本文整理汇总了C++中GetMaxClip1函数的典型用法代码示例。如果您正苦于以下问题:C++ GetMaxClip1函数的具体用法?C++ GetMaxClip1怎么用?C++ GetMaxClip1使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了GetMaxClip1函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: MIN
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponShotgun::ItemHolsterFrame( void )
{
// Must be player held
if ( GetOwner() && GetOwner()->IsPlayer() == false )
return;
// We can't be active
if ( GetOwner()->GetActiveWeapon() == this )
return;
// If it's been longer than three seconds, reload
if ( ( gpGlobals->curtime - m_flHolsterTime ) > sk_auto_reload_time.GetFloat() )
{
// Reset the timer
m_flHolsterTime = gpGlobals->curtime;
if ( GetOwner() == NULL )
return;
if ( m_iClip1 == GetMaxClip1() )
return;
// Just load the clip with no animations
int ammoFill = MIN( (GetMaxClip1() - m_iClip1), GetOwner()->GetAmmoCount( GetPrimaryAmmoType() ) );
GetOwner()->RemoveAmmo( ammoFill, GetPrimaryAmmoType() );
m_iClip1 += ammoFill;
}
}
示例2: GetPlayerOwner
bool CWeaponM4A1::Reload()
{
CMomentumPlayer *pPlayer = GetPlayerOwner();
if (!pPlayer)
return false;
if (pPlayer->GetAmmoCount(GetPrimaryAmmoType()) <= 0)
return false;
int iResult = 0;
if (m_bSilencerOn)
iResult = DefaultReload(GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD_SILENCED);
else
iResult = DefaultReload(GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD);
if (!iResult)
return false;
pPlayer->SetAnimation(PLAYER_RELOAD);
#ifndef CLIENT_DLL
if ((iResult) && (pPlayer->GetFOV() != pPlayer->GetDefaultFOV()))
{
pPlayer->SetFOV(pPlayer, pPlayer->GetDefaultFOV());
}
#endif
m_flAccuracy = 0.2;
pPlayer->m_iShotsFired = 0;
m_bDelayFire = false;
return true;
}
示例3: GetOwner
//-----------------------------------------------------------------------------
// Purpose: Override so only reload one shell at a time
// Input :
// Output :
//-----------------------------------------------------------------------------
bool CWeapon870AE::StartReload( void )
{
CBaseCombatCharacter *pOwner = GetOwner();
if ( pOwner == NULL )
return false;
if (m_iItemID == 0)
{
if (pOwner->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
return false;
if (m_iClip1 >= GetMaxClip1())
return false;
// If shotgun totally emptied then a pump animation is needed
//NOTENOTE: This is kinda lame because the player doesn't get strong feedback on when the reload has finished,
// without the pump. Technically, it's incorrect, but it's good for feedback...
int j = MIN(1, pOwner->GetAmmoCount(m_iPrimaryAmmoType));
if (j <= 0)
return false;
}
else
{
CBasePlayer *pPlayer = ToBasePlayer(GetOwner());
if (pPlayer)
{
if (pPlayer->Inventory_CountAllObjectContentsOfID(GetPrimaryAmmoID()) <= 0)
return false;
if (m_iClip1 >= GetMaxClip1())
return false;
int j = MIN(1, pPlayer->Inventory_CountAllObjectContentsOfID(GetPrimaryAmmoID()));
if (j <= 0)
return false;
}
}
SendWeaponAnim( ACT_SHOTGUN_RELOAD_START );
// Make shotgun shell visible
SetBodygroup(1,0);
pOwner->m_flNextAttack = gpGlobals->curtime;
m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
m_bInReload = true;
return true;
}
示例4: ToBasePlayer
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponCGuard::DelayedFire( void )
{
if ( m_flChargeTime >= gpGlobals->curtime )
return;
if ( m_bFired )
return;
m_bFired = true;
// Only the player fires this way so we can cast
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if ( pPlayer == NULL )
return;
// Abort here to handle burst and auto fire modes
if ( (GetMaxClip1() != -1 && m_iClip1 == 0) || (GetMaxClip1() == -1 && !pPlayer->GetAmmoCount(m_iPrimaryAmmoType) ) )
return;
// MUST call sound before removing a round from the clip of a CMachineGun
WeaponSound(SINGLE);
pPlayer->DoMuzzleFlash();
// To make the firing framerate independent, we may have to fire more than one bullet here on low-framerate systems,
// especially if the weapon we're firing has a really fast rate of fire.
