本文整理汇总了C++中IFireMode::RemoveProjectileId方法的典型用法代码示例。如果您正苦于以下问题:C++ IFireMode::RemoveProjectileId方法的具体用法?C++ IFireMode::RemoveProjectileId怎么用?C++ IFireMode::RemoveProjectileId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IFireMode
的用法示例。
在下文中一共展示了IFireMode::RemoveProjectileId方法的1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: Detonate
//------------------------------------------------------------------------
bool CDetonate::Detonate(bool net)
{
if (m_pWeapon->IsServer())
{
CActor *pOwner=m_pWeapon->GetOwnerActor();
if (!pOwner)
return false;
if (CWeapon *pWeapon=static_cast<CWeapon*>(pOwner->GetItemByClass(CItem::sC4Class)))
{
IFireMode* pFM = pWeapon->GetFireMode(pWeapon->GetCurrentFireMode());
//assert(pFM && "Detonator has not fire mode! Can not detonate C4");
if(!pFM)
return false;
while(EntityId projectileId=pFM->RemoveProjectileId())
{
if (CProjectile *pProjectile=g_pGame->GetWeaponSystem()->GetProjectile(projectileId))
{
pProjectile->Explode(true, false);
g_pGame->GetIGameFramework()->GetIGameplayRecorder()->Event(pWeapon->GetOwner(), GameplayEvent(eGE_WeaponShot, pProjectile->GetEntity()->GetClass()->GetName(), 1, (void *)pWeapon->GetEntityId()));
}
}
}
}
if (!net)
m_pWeapon->RequestShoot(0, ZERO, ZERO, ZERO, ZERO, 1.0f, 0, false);
return true;
}