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C++ CCharacter::GetPlayer方法代码示例

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

void CNinja::Tick()
{
	CCharacter *pOwner = GameServer()->GetPlayerChar(m_Owner);

	if(!pOwner)
	{
		Reset();
		return;
	}

	if(!m_Visible)
		return;

	char aBuf[128];
	int Click = pOwner->MouseEvent(m_Pos);

	if(!Click)
	{
		m_LastClick = 0;
		return;
	}
	
	switch(m_Type)
	{
	case 1:
		pOwner->Buy("Ninja permanent", &pOwner->GetPlayer()->m_AccData.m_NinjaPermanent, g_Config.m_EuNinjaPermanent, Click, 1);
		break;
	case 2:
		pOwner->Buy("Ninja at start", &pOwner->GetPlayer()->m_AccData.m_NinjaStart, g_Config.m_EuNinjaStart, Click, 1);
		break;
	case 3:
		pOwner->Buy("Ninja switch", &pOwner->GetPlayer()->m_AccData.m_NinjaSwitch, g_Config.m_EuNinjaSwitch, Click, 1);
		break;
	}
}
开发者ID:Bloodwork28,项目名称:teeworlds-uTown,代码行数:35,代码来源:ninja.cpp

示例2: HitCharacter

bool CLaser::HitCharacter(vec2 From, vec2 To)
{
	vec2 At;
	CCharacter *pOwnerChar = GameServer()->GetPlayerChar(m_Owner);
	CCharacter *pHit = GameServer()->m_World.IntersectCharacter(m_Pos, To, 0.f, At, pOwnerChar);
	if(!pHit)
		return false;

	m_From = From;
	m_Pos = At;
	m_Energy = -1;
	if (pOwnerChar)
	{
		if (m_Owner < FIRST_BOT_ID && pHit->GetPlayer()->GetCID() >= FIRST_BOT_ID && pHit->GetPlayer()->m_pAI)
			pHit->GetPlayer()->m_pAI->Stun(10);
		
		pHit->TakeDamage(vec2(0.f, 0.f), m_Damage, m_Owner, WEAPON_RIFLE);
	}
	else
		pHit->TakeDamage(vec2(0.f, 0.f), m_Damage, m_Owner, WEAPON_RIFLE);
	
	/*
	if (m_ExtraInfo == DOOMROCKETS)
	{
		CSuperexplosion *S = new CSuperexplosion(&GameServer()->m_World, m_Pos, m_Owner, WEAPON_RIFLE, 2);
		GameServer()->m_World.InsertEntity(S);
	}
	*/
	
	return true;
}
开发者ID:Siile,项目名称:KillingFloor,代码行数:31,代码来源:laser.cpp

示例3: ConJail

void CGameContext::ConJail(IConsole::IResult *pResult, void *pUserData)
{
	CGameContext *pSelf = (CGameContext *) pUserData;
	int Time = pResult->GetInteger(0);
	int JailID = pResult->GetVictim();
	char aBuf[200];

	if(Time < 20 || Time > 2419200)
	{
		pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "Jail", "Set a time between 20 and 2419200 (4 weeks)");
		return;
	}

	CCharacter* pChr = pSelf->GetPlayerChar(JailID);
	if(pChr)
	{
		if(pChr->IsAlive())
		{
			pChr->GetPlayer()->m_AccData.m_Arrested = Time;
	
			if(Time)
			{
				str_format(aBuf, sizeof aBuf, "'%s' is arrested for %i secounds.", pSelf->Server()->ClientName(JailID), Time);
				pSelf->SendChat(-1, CHAT_ALL, aBuf);
				pChr->Die(pChr->GetPlayer()->GetCID(), WEAPON_GAME);
			
