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C++ CTFPlayer::GetActiveTFWeapon方法代码示例

本文整理汇总了C++中CTFPlayer::GetActiveTFWeapon方法的典型用法代码示例。如果您正苦于以下问题:C++ CTFPlayer::GetActiveTFWeapon方法的具体用法?C++ CTFPlayer::GetActiveTFWeapon怎么用?C++ CTFPlayer::GetActiveTFWeapon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::GetActiveTFWeapon方法的9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: HandleDucking

//-----------------------------------------------------------------------------
// Purpose: 
// Input  : *idealActivity - 
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CTFPlayerAnimState::HandleDucking( Activity &idealActivity )
{
	if (GetBasePlayer()->GetFlags() & FL_DUCKING)
	{
		if ( GetOuterXYSpeed() < MOVING_MINIMUM_SPEED || m_pTFPlayer->m_Shared.IsLoser() )
		{
			idealActivity = ACT_MP_CROUCH_IDLE;		
			if ( m_pTFPlayer->m_Shared.InCond( TF_COND_AIMING ) || m_flHoldDeployedPoseUntilTime > gpGlobals->curtime )
			{
				idealActivity = ACT_MP_CROUCH_DEPLOYED_IDLE;
			}
		}
		else
		{
			idealActivity = ACT_MP_CROUCHWALK;		

			if ( m_pTFPlayer->m_Shared.InCond( TF_COND_AIMING ) )
			{
				// Don't do this for the heavy! we don't usually let him deployed crouch walk
				bool bIsMinigun = false;

				CTFPlayer *pPlayer = GetTFPlayer();
				if ( pPlayer && pPlayer->GetActiveTFWeapon() )
				{
					bIsMinigun = ( pPlayer->GetActiveTFWeapon()->GetWeaponID() == TF_WEAPON_MINIGUN );
				}

				if ( !bIsMinigun )
				{
					idealActivity = ACT_MP_CROUCH_DEPLOYED;
				}
			}
		}

		return true;
	}
	
	return false;
}
开发者ID:TenmaPL,项目名称:TF2Classic,代码行数:44,代码来源:tf_playeranimstate.cpp

示例2: ShouldDraw

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
bool CHudMenuEngyBuild::ShouldDraw( void )
{
	CTFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer();
	if ( !pPlayer )
		return false;

	CTFWeaponBase *pWpn = pPlayer->GetActiveTFWeapon();

	if ( !pWpn )
		return false;

	// Don't show the menu for first person spectator
	if ( pPlayer != pWpn->GetOwner() )
		return false;

	if ( !CHudElement::ShouldDraw() )
		return false;

	return ( pWpn->GetWeaponID() == TF_WEAPON_PDA_ENGINEER_BUILD );
}
开发者ID:Axitonium,项目名称:SourceEngine2007,代码行数:23,代码来源:tf_hud_menu_engy_build.cpp

示例3: ShouldDraw

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
bool CHudMenuSpyDisguise::ShouldDraw( void )
{
	CTFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer();
	if ( !pPlayer )
		return false;

	CTFWeaponBase *pWpn = pPlayer->GetActiveTFWeapon();

	if ( !pWpn )
		return false;

	// Don't show the menu for first person spectator
	if ( pPlayer != pWpn->GetOwner() )
		return false;

	if ( pPlayer->m_Shared.InCond( TF_COND_TAUNTING ) )
		return false;

	return ( pWpn->GetWeaponID() == TF_WEAPON_PDA_SPY );
}
开发者ID:Axitonium,项目名称:SourceEngine2007,代码行数:23,代码来源:tf_hud_menu_spy_disguise.cpp

示例4: Smack

// -----------------------------------------------------------------------------
// Purpose:
// Note: Think function to delay the impact decal until the animation is finished 
//       playing.
// -----------------------------------------------------------------------------
void CTFWeaponBaseMelee::Smack( void )
{
	trace_t trace;

	CBasePlayer *pPlayer = GetPlayerOwner();
	if ( !pPlayer )
		return;

#if !defined (CLIENT_DLL)
	// Move other players back to history positions based on local player's lag
	lagcompensation->StartLagCompensation( pPlayer, pPlayer->GetCurrentCommand() );
#endif

