本文整理汇总了C++中CBasePlayerItem类的典型用法代码示例。如果您正苦于以下问题:C++ CBasePlayerItem类的具体用法?C++ CBasePlayerItem怎么用?C++ CBasePlayerItem使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了CBasePlayerItem类的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: GetWeaponData
int GetWeaponData( struct edict_s *player, struct weapon_data_s *info )
{
#if defined( CLIENT_WEAPONS )
int i;
weapon_data_t *item;
entvars_t *pev = &player->v;
CBasePlayer *pl = ( CBasePlayer *) CBasePlayer::Instance( pev );
CBasePlayerWeapon *gun;
ItemInfo II;
memset( info, 0, 32 * sizeof( weapon_data_t ) );
if ( !pl )
return 1;
// go through all of the weapons and make a list of the ones to pack
for ( i = 0 ; i < MAX_ITEM_TYPES ; i++ )
{
if ( pl->m_rgpPlayerItems[ i ] )
{
// there's a weapon here. Should I pack it?
CBasePlayerItem *pPlayerItem = pl->m_rgpPlayerItems[ i ];
while ( pPlayerItem )
{
gun = (CBasePlayerWeapon *)pPlayerItem->GetWeaponPtr();
if ( gun && gun->UseDecrement() )
{
// Get The ID.
memset( &II, 0, sizeof( II ) );
gun->GetItemInfo( &II );
if ( II.iId >= 0 && II.iId < 32 )
{
item = &info[ II.iId ];
item->m_iId = II.iId;
item->m_iClip = gun->m_iClip;
item->m_flTimeWeaponIdle = max( gun->m_flTimeWeaponIdle, -0.001 );
item->m_flNextPrimaryAttack = max( gun->m_flNextPrimaryAttack, -0.001 );
item->m_flNextSecondaryAttack = max( gun->m_flNextSecondaryAttack, -0.001 );
item->m_fInReload = gun->m_fInReload;
}
}
pPlayerItem = pPlayerItem->m_pNext;
}
}
}
#else
memset( info, 0, 32 * sizeof( weapon_data_t ) );
#endif
return 1;
}
示例2: GetNextBestWeapon
BOOL CHalfLifeRules :: GetNextBestWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon )
{
CBasePlayerItem *pCheck;
CBasePlayerItem *pBest;// this will be used in the event that we don't find a weapon in the same category.
int iBestWeight;
int i;
iBestWeight = -1;// no weapon lower than -1 can be autoswitched to
pBest = NULL;
if ( !pCurrentWeapon->CanHolster() )
{
// can't put this gun away right now, so can't switch.
return FALSE;
}
for ( i = 0 ; i < MAX_ITEM_TYPES ; i++ )
{
pCheck = pPlayer->m_rgpPlayerItems[ i ];
while ( pCheck )
{
if ( pCheck->iWeight() > -1 && pCheck->iWeight() == pCurrentWeapon->iWeight() && pCheck != pCurrentWeapon )
{
// this weapon is from the same category.
if ( pCheck->CanDeploy() )
{
if ( pPlayer->SwitchWeapon( pCheck ) )
{
return TRUE;
}
}
}
else if ( pCheck->iWeight() > iBestWeight && pCheck != pCurrentWeapon )// don't reselect the weapon we're trying to get rid of
{
if ( pCheck->CanDeploy() )
{
// if this weapon is useable, flag it as the best
iBestWeight = pCheck->iWeight();
pBest = pCheck;
}
}
pCheck = pCheck->m_pNext;
}
}
if ( !pBest )
{
return FALSE;
}
pPlayer->SwitchWeapon( pBest );
return TRUE;
}
示例3: Kill
//=========================================================
// CWeaponBox - Kill - the think function that removes the
// box from the world.
