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