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自学教程:C++ GetMarine函数代码示例

51自学网 2021-06-01 21:10:30
  C++
这篇教程C++ GetMarine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GetMarine函数的典型用法代码示例。如果您正苦于以下问题:C++ GetMarine函数的具体用法?C++ GetMarine怎么用?C++ GetMarine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GetMarine函数的26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: RemoveWeldingEffects

void CASW_Weapon_Welder::UpdateDoorWeldingEffects( void ){	if ( !m_bIsFiring || !GetMarine() || !GetMarine()->GetMarineResource() )	{		RemoveWeldingEffects();		StopWelderSound();		return;	}	C_ASW_Door* pDoor = GetMarine()->GetMarineResource()->m_hWeldingDoor.Get();	if ( !pDoor || pDoor->IsOpen() )	{		RemoveWeldingEffects();		StopWelderSound();		return;	}	StartWelderSound();	if ( !m_hWeldEffects || m_bWeldSealLast != m_bWeldSeal )	{		CreateWeldingEffects( pDoor );	}	if ( m_hWeldEffects )	{		m_hWeldEffects->SetControlPoint( 0, pDoor->GetWeldFacingPoint( GetMarine() ) );		m_hWeldEffects->SetControlPointForwardVector( 0, pDoor->GetSparkNormal( GetMarine() ) );	}	m_bWeldSealLast = m_bWeldSeal;}
开发者ID:Cre3per,项目名称:hl2sdk-csgo,代码行数:32,


示例2: MarineSkills

int CASW_Weapon_Assault_Shotgun::GetNumPellets(){	if (GetMarine())		return MarineSkills()->GetSkillBasedValueByMarine(GetMarine(), ASW_MARINE_SKILL_VINDICATOR, ASW_MARINE_SUBSKILL_VINDICATOR_PELLETS);	return GetWeaponInfo()->m_iNumPellets;}
开发者ID:BenLubar,项目名称:SwarmDirector2,代码行数:7,


示例3: OffhandActivate

bool CASW_Weapon_Medkit::OffhandActivate(){	if (!GetMarine() || GetMarine()->GetFlags() & FL_FROZEN)	// don't allow this if the marine is frozen		return false;	SelfHeal();	return true;}
开发者ID:jtanx,项目名称:ch1ckenscoop,代码行数:8,


示例4: OffhandActivate

bool CASW_Weapon_Buff_Grenade::OffhandActivate(){	if (!GetMarine() || GetMarine()->GetFlags() & FL_FROZEN)	// don't allow this if the marine is frozen		return false;	PrimaryAttack();	return true;}
开发者ID:jtanx,项目名称:ch1ckenscoop,代码行数:8,


示例5: return

bool CASW_Weapon_Shotgun::ShouldUseFastReloadAnim(){	if (GetMarine())	{		return (MarineSkills()->GetSkillBasedValueByMarine(GetMarine(), ASW_MARINE_SKILL_RELOADING) < 1.06f);			}	return true;}
开发者ID:Cre3per,项目名称:hl2sdk-csgo,代码行数:8,


示例6: OffhandActivate

bool CASW_Weapon_Stim::OffhandActivate(){		if (!GetMarine() || GetMarine()->GetFlags() & FL_FROZEN)	// don't allow this if the marine is frozen		return false;	if (m_flNextPrimaryAttack < gpGlobals->curtime)		PrimaryAttack();	return true;}
开发者ID:BenLubar,项目名称:riflemod,代码行数:10,


示例7: GetWeaponInfo

float CASW_Weapon_Sniper_Rifle::GetWeaponDamage(){	float flDamage = GetWeaponInfo()->m_flBaseDamage;	if ( GetMarine() )	{		flDamage += MarineSkills()->GetSkillBasedValueByMarine(GetMarine(), ASW_MARINE_SKILL_ACCURACY, ASW_MARINE_SUBSKILL_ACCURACY_SNIPER_RIFLE_DMG);	}	return flDamage;}
开发者ID:BenLubar,项目名称:riflemod,代码行数:11,


