本文整理汇总了C++中IPlayerInfo::GetUserID方法的典型用法代码示例。如果您正苦于以下问题:C++ IPlayerInfo::GetUserID方法的具体用法?C++ IPlayerInfo::GetUserID怎么用?C++ IPlayerInfo::GetUserID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IPlayerInfo
的用法示例。
在下文中一共展示了IPlayerInfo::GetUserID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: GameFrame
//---------------------------------------------------------------------------------
// Purpose: called once per server frame, do recurring work here (like checking for timeouts)
//---------------------------------------------------------------------------------
void WebSpecPlugin::GameFrame( bool simulating )
{
if (gpGlobals->curtime - g_lastUpdateTime > WEBSPEC_UPDATE_RATE_IN_SECONDS
&& ws_spectators.Count() > 0) {
char *buffer = (char *)malloc(MAX_BUFFER_SIZE);
Vector playerOrigin;
QAngle playerAngles;
float playerUberCharge;
int userid, health, playerClass;
IPlayerInfo *playerInfo;
CBaseEntity *playerEntity;
int bufferLength;
bufferLength = sprintf(buffer, "O");
for (int i = 1; i < gpGlobals->maxClients; i++) {
playerInfo = playerInfoManager->GetPlayerInfo(engine->PEntityOfEntIndex(i));
if (playerInfo == NULL || !playerInfo->IsConnected() || playerInfo->IsDead()) continue;
if (strlen(buffer) > 1)
snprintf(buffer, MAX_BUFFER_SIZE, "%s|", buffer);
userid = playerInfo->GetUserID();
health = playerInfo->GetHealth();
playerOrigin = playerInfo->GetAbsOrigin();
playerEntity = serverGameEnts->EdictToBaseEntity(engine->PEntityOfEntIndex(i));
playerClass = *MakePtr(int*, playerEntity, WSOffsets::pCTFPlayer__m_iClass);
playerAngles = CBaseEntity_EyeAngles(playerEntity);
if (playerClass == TFClass_Medic) {
CBaseCombatCharacter *playerCombatCharacter = CBaseEntity_MyCombatCharacterPointer(playerEntity);
CBaseCombatWeapon *slot1Weapon = CBaseCombatCharacter_Weapon_GetSlot(playerCombatCharacter, 1);
playerUberCharge = *MakePtr(float*, slot1Weapon, WSOffsets::pCWeaponMedigun__m_flChargeLevel);
} else {
示例2: BuildPlayerKickList
//---------------------------------------------------------------------------------
// Purpose: Builds up a list of players that are 'kickable'
//---------------------------------------------------------------------------------
void ManiReservedSlot::BuildPlayerKickList( player_t *player_ptr, int *players_on_server )
{
player_t temp_player;
active_player_t active_player;
FreeList((void **) &active_player_list, &active_player_list_size);
for (int i = 1; i <= max_players; i ++)
{
#if defined ( GAME_CSGO )
edict_t *pEntity = PEntityOfEntIndex(i);
#else
edict_t *pEntity = engine->PEntityOfEntIndex(i);
#endif
if( pEntity && !pEntity->IsFree())
{
if ( player_ptr && ( pEntity == player_ptr->entity ) )
continue;
IPlayerInfo *playerinfo = playerinfomanager->GetPlayerInfo( pEntity );
if (playerinfo && playerinfo->IsConnected())
{
Q_strcpy(active_player.steam_id, playerinfo->GetNetworkIDString());
if (FStrEq("BOT", active_player.steam_id))
{
continue;
}
INetChannelInfo *nci = engine->GetPlayerNetInfo(i);
if (!nci)
{
continue;
}
active_player.entity = pEntity;
active_player.ping = nci->GetAvgLatency(0);
const char * szCmdRate = engine->GetClientConVarValue( i, "cl_cmdrate" );
int nCmdRate = (20 > Q_atoi( szCmdRate )) ? 20 : Q_atoi(szCmdRate);
active_player.ping -= (0.5f/nCmdRate) + TICKS_TO_TIME( 1.0f ); // correct latency
// in GoldSrc we had a different, not fixed tickrate. so we have to adjust
// Source pings by half a tick to match the old GoldSrc pings.
