本文整理汇总了C++中C_BaseCombatWeapon::GetName方法的典型用法代码示例。如果您正苦于以下问题:C++ C_BaseCombatWeapon::GetName方法的具体用法?C++ C_BaseCombatWeapon::GetName怎么用?C++ C_BaseCombatWeapon::GetName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C_BaseCombatWeapon
的用法示例。
在下文中一共展示了C_BaseCombatWeapon::GetName方法的7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: FireEvent
//-----------------------------------------------------------------------------
// Purpose
//-----------------------------------------------------------------------------
void C_BaseViewModel::FireEvent( const Vector& origin, const QAngle& angles, int event, const char *options )
{
// We override sound requests so that we can play them locally on the owning player
if ( ( event == AE_CL_PLAYSOUND ) || ( event == CL_EVENT_SOUND ) )
{
// Only do this if we're owned by someone
if ( GetOwner() != NULL )
{
CLocalPlayerFilter filter;
EmitSound( filter, GetOwner()->GetSoundSourceIndex(), options, &GetAbsOrigin() );
return;
}
}
// Otherwise pass the event to our associated weapon
C_BaseCombatWeapon *pWeapon = GetActiveWeapon();
if ( pWeapon )
{
// NVNT notify the haptics system of our viewmodel's event
if ( haptics )
haptics->ProcessHapticEvent(4,"Weapons",pWeapon->GetName(),"AnimationEvents",VarArgs("%i",event));
bool bResult = pWeapon->OnFireEvent( this, origin, angles, event, options );
if ( !bResult )
{
BaseClass::FireEvent( origin, angles, event, options );
}
}
}
示例2: OnThink
//-----------------------------------------------------------------------------
// Purpose: called every frame to get ammo info from the weapon
//-----------------------------------------------------------------------------
void CDoDHudAmmo::OnThink()
{
C_BaseCombatWeapon *wpn = GetActiveWeapon();
C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
hudlcd->SetGlobalStat( "(weapon_print_name)", wpn ? wpn->GetPrintName() : " " );
hudlcd->SetGlobalStat( "(weapon_name)", wpn ? wpn->GetName() : " " );
if ( !wpn || !player || !wpn->UsesPrimaryAmmo() )
{
hudlcd->SetGlobalStat( "(ammo_primary)", "n/a" );
hudlcd->SetGlobalStat( "(ammo_secondary)", "n/a" );
SetPaintEnabled( false );
SetPaintBackgroundEnabled( false );
return;
}
else
{
SetPaintEnabled( true );
SetPaintBackgroundEnabled( true );
}
// get the ammo in our clip
int ammo1 = wpn->Clip1();
int ammo2;
if ( ammo1 < 0 )
{
// we don't use clip ammo, just use the total ammo count
ammo1 = player->GetAmmoCount( wpn->GetPrimaryAmmoType() );
ammo2 = 0;
}
else
{
// we use clip ammo, so the second ammo is the total ammo
ammo2 = player->GetAmmoCount( wpn->GetPrimaryAmmoType() );
}
hudlcd->SetGlobalStat( "(ammo_primary)", VarArgs( "%d", ammo1 ) );
hudlcd->SetGlobalStat( "(ammo_secondary)", VarArgs( "%d", ammo2 ) );
if ( wpn == m_hCurrentActiveWeapon )
{
// same weapon, just update counts
SetAmmo( ammo1, true );
SetAmmo2( ammo2, true );
}
else
{
// diferent weapon, change without triggering
SetAmmo( ammo1, false );
SetAmmo2( ammo2, false );
// update whether or not we show the total ammo display
m_bUsesClips = wpn->UsesClipsForAmmo1();
m_hCurrentActiveWeapon = wpn;
}
}
示例3: HapticsHandleMsg_SPHapWeapEvent
//Might be able to handle this better...
