1 | #include "dxstdafx.h"
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2 | #include ".\UserPlayer.h"
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3 |
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4 |
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5 | UserPlayer::UserPlayer(void) : Player()
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6 | {
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7 | setDesiredViewPoint(0, 3, -15); //100
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8 | setDesiredLookAtPoint(0, 2, 0); //50
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9 | this->finalTimer = -1;
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10 | }
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11 |
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12 | UserPlayer::~UserPlayer(void)
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13 | {
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14 | }
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15 |
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16 | Vector UserPlayer::getDesiredLookAtPoint()
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17 | {
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18 | Vector temp;
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19 | this->getAbsoluteVector(temp, this->lookAtPoint);
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20 | Vector origin = this->getAbsolutePosition();
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21 | temp.y = origin.y + this->lookAtPoint.y;
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22 | return temp;
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23 | }
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24 |
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25 | Vector UserPlayer::getDesiredViewPoint()
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26 | {
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27 | if(this->pActor!=NULL) {
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28 | this->pActor->getGlobalPose().getColumnMajor44(((NxF32 *) &this->myWorldMatrix.m[0][0]));
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29 | }
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30 | Vector temp;
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31 | this->getAbsoluteVector(temp, this->viewPoint);
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32 | Vector origin = this->getAbsolutePosition();
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33 | temp.y = origin.y + this->viewPoint.y;
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34 | return temp;
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35 | }
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36 |
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37 | void UserPlayer::setDesiredLookAtPoint(float _x, float _y, float _z)
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38 | {
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39 | this->lookAtPoint.x = _x;
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40 | this->lookAtPoint.y = _y;
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41 | this->lookAtPoint.z = _z;
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42 | }
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43 |
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44 | void UserPlayer::setDesiredViewPoint(float _x, float _y, float _z)
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45 | {
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46 | this->viewPoint.x = _x;
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47 | this->viewPoint.y = _y;
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48 | this->viewPoint.z = _z;
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49 | }
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50 |
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51 | /*void UserPlayer::initWin()
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52 | {
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53 | this->finalTimer = 5;
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54 | }
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55 |
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56 | void UserPlayer::initLose()
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57 | {
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58 | this->finalTimer = 5;
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59 | }
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60 |
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61 | void UserPlayer::update(float dt)
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62 | {
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63 | Player::update(dt);
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64 | if(this->finalTimer>0) {
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65 | this->finalTimer-=dt;
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66 | }
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67 | }*/
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68 |
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69 | extern bool GLOBAL_player_freezeQ;
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70 |
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71 | void UserPlayer::update(float dt)
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72 | {
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73 | if(GLOBAL_player_freezeQ) {
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74 | this->setBehaveAs(Node::KINEMATIC);
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75 | if(this->winPe->isEmitting()) {
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76 | this->winPe->update(dt);
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77 | }
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78 | return;
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79 | }
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80 |
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81 | Player::update(dt);
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82 | }
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