//=========================================================
void CWeaponBox::Kill( void )
{
CBasePlayerItem *pWeapon;
int i;
// destroy the weapons
for ( i = 0 ; i < MAX_ITEM_TYPES ; i++ )
{
pWeapon = m_rgpPlayerItems[ i ];
while ( pWeapon )
{
pWeapon->SetThink(SUB_Remove);
pWeapon->pev->nextthink = gpGlobals->time + 0.1;
pWeapon = pWeapon->m_pNext;
}
}
// remove the box
UTIL_Remove( this );
}
示例4: while
//=========================================================
// CWeaponBox - Kill - the think function that removes the
// box from the world.
//=========================================================
void CWeaponBox::Kill( void )
{
CBasePlayerItem *pWeapon;
int i;
// destroy the weapons
for ( i = 0 ; i < MAX_ITEM_TYPES ; i++ )
{
pWeapon = m_rgpPlayerItems[ i ];
while ( pWeapon )
{
pWeapon->SetThink(&CBasePlayerItem::SUB_Remove);
pWeapon->SetNextThink( 0.1 );
pWeapon = pWeapon->m_pNext;
}
}
// remove the box
UTIL_Remove( this );
}
示例5: MaxAmmoCarry
//=========================================================
// CWeaponBox - Touch: try to add my contents to the toucher
// if the toucher is a player.
//=========================================================
void CWeaponBox::Touch( CBaseEntity *pOther )
{
if ( !(pev->flags & FL_ONGROUND ) )
{
return;
}
if ( !pOther->IsPlayer() )
{
// only players may touch a weaponbox.
return;
}
if ( !pOther->IsAlive() )
{
// no dead guys.
return;
}
CBasePlayer *pPlayer = (CBasePlayer *)pOther;
int i;
// dole out ammo
for ( i = 0 ; i < MAX_AMMO_SLOTS ; i++ )
{
if ( !FStringNull( m_rgiszAmmo[ i ] ) )
{
// there's some ammo of this type.
pPlayer->GiveAmmo( m_rgAmmo[ i ], (char *)STRING( m_rgiszAmmo[ i ] ), MaxAmmoCarry( m_rgiszAmmo[ i ] ) );
//ALERT ( at_console, "Gave %d rounds of %s\n", m_rgAmmo[i], STRING(m_rgiszAmmo[i]) );
// now empty the ammo from the weaponbox since we just gave it to the player
m_rgiszAmmo[ i ] = iStringNull;
m_rgAmmo[ i ] = 0;
}
}
// go through my weapons and try to give the usable ones to the player.
// it's important the the player be given ammo first, so the weapons code doesn't refuse
// to deploy a better weapon that the player may pick up because he has no ammo for it.
for ( i = 0 ; i < MAX_ITEM_TYPES ; i++ )
{
if ( m_rgpPlayerItems[ i ] )
{
CBasePlayerItem *pItem;
// have at least one weapon in this slot
while ( m_rgpPlayerItems[ i ] )
{
//ALERT ( at_console, "trying to give %s\n", STRING( m_rgpPlayerItems[ i ]->pev->classname ) );
pItem = m_rgpPlayerItems[ i ];
m_rgpPlayerItems[ i ] = m_rgpPlayerItems[ i ]->m_pNext;// unlink this weapon from the box
if ( pPlayer->AddPlayerItem( pItem ) )
{
pItem->AttachToPlayer( pPlayer );
}
}
}
}
EMIT_SOUND( pOther->edict(), CHAN_ITEM, "items/gunpickup2.wav", 1, ATTN_NORM );
SetTouch(NULL);
UTIL_Remove(this);
}
示例6: GetNextBestWeapon
BOOL CHalfLifeMultiplay :: GetNextBestWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon )
{
CBasePlayerItem *pCheck;
CBasePlayerItem *pBest;// this will be used in the event that we don't find a weapon in the same category.
int iBestWeight;
int i;
iBestWeight = -1;// no weapon lower than -1 can be autoswitched to
pBest = NULL;
if ( !pCurrentWeapon->CanHolster() )
{
// can't put this gun away right now, so can't switch.