示例8: GetWeaponInfo

float CASW_Weapon_Autogun::GetWeaponDamage(){	float flDamage = GetWeaponInfo()->m_flBaseDamage;	if ( GetMarine() )	{		flDamage += MarineSkills()->GetSkillBasedValueByMarine(GetMarine(), ASW_MARINE_SKILL_AUTOGUN, ASW_MARINE_SUBSKILL_AUTOGUN_DMG);	}	return flDamage;}
开发者ID:Cre3per,项目名称:hl2sdk-csgo,代码行数:11,


示例9: GetWeaponInfo

float CASW_Weapon_Shotgun::GetWeaponDamage(){	float flDamage = GetWeaponInfo()->m_flBaseDamage;	if ( GetMarine() )	{		flDamage += MarineSkills()->GetSkillBasedValueByMarine(GetMarine(), ASW_MARINE_SKILL_ACCURACY, ASW_MARINE_SUBSKILL_ACCURACY_SHOTGUN_DMG);	}	//CALL_ATTRIB_HOOK_FLOAT( flDamage, mod_damage_done );	return flDamage;}
开发者ID:Cre3per,项目名称:hl2sdk-csgo,代码行数:13,


示例10: GetWeaponInfo

float CASW_Weapon_Minigun::GetWeaponDamage(){	//float flDamage = 7.0f;	float flDamage = GetWeaponInfo()->m_flBaseDamage;	if ( GetMarine() )	{		flDamage += MarineSkills()->GetSkillBasedValueByMarine(GetMarine(), ASW_MARINE_SKILL_AUTOGUN, ASW_MARINE_SUBSKILL_AUTOGUN_DMG);	}	//CALL_ATTRIB_HOOK_FLOAT( flDamage, mod_damage_done );	return flDamage;}
开发者ID:Cre3per,项目名称:hl2sdk-csgo,代码行数:14,


示例11: GetWeaponInfo

float CASW_Weapon_Assault_Shotgun::GetWeaponDamage(){	//float flDamage = 7.0f;	float flDamage = GetWeaponInfo()->m_flBaseDamage;	if ( GetMarine() )	{		flDamage += MarineSkills()->GetSkillBasedValueByMarine(GetMarine(), ASW_MARINE_SKILL_VINDICATOR, ASW_MARINE_SUBSKILL_VINDICATOR_DAMAGE);	}	//CALL_ATTRIB_HOOK_FLOAT( flDamage, mod_damage_done );	return flDamage;}
开发者ID:BenLubar,项目名称:SwarmDirector2,代码行数:14,


示例12: GetCommander

const QAngle& CASW_Weapon_Smart_Bomb::GetRocketAngle(){	static QAngle angRocket = vec3_angle;	CASW_Player *pPlayer = GetCommander();	CASW_Marine *pMarine = GetMarine();	if ( !pPlayer || !pMarine || pMarine->GetHealth() <= 0 )	{		return angRocket;	}	//Vector vecDir = pPlayer->GetAutoaimVectorForMarine(pMarine, GetAutoAimAmount(), GetVerticalAdjustOnlyAutoAimAmount());	// 45 degrees = 0.707106781187	//VectorAngles( vecDir, angRocket );	//angRocket[ YAW ] += random->RandomFloat( -35, 35 );	angRocket[ PITCH ] = -60.0f;	// aim up to help avoid FF	if ( GetRocketsToFire() % 2 )	{		angRocket[ YAW ] = m_iRocketsToFire * 15.0f;	// 15 degrees between each rocket	}	else	{		angRocket[ YAW ] = RandomFloat( 0.0f, 360.0f );	}	angRocket[ ROLL ] = 0;	return angRocket;}
开发者ID:BenLubar,项目名称:SwarmDirector2,代码行数:25,


