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C++ C_TFPlayer::IsPlayerClass方法代码示例

本文整理汇总了C++中C_TFPlayer::IsPlayerClass方法的典型用法代码示例。如果您正苦于以下问题:C++ C_TFPlayer::IsPlayerClass方法的具体用法?C++ C_TFPlayer::IsPlayerClass怎么用?C++ C_TFPlayer::IsPlayerClass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::IsPlayerClass方法的8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: 
//-----------------------------------------------------------------------------
bool CHudDemomanChargeMeter::ShouldDraw( void )
{
	C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer();

	if ( !pPlayer || !pPlayer->IsPlayerClass( TF_CLASS_DEMOMAN ) || !pPlayer->IsAlive() )
	{
		return false;
	}

	CTFWeaponBase *pWpn = pPlayer->GetActiveTFWeapon();

	if ( !pWpn )
	{
		return false;
	}

	int iWeaponID = pWpn->GetWeaponID();

	if ( iWeaponID != TF_WEAPON_PIPEBOMBLAUNCHER )
	{
		return false;
	}

	return CHudElement::ShouldDraw();
}
开发者ID:TenmaPL,项目名称:TF2Classic,代码行数:28,代码来源:tf_hud_demomancharge.cpp

示例2: DisplayHintTo

//-----------------------------------------------------------------------------
// Purpose: Player has waved his crosshair over this entity. Display appropriate hints.
//-----------------------------------------------------------------------------
void C_BaseObject::DisplayHintTo( C_BasePlayer *pPlayer )
{
	bool bHintPlayed = false;

	C_TFPlayer *pTFPlayer = ToTFPlayer(pPlayer);
	if ( InSameTeam( pPlayer ) )
	{
		// We're looking at a friendly object. 

		if ( HasSapper() )
		{
			bHintPlayed = pPlayer->HintMessage( HINT_OBJECT_HAS_SAPPER, true, true );
		}

		if ( pTFPlayer->IsPlayerClass( TF_CLASS_ENGINEER ) )
		{
			// I'm an engineer.

			// If I'm looking at a constructing object, let me know I can help build it (but not 
			// if I built it myself, since I've already got that hint from the wrench).
			if ( !bHintPlayed && IsBuilding() && GetBuilder() != pTFPlayer )
			{
				bHintPlayed = pPlayer->HintMessage( HINT_ENGINEER_USE_WRENCH_ONOTHER, false, true );
			}

			// If it's damaged, I can repair it
			if ( !bHintPlayed && !IsBuilding() && GetHealth() < GetMaxHealth() )
			{
				bHintPlayed = pPlayer->HintMessage( HINT_ENGINEER_REPAIR_OBJECT, false, true );
			}
		}
	}
}
开发者ID:Deathreus,项目名称:TF2Classic,代码行数:36,代码来源:c_baseobject.cpp

示例3: GetTargetIDString

//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_AI_BaseNPC::GetTargetIDString( wchar_t *sIDString, int iMaxLenInBytes )
{
	sIDString[0] = '\0';

	C_TFPlayer *pLocalTFPlayer = C_TFPlayer::GetLocalTFPlayer();
	
	if ( !pLocalTFPlayer )
		return;

	if ( InSameTeam( pLocalTFPlayer ) || pLocalTFPlayer->IsPlayerClass( TF_CLASS_SPY ) || pLocalTFPlayer->GetTeamNumber() == TEAM_SPECTATOR )
	{
		const char *pszClassname = GetClassname();
		wchar_t *wszNPCName;
		wszNPCName = g_pVGuiLocalize->Find( pszClassname );

		if ( !wszNPCName )
		{
			wchar_t wszNPCNameBuf[MAX_PLAYER_NAME_LENGTH];
			g_pVGuiLocalize->ConvertANSIToUnicode( pszClassname, wszNPCNameBuf, sizeof(wszNPCNameBuf) );
			wszNPCName = wszNPCNameBuf;
		}

		const char *printFormatString = NULL;

		if ( pLocalTFPlayer->GetTeamNumber() == TEAM_SPECTATOR || InSameTeam( pLocalTFPlayer ) )
		{
			printFormatString = "#TF_playerid_sameteam";
		}
		else if ( pLocalTFPlayer->IsPlayerClass( TF_CLASS_SPY ) )
		{
			// Spy can see enemy's health.
			printFormatString = "#TF_playerid_diffteam";
		}

		wchar_t *wszPrepend = L"";

		if ( printFormatString )
		{
			g_pVGuiLocalize->ConstructString( sIDString, iMaxLenInBytes, g_pVGuiLocalize->Find(printFormatString), 3, wszPrepend, wszNPCName );
		}
	}
}
开发者ID:tryzombie501,项目名称:TF2HLCoop,代码行数:45,代码来源:c_ai_basenpc.cpp

