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C++ C_BaseCombatWeapon::GetSpriteInactive方法代码示例

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.........
开发者ID:Bubbasacs,项目名称:FinalProj,代码行数:101,代码来源:history_resource.cpp

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
开发者ID:BoXorz,项目名称:MasterSword-Source,代码行数:67,代码来源:history_resource.cpp

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;
	}
}
开发者ID:tryzombie501,项目名称:TF2HLCoop,代码行数:99,代码来源:tf_hud_ammostatus.cpp


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