本文整理汇总了C#中System.Entity.SwitchToWeaponImmediate方法的典型用法代码示例。如果您正苦于以下问题:C# Entity.SwitchToWeaponImmediate方法的具体用法?C# Entity.SwitchToWeaponImmediate怎么用?C# Entity.SwitchToWeaponImmediate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System.Entity
的用法示例。
在下文中一共展示了Entity.SwitchToWeaponImmediate方法的7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: usedBox
public void usedBox(Entity box, Entity player)
{
if (player.GetField<string>("sessionteam") == "axis") return;
if (box.GetField<string>("state").Equals("inuse") && box.GetField<Entity>("player").Equals(player))
{
player.TakeWeapon(player.CurrentWeapon);
string name = Utilities.BuildWeaponName(weaponNames[box.GetField<int>("giveweapon")], "", "", 0, 0);
player.GiveWeapon(name);
player.SwitchToWeaponImmediate(name);
box.GetField<Entity>("weaponent").Call("delete");
box.SetField("_destroyed", true);
box.SetField("state", "idle");
return;
}
if (!box.GetField<string>("state").Equals("idle")) return;
box.SetField("state", "inuse");
Entity weapon = Call<Entity>("spawn", "script_model", new Parameter(new Vector3(box.Origin.X, box.Origin.Y, box.Origin.Z + 10)));
box.SetField("weaponent", new Parameter(weapon));
weapon.Call("setmodel", weaponModels[0]);
int timecount = 0;
int weapnum = 0;
OnInterval(50, () =>
{
weapnum = _rng.Next(weaponModels.Length);
weapon.Call("setmodel", weaponModels[weapnum]);
Vector3 origin = weapon.Origin;
weapon.Call("moveto", new Parameter(new Vector3(origin.X, origin.Y, origin.Z + 0.37f)), .05f); // moveto
timecount++;
if (timecount == 60) return false;
return true;
});
AfterDelay(3000, () =>
{
box.SetField("state", "waiting");
box.SetField("giveweapon", weapnum);
weapon.Call("moveto", new Parameter(new Vector3(box.Origin.X, box.Origin.Y, box.Origin.Z + 10)), 10); // moveto
box.SetField("player", new Parameter(player));
});
AfterDelay(13000, () =>
{
if (box.GetField<string>("state") != "idle")
{
if (!box.GetField<bool>("_destroyed"))
{
weapon.Call("delete");
box.SetField("state", "idle");
}
box.SetField("_destroyed", false);
}
});
}
示例2: usedMysteryBox
public void usedMysteryBox(Entity box, Entity player)
{
if (player.IsAlive && (Utility.GetPlayerTeam(player) != "axis"))
{
if (player.CurrentWeapon.Contains("killstreak") || player.CurrentWeapon.Contains("airdrop"))
{
return;
}
if (player.GetField<int>("inf2_money") < 500)
{
player.Call("iprintln", new Parameter[] { "^1Mystery box need $500." });
return;
}
else
{
player.SetField("inf2_money", player.GetField<int>("inf2_money") - 500);
Weapon weapon = Weapon.GetRandomWeapon();
if (player.HasWeapon(weapon.Text))
{
if (weapon.Text == "defaultweapon_mp")
{
player.Call("setweaponammoclip", weapon.Text, 0);
player.Call("setweaponammostock", weapon.Text, 0);
}
else
{
player.Call("givemaxammo", new Parameter[] { weapon.Text });
}
player.SwitchToWeapon(weapon.Text);
player.Call("iprintlnbold", weapon.Name);
Call("iprintln", player.Name + " buy weapon - " + weapon.Name);
}
else
{
if (player.GetField<string>("secondweapon") != "none")
{
if (player.GetField<string>("firstweapon") == player.CurrentWeapon)
{
player.SetField("firstweapon", weapon.Text);
}
else if (player.GetField<string>("secondweapon") == player.CurrentWeapon)
{
player.SetField("secondweapon", weapon.Text);
}
player.TakeWeapon(player.CurrentWeapon);
}
else
{
