本文整理汇总了C++中CTFPlayer::IsConnected方法的典型用法代码示例。如果您正苦于以下问题:C++ CTFPlayer::IsConnected方法的具体用法?C++ CTFPlayer::IsConnected怎么用?C++ CTFPlayer::IsConnected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::IsConnected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: UpdatePlayerData
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPlayerResource::UpdatePlayerData( void )
{
int i;
BaseClass::UpdatePlayerData();
for ( i = 1 ; i <= gpGlobals->maxClients; i++ )
{
CTFPlayer *pPlayer = (CTFPlayer*)UTIL_PlayerByIndex( i );
if ( pPlayer && pPlayer->IsConnected() )
{
PlayerStats_t *pPlayerStats = CTF_GameStats.FindPlayerStats( pPlayer );
if ( pPlayerStats )
{
m_iMaxHealth.Set( i, pPlayer->GetPlayerClass()->GetMaxHealth() );
m_iPlayerClass.Set( i, pPlayer->GetPlayerClass()->GetClassIndex() );
int iTotalScore = CTFGameRules::CalcPlayerScore( &pPlayerStats->statsAccumulated );
m_iTotalScore.Set( i, iTotalScore );
Vector vecColor = pPlayer->m_vecPlayerColor;
m_iColors.Set(i, Vector(vecColor.x, vecColor.y, vecColor.z));
//Msg("Server %f %f %f\n", m_iColors.Get(i).x, m_iColors.Get(i).y, m_iColors.Get(i).z);
m_iKillstreak.Set(i, pPlayer->m_Shared.GetKillstreak());
}
}
}
}
示例2: GetTotalScore
//-----------------------------------------------------------------------------
// Purpose: Gets a value from an array member
//-----------------------------------------------------------------------------
int CTFPlayerResource::GetTotalScore( int iIndex )
{
CTFPlayer *pPlayer = (CTFPlayer*)UTIL_PlayerByIndex( iIndex );
if ( pPlayer && pPlayer->IsConnected() )
{
return m_iTotalScore[iIndex];
}
return 0;
}
示例3: FrameUpdatePostEntityThink
//-----------------------------------------------------------------------------
// Purpose: Per-frame handler
//-----------------------------------------------------------------------------
void CTFGameStats::FrameUpdatePostEntityThink()
{
// see if any players have stat changes we need to send
for( int iPlayerIndex = 1 ; iPlayerIndex <= MAX_PLAYERS; iPlayerIndex++ )
{
CTFPlayer *pPlayer = ToTFPlayer( UTIL_PlayerByIndex( iPlayerIndex ) );
if ( pPlayer && pPlayer->IsConnected() && pPlayer->IsAlive() )
{
PlayerStats_t &stats = m_aPlayerStats[pPlayer->entindex()];
// if there are any updated stats for this player and we haven't sent a stat update for this player in the last second,
// send one now.
if ( ( stats.iStatsChangedBits > 0 ) && ( gpGlobals->curtime >= stats.m_flTimeLastSend + 1.0f ) )
{
SendStatsToPlayer( pPlayer, STATMSG_UPDATE );
}
}
}
}