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自学教程:C++ GetMaxClip1函数代码示例

51自学网 2021-06-01 21:10:34
  C++
这篇教程C++ GetMaxClip1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GetMaxClip1函数的典型用法代码示例。如果您正苦于以下问题:C++ GetMaxClip1函数的具体用法?C++ GetMaxClip1怎么用?C++ GetMaxClip1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GetMaxClip1函数的28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: MIN

//-----------------------------------------------------------------------------// Purpose: //-----------------------------------------------------------------------------void CWeaponShotgun::ItemHolsterFrame( void ){	// Must be player held	if ( GetOwner() && GetOwner()->IsPlayer() == false )		return;	// We can't be active	if ( GetOwner()->GetActiveWeapon() == this )		return;	// If it's been longer than three seconds, reload	if ( ( gpGlobals->curtime - m_flHolsterTime ) > sk_auto_reload_time.GetFloat() )	{		// Reset the timer		m_flHolsterTime = gpGlobals->curtime;			if ( GetOwner() == NULL )			return;		if ( m_iClip1 == GetMaxClip1() )			return;		// Just load the clip with no animations		int ammoFill = MIN( (GetMaxClip1() - m_iClip1), GetOwner()->GetAmmoCount( GetPrimaryAmmoType() ) );				GetOwner()->RemoveAmmo( ammoFill, GetPrimaryAmmoType() );		m_iClip1 += ammoFill;	}}
开发者ID:NEITMod,项目名称:HL2BM2,代码行数:32,


示例2: GetPlayerOwner

bool CWeaponM4A1::Reload(){    CMomentumPlayer *pPlayer = GetPlayerOwner();    if (!pPlayer)        return false;    if (pPlayer->GetAmmoCount(GetPrimaryAmmoType()) <= 0)        return false;    int iResult = 0;    if (m_bSilencerOn)        iResult = DefaultReload(GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD_SILENCED);    else        iResult = DefaultReload(GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD);    if (!iResult)        return false;    pPlayer->SetAnimation(PLAYER_RELOAD);#ifndef CLIENT_DLL    if ((iResult) && (pPlayer->GetFOV() != pPlayer->GetDefaultFOV()))    {        pPlayer->SetFOV(pPlayer, pPlayer->GetDefaultFOV());    }#endif    m_flAccuracy = 0.2;    pPlayer->m_iShotsFired = 0;    m_bDelayFire = false;    return true;}
开发者ID:Asunaya,项目名称:game,代码行数:33,


示例3: GetOwner

//-----------------------------------------------------------------------------// Purpose: Override so only reload one shell at a time// Input  :// Output ://-----------------------------------------------------------------------------bool CWeapon870AE::StartReload( void ){	CBaseCombatCharacter *pOwner  = GetOwner();		if ( pOwner == NULL )		return false;	if (m_iItemID == 0) 	{		if (pOwner->GetAmmoCount(m_iPrimaryAmmoType) <= 0)			return false;		if (m_iClip1 >= GetMaxClip1())			return false;		// If shotgun totally emptied then a pump animation is needed		//NOTENOTE: This is kinda lame because the player doesn't get strong feedback on when the reload has finished,		//			without the pump.  Technically, it's incorrect, but it's good for feedback...		int j = MIN(1, pOwner->GetAmmoCount(m_iPrimaryAmmoType));		if (j <= 0)			return false;	}	else 	{		CBasePlayer *pPlayer = ToBasePlayer(GetOwner());		if (pPlayer)		{			if (pPlayer->Inventory_CountAllObjectContentsOfID(GetPrimaryAmmoID()) <= 0)				return false;			if (m_iClip1 >= GetMaxClip1())				return false;			int j = MIN(1, pPlayer->Inventory_CountAllObjectContentsOfID(GetPrimaryAmmoID()));			if (j <= 0)				return false;		}	}	SendWeaponAnim( ACT_SHOTGUN_RELOAD_START );	// Make shotgun shell visible	SetBodygroup(1,0);	pOwner->m_flNextAttack = gpGlobals->curtime;	m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();	m_bInReload = true;	return true;}
开发者ID:jherring137,项目名称:hl2_augmented,代码行数:57,


