本文整理汇总了C++中C4PlayerInfo::IsAttributesFixed方法的典型用法代码示例。如果您正苦于以下问题:C++ C4PlayerInfo::IsAttributesFixed方法的具体用法?C++ C4PlayerInfo::IsAttributesFixed怎么用?C++ C4PlayerInfo::IsAttributesFixed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类C4PlayerInfo
的用法示例。
在下文中一共展示了C4PlayerInfo::IsAttributesFixed方法的1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: if
void C4PlayerInfoListAttributeConflictResolver::ResolveInPacket()
{
// check all player infos
fAnyChange = false;
int32_t iCheck = 0;
while ((pResolveInfo = pResolvePacket->GetPlayerInfo(iCheck++)))
{
// not already joined? Joined player must not change their attributes!
if (pResolveInfo->HasJoined()) continue;
DWORD dwPrevColor = pResolveInfo->GetColor();
StdStrBuf sPrevForcedName; sPrevForcedName.Copy(pResolveInfo->GetForcedName());
// check attributes: Name and color
for (eAttr = C4PlayerInfo::PLRATT_Color; eAttr != C4PlayerInfo::PLRATT_Last; eAttr = (C4PlayerInfo::Attribute) (eAttr+1))
{
if (eAttr == C4PlayerInfo::PLRATT_Color)
{
// no color change in savegame associations
if (pResolveInfo->GetAssociatedSavegamePlayerID()) continue;
// or forced team colors
if (Game.Teams.IsTeamColors() && Game.Teams.GetTeamByID(pResolveInfo->GetTeam())) continue;
}
else if (eAttr == C4PlayerInfo::PLRATT_Name)
{
// no name change if a league name is used
if (pResolveInfo->getLeagueAccount() && *pResolveInfo->getLeagueAccount()) continue;
}
// not if attributes are otherwise fixed (e.g., for script players)
if (pResolveInfo->IsAttributesFixed()) continue;
// resolve in this info
ResolveInInfo();
}
// mark change for return value if anything was changed
if (pResolveInfo->GetColor() != dwPrevColor || (pResolveInfo->GetForcedName() != sPrevForcedName))
fAnyChange = true;
// next player info check
}
// mark update if anything was changed
if (fAnyChange) pResolvePacket->SetUpdated();
}