示例13: GetMarine

float	CASW_Weapon_Pistol::GetFireRate( void ){	CASW_Marine *pMarine = GetMarine();	float flRate = GetWeaponInfo()->m_flFireRate;	// player firing rate	if (!pMarine || pMarine->IsInhabited())	{		return flRate;	}#ifdef CLIENT_DLL	return flRate;#else	float randomness = 0.1f * random->RandomFloat() - 0.05f;	// AI firing rate: depends on distance to enemy	if (!pMarine->GetEnemy())		return 0.3f + randomness;	float dist = pMarine->GetAbsOrigin().DistTo(pMarine->GetEnemy()->GetAbsOrigin());	if (dist > 500)		return 0.3f + randomness;	if (dist < 100)		return 0.14f + randomness;	float factor = (dist - 100) / 400.0f;	return 0.14f + factor * 0.16f + randomness;#endif}
开发者ID:BenLubar,项目名称:SwarmDirector2,代码行数:33,


示例14: GetCommander

void CASW_Weapon_Hornet_Barrage::FireRocket(){	CASW_Player *pPlayer = GetCommander();	CASW_Marine *pMarine = GetMarine();	if ( !pPlayer || !pMarine || pMarine->GetHealth() <= 0 )	{		m_iRocketsToFire = 0;		return;	}	WeaponSound(SINGLE);	// tell the marine to tell its weapon to draw the muzzle flash	pMarine->DoMuzzleFlash();	pMarine->DoAnimationEvent( PLAYERANIMEVENT_FIRE_GUN_PRIMARY );	Vector vecSrc	 = GetRocketFiringPosition();	m_iRocketsToFire = m_iRocketsToFire.Get() - 1;	m_flNextLaunchTime = gpGlobals->curtime + m_flFireInterval.Get();#ifndef CLIENT_DLL	float fGrenadeDamage = MarineSkills()->GetSkillBasedValueByMarine(pMarine, ASW_MARINE_SKILL_GRENADES, ASW_MARINE_SUBSKILL_GRENADE_HORNET_DMG );	CASW_Rocket::Create( fGrenadeDamage, vecSrc, GetRocketAngle(), pMarine, this );	if ( ASWGameRules() )	{		ASWGameRules()->m_fLastFireTime = gpGlobals->curtime;	}	pMarine->OnWeaponFired( this, 1 );#endif}
开发者ID:BenLubar,项目名称:SwarmDirector2,代码行数:35,


示例15: IsCarriedByLocalPlayer

const char *CASW_Weapon::GetASWShootSound( int iIndex, int &iPitch ){	if ( iIndex == SINGLE || iIndex == SINGLE_NPC )	{		iIndex = IsCarriedByLocalPlayer() ? SINGLE : SINGLE_NPC;	}	if ( iIndex == WPN_DOUBLE || iIndex == DOUBLE_NPC )	{		iIndex = IsCarriedByLocalPlayer() ? WPN_DOUBLE : DOUBLE_NPC;	}	if ( iIndex == RELOAD || iIndex == RELOAD_NPC )	{		iIndex = IsCarriedByLocalPlayer() ? RELOAD : RELOAD_NPC;		// play the weapon sound according to marine skill		int iSkill = MarineSkills()->GetSkillBasedValueByMarine(GetMarine(), ASW_MARINE_SKILL_RELOADING, ASW_MARINE_SUBSKILL_RELOADING_SOUND);		switch (iSkill)		{		case 5: return GetWpnData().aShootSounds[ FAST_RELOAD ]; break;		case 4: iPitch = 120; return GetWpnData().aShootSounds[ iIndex ]; break;		case 3: iPitch = 115; return GetWpnData().aShootSounds[ iIndex ]; break;		case 2: iPitch = 110; return GetWpnData().aShootSounds[ iIndex ]; break;		case 1: iPitch = 105; return GetWpnData().aShootSounds[ iIndex ]; break;		default: return GetWpnData().aShootSounds[ iIndex ]; break;		};	}	return GetShootSound( iIndex );}
开发者ID:BenLubar,项目名称:riflemod,代码行数:30,


示例16: GetMarine

void CASW_Weapon_Sniper_Rifle::ItemPostFrame( void ){	BaseClass::ItemPostFrame();	CASW_Marine *pMarine = GetMarine();	if ( !pMarine )		return;	// AIs switch out of zoom mode	if ( !pMarine->IsInhabited() && IsZoomed() )	{		m_bZoomed = false;	}	bool bAttack1, bAttack2, bReload, bOldReload, bOldAttack1;	GetButtons( bAttack1, bAttack2, bReload, bOldReload, bOldAttack1 );	bool bOldAttack2 = false;	if ( pMarine->IsInhabited() && pMarine->GetCommander() )	{		bOldAttack2 = !!(pMarine->m_nOldButtons & IN_ATTACK2);	}	if ( bAttack2 && !bOldAttack2 )	{		m_bZoomed = !IsZoomed();	}}
开发者ID:BenLubar,项目名称:riflemod,代码行数:28,