if ( GetSequence() != SelectWeightedSequence( ACT_VM_PRIMARYATTACK ) )
{
m_flNextPrimaryAttack = gpGlobals->curtime;
}
// Make sure we don't fire more than the amount in the clip, if this weapon uses clips
if ( UsesClipsForAmmo1() )
{
m_iClip1 = m_iClip1 - 1;
}
// Fire the bullets
Vector vecSrc = pPlayer->Weapon_ShootPosition( );
Vector vecAiming = pPlayer->GetRadialAutoVector( NEW_AUTOAIM_RADIUS, NEW_AUTOAIM_DIST );
//Factor in the view kick
AddViewKick();
Vector impactPoint = vecSrc + ( vecAiming * MAX_TRACE_LENGTH );
trace_t tr;
UTIL_TraceHull( vecSrc, impactPoint, Vector( -2, -2, -2 ), Vector( 2, 2, 2 ), MASK_SHOT, pPlayer, COLLISION_GROUP_NONE, &tr );
CreateConcussiveBlast( tr.endpos, tr.plane.normal, this, 1.0 );
}
示例5: Warning
//-----------------------------------------------------------------------------
// Purpose: Override so only reload one shell at a time
// Input :
// Output :
//-----------------------------------------------------------------------------
bool CWeapon870AE::Reload( void )
{
// Check that StartReload was called first
if (!m_bInReload)
{
Warning("ERROR: Shotgun Reload called incorrectly!\n");
}
CBaseCombatCharacter *pOwner = GetOwner();
if (m_iItemID == 0)
{
if (pOwner->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
return false;
if (m_iClip1 >= GetMaxClip1())
return false;
int j = MIN(1, pOwner->GetAmmoCount(m_iPrimaryAmmoType));
if (j <= 0)
return false;
}
else
{
CBasePlayer *pPlayer = ToBasePlayer(GetOwner());
if (pPlayer)
{
if (pPlayer->Inventory_CountAllObjectContentsOfID(GetPrimaryAmmoID()) <= 0)
return false;
if (m_iClip1 >= GetMaxClip1())
return false;
int j = MIN(1, pPlayer->Inventory_CountAllObjectContentsOfID(GetPrimaryAmmoID()));
if (j <= 0)
return false;
}
}
FillClip();
// Play reload on different channel as otherwise steals channel away from fire sound
WeaponSound(RELOAD);
SendWeaponAnim( ACT_VM_RELOAD );
pOwner->m_flNextAttack = gpGlobals->curtime;
m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
return true;
}
示例6: GetOwner
//-----------------------------------------------------------------------------
// Purpose: Same as base reload but doesn't change the owner's next attack time. This
// lets us zoom out while reloading. This hack is necessary because our
// ItemPostFrame is only called when the owner's next attack time has
// expired.
// Output : Returns true if the weapon was reloaded, false if no more ammo.
//-----------------------------------------------------------------------------
bool CWeaponSniperRifle::Reload( void )
{
CBaseCombatCharacter *pOwner = GetOwner();
if (!pOwner)
{
return false;
}
if (pOwner->GetAmmoCount(m_iPrimaryAmmoType) > 0)
{
int primary = MIN(GetMaxClip1() - m_iClip1, pOwner->GetAmmoCount(m_iPrimaryAmmoType));
int secondary = MIN(GetMaxClip2() - m_iClip2, pOwner->GetAmmoCount(m_iSecondaryAmmoType));
if (primary > 0 || secondary > 0)
{
// Play reload on different channel as it happens after every fire
// and otherwise steals channel away from fire sound
WeaponSound(RELOAD);
SendWeaponAnim( ACT_VM_RELOAD );
m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
m_bInReload = true;
}
return true;
}
return false;
}
示例7: GetPlayerOwner
bool CWeaponCSBaseGun::Reload()
{
CCSPlayer *pPlayer = GetPlayerOwner();
if ( !pPlayer )
return false;
if (pPlayer->GetAmmoCount( GetPrimaryAmmoType() ) <= 0)
return false;
int iResult = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD );
if ( !iResult )
return false;
pPlayer->SetAnimation( PLAYER_RELOAD );
#ifndef CLIENT_DLL
if ((iResult) && (pPlayer->GetFOV() != pPlayer->GetDefaultFOV()))
{
pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV() );
}
#endif
m_flAccuracy = 0.2;
pPlayer->m_iShotsFired = 0;
m_bDelayFire = false;
pPlayer->SetShieldDrawnState( false );
return true;
}
示例8: GetOwner
//-----------------------------------------------------------------------------
// Purpose: Override so only reload one shell at a time
// Input :
// Output :
//-----------------------------------------------------------------------------
