本文整理汇总了C++中CASW_Marine_Resource::GetCommander方法的典型用法代码示例。如果您正苦于以下问题:C++ CASW_Marine_Resource::GetCommander方法的具体用法?C++ CASW_Marine_Resource::GetCommander怎么用?C++ CASW_Marine_Resource::GetCommander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_Resource
的用法示例。
在下文中一共展示了CASW_Marine_Resource::GetCommander方法的8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: UpdateLastCommanders
void CASW_Campaign_Save::UpdateLastCommanders()
{
// save which marines the players have selected
// add which marines he has selected
CASW_Game_Resource *pGameResource = ASWGameResource();
if ( !pGameResource )
return;
// first check there were some marines selected (i.e. we're not in the campaign lobby map)
int iNumMarineResources = 0;
for (int i=0;i<pGameResource->GetMaxMarineResources();i++)
{
if (pGameResource->GetMarineResource(i))
iNumMarineResources++;
}
if ( iNumMarineResources <= 0 )
return;
char buffer[256];
for (int i=0;i<ASW_NUM_MARINE_PROFILES;i++)
{
// look for a marine info for this marine
bool bFound = false;
for (int k=0;k<pGameResource->GetMaxMarineResources();k++)
{
CASW_Marine_Resource *pMR = pGameResource->GetMarineResource(k);
if (pMR && pMR->GetProfileIndex() == i && pMR->GetCommander())
{
CASW_Player *pPlayer = pMR->GetCommander();
if (pPlayer)
{
// store the commander who has this marine
Q_snprintf(buffer, sizeof(buffer), "%s%s",pPlayer->GetPlayerName(), pPlayer->GetASWNetworkID());
m_LastCommanders[i] = AllocPooledString(buffer);
m_LastMarineResourceSlot[i] = k;
m_LastPrimaryMarines[i] = pPlayer->IsPrimaryMarine(i);
bFound = true;
break;
}
}
}
if (!bFound)
{
m_LastCommanders[i] = AllocPooledString("");
m_LastMarineResourceSlot[i] = 0;
}
}
}
示例2: GetFirstMarineResourceForPlayer
CASW_Marine_Resource* CASW_Game_Resource::GetFirstMarineResourceForPlayer( CASW_Player *pPlayer )
{
for ( int i=0; i < GetMaxMarineResources(); i++ )
{
CASW_Marine_Resource *pMR = GetMarineResource(i);
if (!pMR)
continue;
if ( pMR->GetCommander() == pPlayer )
return pMR;
}
return NULL;
}
示例3: OnThink
void StatsReport::OnThink()
{
int nMarine = 0;
m_pObjectiveMap->ClearBlips();
C_ASW_Game_Resource *pGameResource = ASWGameResource();
for ( int i = 0; i < pGameResource->GetMaxMarineResources() && nMarine < ASW_STATS_REPORT_MAX_PLAYERS; i++ )
{
CASW_Marine_Resource *pMR = pGameResource->GetMarineResource( i );
if ( pMR )
{
Vector vPos;
vPos.x = pMR->m_TimelinePosX.GetValueAtInterp( m_pStatGraphPlayer->m_fTimeInterp );
vPos.y = pMR->m_TimelinePosY.GetValueAtInterp( m_pStatGraphPlayer->m_fTimeInterp );
vPos.z = 0.0f;
bool bDead = ( pMR->m_TimelineHealth.GetValueAtInterp( m_pStatGraphPlayer->m_fTimeInterp ) <= 0.0f );
m_pObjectiveMap->AddBlip( MapBlip_t( vPos, bDead ? Color( 255, 255, 255, 255 ) : getColorPerIndex(pMR->GetCommanderIndex()), bDead ? MAP_BLIP_TEXTURE_DEATH : MAP_BLIP_TEXTURE_NORMAL ) );
if ( m_pReadyCheckImages[ nMarine ]->IsVisible() )
{
C_ASW_Player *pPlayer = pMR->GetCommander();
if ( pPlayer )
{
if ( !pMR->IsInhabited() || ASWGameResource()->IsPlayerReady( pPlayer ) )
{
m_pReadyCheckImages[ i ]->SetImage( "swarm/HUD/TickBoxTicked" );
}
else if ( pPlayer == ASWGameResource()->GetLeader() )
{
m_pReadyCheckImages[ i ]->SetImage( "swarm/PlayerList/LeaderIcon" );
}
else
{
m_pReadyCheckImages[ i ]->SetImage( "swarm/HUD/TickBoxEmpty" );
}
}
}
nMarine++;
}
}
for ( int i = 0; i < ASW_STATS_REPORT_MAX_PLAYERS; i++ )
{
}
}
示例4: AddMarineResource
bool CASW_Game_Resource::AddMarineResource( CASW_Marine_Resource *m, int nPreferredSlot )
{
if ( nPreferredSlot != -1 )
{
CASW_Marine_Resource *pExisting = static_cast<CASW_Marine_Resource*>( m_MarineResources[ nPreferredSlot ].Get() );
if ( pExisting != NULL )
{
// if the existing is owned by someone else, then we abort
if ( pExisting->GetCommander() != m->GetCommander() )
return false;
SetRosterSelected( pExisting->GetProfileIndex(), 0 );
UTIL_Remove( pExisting );
}
m_MarineResources.Set( nPreferredSlot, m );
// the above causes strange cases where the client copy of this networked array is incorrect
