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C++ CInventory::SetAmmoCount方法代码示例

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


在下文中一共展示了CInventory::SetAmmoCount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: SetAmmoCount

//------------------------------------------------------------------------
int CScriptBind_Inventory::SetAmmoCount(IFunctionHandler *pH, const char *ammoName, int count)
{
	CInventory *pInventory = GetInventory(pH);
	CRY_ASSERT(pInventory);

	IEntityClass* pClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass(ammoName);
	CRY_ASSERT(pClass);
	if (pClass)
	{
		pInventory->SetAmmoCount(pClass, count);
		if (gEnv->bServer)
		{
			pInventory->GetActor()->GetGameObject()->InvokeRMI(CInventory::Cl_SetAmmoCount(), 
				TRMIInventory_Ammo(ammoName, count), 
				eRMI_ToRemoteClients);
		}
	}
	else
	{
		CryWarning(VALIDATOR_MODULE_GAME, VALIDATOR_ERROR, "Ammo class %s not found!", ammoName);
	}

	return pH->EndFunction();
}
开发者ID:aronarts,项目名称:FireNET,代码行数:25,代码来源:ScriptBind_Inventory.cpp

示例2: OnRecordedGameplayEvent


//.........这里部分代码省略.........
							}

							if(demo_forceGameState==2 && fireModeIdx!= recFireModeIdx)
								pWeapon->SetCurrentFireMode(recFireModeIdx);
						}
					}
				}
			}
			break;

		case eGE_WeaponReload:
			{
				const char* ammoType = event.description;
				TAmmoContainer& ammoMags = gstate.AmmoMags;
				TAmmoContainer::iterator it = ammoMags.find(ammoType);
				if(it!=ammoMags.end())
				{
					it->second -= (uint16)event.value;
				
					CActor *pActor = (CActor*)(gEnv->pGame->GetIGameFramework()->GetIActorSystem()->GetActor(id));
					if(pActor)
					{
						CInventory* pInventory = (CInventory*)(pActor->GetInventory());
						if(pInventory)
						{
							{
								IEntityClass* pAmmoClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass(ammoType);
								if(pAmmoClass)
								{
									if(m_bLogWarning)
										CheckDifference(it->second,pInventory->GetAmmoCount(pAmmoClass),"TimeDemo:GameState: Frame %d - Actor %s - WEAPON RELOAD, ammo count mismatch for ammo class %s (rec:%d, cur:%d)",pEntity,ammoType);
		
									if(demo_forceGameState == 2)
										pInventory->SetAmmoCount(pAmmoClass,it->second);
								}
							}
						}
					}
				}
			}
			break;

		case eGE_ItemSelected:
			{
				TItemName itemName = event.description;
				gstate.itemSelected = itemName;
				if(itemName)
				{
					if( !bRecording && (event.value > 0 || demo_forceGameState==2)) // EVENT.VALUE > 0 means initialization
					{
						CActor *pActor = (CActor*)(gEnv->pGame->GetIGameFramework()->GetIActorSystem()->GetActor(id));
						if(pActor && pActor->GetInventory())
						{
							IItem* pItem = pActor->GetInventory()->GetItemByName(itemName);
							if(pItem)
								pActor->SelectItem(pItem->GetEntityId(),false);
						}
					}
				}

				if(m_bLogWarning)
				{	
					CActor *pActor = (CActor*)(gEnv->pGame->GetIGameFramework()->GetIActorSystem()->GetActor(id));
					if(pActor)
					{
						IItem* pItem = pActor->GetCurrentItem();
开发者ID:kitnet,项目名称:project-o,代码行数:67,代码来源:GameStateRecorder.cpp


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