			}
		}
	}
}
开发者ID:Bloodwork28,项目名称:teeworlds-uTown,代码行数:30,代码来源:zzrconcmds.cpp

示例4: HandleFreeze

void CGameControllerOpenFNG::HandleFreeze(int Killer, int Victim)
{
	CCharacter *pVictim = CHAR(Victim);
	if (!pVictim) // for odd reasons, this can happen (confirmed by segfault). didn't yet track down why 
	{
		D("no pVictim in HandleFreeze(%d, %d)", Killer, Victim);
		return;
	}

	if (CFG(BleedOnFreeze))
	{
		pVictim->Bleed(1);
		GS->CreateSound(pVictim->m_Pos, SOUND_CTF_RETURN);
	}

	int FailTeam = pVictim->GetPlayer()->GetTeam() & 1;
	m_aTeamscore[1 - FailTeam] += CFG(FreezeTeamscore);

	if (CFG(FreezeTeamscore) && CFG(FreezeBroadcast)) //probably of no real use but for completeness...
	{
		char aBuf[64];
		str_format(aBuf, sizeof aBuf, "%s froze (%+d)", GetTeamName(1-FailTeam), CFG(FreezeTeamscore));
		m_Broadcast.Update(-1, aBuf, CFG(BroadcastTime) * TS);
	}

	CPlayer *pPlKiller = TPLAYER(Killer);
	CPlayer *pPlVictim = TPLAYER(Victim);

	if (!pPlKiller || !pVictim)
		return;

	//freezing counts as a hostile interaction
	m_aLastInteraction[pVictim->GetPlayer()->GetCID()] = pPlKiller->GetCID();

	pPlKiller->m_Score += CFG(FreezeScore);
	pPlVictim->m_Score += CFG(FreezeScoreVic);
	SendFreezeKill(Killer, Victim, WEAPON_RIFLE);

	if (pPlKiller->GetCharacter())
	{
		GS->CreateSound(pPlKiller->GetCharacter()->m_Pos, SOUND_HIT, (1<<pPlKiller->GetCID()));
		if (CFG(FreezeLoltext) && CFG(FreezeScore))
		{
			char aBuf[64];
			str_format(aBuf, sizeof aBuf, "%+d", CFG(FreezeScore));
			GS->CreateLolText(pPlKiller->GetCharacter(), false, vec2(0.f, -50.f), vec2(0.f, 0.f), 50, aBuf);
		}
	}
}
开发者ID:FallenKN,项目名称:openfng,代码行数:49,代码来源:openfng.cpp

示例5: ConFreeze

void CGameContext::ConFreeze(IConsole::IResult *pResult, void *pUserData)
{
	if(!CheckRights(pResult->m_ClientID, pResult->GetVictim(), (CGameContext *)pUserData)) return;
	CGameContext *pSelf = (CGameContext *)pUserData;
	int Seconds = -1;
	int Victim = pResult->GetVictim();

	char aBuf[128];

	if(pResult->NumArguments() == 1)
		Seconds = clamp(pResult->GetInteger(0), -2, 9999);

	CCharacter* pChr = pSelf->GetPlayerChar(Victim);
	if(!pChr)
		return;

	if(pSelf->m_apPlayers[Victim])
	{
		pChr->Freeze(Seconds);
		pChr->GetPlayer()->m_RconFreeze = Seconds != -2;
		CServer* pServ = (CServer*)pSelf->Server();
		if(Seconds >= 0)
			str_format(aBuf, sizeof(aBuf), "'%s' ClientID=%d has been Frozen for %d.", pServ->ClientName(Victim), Victim, Seconds);
		else if(Seconds == -2)
		{
			pChr->m_DeepFreeze = true;
			str_format(aBuf, sizeof(aBuf), "'%s' ClientID=%d has been Deep Frozen.", pServ->ClientName(Victim), Victim);
		}
		else
			str_format(aBuf, sizeof(aBuf), "'%s' ClientID=%d is Frozen until you unfreeze him.", pServ->ClientName(Victim), Victim);
		pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "info", aBuf);
	}

