本文整理汇总了C++中CASW_Marine::DoMuzzleFlash方法的典型用法代码示例。如果您正苦于以下问题:C++ CASW_Marine::DoMuzzleFlash方法的具体用法?C++ CASW_Marine::DoMuzzleFlash怎么用?C++ CASW_Marine::DoMuzzleFlash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CASW_Marine
的用法示例。
在下文中一共展示了CASW_Marine::DoMuzzleFlash方法的7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: FireRocket
void CASW_Weapon_Hornet_Barrage::FireRocket()
{
CASW_Player *pPlayer = GetCommander();
CASW_Marine *pMarine = GetMarine();
if ( !pPlayer || !pMarine || pMarine->GetHealth() <= 0 )
{
m_iRocketsToFire = 0;
return;
}
WeaponSound(SINGLE);
// tell the marine to tell its weapon to draw the muzzle flash
pMarine->DoMuzzleFlash();
pMarine->DoAnimationEvent( PLAYERANIMEVENT_FIRE_GUN_PRIMARY );
Vector vecSrc = GetRocketFiringPosition();
m_iRocketsToFire = m_iRocketsToFire.Get() - 1;
m_flNextLaunchTime = gpGlobals->curtime + m_flFireInterval.Get();
#ifndef CLIENT_DLL
float fGrenadeDamage = MarineSkills()->GetSkillBasedValueByMarine(pMarine, ASW_MARINE_SKILL_GRENADES, ASW_MARINE_SUBSKILL_GRENADE_HORNET_DMG );
CASW_Rocket::Create( fGrenadeDamage, vecSrc, GetRocketAngle(), pMarine, this );
if ( ASWGameRules() )
{
ASWGameRules()->m_fLastFireTime = gpGlobals->curtime;
}
pMarine->OnWeaponFired( this, 1 );
#endif
}
示例2: PrimaryAttack
void CASW_Weapon_Sniper_Rifle::PrimaryAttack( void )
{
// If my clip is empty (and I use clips) start reload
if ( UsesClipsForAmmo1() && !m_iClip1 )
{
Reload();
return;
}
CASW_Player *pPlayer = GetCommander();
CASW_Marine *pMarine = GetMarine();
if ( !pMarine )
return;
// MUST call sound before removing a round from the clip of a CMachineGun
WeaponSound(SINGLE);
if (m_iClip1 <= AmmoClickPoint())
BaseClass::WeaponSound( EMPTY );
m_bIsFiring = true;
// tell the marine to tell its weapon to draw the muzzle flash
pMarine->DoMuzzleFlash();
// sets the animation on the weapon model iteself
//SendWeaponAnim( GetPrimaryAttackActivity() );
// sets the animation on the marine holding this weapon
//pMarine->SetAnimation( PLAYER_ATTACK1 );
#ifdef GAME_DLL // check for turning on lag compensation
if (pPlayer && pMarine->IsInhabited())
{
CASW_Lag_Compensation::RequestLagCompensation( pPlayer, pPlayer->GetCurrentUserCommand() );
}
#endif
FireBulletsInfo_t info;
info.m_vecSrc = pMarine->Weapon_ShootPosition( );
if ( pPlayer && pMarine->IsInhabited() )
{
info.m_vecDirShooting = pPlayer->GetAutoaimVectorForMarine(pMarine, GetAutoAimAmount(), GetVerticalAdjustOnlyAutoAimAmount()); // 45 degrees = 0.707106781187
}
else
{
#ifdef CLIENT_DLL
Msg("Error, clientside firing of a weapon that's being controlled by an AI marine\n");
#else
info.m_vecDirShooting = pMarine->GetActualShootTrajectory( info.m_vecSrc );
#endif
}
info.m_iShots = 1;
// Make sure we don't fire more than the amount in the clip
if ( UsesClipsForAmmo1() )
{
info.m_iShots = MIN( info.m_iShots, m_iClip1 );