示例17: GetMarine

void CASW_Weapon_Blink::DoBlink(){	CASW_Marine *pMarine = GetMarine();	if ( !pMarine )		return;	pMarine->m_iJumpJetting = JJ_BLINK;	pMarine->m_vecJumpJetStart = pMarine->GetAbsOrigin();	pMarine->m_vecJumpJetEnd = m_vecAbilityDestination;	pMarine->m_flJumpJetStartTime = gpGlobals->curtime;	pMarine->m_flJumpJetEndTime = gpGlobals->curtime + asw_blink_time.GetFloat();	ASWMeleeSystem()->StartMeleeAttack( ASWMeleeSystem()->GetMeleeAttackByName( "Blink" ), pMarine, ASWGameMovement()->GetMoveData() );	// TODO:	/*#ifdef GAME_DLL	// create a small stun volume at the start	CASW_Weapon_EffectVolume *pEffect = (CASW_Weapon_EffectVolume*) CreateEntityByName("asw_weapon_effect_volume");	if ( pEffect )	{		pEffect->SetAbsOrigin( pMarine->GetAbsOrigin() );		pEffect->SetOwnerEntity( pMarine );		pEffect->SetOwnerWeapon( NULL );		pEffect->SetEffectFlag( ASW_WEV_ELECTRIC_BIG );		pEffect->SetDuration( pSkill->GetValue( CASW_Skill_Details::Duration, GetSkillPoints() ) );		pEffect->Spawn();	}#endif	*/	m_flPower = 0.0f;	// TODO: Check for charges being zero}
开发者ID:Cre3per,项目名称:hl2sdk-csgo,代码行数:35,


示例18: GetMarine

void CASW_Weapon_Chainsaw::CreateEffect( void ){#ifndef CLIENT_DLL    	CASW_Marine *pMarine = GetMarine();	if ( !pMarine )	{		return;	}	DestroyEffect();	m_hBeam = CBeam::BeamCreate( ASW_CHAINSAW_BEAM_SPRITE, 1.75 );	m_hBeam->PointEntInit( GetAbsOrigin(), this );	m_hBeam->SetBeamFlags( FBEAM_SINENOISE );	m_hBeam->SetEndAttachment( 1 );	m_hBeam->AddSpawnFlags( SF_BEAM_TEMPORARY );	// Flag these to be destroyed on save/restore or level transition	m_hBeam->SetOwnerEntity( pMarine );	m_hBeam->SetScrollRate( 10 );	m_hBeam->SetBrightness( 200 );	m_hBeam->SetColor( 255, 255, 255 );	m_hBeam->SetNoise( 0.025 );	m_hNoise = CBeam::BeamCreate( ASW_CHAINSAW_BEAM_SPRITE, 2.5 );	m_hNoise->PointEntInit( GetAbsOrigin(), this );	m_hNoise->SetEndAttachment( 1 );	m_hNoise->AddSpawnFlags( SF_BEAM_TEMPORARY );	m_hNoise->SetOwnerEntity( pMarine );	m_hNoise->SetScrollRate( 25 );	m_hNoise->SetBrightness( 200 );	m_hNoise->SetColor( 255, 255, 255 );	m_hNoise->SetNoise( 0.8 );#endif    }
开发者ID:BenLubar,项目名称:SwarmDirector2,代码行数:33,