	// We hit, setup the smack.
	if ( DoSwingTrace( trace ) )
	{
		// Hit sound - immediate.
		if( trace.m_pEnt->IsPlayer()  )
		{
			WeaponSound( MELEE_HIT );
		}
		else
		{
			WeaponSound( MELEE_HIT_WORLD );
		}

		// Get the current player.
		CTFPlayer *pPlayer = GetTFPlayerOwner();
		if ( !pPlayer )
			return;

		Vector vecForward; 
		AngleVectors( pPlayer->EyeAngles(), &vecForward );
		Vector vecSwingStart = pPlayer->Weapon_ShootPosition();
		Vector vecSwingEnd = vecSwingStart + vecForward * 48;

#ifndef CLIENT_DLL
		// Do Damage.
		int iCustomDamage = TF_DMG_CUSTOM_NONE;
		float flDamage = GetMeleeDamage( trace.m_pEnt, iCustomDamage );
		int iDmgType = DMG_BULLET | DMG_NEVERGIB | DMG_CLUB;
		if ( IsCurrentAttackACrit() )
		{
			// TODO: Not removing the old critical path yet, but the new custom damage is marking criticals as well for melee now.
			iDmgType |= DMG_CRITICAL;
		}
		CTFWeaponBase *pWpn = pPlayer->GetActiveTFWeapon();
		CTFUbersaw *pUbersaw = dynamic_cast<CTFUbersaw*>(pWpn);
		CWeaponMedigun *pMedigun = static_cast<CWeaponMedigun*>(pPlayer->Weapon_OwnsThisID(TF_WEAPON_MEDIGUN));
		if (pMedigun && pUbersaw)
		{
			if(trace.m_pEnt->IsPlayer() && trace.m_pEnt->GetTeamNumber() != pPlayer->GetTeamNumber())
			{
				pMedigun->AddCharge();
			}
		}
		CWeaponKritzkrieg *pKritzkrieg = static_cast<CWeaponKritzkrieg*>(pPlayer->Weapon_OwnsThisID(TF_WEAPON_KRITZKRIEG));
		if (pKritzkrieg && pUbersaw)
		{
			if(trace.m_pEnt->IsPlayer() && trace.m_pEnt->GetTeamNumber() != pPlayer->GetTeamNumber())
			{
				pKritzkrieg->AddCharge();
			}
		}
		CTakeDamageInfo info( pPlayer, pPlayer, flDamage, iDmgType, iCustomDamage );
		CalculateMeleeDamageForce( &info, vecForward, vecSwingEnd, 1.0f / flDamage * tf_meleeattackforcescale.GetFloat() );
		trace.m_pEnt->DispatchTraceAttack( info, vecForward, &trace ); 
		ApplyMultiDamage();

		OnEntityHit( trace.m_pEnt );
#endif
		// Don't impact trace friendly players or objects
		if ( trace.m_pEnt && trace.m_pEnt->GetTeamNumber() != pPlayer->GetTeamNumber() )
		{
#ifdef CLIENT_DLL
			UTIL_ImpactTrace( &trace, DMG_CLUB );
#endif
			m_bConnected = true;
		}

	}

#if !defined (CLIENT_DLL)
	lagcompensation->FinishLagCompensation( pPlayer );
#endif
}
开发者ID:staticfox,项目名称:TF2Classic,代码行数:91,代码来源:tf_weaponbase_melee.cpp

示例5: MyTouch

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
bool CTFDroppedWeapon::MyTouch( CBasePlayer *pPlayer )
{
	bool bSuccess = false;

	CTFPlayer *pTFPlayer = dynamic_cast<CTFPlayer *>( pPlayer );

	if ( ValidTouch( pTFPlayer ) && pTFPlayer->IsPlayerClass( TF_CLASS_MERCENARY ) )
	{
		// Don't remove weapon while a player is standing over it.
		SetThink( NULL );