m_iClip1 -= info.m_iShots;
#ifdef GAME_DLL
CASW_Marine *pMarine = GetMarine();
if (pMarine && m_iClip1 <= 0 && pMarine->GetAmmoCount(m_iPrimaryAmmoType) <= 0 )
{
// check he doesn't have ammo in an ammo bay
CASW_Weapon_Ammo_Bag* pAmmoBag = dynamic_cast<CASW_Weapon_Ammo_Bag*>(pMarine->GetASWWeapon(0));
if (!pAmmoBag)
pAmmoBag = dynamic_cast<CASW_Weapon_Ammo_Bag*>(pMarine->GetASWWeapon(1));
if (!pAmmoBag || !pAmmoBag->CanGiveAmmoToWeapon(this))
pMarine->OnWeaponOutOfAmmo(true);
}
#endif
}
else
{
info.m_iShots = MIN( info.m_iShots, pMarine->GetAmmoCount( m_iPrimaryAmmoType ) );
pMarine->RemoveAmmo( info.m_iShots, m_iPrimaryAmmoType );
}
info.m_flDistance = asw_weapon_max_shooting_distance.GetFloat();
info.m_iAmmoType = m_iPrimaryAmmoType;
info.m_iTracerFreq = 1;
info.m_flDamageForceScale = asw_weapon_force_scale.GetFloat();
info.m_vecSpread = GetBulletSpread();
info.m_flDamage = GetWeaponDamage();
#ifndef CLIENT_DLL
if (asw_debug_marine_damage.GetBool())
Msg("Weapon dmg = %f\n", info.m_flDamage);
info.m_flDamage *= pMarine->GetMarineResource()->OnFired_GetDamageScale();
#endif
int iPenetration = 1;
if ( pMarine->GetDamageBuffEndTime() > gpGlobals->curtime ) // sniper rifle penetrates more targets when marine is in a damage amp
{
iPenetration = 3;
}
pMarine->FirePenetratingBullets( info, iPenetration, 3.5f, 0, true, NULL, false );
// increment shooting stats
#ifndef CLIENT_DLL
//.........这里部分代码省略.........
示例3: PrimaryAttack
void CASW_Weapon_Shotgun::PrimaryAttack( void )
{
// If my clip is empty (and I use clips) start reload
if ( UsesClipsForAmmo1() && !m_iClip1 )
{
Reload();
return;
}
CASW_Player *pPlayer = GetCommander();
CASW_Marine *pMarine = GetMarine();
if (pMarine) // firing from a marine
{
// MUST call sound before removing a round from the clip of a CMachineGun
WeaponSound(SINGLE);
if (m_iClip1 <= AmmoClickPoint())
{
LowAmmoSound();
}
m_bIsFiring = true;
// tell the marine to tell its weapon to draw the muzzle flash
pMarine->DoMuzzleFlash();
// sets the animation on the weapon model iteself
SendWeaponAnim( GetPrimaryAttackActivity() );
#ifdef GAME_DLL // check for turning on lag compensation
if (pPlayer && pMarine->IsInhabited())
{
CASW_Lag_Compensation::RequestLagCompensation( pPlayer, pPlayer->GetCurrentUserCommand() );
}
#endif
Vector vecSrc = pMarine->Weapon_ShootPosition( );
// hull trace out to this shoot position, so we can be sure we're not firing from over an alien's head
trace_t tr;
CTraceFilterSimple tracefilter(pMarine, COLLISION_GROUP_NONE);
Vector vecMarineMiddle(pMarine->GetAbsOrigin());
vecMarineMiddle.z = vecSrc.z;
AI_TraceHull( vecMarineMiddle, vecSrc, Vector( -10, -10, -20 ), Vector( 10, 10, 10 ), MASK_SHOT, &tracefilter, &tr );
vecSrc = tr.endpos;
Vector vecAiming = vec3_origin;
if ( pPlayer && pMarine->IsInhabited() )
{