}
开发者ID:BigCrazyChris,项目名称:XXLDDRace,代码行数:34,代码来源:ddracecommands.cpp

示例6: HandleMelt

void CGameControllerOpenFNG::HandleMelt(int Melter, int Meltee)
{
	CCharacter *pMeltee = CHAR(Meltee);
	if (!pMeltee) //due to HandleFreeze, i suspect this COULD also possibly happen. 
	{
		D("no pMeltee in HandleMelt(%d, %d)", Melter, Meltee);
		return;
	}

	int MeltTeam = pMeltee->GetPlayer()->GetTeam()&1;
	m_aTeamscore[MeltTeam] += CFG(MeltTeamscore);

	if (CFG(MeltTeamscore) && CFG(MeltBroadcast))
	{
		char aBuf[64];
		str_format(aBuf, sizeof aBuf, "%s melted (%+d)", GetTeamName(MeltTeam), CFG(MeltTeamscore));
		m_Broadcast.Update(-1, aBuf, CFG(BroadcastTime) * TS);
	}

	CPlayer *pPlMelter = TPLAYER(Melter);

	if (!pPlMelter)
		return;

	pPlMelter->m_Score += CFG(MeltScore);
	SendFreezeKill(Melter, Meltee, WEAPON_HAMMER);

	if (pPlMelter->GetCharacter() && CFG(MeltLoltext) && CFG(MeltScore))
	{
		char aBuf[64];
		str_format(aBuf, sizeof aBuf, "%+d", CFG(MeltScore));
		GS->CreateLolText(pPlMelter->GetCharacter(), false, vec2(0.f, -50.f), vec2(0.f, 0.f), 50, aBuf);
	}
}
开发者ID:Schwertspize,项目名称:speedfng,代码行数:34,代码来源:openfng.cpp

示例7: ConGiveMoney

void CGameContext::ConGiveMoney(IConsole::IResult *pResult, void *pUserData)
{
	CGameContext *pSelf = (CGameContext *) pUserData;
	int Time = pResult->GetInteger(0);
	int JailID = pResult->GetVictim();
	char aBuf[200];

	if(Time > 5000000 || Time < 1)
	{
		pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "Debug", "Set a value between 1 and 5Mio");
		return;
	}

	CCharacter* pChr = pSelf->GetPlayerChar(JailID);
	if(pChr)
	{
		if(pChr->IsAlive())
		{
			pChr->GetPlayer()->m_AccData.m_Money += Time;
	
			if(Time)
			{
				str_format(aBuf, sizeof aBuf, "'%s' got %d TC", pSelf->Server()->ClientName(JailID), Time);
				pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "Money", aBuf);
			
			}
		}
	}
}
开发者ID:Bloodwork28,项目名称:teeworlds-uTown,代码行数:29,代码来源:zzrconcmds.cpp

示例8: ConUnFreeze

void CGameContext::ConUnFreeze(IConsole::IResult *pResult, void *pUserData)
{
	if(!CheckRights(pResult->m_ClientID, pResult->GetVictim(), (CGameContext *)pUserData)) return;
	CGameContext *pSelf = (CGameContext *)pUserData;
	int Victim = pResult->GetVictim();
	static bool Warning = false;
	char aBuf[128];
	CCharacter* pChr = pSelf->GetPlayerChar(Victim);
	if(!pChr)
		return;
	if(pChr->m_DeepFreeze && !Warning)
	{
		pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "warning", "This client is deeply frozen, repeat the command to defrost him.");
		Warning = true;
		return;
	}
	if(pChr->m_DeepFreeze && Warning)
	{
		pChr->m_DeepFreeze = false;
		Warning = false;
	}
	pChr->m_FreezeTime = 2;
	pChr->GetPlayer()->m_RconFreeze = false;
	CServer* pServ = (CServer*)pSelf->Server();
	str_format(aBuf, sizeof(aBuf), "'%s' ClientID=%d has been defrosted.", pServ->ClientName(Victim), Victim);
	pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "info", aBuf);
}
开发者ID:BigCrazyChris,项目名称:XXLDDRace,代码行数:27,代码来源:ddracecommands.cpp

示例9: Tick

void CNoSelfDMG::Tick()
{
	CCharacter *pOwner = GameServer()->GetPlayerChar(m_Owner);

	if(!pOwner)
	{
		Reset();
		return;
	}

	if(!m_Visible)
		return;

	char aBuf[128];
	int Click = pOwner->MouseEvent(m_Pos);

	if(!Click)
	{
		m_LastClick = 0;
		return;
	}
	
	pOwner->Buy("No self damage", &pOwner->GetPlayer()->m_AccData.m_NoSelfDMG, g_Config.m_EuNoSelfDMG, Click, 1);
		
