当前位置: 首页>>代码示例>>C++>>正文


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

本文整理汇总了C++中C_BaseCombatWeapon::ShouldDrawCrosshair方法的典型用法代码示例。如果您正苦于以下问题:C++ C_BaseCombatWeapon::ShouldDrawCrosshair方法的具体用法?C++ C_BaseCombatWeapon::ShouldDrawCrosshair怎么用?C++ C_BaseCombatWeapon::ShouldDrawCrosshair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::ShouldDrawCrosshair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: ShouldDraw

//-----------------------------------------------------------------------------
// Purpose: Save CPU cycles by letting the HUD system early cull
// costly traversal.  Called per frame, return true if thinking and 
// painting need to occur.
//-----------------------------------------------------------------------------
bool CHudCrosshair::ShouldDraw( void )
{
	bool bNeedsDraw;

	if ( m_bHideCrosshair )
		return false;

	C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer();
	if ( !pPlayer )
		return false;

	C_BaseCombatWeapon *pWeapon = pPlayer->GetActiveWeapon();
	if ( pWeapon && !pWeapon->ShouldDrawCrosshair() )
		return false;

	/* disabled to avoid assuming it's an HL2 player.
	// suppress crosshair in zoom.
	if ( pPlayer->m_HL2Local.m_bZooming )
		return false;
	*/

	// draw a crosshair only if alive or spectating in eye
	bNeedsDraw = m_pCrosshair && 
		crosshair.GetInt() &&
		!engine->IsDrawingLoadingImage() &&
		!engine->IsPaused() && 
		g_pClientMode->ShouldDrawCrosshair() &&
		!( pPlayer->GetFlags() & FL_FROZEN ) &&
		( pPlayer->entindex() == render->GetViewEntity() ) &&
		//!pPlayer->IsInVGuiInputMode() &&
		( pPlayer->IsAlive() ||	( pPlayer->GetObserverMode() == OBS_MODE_IN_EYE ) || ( cl_observercrosshair.GetBool() && pPlayer->GetObserverMode() == OBS_MODE_ROAMING ) );

	return ( bNeedsDraw && CHudElement::ShouldDraw() );
}
开发者ID:TalonBraveInfo,项目名称:InvasionSource,代码行数:39,代码来源:hud_crosshair.cpp

示例2: ShouldDraw

//-----------------------------------------------------------------------------
// Purpose: Save CPU cycles by letting the HUD system early cull
// costly traversal.  Called per frame, return true if thinking and 
// painting need to occur.
//-----------------------------------------------------------------------------
bool CHudCrosshair::ShouldDraw( void )
{
	bool bNeedsDraw;

	if ( m_bHideCrosshair )
		return false;

	C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer();
	if ( !pPlayer )
		return false;

	C_BaseCombatWeapon *pWeapon = pPlayer->GetActiveWeapon();
	if ( pWeapon && !pWeapon->ShouldDrawCrosshair() )
		return false;

#ifdef PORTAL
//	C_Portal_Player *portalPlayer = ToPortalPlayer(pPlayer);
//	if ( portalPlayer && portalPlayer->IsSuppressingCrosshair() )
//		return false;
#endif // PORTAL

	/* disabled to avoid assuming it's an HL2 player.
	// suppress crosshair in zoom.
	if ( pPlayer->m_HL2Local.m_bZooming )
		return false;
	*/

	// draw a crosshair only if alive or spectating in eye
	if ( IsX360() )
	{
		bNeedsDraw = m_pCrosshair && 
			!engine->IsDrawingLoadingImage() &&
			!engine->IsPaused() && 
			( !pPlayer->IsSuitEquipped() || g_pGameRules->IsMultiplayer() ) &&
			g_pClientMode->ShouldDrawCrosshair() &&
			!( pPlayer->GetFlags() & FL_FROZEN ) &&
			( pPlayer->entindex() == render->GetViewEntity() ) &&
			( pPlayer->IsAlive() ||	( pPlayer->GetObserverMode() == OBS_MODE_IN_EYE ) || ( cl_observercrosshair.GetBool() && pPlayer->GetObserverMode() == OBS_MODE_ROAMING ) );
	}
	else
	{
		bNeedsDraw = m_pCrosshair && 
			crosshair.GetInt() &&
			!engine->IsDrawingLoadingImage() &&
			!engine->IsPaused() && 
			g_pClientMode->ShouldDrawCrosshair() &&
			!( pPlayer->GetFlags() & FL_FROZEN ) &&
			( pPlayer->entindex() == render->GetViewEntity() ) &&
			!pPlayer->IsInVGuiInputMode() &&
			( pPlayer->IsAlive() ||	( pPlayer->GetObserverMode() == OBS_MODE_IN_EYE ) || ( cl_observercrosshair.GetBool() && pPlayer->GetObserverMode() == OBS_MODE_ROAMING ) );
	}

	return ( bNeedsDraw && CHudElement::ShouldDraw() );
}
开发者ID:Creeper4414,项目名称:Portal-SourceSDKEdition,代码行数:59,代码来源:hud_crosshair.cpp

示例3: ShouldDraw

//-----------------------------------------------------------------------------
// Purpose: Save CPU cycles by letting the HUD system early cull
// costly traversal.  Called per frame, return true if thinking and 
// painting need to occur.
//-----------------------------------------------------------------------------
bool CDAHudCrosshair::ShouldDraw( void )
{
	// OnThink isn't called when the thing isn't visible so force it to update.
	CalculateCrosshair();

	bool bNeedsDraw;

	if ( m_bHideCrosshair )
		return false;

	C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer();
	if ( !pPlayer )
		return false;

	C_BaseCombatWeapon *pWeapon = pPlayer->GetActiveWeapon();
	if ( pWeapon && !pWeapon->ShouldDrawCrosshair() )
		return false;

	ConVarRef cl_observercrosshair("cl_observercrosshair");

	// draw a crosshair only if alive or spectating in eye
	if ( IsX360() )
	{
		bNeedsDraw = m_pCrosshair && 
			!engine->IsDrawingLoadingImage() &&
			!engine->IsPaused() && 
			( !pPlayer->IsSuitEquipped() || g_pGameRules->IsMultiplayer() ) &&
			g_pClientMode->ShouldDrawCrosshair() &&
			!( pPlayer->GetFlags() & FL_FROZEN ) &&
			( pPlayer->entindex() == render->GetViewEntity() ) &&
			( pPlayer->IsAlive() ||	( pPlayer->GetObserverMode() == OBS_MODE_IN_EYE ) || ( cl_observercrosshair.GetBool() && pPlayer->GetObserverMode() == OBS_MODE_ROAMING ) );
	}
	else
	{
		bNeedsDraw = m_pCrosshair && 
			da_crosshair.GetInt() &&
			!engine->IsDrawingLoadingImage() &&
			!engine->IsPaused() && 
			g_pClientMode->ShouldDrawCrosshair() &&
			!( pPlayer->GetFlags() & FL_FROZEN ) &&
			( pPlayer->entindex() == render->GetViewEntity() ) &&
			!pPlayer->IsInVGuiInputMode() &&
			( pPlayer->IsAlive() ||	( pPlayer->GetObserverMode() == OBS_MODE_IN_EYE ) || ( cl_observercrosshair.GetBool() && pPlayer->GetObserverMode() == OBS_MODE_ROAMING ) );
	}

	return ( bNeedsDraw && CHudElement::ShouldDraw() );
}
开发者ID:rajeshpillai,项目名称:DoubleAction,代码行数:52,代码来源:da_hud_crosshair.cpp


注:本文中的C_BaseCombatWeapon::ShouldDrawCrosshair方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。