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C++ CTFPlayer::ForceRespawn方法代码示例

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


在下文中一共展示了CTFPlayer::ForceRespawn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: ForceRespawn

//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFForceRespawn::ForceRespawn( bool bSwitchTeams )
{
	int i = 0;

	// respawn the players
	for ( i = 1 ; i <= gpGlobals->maxClients ; i++ )
	{
		CTFPlayer *pPlayer = ToTFPlayer( UTIL_PlayerByIndex( i ) );
		if ( pPlayer )
		{
			pPlayer->RemoveAllOwnedEntitiesFromWorld();

			// Ignore players who aren't on an active team
			if ( pPlayer->GetTeamNumber() != TF_TEAM_RED && pPlayer->GetTeamNumber() != TF_TEAM_BLUE )
			{
				// Let the player spawn immediately when they do pick a class
				pPlayer->AllowInstantSpawn();
				continue;
			}

			if ( bSwitchTeams )
			{
				if ( pPlayer->GetTeamNumber() == TF_TEAM_RED )
				{
					pPlayer->ForceChangeTeam( TF_TEAM_BLUE );
				}
				else if ( pPlayer->GetTeamNumber() == TF_TEAM_BLUE )
				{
					pPlayer->ForceChangeTeam( TF_TEAM_RED );
				}
			}

			// Ignore players who haven't picked a class yet
			if ( !pPlayer->GetPlayerClass() || pPlayer->GetPlayerClass()->GetClassIndex() == TF_CLASS_UNDEFINED )
			{
				// Allow them to spawn instantly when they do choose
				pPlayer->AllowInstantSpawn();
				continue;
			}

			
			pPlayer->ForceRespawn();
		}
	}

	// remove any dropped weapons/ammo packs	
	CBaseEntity *pEnt = NULL;
	while ( (pEnt = gEntList.FindEntityByClassname( pEnt, "tf_ammo_pack" )) != NULL )
	{
		UTIL_Remove( pEnt );
	}

	// Output.
	m_outputOnForceRespawn.FireOutput( this, this );
}
开发者ID:TenmaPL,项目名称:TF2Classic,代码行数:58,代码来源:entity_forcerespawn.cpp

示例2: ReapplyProvision


//.........这里部分代码省略.........
	if (CAttributeManager::AttribHookValue<int>(0, "ubercharge",
		this, nullptr, true) != 0) {
		if (this->m_bActive) {
			player->m_Shared.AddCond(TF_COND_INVULNERABLE_USER_BUFF, duration);
			
			if (player->IsPlayerClass(TF_CLASS_ENGINEER)) {
				int obj_count = player->GetObjectCount();
				if (obj_count > 0) {
					for (int i = obj_count - 1; i != -1; --i) {
						CBaseObject *obj = player->GetObject(i);
						if (obj != nullptr) {
							CObjectSentrygun *sentry = dynamic_cast<CObjectSentrygun *>(obj);
							if (sentry != nullptr && !sentry->m_bCarried) {
								sentry->m_nShieldLevel = 2;
								// TODO: set float @ CObjectSentrygun+0xb14
								// to gpGlobals->curtime + duration
							}
						}
					}
				}
			} else if (share_with != nullptr && share_attr != 0) {
				share_with->m_Shared.AddCond(TF_COND_INVULNERABLE_USER_BUFF,
					duration);
				did_share = true;
			}
		} else {
			player->m_Shared.RemoveCond(TF_COND_INVULNERABLE_USER_BUFF, true);
		}
	}
	
	if (CAttributeManager::AttribHookValue<int>(0, "recall",
		this, nullptr, true) != 0) {
		if (this->m_bActive) {
			player->ForceRespawn();
			player->m_Shared.AddCond(TF_COND_SPEED_BOOST, 7.0f);
		}
	}
	
	if (CAttributeManager::AttribHookValue<int>(0, "refill_ammo",
		this, nullptr, true) != 0) {
		if (this->m_bActive) {
			for (int i = 0; i < MAX_WEAPONS; ++i) {
				CBaseCombatWeapon *weapon = player->GetWeapon(i);
				if (weapon == nullptr) {
					continue;
				}
				
				/* BUG: as soon as this loop hits a weapon which is completely
				 * devoid of ammo (clip 0, reserve 0), it will
				 * (a) fail to refill the clip for that weapon, and
				 * (b) fail to refill the clip for any weapons in later slots
				 * NOTE: for the purposes of this, energy weapons are treated as
				 * if their reserve ammo is always empty
				 */
				if (TFGameRules() != nullptr && TFGameRules()->IsMannVsMachineMode() &&
					((weapon->UsesPrimaryAmmo() && !weapon->HasPrimaryAmmo()) ||
					(weapon->UsesSecondaryAmmo() && !weapon->HasSecondaryAmmo()))) {
					player->AwardAchievement(TF_MVM_USE_AMMO_BOTTLE);
					break;
				}
				
				/* BUG: doesn't refill clip of energy weapons
				 * (should vcall weapon->IsEnergyWeapon,
				 * then call weapon->Energy_Recharge
				 * until weapon->Energy_FullyCharged) */
				
开发者ID:Msalinas2877,项目名称:mvm-reversed,代码行数:66,代码来源:tf_item_powerup_bottle.cpp


注:本文中的CTFPlayer::ForceRespawn方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。