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C++ CCharacter::GiveAmmo方法代码示例

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


//.........这里部分代码省略.........
			// todo: clean and remove parent weapon type
			case POWERUP_WEAPON:
				if(m_Subtype >= 0 && m_Subtype < NUM_CUSTOMWEAPONS)
				{
					/*
					if (Parent < 0 || Parent >= NUM_WEAPONS)
					{
						RespawnTime = g_pData->m_aPickups[m_Type].m_Respawntime;
						m_Life = 0;
						m_Flashing = false;
						break;
					}
					*/
					
					float AmmoFill = 1.0f;
					if (m_Dropable)
						AmmoFill = 0.3f + frandom()*0.3f;
					
					if (m_Ammo >= 0.0f)
						AmmoFill = m_Ammo;
					
					if (pChr->GiveCustomWeapon(m_Subtype, AmmoFill))
					{
						if(m_Subtype == WEAPON_GRENADE)
							GameServer()->CreateSound(m_Pos, SOUND_PICKUP_GRENADE);
						else
							GameServer()->CreateSound(m_Pos, SOUND_PICKUP_SHOTGUN);
						
						if(pChr->GetPlayer())
						{
							//GameServer()->SendWeaponPickup(pChr->GetPlayer()->GetCID(), Parent);
							
							GameServer()->SendWeaponPickup(pChr->GetPlayer()->GetCID(), m_Subtype);
							
							//char aBuf[256]; str_format(aBuf, sizeof(aBuf), "Picked up %s", aCustomWeapon[m_Subtype].m_Name);
							//GameServer()->SendChatTarget(pChr->GetPlayer()->GetCID(), aBuf);
						}
						
						RespawnTime = g_pData->m_aPickups[m_Type].m_Respawntime;
						m_Life = 0;
						m_Flashing = false;
					}
					else
					{
						if (pChr->GiveAmmo(&m_Subtype, AmmoFill))
						{
							if(m_Subtype == WEAPON_GRENADE)
								GameServer()->CreateSound(m_Pos, SOUND_PICKUP_GRENADE);
							else
								GameServer()->CreateSound(m_Pos, SOUND_PICKUP_SHOTGUN);
							
							//char aBuf[256]; str_format(aBuf, sizeof(aBuf), "Picked up ammo for %s", aCustomWeapon[m_Subtype].m_Name);
							//GameServer()->SendChatTarget(pChr->GetPlayer()->GetCID(), aBuf);
							
							if(pChr->GetPlayer())
								GameServer()->SendWeaponPickup(pChr->GetPlayer()->GetCID(), m_Subtype);
							
							RespawnTime = g_pData->m_aPickups[m_Type].m_Respawntime;
							m_Life = 0;
							m_Flashing = false;
						}
					}
					
					/*if(pChr->GiveWeapon(m_Subtype, 10)) // !pChr->m_WeaponPicked && 
					{
						RespawnTime = g_pData->m_aPickups[m_Type].m_Respawntime;

						//pChr->m_WeaponPicked = true;
						
						if(m_Subtype == WEAPON_GRENADE)
							GameServer()->CreateSound(m_Pos, SOUND_PICKUP_GRENADE);
						else if(m_Subtype == WEAPON_SHOTGUN)
							GameServer()->CreateSound(m_Pos, SOUND_PICKUP_SHOTGUN);
						else if(m_Subtype == WEAPON_RIFLE)
							GameServer()->CreateSound(m_Pos, SOUND_PICKUP_SHOTGUN);

						if(pChr->GetPlayer())
							GameServer()->SendWeaponPickup(pChr->GetPlayer()->GetCID(), m_Subtype);
					}*/
				}
				break;

			default:
				break;
		};

		if(RespawnTime >= 0)
		{
			// force 10 sec on factory boxes
			if (m_ResetableDropable)
				m_SpawnTick = Server()->Tick() + Server()->TickSpeed() * (4.0f+frandom()*6);
			
			char aBuf[256];
			str_format(aBuf, sizeof(aBuf), "pickup player='%d:%s' item=%d/%d",
				pChr->GetPlayer()->GetCID(), Server()->ClientName(pChr->GetPlayer()->GetCID()), m_Type, m_Subtype);
			GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", aBuf);
			m_SpawnTick = Server()->Tick() + Server()->TickSpeed() * RespawnTime;
		}
	}
}
开发者ID:Henningstone,项目名称:Ninslash,代码行数:101,代码来源:pickup.cpp

