本文整理汇总了C++中C_BaseCombatWeapon::GetSpriteInactive方法的典型用法代码示例。如果您正苦于以下问题:C++ C_BaseCombatWeapon::GetSpriteInactive方法的具体用法?C++ C_BaseCombatWeapon::GetSpriteInactive怎么用?C++ C_BaseCombatWeapon::GetSpriteInactive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::GetSpriteInactive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: Paint
//-----------------------------------------------------------------------------
// Purpose: Draw the pickup history
//-----------------------------------------------------------------------------
void CHudHistoryResource::Paint( void )
{
if ( m_bDoNotDraw )
{
// this is to not draw things until the first rendered
m_bDoNotDraw = false;
return;
}
// set when drawing should occur
// will be set if valid drawing does occur
m_bNeedsDraw = false;
int wide, tall;
GetSize( wide, tall );
for ( int i = 0; i < m_PickupHistory.Count(); i++ )
{
if ( m_PickupHistory[i].type )
{
m_PickupHistory[i].DisplayTime = min( m_PickupHistory[i].DisplayTime, gpGlobals->curtime + hud_drawhistory_time.GetFloat() );
if ( m_PickupHistory[i].DisplayTime <= gpGlobals->curtime )
{
// pic drawing time has expired
memset( &m_PickupHistory[i], 0, sizeof(HIST_ITEM) );
CheckClearHistory();
continue;
}
float elapsed = m_PickupHistory[i].DisplayTime - gpGlobals->curtime;
float scale = elapsed * 80;
Color clr = gHUD.m_clrNormal;
clr[3] = min( scale, 255 );
bool bUseAmmoFullMsg = false;
// get the icon and number to draw
const CHudTexture *itemIcon = NULL;
int iAmount = 0;
switch ( m_PickupHistory[i].type )
{
case HISTSLOT_AMMO:
{
itemIcon = gWR.GetAmmoIconFromWeapon( m_PickupHistory[i].iId );
iAmount = m_PickupHistory[i].iCount;
}
break;
case HISTSLOT_AMMODENIED:
{
itemIcon = gWR.GetAmmoIconFromWeapon( m_PickupHistory[i].iId );
iAmount = 0;
bUseAmmoFullMsg = true;
// display as red
clr = gHUD.m_clrCaution;
clr[3] = min( scale, 255 );
}
break;
case HISTSLOT_WEAP:
{
C_BaseCombatWeapon *pWeapon = m_PickupHistory[i].m_hWeapon;
if ( !pWeapon )
return;
if ( !pWeapon->HasAmmo() )
{
// if the weapon doesn't have ammo, display it as red
clr = gHUD.m_clrCaution;
clr[3] = min( scale, 255 );
}
itemIcon = pWeapon->GetSpriteInactive();
}
break;
case HISTSLOT_ITEM:
{
if ( !m_PickupHistory[i].iId )
continue;
itemIcon = m_PickupHistory[i].icon;
}
break;
default:
// unknown history type
Assert( 0 );
break;
}
if ( !itemIcon )
continue;
if ( clr[3] )
{
// valid drawing will occur
m_bNeedsDraw = true;
}
//.........这里部分代码省略.........
示例2: Paint
//.........这里部分代码省略.........
itemIcon = pWpnInfo->iconActive;
itemAmmoIcon = NULL;
bHalfHeight = false;
}
#endif
iAmount = m_PickupHistory[i].iCount;
}
break;
case HISTSLOT_AMMODENIED:
{
itemIcon = gWR.GetAmmoIconFromWeapon( m_PickupHistory[i].iId );
iAmount = 0;
bUseAmmoFullMsg = true;
// display as red
clr = gHUD.m_clrCaution;
clr[3] = MIN( scale, 255 );
}
break;
case HISTSLOT_WEAP:
{
C_BaseCombatWeapon *pWeapon = m_PickupHistory[i].m_hWeapon;
if ( !pWeapon )
return;
if ( !pWeapon->HasAmmo() )
{
// if the weapon doesn't have ammo, display it as red
clr = gHUD.m_clrCaution;
clr[3] = MIN( scale, 255 );
}
itemIcon = pWeapon->GetSpriteInactive();
bHalfHeight = false;
}
break;
case HISTSLOT_ITEM:
{
if ( !m_PickupHistory[i].iId )
continue;
itemIcon = m_PickupHistory[i].icon;
bHalfHeight = false;
}
break;
default:
// unknown history type
Assert( 0 );
break;
}
if ( !itemIcon )
continue;
if ( clr[3] )
{
// valid drawing will occur
m_bNeedsDraw = true;
}
int ypos = tall - (m_flHistoryGap * (i + 1));
int xpos = wide - itemIcon->Width() - m_flIconInset;
#ifndef MSS
// Adjust for a half-height icon
示例3: 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;
}
}