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C++ C_TFPlayer::GetObserverTarget方法代码示例

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


在下文中一共展示了C_TFPlayer::GetObserverTarget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: DrawModel

//-----------------------------------------------------------------------------
// Purpose: Don't render the weapon if its supposed to be lowered and we have
// finished the lowering animation
//-----------------------------------------------------------------------------
int CTFViewModel::DrawModel( int flags )
{
    // Check for lowering the weapon
    C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer();

    Assert( pPlayer );

    bool bLowered = pPlayer->IsWeaponLowered();

    if ( bLowered && fabs( m_vLoweredWeaponOffset.x - cl_gunlowerangle.GetFloat() ) < 0.1 )
    {
        // fully lowered, stop drawing
        return 1;
    }

    C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer();
    if ( pLocalPlayer && pLocalPlayer->GetObserverMode() == OBS_MODE_IN_EYE &&
            pLocalPlayer->GetObserverTarget() && pLocalPlayer->GetObserverTarget()->IsPlayer() )
    {
        pPlayer = ToTFPlayer( pLocalPlayer->GetObserverTarget() );

        if ( pPlayer != GetOwner() )
            return 0;
    }

    if ( pPlayer->IsAlive() == false )
    {
        return 0;
    }

    return BaseClass::DrawModel( flags );
}
开发者ID:MrBoomer568,项目名称:TF2Classic,代码行数:36,代码来源:tf_viewmodel.cpp

示例2: ShouldDraw

bool CHudSmokeBomb::ShouldDraw()
{
	C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer();

	// if we are spectating another player first person, check this player
	if ( pPlayer && ( pPlayer->GetObserverMode() == OBS_MODE_IN_EYE ) )
	{
		pPlayer = ToTFPlayer( pPlayer->GetObserverTarget() );
	}

	return ( pPlayer && pPlayer->IsAlive() && pPlayer->m_Shared.InCond( TF_COND_SMOKE_BOMB ) );
}
开发者ID:Axitonium,项目名称:SourceEngine2007,代码行数:12,代码来源:tf_hud_smoke_bomb.cpp

示例3: OnTick

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CTFHudFlagObjectives::OnTick()
{
	// iterate through the flags to set their position in our HUD
	for ( int i = 0; i < g_Flags.Count(); i++ )
	{
		CCaptureFlag *pFlag = dynamic_cast< CCaptureFlag* >( ClientEntityList().GetEnt( g_Flags[i] ) );

		if ( pFlag )
		{
			if (!pFlag->IsDisabled())
			{
				if (m_pRedFlag && pFlag->GetTeamNumber() == TF_TEAM_RED)
				{
					m_pRedFlag->SetEntity(pFlag);
				}
				else if (m_pBlueFlag && pFlag->GetTeamNumber() == TF_TEAM_BLUE)
				{
					m_pBlueFlag->SetEntity(pFlag);
				}
				else if (m_pGreenFlag && pFlag->GetTeamNumber() == TF_TEAM_GREEN)
				{
					m_pGreenFlag->SetEntity(pFlag);
				}
				else if (m_pYellowFlag && pFlag->GetTeamNumber() == TF_TEAM_YELLOW)
				{
					m_pYellowFlag->SetEntity(pFlag);
				}
			}
		}
		else
		{
			// this isn't a valid index for a flag
			g_Flags.Remove( i );
		}
	}

	// are we playing captures for rounds?
	if ( tf_flag_caps_per_round.GetInt() > 0 )
	{
		C_TFTeam *pTeam = GetGlobalTFTeam( TF_TEAM_BLUE );
		if ( pTeam )
		{
			SetDialogVariable( "bluescore", pTeam->GetFlagCaptures() );
		}

		pTeam = GetGlobalTFTeam( TF_TEAM_RED );
		if ( pTeam )
		{
			SetDialogVariable( "redscore", pTeam->GetFlagCaptures() );
		}

		SetPlayingToLabelVisible( true );
		SetDialogVariable( "rounds", tf_flag_caps_per_round.GetInt() );
	}
	else // we're just playing straight score
	{
		C_TFTeam *pTeam = GetGlobalTFTeam( TF_TEAM_BLUE );
		if ( pTeam )
		{
			SetDialogVariable( "bluescore", pTeam->Get_Score() );
		}

		pTeam = GetGlobalTFTeam( TF_TEAM_RED );
		if ( pTeam )
		{
			SetDialogVariable( "redscore", pTeam->Get_Score() );
		}

		SetPlayingToLabelVisible( false );
	}

	// check the local player to see if they're spectating, OBS_MODE_IN_EYE, and the target entity is carrying the flag
	bool bSpecCarriedImage = false;
	C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer();
	if ( pPlayer && ( pPlayer->GetObserverMode() == OBS_MODE_IN_EYE ) )
	{
		// does our target have the flag?
		C_BaseEntity *pEnt = pPlayer->GetObserverTarget();
		if ( pEnt && pEnt->IsPlayer() )
		{
			C_TFPlayer *pTarget = static_cast< C_TFPlayer* >( pEnt );
			if ( pTarget->HasTheFlag() )
			{
				bSpecCarriedImage = true;