示例2: Tick


//.........这里部分代码省略.........
			case POWERUP_WEAPON:
				if(m_Subtype >= 0 && m_Subtype < NUM_CUSTOMWEAPONS)
				{
					int Parent = aCustomWeapon[m_Subtype].m_ParentWeapon;
					
					if (Parent < 0 || Parent >= NUM_WEAPONS)
					{
						RespawnTime = g_pData->m_aPickups[m_Type].m_Respawntime;
						m_Life = 0;
						m_Flashing = false;
						break;
					}
					
					if (pChr->GiveCustomWeapon(m_Subtype, 0.2f + frandom()*0.3f))
					{
						if(Parent == WEAPON_GRENADE)
							GameServer()->CreateSound(m_Pos, SOUND_PICKUP_GRENADE);
						else
							GameServer()->CreateSound(m_Pos, SOUND_PICKUP_SHOTGUN);
						
						if(pChr->GetPlayer())
						{
							//GameServer()->SendWeaponPickup(pChr->GetPlayer()->GetCID(), Parent);
							
							char aBuf[256]; str_format(aBuf, sizeof(aBuf), "Picked up %s", aCustomWeapon[m_Subtype].m_Name);
							GameServer()->SendChatTarget(pChr->GetPlayer()->GetCID(), aBuf);
						}
						
						RespawnTime = g_pData->m_aPickups[m_Type].m_Respawntime;
						m_Life = 0;
						m_Flashing = false;
					}
					else
					{
						if (pChr->GiveAmmo(&m_Subtype, 0.125f + frandom()*0.15f))
						{
							char aBuf[256]; str_format(aBuf, sizeof(aBuf), "Picked up ammo for %s", aCustomWeapon[m_Subtype].m_Name);
							GameServer()->SendChatTarget(pChr->GetPlayer()->GetCID(), aBuf);
							
							RespawnTime = g_pData->m_aPickups[m_Type].m_Respawntime;
							m_Life = 0;
							m_Flashing = false;
						}
					}
					
					/*if(pChr->GiveWeapon(m_Subtype, 10)) // !pChr->m_WeaponPicked && 
					{
						RespawnTime = g_pData->m_aPickups[m_Type].m_Respawntime;

						//pChr->m_WeaponPicked = true;
						
						if(m_Subtype == WEAPON_GRENADE)
							GameServer()->CreateSound(m_Pos, SOUND_PICKUP_GRENADE);
						else if(m_Subtype == WEAPON_SHOTGUN)
							GameServer()->CreateSound(m_Pos, SOUND_PICKUP_SHOTGUN);
						else if(m_Subtype == WEAPON_RIFLE)
							GameServer()->CreateSound(m_Pos, SOUND_PICKUP_SHOTGUN);

						if(pChr->GetPlayer())
							GameServer()->SendWeaponPickup(pChr->GetPlayer()->GetCID(), m_Subtype);
					}*/
				}
				break;

			// sword not in use, instead snap weapon to look like sword
			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());
					}

					pChr->SetEmote(EMOTE_ANGRY, Server()->Tick() + 1200 * Server()->TickSpeed() / 1000);
					m_Flashing = false;
					break;
					*/
				}

			default:
				break;
		};

		if(RespawnTime >= 0)
		{
			char aBuf[256];
			str_format(aBuf, sizeof(aBuf), "pickup player='%d:%s' item=%d/%d",
				pChr->GetPlayer()->GetCID(), Server()->ClientName(pChr->GetPlayer()->GetCID()), m_Type, m_Subtype);
			GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", aBuf);
			m_SpawnTick = Server()->Tick() + Server()->TickSpeed() * RespawnTime;
		}
	}
}
开发者ID:Siile,项目名称:CSTT,代码行数:101,代码来源:pickup.cpp


注:本文中的CCharacter::GiveAmmo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。