本文整理汇总了C++中CCharacter::GameServer方法的典型用法代码示例。如果您正苦于以下问题:C++ CCharacter::GameServer方法的具体用法?C++ CCharacter::GameServer怎么用?C++ CCharacter::GameServer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CCharacter
的用法示例。
在下文中一共展示了CCharacter::GameServer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: ConRescue
void CGameContext::ConRescue(IConsole::IResult *pResult, void *pUserData)
{
CGameContext *pSelf = (CGameContext *)pUserData;
CCharacter* pChr = pSelf->m_apPlayers[pResult->m_ClientID]->GetCharacter();
if(!g_Config.m_SvRescue)
{
pSelf->SendChatTarget(pResult->m_ClientID, "Rescue is not activated.");
return;
}
if(!pChr)
{
pSelf->SendChatTarget(pResult->m_ClientID, "You are not alive!");
return;
}
if(pChr->m_DeepFreeze)
{
pSelf->SendChatTarget(pResult->m_ClientID, "You are deepfreezed, undeepfreeze first!");
return;
}
if(!pChr->IsAlive())
{
pSelf->SendChatTarget(pResult->m_ClientID, "You are not alive!");
return;
}
// unfreeze if pressed second time
if(pChr->m_RescueFlags & RESCUEFLAG_CAN_UNFREEZE)
{
pChr->m_RescueFlags &= ~RESCUEFLAG_CAN_UNFREEZE;
if(pChr->m_FreezeTime && pChr->m_TileIndex != TILE_FREEZE && pChr->m_TileFIndex != TILE_FREEZE && pChr->Core()->m_Pos == pChr->m_RescuePos)
{
pChr->UnFreeze();
return;
}
}
if(pChr->m_FreezeTime == 0)
return;
if(pChr->m_LastRescue) // sv_rescue_delay
return;
if(pChr->m_RescueOverride)
{
pSelf->SendChatTarget(pResult->m_ClientID, "Rescue is disabled by the map.");
return;
}
if(pChr->m_RescuePos == vec2(0,0))
{
pSelf->SendChatTarget(pResult->m_ClientID, "No position saved!");
return;
}
// reset players' hook
for(int i = 0; i < MAX_CLIENTS; i++)
{
if(pSelf->m_apPlayers[i])
{
CCharacter* pChr2 = pSelf->m_apPlayers[i]->GetCharacter();
//who hooks me?
if(pChr2 && pChr2->Core()->m_HookedPlayer == pResult->m_ClientID)
{
//Release hook
pChr2->Core()->m_HookedPlayer = -1;
pChr2->Core()->m_HookState = HOOK_RETRACTED;
pChr2->Core()->m_HookPos = pChr2->Core()->m_Pos;
}
}
}
if(g_Config.m_SvRescueEffects)
{
//Blood effect
pChr->GameServer()->CreateDeath(pChr->m_Pos, pResult->m_ClientID);
//Spawn effect
pChr->GameServer()->CreatePlayerSpawn(pChr->m_RescuePos);
}
//Teleport player
pChr->Core()->m_Pos = pChr->m_PrevPos = pChr->m_Pos = pChr->m_RescuePos;
pChr->Core()->m_Vel = vec2(0.f, 0.f); // reset momentum
if(pChr->m_RescueFlags)
{
// disarm player
if(pChr->m_RescueFlags & RESCUEFLAG_DISARM)
{
bool disarmed = false;
for(int i = WEAPON_SHOTGUN; i < NUM_WEAPONS; i++)
{
if(pChr->GetWeaponGot(i) && i != WEAPON_NINJA)
{
pChr->SetWeaponGot(i, false);
pChr->SetWeaponAmmo(i, 0);
disarmed = true;
}
}
if(disarmed)
//.........这里部分代码省略.........