本文整理汇总了C++中CTFPlayer::GetSpawnTime方法的典型用法代码示例。如果您正苦于以下问题:C++ CTFPlayer::GetSpawnTime方法的具体用法?C++ CTFPlayer::GetSpawnTime怎么用?C++ CTFPlayer::GetSpawnTime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::GetSpawnTime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: Event_PlayerKilled
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGameStats::Event_PlayerKilled( CBasePlayer *pPlayer, const CTakeDamageInfo &info )
{
Assert( pPlayer );
CTFPlayer *pTFPlayer = ToTFPlayer( pPlayer );
IncrementStat( pTFPlayer, TFSTAT_DEATHS, 1 );
SendStatsToPlayer( pTFPlayer, STATMSG_PLAYERDEATH );
AccumulateAndResetPerLifeStats( pTFPlayer );
TF_Gamestats_LevelStats_t::PlayerDeathsLump_t death;
Vector killerOrg;
// set the location where the target died
const Vector &org = pPlayer->GetAbsOrigin();
death.nPosition[ 0 ] = static_cast<int>( org.x );
death.nPosition[ 1 ] = static_cast<int>( org.y );
death.nPosition[ 2 ] = static_cast<int>( org.z );
// set the class of the attacker
CBaseEntity *pInflictor = info.GetInflictor();
CBaseEntity *pKiller = info.GetAttacker();
CTFPlayer *pScorer = ToTFPlayer( TFGameRules()->GetDeathScorer( pKiller, pInflictor, pPlayer ) );
if ( dynamic_cast< CObjectSentrygun * >( pInflictor ) != NULL )
{
killerOrg = pInflictor->GetAbsOrigin();
}
else
{
if ( pScorer )
{
CTFPlayerClass *pAttackerClass = pScorer->GetPlayerClass();
death.iAttackClass = ( !pAttackerClass ) ? TF_CLASS_UNDEFINED : pAttackerClass->GetClassIndex();
killerOrg = pScorer->GetAbsOrigin();
}
else
{
death.iAttackClass = TF_CLASS_UNDEFINED;
killerOrg = org;
}
}
// set the class of the target
CTFPlayerClass *pTargetClass = ( pTFPlayer ) ? pTFPlayer->GetPlayerClass() : NULL;
death.iTargetClass = ( !pTargetClass ) ? TF_CLASS_UNDEFINED : pTargetClass->GetClassIndex();
// find the weapon the killer used
death.iWeapon = GetWeaponFromDamage( info );
// calculate the distance to the killer
death.iDistance = static_cast<unsigned short>( ( killerOrg - org ).Length() );
// add it to the list of deaths
TF_Gamestats_LevelStats_t *map = m_reportedStats.m_pCurrentGame;
if ( map )
{
map->m_aPlayerDeaths.AddToTail( death );
int iClass = ToTFPlayer( pPlayer )->GetPlayerClass()->GetClassIndex();
if ( m_reportedStats.m_pCurrentGame != NULL )
{
m_reportedStats.m_pCurrentGame->m_aClassStats[iClass].iDeaths++;
m_reportedStats.m_pCurrentGame->m_aClassStats[iClass].iTotalTime += (int) ( gpGlobals->curtime - pTFPlayer->GetSpawnTime() );
}
}
}
示例2: Event_PlayerDisconnected
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGameStats::Event_PlayerDisconnected( CBasePlayer *pPlayer )
{
CTFPlayer *pTFPlayer = ToTFPlayer( pPlayer );
if ( !pTFPlayer )
return;
ResetPlayerStats( pTFPlayer );
if ( pPlayer->IsAlive() )
{
int iClass = pTFPlayer->GetPlayerClass()->GetClassIndex();
if ( m_reportedStats.m_pCurrentGame != NULL )
{
m_reportedStats.m_pCurrentGame->m_aClassStats[iClass].iTotalTime += (int) ( gpGlobals->curtime - pTFPlayer->GetSpawnTime() );
}
}
}