本文整理汇总了C++中UseDecrement函数的典型用法代码示例。如果您正苦于以下问题:C++ UseDecrement函数的具体用法?C++ UseDecrement怎么用?C++ UseDecrement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UseDecrement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
/* <2bae77> ../cstrike/dlls/wpn_shared/wpn_usp.cpp:147 */
void CUSP::__MAKE_VHOOK(SecondaryAttack)(void)
{
if (ShieldSecondaryFire(USP_SHIELD_UP, USP_SHIELD_DOWN))
{
return;
}
if (m_iWeaponState & WPNSTATE_USP_SILENCED)
{
m_iWeaponState &= ~WPNSTATE_USP_SILENCED;
SendWeaponAnim(USP_DETACH_SILENCER, UseDecrement() != FALSE);
Q_strcpy(m_pPlayer->m_szAnimExtention, "onehanded");
}
else
{
m_iWeaponState |= WPNSTATE_USP_SILENCED;
SendWeaponAnim(USP_ATTACH_SILENCER, UseDecrement() != FALSE);
Q_strcpy(m_pPlayer->m_szAnimExtention, "onehanded");
}
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3.0;
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 3.0;
m_flNextPrimaryAttack = GetNextAttackDelay(3.0);
}
示例2: ResetEmptySound
void CFiveSeven::WeaponIdle( void )
{
ResetEmptySound();
m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
{
return;
}
if( m_pPlayer->HasShield() )
{
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20.0;
if( FBitSet( m_iWeaponState, WPNSTATE_SHIELD_DRAWN ) )
{
SendWeaponAnim( SHIELDGUN_DRAWN_IDLE, UseDecrement() != FALSE );
}
}
else if( m_iClip )
{
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3.0625;
SendWeaponAnim( FIVESEVEN_IDLE, UseDecrement() != FALSE );
}
}
示例3: ResetEmptySound
void CM3::WeaponIdle(void)
{
ResetEmptySound();
m_pPlayer->GetAutoaimVector(AUTOAIM_5DEGREES);
if (m_flPumpTime && m_flPumpTime < UTIL_WeaponTimeBase())
m_flPumpTime = 0;
if (m_flTimeWeaponIdle < UTIL_WeaponTimeBase())
{
if (m_iClip == 0 && m_fInSpecialReload == 0 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
{
Reload();
}
else if (m_fInSpecialReload != 0)
{
if (m_iClip != M3_MAX_CLIP && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
{
Reload();
}
else
{
SendWeaponAnim(M3_PUMP, UseDecrement() != FALSE);
m_fInSpecialReload = 0;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.5;
}
}
else
SendWeaponAnim(M3_IDLE, UseDecrement() != FALSE);
}
}
示例4: ResetEmptySound
/* <2b9c2a> ../cstrike/dlls/wpn_shared/wpn_usp.cpp:318 */
void CUSP::__MAKE_VHOOK(WeaponIdle)(void)
{
ResetEmptySound();
m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);
if (m_flTimeWeaponIdle > 0)
{
return;
}
if (m_pPlayer->HasShield())
{
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20.0;
if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN)
{
SendWeaponAnim(USP_DRAW, UseDecrement());
}
}
else if (m_iClip)
{
int iAnim = (~m_iWeaponState & WPNSTATE_USP_SILENCED) ? USP_UNSIL_IDLE: USP_IDLE;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0;
SendWeaponAnim(iAnim, UseDecrement());
}
}
示例5: ResetEmptySound
void CUSP::WeaponIdle(void)
{
ResetEmptySound();
m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);
if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
return;
if (m_pPlayer->HasShield())
{
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20;
if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN)
SendWeaponAnim(USP_DRAW, UseDecrement() != FALSE);
return;
}
if (m_iClip)
{
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60;
if (m_iWeaponState & WPNSTATE_USP_SILENCED)
SendWeaponAnim(USP_IDLE, UseDecrement() != FALSE);
else
SendWeaponAnim(USP_UNSIL_IDLE, UseDecrement() != FALSE);
}
}
示例6: GetNextAttackDelay
/* <2464c1> ../cstrike/dlls/wpn_shared/wpn_c4.cpp:358 */
void CC4::__MAKE_VHOOK(WeaponIdle)(void)
{
if (m_bStartedArming)
{
// if the player releases the attack button cancel the arming sequence
m_bStartedArming = false;
// release the player from being frozen
m_pPlayer->ResetMaxSpeed();
m_flNextPrimaryAttack = GetNextAttackDelay(1.0);
m_pPlayer->SetProgressBarTime(0);
// this means the placement animation is canceled
if (m_bBombPlacedAnimation)
SendWeaponAnim(C4_DRAW, UseDecrement() != FALSE);
else
SendWeaponAnim(C4_IDLE1, UseDecrement() != FALSE);
}
if (m_flTimeWeaponIdle <= UTIL_WeaponTimeBase())
{
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
{
RetireWeapon();
return;
}
SendWeaponAnim(C4_DRAW, UseDecrement() != FALSE);
SendWeaponAnim(C4_IDLE1, UseDecrement() != FALSE);
}
}
示例7: SendWeaponAnim
bool CSmokeGrenade::ShieldSecondaryFire(int up_anim, int down_anim)
{
if (m_pPlayer->HasShield() == false)
return false;
if (m_flStartThrow > 0)
return false;
if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN)
{
