Exemplo n.º 1
0
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : *pPlayer - 
//-----------------------------------------------------------------------------
void CWeaponFrag::RollGrenade( CBasePlayer *pPlayer )
{
	// BUGBUG: Hardcoded grenade width of 4 - better not change the model :)
	Vector vecSrc( pPlayer->WorldSpaceCenter().x, pPlayer->WorldSpaceCenter().y, pPlayer->GetAbsMins().z + 4 );
	Vector vecFacing = pPlayer->BodyDirection2D( );
	// no up/down direction
	vecFacing.z = 0;
	VectorNormalize( vecFacing );
	vecSrc = vecSrc + (vecFacing * 18.0);
	trace_t tr;
	UTIL_TraceLine( vecSrc, vecSrc - Vector(0,0,16), MASK_PLAYERSOLID, pPlayer, COLLISION_GROUP_NONE, &tr );
	if ( tr.fraction != 1.0 )
	{
		// compute forward vec parallel to floor plane and roll grenade along that
		Vector tangent;
		CrossProduct( vecFacing, tr.plane.normal, tangent );
		CrossProduct( tr.plane.normal, tangent, vecFacing );
	}
	Vector vecThrow = vecFacing * 500 + pPlayer->GetAbsVelocity();
	// put it on its side
	QAngle orientation(0,pPlayer->GetLocalAngles().y,-90);
	// roll it
	AngularImpulse rotSpeed(0,0,720);
	Fraggrenade_Create( vecSrc, orientation, vecThrow, rotSpeed, pPlayer, GRENADE_TIMER );

	// Play throw sound
	EmitSound( "WeaponFrag.Roll" );

	m_bRedraw = true;
}
Exemplo n.º 2
0
void CM3::PrimaryAttack()
{
	if (m_iClip <= 0)
	{
		PlayEmptySound();
		m_flNextPrimaryAttack = 0.15;
		return;
	}

	SendWeaponAnim( M3_SHOOT1 );
	m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); 
	m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
	m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
	m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
	EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON,"weapons/m3-1.wav", 1.0, ATTN_NORM, 0, 100 );

	m_iClip -= 1;

	Vector vecSrc( m_pPlayer->GetGunPosition() );
	Vector vecAim( m_pPlayer->GetAutoaimVector( AUTOAIM_2DEGREES ) );
	Vector vecAcc( 0.08716, 0.04362, 0.00  );
	Vector vecDir;

	vecDir = m_pPlayer->FireBulletsPlayer( 9, vecSrc, vecAim, vecAcc, 8192,0, 0, 20, m_pPlayer->pev, m_pPlayer->random_seed );
#ifndef CLIENT_DLL
	MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSrc );

		WRITE_BYTE( TE_DLIGHT );

		WRITE_COORD( vecSrc.x );
		WRITE_COORD( vecSrc.y );
		WRITE_COORD( vecSrc.z );
		WRITE_BYTE( 30 );

		WRITE_BYTE( 210 );
		WRITE_BYTE( 200 );
		WRITE_BYTE( 60 );

		WRITE_BYTE( 1 );
		WRITE_BYTE( 1 );

	MESSAGE_END();
#endif
	if( !LeftSpread )
		LeftSpread = 1;

	m_pPlayer->pev->punchangle.x -= 5;

	PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_event, 0.0,
		(float *)&g_vecZero, (float *)&g_vecZero,
		vecDir.x, vecDir.y, 0, 0, (m_iClip ? 0 : 1), 0 );

    m_flNextPrimaryAttack   = UTIL_WeaponTimeBase() + 0.875;
    m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 1.085,2.085);

}
Exemplo n.º 3
0
int test_sort_merge() // 归并排序
{
	// reference: http://www.cprogramming.com/tutorial/computersciencetheory/merge.html
	std::vector<int> vecSrc(array_src.begin(), array_src.end());
	std::vector<int> vecDst(array_src.size());

	merge(vecSrc, 0, vecSrc.size(), vecDst);

	fprintf(stderr, "merge sort result: \n");
	print_result(vecDst);

	return 0;
}
Exemplo n.º 4
0
ImageData* Manipulation::fwdTransform(ImageData* inputImage, Matrix3x3& M, int& leftMost, int& topMost)
{
    if(inputImage== NULL)
    {
        std::cout<< "Manipulation::fwdTransform() parameter inputImageData shouldn't be null !" << std::endl;
        exit(-1);
    }

    ImageData* imageData = new ImageData();
    leftMost = INT_MAX;
    int rightMost = INT_MIN;
    topMost = INT_MAX;
    int bottomMost = INT_MIN; 
    for(int i =0; i<= inputImage->height; i+= (inputImage->height))
    {
        for(int j =0; j<= inputImage->width; j+= (inputImage->width))
        {
            // forward transform
            Vector3d vecSrc(j, i, 1);// source position
            Vector3d vecDst = M * vecSrc;// destination position
            
            vecDst[0] /= vecDst[2];
            vecDst[1] /= vecDst[2];
            vecDst[2] /= 1;

            if(vecDst[1] > bottomMost)// determine the boundary of new image
                bottomMost = vecDst[1];
            if(vecDst[1] < topMost)
                topMost = vecDst[1];
            if(leftMost > vecDst[0])
                leftMost = vecDst[0];
            if(rightMost < vecDst[0])
                rightMost = vecDst[0];
        }
    }

    imageData->width = rightMost - leftMost ;// calculate the width
    imageData->height = bottomMost - topMost ;// calculate the height
    imageData->channels = inputImage->channels;// and channel
    std::cout << "width, height, channels of new image is = " << imageData->width << " " << imageData->height << " "<<imageData->channels << std::endl;
    imageData->pixels = new float[imageData->width * imageData->height * imageData->channels];
 
    return imageData;
}
Exemplo n.º 5
0
void CAWP::PrimaryAttack()
{
	if( m_iClip <= 0 )
		return;

	m_iClip--;

	m_pPlayer->SetAnimation( PLAYER_ATTACK1 );

