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类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 );
}
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) */