player.SetField("secondweapon", weapon.Text);
}
player.GiveWeapon(weapon.Text);
if (weapon.Text == "defaultweapon_mp")
{
player.Call("setweaponammoclip", weapon.Text, 0);
player.Call("setweaponammostock", weapon.Text, 0);
}
else
{
player.Call("givemaxammo", new Parameter[] { weapon.Text });
}
AfterDelay(300, () => player.SwitchToWeaponImmediate(weapon.Text));
player.Call("iprintlnbold", weapon.Name);
Call("iprintln", player.Name + " buy weapon - " + weapon.Name);
}
}
}
}
示例3: DoRandom
public void DoRandom(Entity player)
{
int? roll = new Random().Next(NumOfRolls);
var rollname = "";
switch (roll)
{
case 0:
rollname = "None";
break;
case 1:
rollname = "^2One Ammo XM25";
player.TakeWeapon(player.CurrentWeapon);
player.GiveWeapon("xm25_mp");
player.Call("setweaponammoclip", "xm25_mp", 1);
player.Call("setweaponammostock", "xm25_mp", 0);
AfterDelay(300, () => player.SwitchToWeaponImmediate("xm25_mp"));
break;
case 2:
rollname = "^2Extra Speed";
OnInterval(100, () => Speed(player, 1.5));
break;
case 3:
rollname = "^1You are a one hit kill";
player.SetField("maxhealth", 1);
player.Health = 1;
break;
case 4:
rollname = "^2Juggernaut";
player.SetField("maxhealth", player.Health * 3);
player.Health = player.Health * 3;
player.Call("setmodel", "mp_fullbody_opforce_juggernaut");
player.Call("setviewmodel", "viewhands_juggernaut_opforce");
break;
case 5:
rollname = "^2Juggernaut";
player.SetField("maxhealth", player.Health * 3);
player.Health = player.Health * 3;
player.Call("setmodel", "mp_fullbody_opforce_juggernaut");
player.Call("setviewmodel", "viewhands_juggernaut_opforce");
break;
case 6:
rollname = "^1You are a one hit kill";
player.SetField("maxhealth", 1);
player.Health = 1;
break;
case 7:
rollname = "^2SMAW";
player.TakeWeapon(player.CurrentWeapon);
player.GiveWeapon("iw5_smaw_mp");
AfterDelay(300, () => player.SwitchToWeaponImmediate("iw5_smaw_mp"));
break;
case 8:
rollname = "^1Stinger";
player.TakeWeapon(player.CurrentWeapon);
player.GiveWeapon("stinger_mp");
AfterDelay(300, () => player.SwitchToWeaponImmediate("stinger_mp"));
break;
case 9:
rollname = "^2Extra Speed";
OnInterval(100, () => Speed(player, 1.5));
break;
case 10:
rollname = "^2Extra Speed";
OnInterval(100, () => Speed(player, 1.5));
break;
case 11:
rollname = "^2Juggernaut";
player.SetField("maxhealth", player.Health * 3);
player.Health = player.Health * 3;
player.Call("setmodel", "mp_fullbody_opforce_juggernaut");
player.Call("setviewmodel", "viewhands_juggernaut_opforce");
break;
case 12:
rollname = "^2AA12";
player.TakeWeapon(player.CurrentWeapon);
player.GiveWeapon("iw5_aa12_mp_xmags_camo11");
player.Call("setweaponammostock", "iw5_aa12_mp_xmags_camo11", 0);
AfterDelay(300, () => player.SwitchToWeaponImmediate("iw5_aa12_mp_xmags_camo11"));
break;
case 13:
rollname = "^2Juggernaut";
player.SetField("maxhealth", player.Health * 3);
player.Health = player.Health * 3;
player.Call("setmodel", "mp_fullbody_opforce_juggernaut");
player.Call("setviewmodel", "viewhands_juggernaut_opforce");
break;
case 14:
rollname = "^1You are a one hit kill";
player.SetField("maxhealth", 1);
player.Health = 1;
break;
case 15:
rollname = "^1Turtle";
OnInterval(100, () => Speed(player, 0.4f));
break;
case 16:
rollname = "^1Turtle";
OnInterval(100, () => Speed(player, 0.4f));
break;
case 17:
//.........这里部分代码省略.........
