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C++ CCSPlayer类代码示例

本文整理汇总了C++中CCSPlayer的典型用法代码示例。如果您正苦于以下问题:C++ CCSPlayer类的具体用法?C++ CCSPlayer怎么用?C++ CCSPlayer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CCSPlayer类的15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: GetPlayerOwner

bool CWeaponCSBaseGun::Reload()
{
	CCSPlayer *pPlayer = GetPlayerOwner();
	if ( !pPlayer )
		return false;

	if (pPlayer->GetAmmoCount( GetPrimaryAmmoType() ) <= 0)
		return false;

	int iResult = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD );
	if ( !iResult )
		return false;

	pPlayer->SetAnimation( PLAYER_RELOAD );

#ifndef CLIENT_DLL
	if ((iResult) && (pPlayer->GetFOV() != pPlayer->GetDefaultFOV()))
	{
		pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV() );
	}
#endif

	m_flAccuracy = 0.2;
	pPlayer->m_iShotsFired = 0;
	m_bDelayFire = false;

	pPlayer->SetShieldDrawnState( false );
	return true;
}
开发者ID:Axitonium,项目名称:SourceEngine2007,代码行数:29,代码来源:weapon_csbasegun.cpp

示例2: GetPlayerOwner

float CWeaponScout::GetMaxSpeed() const
{
    CCSPlayer *pPlayer = GetPlayerOwner();
    if (pPlayer == NULL)
    {
        Assert(pPlayer != NULL);
        return BaseClass::GetMaxSpeed();
    }

    if ( pPlayer->GetFOV() == pPlayer->GetDefaultFOV() )
        return BaseClass::GetMaxSpeed();
    else
        return 220;	// zoomed in.
}
开发者ID:steadyfield,项目名称:SourceEngine2007,代码行数:14,代码来源:weapon_scout.cpp

示例3: GetPlayerOwner

bool CDEagle::Reload()
{
	CCSPlayer *pPlayer = GetPlayerOwner();

	if ( pPlayer->GetAmmoCount( GetPrimaryAmmoType() ) <= 0 )
		return false;

	if ( !DefaultReload( 7, DEAGLE_RELOAD, 2.2 ) )
		return false;

	//m_pPlayer->SetAnimation( PLAYER_RELOAD );
	m_flAccuracy = 0.9;
	return true;
}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:14,代码来源:weapon_deagle.cpp

示例4: GetPlayerOwner

void CWeaponM4A1::M4A1Fire( float flSpread, float flCycleTime )
{
	if ( !CSBaseGunFire( flSpread, flCycleTime ) )
		return;

	CCSPlayer *pPlayer = GetPlayerOwner();
	if (pPlayer->GetAbsVelocity().Length2D() > 0)
		KickBack (1.0, 0.45, 0.28, 0.045, 3.75, 3, 7);
	else if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
		KickBack (1.2, 0.5, 0.23, 0.15, 5.5, 3.5, 6);
	else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
		KickBack (0.6, 0.3, 0.2, 0.0125, 3.25, 2, 7);
	else
		KickBack (0.65, 0.35, 0.25, 0.015, 3.5, 2.25, 7);
}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:15,代码来源:weapon_m4a1.cpp

示例5: GetPlayerOwner

	bool CWeaponCSBase::IsUseable()
	{
		CCSPlayer *pPlayer = GetPlayerOwner();

		if ( Clip1() <= 0 )
		{
			if ( pPlayer->GetAmmoCount( GetPrimaryAmmoType() ) <= 0 && GetMaxClip1() != -1 )			
			{
				// clip is empty (or nonexistant) and the player has no more ammo of this type. 
				return false;
			}
		}

		return true;
	}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:15,代码来源:weapon_csbase.cpp

示例6: GetPlayerOwner

void CWeaponSG552::SG552Fire( float flSpread, float flCycleTime )
{
	if ( !CSBaseGunFire( flSpread, flCycleTime ) )
		return;

	CCSPlayer *pPlayer = GetPlayerOwner();
	if (pPlayer->GetAbsVelocity().Length2D() > 0)
		KickBack (1, 0.45, 0.28, 0.04, 4.25, 2.5, 7);
	else if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
		KickBack (1.25, 0.45, 0.22, 0.18, 6, 4, 5);
	else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
		KickBack (0.6, 0.35, 0.2, 0.0125, 3.7, 2, 10);
	else
		KickBack (0.625, 0.375, 0.25, 0.0125, 4, 2.25, 9);
}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:15,代码来源:weapon_sg552.cpp