vecAiming = pPlayer->GetAutoaimVectorForMarine(pMarine, GetAutoAimAmount(), GetVerticalAdjustOnlyAutoAimAmount()); // 45 degrees = 0.707106781187
}
else
{
#ifndef CLIENT_DLL
vecAiming = pMarine->GetActualShootTrajectory( vecSrc );
#endif
}
if (true) // hitscan pellets
{
#ifndef CLIENT_DLL
if (asw_DebugAutoAim.GetBool())
{
NDebugOverlay::Line(vecSrc, vecSrc + vecAiming * asw_weapon_max_shooting_distance.GetFloat(), 64, 0, 64, false, 120.0);
}
#endif
int iPellets = GetNumPellets();
for (int i=0;i<iPellets;i++)
{
FireBulletsInfo_t info( 1, vecSrc, vecAiming, GetAngularBulletSpread(), asw_weapon_max_shooting_distance.GetFloat(), m_iPrimaryAmmoType );
info.m_pAttacker = pMarine;
info.m_iTracerFreq = 1;
info.m_nFlags = FIRE_BULLETS_NO_PIERCING_SPARK | FIRE_BULLETS_HULL | FIRE_BULLETS_ANGULAR_SPREAD;
info.m_flDamage = GetWeaponDamage();
info.m_flDamageForceScale = asw_weapon_force_scale.GetFloat();
#ifndef CLIENT_DLL
if (asw_debug_marine_damage.GetBool())
Msg("Weapon dmg = %f\n", info.m_flDamage);
info.m_flDamage *= pMarine->GetMarineResource()->OnFired_GetDamageScale();
#endif
// shotgun bullets have a base 50% chance of piercing
//float fPiercingChance = 0.5f;
//if (pMarine->GetMarineResource() && pMarine->GetMarineProfile() && pMarine->GetMarineProfile()->GetMarineClass() == MARINE_CLASS_SPECIAL_WEAPONS)
//fPiercingChance += MarineSkills()->GetSkillBasedValueByMarine(pMarine, ASW_MARINE_SKILL_PIERCING);
//pMarine->FirePenetratingBullets(info, 5, fPiercingChance);
//pMarine->FirePenetratingBullets(info, 5, 1.0f, i, false );
pMarine->FirePenetratingBullets(info, 0, 1.0f, i, false );
}
}
else // projectile pellets
{
#ifndef CLIENT_DLL
CShotManipulator Manipulator( vecAiming );
int iPellets = GetNumPellets();
for (int i=0;i<iPellets;i++)
{
// create a pellet at some random spread direction
//.........这里部分代码省略.........
示例4: WeldDoor
void CASW_Weapon_Welder::WeldDoor(bool bSeal)
{
CASW_Marine *pMarine = GetMarine();
if ( !pMarine || !pMarine->GetCommander() )
return;
bool bWelding = false;
CASW_Door* pDoor = FindDoor();
if ( pDoor )
{
bWelding = true;
Vector vecFacingPoint = pDoor->GetWeldFacingPoint(pMarine);
Vector diff = vecFacingPoint - pMarine->GetAbsOrigin();
diff.z = 0;
VectorNormalize(diff);
QAngle angCurrentFacing = pMarine->ASWEyeAngles();
Vector vecCurrentFacing = vec3_origin;
AngleVectors(angCurrentFacing, &vecCurrentFacing);
vecCurrentFacing.z = 0;
VectorNormalize(vecCurrentFacing);
bool bFacing = DotProduct(diff, vecCurrentFacing) > 0.6f;
if ( !pMarine->IsInhabited() )
{
bFacing = true; // AI marines don't know how to face the door yet
}
if ( bFacing && !pDoor->IsOpen() )
{
// do our muzzle flash, if we're going to alter the weld some
if ( bSeal && pDoor->GetSealAmount() < 1.0f )
{
pMarine->DoMuzzleFlash();
m_bIsFiring = true;
}
else if ( !bSeal && pDoor->GetSealAmount() > 0 )