// so we flag each element dirty to cause a complete update, which seems to fix the problem
for (int k=0;k<ASW_MAX_MARINE_RESOURCES;k++)
{
m_MarineResources.GetForModify(k);
}
return true;
}
for (int i=0;i<ASW_MAX_MARINE_RESOURCES;i++)
{
if (m_MarineResources[i] == NULL) // found a free slot
{
m_MarineResources.Set(i, m);
// the above causes strange cases where the client copy of this networked array is incorrect
// so we flag each element dirty to cause a complete update, which seems to fix the problem
for (int k=0;k<ASW_MAX_MARINE_RESOURCES;k++)
{
m_MarineResources.GetForModify(k);
}
return true;
}
}
Msg("Couldn't add new marine resource to list as no free slots\n");
return false;
}
示例5: WriteToHUD
void CMOD_Player_Performance::WriteToHUD(const char* messagename, int rating)
{
#if 0
for ( int i=0;i<ASWGameResource()->GetMaxMarineResources();i++ )
{
CASW_Marine_Resource *pMR = ASWGameResource()->GetMarineResource(i);
if ( !pMR )
continue;
CASW_Player *pPlayer = pMR->GetCommander();
if ( pPlayer && pPlayer->GetMarine() )
{
CSingleUserRecipientFilter user( pPlayer );
UserMessageBegin( user, messagename );
WRITE_SHORT( rating );
MessageEnd();
}
}
#endif
}
示例6: SetPlayerNames
void StatsReport::SetPlayerNames( void )
{
C_ASW_Player *pPlayer = C_ASW_Player::GetLocalASWPlayer();
if ( !pPlayer )
return;
int nMarine = 0;
C_ASW_Game_Resource *pGameResource = ASWGameResource();
for ( int i = 0; i < pGameResource->GetMaxMarineResources() && nMarine < ASW_STATS_REPORT_MAX_PLAYERS; i++ )
{
CASW_Marine_Resource *pMR = pGameResource->GetMarineResource( i );
if ( pMR )
{
C_ASW_Player *pCommander = pMR->GetCommander();
Color color = getColorPerIndex(pMR->GetCommanderIndex());
if ( pPlayer != pCommander )
{
color[ 3 ] = 128;
}
m_pStatGraphPlayer->m_pStatGraphs[ nMarine ]->SetLineColor( color );
m_pPlayerNames[ nMarine ]->SetFgColor( color );
wchar_t wszMarineName[ 32 ];
pMR->GetDisplayName( wszMarineName, sizeof( wszMarineName ) );
m_pPlayerNames[ nMarine ]->SetText( wszMarineName );
if ( gpGlobals->maxClients == 1 )
{
// Don't need these in singleplayer
m_pAvatarImages[ nMarine ]->SetVisible( false );
m_pReadyCheckImages[ nMarine ]->SetVisible( false );
}
else
{
#if !defined(NO_STEAM)
CSteamID steamID;
if ( pCommander )
{
player_info_t pi;
if ( engine->GetPlayerInfo( pCommander->entindex(), &pi ) )
{
if ( pi.friendsID )
{
CSteamID steamIDForPlayer( pi.friendsID, 1, steamapicontext->SteamUtils()->GetConnectedUniverse(), k_EAccountTypeIndividual );
steamID = steamIDForPlayer;
}
}
}
if ( steamID.IsValid() )
{
m_pAvatarImages[ nMarine ]->SetAvatarBySteamID( &steamID );
int wide, tall;
m_pAvatarImages[ nMarine ]->GetSize( wide, tall );
CAvatarImage *pImage = static_cast< CAvatarImage* >( m_pAvatarImages[ nMarine ]->GetImage() );
if ( pImage )
{
pImage->SetAvatarSize( wide, tall );
pImage->SetPos( -AVATAR_INDENT_X, -AVATAR_INDENT_Y );
}
}
#endif
}
nMarine++;
}
}
while ( nMarine < ASW_STATS_REPORT_MAX_PLAYERS )
{
m_pAvatarImages[ nMarine ]->SetVisible( false );
m_pReadyCheckImages[ nMarine ]->SetVisible( false );
nMarine++;
}
}
示例7: Detonate
void CASW_Grenade_PRifle::Detonate()
{
if ( !ASWGameResource() )
return;
m_takedamage = DAMAGE_NO;
CPASFilter filter( GetAbsOrigin() );
Vector vecForward = GetAbsVelocity();
VectorNormalize(vecForward);
trace_t tr;
Vector vecDir = -vecForward;
//te->GaussExplosion( filter, 0.0,
//GetAbsOrigin(), vecDir, 0 );
CEffectData data;
data.m_vOrigin = GetAbsOrigin();
DispatchEffect( "aswstunexplo", data );
EmitSound("ASW_Weapon_PRifle.StunGrenadeExplosion");
UTIL_TraceLine ( GetAbsOrigin(), GetAbsOrigin() + 60*vecForward, MASK_SHOT,
this, COLLISION_GROUP_NONE, &tr);
if ((tr.m_pEnt != GetWorldEntity()) || (tr.hitbox != 0))
{
// non-world needs smaller decals
if( tr.m_pEnt && !tr.m_pEnt->IsNPC() )
{
UTIL_DecalTrace( &tr, "SmallScorch" );
}
}
else
{
UTIL_DecalTrace( &tr, "Scorch" );
}
UTIL_ASW_ScreenShake( GetAbsOrigin(), 25.0, 150.0, 1.0, 750, SHAKE_START );
int nPreviousStunnedAliens = ASWGameResource()->m_iElectroStunnedAliens;
// do just 1 damage...
