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自学教程:C++ CanFireForActivator函数代码示例

51自学网 2021-06-01 20:09:13
  C++
这篇教程C++ CanFireForActivator函数代码示例写得很实用,希望能帮到您。

本文整理汇总了C++中CanFireForActivator函数的典型用法代码示例。如果您正苦于以下问题:C++ CanFireForActivator函数的具体用法?C++ CanFireForActivator怎么用?C++ CanFireForActivator使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。

在下文中一共展示了CanFireForActivator函数的12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,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: Display

void CGameText::Display( CBaseEntity *pActivator ){	if ( !CanFireForActivator( pActivator ) )		return;	#ifdef SecobMod__Enable_Fixed_Multiplayer_AI		// also send to all if we haven't got a specific activator player to send to 		if ( MessageToAll() || !pActivator || !pActivator->IsPlayer() ) 	#else		if ( MessageToAll() )	#endif //SecobMod__Enable_Fixed_Multiplayer_AI	if ( MessageToAll() )	{		UTIL_HudMessageAll( m_textParms, MessageGet() );	}	else	{	#ifdef SecobMod__Enable_Fixed_Multiplayer_AI			UTIL_HudMessage( ToBasePlayer( pActivator ), m_textParms, MessageGet() );	#else	// If we're in singleplayer, show the message to the player.			if ( gpGlobals->maxClients == 1 )			{				CBasePlayer *pPlayer = UTIL_GetLocalPlayer();				UTIL_HudMessage( pPlayer, m_textParms, MessageGet() );			}			// Otherwise show the message to the player that triggered us.			else if ( pActivator && pActivator->IsNetClient() )			{				UTIL_HudMessage( ToBasePlayer( pActivator ), m_textParms, MessageGet() );			}	#endif //SecobMod__Enable_Fixed_Multiplayer_AI	}}
开发者ID:Mangmasta,项目名称:MangsterMod,代码行数:35,


示例2: Use

void CGameEnd::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ){	if ( !CanFireForActivator( pActivator ) )		return;	g_pGameRules->EndMultiplayerGame();}
开发者ID:Mangmasta,项目名称:MangsterMod,代码行数:7,


示例3: Display

void CGameText::Display( CBaseEntity *pActivator ){	if ( !CanFireForActivator( pActivator ) )		return;	char fontbuf[48];	FontGet(fontbuf);	if ( MessageToAll() )	{		UTIL_HudMessageAll( m_textParms, MessageGet(), fontbuf );	}	else	{		// If we're in singleplayer, show the message to the player.		if ( gpGlobals->maxClients == 1 )		{			CBasePlayer *pPlayer = UTIL_GetLocalPlayer();			UTIL_HudMessage( pPlayer, m_textParms, MessageGet(), fontbuf );		}		// Otherwise show the message to the player that triggered us.		else if ( pActivator && pActivator->IsNetClient() )		{			UTIL_HudMessage( ToBasePlayer( pActivator ), m_textParms, MessageGet(), fontbuf );		}	}}
开发者ID:P1x3lF3v3r,项目名称:Estranged-Act-1,代码行数:27,


示例4: Use

void CGameCounter::Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value){	if (!CanFireForActivator(pActivator))		return;	switch (useType)	{	case USE_ON:	case USE_TOGGLE:		CountUp();		break;	case USE_OFF:		CountDown();		break;	case USE_SET:		SetCountValue((int)value);		break;	}	if (HitLimit())	{		SUB_UseTargets(pActivator, USE_TOGGLE, 0);		if (RemoveOnFire())		{			UTIL_Remove(this);		}		if (ResetOnFire())		{			ResetCount();		}	}}
开发者ID:Chuvi-w,项目名称:CSSDK,代码行数:35,


示例5: Use

void CGameTeamMaster::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ){	if( !CanFireForActivator( pActivator ) )		return;	if( useType == USE_SET )	{		if( value < 0 )		{			m_teamIndex = -1;		}		else		{			m_teamIndex = g_pGameRules->GetTeamIndex( pActivator->TeamID() );		}		return;	}	if( TeamMatch( pActivator ) )	{		SUB_UseTargets( pActivator, triggerType, value );		if( RemoveOnFire() )			UTIL_Remove( this );	}}
开发者ID:CryoKeen,项目名称:HLEnhanced,代码行数:25,


示例6: Touch

void CGamePlayerEquip::Touch( CBaseEntity *pOther ){	if ( !CanFireForActivator( pOther ) )		return;	if ( UseOnly() )		return;	EquipPlayer( pOther );}
开发者ID:Mangmasta,项目名称:MangsterMod,代码行数:10,