bool CWeaponShotgun::StartReload( void )
{
if ( m_bNeedPump )
return false;
CBaseCombatCharacter *pOwner = GetOwner();
if ( pOwner == NULL )
return false;
if (pOwner->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
return false;
if (m_iClip1 >= GetMaxClip1())
return false;
int j = MIN(1, pOwner->GetAmmoCount(m_iPrimaryAmmoType));
if (j <= 0)
return false;
SendWeaponAnim( ACT_SHOTGUN_RELOAD_START );
// Make shotgun shell visible
SetBodygroup(1,0);
pOwner->m_flNextAttack = gpGlobals->curtime;
m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
m_bInReload = true;
return true;
}
示例9: GetDODPlayerOwner
bool CDODBaseRocketWeapon::Reload( void )
{
CDODPlayer *pPlayer = GetDODPlayerOwner();
if (pPlayer->GetAmmoCount( GetPrimaryAmmoType() ) <= 0)
{
CDODPlayer *pDODPlayer = ToDODPlayer( pPlayer );
pDODPlayer->HintMessage( HINT_AMMO_EXHAUSTED );
return false;
}
Activity actReload;
if( IsDeployed() )
actReload = ACT_VM_RELOAD_DEPLOYED;
else
actReload = ACT_VM_RELOAD;
int iResult = DefaultReload( GetMaxClip1(), GetMaxClip2(), actReload );
if ( !iResult )
return false;
pPlayer->SetAnimation( PLAYER_RELOAD );
// if we don't want the auto-rezoom, undeploy here
if ( !pPlayer->ShouldAutoRezoom() )
{
m_bDeployed = false;
pPlayer->SetBazookaDeployed( m_bDeployed );
}
return true;
}
示例10: DefaultReload
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CWeaponG43::Reload( void )
{
bool fRet;
float fCacheTime = m_flNextSecondaryAttack;
fRet = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD );
if ( fRet )
{
// Undo whatever the reload process has done to our secondary
// attack timer. We allow you to interrupt reloading to fire
// a grenade.
m_flNextSecondaryAttack = GetOwner()->m_flNextAttack = fCacheTime;
WeaponSound( RELOAD );
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
CEffectData data;
data.m_vOrigin = pOwner->WorldSpaceCenter() + RandomVector( 0, 0 );
data.m_vAngles = QAngle( 90, random->RandomInt( 0, 360 ), 0 );
data.m_nEntIndex = entindex();
DispatchEffect( "ClipEject", data );
}
return fRet;
}
示例11: Warning
//-----------------------------------------------------------------------------
// Purpose: Override so only reload one shell at a time
// Input :
// Output :
//-----------------------------------------------------------------------------
bool CWeaponShotgun::Reload( void )
{
// Check that StartReload was called first
if (!m_bInReload)
{
Warning("ERROR: Shotgun Reload called incorrectly!\n");
}
CBaseCombatCharacter *pOwner = GetOwner();
if ( pOwner == NULL )
return false;
if (pOwner->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
return false;
if (m_iClip1 >= GetMaxClip1())
return false;
int j = min(1, pOwner->GetAmmoCount(m_iPrimaryAmmoType));
if (j <= 0)
return false;
FillClip();
// Play reload on different channel as otherwise steals channel away from fire sound
WeaponSound(RELOAD);
SendWeaponAnim( ACT_VM_RELOAD );
pOwner->m_flNextAttack = gpGlobals->curtime;
m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
return true;
}
示例12: DefaultReload
bool CWeaponSAA::Reload( void )
{
bool fRet = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD );
if ( fRet )
WeaponSound( RELOAD );
return fRet;
}
示例13: DefaultReload
//Tony; override for animation purposes.
bool CWeaponHL2MPBase::Reload( void )
{
bool fRet = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD );
if ( fRet )
{
// WeaponSound( RELOAD );
ToHL2MPPlayer(GetOwner())->DoAnimationEvent( PLAYERANIMEVENT_RELOAD );
}
return fRet;
}
示例14: DefaultReload
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CWeaponPistol::Reload( void )
{
bool fRet = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD );
if ( fRet )
{
WeaponSound( RELOAD );
m_flAccuracyPenalty = 0.0f;
}
return fRet;
}
示例15: DefaultReload
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CWeaponGlock18::Reload( void )
{
bool fRet = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD );
if ( fRet )
{
WeaponSound( RELOAD );
ToHL2MPPlayer(GetOwner())->DoAnimationEvent( PLAYERANIMEVENT_RELOAD );
m_flAccuracyPenalty = 0.0f;
}
return fRet;
}