本文整理汇总了C++中CSatchelCharge类的典型用法代码示例。如果您正苦于以下问题:C++ CSatchelCharge类的具体用法?C++ CSatchelCharge怎么用?C++ CSatchelCharge使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了CSatchelCharge类的6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: while
//-----------------------------------------------------------------------------
// Purpose: Returns true if there are any undetonated charges in the world
// that belong to this player
// Input :
// Output :
//-----------------------------------------------------------------------------
bool CWeapon_SLAM::AnyUndetonatedCharges(void)
{
CBaseEntity *pEntity = NULL;
while ((pEntity = gEntList.FindEntityByClassname( pEntity, "npc_satchel" )) != NULL)
{
CSatchelCharge* pSatchel = dynamic_cast<CSatchelCharge *>(pEntity);
if (pSatchel->m_bIsLive && pSatchel->GetThrower() && pSatchel->GetThrower() == GetOwner())
{
return true;
}
}
return false;
}
示例2: ToBasePlayer
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CWeapon_SLAM::SatchelThrow( void )
{
// Only the player fires this way so we can cast
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
#ifndef CLIENT_DLL
m_bThrowSatchel = false;
Vector vecSrc = pPlayer->WorldSpaceCenter();
Vector vecFacing = pPlayer->BodyDirection3D( );
vecSrc = vecSrc + vecFacing * 18.0;
// BUGBUG: is this because vecSrc is not from Weapon_ShootPosition()???
vecSrc.z += 24.0f;
Vector vecThrow;
GetOwner()->GetVelocity( &vecThrow, NULL );
vecThrow += vecFacing * 500;
// Player may have turned to face a wall during the throw anim in which case
// we don't want to throw the SLAM into the wall
if (CanAttachSLAM())
{
vecThrow = vecFacing;
vecSrc = pPlayer->WorldSpaceCenter() + vecFacing * 5.0;
}
CSatchelCharge *pSatchel = (CSatchelCharge*)Create( "npc_satchel", vecSrc, vec3_angle, GetOwner() );
if ( pSatchel )
{
pSatchel->SetThrower( GetOwner() );
pSatchel->ApplyAbsVelocityImpulse( vecThrow );
pSatchel->SetLocalAngularVelocity( QAngle( 0, 400, 0 ) );
pSatchel->m_bIsLive = true;
pSatchel->m_pMyWeaponSLAM = this;
}
pPlayer->RemoveAmmo( 1, m_iSecondaryAmmoType );
pPlayer->SetAnimation( PLAYER_ATTACK1 );
#endif
//Tony; is there a different anim in the player? must check..
ToHL2MPPlayer(pPlayer)->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY );
// Play throw sound
EmitSound( "Weapon_SLAM.SatchelThrow" );
}
示例3: while
void CHL2MP_Player::DetonateTripmines( void )
{
CBaseEntity *pEntity = NULL;
while ((pEntity = gEntList.FindEntityByClassname( pEntity, "npc_satchel" )) != NULL)
{
CSatchelCharge *pSatchel = dynamic_cast<CSatchelCharge *>(pEntity);
if (pSatchel->m_bIsLive && pSatchel->GetThrower() == this )
{
g_EventQueue.AddEvent( pSatchel, "Explode", 0.20, this, this );
}
}
// Play sound for pressing the detonator
EmitSound( "Weapon_SLAM.SatchelDetonate" );
}
示例4: DeactivateSatchels
//=========================================================
// DeactivateSatchels - removes all satchels owned by
// the provided player. Should only be used upon death.
//
// Made this global on purpose.
//=========================================================
void DeactivateSatchels(CBasePlayer *pOwner)
{
edict_t *pFind;
pFind = FIND_ENTITY_BY_CLASSNAME(NULL, "monster_satchel");
while (!FNullEnt(pFind))
{
CBaseEntity *pEnt = CBaseEntity::Instance(pFind);
CSatchelCharge *pSatchel = (CSatchelCharge *)pEnt;
if (pSatchel)
{
if (pSatchel->pev->owner == pOwner->edict())
pSatchel->Deactivate();
}
pFind = FIND_ENTITY_BY_CLASSNAME(pFind, "monster_satchel");
}
}
示例5: GetOwner
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CWeapon_SLAM::SatchelAttach( void )
{
CBaseCombatCharacter *pOwner = GetOwner();
if (!pOwner)
{
return;
}
m_bAttachSatchel = false;
Vector vecSrc = pOwner->Weapon_ShootPosition( );
Vector vecAiming = pOwner->BodyDirection2D( );
trace_t tr;
UTIL_TraceLine( vecSrc, vecSrc + (vecAiming * 128), MASK_SOLID, pOwner, COLLISION_GROUP_NONE, &tr );
if (tr.fraction < 1.0)
{
CBaseEntity *pEntity = tr.m_pEnt;
if (pEntity && !(pEntity->GetFlags() & FL_CONVEYOR))
{
QAngle angles;
VectorAngles(tr.plane.normal, angles);
angles.y -= 90;
angles.z -= 90;
tr.endpos.z -= 6.0f;
EmitSound( "Weapon_SLAM.SatchelAttach" );
CSatchelCharge *pSatchel = (CSatchelCharge*)CBaseEntity::Create( "npc_satchel", tr.endpos + tr.plane.normal * 3, angles, NULL );
pSatchel->SetMoveType( MOVETYPE_FLY ); // no gravity
pSatchel->m_bIsAttached = true;
pSatchel->m_bIsLive = true;
pSatchel->SetThrower( GetOwner() );
pSatchel->SetOwnerEntity( ((CBaseEntity*)GetOwner()) );
pSatchel->m_pMyWeaponSLAM = this;
pOwner->RemoveAmmo( 1, m_iSecondaryAmmoType );
}
}
}
示例6: while
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CWeapon_SLAM::SatchelDetonate()
{
#ifndef CLIENT_DLL
CBaseEntity *pEntity = NULL;
while ((pEntity = gEntList.FindEntityByClassname( pEntity, "npc_satchel" )) != NULL)
{
CSatchelCharge *pSatchel = dynamic_cast<CSatchelCharge *>(pEntity);
if (pSatchel->m_bIsLive && pSatchel->GetThrower() && GetOwner() && pSatchel->GetThrower() == GetOwner())
{
//pSatchel->Use( GetOwner(), GetOwner(), USE_ON, 0 );
//variant_t emptyVariant;
//pSatchel->AcceptInput( "Explode", NULL, NULL, emptyVariant, 5 );
g_EventQueue.AddEvent( pSatchel, "Explode", 0.20, GetOwner(), GetOwner() );
}
}
#endif
// Play sound for pressing the detonator
EmitSound( "Weapon_SLAM.SatchelDetonate" );
m_bDetonatorArmed = false;
}