示例4: upgradeWeapon
public static string upgradeWeapon(Entity player)
{
string weapon = player.CurrentWeapon;
string basenewweapon = "";
string basename = WeaponUtils.weapon_getBasename(weapon);
int camo = player.GetField<int>("camo");
int reticle = player.GetField<int>("reticle");
if (weapon.StartsWith("iw5_pp90m1"))
{
player.Call("iprintlnbold", "^3IS SMG");
player.TakeWeapon(weapon);
basenewweapon = WeaponUtils.getRandomAR(camo, reticle);
}
if (Array.IndexOf(WeaponUtils._smgList, basename) > 0)
{
player.TakeWeapon(weapon);
player.Call("iprintlnbold", "^3IS SMG");
basenewweapon = WeaponUtils.getRandomAR(camo, reticle);
}
else if (Array.IndexOf(WeaponUtils._arList, basename) > 0)
{
player.TakeWeapon(weapon);
basenewweapon = WeaponUtils.getRandomLMG(camo, reticle);
}
else if (Array.IndexOf(WeaponUtils._pistolList, basename) > 0)
{
player.TakeWeapon(weapon);
basenewweapon = WeaponUtils.getRandomAutoPistol(camo, reticle);
}
else
{
return "You cannot upgrade this weapon!";
}
string[] newattach = WeaponUtils.weapon_getAttachments(weapon);
string newweapon = WeaponUtils.weapon_getWeaponName(basenewweapon, newattach, player.GetField<int>("camo"), player.GetField<int>("reticle"));
player.GiveWeapon(newweapon);
player.AfterDelay(100, entity =>
{
player.SwitchToWeaponImmediate(newweapon);
player.Call("iprintlnbold", "Upgraded Weapon!");
});
return "";
}
示例5: DoRandom
//.........这里部分代码省略.........
{
player.Call("iprintlnbold", "Godmode Off");
player.Health = player.GetField<int>("maxhealth");
player.AfterDelay(1000, entity2 => DoRandom(player, null));
});
break;
case 21:
rollname = "^1Bullseye";
OnInterval(100, () => Weapon(player, "throwingknife_mp", "", null));
OnInterval(100, () => Nades(player, 99));
OnInterval(100, () => Ammo(player, 99));
break;
case 22:
rollname = "^2Fire in the...";
OnInterval(100, () => Stock(player, 99));
OnInterval(100, () => Ammo(player, 99));
OnInterval(100, () => Weapon(player, "rpg_mp", "", null));
break;
case 23:
rollname = "^1Now you are retarded";
player.Call("allowads", false);
player.Call("allowsprint", false);
player.Call("allowjump", false);
break;
case 24:
rollname = "AZUMOOB's Sub Setup";
player.TakeAllWeapons();
player.Call(33395);
player.SetPerk("specialty_fastermelee", true, true);
player.SetPerk("specialty_bulletaccuracy", true, true);
player.SetPerk("specialty_bulletdamage", true, true);
player.GiveWeapon("iw5_ump45_mp_silencer_xmags");
player.GiveWeapon("iw5_aa12_mp_xmags_grip_akimbo");
player.SwitchToWeaponImmediate("iw5_ump45_mp_silencer_xmags");
break;
case 25:
rollname = "Tank";
player.SetPerk("specialty_fastermelee", true, true);
player.SetPerk("specialty_lightweight", true, true);
player.TakeAllWeapons();
player.GiveWeapon("riotshield_mp");
player.SwitchToWeaponImmediate("riotshield_mp");
player.Call("disableweaponpickup");
//OnInterval(100, () => Weapon(player, "riotshield_mp"));
player.AfterDelay(150,
entity =>
player.Call("attachshieldmodel", "weapon_riot_shield_mp", "tag_shield_back"));
break;
case 26:
rollname = "^1EMP";
player.Call("setempjammed", true);
break;
case 27:
rollname = "Morpheus";
player.Call(33395);
player.SetPerk("specialty_longersprint", true, true);
player.SetPerk("specialty_lightweight", true, true);
player.SetPerk("specialty_quieter", true, true);