#ifndef DM_WEAPON_BUCKET
		int iSlot = m_Item.GetStaticData()->GetLoadoutSlot( TF_CLASS_MERCENARY );
		CTFWeaponBase *pWeapon = (CTFWeaponBase *)pTFPlayer->GetEntityForLoadoutSlot( iSlot );
		const char *pszWeaponName = m_Item.GetEntityName();
		int iAmmoType = m_pWeaponInfo->iAmmoType;

		if ( pWeapon )
		{
			if ( pWeapon->GetItemID() == m_Item.GetItemDefIndex() )
			{
				// Give however many ammo we have
				if ( pTFPlayer->GiveAmmo( m_iAmmo, iAmmoType, true, TF_AMMO_SOURCE_AMMOPACK ) )
					bSuccess = true;
			}
			else if ( !(pTFPlayer->m_nButtons & IN_ATTACK) && ( pTFPlayer->m_nButtons & IN_USE ) ) // Check Use button
			{
				// Drop a usable weapon
				pTFPlayer->DropWeapon( pWeapon );

				if ( pWeapon == pTFPlayer->GetActiveTFWeapon() )
				{
					pWeapon->Holster();
				}
				pTFPlayer->Weapon_Detach( pWeapon );
				UTIL_Remove( pWeapon );
				pWeapon = NULL;
			}
			else
			{
				pTFPlayer->m_Shared.SetDesiredWeaponIndex( m_Item.GetItemDefIndex() );
			}
		}
#else
		CTFWeaponBase *pWeapon = pTFPlayer->Weapon_OwnsThisID( m_nWeaponID );
		if ( pWeapon )
		{
			if ( pTFPlayer->GiveAmmo( 999, GetTFWeaponInfo( m_nWeaponID )->iAmmoType ) );
				bSuccess = true;
		}
#endif

		if ( !pWeapon )
		{
			CTFWeaponBase *pNewWeapon = (CTFWeaponBase *)pTFPlayer->GiveNamedItem( pszWeaponName, 0, &m_Item );
			if ( pNewWeapon )
			{
				pPlayer->SetAmmoCount( m_iAmmo, iAmmoType );
				pNewWeapon->DefaultTouch( pPlayer );
				if ( pPlayer == GetOwnerEntity() )
				{
					// If this is the same guy who dropped it restore old clip size to avoid exploiting swapping
					// weapons for faster reload.
					pNewWeapon->m_iClip1 = m_iClip;
				}
				pTFPlayer->m_Shared.SetDesiredWeaponIndex( -1 );
				bSuccess = true;
			}
		}

		if ( bSuccess )
		{
			CSingleUserRecipientFilter user( pPlayer );
			user.MakeReliable();

			UserMessageBegin( user, "ItemPickup" );
			WRITE_STRING( GetClassname() );
			MessageEnd();

			pPlayer->EmitSound( "BaseCombatCharacter.AmmoPickup" );
		}
	}

	return bSuccess;
}
开发者ID:TenmaPL,项目名称:TF2Classic,代码行数:88,代码来源:tf_dropped_weapon.cpp

示例6: TeleporterThink


//.........这里部分代码省略.........
								hPlayersToKill.AddToTail( pEnts[i] );
							}
							continue;
						}

						if ( pEnts[i]->IsBaseObject() )
							continue;

						// Solid entities will prevent a teleport
						if ( pEnts[i]->IsSolid() && pEnts[i]->ShouldCollide( pTeleportingPlayer->GetCollisionGroup(), MASK_ALL ) &&
							 g_pGameRules->ShouldCollide( pTeleportingPlayer->GetCollisionGroup(), pEnts[i]->GetCollisionGroup() ) )
						{
							// We're going to teleport into something solid. Abort & destroy this exit.
							bClear = false;
						}
					}
				}

				if ( bClear )
				{
					// Telefrag all enemy players we've found
					for ( int player = 0; player < hPlayersToKill.Count(); player++ )
					{
						CTakeDamageInfo info( this, pTeleportingPlayer, 1000, DMG_CRUSH, TF_DMG_TELEFRAG );
						hPlayersToKill[player]->TakeDamage( info );
					}

					pTeleportingPlayer->Teleport( &newPosition, &(GetAbsAngles()), &vec3_origin );

