本文整理汇总了C++中CTFPlayer::GetWaterLevel方法的典型用法代码示例。如果您正苦于以下问题:C++ CTFPlayer::GetWaterLevel方法的具体用法?C++ CTFPlayer::GetWaterLevel怎么用?C++ CTFPlayer::GetWaterLevel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::GetWaterLevel方法的3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: RestartParticleEffect
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFFlameThrower::RestartParticleEffect( void )
{
CTFPlayer *pOwner = ToTFPlayer( GetPlayerOwner() );
if ( !pOwner )
return;
if ( m_pFlameEffect && m_hFlameEffectHost.Get() )
{
m_hFlameEffectHost->ParticleProp()->StopEmission( m_pFlameEffect );
}
m_iParticleWaterLevel = pOwner->GetWaterLevel();
int iTeam = pOwner->GetTeamNumber();
// Start the appropriate particle effect
const char *pszParticleEffect;
if ( pOwner->GetWaterLevel() == WL_Eyes )
{
pszParticleEffect = "flamethrower_underwater";
}
else
{
if ( m_bCritFire )
{
pszParticleEffect = ConstructTeamParticle( "flamethrower_crit_%s", iTeam, true );
}
else
{
pszParticleEffect = iTeam == TF_TEAM_RED ? "flamethrower" : ConstructTeamParticle( "flamethrower_%s", pOwner->GetTeamNumber(), true );
}
}
// Start the effect on the viewmodel if our owner is the local player
C_BaseEntity *pModel = GetWeaponForEffect();
if ( pModel )
{
m_pFlameEffect = pModel->ParticleProp()->Create( pszParticleEffect, PATTACH_POINT_FOLLOW, "muzzle" );
m_hFlameEffectHost = pModel;
}
pOwner->m_Shared.SetParticleToMercColor( m_pFlameEffect );
}
示例2: PlayerMove
//----------------------------------------------------------------------------------------
// Purpose: moves the player
//----------------------------------------------------------------------------------------
void CTFGameMovement::PlayerMove()
{
// call base class to do movement
BaseClass::PlayerMove();
// handle player's interaction with water
int nNewWaterLevel = m_pTFPlayer->GetWaterLevel();
if ( m_nOldWaterLevel != nNewWaterLevel )
{
if ( WL_NotInWater == m_nOldWaterLevel )
{
// The player has just entered the water. Determine if we should play a splash sound.
bool bPlaySplash = false;
Vector vecVelocity = m_pTFPlayer->GetAbsVelocity();
if ( vecVelocity.z <= -200.0f )
{
// If the player has significant downward velocity, play a splash regardless of water depth. (e.g. Jumping hard into a puddle)
bPlaySplash = true;
}
else
{
// Look at the water depth below the player. If it's significantly deep, play a splash to accompany the sinking that's about to happen.
Vector vecStart = m_pTFPlayer->GetAbsOrigin();
Vector vecEnd = vecStart;
vecEnd.z -= 20; // roughly thigh deep
trace_t tr;
// see if we hit anything solid a little bit below the player
UTIL_TraceLine( vecStart, vecEnd, MASK_SOLID,m_pTFPlayer, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction >= 1.0f )
{
// some amount of water below the player, play a splash
bPlaySplash = true;
}
}
if ( bPlaySplash )
{
m_pTFPlayer->EmitSound( "Physics.WaterSplash" );
}
}
}
}
示例3: PrimaryAttack
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFFlameThrower::PrimaryAttack()
{
// Are we capable of firing again?
if ( m_flNextPrimaryAttack > gpGlobals->curtime )
return;
// Get the player owning the weapon.
CTFPlayer *pOwner = ToTFPlayer( GetPlayerOwner() );
if ( !pOwner )
return;
if ( !CanAttack() )
{
#if defined ( CLIENT_DLL )
StopFlame();
#endif
m_iWeaponState = FT_STATE_IDLE;
return;
}
CalcIsAttackCritical();
// Because the muzzle is so long, it can stick through a wall if the player is right up against it.
// Make sure the weapon can't fire in this condition by tracing a line between the eye point and the end of the muzzle.
trace_t trace;
Vector vecEye = pOwner->EyePosition();
Vector vecMuzzlePos = GetVisualMuzzlePos();
CTraceFilterIgnoreObjects traceFilter( this, COLLISION_GROUP_NONE );
UTIL_TraceLine( vecEye, vecMuzzlePos, MASK_SOLID, &traceFilter, &trace );
if ( trace.fraction < 1.0 && ( !trace.m_pEnt || trace.m_pEnt->m_takedamage == DAMAGE_NO ) )
{
// there is something between the eye and the end of the muzzle, most likely a wall, don't fire, and stop firing if we already are
if ( m_iWeaponState > FT_STATE_IDLE )
{
#if defined ( CLIENT_DLL )
StopFlame();
#endif
m_iWeaponState = FT_STATE_IDLE;
}
return;
}
switch ( m_iWeaponState )
{
case FT_STATE_IDLE:
case FT_STATE_AIRBLASTING:
{
// Just started, play PRE and start looping view model anim
pOwner->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRE );
SendWeaponAnim( ACT_VM_PRIMARYATTACK );
m_flStartFiringTime = gpGlobals->curtime + 0.16; // 5 frames at 30 fps
m_iWeaponState = FT_STATE_STARTFIRING;
}
break;
case FT_STATE_STARTFIRING:
{
// if some time has elapsed, start playing the looping third person anim
if ( gpGlobals->curtime > m_flStartFiringTime )
{
m_iWeaponState = FT_STATE_FIRING;
m_flNextPrimaryAttackAnim = gpGlobals->curtime;
}
}
break;
case FT_STATE_FIRING:
{
if ( gpGlobals->curtime >= m_flNextPrimaryAttackAnim )
{
pOwner->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY );
m_flNextPrimaryAttackAnim = gpGlobals->curtime + 1.4; // fewer than 45 frames!
}
}
break;
default:
break;
}
#ifdef CLIENT_DLL
// Restart our particle effect if we've transitioned across water boundaries
if ( m_iParticleWaterLevel != -1 && pOwner->GetWaterLevel() != m_iParticleWaterLevel )
{
if ( m_iParticleWaterLevel == WL_Eyes || pOwner->GetWaterLevel() == WL_Eyes )
{
RestartParticleEffect();
}
}
#endif
#ifdef CLIENT_DLL
// Handle the flamethrower light
if (tf2c_muzzlelight.GetBool())
{
//.........这里部分代码省略.........