本文整理汇总了C++中CTFPlayer::GetMaxAmmo方法的典型用法代码示例。如果您正苦于以下问题:C++ CTFPlayer::GetMaxAmmo方法的具体用法?C++ CTFPlayer::GetMaxAmmo怎么用?C++ CTFPlayer::GetMaxAmmo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::GetMaxAmmo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: MyTouch
//-----------------------------------------------------------------------------
// Purpose: MyTouch function for the ammopack
//-----------------------------------------------------------------------------
bool CAmmoPack::MyTouch( CBasePlayer *pPlayer )
{
bool bSuccess = false;
if ( ValidTouch( pPlayer ) )
{
CTFPlayer *pTFPlayer = ToTFPlayer( pPlayer );
if ( !pTFPlayer )
return false;
int iMaxPrimary = pTFPlayer->GetMaxAmmo( TF_AMMO_PRIMARY );
if ( pPlayer->GiveAmmo( ceil( iMaxPrimary * PackRatios[GetPowerupSize()] ), TF_AMMO_PRIMARY, true ) )
{
bSuccess = true;
}
int iMaxSecondary = pTFPlayer->GetMaxAmmo( TF_AMMO_SECONDARY );
if ( pPlayer->GiveAmmo( ceil( iMaxSecondary * PackRatios[GetPowerupSize()] ), TF_AMMO_SECONDARY, true ) )
{
bSuccess = true;
}
int iMaxMetal = pTFPlayer->GetMaxAmmo( TF_AMMO_METAL );
if ( pPlayer->GiveAmmo( ceil( iMaxMetal * PackRatios[GetPowerupSize()] ), TF_AMMO_METAL, true ) )
{
bSuccess = true;
}
float flCloak = pTFPlayer->m_Shared.GetSpyCloakMeter();
if ( flCloak < 100.0f )
{
pTFPlayer->m_Shared.SetSpyCloakMeter( min( 100.0f, flCloak + 100.0f * PackRatios[GetPowerupSize()] ) );
bSuccess = true;
}
// did we give them anything?
if ( bSuccess )
{
CSingleUserRecipientFilter filter( pPlayer );
EmitSound( filter, entindex(), TF_AMMOPACK_PICKUP_SOUND );
}
}
return bSuccess;
}
示例2: ReapplyProvision
//.........这里部分代码省略.........
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) */
// CBaseCombatWeapon::UsesPrimaryAmmo:
// - if m_iPrimaryAmmoType < 0: return false
// - else: return true
// CBaseCombatWeapon::UsesSecondaryAmmo:
// - if m_iSecondaryAmmoType < 0: return false
// - else: return true
// CTFWeaponBaseGun::HasPrimaryAmmo:
// - there's a special case if m_iPrimaryAmmoType == TF_AMMO_METAL (e.g. Widowmaker)
// - if UsesClipsForAmmo1(): return (m_iClip1 > 0) || (pOwner->GetAmmoCount(m_iPrimaryAmmoType) > 0)
// - else: return (pOwner->GetAmmoCount(m_iPrimaryAmmoType) > 0)
// CBaseCombatWeapon::HasSecondaryAmmo:
// - if UsesClipsForAmmo1(): return (m_iClip2 > 0) || (pOwner->GetAmmoCount(m_iSecondaryAmmoType) > 0)
// - else: return (pOwner->GetAmmoCount(m_iSecondaryAmmoType) > 0)
weapon->GiveDefaultAmmo();
if (share_with != nullptr && share_attr != 0) {
CBaseCombatWeapon *share_weapon = share_with->GetWeapon(i);
if (share_weapon != nullptr) {
share_weapon->GiveDefaultAmmo();
did_share = true;
}
}
}
/* NOTE: invented TF_AMMO_SOURCE_RESUPPLY for (EAmmoSource)1 */
if (share_with != nullptr && share_attr != 0) {
for (int i = 0; i < TF_AMMO_COUNT; ++i) {
player->GiveAmmo(player->GetMaxAmmo(i), i, true,
TF_AMMO_SOURCE_RESUPPLY);
share_with->GiveAmmo(share_with->GetMaxAmmo(i), i, true,
TF_AMMO_SOURCE_RESUPPLY);
}
did_share = true;
} else {
for (int i = 0; i < TF_AMMO_COUNT; ++i) {
player->GiveAmmo(player->GetMaxAmmo(i), i, true,
TF_AMMO_SOURCE_RESUPPLY);
}
}
}
}
if (CAttributeManager::AttribHookValue<int>(0, "building_instant_upgrade",
this, nullptr, true) != 0) {
if (this->m_bActive) {
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) {
int max_level = obj->GetMaxUpgradeLevel();
if (obj->m_bCarried) {
/* BUG: this can't possibly be right */
obj->m_iHighestUpgradeLevel = obj->GetMaxUpgradeLevel();
} else if (obj->GetUpgradeLevel() == max_level) {
obj->SetHealth(obj->GetMaxHealth());
} else {
if (TFGameRules() && TFGameRules()->IsMannVsMachineMode()) {
// TODO: event mvm_quick_sentry_upgrade
}
obj->DoQuickBuild(true);
}
}
}
}
}
}
if (did_share) {
// TODO: event mvm_medic_powerup_shared
}
}