					// Unzoom if we are a sniper zoomed!
					if ( ( pTeleportingPlayer->GetPlayerClass()->GetClassIndex() == TF_CLASS_SNIPER ) &&
						pTeleportingPlayer->m_Shared.InCond( TF_COND_AIMING ) )
					{
						CTFWeaponBase *pWpn = pTeleportingPlayer->GetActiveTFWeapon();

						if ( pWpn && pWpn->GetWeaponID() == TF_WEAPON_SNIPERRIFLE )
						{
							CTFSniperRifle *pRifle = static_cast<CTFSniperRifle*>( pWpn );
							pRifle->ToggleZoom();
						}
					}

					pTeleportingPlayer->SetFOV( pTeleportingPlayer, 0, tf_teleporter_fov_time.GetFloat(), tf_teleporter_fov_start.GetInt() );

					color32 fadeColor = {255,255,255,100};
					UTIL_ScreenFade( pTeleportingPlayer, fadeColor, 0.25, 0.4, FFADE_IN );
				}
				else
				{
					DetonateObject();
				}
			}			

			SetState( TELEPORTER_STATE_RECEIVING_RELEASE );

			m_flMyNextThink = gpGlobals->curtime + ( BUILD_TELEPORTER_FADEIN_TIME );
		}
		break;

	case TELEPORTER_STATE_RECEIVING_RELEASE:
		{
			CTFPlayer *pTeleportingPlayer = m_hTeleportingPlayer.Get();

			if ( pTeleportingPlayer )
			{
				int iTeam = GetBuilder() ? GetBuilder()->GetTeamNumber() : GetTeamNumber();
开发者ID:Deathreus,项目名称:TF2Classic,代码行数:67,代码来源:tf_obj_teleporter.cpp

示例7: DoAnimationEvent

//-----------------------------------------------------------------------------
// Purpose: 
// Input  : event - 
//-----------------------------------------------------------------------------
void CTFPlayerAnimState::DoAnimationEvent( PlayerAnimEvent_t event, int nData )
{
	Activity iGestureActivity = ACT_INVALID;

	switch( event )
	{
	case PLAYERANIMEVENT_ATTACK_PRIMARY:
		{
			CTFPlayer *pPlayer = GetTFPlayer();
			if ( !pPlayer )
				return;

			CTFWeaponBase *pWpn = pPlayer->GetActiveTFWeapon();
			bool bIsMinigun = ( pWpn && pWpn->GetWeaponID() == TF_WEAPON_MINIGUN );
			bool bIsSniperRifle = ( pWpn && pWpn->GetWeaponID() == TF_WEAPON_SNIPERRIFLE );

			// Heavy weapons primary fire.
			if ( bIsMinigun )
			{
				// Play standing primary fire.
				iGestureActivity = ACT_MP_ATTACK_STAND_PRIMARYFIRE;

				if ( m_bInSwim )
				{
					// Play swimming primary fire.
					iGestureActivity = ACT_MP_ATTACK_SWIM_PRIMARYFIRE;
				}
				else if ( GetBasePlayer()->GetFlags() & FL_DUCKING )
				{
					// Play crouching primary fire.
					iGestureActivity = ACT_MP_ATTACK_CROUCH_PRIMARYFIRE;
				}

				if ( !IsGestureSlotPlaying( GESTURE_SLOT_ATTACK_AND_RELOAD, TranslateActivity(iGestureActivity) ) )
				{
					RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, iGestureActivity );
				}
			}
			else if ( bIsSniperRifle && pPlayer->m_Shared.InCond( TF_COND_ZOOMED ) )
			{
				// Weapon primary fire, zoomed in
				if ( GetBasePlayer()->GetFlags() & FL_DUCKING )
				{
					RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_ATTACK_CROUCH_PRIMARYFIRE_DEPLOYED );
				}
				else
				{
					RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_ATTACK_STAND_PRIMARYFIRE_DEPLOYED );
				}

				iGestureActivity = ACT_VM_PRIMARYATTACK;