}
开发者ID:Bloodwork28,项目名称:teeworlds-uTown,代码行数:25,代码来源:noselfdmg.cpp

示例10: Tick

void CBarrier::Tick()
{
	m_LifeSpan--;
	
	if(m_LifeSpan < 0)
	{
		GameServer()->m_World.DestroyEntity(this);
	}
	else
	{
		// Find other players
		for(CCharacter *p = (CCharacter*) GameWorld()->FindFirst(CGameWorld::ENTTYPE_CHARACTER); p; p = (CCharacter *)p->TypeNext())
		{
			if(!p->IsInfected()) continue;

			vec2 IntersectPos = closest_point_on_line(m_Pos, m_Pos2, p->m_Pos);
			float Len = distance(p->m_Pos, IntersectPos);
			if(Len < p->m_ProximityRadius+g_BarrierRadius)
			{
				//Check for portal traps
				if(p->GetClass() != PLAYERCLASS_UNDEAD && (Server()->Tick() - p->m_PortalTick) < Server()->TickSpeed()/2)
				{
					CPlayer* pPortalPlayer = GameServer()->m_apPlayers[p->m_LastPortalOwner];
					if(pPortalPlayer)
					{
						pPortalPlayer->IncreaseScore(1);
					}
				}
				
				//Check for hook traps. The case when the player is frozen is in the function Die()
				if(!p->IsFrozen())
				{
					for(CCharacter *pHook = (CCharacter*) GameWorld()->FindFirst(CGameWorld::ENTTYPE_CHARACTER); pHook; pHook = (CCharacter *)pHook->TypeNext())
					{
						if(p->GetPlayer() && pHook->GetPlayer() && pHook->m_Core.m_HookedPlayer == p->GetPlayer()->GetCID() && pHook->GetPlayer()->GetCID() != m_Owner)
						{
							pHook->GetPlayer()->IncreaseScore(1);
						}
					}
				}
				
				p->Die(m_Owner, WEAPON_HAMMER);
			}
		}
	}
}
开发者ID:AlphaDEXi,项目名称:teeworlds-infclass,代码行数:46,代码来源:barrier.cpp

示例11: HandleSacr

void CGameControllerOpenFNG::HandleSacr(int Killer, int Victim, int ShrineTeam)
{//assertion: Killer >= 0, victim anyways
	CCharacter *pVictim = CHAR(Victim);

	if (!pVictim) //due to HandleFreeze, i suspect this COULD also possibly happen. 
	{
		D("no pVictim in HandleSacr(%d, %d, %d)", Killer, Victim, ShrineTeam);
		return;
	}

	int FailTeam = pVictim->GetPlayer()->GetTeam();
	bool Wrong = ShrineTeam != -1 && FailTeam == ShrineTeam;

	m_aTeamscore[1-FailTeam] += Wrong?CFG(WrongSacrTeamscore):(ShrineTeam == -1 ? CFG(SacrTeamscore) : CFG(RightSacrTeamscore));

	if (!Wrong)
	{
		if (CFG(SacrSound) == 1)
			GameServer()->CreateSoundGlobal(SOUND_CTF_CAPTURE);
		else if (CFG(SacrSound) == 2)
			GameServer()->CreateSound(pVictim->m_Pos, SOUND_CTF_CAPTURE);
	}

	if (((Wrong && CFG(WrongSacrTeamscore)) || (!Wrong && (ShrineTeam == -1 ? CFG(SacrTeamscore) : CFG(RightSacrTeamscore)))) && CFG(SacrBroadcast))
	{
		char aBuf[64];
		str_format(aBuf, sizeof aBuf, "%s sacrificed%s (%+d)", GetTeamName(1-FailTeam), Wrong?" in wrong shrine":(ShrineTeam == -1 ? "" : ", pleasing their gods"),
		                                                                           Wrong?CFG(WrongSacrTeamscore):(ShrineTeam == -1 ? CFG(SacrTeamscore):CFG(RightSacrTeamscore)));
		m_Broadcast.Update(-1, aBuf, CFG(BroadcastTime) * TS);
	}