void HapticsHandleMsg_SPHapWeapEvent( int iActivity )
{
C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer();
C_BaseCombatWeapon* weap = NULL;
if(pPlayer)
weap = pPlayer->GetActiveWeapon();
if(weap)
haptics->ProcessHapticEvent(4,"Weapons",weap->GetName(),"Activities",VarArgs("%i",iActivity));
}
示例4: UpdatePlayerAmmo
//-----------------------------------------------------------------------------
// Purpose: called every frame to get ammo info from the weapon
//-----------------------------------------------------------------------------
void CHudAmmo::UpdatePlayerAmmo( C_BasePlayer *player )
{
// Clear out the vehicle entity
m_hCurrentVehicle = NULL;
C_BaseCombatWeapon *wpn = GetActiveWeapon();
hudlcd->SetGlobalStat( "(weapon_print_name)", wpn ? wpn->GetPrintName() : " " );
hudlcd->SetGlobalStat( "(weapon_name)", wpn ? wpn->GetName() : " " );
if ( !wpn || !player || !wpn->UsesPrimaryAmmo() )
{
hudlcd->SetGlobalStat( "(ammo_primary)", "n/a" );
hudlcd->SetGlobalStat( "(ammo_secondary)", "n/a" );
SetPaintEnabled(false);
SetPaintBackgroundEnabled(false);
return;
}
SetPaintEnabled(true);
SetPaintBackgroundEnabled(true);
// Get our icons for the ammo types
m_iconPrimaryAmmo = gWR.GetAmmoIconFromWeapon( wpn->GetPrimaryAmmoType() );
// get the ammo in our clip
int ammo1 = wpn->Clip1();
int ammo2;
if (ammo1 < 0)
{
// we don't use clip ammo, just use the total ammo count
ammo1 = player->GetAmmoCount(wpn->GetPrimaryAmmoType());
ammo2 = 0;
}
else
{
// we use clip ammo, so the second ammo is the total ammo
ammo2 = player->GetAmmoCount(wpn->GetPrimaryAmmoType());
}
hudlcd->SetGlobalStat( "(ammo_primary)", VarArgs( "%d", ammo1 ) );
hudlcd->SetGlobalStat( "(ammo_secondary)", VarArgs( "%d", ammo2 ) );
if (wpn == m_hCurrentActiveWeapon)
{
// same weapon, just update counts
SetAmmo(ammo1, true);
SetAmmo2(ammo2, true);
}
else
{
// diferent weapon, change without triggering
SetAmmo(ammo1, false);
SetAmmo2(ammo2, false);
// update whether or not we show the total ammo display
if (wpn->UsesClipsForAmmo1())
{
SetShouldDisplaySecondaryValue(true);
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("WeaponUsesClips");
}
else
{
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("WeaponDoesNotUseClips");
SetShouldDisplaySecondaryValue(false);
}
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("WeaponChanged");
m_hCurrentActiveWeapon = wpn;
}
}
示例5: Paint
void CHudAmmo::Paint( void )
{
int r, g, b, a, nUnused;
int x, y;
Color clrAmmo;
if (!ShouldDraw())
return;
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
C_BaseCombatWeapon *pActiveWeapon = GetActiveWeapon();
// find and display our current selection
if ( !pPlayer || !pActiveWeapon )
{
hudlcd->SetGlobalStat( "(ammo_primary)", "n/a" );
hudlcd->SetGlobalStat( "(ammo_secondary)", "n/a" );
return;
}
hudlcd->SetGlobalStat( "(weapon_print_name)", pActiveWeapon ? pActiveWeapon->GetPrintName() : " " );
hudlcd->SetGlobalStat( "(weapon_name)", pActiveWeapon ? pActiveWeapon->GetName() : " " );
if ( ( pActiveWeapon->GetPrimaryAmmoType() == -1 ) && ( pActiveWeapon->GetSecondaryAmmoType() == -1 ) )
return;
int nFontWidth = GetNumberFontWidth();
int nFontHeight = GetNumberFontHeight();
a = (int)max( MIN_ALPHA, m_flFade );
if ( m_flFade > 0 )
m_flFade -= ( gpGlobals->frametime * 20 );
(gHUD.m_clrYellowish).GetColor( r, g, b, nUnused );
clrAmmo.SetColor( r, g, b, a );
int nHudElemWidth, nHudElemHeight;
GetSize( nHudElemWidth, nHudElemHeight );
// Does this weapon have a clip?