				// Hold our deployed pose for a few seconds
				m_flHoldDeployedPoseUntilTime = gpGlobals->curtime + 2.0;
			}
			else
			{
				// Weapon primary fire.
				if ( GetBasePlayer()->GetFlags() & FL_DUCKING )
				{
					RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_ATTACK_CROUCH_PRIMARYFIRE );
				}
				else
				{
					RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_ATTACK_STAND_PRIMARYFIRE );
				}

				iGestureActivity = ACT_VM_PRIMARYATTACK;
			}

			break;
		}

	case PLAYERANIMEVENT_VOICE_COMMAND_GESTURE:
		{
			if ( !IsGestureSlotActive( GESTURE_SLOT_ATTACK_AND_RELOAD ) )
			{
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, (Activity)nData );
			}
			break;
		}
	case PLAYERANIMEVENT_ATTACK_SECONDARY:
		{
			// Weapon secondary fire.
			if ( GetBasePlayer()->GetFlags() & FL_DUCKING )
			{
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_ATTACK_CROUCH_SECONDARYFIRE );
			}
			else
			{
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_ATTACK_STAND_SECONDARYFIRE );
			}

			iGestureActivity = ACT_VM_PRIMARYATTACK;
			break;
		}
//.........这里部分代码省略.........
开发者ID:TenmaPL,项目名称:TF2Classic,代码行数:101,代码来源:tf_playeranimstate.cpp

示例8: MyTouch

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
bool CWeaponSpawner::MyTouch(CBasePlayer *pPlayer)
{
	bool bSuccess = false;

	CTFPlayer *pTFPlayer = dynamic_cast<CTFPlayer *>(pPlayer);

	if ( ValidTouch( pTFPlayer ) && pTFPlayer->IsPlayerClass( TF_CLASS_MERCENARY ) )
	{
#ifndef DM_WEAPON_BUCKET
		int iSlot = m_Item.GetStaticData()->GetLoadoutSlot( TF_CLASS_MERCENARY );
		CTFWeaponBase *pWeapon = (CTFWeaponBase *)pTFPlayer->GetEntityForLoadoutSlot( iSlot );
		const char *pszWeaponName = m_Item.GetEntityName();
		int iAmmoType = m_pWeaponInfo->iAmmoType;

		if ( pWeapon )
		{
			if ( pTFPlayer->ItemsMatch( pWeapon->GetItem(), &m_Item, pWeapon ) )
			{
				if ( pTFPlayer->GiveAmmo( pWeapon->GetInitialAmmo(), iAmmoType, true, TF_AMMO_SOURCE_AMMOPACK ) )
					bSuccess = true;
			}
			else if ( !(pTFPlayer->m_nButtons & IN_ATTACK) && 
			(pTFPlayer->m_nButtons & IN_USE || pWeapon->GetWeaponID() == TF_WEAPON_PISTOL) )
			{
				// Drop a usable weapon
				pTFPlayer->DropWeapon( pWeapon );

				// Check Use button, always replace pistol
				if ( pWeapon == pTFPlayer->GetActiveTFWeapon() )
				{
					pWeapon->Holster();
				}
				pTFPlayer->Weapon_Detach( pWeapon );
				UTIL_Remove( pWeapon );
				pWeapon = NULL;
			}
			else
			{
				pTFPlayer->m_Shared.SetDesiredWeaponIndex( m_nItemID );
			}
		}
#else
		CTFWeaponBase *pWeapon = pTFPlayer->Weapon_OwnsThisID( m_nWeaponID );
		const char *pszWeaponName = WeaponIdToClassname( m_nWeaponID );

		if ( pWeapon )
		{
			if ( pPlayer->GiveAmmo(999, m_pWeaponInfo->iAmmoType) )
				bSuccess = true;
		}
#endif

		if ( !pWeapon )
		{
			CTFWeaponBase *pNewWeapon = (CTFWeaponBase *)pTFPlayer->GiveNamedItem( pszWeaponName, 0, &m_Item );
			if ( pNewWeapon )
			{
				pPlayer->SetAmmoCount( pNewWeapon->GetInitialAmmo(), iAmmoType );
				pNewWeapon->DefaultTouch( pPlayer );
				pTFPlayer->m_Shared.SetDesiredWeaponIndex( -1 );
				bSuccess = true;
			}
		}

		if ( bSuccess )
		{
			CSingleUserRecipientFilter user( pPlayer );
			user.MakeReliable();

			UserMessageBegin( user, "ItemPickup" );
			WRITE_STRING( GetClassname() );
			MessageEnd();

			pPlayer->EmitSound( "BaseCombatCharacter.AmmoPickup" );
		}
	}

	return bSuccess;
}
开发者ID:zxz41,项目名称:TF2Classic,代码行数:82,代码来源:entity_weaponspawn.cpp

