本文整理汇总了C++中CHL2MP_Player::GetNetworkIDString方法的典型用法代码示例。如果您正苦于以下问题:C++ CHL2MP_Player::GetNetworkIDString方法的具体用法?C++ CHL2MP_Player::GetNetworkIDString怎么用?C++ CHL2MP_Player::GetNetworkIDString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CHL2MP_Player
的用法示例。
在下文中一共展示了CHL2MP_Player::GetNetworkIDString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: StartTouch
//-----------------------------------------------------------------------------
// Can the player be set as the parent?
//-----------------------------------------------------------------------------
void CTriggerCTFCapture::StartTouch(CBaseEntity *pOther)
{
if (!pOther->IsPlayer()) //Nothing else should trigger this.
return;
//Defines
CHL2MP_Player *pPlayer = ToHL2MPPlayer(pOther);
CtfFlag *pFlag = NULL;
bool m_bHomeFlagTaken = false;
if (!pPlayer || !pPlayer->IsAlive()) //Still alive?
return;
if (sv_ctf_capturestyle.GetInt() > 1)
{
while ((pFlag = static_cast<CtfFlag*>(gEntList.FindEntityByClassname(pFlag, "ctf_flag"))) != NULL)
{
if (pFlag->iTeam == pPlayer->GetTeamNumber()) //This flag is an enemy flag, we want the player's team's flag.
continue;
if (pFlag->GetAbsOrigin() != pFlag->FlagOrigin) //This flag belongs to the player's team. Is it at home?
m_bHomeFlagTaken = true;
}
}
while ((pFlag = static_cast<CtfFlag*>(gEntList.FindEntityByClassname(pFlag, "ctf_flag"))) != NULL)
{
if (pFlag->GetParent() && pFlag->GetParent() == pPlayer) //So the flag has a parent.. and it's the player who touched the trigger.
{
int TeamNumber = pPlayer->GetTeamNumber();
//For team affected by the trigger.
switch (m_iAffectedTeam)
{
case 0:
iTeam = TeamNumber;
break;
case 1:
iTeam = TEAM_BRITISH;
break;
case 2:
iTeam = TEAM_AMERICANS;
break;
}
if (TeamNumber != iTeam) //Trigger isn't for this player's team. Die.
return;
//
if (m_bHomeFlagTaken) //The player's team's flag is taken. So we cannot cap an enemy flag.
{
ClientPrint(pPlayer, CTF_DENY_CAPTURE); //Let the player know.
return; //Die here.
}
//Assuming we've made it thus far, you're probably carrying a flag that belongs to the enemy. Go ahead and cap it.
pFlag->PlaySound(GetAbsOrigin(), m_iSound); //Play the capture sound.
pFlag->ResetFlag();
g_Teams[TeamNumber]->AddScore(m_iTeamBonus); //Adds the team score bonus.
pPlayer->IncrementFragCount(m_iPlayerBonus); //Give the player the points.
//reset the capturer's speed
//pPlayer->SetSpeedModifier(0);
pPlayer->RemoveSpeedModifier(ESpeedModID::Flag); //BG3 - Awesome - removed to more robust speed modifier system
pFlag->PrintAlert(CTF_CAPTURE, pPlayer->GetPlayerName(), pFlag->cFlagName);
//Do the log stuff.
CTeam *team = pPlayer->GetTeam();
UTIL_LogPrintf("\"%s<%i><%s><%s>\" triggered \"ctf_flag_capture\"\n",
pPlayer->GetPlayerName(),
pPlayer->GetUserID(),
pPlayer->GetNetworkIDString(),
team ? team->GetName() : "");
//
m_OnFlagCaptured.FireOutput(this, this); //Fire the OnFlagCaptured output, set it last just in case.
}
}
}