示例4: ShouldDraw

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
bool CHudBuildingStatusContainer_Engineer::ShouldDraw( void )
{
	// Don't draw in freezecam
	C_TFPlayer *pPlayer = CTFPlayer::GetLocalTFPlayer();
	if ( !pPlayer || !pPlayer->IsPlayerClass( TF_CLASS_ENGINEER ) || pPlayer->GetObserverMode() == OBS_MODE_FREEZECAM )
	{
		return false;
	}

	if ( pPlayer->GetTeamNumber() <= TEAM_SPECTATOR )
	{
		return false;
	}

	return CHudElement::ShouldDraw();
}
开发者ID:Axitonium,项目名称:SourceEngine2007,代码行数:19,代码来源:tf_hud_building_status.cpp

示例5: ShouldDraw

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
bool CHudMedicChargeMeter::ShouldDraw( void )
{
	C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer();

	if ( !pPlayer || !pPlayer->IsPlayerClass( TF_CLASS_MEDIC ) || !pPlayer->IsAlive() )
	{
		return false;
	}

	CTFWeaponBase *pWpn = pPlayer->GetActiveTFWeapon();

	if ( !pWpn )
	{
		return false;
	}

	if ( pWpn->GetWeaponID() != TF_WEAPON_MEDIGUN )
	{
		return false;
	}

	return CHudElement::ShouldDraw();
}
开发者ID:Axitonium,项目名称:SourceEngine2007,代码行数:26,代码来源:tf_hud_mediccharge.cpp

示例6: UpdateID

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CTargetID::UpdateID( void )
{
	wchar_t sIDString[ MAX_ID_STRING ] = L"";
	wchar_t sDataString[ MAX_ID_STRING ] = L"";

	C_TFPlayer *pLocalTFPlayer = C_TFPlayer::GetLocalTFPlayer();
	if ( !pLocalTFPlayer )
		return;

	// Get our target's ent index
	Assert( m_iTargetEntIndex );

	// Is this an entindex sent by the server?
	if ( m_iTargetEntIndex )
	{
		C_BaseEntity *pEnt = cl_entitylist->GetEnt( m_iTargetEntIndex );
		if ( !pEnt )
			return;

		bool bShowHealth = false;
		float flHealth = 0;
		float flMaxHealth = 1;
		int iMaxBuffedHealth = 0;
		int iColorNum = TEAM_UNASSIGNED;

		// Some entities we always want to check, cause the text may change
		// even while we're looking at it
		// Is it a player?
		if ( IsPlayerIndex( m_iTargetEntIndex ) )
		{
			const char *printFormatString = NULL;
			wchar_t wszPlayerName[ MAX_PLAYER_NAME_LENGTH ];
			bool bDisguisedTarget = false;
			bool bDisguisedEnemy = false;

			C_TFPlayer *pPlayer = static_cast<C_TFPlayer*>( pEnt );
			if ( !pPlayer )
				return;

			C_TFPlayer *pDisguiseTarget = NULL;
			g_pVGuiLocalize->ConvertANSIToUnicode( pPlayer->GetPlayerName(), wszPlayerName, sizeof(wszPlayerName) );

			// determine if the target is a disguised spy (either friendly or enemy)
			if ( pPlayer->m_Shared.InCond( TF_COND_DISGUISED ) && // they're disguised
				//!pPlayer->m_Shared.InCond( TF_COND_DISGUISING ) && // they're not in the process of disguising
				!pPlayer->m_Shared.InCond( TF_COND_STEALTHED ) ) // they're not cloaked
			{
				bDisguisedTarget = true;
				pDisguiseTarget = ToTFPlayer( pPlayer->m_Shared.GetDisguiseTarget() );
			}

			iColorNum = pPlayer->GetTeamNumber();

