本文整理汇总了C++中CBaseCombatCharacter::IsPlayer方法的典型用法代码示例。如果您正苦于以下问题:C++ CBaseCombatCharacter::IsPlayer方法的具体用法?C++ CBaseCombatCharacter::IsPlayer怎么用?C++ CBaseCombatCharacter::IsPlayer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CBaseCombatCharacter
的用法示例。
在下文中一共展示了CBaseCombatCharacter::IsPlayer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: GetOwner
void CWeaponPortalgun::FirePortal2( inputdata_t &inputdata )
{
FirePortal( true );
m_iLastFiredPortal = 2;
CBaseCombatCharacter *pOwner = GetOwner();
if( pOwner && pOwner->IsPlayer() )
{
WeaponSound( WPN_DOUBLE );
}
else
{
WeaponSound( DOUBLE_NPC );
}
}
示例2: DefaultReload
bool CWeaponDODBase::DefaultReload( int iClipSize1, int iClipSize2, int iActivity )
{
CBaseCombatCharacter *pOwner = GetOwner();
if (!pOwner)
return false;
// If I don't have any spare ammo, I can't reload
if ( pOwner->GetAmmoCount(m_iPrimaryAmmoType) <= 0 )
return false;
bool bReload = false;
// If you don't have clips, then don't try to reload them.
if ( UsesClipsForAmmo1() )
{
// need to reload primary clip?
int primary = min(iClipSize1 - m_iClip1, pOwner->GetAmmoCount(m_iPrimaryAmmoType));
if ( primary != 0 )
{
bReload = true;
}
}
if ( UsesClipsForAmmo2() )
{
// need to reload secondary clip?
int secondary = min(iClipSize2 - m_iClip2, pOwner->GetAmmoCount(m_iSecondaryAmmoType));
if ( secondary != 0 )
{
bReload = true;
}
}
if ( !bReload )
return false;
CDODPlayer *pPlayer = GetDODPlayerOwner();
if ( pPlayer )
{
#ifdef CLIENT_DLL
PlayWorldReloadSound( pPlayer );
#else
pPlayer->DoAnimationEvent( PLAYERANIMEVENT_RELOAD );
#endif
}
SendWeaponAnim( iActivity );
// Play the player's reload animation
if ( pOwner->IsPlayer() )
{
( ( CBasePlayer * )pOwner)->SetAnimation( PLAYER_RELOAD );
}
float flSequenceEndTime = gpGlobals->curtime + SequenceDuration();
pOwner->SetNextAttack( flSequenceEndTime );
m_flNextPrimaryAttack = m_flNextSecondaryAttack = flSequenceEndTime;
m_bInReload = true;
return true;
}
示例3: LaunchRocket
//-----------------------------------------------------------------------------
// Purpose: Launch a bounce/impact grenade
//-----------------------------------------------------------------------------
void CGEWeaponRocketLauncher::LaunchRocket( void )
{
CBaseCombatCharacter *pOwner = GetOwner();
if ( !pOwner )
return;
#ifndef CLIENT_DLL
Vector vForward, vRight, vUp;
AngleVectors( pOwner->EyeAngles(), &vForward, &vRight, &vUp );
// Manipulate the shoot position such that it is in front of our gun muzzle
Vector vecSrc = pOwner->Weapon_ShootPosition();
if ( pOwner->IsPlayer() )
{
VectorMA( vecSrc, 4.5f, vRight, vecSrc ); // 3.0, 5.0
VectorMA( vecSrc, 16.5f, vForward, vecSrc ); // 20, 19
VectorMA( vecSrc, -5.25f, vUp, vecSrc ); // -2, -6, -5, 5.25
}
else
{
VectorMA( vecSrc, 20.0, vForward, vecSrc );
}
CheckLaunchPosition( pOwner->EyePosition(), vecSrc );
if ( pOwner->MyNPCPointer() )
vForward = pOwner->MyNPCPointer()->GetActualShootTrajectory( vecSrc );
QAngle angAiming;
VectorAngles( vForward, angAiming );
// Convert us into a bot player :-D