	CPlayer *pPlKiller = TPLAYER(Killer);
	if (!pPlKiller)
		return;

	pPlKiller->m_Score += Wrong?CFG(WrongSacrScore):(ShrineTeam == -1 ? CFG(SacrScore) : CFG(RightSacrScore));
	SendKill(Killer, Victim, WEAPON_NINJA);

	if(!Wrong && pPlKiller->GetCharacter())
			GameServer()->GetPlayerChar(Killer)->AddSpree();
	
	if (Wrong && pPlKiller->GetCharacter() && CFG(PunishWrongSacr))
	{
		pPlKiller->GetCharacter()->Freeze(CFG(PunishWrongSacr) * TS);
		GS->CreateSound(pPlKiller->GetCharacter()->m_Pos, SOUND_PLAYER_PAIN_LONG);
		GS->SendChatTarget(pPlKiller->GetCID(), "The gods are not pleased with this sacrifice!");
	}

	if (!Wrong && pPlKiller->GetCharacter())
		pPlKiller->GetCharacter()->SetEmote(EMOTE_HAPPY, TICK + TS * 2);

	if (pPlKiller->GetCharacter() && CFG(SacrLoltext) && ((!Wrong && CFG(SacrScore)) || (Wrong && CFG(WrongSacrScore))))
	{
		char aBuf[64];
		str_format(aBuf, sizeof aBuf, "%+d", Wrong?CFG(WrongSacrScore):(ShrineTeam == -1 ? CFG(SacrScore) : CFG(RightSacrScore)));
		GS->CreateLolText(pPlKiller->GetCharacter(), false, vec2(0.f, -50.f), vec2(0.f, 0.f), 50, aBuf);
	}
}
开发者ID:Schwertspize,项目名称:speedfng,代码行数:58,代码来源:openfng.cpp

示例12: Tick

void CProjectile::Tick()
{
	float Pt = (Server()->Tick()-m_StartTick-1)/(float)Server()->TickSpeed();
	float Ct = (Server()->Tick()-m_StartTick)/(float)Server()->TickSpeed();
	vec2 PrevPos = GetPos(Pt);
	vec2 CurPos = GetPos(Ct);
	int Collide = GameServer()->Collision()->IntersectLine(PrevPos, CurPos, &CurPos, 0);
	CCharacter *OwnerChar = GameServer()->GetPlayerChar(m_Owner);
	CCharacter *TargetChr = GameServer()->m_World.IntersectCharacter(PrevPos, CurPos, 6.0f, CurPos, OwnerChar);

	m_LifeSpan--;

	if(TargetChr || Collide || m_LifeSpan < 0 || GameLayerClipped(CurPos))
	{
		if(m_LifeSpan >= 0 || m_Weapon == WEAPON_GRENADE)
			GameServer()->CreateSound(CurPos, m_SoundImpact);

		if(m_Explosive)
		{
			if (m_ExtraInfo == MEGAROCKETS)
			{
				/*GameServer()->CreateExplosion(CurPos+vec2(-32, -32), m_Owner, m_Weapon, false);
				GameServer()->CreateExplosion(CurPos+vec2(+32, -32), m_Owner, m_Weapon, false);
				GameServer()->CreateExplosion(CurPos+vec2(+32, +32), m_Owner, m_Weapon, false);
				GameServer()->CreateExplosion(CurPos+vec2(-32, +32), m_Owner, m_Weapon, false);*/
				
				CSuperexplosion *S = new CSuperexplosion(&GameServer()->m_World, CurPos, m_Owner, m_Weapon, 1);
				GameServer()->m_World.InsertEntity(S);
			}
			else if (m_ExtraInfo == DOOMROCKETS)
			{
				CSuperexplosion *S = new CSuperexplosion(&GameServer()->m_World, CurPos, m_Owner, m_Weapon, 2);
				GameServer()->m_World.InsertEntity(S);
			}
			else
				GameServer()->CreateExplosion(CurPos, m_Owner, m_Weapon, false);
		}

		else if(TargetChr)
		{
			// apply sleep effect
			if (TargetChr->GetPlayer()->m_pAI && OwnerChar)
			{
				//if (OwnerChar->GetPlayer()->HasWeaponUpgrade(m_Weapon, UPG_SLEEPEFFECT))
				//	TargetChr->GetPlayer()->m_pAI->Zzz(40);
			}
			