m_iWeaponState &= ~WPNSTATE_SHIELD_DRAWN;
SendWeaponAnim(down_anim, UseDecrement() != FALSE);
strcpy(m_pPlayer->m_szAnimExtention, "shieldgren");
m_fMaxSpeed = 250;
m_pPlayer->m_bShieldDrawn = false;
}
else
{
m_iWeaponState |= WPNSTATE_SHIELD_DRAWN;
SendWeaponAnim(up_anim, UseDecrement() != FALSE);
strcpy(m_pPlayer->m_szAnimExtention, "shielded");
m_fMaxSpeed = 180;
m_pPlayer->m_bShieldDrawn = true;
}
m_pPlayer->UpdateShieldCrosshair((m_iWeaponState & WPNSTATE_SHIELD_DRAWN) == 0);
m_pPlayer->ResetMaxSpeed();
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.4;
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.4;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.6;
return true;
}
示例8: SendWeaponAnim
void CXM1014::Reload()
{
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == iMaxClip())
return;
// don't reload until recoil is done
if (m_flNextPrimaryAttack > UTIL_WeaponTimeBase())
return;
// check to see if we're ready to reload
if (m_fInSpecialReload == 0)
{
m_pPlayer->SetAnimation(PLAYER_RELOAD);
SendWeaponAnim(XM1014_START_RELOAD, UseDecrement() != FALSE);
m_fInSpecialReload = 1;
m_flNextSecondaryAttack = m_flTimeWeaponIdle = m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.55f;
m_flNextPrimaryAttack = GetNextAttackDelay(0.55);
}
else if (m_fInSpecialReload == 1)
{
if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
return;
// was waiting for gun to move to side
m_fInSpecialReload = 2;
if (RANDOM_LONG(0, 1))
EMIT_SOUND_DYN(m_pPlayer->edict(), CHAN_ITEM, "weapons/reload1.wav", VOL_NORM, ATTN_NORM, 0, 85 + RANDOM_LONG(0, 31));
else
EMIT_SOUND_DYN(m_pPlayer->edict(), CHAN_ITEM, "weapons/reload3.wav", VOL_NORM, ATTN_NORM, 0, 85 + RANDOM_LONG(0, 31));
SendWeaponAnim(XM1014_RELOAD, UseDecrement());
m_flTimeWeaponIdle = m_flNextReload = UTIL_WeaponTimeBase() + 0.3f;
}
else
{
m_iClip++;
#ifdef REGAMEDLL_ADD
if (refill_bpammo_weapons.value < 3.0f)
#endif
{
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
m_pPlayer->ammo_buckshot--;
}
m_fInSpecialReload = 1;
}
}
示例9: ResetEmptySound
void CM4A1::WeaponIdle(void)
{
ResetEmptySound();
m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);
if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
return;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20;
if (m_iWeaponState & WPNSTATE_M4A1_SILENCED)
SendWeaponAnim(M4A1_IDLE, UseDecrement() != FALSE);
else
SendWeaponAnim(M4A1_UNSIL_IDLE, UseDecrement() != FALSE);
}
示例10: DefaultDeploy
BOOL CMP5N::Deploy()
{
m_iShotsFired = 0;
m_fDelayFire = FALSE;
return DefaultDeploy( "models/v_mp5.mdl", "models/p_mp5.mdl", MP5N_DRAW, "mp5", UseDecrement() );
}
示例11: ResetEmptySound
void CUSP::WeaponIdle()
{
ResetEmptySound();
m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
{
return;
}
if( m_pPlayer->HasShield() )
{
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + USP_IDLE_INTERVAL;
if( FBitSet( m_fWeaponState, WEAPONSTATE_SHIELD_DRAWN ) )
{
SendWeaponAnim( GUN_IDLE1, UseDecrement() );
}
}
else if( m_iClip )
{
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + USP_IDLE_INTERVAL_NOSHIELD;
SendWeaponAnim( USP_IDLE_UNSIL * !FBitSet( m_fWeaponState, WEAPONSTATE_USP_SILENCED ), UseDecrement() );
}
}
示例12: ClearBits
void CUSP::SecondaryAttack()
{
if( ShieldSecondaryFire( GUN_SHIELD_UP, GUN_SHIELD_DOWN ) )
{
return;
}
int anim;
if( FBitSet( m_fWeaponState, WEAPONSTATE_USP_SILENCED ) )
{
ClearBits( m_fWeaponState, WEAPONSTATE_USP_SILENCED );
anim = USP_DETACH_SILENCER;
}
else
{
SetBits( m_fWeaponState, WEAPONSTATE_USP_SILENCED );
anim = USP_ADD_SILENCER;
}
SendWeaponAnim( anim, UseDecrement() );
strcpy( m_pPlayer->m_szAnimExtention, "onehanded" );
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 3.0;
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 3.0;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3.0;
}
示例13: DefaultDeploy
BOOL CSG552::__MAKE_VHOOK(Deploy)()
{
m_flAccuracy = 0.2f;
m_iShotsFired = 0;
iShellOn = 1;
return DefaultDeploy("models/v_sg552.mdl", "models/p_sg552.mdl", SG552_DRAW, "mp5", UseDecrement() != FALSE);
}
示例14: DefaultDeploy
BOOL CM249::Deploy(void)
{
m_flAccuracy = 0.2;
m_iShotsFired = 0;
iShellOn = 1;
return DefaultDeploy("models/v_m249.mdl", "models/p_m249.mdl", M249_DRAW, "m249", UseDecrement() != FALSE);
}
示例15: DefaultDeploy
BOOL CMP5N::__MAKE_VHOOK(Deploy)()
{
m_flAccuracy = 0.0f;
m_bDelayFire = false;
iShellOn = 1;
return DefaultDeploy("models/v_mp5.mdl", "models/p_mp5.mdl", MP5N_DRAW, "mp5", UseDecrement() != FALSE);
}