if ( pOwner->IsNPC() )
{
CNPC_GEBase *pNPC = (CNPC_GEBase*) pOwner;
if ( pNPC->GetBotPlayer() )
pOwner = pNPC->GetBotPlayer();
}
CGERocket *pRocket = (CGERocket*)CBaseEntity::Create( "npc_rocket", vecSrc, angAiming, NULL );
if ( pRocket )
{
pRocket->SetThrower( pOwner );
pRocket->SetOwnerEntity( pOwner );
pRocket->SetSourceWeapon(this);
pRocket->SetDamage( GetGEWpnData().m_iDamage );
pRocket->SetDamageRadius( GetGEWpnData().m_flDamageRadius );
if (pOwner->GetTeamNumber() == TEAM_JANUS)
pRocket->SetCollisionGroup( COLLISION_GROUP_GRENADE_JANUS );
else if (pOwner->GetTeamNumber() == TEAM_MI6)
pRocket->SetCollisionGroup( COLLISION_GROUP_GRENADE_MI6 );
// Tell the owner what we threw to implement anti-spamming
if ( pOwner->IsPlayer() )
ToGEMPPlayer( pOwner )->AddThrownObject( pRocket );
}
#endif
// Remove the rocket from our ammo pool
m_iClip1 -= 1;
WeaponSound( SINGLE );
SwitchBodygroup(1, 1);
//Add our view kick in
AddViewKick();
}
示例4: ThrowGrenade
//-----------------------------------------------------------------------------
// Purpose: Throw a primed grenade with timeleft of (gpGlobals->curtime - m_flPrimedTime)
//-----------------------------------------------------------------------------
void CGEWeaponGrenade::ThrowGrenade( float throwforce )
{
CBaseCombatCharacter *pOwner = GetOwner();
if ( !pOwner )
return;
// Remove the grenade from our ammo pool
pOwner->RemoveAmmo( 1, m_iPrimaryAmmoType );
#ifndef CLIENT_DLL
Vector vecEye = pOwner->EyePosition();
Vector vForward, vRight;
AngleVectors( pOwner->EyeAngles(), &vForward, &vRight, NULL );
Vector vecSrc = vecEye + vForward * 18.0f + vRight * 8.0f;
CheckThrowPosition( vecEye, vecSrc );
vForward[2] += 0.1f;
Vector vecThrow;
pOwner->GetVelocity( &vecThrow, NULL );
vecThrow += vForward * throwforce;
// Convert us into a bot player :-D
if ( pOwner->IsNPC() )
{
CNPC_GEBase *pNPC = (CNPC_GEBase*) pOwner;
if ( pNPC->GetBotPlayer() )
pOwner = pNPC->GetBotPlayer();
}
CGEGrenade *pGrenade = (CGEGrenade *)CBaseEntity::Create( "npc_grenade", vecSrc, vec3_angle, NULL );
if ( pGrenade )
{
pGrenade->SetThrower( pOwner );
pGrenade->SetOwnerEntity( pOwner );
pGrenade->SetVelocity( vecThrow, AngularImpulse(600,random->RandomInt(-1000,1000),0) );
pGrenade->SetDamage( GetGEWpnData().m_iDamage );
pGrenade->SetDamageRadius( GetGEWpnData().m_flDamageRadius );
pGrenade->SetSourceWeapon(this);
if (throwforce == GE_GRENADE_THROW_FORCE / 5) // For acheivement tracking.
pGrenade->m_bDroppedOnDeath = true;
// The timer is whatever is left over from the primed time + our fuse minus our
// current time to give us an absolute time in seconds
pGrenade->SetTimer( (m_flPrimedTime + GE_GRENADE_FUSE_TIME) - gpGlobals->curtime );
// Tell the owner what we threw to implement anti-spamming
if ( pOwner->IsPlayer() )
ToGEMPPlayer(pOwner)->AddThrownObject( pGrenade );
}
#endif
m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();
m_flTimeWeaponIdle = gpGlobals->curtime + GE_GRENADE_IDLE_DELAY;
m_bDrawNext = true;
WeaponSound( SINGLE );
}