本文整理汇总了C++中CHL2MP_Player::Spawn方法的典型用法代码示例。如果您正苦于以下问题:C++ CHL2MP_Player::Spawn方法的具体用法?C++ CHL2MP_Player::Spawn怎么用?C++ CHL2MP_Player::Spawn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::Spawn方法的4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: respawn
// called by ClientKill and DeadThink
void respawn( CBaseEntity *pEdict, bool fCopyCorpse )
{
/*CHL2MP_Player *pPlayer = ToHL2MPPlayer( pEdict );
if ( pPlayer )
{
if ( gpGlobals->curtime > pPlayer->GetDeathTime() + DEATH_ANIMATION_TIME )
{
// respawn player
pPlayer->Spawn();
}
else
{
pPlayer->SetNextThink( gpGlobals->curtime + 0.1f );
}
}*/
CHL2MP_Player *pPlayer = ToHL2MPPlayer( pEdict );
if ( pPlayer )
{
//BG2 - Draco - Start(this is the part that supresses respawns when mp_respawnstyle != 0)
//if ( gpGlobals->curtime > pPlayer->GetDeathTime() + DEATH_ANIMATION_TIME )
//BG2 - Tjoppen - assume this function only gets called if we're allowed to respawn/spawn
// respawn player
pPlayer->Spawn();
}
}
示例2: respawn
// called by ClientKill and DeadThink
void respawn( CBaseEntity *pEdict, bool fCopyCorpse )
{
CHL2MP_Player *pPlayer = ToHL2MPPlayer( pEdict );
if ( pPlayer )
{
if ( gpGlobals->curtime > pPlayer->GetDeathTime() + DEATH_ANIMATION_TIME )
pPlayer->Spawn();
else
pPlayer->SetNextThink( gpGlobals->curtime + 0.1f );
}
}
示例3: sizeof
//-----------------------------------------------------------------------------
// Purpose: Create a new Bot and put it in the game.
// Output : Pointer to the new Bot, or NULL if there's no free clients.
//-----------------------------------------------------------------------------
CBasePlayer *BotPutInServer( bool bFrozen, int iTeam )
{
g_iNextBotTeam = iTeam;
char botname[ 64 ];
Q_snprintf( botname, sizeof( botname ), "Bot%02i", BotNumber );
// This is an evil hack, but we use it to prevent sv_autojointeam from kicking in.
edict_t *pEdict = engine->CreateFakeClient( botname );
if (!pEdict)
{
Msg( "Failed to create Bot.\n");
return NULL;
}
// Allocate a CBasePlayer for the bot, and call spawn
//ClientPutInServer( pEdict, botname );
CHL2MP_Player *pPlayer = ((CHL2MP_Player *)CBaseEntity::Instance( pEdict ));
pPlayer->ClearFlags();
pPlayer->AddFlag( FL_CLIENT | FL_FAKECLIENT );
if ( bFrozen )
pPlayer->AddEFlags( EFL_BOT_FROZEN );
BotNumber++;
g_BotData[pPlayer->entindex()-1].m_WantedTeam = iTeam;
g_BotData[pPlayer->entindex()-1].m_flJoinTeamTime = gpGlobals->curtime + 0.3;
//DHL - Skillet - Spawn the bot
pPlayer->ChangeTeam( TEAM_UNASSIGNED ); //This is required for PickDefaultSpawnTeam() to work
pPlayer->Spawn();
//pPlayer->SetModelName( MAKE_STRING(bot_playermodel.GetString()) );
if ( Q_strlen( bot_playermodel.GetString() ) > 2 )
pPlayer->SetModel( bot_playermodel.GetString() );
return pPlayer;
}
示例4: 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 );
}
}