return FALSE;
}
for ( i = 0 ; i < MAX_ITEM_TYPES ; i++ )
{
pCheck = pPlayer->m_rgpPlayerItems[ i ];
while ( pCheck )
{
if ( pCheck->iWeight() > -1 && pCheck->iWeight() == pCurrentWeapon->iWeight() && pCheck != pCurrentWeapon )
{
// this weapon is from the same category.
if ( pCheck->CanDeploy() )
{
if ( pPlayer->SwitchWeapon( pCheck ) )
{
return TRUE;
}
}
}
else if ( pCheck->iWeight() > iBestWeight && pCheck != pCurrentWeapon )// don't reselect the weapon we're trying to get rid of
{
//ALERT ( at_console, "Considering %s\n", STRING( pCheck->pev->classname ) );
// we keep updating the 'best' weapon just in case we can't find a weapon of the same weight
// that the player was using. This will end up leaving the player with his heaviest-weighted
// weapon.
if ( pCheck->CanDeploy() )
{
// if this weapon is useable, flag it as the best
iBestWeight = pCheck->iWeight();
pBest = pCheck;
}
}
pCheck = pCheck->m_pNext;
}
}
// if we make it here, we've checked all the weapons and found no useable
// weapon in the same catagory as the current weapon.
// if pBest is null, we didn't find ANYTHING. Shouldn't be possible- should always
// at least get the crowbar, but ya never know.
if ( !pBest )
{
return FALSE;
}
pPlayer->SwitchWeapon( pBest );
return TRUE;
}
示例7: UpdateStats
void UpdateStats( CBasePlayer *pPlayer )
{
int i;
int ammoCount[ MAX_AMMO_SLOTS ];
memcpy( ammoCount, pPlayer->m_rgAmmo, MAX_AMMO_SLOTS * sizeof(int) );
// Keep a running time, so the graph doesn't overlap
if ( gpGlobals->time < gStats.lastGameTime ) // Changed level or died, don't b0rk
{
gStats.lastGameTime = gpGlobals->time;
gStats.dataTime = gStats.gameTime;
}
gStats.gameTime += gpGlobals->time - gStats.lastGameTime;
gStats.lastGameTime = gpGlobals->time;
for (i = 0; i < MAX_ITEM_TYPES; i++)
{
CBasePlayerItem *p = pPlayer->m_rgpPlayerItems[i];
while (p)
{
ItemInfo II;
memset(&II, 0, sizeof(II));
p->GetItemInfo(&II);
int index = pPlayer->GetAmmoIndex(II.pszAmmo1);
if ( index >= 0 )
ammoCount[ index ] += ((CBasePlayerWeapon *)p)->m_iClip;
p = p->m_pNext;
}
}
float ammo = 0;
for (i = 1; i < MAX_AMMO_SLOTS; i++)
{
ammo += ammoCount[i] * AmmoDamage( CBasePlayerItem::AmmoInfoArray[i].pszName );
}
float health = pPlayer->pev->health + pPlayer->pev->armorvalue * 2; // Armor is 2X health
float ammoDelta = fabs( ammo - gStats.lastAmmo );
float healthDelta = fabs( health - gStats.lastHealth );
int forceWrite = 0;
if ( health <= 0 && gStats.lastHealth > 0 )
forceWrite = 1;
if ( (ammoDelta > AMMO_THRESHOLD || healthDelta > HEALTH_THRESHOLD) && !forceWrite )
{
if ( gStats.nextOutputTime == 0 )
gStats.dataTime = gStats.gameTime;
gStats.lastAmmo = ammo;
gStats.lastHealth = health;
gStats.nextOutputTime = gStats.gameTime + OUTPUT_LATENCY;
}
else if ( (gStats.nextOutputTime != 0 && gStats.nextOutputTime < gStats.gameTime) || forceWrite )
{
UpdateStatsFile( gStats.dataTime, (char *)STRING(gpGlobals->mapname), health, ammo, (int)CVAR_GET_FLOAT("skill") );
gStats.lastAmmo = ammo;
gStats.lastHealth = health;
gStats.lastOutputTime = gStats.gameTime;
gStats.nextOutputTime = 0;
}
}