实体
拾取物 CPickups
生成删除拾取物与撒钱
CPickups.h
逻辑帧创建 / 删除;handle 跨帧存 int。
生成拾取物
GenerateNewOne / GenerateNewOne_WeaponType
返回 handle。
static int GenerateNewOne(CVector coors, unsigned int modelId, unsigned char pickupType,
unsigned int ammo, unsigned int moneyPerDay, bool isEmpty, char* message);
static int GenerateNewOne_WeaponType(CVector coors, eWeaponType weaponType, unsigned char pickupType,
unsigned int ammo, bool isEmpty, char* message);删除拾取物
RemovePickUp / RemovePickUpsInArea
static void RemovePickUp(int pickupHandle);
static void RemovePickUpsInArea(float cornerA_x, float cornerA_y, float cornerA_z,
float cornerB_x, float cornerB_y, float cornerB_z);
static void RemoveMissionPickUps();
static void RemoveUnnecessaryPickups(CVector const& posn, float radius);是否被捡起
IsPickUpPickedUp / GetActualPickupIndex
static bool IsPickUpPickedUp(int pickupHandle);
static int GetActualPickupIndex(int pickupIndex);
static int GetUniquePickupIndex(int pickupIndex);区域检测
TestForPickupsInBubble
static bool TestForPickupsInBubble(CVector posn, float radius);武器模型对照
ModelForWeapon
static int ModelForWeapon(eWeaponType weaponType);
// WeaponForModel 等同文件撒钱
CreateSomeMoney
static void CreateSomeMoney(CVector coors, int amount);全局数组
aPickUps / MAX_NUM_PICKUPS
直接扫表要小心生命周期。
static CPickup* aPickUps;
// MAX_NUM_PICKUPS(620)