{
pMarine->DoMuzzleFlash();
m_bIsFiring = true;
}
}
#ifdef CLIENT_DLL
pMarine->SetFacingPoint(vecFacingPoint, GetFireRate()*2.0f);
#else
if ( gpGlobals->maxClients <= 1 )
{
pMarine->SetFacingPoint(vecFacingPoint, GetFireRate()*2.0f);
}
#endif
if ( bFacing )
{
if ( pDoor->IsOpen() )
{
#ifndef CLIENT_DLL
if ( bSeal )
{
pDoor->CloseForWeld( pMarine ); // shut the door first, so we can start welding it
}
#endif
}
else
{
// tell the weapon to weld over the next fire rate interval
m_fWeldTime = GetFireRate() + 0.004f;
m_bWeldSeal = bSeal;
#ifndef CLIENT_DLL
m_pWeldDoor = pDoor;
//Msg( "Setting weld door to %d\n", pDoor->entindex() );
// network door which door we're working on so all players can see progress
if ( pMarine->GetMarineResource() )
pMarine->GetMarineResource()->m_hWeldingDoor = pDoor;
#endif
}
}
}
else
{
//Msg( "Couldn't find door to weld\n" );
}
if ( pMarine->GetActiveWeapon() != this )
{
bool bAttack1, bAttack2, bReload, bOldReload, bOldAttack1;
GetButtons( bAttack1, bAttack2, bReload, bOldReload, bOldAttack1 );
if ( bAttack1 || bAttack2 || bReload || pMarine->GetCurrentMeleeAttack() )
{
bWelding = false;
}
}
if ( !bWelding )
{
m_iAutomaticWeldDirection = 0;
m_bShotDelayed = false;
#ifdef GAME_DLL
if ( pMarine->GetMarineResource() )
{
pMarine->GetMarineResource()->m_hWeldingDoor = NULL;
}
//.........这里部分代码省略.........
示例5: PrimaryAttack
void CASW_Weapon::PrimaryAttack( void )
{
// If my clip is empty (and I use clips) start reload
if ( UsesClipsForAmmo1() && !m_iClip1 )
{
Reload();
return;
}
CASW_Player *pPlayer = GetCommander();
CASW_Marine *pMarine = GetMarine();
if ( !pMarine )
return;
m_bIsFiring = true;
// MUST call sound before removing a round from the clip of a CMachineGun
WeaponSound(SINGLE);
if (m_iClip1 <= AmmoClickPoint())
{
LowAmmoSound();
}
// tell the marine to tell its weapon to draw the muzzle flash
pMarine->DoMuzzleFlash();
// sets the animation on the weapon model itself
SendWeaponAnim( GetPrimaryAttackActivity() );
// sets the animation on the marine holding this weapon
//pMarine->SetAnimation( PLAYER_ATTACK1 );
#ifdef GAME_DLL // check for turning on lag compensation
if (pPlayer && pMarine->IsInhabited())
{
CASW_Lag_Compensation::RequestLagCompensation( pPlayer, pPlayer->GetCurrentUserCommand() );
}
#endif
FireBulletsInfo_t info;
info.m_vecSrc = pMarine->Weapon_ShootPosition( );
if ( pPlayer && pMarine->IsInhabited() )
{
info.m_vecDirShooting = pPlayer->GetAutoaimVectorForMarine(pMarine, GetAutoAimAmount(), GetVerticalAdjustOnlyAutoAimAmount()); // 45 degrees = 0.707106781187
}
else
{
#ifdef CLIENT_DLL
Msg("Error, clientside firing of a weapon that's being controlled by an AI marine\n");
#else
info.m_vecDirShooting = pMarine->GetActualShootTrajectory( info.m_vecSrc );
#endif
}
// 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.