示例19: GetMarine

bool CASW_Weapon::DestroyIfEmpty( bool bDestroyWhenActive, bool bCheckSecondaryAmmo ){	CASW_Marine *pMarine = GetMarine();	if ( !pMarine )		return false;	bool bActive = (pMarine->GetActiveASWWeapon() == this);	if ( bActive && !bDestroyWhenActive )		return false;	if ( bCheckSecondaryAmmo && (m_iClip2 || pMarine->GetAmmoCount(m_iSecondaryAmmoType) > 0) )		return false;	if ( !m_iClip1 && pMarine->GetAmmoCount(m_iPrimaryAmmoType) <= 0)	{#ifndef CLIENT_DLL		if (pMarine)		{			pMarine->Weapon_Detach(this);			if (bActive)				pMarine->SwitchToNextBestWeapon(NULL);		}		Kill();		return true;#endif	}	return false;}
开发者ID:TalonBraveInfo,项目名称:InvasionASSource,代码行数:28,


示例20: GetMarine

float CASW_Weapon_Hornet_Barrage::GetRocketFireInterval(){	CASW_Marine *pMarine = GetMarine();	if ( !pMarine )		return 0.5f;	return MarineSkills()->GetSkillBasedValueByMarine(pMarine, ASW_MARINE_SKILL_GRENADES, ASW_MARINE_SUBSKILL_GRENADE_HORNET_INTERVAL );}
开发者ID:BenLubar,项目名称:SwarmDirector2,代码行数:8,


示例21: GetMarine

void CASW_Weapon_Smart_Bomb::SetRocketsToFire(){	CASW_Marine *pMarine = GetMarine();	if ( !pMarine )		return;	m_iRocketsToFire = MarineSkills()->GetSkillBasedValueByMarine(pMarine, ASW_MARINE_SKILL_GRENADES, ASW_MARINE_SUBSKILL_GRENADE_SMART_BOMB_COUNT );}
开发者ID:BenLubar,项目名称:SwarmDirector2,代码行数:8,


示例22: GetCommander

void CASW_Weapon_Freeze_Grenades::DelayedAttack( void ){	m_bShotDelayed = false;		CASW_Player *pPlayer = GetCommander();	if ( !pPlayer )		return;	CASW_Marine *pMarine = GetMarine();	if ( !pMarine || pMarine->GetWaterLevel() == 3 )		return;	#ifndef CLIENT_DLL			Vector vecSrc = pMarine->GetOffhandThrowSource();	Vector vecDest = pPlayer->GetCrosshairTracePos();	Vector newVel = UTIL_LaunchVector( vecSrc, vecDest, GetThrowGravity() ) * 28.0f;		float fGrenadeRadius = GetBoomRadius( pMarine );	if (asw_debug_marine_damage.GetBool())	{		Msg( "Freeze grenade radius = %f /n", fGrenadeRadius );	}	pMarine->GetMarineSpeech()->Chatter( CHATTER_GRENADE );	// freeze aliens completely, plus the freeze duration	float flFreezeAmount = 1.0f + MarineSkills()->GetSkillBasedValueByMarine(pMarine, ASW_MARINE_SKILL_GRENADES, ASW_MARINE_SUBSKILL_GRENADE_FREEZE_DURATION);	if (ASWGameRules())		ASWGameRules()->m_fLastFireTime = gpGlobals->curtime;	CASW_Grenade_Freeze *pGrenade = CASW_Grenade_Freeze::Freeze_Grenade_Create( 		1.0f,		flFreezeAmount,		fGrenadeRadius,		0,		vecSrc, pMarine->EyeAngles(), newVel, AngularImpulse(0,0,0), pMarine, this );	if ( pGrenade )	{		pGrenade->SetGravity( GetThrowGravity() );		pGrenade->SetExplodeOnWorldContact( true );	}	#endif		// decrement ammo	m_iClip1 -= 1;#ifndef CLIENT_DLL	DestroyIfEmpty( true );#endif	m_flSoonestPrimaryAttack = gpGlobals->curtime + ASW_FLARES_FASTEST_REFIRE_TIME;	if (m_iClip1 > 0)		// only force the fire wait time if we have ammo for another shot		m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();	else		m_flNextPrimaryAttack = gpGlobals->curtime;}
开发者ID:detoxhby,项目名称:SwarmDirector2,代码行数:57,