				CCaptureFlag *pPlayerFlag = dynamic_cast<CCaptureFlag*>(pTarget->GetItem());

				if (m_pSpecCarriedImage)
				{
					switch (pPlayerFlag->GetTeamNumber())
					{
						case TF_TEAM_RED:
							m_pSpecCarriedImage->SetImage(("%s_red", STRING(pPlayerFlag->m_szHudIcon)));
							break;
						case TF_TEAM_BLUE:
							m_pSpecCarriedImage->SetImage(("%s_blue", STRING(pPlayerFlag->m_szHudIcon)));
							break;
//.........这里部分代码省略.........
开发者ID:treetoon,项目名称:TF2Classic,代码行数:101,代码来源:tf_hud_flagstatus.cpp

示例4: Paint

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CTFArrowPanel::Paint()
{
	if ( !m_hEntity.Get() )
		return;

	C_BaseEntity *pEnt = m_hEntity.Get();
	IMaterial *pMaterial = m_NeutralMaterial;

	C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer();

	// figure out what material we need to use
	if ( pEnt->GetTeamNumber() == TF_TEAM_RED )
	{
		pMaterial = m_RedMaterial;

		if ( pLocalPlayer && ( pLocalPlayer->GetObserverMode() == OBS_MODE_IN_EYE ) )
		{
			// is our target a player?
			C_BaseEntity *pTargetEnt = pLocalPlayer->GetObserverTarget();
			if ( pTargetEnt && pTargetEnt->IsPlayer() )
			{
				// does our target have the flag and are they carrying the flag we're currently drawing?
				C_TFPlayer *pTarget = static_cast< C_TFPlayer* >( pTargetEnt );
				if ( pTarget->HasTheFlag() && ( pTarget->GetItem() == pEnt ) )
				{
					pMaterial = m_RedMaterialNoArrow;
				}
			}
		}
	}
	else if ( pEnt->GetTeamNumber() == TF_TEAM_BLUE )
	{
		pMaterial = m_BlueMaterial;

		if ( pLocalPlayer && ( pLocalPlayer->GetObserverMode() == OBS_MODE_IN_EYE ) )
		{
			// is our target a player?
			C_BaseEntity *pTargetEnt = pLocalPlayer->GetObserverTarget();
			if ( pTargetEnt && pTargetEnt->IsPlayer() )
			{
				// does our target have the flag and are they carrying the flag we're currently drawing?
				C_TFPlayer *pTarget = static_cast< C_TFPlayer* >( pTargetEnt );
				if ( pTarget->HasTheFlag() && ( pTarget->GetItem() == pEnt ) )
				{
					pMaterial = m_BlueMaterialNoArrow;
				}
			}
		}
	}
	else if (pEnt->GetTeamNumber() == TF_TEAM_GREEN)
	{
		pMaterial = m_GreenMaterial;

		if (pLocalPlayer && (pLocalPlayer->GetObserverMode() == OBS_MODE_IN_EYE))
		{
			// is our target a player?
			C_BaseEntity *pTargetEnt = pLocalPlayer->GetObserverTarget();
			if (pTargetEnt && pTargetEnt->IsPlayer())
			{
				// does our target have the flag and are they carrying the flag we're currently drawing?
				C_TFPlayer *pTarget = static_cast< C_TFPlayer* >(pTargetEnt);
				if (pTarget->HasTheFlag() && (pTarget->GetItem() == pEnt))
				{
					pMaterial = m_GreenMaterialNoArrow;
				}
			}
		}
	}
	else if (pEnt->GetTeamNumber() == TF_TEAM_YELLOW)
	{
		pMaterial = m_YellowMaterial;

		if (pLocalPlayer && (pLocalPlayer->GetObserverMode() == OBS_MODE_IN_EYE))
		{
			// is our target a player?
			C_BaseEntity *pTargetEnt = pLocalPlayer->GetObserverTarget();
			if (pTargetEnt && pTargetEnt->IsPlayer())
			{
				// does our target have the flag and are they carrying the flag we're currently drawing?
				C_TFPlayer *pTarget = static_cast< C_TFPlayer* >(pTargetEnt);
				if (pTarget->HasTheFlag() && (pTarget->GetItem() == pEnt))
				{
					pMaterial = m_YellowMaterialNoArrow;
				}
			}
		}
	}

	int x = 0;
	int y = 0;
	ipanel()->GetAbsPos( GetVPanel(), x, y );
	int nWidth = GetWide();
	int nHeight = GetTall();

	CMatRenderContextPtr pRenderContext( materials );
	pRenderContext->MatrixMode( MATERIAL_MODEL );
	pRenderContext->PushMatrix(); 
//.........这里部分代码省略.........
开发者ID:treetoon,项目名称:TF2Classic,代码行数:101,代码来源:tf_hud_flagstatus.cpp


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