			TargetChr->TakeDamage(m_Direction * max(0.001f, m_Force), m_Damage, m_Owner, m_Weapon);
		}
			
		GameServer()->m_World.DestroyEntity(this);
	}
}
开发者ID:Siile,项目名称:KillingFloor,代码行数:53,代码来源:projectile.cpp

示例13: Tick

void CTurret::Tick()
{
	CCharacter *OwnerChar = GameServer()->GetPlayerChar(m_Owner);
	if(OwnerChar && !OwnerChar->IsAlive())

	{
		Reset();
		return;
	}
	if((Server()->Tick() - m_EvalTick) / Server()->TickSpeed() < 10) //let the turret live for 90 seconds
	{
		if((Server()->Tick() - m_LastFire) / Server()->TickSpeed() > 0)
		{
			CCharacter *pChr = GameServer()->m_World.ClosestCharacter(m_Pos, 16.0f, 0);
			if(pChr && pChr->IsAlive() && pChr->GetPlayer()->GetCID() != m_Owner)
			{
				pChr->TakeDamage(vec2(0.f, 0.f), 15, m_Owner, WEAPON_RIFLE);
				GameServer()->CreateSound(m_Pos, SOUND_RIFLE_FIRE);
				Reset();
			}
			else
			{
				pChr = GameServer()->m_World.ClosestCharacter(m_Pos, 182.0f, 0);
				if(pChr && pChr->IsAlive() && pChr != OwnerChar && ((Server()->Tick() - pChr->GetLastSpawn()) / Server()->TickSpeed() > 1))
				{
					vec2 targetDirection = normalize(pChr->m_Pos - m_Pos);
					new CLaser(GameWorld(), m_Pos, targetDirection, GameServer()->Tuning()->m_LaserReach, m_Owner);
					GameServer()->CreateSound(m_Pos, SOUND_RIFLE_FIRE);
					m_LastFire = Server()->Tick();
				}
			}
		}
	}
	else
	{
		Reset();
		if(OwnerChar && OwnerChar->IsAlive() && OwnerChar->GetPlayer()->m_TurretsCreated > 0)
			OwnerChar->GetPlayer()->m_TurretsCreated --;
	}
}
开发者ID:Milkax3,项目名称:TRP--TeeRolePlay-,代码行数:40,代码来源:turret.cpp

示例14: Tick

void CBuyHealth::Tick()
{
	for(int i = 0; i < MAX_CLIENTS; i++)
	{
		CCharacter *pUser = GameServer()->GetPlayerChar(i);

		if(!pUser)
			continue;

		int Click = pUser->MouseEvent(m_Pos-vec2(50,50));
		int Click1 = pUser->MouseEvent(m_Pos-vec2(-50,50));

		if(!Click && !Click1)
		{
			//m_LastClick = 0;
			continue;
		}
	
		pUser->Buy("Health", &pUser->GetPlayer()->m_AccData.m_Health, g_Config.m_EuHealth, Click, 500);
		pUser->Buy("Armor", &pUser->GetPlayer()->m_AccData.m_Armor, g_Config.m_EuArmor, Click1, 500);
	}
}
开发者ID:Bloodwork28,项目名称:teeworlds-uTown,代码行数:22,代码来源:health.cpp

示例15: ConUnjail

void CGameContext::ConUnjail(IConsole::IResult *pResult, void *pUserData)
{
	CGameContext *pSelf = (CGameContext *) pUserData;
	int UnJailID = pResult->GetVictim();
	char aBuf[200];


	CCharacter* pChr = pSelf->GetPlayerChar(UnJailID);
	if(pChr)
	{
	pChr->GetPlayer()->m_AccData.m_Arrested = 1;
	}
}
开发者ID:Bloodwork28,项目名称:teeworlds-uTown,代码行数:13,代码来源:zzrconcmds.cpp


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