本文整理汇总了C++中CTFPlayer::CanBuild方法的典型用法代码示例。如果您正苦于以下问题:C++ CTFPlayer::CanBuild方法的具体用法?C++ CTFPlayer::CanBuild怎么用?C++ CTFPlayer::CanBuild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CTFPlayer
的用法示例。
在下文中一共展示了CTFPlayer::CanBuild方法的3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: CanBeSelected
//-----------------------------------------------------------------------------
// Purpose: Return true if this weapon can be selected via the weapon selection
//-----------------------------------------------------------------------------
bool C_TFWeaponBuilder::CanBeSelected( void )
{
CTFPlayer *pOwner = ToTFPlayer( GetOwner() );
if ( !pOwner )
return false;
if ( pOwner->CanBuild( m_iObjectType ) != CB_CAN_BUILD )
return false;
return HasAmmo();
}
示例2: CanDeploy
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFWeaponBuilder::CanDeploy( void )
{
CTFPlayer *pPlayer = ToTFPlayer( GetOwner() );
if (!pPlayer)
return false;
if ( pPlayer->CanBuild( m_iObjectType ) != CB_CAN_BUILD )
{
return false;
}
return BaseClass::CanDeploy();
}
示例3: ItemPostFrame
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFWeaponBuilder::ItemPostFrame( void )
{
CTFPlayer *pOwner = ToTFPlayer( GetOwner() );
if ( !pOwner )
return;
// If we're building, and our team has lost, stop placing the object
if ( m_hObjectBeingBuilt.Get() &&
TFGameRules()->State_Get() == GR_STATE_TEAM_WIN &&
pOwner->GetTeamNumber() != TFGameRules()->GetWinningTeam() )
{
StopPlacement();
return;
}
// Check that I still have enough resources to build this item
if ( pOwner->CanBuild( m_iObjectType ) != CB_CAN_BUILD )
{
SwitchOwnersWeaponToLast();
}
if (( pOwner->m_nButtons & IN_ATTACK ) && (m_flNextPrimaryAttack <= gpGlobals->curtime) )
{
PrimaryAttack();
}
if ( pOwner->m_nButtons & IN_ATTACK2 )
{
if ( m_flNextSecondaryAttack <= gpGlobals->curtime )
{
SecondaryAttack();
}
}
else
{
m_bInAttack2 = false;
}
WeaponIdle();
}