示例7: GetPlayerOwner

bool CWeaponUSP::Reload()
{
	CCSPlayer *pPlayer = GetPlayerOwner();

	if (pPlayer->GetAmmoCount( GetPrimaryAmmoType() ) <= 0)
		return true;

	int iResult = DefaultReload( 12, 0, ACT_VM_RELOAD );
	if (!iResult)
		return true;

	pPlayer->SetAnimation( PLAYER_RELOAD );
	m_flAccuracy = 0.92;
	return true;
}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:15,代码来源:weapon_usp.cpp

示例8: GetCurrentMaxGroundSpeed

float CCSPlayerAnimState::GetCurrentMaxGroundSpeed()
{
	Activity currentActivity = 	m_pOuter->GetSequenceActivity( m_pOuter->GetSequence() );
	if ( currentActivity == ACT_WALK || currentActivity == ACT_IDLE )
		return ANIM_TOPSPEED_WALK;
	else if ( currentActivity == ACT_RUN )
	{
		if ( m_pPlayer )
		{
			CBaseCombatWeapon *activeWeapon = m_pPlayer->GetActiveWeapon();
			if ( activeWeapon )
			{
				CWeaponCSBase *csWeapon = dynamic_cast< CWeaponCSBase * >( activeWeapon );
				if ( csWeapon )
				{
					return csWeapon->GetMaxSpeed();
				}
			}
		}
		return ANIM_TOPSPEED_RUN;
	}
	else if ( currentActivity == ACT_RUN_CROUCH )
		return ANIM_TOPSPEED_RUN_CROUCH;
	else
		return 0;
}
开发者ID:sparrowstar,项目名称:Uprising,代码行数:26,代码来源:cs_playeranimstate.cpp

示例9: GetPlayerOwner

void CWeaponG3SG1::PrimaryAttack()
{
	CCSPlayer *pPlayer = GetPlayerOwner();
	
	if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
		G3SG1Fire( (0.45) * (1 - m_flAccuracy), 0.25, false );
	
	else if (pPlayer->GetAbsVelocity().Length2D() > 0)
		G3SG1Fire( 0.15, 0.25, false );
	
	else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
		G3SG1Fire( (0.035) * (1 - m_flAccuracy), 0.25, false );
	
	else
		G3SG1Fire( (0.055) * (1 - m_flAccuracy), 0.25, false );
}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:16,代码来源:weapon_g3sg1.cpp

示例10: if

void CC4::PlayArmingBeeps( void )
{
	float flStartTime = m_fArmedTime - WEAPON_C4_ARM_TIME;

	float flProgress = ( gpGlobals->curtime - flStartTime ) / ( WEAPON_C4_ARM_TIME - 0.75 );

	int currentFrame = (int)( (float)iNumArmingAnimFrames * flProgress );

	int i;
	for( i=0;i<NUM_BEEPS;i++ )
	{
		if( currentFrame <= m_iBeepFrames[i] )
		{
			break;
		}
		else if( !m_bPlayedArmingBeeps[i] )
		{
			m_bPlayedArmingBeeps[i] = true;

			CCSPlayer *owner = GetPlayerOwner();
			Vector soundPosition = owner->GetAbsOrigin() + Vector( 0, 0, 5 );
			CPASAttenuationFilter filter( soundPosition );

			filter.RemoveRecipient( owner );

			// remove anyone that is first person spec'ing the planter
			int i;
			CBasePlayer *pPlayer;
			for( i=1;i<=gpGlobals->maxClients;i++ )
			{
				pPlayer = UTIL_PlayerByIndex( i );

				if ( !pPlayer )
					continue;

				if( pPlayer->GetObserverMode() == OBS_MODE_IN_EYE && pPlayer->GetObserverTarget() == GetOwner() )
				{
					filter.RemoveRecipient( pPlayer );
				}
			}

			EmitSound(filter, entindex(), "c4.click");
			
			break;
		}
	}
}
开发者ID:Axitonium,项目名称:SourceEngine2007,代码行数:47,代码来源:weapon_c4.cpp

示例11: MyTouch

	bool MyTouch( CBasePlayer *pBasePlayer )
	{
		CCSPlayer *pPlayer = dynamic_cast< CCSPlayer* >( pBasePlayer );
		if ( !pPlayer )
		{
			Assert( false );
			return false;
		}

		pPlayer->m_iKevlar = 2; // player now has kevlar AND helmet
		pPlayer->SetArmorValue( 100 );

