本文整理汇总了C++中CTFPlayer::EmitSound方法的典型用法代码示例。如果您正苦于以下问题:C++ CTFPlayer::EmitSound方法的具体用法?C++ CTFPlayer::EmitSound怎么用?C++ CTFPlayer::EmitSound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::EmitSound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: SecondaryAttack
//-----------------------------------------------------------------------------
// Purpose: Burn charge level to generate invulnerability
//-----------------------------------------------------------------------------
void CWeaponMedigun::SecondaryAttack( void )
{
CTFPlayer *pOwner = ToTFPlayer( GetOwnerEntity() );
if ( !pOwner )
return;
if ( !CanAttack() )
return;
// Ensure they have a full charge and are not already in charge release mode
if ( m_flChargeLevel < 1.0 || m_bChargeRelease )
{
#ifdef CLIENT_DLL
// Deny, flash
if ( !m_bChargeRelease && m_flFlashCharge <= 0 )
{
m_flFlashCharge = 10;
pOwner->EmitSound( "Player.DenyWeaponSelection" );
}
#endif
return;
}
if ( pOwner->HasTheFlag() )
{
#ifdef GAME_DLL
CSingleUserRecipientFilter filter( pOwner );
TFGameRules()->SendHudNotification( filter, HUD_NOTIFY_NO_INVULN_WITH_FLAG );
#endif
pOwner->EmitSound( "Player.DenyWeaponSelection" );
return;
}
// Start super charge
m_bChargeRelease = true;
m_flReleaseStartedAt = 0;//gpGlobals->curtime;
#ifdef GAME_DLL
CTF_GameStats.Event_PlayerInvulnerable( pOwner );
pOwner->m_Shared.RecalculateChargeEffects();
pOwner->SpeakConceptIfAllowed( MP_CONCEPT_MEDIC_CHARGEDEPLOYED );
if ( m_hHealingTarget && m_hHealingTarget->IsPlayer() )
{
CTFPlayer *pTFPlayer = ToTFPlayer( m_hHealingTarget );
pTFPlayer->m_Shared.RecalculateChargeEffects();
pTFPlayer->SpeakConceptIfAllowed( MP_CONCEPT_HEALTARGET_CHARGEDEPLOYED );
}
IGameEvent * event = gameeventmanager->CreateEvent( "player_chargedeployed" );
if ( event )
{
event->SetInt( "userid", pOwner->GetUserID() );
gameeventmanager->FireEvent( event, true ); // don't send to clients
}
#endif
}
示例2: PlayerMove
//----------------------------------------------------------------------------------------
// Purpose: moves the player
//----------------------------------------------------------------------------------------
void CTFGameMovement::PlayerMove()
{
// call base class to do movement
BaseClass::PlayerMove();
// handle player's interaction with water
int nNewWaterLevel = m_pTFPlayer->GetWaterLevel();
if ( m_nOldWaterLevel != nNewWaterLevel )
{
if ( WL_NotInWater == m_nOldWaterLevel )
{
// The player has just entered the water. Determine if we should play a splash sound.
bool bPlaySplash = false;
Vector vecVelocity = m_pTFPlayer->GetAbsVelocity();
if ( vecVelocity.z <= -200.0f )
{
// If the player has significant downward velocity, play a splash regardless of water depth. (e.g. Jumping hard into a puddle)
bPlaySplash = true;
}
else
{
// Look at the water depth below the player. If it's significantly deep, play a splash to accompany the sinking that's about to happen.
Vector vecStart = m_pTFPlayer->GetAbsOrigin();
Vector vecEnd = vecStart;
vecEnd.z -= 20; // roughly thigh deep
trace_t tr;
// see if we hit anything solid a little bit below the player
UTIL_TraceLine( vecStart, vecEnd, MASK_SOLID,m_pTFPlayer, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction >= 1.0f )
{
// some amount of water below the player, play a splash
bPlaySplash = true;
}
}
if ( bPlaySplash )
{
m_pTFPlayer->EmitSound( "Physics.WaterSplash" );
}
}
}
}