			if ( bDisguisedTarget )
			{
				// is the target a disguised enemy spy?
				if ( pPlayer->IsEnemyPlayer() )
				{
					if ( pDisguiseTarget )
					{
						bDisguisedEnemy = true;
						// change the player name
						g_pVGuiLocalize->ConvertANSIToUnicode( pDisguiseTarget->GetPlayerName(), wszPlayerName, sizeof(wszPlayerName) );
						// Show their disguise team color.
						iColorNum = pPlayer->m_Shared.GetDisguiseTeam();
					}
				}
				else
				{
					// The target is a disguised friendly spy.  They appear to the player with no disguise.  Add the disguise
					// team & class to the target ID element.
					bool bDisguisedAsEnemy = ( pPlayer->m_Shared.GetDisguiseTeam() != pPlayer->GetTeamNumber() );
					const wchar_t *wszAlignment = g_pVGuiLocalize->Find( bDisguisedAsEnemy ? "#TF_enemy" : "#TF_friendly" );
					
					int classindex = pPlayer->m_Shared.GetDisguiseClass();
					const wchar_t *wszClassName = g_pVGuiLocalize->Find( g_aPlayerClassNames[classindex] );

					// build a string with disguise information
					g_pVGuiLocalize->ConstructString( sDataString, sizeof(sDataString), g_pVGuiLocalize->Find( "#TF_playerid_friendlyspy_disguise" ), 
						2, wszAlignment, wszClassName );
				}
			}

			if ( pPlayer->IsPlayerClass( TF_CLASS_MEDIC ) )
			{
				wchar_t wszChargeLevel[ 10 ];
				_snwprintf( wszChargeLevel, ARRAYSIZE(wszChargeLevel) - 1, L"%.0f", pPlayer->MedicGetChargeLevel() * 100 );
				wszChargeLevel[ ARRAYSIZE(wszChargeLevel)-1 ] = '\0';
				g_pVGuiLocalize->ConstructString( sDataString, sizeof(sDataString), g_pVGuiLocalize->Find( "#TF_playerid_mediccharge" ), 1, wszChargeLevel );
			}
			
			if (pLocalTFPlayer->GetTeamNumber() == TEAM_SPECTATOR || pPlayer->InSameTeam(pLocalTFPlayer) || (bDisguisedEnemy && pPlayer->m_Shared.GetDisguiseTeam() == pLocalTFPlayer->GetTeamNumber()))
			{
				printFormatString = "#TF_playerid_sameteam";
				bShowHealth = true;
			}
			else if ( pLocalTFPlayer->IsPlayerClass( TF_CLASS_SPY ) && !pPlayer->m_Shared.InCond( TF_COND_STEALTHED ) )
//.........这里部分代码省略.........
开发者ID:hitmen047,项目名称:TF2HLCoop,代码行数:101,代码来源:tf_hud_target_id.cpp

示例7: ShouldDraw

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
bool CTargetID::ShouldDraw( void )
{
	if ( !CHudElement::ShouldDraw() )
		return false;

	C_TFPlayer *pLocalTFPlayer = C_TFPlayer::GetLocalTFPlayer();
	if ( !pLocalTFPlayer )
		return false;

	// Get our target's ent index
	m_iTargetEntIndex = CalculateTargetIndex(pLocalTFPlayer);
	if ( !m_iTargetEntIndex )
	{
		// Check to see if we should clear our ID
		if ( m_flLastChangeTime && ( gpGlobals->curtime > m_flLastChangeTime ) )
		{
			m_flLastChangeTime = 0;
			m_iLastEntIndex = 0;
		}
		else
		{
			// Keep re-using the old one
			m_iTargetEntIndex = m_iLastEntIndex;
		}
	}
	else
	{
		m_flLastChangeTime = gpGlobals->curtime;
	}

	bool bReturn = false;
	if ( m_iTargetEntIndex )
	{
		C_BaseEntity *pEnt = cl_entitylist->GetEnt( m_iTargetEntIndex );
		if ( pEnt )
		{
			if ( IsPlayerIndex( m_iTargetEntIndex ) )
			{
				C_TFPlayer *pPlayer = static_cast<C_TFPlayer*>( pEnt );
				bool bDisguisedEnemy = false;
				if ( pPlayer->m_Shared.InCond( TF_COND_DISGUISED ) && // they're disguised
					!pPlayer->m_Shared.InCond( TF_COND_DISGUISING ) && // they're not in the process of disguising
					!pPlayer->m_Shared.InCond( TF_COND_STEALTHED ) ) // they're not cloaked
				{
					bDisguisedEnemy = (ToTFPlayer( pPlayer->m_Shared.GetDisguiseTarget() ) != NULL);
				}