示例7: Display

void CGameText::Display( CBaseEntity *pActivator ){	if ( !CanFireForActivator( pActivator ) )		return;	// also send to all if we haven't got a specific activator player to send to	if ( MessageToAll() || !pActivator || !pActivator->IsPlayer() )		UTIL_HudMessageAll( m_textParms, MessageGet() );	else		UTIL_HudMessage( ToBasePlayer( pActivator ), m_textParms, MessageGet() );}
开发者ID:NEITMod,项目名称:HL2BM2,代码行数:11,


示例8: Display

void CGameText::Display( CBaseEntity *pActivator ){	if ( !CanFireForActivator( pActivator ) )		return;	if (MessageToAll() || !pActivator || !pActivator->IsPlayer())	{		UTIL_HudMessageAll( m_textParms, MessageGet() );	}	else	{		UTIL_HudMessage(ToBasePlayer(pActivator), m_textParms, MessageGet());	}}
开发者ID:RaraFolf,项目名称:FIREFIGHT-RELOADED-src-sdk-2013,代码行数:14,


示例9: Use

void CGameTeamSet::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ){	if( !CanFireForActivator( pActivator ) )		return;	if( ShouldClearTeam() )	{		SUB_UseTargets( pActivator, USE_SET, -1 );	}	else	{		SUB_UseTargets( pActivator, USE_SET, 0 );	}	if( RemoveOnFire() )	{		UTIL_Remove( this );	}}
开发者ID:CryoKeen,项目名称:HLEnhanced,代码行数:19,


示例10: InputCountPlayersInZone

//-----------------------------------------------------------------------------// Purpose: Counts all the players in the zone. Fires one output per player//			in the zone, one output per player out of the zone, and outputs//			with the total counts of players in and out of the zone.//-----------------------------------------------------------------------------void CGamePlayerZone::InputCountPlayersInZone( inputdata_t &inputdata ){	int playersInCount = 0;	int playersOutCount = 0;	if ( !CanFireForActivator( inputdata.pActivator ) )		return;	CBaseEntity *pPlayer = NULL;	for ( int i = 1; i <= gpGlobals->maxClients; i++ )	{		pPlayer = UTIL_PlayerByIndex( i );		if ( pPlayer )		{			trace_t		trace;			Hull_t		hullType;			hullType = HULL_HUMAN;			if ( pPlayer->GetFlags() & FL_DUCKING )			{				hullType = HULL_SMALL_CENTERED;			}			UTIL_TraceModel( pPlayer->GetAbsOrigin(), pPlayer->GetAbsOrigin(), NAI_Hull::Mins(hullType), 				NAI_Hull::Maxs(hullType), this, COLLISION_GROUP_NONE, &trace );			if ( trace.startsolid )			{				playersInCount++;				m_OnPlayerInZone.FireOutput(pPlayer, this);			}			else			{				playersOutCount++;				m_OnPlayerOutZone.FireOutput(pPlayer, this);			}		}	}	m_PlayersInCount.Set(playersInCount, inputdata.pActivator, this);	m_PlayersOutCount.Set(playersOutCount, inputdata.pActivator, this);}
开发者ID:Mangmasta,项目名称:MangsterMod,代码行数:48,


示例11: Use

void CGamePlayerHurt::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ){	if( !CanFireForActivator( pActivator ) )		return;	if( pActivator->IsPlayer() )	{		if( GetDamage() < 0 )			pActivator->GiveHealth( -GetDamage(), DMG_GENERIC );		else			pActivator->TakeDamage( this, this, GetDamage(), DMG_GENERIC );	}	SUB_UseTargets( pActivator, useType, value );	if( RemoveOnFire() )	{		UTIL_Remove( this );	}}
开发者ID:oskarlh,项目名称:HLEnhanced,代码行数:20,


示例12: InputApplyScore

void CGameScore::InputApplyScore( inputdata_t &inputdata ){	CBaseEntity *pActivator = inputdata.pActivator;	if ( pActivator == NULL )		 return;	if ( CanFireForActivator( pActivator ) == false )		return;	// Only players can use this	if ( pActivator->IsPlayer() )	{		if ( AwardToTeam() )		{			pActivator->AddPointsToTeam( Points(), AllowNegativeScore() );		}		else		{			pActivator->AddPoints( Points(), AllowNegativeScore() );		}	}}
开发者ID:Mangmasta,项目名称:MangsterMod,代码行数:23,



注:本文中的CanFireForActivator函数示例整理自Github/MSDocs等源码及文档管理平台,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。


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