y = nHudElemHeight - ( nFontHeight * 1.5 );
// Does weapon have any ammo at all?
if ( pActiveWeapon->GetPrimaryAmmoType() != -1 )
{
CHudTexture *icon_ammo = gWR.GetAmmoIconFromWeapon( pActiveWeapon->GetPrimaryAmmoType() );
if ( !icon_ammo )
{
return;
}
int nIconWidth = icon_ammo->Width();
if ( pActiveWeapon->UsesClipsForAmmo1() )
{
// room for the number and the '|' and the current ammo
x = nHudElemWidth - (8 * nFontWidth) - nIconWidth;
x = DrawHudNumber( x, y, pActiveWeapon->Clip1(), clrAmmo );
int nBarWidth = nFontWidth / 10;
x += nFontWidth / 2;
(gHUD.m_clrYellowish).GetColor( r, g, b, nUnused );
clrAmmo.SetColor( r, g, b, a );
// draw the | bar
clrAmmo.SetColor( r, g, b, a );
vgui::surface()->DrawSetColor( clrAmmo );
vgui::surface()->DrawFilledRect( x, y, x + nBarWidth, y + nFontHeight );
x += nBarWidth + nFontWidth / 2;
x = DrawHudNumber( x, y, pPlayer->GetAmmoCount( pActiveWeapon->GetPrimaryAmmoType() ), clrAmmo );
}
else
{
// SPR_Draw a bullets only line
x = nHudElemWidth - 4 * nFontWidth - nIconWidth;
x = DrawHudNumber( x, y, pPlayer->GetAmmoCount( pActiveWeapon->GetPrimaryAmmoType() ), clrAmmo );
}
// Draw the ammo Icon
icon_ammo->DrawSelf( x, y, clrAmmo );
hudlcd->SetGlobalStat( "(ammo_primary)", VarArgs( "%d", pPlayer->GetAmmoCount( pActiveWeapon->GetPrimaryAmmoType() ) ) );
}
else
{
hudlcd->SetGlobalStat( "(ammo_primary)", "n/a" );
}
// Does weapon have seconday ammo?
if ( pActiveWeapon->GetSecondaryAmmoType() != -1 )
{
CHudTexture *icon_ammo = gWR.GetAmmoIconFromWeapon( pActiveWeapon->GetSecondaryAmmoType() );
//.........这里部分代码省略.........
示例6: UpdatePlayerAmmo
//-----------------------------------------------------------------------------
// Purpose: called every frame to get ammo info from the weapon
//-----------------------------------------------------------------------------
void CHudAmmo::UpdatePlayerAmmo( C_BasePlayer *player )
{
if (player && !player->IsAlive())
{
for (int i = 0; i < m_aRounds.Count(); i++)
m_aRounds[i].bActive = false;
}
// Clear out the vehicle entity
m_hCurrentVehicle = NULL;
C_BaseCombatWeapon *wpn = GetActiveWeapon();
hudlcd->SetGlobalStat( "(weapon_print_name)", wpn ? wpn->GetPrintName() : " " );
hudlcd->SetGlobalStat( "(weapon_name)", wpn ? wpn->GetName() : " " );
if ( !wpn || !player )
{
hudlcd->SetGlobalStat( "(ammo_primary)", "n/a" );
hudlcd->SetGlobalStat( "(ammo_secondary)", "n/a" );
SetPaintEnabled(false);
SetPaintBackgroundEnabled(false);
return;
}
SetPaintEnabled(true);
SetPaintBackgroundEnabled(true);
// get the ammo in our clip
int ammo1 = wpn->Clip1();
int ammo2;
if (ammo1 < 0)
{
// we don't use clip ammo, just use the total ammo count
ammo1 = player->GetAmmoCount(wpn->GetPrimaryAmmoType());
ammo2 = 0;
}
else
{
// we use clip ammo, so the second ammo is the total ammo
ammo2 = player->GetAmmoCount(wpn->GetPrimaryAmmoType());
}
hudlcd->SetGlobalStat( "(ammo_primary)", VarArgs( "%d", ammo1 ) );
hudlcd->SetGlobalStat( "(ammo_secondary)", VarArgs( "%d", ammo2 ) );
if (wpn == m_hCurrentActiveWeapon)
{
// same weapon, just update counts
SetAmmo(ammo1, true);
SetAmmo2(ammo2, true);
}
else
{
// diferent weapon, change without triggering
SetAmmo(ammo1, false);
SetAmmo2(ammo2, false);
// update whether or not we show the total ammo display
if (wpn->UsesClipsForAmmo1())
{
SetShouldDisplaySecondaryValue(true);
}
else
{
SetShouldDisplaySecondaryValue(false);
}
m_hCurrentActiveWeapon = wpn;
}
}
示例7: OnThink
//-----------------------------------------------------------------------------
// Purpose: Get ammo info from the weapon and update the displays.
