本文整理汇总了C++中CHL2MP_Player::RemoveAllItems方法的典型用法代码示例。如果您正苦于以下问题:C++ CHL2MP_Player::RemoveAllItems方法的具体用法?C++ CHL2MP_Player::RemoveAllItems怎么用?C++ CHL2MP_Player::RemoveAllItems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::RemoveAllItems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: Warning
void CHL2MPRules::RestartGame()
{
// bounds check
if ( mp_timelimit.GetInt() < 0 )
{
mp_timelimit.SetValue( 0 );
}
m_flGameStartTime = gpGlobals->curtime;
if ( !IsFinite( m_flGameStartTime.Get() ) )
{
Warning( "Trying to set a NaN game start time\n" );
m_flGameStartTime.GetForModify() = 0.0f;
}
CleanUpMap();
// now respawn all players
for (int i = 1; i <= gpGlobals->maxClients; i++ )
{
CHL2MP_Player *pPlayer = (CHL2MP_Player*) UTIL_PlayerByIndex( i );
if ( !pPlayer )
continue;
if ( pPlayer->GetActiveWeapon() )
{
pPlayer->GetActiveWeapon()->Holster();
}
pPlayer->RemoveAllItems( true );
respawn( pPlayer, false );
pPlayer->Reset();
}
// Respawn entities (glass, doors, etc..)
CTeam *pRebels = GetGlobalTeam( TEAM_REBELS );
CTeam *pCombine = GetGlobalTeam( TEAM_COMBINE );
if ( pRebels )
{
pRebels->SetScore( 0 );
}
if ( pCombine )
{
pCombine->SetScore( 0 );
}
m_flIntermissionEndTime = 0;
m_flRestartGameTime = 0.0;
m_bCompleteReset = false;
IGameEvent * event = gameeventmanager->CreateEvent( "round_start" );
if ( event )
{
event->SetInt("fraglimit", 0 );
event->SetInt( "priority", 6 ); // HLTV event priority, not transmitted
event->SetString("objective","DEATHMATCH");
gameeventmanager->FireEvent( event );
}
}
示例2: GetGlobalTeam
void CHL2MPRules::RestartGame()
{
// bounds check
if ( mp_timelimit.GetInt() < 0 )
{
mp_timelimit.SetValue( 0 );
}
m_flGameStartTime = gpGlobals->curtime;
if ( !IsFinite( m_flGameStartTime.Get() ) )
{
Warning( "Trying to set a NaN game start time\n" );
m_flGameStartTime.GetForModify() = 0.0f;
}
// Pre Map Cleanup
for (int i = 1; i <= gpGlobals->maxClients; i++ )
{
CHL2MP_Player *pPlayer = (CHL2MP_Player*) UTIL_PlayerByIndex( i );
if ( !pPlayer )
continue;
//Tony; if they aren't a spectator, make sure they get cleaned up before entities are removed!
if ( pPlayer->GetTeamNumber() != TEAM_SPECTATOR )
{
// If they're in a vehicle, make sure they get out!
if ( pPlayer->IsInAVehicle() )
pPlayer->LeaveVehicle();
QAngle angles = pPlayer->GetLocalAngles();
angles.x = 0;
angles.z = 0;
pPlayer->SetLocalAngles( angles );
CBaseCombatWeapon *pWeapon = (CBaseCombatWeapon*)pPlayer->GetActiveWeapon();
if (pWeapon)
{
pPlayer->Weapon_Detach( pWeapon );
UTIL_Remove( pWeapon );
}
}
pPlayer->RemoveAllItems(true);
pPlayer->ClearActiveWeapon();
pPlayer->Reset();
}
CleanUpMap();
// now that everything is cleaned up, respawn everyone.
for (int i = 1; i <= gpGlobals->maxClients; i++ )
{
CHL2MP_Player *pPlayer = (CHL2MP_Player*) UTIL_PlayerByIndex( i );
if ( !pPlayer )
continue;
//Tony; if they aren't a spectator, respawn them.
if ( pPlayer->GetTeamNumber() != TEAM_SPECTATOR )
pPlayer->Spawn();
}
CTeam *pRebels = GetGlobalTeam( TEAM_REBELS );
CTeam *pCombine = GetGlobalTeam( TEAM_COMBINE );
if ( pRebels )
{
pRebels->SetRoundScore( 0 );
}
if ( pCombine )
{
pCombine->SetRoundScore( 0 );
}
m_flIntermissionEndTime = 0;
m_flRestartGameTime = 0.0;
m_bCompleteReset = false;
IGameEvent * event = gameeventmanager->CreateEvent( "round_start" );
if ( event )
{
event->SetInt("fraglimit", 0 );
event->SetInt( "priority", 6 ); // HLTV event priority, not transmitted
event->SetString("objective","DEATHMATCH");
gameeventmanager->FireEvent( event );
}
}