本文整理汇总了C++中CBasePlayerItem::CanDeploy方法的典型用法代码示例。如果您正苦于以下问题:C++ CBasePlayerItem::CanDeploy方法的具体用法?C++ CBasePlayerItem::CanDeploy怎么用?C++ CBasePlayerItem::CanDeploy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CBasePlayerItem
的用法示例。
在下文中一共展示了CBasePlayerItem::CanDeploy方法的2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
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2: if
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;
}