CTakeDamageInfo info( this, GetOwnerEntity(), 1, DMG_SHOCK );
info.SetWeapon( m_hCreatorWeapon );
RadiusDamage ( info , GetAbsOrigin(), m_DmgRadius, CLASS_NONE, NULL );
// count as a shot fired
CASW_Marine *pMarine = dynamic_cast<CASW_Marine*>(GetOwnerEntity());
if ( pMarine && pMarine->GetMarineResource() )
{
CASW_Marine_Resource *pMR = pMarine->GetMarineResource();
pMR->UsedWeapon(NULL, 1);
int nAliensStunned = ASWGameResource()->m_iElectroStunnedAliens - nPreviousStunnedAliens;
if ( nAliensStunned >= 6 && pMR->IsInhabited() && pMR->GetCommander() )
{
pMR->GetCommander()->AwardAchievement( ACHIEVEMENT_ASW_STUN_GRENADE );
pMR->m_bStunGrenadeMedal = true;
}
}
UTIL_Remove( this );
}
示例8: asw_marine_skill_f
void asw_marine_skill_f(const CCommand &args)
{
CASW_Player *pPlayer = ToASW_Player(UTIL_GetCommandClient());
if (!ASWGameRules())
return;
if (!pPlayer)
return;
CASW_Game_Resource* pGameResource = ASWGameResource();
if (!pGameResource)
return;
CASW_Marine_Profile *pProfile = NULL;
CASW_Marine *pMarine = pPlayer->GetMarine();
if (pMarine)
{
pProfile = pMarine->GetMarineProfile();
}
else
{
// find the first marine info that belongs to us
for (int i=0;i<pGameResource->GetMaxMarineResources();i++)
{
CASW_Marine_Resource *pMR = pGameResource->GetMarineResource(i);
if (pMR && pMR->GetCommander() == pPlayer)
{
pProfile = pMR->GetProfile();
break;
}
}
}
if ( !pProfile )
return;
if ( args.ArgC() < 2 )
{
Msg("Usage: asw_marine_skill [SkillSlot] - reports the number of skill points of the current marine in that skill\n asw_marine_skill [SkillSlot] [x] - sets that skill to the specified number of skill points (0-5)\n");
Msg("SkillSlot goes from 0 to 4 for your skills, slot 5 is spare skill points.\n");
return;
}
int nSkillSlot = atoi(args[1]);
if ( nSkillSlot < 0 || nSkillSlot >= ASW_NUM_SKILL_SLOTS )
{
Msg("nSkillSlot out of bounds\n");
return;
}
if ( args.ArgC() < 3 )
{
int iSkillPoints = ASWGameResource()->GetMarineSkill( pProfile->m_ProfileIndex, nSkillSlot );
Msg( "Marine skill[%d] is %s = %d\n", nSkillSlot, SkillToString( pProfile->GetSkillMapping( nSkillSlot ) ), iSkillPoints );
}
else
{
int iNewPoints = atoi(args[2]);
ASWGameResource()->SetMarineSkill( pProfile->m_ProfileIndex, nSkillSlot, iNewPoints );
int iSkillPoints = ASWGameResource()->GetMarineSkill( pProfile->m_ProfileIndex, nSkillSlot );
Msg( "Marine skill[%d] is now %s = %d\n", nSkillSlot, SkillToString( pProfile->GetSkillMapping( nSkillSlot ) ), iSkillPoints );
}
}