, Player.GetOccupiedVehicleSeat () );
        Player.SetOccupiedVehicle ( NULL, 0 );
    }

    // If this guy was jacking someone, make sure its aborted
    pVehicle = Player.GetJackingVehicle ();
    if ( pVehicle )
    {
        if ( Player.GetVehicleAction () == CPlayer::VEHICLEACTION_JACKING )
        {
            CPed * pOccupant = pVehicle->GetOccupant ( 0 );
            if ( pOccupant )
            {
                pOccupant->SetVehicleAction ( CPlayer::VEHICLEACTION_NONE );

                // Tell everyone
                CVehicleInOutPacket Reply ( pVehicle->GetID (), 0, CGame::VEHICLE_NOTIFY_JACK_RETURN, pOccupant->GetID (), Player.GetID () );
                Reply.SetSourceElement ( &Player );
                m_pPlayerManager->BroadcastOnlyJoined ( Reply );
            }
        }
        if ( pVehicle->GetJackingPlayer () == &Player )
            pVehicle->SetJackingPlayer ( NULL );
    }   

    // Update the player data
    Player.SetSpawned ( true );
    Player.SetHealth ( Player.GetMaxHealth () );
    Player.SetIsDead ( false );
    Player.SetWearingGoggles ( false );
    Player.SetHasJetPack ( false );
    Player.SetPosition ( vecPosition );
    Player.SetRotation ( fRotation );
    Player.SetModel ( usModel );
    Player.SetVehicleAction ( CPlayer::VEHICLEACTION_NONE );
    Player.SetTeam ( pTeam, true );
    Player.SetInterior ( ucInterior );
    Player.SetDimension ( usDimension );
    Player.AttachTo ( NULL );

    // Call onPlayerSpawn
    CLuaArguments OnPlayerSpawnArguments;
    OnPlayerSpawnArguments.PushNumber ( vecPosition.fX );
    OnPlayerSpawnArguments.PushNumber ( vecPosition.fY );
    OnPlayerSpawnArguments.PushNumber ( vecPosition.fZ );
    OnPlayerSpawnArguments.PushNumber ( fRotation );
    OnPlayerSpawnArguments.PushElement ( pTeam );
    OnPlayerSpawnArguments.PushNumber ( usModel );
    OnPlayerSpawnArguments.PushNumber ( ucInterior );
    OnPlayerSpawnArguments.PushNumber ( usDimension );
    Player.CallEvent ( "onPlayerSpawn", OnPlayerSpawnArguments );
}