示例23: GetMarine

void CASW_Weapon_Electrified_Armor::PrimaryAttack( void ){	if ( !ASWGameRules() )		return;		CASW_Marine *pMarine = GetMarine();	if ( !pMarine || pMarine->IsElectrifiedArmorActive() )		return;#ifndef CLIENT_DLL	bool bThisActive = (pMarine->GetActiveASWWeapon() == this);#endif	// sets the animation on the marine holding this weapon	//pMarine->SetAnimation( PLAYER_ATTACK1 );#ifndef CLIENT_DLL	float flDuration = asw_electrified_armor_duration.GetFloat();	pMarine->AddElectrifiedArmor( flDuration );	// stun aliens within the radius	ASWGameRules()->ShockNearbyAliens( pMarine, this );	// 	CTakeDamageInfo info( this, GetOwnerEntity(), 5, DMG_SHOCK );// 	info.SetDamageCustom( DAMAGE_FLAG_NO_FALLOFF );// 	RadiusDamage( info, GetAbsOrigin(), flRadius, CLASS_ASW_MARINE, NULL );	DispatchParticleEffect( "electrified_armor_burst", pMarine->GetAbsOrigin(), QAngle( 0, 0, 0 ) );		// count as a shot fired	if ( pMarine->GetMarineResource() )	{		pMarine->GetMarineResource()->UsedWeapon( this , 1 );		pMarine->OnWeaponFired( this, 1 );	}#endif	// decrement ammo	m_iClip1 -= 1;	m_flNextPrimaryAttack = gpGlobals->curtime + 4.0f;	if (!m_iClip1 && pMarine->GetAmmoCount(m_iPrimaryAmmoType) <= 0)	{		// weapon is lost when all stims are gone#ifndef CLIENT_DLL		if (pMarine)		{			pMarine->Weapon_Detach(this);			if (bThisActive)				pMarine->SwitchToNextBestWeapon(NULL);		}		Kill();#endif	}}
开发者ID:jtanx,项目名称:ch1ckenscoop,代码行数:55,


示例24: GetWeaponInfo

float CASW_Weapon::GetReloadTime(){	// can adjust for marine's weapon skill here	float fReloadTime = GetWeaponInfo()->flReloadTime;	if (GetMarine())	{		float fSpeedScale = MarineSkills()->GetSkillBasedValueByMarine(GetMarine(), ASW_MARINE_SKILL_RELOADING, ASW_MARINE_SUBSKILL_RELOADING_SPEED_SCALE);		fReloadTime *= fSpeedScale;		// riflemod: bots reload very fast because they are stupid to die 		// during long reloads		if ( !GetMarine()->IsInhabited() )		{			fReloadTime = 1.0f; 		}	}	//CALL_ATTRIB_HOOK_FLOAT( fReloadTime, mod_reload_time );	return fReloadTime;}
开发者ID:BenLubar,项目名称:riflemod,代码行数:21,


示例25: GetMarine

	float CASW_Weapon_Medical_Satchel::GetInfestationCureAmount()	{		CASW_Marine *pMarine = GetMarine();		if (!pMarine)			return 0.0f;				float flCureAmount = MarineSkills()->GetSkillBasedValueByMarine(pMarine, ASW_MARINE_SKILL_XENOWOUNDS) / 100.0f;		//CALL_ATTRIB_HOOK_FLOAT( flCureAmount, mod_xenowound_bonus );		return flCureAmount;	}
开发者ID:Cre3per,项目名称:hl2sdk-csgo,代码行数:12,


示例26: GetMarine

float CASW_Weapon_Minigun::GetMuzzleFlashScale( void ){	// if we haven't calculated the muzzle scale based on the carrying marine's skill yet, then do so	if (m_fMuzzleFlashScale == -1)	{		C_ASW_Marine *pMarine = GetMarine();		if (pMarine)			m_fMuzzleFlashScale = 2.0f * MarineSkills()->GetSkillBasedValueByMarine(pMarine, ASW_MARINE_SKILL_AUTOGUN, ASW_MARINE_SUBSKILL_AUTOGUN_MUZZLE);		else			return 2.0f;	}	return m_fMuzzleFlashScale;}
开发者ID:Cre3per,项目名称:hl2sdk-csgo,代码行数:13,



注:本文中的GetMarine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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