		CPASAttenuationFilter filter( pBasePlayer );
		EmitSound( filter, entindex(), "BaseCombatCharacter.ItemPickup2" );

		return true;		
	}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:17,代码来源:item_assaultsuit.cpp

示例12: ToCSPlayer

//-----------------------------------------------------------------------------
// Purpose:
// Input  :
// Output :
//-----------------------------------------------------------------------------
void CWeapon_SLAM::TripmineAttach( void )
{
	CCSPlayer *pOwner  = ToCSPlayer( GetOwner() );
	if (!pOwner)
	{
		return;
	}

	m_bAttachTripmine = false;

	Vector vecSrc, vecAiming;

	// Take the eye position and direction
	vecSrc = pOwner->EyePosition();
	
	QAngle angles = pOwner->GetLocalAngles();

	AngleVectors( angles, &vecAiming );

	trace_t tr;

	UTIL_TraceLine( vecSrc, vecSrc + (vecAiming * 128), MASK_SOLID, pOwner, COLLISION_GROUP_NONE, &tr );
	
	if (tr.fraction < 1.0)
	{
		CBaseEntity *pEntity = tr.m_pEnt;
		if (pEntity && !(pEntity->GetFlags() & FL_CONVEYOR))
		{

#ifndef CLIENT_DLL
			QAngle angles;
			VectorAngles(tr.plane.normal, angles);

			angles.x += 90;

			CBaseEntity *pEnt = CBaseEntity::Create( "npc_tripmine", tr.endpos + tr.plane.normal * 3, angles, NULL );

			CTripmineGrenade *pMine = (CTripmineGrenade *)pEnt;
			pMine->m_hOwner = GetOwner();

#endif

			pOwner->RemoveAmmo( 1, m_iSecondaryAmmoType );
		}
	}
}
开发者ID:sparrowstar,项目名称:Uprising,代码行数:51,代码来源:weapon_slam.cpp

示例13: GetPlayerOwner

void CWeaponUSP::PrimaryAttack()
{
	CCSPlayer *pPlayer = GetPlayerOwner();
	if ( !pPlayer )
		return;

	if ( m_bSilencerOn )
	{
		if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
			USPFire( 1.3f * (1 - m_flAccuracy) );
		else if (pPlayer->GetAbsVelocity().Length2D() > 5)
			USPFire( 0.25f * (1 - m_flAccuracy) );
		else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
			USPFire( 0.125f * (1 - m_flAccuracy) );
		else
			USPFire( 0.15f * (1 - m_flAccuracy) );
	}
	else
	{
		if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
			USPFire( 1.2f * (1 - m_flAccuracy ) );
		else if (pPlayer->GetAbsVelocity().Length2D() > 5)
			USPFire( 0.225f * (1 - m_flAccuracy) );
		else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
			USPFire( 0.08f * (1 - m_flAccuracy) );
		else
			USPFire( 0.1f * (1 - m_flAccuracy) );
	}

}
开发者ID:Axitonium,项目名称:SourceEngine2007,代码行数:30,代码来源:weapon_usp.cpp

示例14: GetPlayerOwner

void CC4::ItemPostFrame()
{
	CCSPlayer *pPlayer = GetPlayerOwner();

	// Disable all the firing code.. the C4 grenade is all custom.
	if ( pPlayer->m_nButtons & IN_ATTACK )
	{
		PrimaryAttack();
	}
	else
	{
		WeaponIdle();
		
		#ifndef CLIENT_DLL
			pPlayer->ResetMaxSpeed();
		#endif
	}
}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:18,代码来源:weapon_c4.cpp

示例15: GetPlayerOwner

void CWeaponElite::PrimaryAttack()
{
	CCSPlayer *pPlayer = GetPlayerOwner();
	if ( !pPlayer )
		return;

	if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
		ELITEFire( 1.3f * (1 - m_flAccuracy) );
	
	else if (pPlayer->GetAbsVelocity().Length2D() > 5)
		ELITEFire( 0.175f * (1 - m_flAccuracy) );
	
	else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
		ELITEFire( 0.08f * (1 - m_flAccuracy) );
	
	else
		ELITEFire( 0.1f * (1 - m_flAccuracy));
}
开发者ID:Axitonium,项目名称:SourceEngine2007,代码行数:18,代码来源:weapon_elite.cpp


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