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C++ CTFPlayer::GiveAmmo方法代码示例

本文整理汇总了C++中CTFPlayer::GiveAmmo方法的典型用法代码示例。如果您正苦于以下问题:C++ CTFPlayer::GiveAmmo方法的具体用法?C++ CTFPlayer::GiveAmmo怎么用?C++ CTFPlayer::GiveAmmo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::GiveAmmo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: 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
	}
}
开发者ID:Msalinas2877,项目名称:mvm-reversed,代码行数:101,代码来源:tf_item_powerup_bottle.cpp

示例3: MyTouch

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

	CTFPlayer *pTFPlayer = ToTFPlayer( 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 );

		if ( pWeapon )
		{
			if ( pTFPlayer->ItemsMatch( pWeapon->GetItem(), &m_Item, pWeapon ) )
			{
				if ( pTFPlayer->GiveAmmo( pWeapon->GetInitialAmmo(), pWeapon->GetPrimaryAmmoType(), true, TF_AMMO_SOURCE_AMMOPACK ) )
					bSuccess = true;
			}
			else if ( !( pTFPlayer->m_nButtons & IN_ATTACK ) &&
				( pTFPlayer->m_nButtons & IN_USE ||
				( TFGameRules()->IsDeathmatch() && pWeapon->GetWeaponID() == TF_WEAPON_PISTOL ) ) ) // Check Use button, always replace pistol.
			{
				// Drop a usable weapon
				pTFPlayer->DropWeapon( pWeapon );

				pWeapon->UnEquip( pTFPlayer );
				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 )
		{
			const char *pszWeaponName = m_Item.GetEntityName();
			CTFWeaponBase *pNewWeapon = (CTFWeaponBase *)pTFPlayer->GiveNamedItem( pszWeaponName, 0, &m_Item );

			if ( pNewWeapon )
			{
				pPlayer->SetAmmoCount( pNewWeapon->GetInitialAmmo(), pNewWeapon->GetPrimaryAmmoType() );
				pNewWeapon->GiveTo( 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:Deathreus,项目名称:TF2Classic,代码行数:77,代码来源:entity_weaponspawn.cpp


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