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C++ AWeapon::Destroy方法代码示例

本文整理汇总了C++中AWeapon::Destroy方法的典型用法代码示例。如果您正苦于以下问题:C++ AWeapon::Destroy方法的具体用法?C++ AWeapon::Destroy怎么用?C++ AWeapon::Destroy使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在AWeapon的用法示例。


在下文中一共展示了AWeapon::Destroy方法的4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: OnCollision

void AMainCharacter::OnCollision(AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
{
	AWeapon* CollidedWeapon = Cast<AWeapon>(OtherActor);
	if (CollidedWeapon)
	{
		if (CollidedWeapon->Config.Name == TEXT("Glock") && Inventory[0] == NULL)
		{
			Inventory[0] = CollidedWeapon->GetClass();
			CollidedWeapon->Destroy();
			GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Yellow, "Weapon picked up: " + CollidedWeapon->Config.Name);
		}
		if (CollidedWeapon->Config.Name == TEXT("M4A1") && Inventory[1] == NULL)
		{
			Inventory[1] = CollidedWeapon->GetClass();
			CollidedWeapon->Destroy();
			GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Yellow, "Weapon picked up: " + CollidedWeapon->Config.Name);
		}
		if (CollidedWeapon->Config.Name == TEXT("Shotgun") && Inventory[2] == NULL)
		{
			Inventory[2] = CollidedWeapon->GetClass();
			CollidedWeapon->Destroy();
			GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Yellow, "Weapon picked up: " + CollidedWeapon->Config.Name);
		}
	}
}
开发者ID:rcktscnc,项目名称:unreal-project,代码行数:25,代码来源:MainCharacter.cpp

示例2: ViZDoom_CheckSlotAmmo

int ViZDoom_CheckSlotAmmo(int slot){
    if(vizdoomPlayer->weapons.Slots[slot].Size() <= 0) return 0;

    const PClass *typeWeapon = vizdoomPlayer->weapons.Slots[slot].GetWeapon(0);
    AWeapon *weapon = (AWeapon*) typeWeapon->CreateNew();
    //AWeapon *weapon = (AWeapon*)vizdoomPlayer->mo->FindInventory(type);
    if (weapon != NULL){
        const PClass *typeAmmo = weapon->AmmoType1;
        weapon->Destroy();
        return ViZDoom_CheckItem(typeAmmo);
    }
    else return 0;
}
开发者ID:BenJamesbabala,项目名称:ViZDoom,代码行数:13,代码来源:vizdoom_game.cpp

示例3: Destroy

void AWeapon::Destroy()
{
	AWeapon *sister = SisterWeapon;

	if (sister != NULL)
	{
		// avoid recursion
		sister->SisterWeapon = NULL;
		if (sister != this)
		{ // In case we are our own sister, don't crash.
			sister->Destroy();
		}
	}
	Super::Destroy();
}
开发者ID:Jayman2000,项目名称:zdoom-pull,代码行数:15,代码来源:a_weapons.cpp

示例4: P_UndoPlayerMorph

bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag, bool force)
{
	AWeapon *beastweap;
	APlayerPawn *mo;
	APlayerPawn *pmo;
	angle_t angle;

	pmo = player->mo;
	// [MH]
	// Checks pmo as well; the PowerMorph destroyer will
	// try to unmorph the player; if the destroyer runs
	// because the level or game is ended while morphed,
	// by the time it gets executed the morphed player
	// pawn instance may have already been destroyed.
	if (pmo == NULL || pmo->tracer == NULL)
	{
		return false;
	}

	bool DeliberateUnmorphIsOkay = !!(MORPH_STANDARDUNDOING & unmorphflag);

    if ((pmo->flags2 & MF2_INVULNERABLE) // If the player is invulnerable
        && ((player != activator)       // and either did not decide to unmorph,
        || (!((player->MorphStyle & MORPH_WHENINVULNERABLE)  // or the morph style does not allow it
        || (DeliberateUnmorphIsOkay))))) // (but standard morph styles always allow it),
	{ // Then the player is immune to the unmorph.
		return false;
	}

	mo = barrier_cast<APlayerPawn *>(pmo->tracer);
	mo->SetOrigin (pmo->Pos(), false);
	mo->flags |= MF_SOLID;
	pmo->flags &= ~MF_SOLID;
	if (!force && !P_TestMobjLocation (mo))
	{ // Didn't fit
		mo->flags &= ~MF_SOLID;
		pmo->flags |= MF_SOLID;
		player->morphTics = 2*TICRATE;
		return false;
	}
	pmo->player = NULL;

	// Remove the morph power if the morph is being undone prematurely.
	for (AInventory *item = pmo->Inventory, *next = NULL; item != NULL; item = next)
	{
		next = item->Inventory;
		if (item->IsKindOf(RUNTIME_CLASS(APowerMorph)))
		{
			static_cast<APowerMorph *>(item)->SetNoCallUndoMorph();
			item->Destroy();
		}
	}
	EndAllPowerupEffects(pmo->Inventory);
	mo->ObtainInventory (pmo);
	DObject::StaticPointerSubstitution (pmo, mo);
	if ((pmo->tid != 0) && (player->MorphStyle & MORPH_NEWTIDBEHAVIOUR))
	{
		mo->tid = pmo->tid;
		mo->AddToHash ();
	}
	mo->angle = pmo->angle;
	mo->player = player;
	mo->reactiontime = 18;
	mo->flags = ActorFlags::FromInt (pmo->special2) & ~MF_JUSTHIT;
	mo->velx = 0;
	mo->vely = 0;
	player->velx = 0;
	player->vely = 0;
	mo->velz = pmo->velz;
	if (!(pmo->special2 & MF_JUSTHIT))
	{
		mo->renderflags &= ~RF_INVISIBLE;
	}
	mo->flags  = (mo->flags & ~(MF_SHADOW|MF_NOGRAVITY)) | (pmo->flags & (MF_SHADOW|MF_NOGRAVITY));
	mo->flags2 = (mo->flags2 & ~MF2_FLY) | (pmo->flags2 & MF2_FLY);
	mo->flags3 = (mo->flags3 & ~MF3_GHOST) | (pmo->flags3 & MF3_GHOST);
	mo->Score = pmo->Score;
	InitAllPowerupEffects(mo->Inventory);

	PClassActor *exit_flash = player->MorphExitFlash;
	bool correctweapon = !!(player->MorphStyle & MORPH_LOSEACTUALWEAPON);
	bool undobydeathsaves = !!(player->MorphStyle & MORPH_UNDOBYDEATHSAVES);

	player->morphTics = 0;
	player->MorphedPlayerClass = 0;
	player->MorphStyle = 0;
	player->MorphExitFlash = NULL;
	player->viewheight = mo->ViewHeight;
	AInventory *level2 = mo->FindInventory (RUNTIME_CLASS(APowerWeaponLevel2), true);
	if (level2 != NULL)
	{
		level2->Destroy ();
	}

	if ((player->health > 0) || undobydeathsaves)
	{
		player->health = mo->health = mo->SpawnHealth();
	}
	else // killed when morphed so stay dead
	{
//.........这里部分代码省略.........
开发者ID:ibm5155,项目名称:zdoom,代码行数:101,代码来源:a_morph.cpp


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