Пример #1
0
void SurveyMapManager::UpdateVehicles(Actor** vehicles, int num_vehicles)
{
    for (int t = 0; t < num_vehicles; t++)
    {
        if (!vehicles[t])
            continue;
        SurveyMapEntity* e = getMapEntityByName("Truck" + TOSTRING(vehicles[t]->ar_instance_id));
        if (e)
        {
            e->setState(static_cast<int>(Actor::SimState::LOCAL_SIMULATED));
            e->setVisibility(true);
            e->setPosition(vehicles[t]->getPosition().x, vehicles[t]->getPosition().z);
            e->setRotation(Radian(vehicles[t]->getHeadingDirectionAngle()));
        }
    }
}
Пример #2
0
void TerrainObjectManager::loadPreloadedTrucks()
{
	// in netmode, don't load other trucks!
	if (gEnv->network != nullptr)
	{
		return;
	}
	
	for (unsigned int i=0; i<truck_preload.size(); i++)
	{
		Vector3 pos = Vector3(truck_preload[i].px, truck_preload[i].py, truck_preload[i].pz);
		Beam *b = BeamFactory::getSingleton().CreateLocalRigInstance(
			pos, 
			truck_preload[i].rotation, 
			truck_preload[i].name,
            -1,
			nullptr, /* spawnbox */ 
			truck_preload[i].ismachine, 
			nullptr, /* truckconfig */ 
			nullptr, /* skin */
			truck_preload[i].freePosition, 
			true /* preloaded_with_terrain */
		);
#ifdef USE_MYGUI
		if (b && gEnv->surveyMap)
		{
			SurveyMapEntity *e = gEnv->surveyMap->createNamedMapEntity("Truck"+TOSTRING(b->trucknum), SurveyMapManager::getTypeByDriveable(b->driveable));
			if (e)
			{
				e->setState(DESACTIVATED);
				e->setVisibility(true);
				e->setPosition(truck_preload[i].px, truck_preload[i].pz);
				e->setRotation(-Radian(b->getHeadingDirectionAngle()));
			}
		}
#endif //USE_MYGUI
	}
	

}