				bReturn = (pLocalTFPlayer->GetTeamNumber() == TEAM_SPECTATOR || 
					pLocalTFPlayer->InSameTeam(pEnt) || 
					(bDisguisedEnemy && pPlayer->m_Shared.GetDisguiseTeam() == pLocalTFPlayer->GetTeamNumber()) || 
					(pLocalTFPlayer->IsPlayerClass( TF_CLASS_SPY ) && !pPlayer->m_Shared.InCond( TF_COND_STEALTHED )) );
			}
			else if ( pEnt->IsBaseObject() && (pLocalTFPlayer->InSameTeam( pEnt ) || pLocalTFPlayer->IsPlayerClass( TF_CLASS_SPY ) || pLocalTFPlayer->GetTeamNumber() == TEAM_SPECTATOR) )
			{
				bReturn = true;
			}
			else if ( pEnt->IsNPC() )
			{
				bReturn = ( pLocalTFPlayer->GetTeamNumber() == TEAM_SPECTATOR || pLocalTFPlayer->InSameTeam( pEnt ) || pLocalTFPlayer->IsPlayerClass( TF_CLASS_SPY ) );
			}
		}
	}

	if ( bReturn )
	{
		if ( !IsVisible() || (m_iTargetEntIndex != m_iLastEntIndex) )
		{
			m_iLastEntIndex = m_iTargetEntIndex;
			m_bLayoutOnUpdate = true;
		}

		UpdateID();
	}

	return bReturn;
}
开发者ID:hitmen047,项目名称:TF2HLCoop,代码行数:79,代码来源:tf_hud_target_id.cpp

示例8: GetTargetIDString

//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BaseObject::GetTargetIDString( wchar_t *sIDString, int iMaxLenInBytes )
{
	sIDString[0] = '\0';

	C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer();

	if ( !pLocalPlayer )
		return;

	if ( InSameTeam( pLocalPlayer ) || pLocalPlayer->IsPlayerClass( TF_CLASS_SPY ) || pLocalPlayer->GetTeamNumber() == TEAM_SPECTATOR )
	{
		wchar_t wszBuilderName[ MAX_PLAYER_NAME_LENGTH ];

		const char *pszStatusName = GetStatusName();
		wchar_t *wszObjectName = g_pVGuiLocalize->Find( pszStatusName );

		if ( !wszObjectName )
		{
			wszObjectName = L"";
		}

		C_BasePlayer *pBuilder = GetOwner();

		if ( pBuilder )
		{
			g_pVGuiLocalize->ConvertANSIToUnicode( pBuilder->GetPlayerName(), wszBuilderName, sizeof(wszBuilderName) );
		}
		else
		{
			wszBuilderName[0] = '\0';
		}

		// building or live, show health
		const char *printFormatString;
		
		if ( GetObjectInfo(GetType())->m_AltModes.Count() > 0 )
		{
			printFormatString = "#TF_playerid_object_mode";

			pszStatusName = GetObjectInfo( GetType() )->m_AltModes.Element( m_iObjectMode * 3 + 1 );
			wchar_t *wszObjectModeName = g_pVGuiLocalize->Find( pszStatusName );

			if ( !wszObjectModeName )
			{
				wszObjectModeName = L"";
			}

			g_pVGuiLocalize->ConstructString( sIDString, iMaxLenInBytes, g_pVGuiLocalize->Find(printFormatString),
				4,
				wszObjectName,
				wszBuilderName,
				wszObjectModeName);
		}
		else
		{
			if ( m_bMiniBuilding )
				printFormatString = "#TF_playerid_object_mini";
			else
				printFormatString = "#TF_playerid_object";

			g_pVGuiLocalize->ConstructString( sIDString, iMaxLenInBytes, g_pVGuiLocalize->Find( printFormatString ),
				3,
				wszObjectName,
				wszBuilderName );
		}
	}
}
开发者ID:Deathreus,项目名称:TF2Classic,代码行数:70,代码来源:c_baseobject.cpp


注:本文中的C_TFPlayer::IsPlayerClass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。