当前位置: 首页>>代码示例>>C++>>正文


C++ CCharacter::GetActiveWeapon方法代码示例

本文整理汇总了C++中CCharacter::GetActiveWeapon方法的典型用法代码示例。如果您正苦于以下问题:C++ CCharacter::GetActiveWeapon方法的具体用法?C++ CCharacter::GetActiveWeapon怎么用?C++ CCharacter::GetActiveWeapon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CCharacter的用法示例。


在下文中一共展示了CCharacter::GetActiveWeapon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: ModifyWeapons

void CGameContext::ModifyWeapons(IConsole::IResult *pResult, void *pUserData,
		int Weapon, bool Remove)
{
	CGameContext *pSelf = (CGameContext *) pUserData;
	if (!CheckRights(pResult->m_ClientID, pResult->GetVictim(), pSelf))
		return;
	int ClientID = pResult->GetVictim();
	if (clamp(Weapon, -1, NUM_WEAPONS - 1) != Weapon)
	{
		pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "info",
				"invalid weapon id");
		return;
	}

	CCharacter* pChr = GetPlayerChar(ClientID);
	if (!pChr)
		return;

	if (Weapon == -1)
	{
		if (Remove
				&& (pChr->GetActiveWeapon() == WEAPON_SHOTGUN
						|| pChr->GetActiveWeapon() == WEAPON_GRENADE
						|| pChr->GetActiveWeapon() == WEAPON_RIFLE))
			pChr->SetActiveWeapon(WEAPON_GUN);

		if (Remove)
		{
			pChr->SetWeaponGot(WEAPON_SHOTGUN, false);
			pChr->SetWeaponGot(WEAPON_GRENADE, false);
			pChr->SetWeaponGot(WEAPON_RIFLE, false);
		}
		else
			pChr->GiveAllWeapons();
	}
	else if (Weapon != WEAPON_NINJA)
	{
		if (Remove && pChr->GetActiveWeapon() == Weapon)
			pChr->SetActiveWeapon(WEAPON_GUN);

		if (Remove)
			pChr->SetWeaponGot(Weapon, false);
		else
			pChr->GiveWeapon(Weapon, -1);
	}
	else
	{
		if (Remove)
		{
			pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "info",
					"you can't remove ninja");
			return;
		}

		pChr->GiveNinja();
	}

	pChr->m_DDRaceState = DDRACE_CHEAT;
}
开发者ID:BigCrazyChris,项目名称:XXLDDRace,代码行数:59,代码来源:ddracecommands.cpp

示例2: Tick

void CPickup::Tick()
{
	Move();
	/*// wait for respawn
	if(m_SpawnTick > 0)
	{
		if(Server()->Tick() > m_SpawnTick)
		{
			// respawn
			m_SpawnTick = -1;

			if(m_Type == POWERUP_WEAPON)
				GameServer()->CreateSound(m_Pos, SOUND_WEAPON_SPAWN);
		}
		else
			return;
	}*/
	// Check if a player intersected us
	CCharacter *apEnts[MAX_CLIENTS];
	int Num = GameWorld()->FindEntities(m_Pos, 20.0f, (CEntity**)apEnts, MAX_CLIENTS, CGameWorld::ENTTYPE_CHARACTER);
	for(int i = 0; i < Num; ++i) {
		CCharacter * pChr = apEnts[i];
		if(pChr && pChr->IsAlive())
		{
			if(m_Layer == LAYER_SWITCH && !GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[pChr->Team()]) continue;
			bool sound = false;
			// player picked us up, is someone was hooking us, let them go
			switch (m_Type)
			{
				case POWERUP_HEALTH:
					if(pChr->Freeze()) GameServer()->CreateSound(m_Pos, SOUND_PICKUP_HEALTH, pChr->Teams()->TeamMask(pChr->Team()));
					break;

				case POWERUP_ARMOR:
					if(pChr->Team() == TEAM_SUPER) continue;
					for(int i = WEAPON_SHOTGUN; i < NUM_WEAPONS; i++)
					{
						if(pChr->GetWeaponGot(i))
						{
							if(!(pChr->m_FreezeTime && i == WEAPON_NINJA))
							{
								pChr->SetWeaponGot(i, false);
								pChr->SetWeaponAmmo(i, 0);
								sound = true;
							}
						}
					}
					pChr->SetNinjaActivationDir(vec2(0,0));
					pChr->SetNinjaActivationTick(-500);
					pChr->SetNinjaCurrentMoveTime(0);
					if (sound)
					{
						pChr->SetLastWeapon(WEAPON_GUN);
						GameServer()->CreateSound(m_Pos, SOUND_PICKUP_ARMOR, pChr->Teams()->TeamMask(pChr->Team()));
					}
					if(!pChr->m_FreezeTime && pChr->GetActiveWeapon() >= WEAPON_SHOTGUN)
						pChr->SetActiveWeapon(WEAPON_HAMMER);
					break;

				case POWERUP_WEAPON:

					if (m_Subtype >= 0 && m_Subtype < NUM_WEAPONS && (!pChr->GetWeaponGot(m_Subtype) || (pChr->GetWeaponAmmo(m_Subtype) != -1 && !pChr->m_FreezeTime)))
					{
						pChr->GiveWeapon(m_Subtype);

						//RespawnTime = g_pData->m_aPickups[m_Type].m_Respawntime;

						if (m_Subtype == WEAPON_GRENADE)
							GameServer()->CreateSound(m_Pos, SOUND_PICKUP_GRENADE, pChr->Teams()->TeamMask(pChr->Team()));
						else if (m_Subtype == WEAPON_SHOTGUN)
							GameServer()->CreateSound(m_Pos, SOUND_PICKUP_SHOTGUN, pChr->Teams()->TeamMask(pChr->Team()));
						else if (m_Subtype == WEAPON_RIFLE)
							GameServer()->CreateSound(m_Pos, SOUND_PICKUP_SHOTGUN, pChr->Teams()->TeamMask(pChr->Team()));

						if (pChr->GetPlayer())
							GameServer()->SendWeaponPickup(pChr->GetPlayer()->GetCID(), m_Subtype);

					}
					break;

			case POWERUP_NINJA:
				{
					// activate ninja on target player
					pChr->GiveNinja();
					//RespawnTime = g_pData->m_aPickups[m_Type].m_Respawntime;

					/*// loop through all players, setting their emotes
					CCharacter *pC = static_cast<CCharacter *>(GameServer()->m_World.FindFirst(CGameWorld::ENTTYPE_CHARACTER));
					for(; pC; pC = (CCharacter *)pC->TypeNext())
					{
						if (pC != pChr)
							pC->SetEmote(EMOTE_SURPRISE, Server()->Tick() + Server()->TickSpeed());
					}*/
					break;
				}
				default:
					break;
			};

			/*if(RespawnTime >= 0)
//.........这里部分代码省略.........
开发者ID:eeeee,项目名称:ddnet,代码行数:101,代码来源:pickup.cpp


注:本文中的CCharacter::GetActiveWeapon方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。