//-----------------------------------------------------------------------------
void CTFHudWeaponAmmo::OnThink()
{
// Get the player and active weapon.
C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer();
if ( !pPlayer )
return;
C_BaseCombatWeapon *pWeapon = pPlayer->GetActiveWeapon();
if ( tf2c_ammobucket.GetBool() && m_pWeaponBucket && pWeapon )
{
const CHudTexture *pTexture = pWeapon->GetSpriteInactive(); // red team
if ( pPlayer )
{
if ( pPlayer->GetTeamNumber() == TF_TEAM_BLUE )
{
pTexture = pWeapon->GetSpriteActive();
}
}
if ( pTexture )
{
char szImage[64];
Q_snprintf( szImage, sizeof(szImage), "../%s", pTexture->szTextureFile );
m_pWeaponBucket->SetImage( szImage );
m_pWeaponBucket->SetVisible( true );
}
else
{
m_pWeaponBucket->SetVisible( false );
}
}
else
{
m_pWeaponBucket->SetVisible( false );
}
if ( m_flNextThink < gpGlobals->curtime )
{
hudlcd->SetGlobalStat( "(weapon_print_name)", pWeapon ? pWeapon->GetPrintName() : " " );
hudlcd->SetGlobalStat( "(weapon_name)", pWeapon ? pWeapon->GetName() : " " );
if ( !pPlayer || !pWeapon || !pWeapon->UsesPrimaryAmmo() )
{
hudlcd->SetGlobalStat( "(ammo_primary)", "n/a" );
hudlcd->SetGlobalStat( "(ammo_secondary)", "n/a" );
// turn off our ammo counts
UpdateAmmoLabels( false, false, false );
m_nAmmo = -1;
m_nAmmo2 = -1;
}
else
{
// Get the ammo in our clip.
int nAmmo1 = pWeapon->Clip1();
int nAmmo2 = 0;
// Clip ammo not used, get total ammo count.
if ( nAmmo1 < 0 )
{
nAmmo1 = pPlayer->GetAmmoCount( pWeapon->GetPrimaryAmmoType() );
}
// Clip ammo, so the second ammo is the total ammo.
else
{
nAmmo2 = pPlayer->GetAmmoCount( pWeapon->GetPrimaryAmmoType() );
}
hudlcd->SetGlobalStat( "(ammo_primary)", VarArgs( "%d", nAmmo1 ) );
hudlcd->SetGlobalStat( "(ammo_secondary)", VarArgs( "%d", nAmmo2 ) );
if ( m_nAmmo != nAmmo1 || m_nAmmo2 != nAmmo2 || m_hCurrentActiveWeapon.Get() != pWeapon )
{
m_nAmmo = nAmmo1;
m_nAmmo2 = nAmmo2;
m_hCurrentActiveWeapon = pWeapon;
if ( m_hCurrentActiveWeapon.Get()->UsesClipsForAmmo1() )
{
UpdateAmmoLabels( true, true, false );
SetDialogVariable( "Ammo", m_nAmmo );
SetDialogVariable( "AmmoInReserve", m_nAmmo2 );
}
else
{
UpdateAmmoLabels( false, false, true );
SetDialogVariable( "Ammo", m_nAmmo );
}
}
}
m_flNextThink = gpGlobals->curtime + 0.1f;
}
}