示例9: TeleporterThink


//.........这里部分代码省略.........

						if ( pEnts[i] == this )
							continue;

						// kill players and NPCs
						if ( pEnts[i]->IsPlayer() || pEnts[i]->IsNPC() )
						{
							if ( !pTeleportingPlayer->InSameTeam(pEnts[i]) )
							{
								hPlayersToKill.AddToTail( pEnts[i] );
							}
							continue;
						}

						if ( pEnts[i]->IsBaseObject() )
							continue;

						// Solid entities will prevent a teleport
						if ( pEnts[i]->IsSolid() && pEnts[i]->ShouldCollide( pTeleportingPlayer->GetCollisionGroup(), MASK_ALL ) &&
							 g_pGameRules->ShouldCollide( pTeleportingPlayer->GetCollisionGroup(), pEnts[i]->GetCollisionGroup() ) )
						{
							// We're going to teleport into something solid. Abort & destroy this exit.
							bClear = false;
						}
					}
				}

				if ( bClear )
				{
					// Telefrag all enemy players we've found
					for ( int player = 0; player < hPlayersToKill.Count(); player++ )
					{
						hPlayersToKill[player]->TakeDamage( CTakeDamageInfo( pTeleportingPlayer, this, 1000, DMG_CRUSH ) );
					}

					pTeleportingPlayer->Teleport( &newPosition, &(GetAbsAngles()), &vec3_origin );

					// Unzoom if we are a sniper zoomed!
					if ( ( pTeleportingPlayer->GetPlayerClass()->GetClassIndex() == TF_CLASS_SNIPER ) &&
						pTeleportingPlayer->m_Shared.InCond( TF_COND_AIMING ) )
					{
						CTFWeaponBase *pWpn = pTeleportingPlayer->GetActiveTFWeapon();

						if ( pWpn && pWpn->GetWeaponID() == TF_WEAPON_SNIPERRIFLE )
						{
							CTFSniperRifle *pRifle = static_cast<CTFSniperRifle*>( pWpn );
							pRifle->ToggleZoom();
						}
					}

					pTeleportingPlayer->SetFOV( pTeleportingPlayer, 0, tf_teleporter_fov_time.GetFloat(), tf_teleporter_fov_start.GetInt() );

					color32 fadeColor = {255,255,255,100};
					UTIL_ScreenFade( pTeleportingPlayer, fadeColor, 0.25, 0.4, FFADE_IN );
				}
				else
				{
					DetonateObject();
				}
			}			

			SetState( TELEPORTER_STATE_RECEIVING_RELEASE );

			m_flMyNextThink = gpGlobals->curtime + ( BUILD_TELEPORTER_FADEIN_TIME );
		}
		break;

	case TELEPORTER_STATE_RECEIVING_RELEASE:
		{
			CTFPlayer *pTeleportingPlayer = m_hTeleportingPlayer.Get();

			if ( pTeleportingPlayer )
			{
				pTeleportingPlayer->TeleportEffect();
				pTeleportingPlayer->m_Shared.RemoveCond( TF_COND_SELECTED_TO_TELEPORT );
				CTF_GameStats.Event_PlayerUsedTeleport( GetBuilder(), pTeleportingPlayer );

				pTeleportingPlayer->SpeakConceptIfAllowed( MP_CONCEPT_TELEPORTED );
			}

			// reset the pointers to the player now that we're done teleporting
			SetTeleportingPlayer( NULL );
			pMatch->SetTeleportingPlayer( NULL );

			SetState( TELEPORTER_STATE_RECHARGING );

			m_flMyNextThink = gpGlobals->curtime + ( TELEPORTER_RECHARGE_TIME );
		}
		break;

	case TELEPORTER_STATE_RECHARGING:
		// If we are finished recharging, go active
		if ( gpGlobals->curtime > m_flRechargeTime )
		{
			SetState( TELEPORTER_STATE_READY );
			EmitSound( "Building_Teleporter.Ready" );
		}
		break;
	}
}
开发者ID:hitmen047,项目名称:TF2HLCoop,代码行数:101,代码来源:tf_obj_teleporter.cpp


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