本文整理汇总了C++中WeaponsResource::Init方法的典型用法代码示例。如果您正苦于以下问题:C++ WeaponsResource::Init方法的具体用法?C++ WeaponsResource::Init怎么用?C++ WeaponsResource::Init使用的例子?那么恭喜您, 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WeaponsResource
的用法示例。
在下文中一共展示了WeaponsResource::Init方法的2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: Init
int CHudAmmo::Init(void)
{
gHUD.AddHudElem(this);
HOOK_MESSAGE(CurWeapon);
HOOK_MESSAGE(WeaponList);
HOOK_MESSAGE(AmmoPickup);
HOOK_MESSAGE(WeapPickup);
HOOK_MESSAGE(ItemPickup);
HOOK_MESSAGE(HideWeapon);
HOOK_MESSAGE(AmmoX);
HOOK_MESSAGE(Crosshair);
HOOK_MESSAGE(Brass);
HOOK_COMMAND("slot1", Slot1);
HOOK_COMMAND("slot2", Slot2);
HOOK_COMMAND("slot3", Slot3);
HOOK_COMMAND("slot4", Slot4);
HOOK_COMMAND("slot5", Slot5);
HOOK_COMMAND("slot6", Slot6);
HOOK_COMMAND("slot7", Slot7);
HOOK_COMMAND("slot8", Slot8);
HOOK_COMMAND("slot9", Slot9);
HOOK_COMMAND("slot10", Slot10);
HOOK_COMMAND("cancelselect", Close);
HOOK_COMMAND("invnext", NextWeapon);
HOOK_COMMAND("invprev", PrevWeapon);
HOOK_COMMAND("adjust_crosshair", Adjust_Crosshair);
HOOK_COMMAND("rebuy", Rebuy);
HOOK_COMMAND("autobuy", Autobuy);
Reset();
m_pHud_DrawHistory_Time = CVAR_CREATE( "hud_drawhistory_time", HISTORY_DRAW_TIME, 0 );
m_pHud_FastSwitch = CVAR_CREATE( "hud_fastswitch", "0", FCVAR_ARCHIVE ); // controls whether or not weapons can be selected in one keypress
CVAR_CREATE( "cl_observercrosshair", "1", 0 );
m_pClCrosshairColor = CVAR_CREATE( "cl_crosshair_color", "50 250 50", FCVAR_ARCHIVE );
m_pClCrosshairTranslucent = CVAR_CREATE( "cl_crosshair_translucent", "1", FCVAR_ARCHIVE );
m_pClCrosshairSize = CVAR_CREATE( "cl_crosshair_size", "auto", FCVAR_ARCHIVE );
m_pClDynamicCrosshair = CVAR_CREATE("cl_dynamiccrosshair", "1", FCVAR_ARCHIVE);
m_iFlags |= HUD_ACTIVE; //!!!
m_R = 50;
m_G = 250;
m_B = 50;
m_iAlpha = 200;
m_cvarB = m_cvarR = m_cvarG = -1;
m_iCurrentCrosshair = 0;
m_bAdditive = 1;
m_iCrosshairScaleBase = 1024;
m_bDrawCrosshair = true;
gWR.Init();
gHR.Init();
return 1;
};
示例2: Init
int CHudAmmo::Init( void )
{
gHUD.AddHudElem( this );
HOOK_MESSAGE( CurWeapon );
HOOK_MESSAGE( WeaponList );
HOOK_MESSAGE( AmmoPickup );
HOOK_MESSAGE( WeapPickup );
HOOK_MESSAGE( ItemPickup );
HOOK_MESSAGE( HideWeapon );
HOOK_MESSAGE( AmmoX );
HOOK_COMMAND( "slot1", Slot1 );
HOOK_COMMAND( "slot2", Slot2 );
HOOK_COMMAND( "slot3", Slot3 );
HOOK_COMMAND( "slot4", Slot4 );
HOOK_COMMAND( "slot5", Slot5 );
HOOK_COMMAND( "slot6", Slot6 );
HOOK_COMMAND( "slot7", Slot7 );
HOOK_COMMAND( "slot8", Slot8 );
HOOK_COMMAND( "slot9", Slot9 );
HOOK_COMMAND( "slot10", Slot10 );
HOOK_COMMAND( "cancelselect", Close );
HOOK_COMMAND( "invnext", NextWeapon );
HOOK_COMMAND( "invprev", PrevWeapon );
Reset();
CVAR_REGISTER( "hud_drawhistory_time", HISTORY_DRAW_TIME, 0 );
// controls whether or not weapons can be selected in one keypress
CVAR_REGISTER( "hud_fastswitch", "0", FCVAR_ARCHIVE );
m_iFlags |= HUD_ACTIVE; //!!!
gWR.Init();
gHR.Init();
return 1;
}