OnInterval(100, () => Weapon(player, "iw5_mp5_mp_rof"));
player.AfterDelay(150, entity => player.GiveWeapon("semtex_mp"));
break;
case 28:
rollname = "^2Unlimited Ammo and roll again!";
OnInterval(100, () => Nades(player, 99));
OnInterval(100, () => Ammo(player, 99));
player.AfterDelay(2000, entity => DoRandom(player, null));
示例6: GiveWeapon
public void GiveWeapon(Entity player, params string[] weapons)
{
player.TakeAllWeapons();
foreach (var weapon in weapons)
player.GiveWeapon(weapon);
player.SwitchToWeaponImmediate(weapons[0]);
player.Call("disableweaponpickup");
Stock(player, 99);
}
示例7: OnPlayerSpawned
public void OnPlayerSpawned(Entity player)
{
if (Utility.GetPlayerTeam(player) == "allies")
{
player.SetField("firstweapon", Call<string>("getdvar", "scr_inf2_initweapon"));
player.SetField("secondweapon", "none");
player.TakeAllWeapons();
player.GiveWeapon(Call<string>("getdvar", "scr_inf2_initweapon"));
player.Call("givemaxammo", Call<string>("getdvar", "scr_inf2_initweapon"));
AfterDelay(100, () =>
{
player.GiveWeapon("trophy_mp");
player.GiveWeapon("claymore_mp");
player.Call("givemaxammo", "trophy_mp");
player.Call("givemaxammo", "claymore_mp");
});
AfterDelay(300, () => player.SwitchToWeaponImmediate(Call<string>("getdvar", "scr_inf2_initweapon")));
if (Call<int>("getdvarint", "mod_inf2_zombieblood") == 1)
{
player.Call("hide");
}
player.SetPerk("specialty_holdbreathwhileads", true, false);
player.SetPerk("specialty_fastermelee", true, false);
player.SetPerk("specialty_bulletaccuracy", true, false);
player.SetPerk("specialty_fastoffhand", true, false);
player.SetPerk("specialty_quickdraw", true, false);
player.SetPerk("specialty_longerrange", true, false);
player.Call("setviewmodel", new Parameter[] { "viewmodel_base_viewhands" });
player.SetClientDvar("g_compassshowenemies", "0");
}
else
{
SetModel(player);
player.SetPerk("specialty_falldamage", true, false);
player.SetPerk("specialty_lightweight", true, false);
player.SetPerk("specialty_longersprint", true, false);
//player.SetPerk("specialty_grenadepulldeath", true, false);
player.SetPerk("specialty_fastoffhand", true, false);
player.SetPerk("specialty_fastreload", true, false);
player.SetPerk("specialty_paint", true, false);
player.SetPerk("specialty_autospot", true, false);
player.SetPerk("specialty_stalker", true, false);
player.SetPerk("specialty_marksman", true, false);
player.SetPerk("specialty_quickswap", true, false);
player.SetPerk("specialty_quickdraw", true, false);
player.SetPerk("specialty_fastermelee", true, false);
player.SetPerk("specialty_selectivehearing", true, false);
player.SetPerk("specialty_steadyaimpro", true, false);
player.SetPerk("specialty_sitrep", true, false);
player.SetPerk("specialty_detectexplosive", true, false);
player.SetPerk("specialty_fastsprintrecovery", true, false);
player.SetPerk("specialty_fastmeleerecovery", true, false);
player.SetPerk("specialty_bulletpenetration", true, false);
player.SetPerk("specialty_bulletaccuracy", true, false);
player.SetClientDvar("g_compassshowenemies", "1");
if (Call<int>("getteamscore", "axis") <= 1)
{
player.Call("givemaxammo", player.CurrentWeapon);
player.SetField("maxhealth", 1000);
player.Health = 1000;
}
else
{
player.SetField("maxhealth", 100);
player.Health = 100;
}
}
}