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类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;
}
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
}
}
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;
}