本文整理汇总了C++中C_TFPlayer::GetAmmoCount方法的典型用法代码示例。如果您正苦于以下问题:C++ C_TFPlayer::GetAmmoCount方法的具体用法?C++ C_TFPlayer::GetAmmoCount怎么用?C++ C_TFPlayer::GetAmmoCount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_TFPlayer
的用法示例。
在下文中一共展示了C_TFPlayer::GetAmmoCount方法的4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: OnTick
void CHudMenuEngyBuild::OnTick( void )
{
C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer();
if ( !pLocalPlayer )
return;
int iAccount = pLocalPlayer->GetAmmoCount( TF_AMMO_METAL );
for ( int i=0;i<4; i++ )
{
int iRemappedObjectID = GetBuildingIDFromSlot( i + 1 );
// update this slot
C_BaseObject *pObj = NULL;
if ( pLocalPlayer )
{
pObj = pLocalPlayer->GetObjectOfType( iRemappedObjectID );
}
m_pAvailableObjects[i]->SetVisible( false );
m_pAlreadyBuiltObjects[i]->SetVisible( false );
m_pCantAffordObjects[i]->SetVisible( false );
// If the building is already built
if ( pObj != NULL && !pObj->IsPlacing() )
{
m_pAlreadyBuiltObjects[i]->SetVisible( true );
}
// See if we can afford it
else if ( iAccount < GetObjectInfo( iRemappedObjectID )->m_Cost )
{
m_pCantAffordObjects[i]->SetVisible( true );
}
else
{
// we can buy it
m_pAvailableObjects[i]->SetVisible( true );
}
}
}
示例2: UpdateHintLabels
void CHudMenuEngyBuild::UpdateHintLabels( void )
{
// hilight the action we can perform ( build or destroy or neither )
C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer();
if ( pLocalPlayer )
{
int iBuilding = GetBuildingIDFromSlot( m_iSelectedItem );
C_BaseObject *pObj = pLocalPlayer->GetObjectOfType( iBuilding );
bool bDestroyLabelBright = false;
bool bBuildLabelBright = false;
if ( pObj )
{
// hilight destroy, we have a building
bDestroyLabelBright = true;
}
else if ( pLocalPlayer->GetAmmoCount( TF_AMMO_METAL ) >= GetObjectInfo( iBuilding )->m_Cost ) // I can afford it
{
// hilight build, we can build this
bBuildLabelBright = true;
}
else
{
// dim both, do nothing
}
if ( m_pDestroyLabelBright && m_pDestroyLabelDim && m_pBuildLabelBright && m_pBuildLabelDim )
{
m_pDestroyLabelBright->SetVisible( bDestroyLabelBright );
m_pDestroyLabelDim->SetVisible( !bDestroyLabelBright );
m_pBuildLabelBright->SetVisible( bBuildLabelBright );
m_pBuildLabelDim->SetVisible( !bBuildLabelBright );
}
}
}
示例3: SendBuildMessage
void CHudMenuEngyBuild::SendBuildMessage( int iSlot )
{
C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer();
if ( !pLocalPlayer )
return;
int iBuilding = GetBuildingIDFromSlot( iSlot );
C_BaseObject *pObj = pLocalPlayer->GetObjectOfType( iBuilding );
int iCost = GetObjectInfo( iBuilding )->m_Cost;
if ( pObj == NULL && pLocalPlayer->GetAmmoCount( TF_AMMO_METAL ) >= iCost )
{
char szCmd[128];
Q_snprintf( szCmd, sizeof(szCmd), "build %d", iBuilding );
engine->ClientCmd( szCmd );
}
else
{
pLocalPlayer->EmitSound( "Player.DenyWeaponSelection" );
}
}
示例4: 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;
}
}