本文整理汇总了C++中CBasePlayerWeapon::GetWeaponData方法的典型用法代码示例。如果您正苦于以下问题:C++ CBasePlayerWeapon::GetWeaponData方法的具体用法?C++ CBasePlayerWeapon::GetWeaponData怎么用?C++ CBasePlayerWeapon::GetWeaponData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CBasePlayerWeapon
的用法示例。
在下文中一共展示了CBasePlayerWeapon::GetWeaponData方法的1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: HUD_WeaponsPostThink
//.........这里部分代码省略.........
from->client.vuser2[ 2 ] = ( ( CRpg * )player.m_pActiveItem)->m_cActiveRockets;
}
// Make sure that weapon animation matches what the game .dll is telling us
// over the wire ( fixes some animation glitches )
if ( g_runfuncs && ( HUD_GetWeaponAnim() != to->client.weaponanim ) )
{
int body = 2;
//Pop the model to body 0.
if ( pWeapon == &g_Tripmine )
body = 0;
//Show laser sight/scope combo
if ( pWeapon == &g_Python && bIsMultiplayer() )
body = 1;
// Force a fixed anim down to viewmodel
HUD_SendWeaponAnim( to->client.weaponanim, body, 1 );
}
for ( i = 0; i < MAX_WEAPONS; i++ )
{
pCurrent = g_pWpns[ i ];
pto = &to->weapondata[ i ];
if ( !pCurrent )
{
memset( pto, 0, sizeof( weapon_data_t ) );
continue;
}
pCurrent->GetWeaponData( *pto );
// Decrement weapon counters, server does this at same time ( during post think, after doing everything else )
pto->m_flNextReload -= cmd->msec / 1000.0;
pto->m_fNextAimBonus -= cmd->msec / 1000.0;
pto->m_flNextPrimaryAttack -= cmd->msec / 1000.0;
pto->m_flNextSecondaryAttack -= cmd->msec / 1000.0;
pto->m_flTimeWeaponIdle -= cmd->msec / 1000.0;
pto->fuser1 -= cmd->msec / 1000.0;
to->client.vuser3[2] = pCurrent->m_iSecondaryAmmoType;
to->client.vuser4[0] = pCurrent->m_iPrimaryAmmoType;
to->client.vuser4[1] = player.m_rgAmmo[ pCurrent->m_iPrimaryAmmoType ];
to->client.vuser4[2] = player.m_rgAmmo[ pCurrent->m_iSecondaryAmmoType ];
/* if ( pto->m_flPumpTime != -9999 )
{
pto->m_flPumpTime -= cmd->msec / 1000.0;
if ( pto->m_flPumpTime < -0.001 )
pto->m_flPumpTime = -0.001;
}*/
if ( pto->m_fNextAimBonus < -1.0 )
{
pto->m_fNextAimBonus = -1.0;
}
if ( pto->m_flNextPrimaryAttack < -1.0 )
{
pto->m_flNextPrimaryAttack = -1.0;
}
if ( pto->m_flNextSecondaryAttack < -0.001 )