	Vector vecSrc( m_pPlayer->GetGunPosition() );
	Vector vecAim( m_pPlayer->GetAutoaimVector( AUTOAIM_2DEGREES ) );
	Vector vecAcc( g_vecZero );

	if ( !( m_pPlayer->pev->flags & FL_ONGROUND ) )
		vecAcc = vec3_t( 0.85, 0.85, 0.85 );
	else if ( m_pPlayer->pev->velocity.Length2D() > 140 || !scope )
		vecAcc = vec3_t( 0.25, 0.25, 0.25 );
    else if ( m_pPlayer->pev->velocity.Length2D() > 10 )
		vecAcc = vec3_t( 0.10, 0.10, 0.10 );
    else
		vecAcc = vec3_t( 0, 0, 0 );

	Vector vecDir( m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAim, vecAcc, 8192,0, 0, 114, m_pPlayer->pev, m_pPlayer->random_seed ) );

	SendWeaponAnim( AWP_SHOOT1 );

	PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_event, 0.0,
		(float *)&g_vecZero, (float *)&g_vecZero,
		vecDir.x, vecDir.y, 0, 0, (m_iClip ? 0 : 1), 0 );

	m_pPlayer->pev->fov = 0;
	m_pPlayer->m_iFOV = m_pPlayer->pev->fov;
	scope = false;
	g_engfuncs.pfnSetClientMaxspeed(m_pPlayer->edict(), 210 );
#ifndef CLIENT_DLL
	MESSAGE_BEGIN( MSG_ONE, gmsgScopeToggle, NULL, m_pPlayer->pev );
		WRITE_BYTE( 0 );
	MESSAGE_END();
#endif

	m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1.45;
	m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.45;
	m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.45;
}
Exemplo n.º 6
0
void CBasePlayerWeapon :: DefaultFire( CBasePlayer *m_pPlayer, int cShots, wepspread_t spread, float damage, int anim, char *sound, int genevent, int RadOfBright )
{
	if (m_iClip <= 0)
	{
		PlayEmptySound();
		m_flNextPrimaryAttack = 0.15;
		return;
	}

	if( anim >= 0 )
		SendWeaponAnim( anim );

	m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); 
	m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
	m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
	m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
	if( sound )
		EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, sound, 1.0, ATTN_NORM, 0, 100 );

	cShots = min( m_iClip, cShots );
	m_iClip -= cShots;

	Vector vecSrc( m_pPlayer->GetGunPosition() );
	Vector vecAim( m_pPlayer->GetAutoaimVector( AUTOAIM_2DEGREES ) );
	Vector vecAcc( g_vecZero );
	Vector vecDir;
	if( cShots != 1 )
		vecAcc = vec3_t( spread.SpreadX / 100, spread.SpreadY / 100, 0 );
	float spead = m_pPlayer->pev->velocity.Length();
	if( m_pPlayer->pev->velocity.Length() )
		vecAcc = vecAcc + vec3_t( spread.SpreadY / 5000, spread.SpreadY / 5000, 0 ) * m_pPlayer->pev->velocity.Length();
	if( iSlot() == 2 && cShots == 1 )
		vecAcc = vecAcc / 10;
	if ( !( m_pPlayer->pev->flags & FL_ONGROUND ) )
		vecAcc = vecAcc + vec3_t( spread.SpreadY / 5000, spread.SpreadY / 5000, 0 ) * 250;

	vecDir = m_pPlayer->FireBulletsPlayer( cShots, vecSrc, vecAim, vecAcc, 8192,0, 0, damage, m_pPlayer->pev, m_pPlayer->random_seed );

	MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSrc );

		WRITE_BYTE( TE_DLIGHT );

		WRITE_COORD( vecSrc.x );
		WRITE_COORD( vecSrc.y );
		WRITE_COORD( vecSrc.z );
		WRITE_BYTE( RadOfBright );

		WRITE_BYTE( 210 );
		WRITE_BYTE( 200 );
		WRITE_BYTE( 60 );

		WRITE_BYTE( 1 );
		WRITE_BYTE( 1 );

	MESSAGE_END();

	if( !LeftSpread )
		LeftSpread = 1;

	m_pPlayer->pev->punchangle.x -= RANDOM_FLOAT( spread.SpreadY / 2, spread.SpreadY );
	m_pPlayer->pev->punchangle.y += spread.SpreadX * RANDOM_LONG( -1, 1 ) / 2;

	if( m_pPlayer->pev->punchangle.x < -spread.MaxSpreadY )
	{
		m_pPlayer->pev->punchangle.x = -spread.MaxSpreadY + RANDOM_LONG( -2, 2 );
		m_pPlayer->pev->punchangle.y += spread.SpreadX * LeftSpread;
	}

	if( m_pPlayer->pev->punchangle.y <= -spread.MaxSpreadX )
		LeftSpread = 1;
	else if( m_pPlayer->pev->punchangle.y > spread.MaxSpreadX )
		LeftSpread = -1;

	PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), genevent, 0.0,
		(float *)&g_vecZero, (float *)&g_vecZero,
		vecDir.x, vecDir.y, 0, 0, (m_iClip ? 0 : 1), 0 );
}