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C++ UTIL_WeaponTimeBase函数代码示例

本文整理汇总了C++中UTIL_WeaponTimeBase函数的典型用法代码示例。如果您正苦于以下问题:C++ UTIL_WeaponTimeBase函数的具体用法?C++ UTIL_WeaponTimeBase怎么用?C++ UTIL_WeaponTimeBase使用的例子?那么, 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UTIL_WeaponTimeBase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: SendWeaponAnim

void CFlashbang::__MAKE_VHOOK(PrimaryAttack)()
{
	if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN)
	{
		return;
	}

	if (!m_flStartThrow && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] > 0)
	{
		m_flReleaseThrow = 0;
		m_flStartThrow = gpGlobals->time;

		SendWeaponAnim(FLASHBANG_PULLPIN, UseDecrement() != FALSE);
		m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5f;
	}
}
开发者ID:Solexid,项目名称:ReGameDLL_CS,代码行数:16,代码来源:wpn_flashbang.cpp

示例2: DefaultReload

void CP90::Reload( void )
{
	int iResult;

	if (m_iClip == 0)
		iResult = DefaultReload( 30, MP5_RELOAD, 2.4 );
	else
		iResult = DefaultReload( 30, MP5_RELOAD, 2.4 );

	if (iResult)
	{
		m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
		m_pPlayer->SetAnimation( PLAYER_RELOAD ); 
	}
	//m_pPlayer->SetAnimation( PLAYER_RELOAD );
}
开发者ID:JoelTroch,项目名称:am_src_30jan2011,代码行数:16,代码来源:wep_hl2_mp7.cpp

示例3: DefaultReload

void CGlock::Reload( void )
{
	if ( m_pPlayer->ammo_9mm <= 0 )
		 return;

	int iResult;

	if (m_iClip == 0)
		iResult = DefaultReload( 17, GLOCK_RELOAD, 1.5 );
	else
		iResult = DefaultReload( 17, GLOCK_RELOAD_NOT_EMPTY, 1.5 );

	if (iResult)
	{
		m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
	}
}
开发者ID:Hammermaps-DEV,项目名称:Spirit-of-Half-Life-1.8--VC2010,代码行数:17,代码来源:weapon_glock.cpp

示例4: SendWeaponAnim

void CSmokeGrenade::PrimaryAttack( void )
{
    if( FBitSet( m_iWeaponState, WPNSTATE_SHIELD_DRAWN ) )
    {
        return;
    }

    if( !m_flStartThrow && m_pPlayer->m_rgAmmo[ m_iPrimaryAmmoType ] > 0 )
    {
        m_flStartThrow   = gpGlobals->time;
        m_flReleaseThrow = 0;

        SendWeaponAnim( SMOKEGRENADE_PINPULL, UseDecrement() != FALSE );

        m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5;
    }
}
开发者ID:Chuvi-w,项目名称:CSSDK,代码行数:17,代码来源:wpn_smokegrenade.cpp

示例5: UTIL_WeaponTimeBase

void CDiscWeapon::Holster( int skiplocal /* = 0 */ )
{
	m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
	if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
	{
		SendWeaponAnim( DISC_HOLSTER, 1 );
	}
	else
	{
		// no more grenades!
		m_pPlayer->pev->weapons &= ~(1<<WEAPON_DISC);
		SetThink( &CDiscWeapon::DestroyItem );
		pev->nextthink = gpGlobals->time + 0.1;
	}

	EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "common/null.wav", 1.0, ATTN_NORM);
}
开发者ID:Skumek,项目名称:hlsdk,代码行数:17,代码来源:disc_weapon_disc.cpp

示例6: DefaultReload

void CGlock::Reload( void )
{
	if ( m_pPlayer->m_rgAmmo[ PrimaryAmmoIndex() ] <= 0 )
		 return;

	bool bResult;

	if (m_iClip == 0)
		bResult = DefaultReload( GLOCK_RELOAD, 1.5 );
	else
		bResult = DefaultReload( GLOCK_RELOAD_NOT_EMPTY, 1.5 );

	if ( bResult )
	{
		m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
	}
}
开发者ID:oskarlh,项目名称:HLEnhanced,代码行数:17,代码来源:CGlock.cpp

示例7: UTIL_WeaponTimeBase

void CRpg::Holster( int skiplocal /* = 0 */ )
{
	m_fInReload = FALSE;// cancel any reload in progress.