info.m_iShots = 0;
float fireRate = GetFireRate();
while ( m_flNextPrimaryAttack <= gpGlobals->curtime )
{
m_flNextPrimaryAttack = m_flNextPrimaryAttack + fireRate;
info.m_iShots++;
if ( !fireRate )
break;
}
// Make sure we don't fire more than the amount in the clip
if ( UsesClipsForAmmo1() )
{
info.m_iShots = MIN( info.m_iShots, m_iClip1 );
m_iClip1 -= info.m_iShots;
#ifdef GAME_DLL
CASW_Marine *pMarine = GetMarine();
if (pMarine && m_iClip1 <= 0 && pMarine->GetAmmoCount(m_iPrimaryAmmoType) <= 0 )
{
// check he doesn't have ammo in an ammo bay
CASW_Weapon_Ammo_Bag* pAmmoBag = dynamic_cast<CASW_Weapon_Ammo_Bag*>(pMarine->GetASWWeapon(0));
if (!pAmmoBag)
pAmmoBag = dynamic_cast<CASW_Weapon_Ammo_Bag*>(pMarine->GetASWWeapon(1));
if (!pAmmoBag || !pAmmoBag->CanGiveAmmoToWeapon(this))
pMarine->OnWeaponOutOfAmmo(true);
}
#endif
}
else
{
info.m_iShots = MIN( info.m_iShots, pMarine->GetAmmoCount( m_iPrimaryAmmoType ) );
pMarine->RemoveAmmo( info.m_iShots, m_iPrimaryAmmoType );
}
info.m_flDistance = asw_weapon_max_shooting_distance.GetFloat();
info.m_iAmmoType = m_iPrimaryAmmoType;
info.m_iTracerFreq = 1; // asw tracer test everytime
info.m_flDamageForceScale = asw_weapon_force_scale.GetFloat();
info.m_vecSpread = pMarine->GetActiveWeapon()->GetBulletSpread();
info.m_flDamage = GetWeaponDamage();
#ifndef CLIENT_DLL
if (asw_debug_marine_damage.GetBool())
//.........这里部分代码省略.........
示例6: PrimaryAttack
void CASW_Weapon_Flechette::PrimaryAttack()
{
// If my clip is empty (and I use clips) start reload
if ( UsesClipsForAmmo1() && !m_iClip1 )
{
Reload();
return;
}
CASW_Player *pPlayer = GetCommander();
CASW_Marine *pMarine = GetMarine();
if (pMarine) // firing from a marine
{
m_bIsFiring = true;
// MUST call sound before removing a round from the clip of a CMachineGun
WeaponSound(SINGLE);
if (m_iClip1 <= AmmoClickPoint())
{
LowAmmoSound();
}
// tell the marine to tell its weapon to draw the muzzle flash
pMarine->DoMuzzleFlash();
// sets the animation on the weapon model iteself
SendWeaponAnim( GetPrimaryAttackActivity() );
Vector vecDir;
Vector vecSrc = pMarine->Weapon_ShootPosition( );
if ( pPlayer && pMarine->IsInhabited() )
{
vecDir = pPlayer->GetAutoaimVectorForMarine(pMarine, GetAutoAimAmount(), GetVerticalAdjustOnlyAutoAimAmount()); // 45 degrees = 0.707106781187
}
else
{
#ifdef CLIENT_DLL
Msg("Error, clientside firing of a weapon that's being controlled by an AI marine\n");
#else
vecDir = pMarine->GetActualShootTrajectory( vecSrc );
#endif
}
int iShots = 1;
// Make sure we don't fire more than the amount in the clip
if ( UsesClipsForAmmo1() )
{
iShots = MIN( iShots, m_iClip1 );
m_iClip1 -= iShots;
#ifdef GAME_DLL
CASW_Marine *pMarine = GetMarine();
if (pMarine && m_iClip1 <= 0 && pMarine->GetAmmoCount(m_iPrimaryAmmoType) <= 0 )
{
pMarine->OnWeaponOutOfAmmo(true);
}
#endif
}
else
{
iShots = MIN( iShots, pMarine->GetAmmoCount( m_iPrimaryAmmoType ) );
pMarine->RemoveAmmo( iShots, m_iPrimaryAmmoType );
}
/*#ifndef CLIENT_DLL
if (asw_debug_marine_damage.GetBool())
Msg("Weapon dmg = %d\n", info.m_flDamage);
info.m_flDamage *= pMarine->GetMarineResource()->OnFired_GetDamageScale();
#endif*/
// increment shooting stats
#ifndef CLIENT_DLL
float fGrenadeDamage = MarineSkills()->GetSkillBasedValueByMarine(pMarine, ASW_MARINE_SKILL_GRENADES, ASW_MARINE_SUBSKILL_GRENADE_FLECHETTE_DMG);