active_player.ping -= TICKS_TO_TIME( 0.5f );
active_player.ping = active_player.ping * 1000.0f; // as msecs
active_player.ping = ((5 > active_player.ping) ? 5:active_player.ping); // set bounds, dont show pings under 5 msecs
active_player.time_connected = nci->GetTimeConnected();
Q_strcpy(active_player.ip_address, nci->GetAddress());
if (gpManiGameType->IsSpectatorAllowed() &&
playerinfo->GetTeamIndex () == gpManiGameType->GetSpectatorIndex())
{
active_player.is_spectator = true;
}
else
{
active_player.is_spectator = false;
}
active_player.user_id = playerinfo->GetUserID();
Q_strcpy(active_player.name, playerinfo->GetName());
if ( players_on_server )
*players_on_server = *players_on_server + 1;
active_player.kills = playerinfo->GetFragCount();
active_player.deaths = playerinfo->GetDeathCount();
Q_strcpy(temp_player.steam_id, active_player.steam_id);
Q_strcpy(temp_player.ip_address, active_player.ip_address);
Q_strcpy(temp_player.name, active_player.name);
temp_player.is_bot = false;
if (IsPlayerInReserveList(&temp_player))
{
continue;
}
active_player.index = i;
if (mani_reserve_slots_include_admin.GetInt() == 1 &&
gpManiClient->HasAccess(active_player.index, ADMIN, ADMIN_BASIC_ADMIN))
{
continue;
}
if (gpManiClient->HasAccess(active_player.index, IMMUNITY, IMMUNITY_RESERVE))
{
continue;
}
AddToList((void **) &active_player_list, sizeof(active_player_t), &active_player_list_size);
active_player_list[active_player_list_size - 1] = active_player;
}
}
}
}
示例3: webspec_callback
//=================================================================================
// Callback for the 'webspec' protocol
// Manages spectator connections & sending Initial messages to new spectators
//=================================================================================
int webspec_callback(struct libwebsocket_context *ctx, struct libwebsocket *wsi,
enum libwebsocket_callback_reasons reason, void *user, void *in, size_t len)
{
switch (reason) {
case LWS_CALLBACK_ESTABLISHED:
{
Msg("[WS] New connection\n");
// New connection
ws_spectators.AddToTail(wsi);
// Send basic game info to let client set up
// MapName, Server name (may remove), current team names
char *buffer = (char*)malloc(MAX_BUFFER_SIZE);
char *mapName = (char*) STRING(gpGlobals->mapname);
ConVarRef hostNameCVar = ConVarRef("hostname");
string_t hostname;
if (hostNameCVar.IsValid())
hostname = MAKE_STRING(hostNameCVar.GetString());
else
hostname = MAKE_STRING("WebSpec Demo Server"); //Can't imagine when hostname would be invalid, but this is Source
int length = snprintf(buffer, MAX_BUFFER_SIZE, "%c%s:%s:%s:%s", WSPacket_Init, mapName, STRING(hostname), STRING(ws_teamName[1]), STRING(ws_teamName[0]));
SendPacketToOne(buffer, length, wsi);
free(buffer);
//Send connected players
IPlayerInfo *playerInfo;
for (int i=1; i<=gpGlobals->maxClients; i++) {
playerInfo = playerInfoManager->GetPlayerInfo(engine->PEntityOfEntIndex(i));
if (playerInfo != NULL && playerInfo->IsConnected()) {
buffer = (char *)malloc(MAX_BUFFER_SIZE);
int userid = playerInfo->GetUserID();
int teamid = playerInfo->GetTeamIndex();
int health = playerInfo->GetHealth();
int maxHealth = playerInfo->GetMaxHealth();
bool alive = !playerInfo->IsDead();
string_t playerName = MAKE_STRING(playerInfo->GetName());
//Pointer magic to get TF2 class
CBaseEntity *playerEntity = serverGameEnts->EdictToBaseEntity(engine->PEntityOfEntIndex(i));
int playerClass = *MakePtr(int*, playerEntity, WSOffsets::pCTFPlayer__m_iClass);
float uberCharge = 0.0f;
if (playerClass == TFClass_Medic) {
//Way more pointer magic to get ubercharge from medigun
CBaseCombatCharacter *playerCombatCharacter = CBaseEntity_MyCombatCharacterPointer(playerEntity);
CBaseCombatWeapon *slot1Weapon = CBaseCombatCharacter_Weapon_GetSlot(playerCombatCharacter, 1);
uberCharge = *MakePtr(float*, slot1Weapon, WSOffsets::pCWeaponMedigun__m_flChargeLevel);
}
int length = snprintf(buffer, MAX_BUFFER_SIZE, "%c%d:%d:%d:%d:%d:%d:0:%d:%s", 'C', userid, teamid, playerClass,
health, maxHealth, alive, Round(uberCharge*100.0f), STRING(playerName));
SendPacketToOne(buffer, length, wsi);
free(buffer);
}
}
break;
}