	m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
	
	SendWeaponAnim( RPG_HOLSTER1 );

#ifndef CLIENT_DLL
	if (m_pSpot)
	{
		m_pSpot->Killed( NULL, GIB_NEVER );
		m_pSpot = NULL;
	}
#endif

}
开发者ID:johndrinkwater,项目名称:CSSDK,代码行数:17,代码来源:rpg.cpp

示例8: UTIL_WeaponTimeBase

/* <2466fc> ../cstrike/dlls/wpn_shared/wpn_c4.cpp:123 */
void CC4::__MAKE_VHOOK(Holster)(int skiplocal)
{
	m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
	m_bStartedArming = false;

	if (!m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
	{
		m_pPlayer->pev->weapons &= ~(1 << WEAPON_C4);
		DestroyItem();
	}

	if (m_bHasShield)
	{
		m_pPlayer->pev->gamestate = 0;
		m_bHasShield = false;
	}
}
开发者ID:coolmans,项目名称:ReGameDLL_CS,代码行数:18,代码来源:wpn_c4.cpp

示例9: switch

void CAWP::SecondaryAttack()
{
    switch( m_pPlayer->m_iFOV )
    {
        case 90 : m_pPlayer->m_iFOV = m_pPlayer->pev->fov = 40;
        case 40 : m_pPlayer->m_iFOV = m_pPlayer->pev->fov = 10;
        case 10 : m_pPlayer->m_iFOV = m_pPlayer->pev->fov = 90;
    }
    
    /*! @todo: Implements this :
    if( TheBots )
        TheBots->OnEvent( EVENT_WEAPON_ZOOMED, m_pPlayer->pev, NULL ); */
    
    m_pPlayer->ResetMaxSpeed();

    EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/zoom.wav", VOL_NORM, 2.4, 0, ATTN_NORM );
    m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.3;
}
开发者ID:johndrinkwater,项目名称:CSSDK,代码行数:18,代码来源:wpn_awp.cpp

示例10: UTIL_WeaponTimeBase

void AvHBasePlayerWeapon::SetNextAttack(void)
{
//	this->m_flNextPrimaryAttack += this->mROF;
//
//	if(this->m_flNextPrimaryAttack < 0)
//		this->m_flNextPrimaryAttack = this->mROF;

	float theRateOfFire = this->ComputeAttackInterval();

    this->m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + theRateOfFire;

	if(this->m_flNextPrimaryAttack < 0)
	{
		this->m_flNextPrimaryAttack = theRateOfFire;
	}
	
	this->SetNextIdle();
}
开发者ID:Arkshine,项目名称:NS,代码行数:18,代码来源:AvHBasePlayerWeapon.cpp

示例11: UpdateSpot

void CUsas::WeaponIdle( void )
{
	UpdateSpot( );
	MakeLaserSight();

	ResetEmptySound( );

//	m_iFiring = FALSE;

//test
	
/*
	int flags;
#if defined( CLIENT_WEAPONS )
	flags = FEV_NOTHOST;
#else
	flags = 0;
#endif

	PLAYBACK_EVENT( flags, m_pPlayer->edict(), m_usSpriteTracer );
	ALERT (at_console, "calling spr\n");
*/
	m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );

	if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
		return;

	int iAnim;
	switch ( RANDOM_LONG( 0, 1 ) )
	{
	case 0:	
		iAnim = USAS_IDLE1;	
		break;
	
	default:
	case 1:
		iAnim = USAS_IDLE1;
		break;
	}

	SendWeaponAnim( iAnim );

	m_flTimeWeaponIdle = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); // how long till we do this again.
}
开发者ID:JoelTroch,项目名称:am_src_rebirth,代码行数:44,代码来源:wep_usas.cpp

示例12: UTIL_WeaponTimeBase

void CHEGrenade::Holster( int skiplocal )
{
	m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
	
	if ( m_pPlayer->m_rgAmmo[ m_iPrimaryAmmoType ] )
	{
		//SendWeaponAnim( HANDGRENADE_HOLSTER );
	}
	else
	{
		// no more grenades!
		m_pPlayer->pev->weapons &= ~(1<<WEAPON_HEGRENADE);
		SetThink( &CBasePlayerItem::DestroyItem );
		pev->nextthink = gpGlobals->time + 0.1;
	}

	EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "common/null.wav", 1.0, ATTN_NORM);
	
}
开发者ID:mittorn,项目名称:csdm,代码行数:19,代码来源:wpn_hegrenade.cpp

示例13: UTIL_WeaponTimeBase

// this function only gets called in multiplayer
void CCrossbow::FireSniperBolt()
{
	m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.75;

	if (m_iClip == 0)
	{
		PlayEmptySound( );
		return;
	}

	TraceResult tr;

	m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME;
	m_iClip--;

	int flags;
#if defined( CLIENT_WEAPONS )
	flags = FEV_NOTHOST;
#else
	flags = 0;
#endif

	PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usCrossbow2, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType], 0, 0 );

	// player "shoot" animation
	m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
	
	Vector anglesAim = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle;
	UTIL_MakeVectors( anglesAim );
	Vector vecSrc = m_pPlayer->GetGunPosition( ) - gpGlobals->v_up * 2;
	Vector vecDir = gpGlobals->v_forward;

	UTIL_TraceLine(vecSrc, vecSrc + vecDir * 8192, dont_ignore_monsters, m_pPlayer->edict(), &tr);

#ifndef CLIENT_DLL
	if ( tr.pHit->v.takedamage )
	{
		ClearMultiDamage( );
		CBaseEntity::Instance(tr.pHit)->TraceAttack(m_pPlayer->pev, 120, vecDir, &tr, DMG_BULLET | DMG_NEVERGIB ); 
		ApplyMultiDamage( pev, m_pPlayer->pev );
	}
#endif
}
开发者ID:puzl,项目名称:NS3.2,代码行数:44,代码来源:crossbow.cpp

示例14: switch

void CAWP::__MAKE_VHOOK(SecondaryAttack)()
{
	switch (m_pPlayer->m_iFOV)
	{
	case 90: m_pPlayer->m_iFOV = m_pPlayer->pev->fov = 40; break;
	case 40: m_pPlayer->m_iFOV = m_pPlayer->pev->fov = 10; break;
	default: m_pPlayer->m_iFOV = m_pPlayer->pev->fov = 90; break;
	}

	if (TheBots != NULL)
	{
		TheBots->OnEvent(EVENT_WEAPON_ZOOMED, m_pPlayer);
	}

	m_pPlayer->ResetMaxSpeed();
	EMIT_SOUND(m_pPlayer->edict(), CHAN_ITEM, "weapons/zoom.wav", 0.2, 2.4);

	m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.3;
}
开发者ID:Slinfy97,项目名称:ReGameDLL_CS,代码行数:19,代码来源:wpn_awp.cpp

示例15: UTIL_MakeVectors

void CRpg::PrimaryAttack()
{
	if ( m_iClip )
	{
		m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
		m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;

#ifndef CLIENT_DLL
		// player "shoot" animation
		m_pPlayer->SetAnimation( PLAYER_ATTACK1 );

		UTIL_MakeVectors( m_pPlayer->pev->v_angle );
		Vector vecSrc = m_pPlayer->GetGunPosition( ) + gpGlobals->v_forward * 16 + gpGlobals->v_right * 8 + gpGlobals->v_up * -8;
		
		CRpgRocket *pRocket = CRpgRocket::CreateRpgRocket( vecSrc, m_pPlayer->pev->v_angle, m_pPlayer, this );

		UTIL_MakeVectors( m_pPlayer->pev->v_angle );// RpgRocket::Create stomps on globals, so remake.
		pRocket->pev->velocity = pRocket->pev->velocity + gpGlobals->v_forward * DotProduct( m_pPlayer->pev->velocity, gpGlobals->v_forward );
#endif

		// firing RPG no longer turns on the designator. ALT fire is a toggle switch for the LTD.
		// Ken signed up for this as a global change (sjb)

		int flags;
#if defined( CLIENT_WEAPONS )
	flags = FEV_NOTHOST;
#else
	flags = 0;
#endif

		PLAYBACK_EVENT( flags, m_pPlayer->edict(), m_usRpg );

		m_iClip--; 
				
		m_flNextPrimaryAttack = GetNextAttackDelay(1.5);
		m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.5;
	}
	else
	{
		PlayEmptySound( );
	}
	UpdateSpot( );
}
开发者ID:Skumek,项目名称:hlsdk,代码行数:43,代码来源:rpg.cpp


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