QAngle vecRocketAngle;
VectorAngles(vecDir, vecRocketAngle);
vecRocketAngle[YAW] += random->RandomFloat(-10, 10);
CASW_Rocket::Create(fGrenadeDamage, vecSrc, vecRocketAngle, GetMarine());
if (pMarine && pMarine->GetMarineResource())
{
pMarine->GetMarineResource()->UsedWeapon(this, iShots);
pMarine->OnWeaponFired( this, iShots );
}
if (ASWGameRules())
ASWGameRules()->m_fLastFireTime = gpGlobals->curtime;
#endif
m_flNextPrimaryAttack = m_flNextPrimaryAttack + GetFireRate();
}
}
示例7: PrimaryAttack
void CASW_Weapon_Pistol::PrimaryAttack( void )
{
// If my clip is empty (and I use clips) start reload
if ( UsesClipsForAmmo1() && !m_iClip1 )
{
Reload();
return;
}
CASW_Player *pPlayer = GetCommander();
CASW_Marine *pMarine = GetMarine();
if (pMarine) // firing from a marine
{
// MUST call sound before removing a round from the clip of a CMachineGun
WeaponSound(SINGLE);
if (m_iClip1 <= AmmoClickPoint())
BaseClass::WeaponSound( EMPTY );
m_bIsFiring = true;
// tell the marine to tell its weapon to draw the muzzle flash
pMarine->DoMuzzleFlash();
// sets the animation on the weapon model iteself
SendWeaponAnim( GetPrimaryAttackActivity() );
// sets the animation on the marine holding this weapon
//pMarine->SetAnimation( PLAYER_ATTACK1 );
#ifdef GAME_DLL // check for turning on lag compensation
if (pPlayer && pMarine->IsInhabited())
{
CASW_Lag_Compensation::RequestLagCompensation( pPlayer, pPlayer->GetCurrentUserCommand() );
}
#endif
// if (asw_pistol_hitscan.GetBool())
if (true)
{
FireBulletsInfo_t info;
info.m_vecSrc = pMarine->Weapon_ShootPosition( );
if ( pPlayer && pMarine->IsInhabited() )
{
info.m_vecDirShooting = pPlayer->GetAutoaimVectorForMarine(pMarine, GetAutoAimAmount(), GetVerticalAdjustOnlyAutoAimAmount()); // 45 degrees = 0.707106781187
}
else
{
#ifdef CLIENT_DLL
Msg("Error, clientside firing of a weapon that's being controlled by an AI marine\n");
#else
info.m_vecDirShooting = pMarine->GetActualShootTrajectory( info.m_vecSrc );
#endif
}
info.m_iShots = 1;
// Make sure we don't fire more than the amount in the clip
if ( UsesClipsForAmmo1() )
{
info.m_iShots = MIN( info.m_iShots, m_iClip1 );
m_iClip1 -= info.m_iShots;
#ifdef GAME_DLL
CASW_Marine *pMarine = GetMarine();
if (pMarine && m_iClip1 <= 0 && pMarine->GetAmmoCount(m_iPrimaryAmmoType) <= 0 )
{
pMarine->OnWeaponOutOfAmmo(true);
}
#endif
}
else
{
info.m_iShots = MIN( info.m_iShots, pMarine->GetAmmoCount( m_iPrimaryAmmoType ) );
pMarine->RemoveAmmo( info.m_iShots, m_iPrimaryAmmoType );
}
info.m_flDistance = asw_weapon_max_shooting_distance.GetFloat();
info.m_iAmmoType = m_iPrimaryAmmoType;
info.m_iTracerFreq = 1;
info.m_flDamageForceScale = asw_weapon_force_scale.GetFloat();
info.m_vecSpread = GetBulletSpread();
info.m_flDamage = GetWeaponDamage();
#ifndef CLIENT_DLL
if (asw_debug_marine_damage.GetBool())
Msg("Weapon dmg = %f\n", info.m_flDamage);
info.m_flDamage *= pMarine->OnFired_GetDamageScale();
#endif
pMarine->FireBullets( info );
//FireBulletsInfo_t info( 1, vecSrc, vecAiming, GetBulletSpread(), MAX_TRACE_LENGTH, m_iPrimaryAmmoType );
//info.m_pAttacker = pMarine;
// Fire the bullets, and force the first shot to be perfectly accuracy
//pMarine->FireBullets( info );
}
else // projectile pistol
{
//.........这里部分代码省略.........