示例4: ToBasePlayer

//-----------------------------------------------------------------------------// Purpose: //-----------------------------------------------------------------------------void CWeaponCGuard::DelayedFire( void ){	if ( m_flChargeTime >= gpGlobals->curtime )		return;	if ( m_bFired )		return;	m_bFired = true;	// Only the player fires this way so we can cast	CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );	if ( pPlayer == NULL )		return;		// Abort here to handle burst and auto fire modes	if ( (GetMaxClip1() != -1 && m_iClip1 == 0) || (GetMaxClip1() == -1 && !pPlayer->GetAmmoCount(m_iPrimaryAmmoType) ) )		return;	// MUST call sound before removing a round from the clip of a CMachineGun	WeaponSound(SINGLE);	pPlayer->DoMuzzleFlash();	// To make the firing framerate independent, we may have to fire more than one bullet here on low-framerate systems, 	// especially if the weapon we're firing has a really fast rate of fire.	if ( GetSequence() != SelectWeightedSequence( ACT_VM_PRIMARYATTACK ) )	{		m_flNextPrimaryAttack = gpGlobals->curtime;	}		// Make sure we don't fire more than the amount in the clip, if this weapon uses clips	if ( UsesClipsForAmmo1() )	{		m_iClip1 = m_iClip1 - 1;	}	// Fire the bullets	Vector vecSrc	 = pPlayer->Weapon_ShootPosition( );	Vector vecAiming = pPlayer->GetRadialAutoVector( NEW_AUTOAIM_RADIUS, NEW_AUTOAIM_DIST );	//Factor in the view kick	AddViewKick();	Vector	impactPoint	= vecSrc + ( vecAiming * MAX_TRACE_LENGTH );	trace_t	tr;	UTIL_TraceHull( vecSrc, impactPoint, Vector( -2, -2, -2 ), Vector( 2, 2, 2 ), MASK_SHOT, pPlayer, COLLISION_GROUP_NONE, &tr );	CreateConcussiveBlast( tr.endpos, tr.plane.normal, this, 1.0 );}
开发者ID:Bubbasacs,项目名称:FinalProj,代码行数:55,


示例5: Warning

//-----------------------------------------------------------------------------// Purpose: Override so only reload one shell at a time// Input  :// Output ://-----------------------------------------------------------------------------bool CWeapon870AE::Reload( void ){	// Check that StartReload was called first	if (!m_bInReload)	{		Warning("ERROR: Shotgun Reload called incorrectly!/n");	}	CBaseCombatCharacter *pOwner  = GetOwner();		if (m_iItemID == 0)	{		if (pOwner->GetAmmoCount(m_iPrimaryAmmoType) <= 0)			return false;		if (m_iClip1 >= GetMaxClip1())			return false;		int j = MIN(1, pOwner->GetAmmoCount(m_iPrimaryAmmoType));		if (j <= 0)			return false;	}	else	{		CBasePlayer *pPlayer = ToBasePlayer(GetOwner());		if (pPlayer)		{			if (pPlayer->Inventory_CountAllObjectContentsOfID(GetPrimaryAmmoID()) <= 0)				return false;			if (m_iClip1 >= GetMaxClip1())				return false;			int j = MIN(1, pPlayer->Inventory_CountAllObjectContentsOfID(GetPrimaryAmmoID()));			if (j <= 0)				return false;		}	}	FillClip();	// Play reload on different channel as otherwise steals channel away from fire sound	WeaponSound(RELOAD);	SendWeaponAnim( ACT_VM_RELOAD );	pOwner->m_flNextAttack = gpGlobals->curtime;	m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();	return true;}
开发者ID:jherring137,项目名称:hl2_augmented,代码行数:53,


示例6: GetOwner

//-----------------------------------------------------------------------------// Purpose: Same as base reload but doesn't change the owner's next attack time. This//			lets us zoom out while reloading. This hack is necessary because our//			ItemPostFrame is only called when the owner's next attack time has//			expired.// Output : Returns true if the weapon was reloaded, false if no more ammo.//-----------------------------------------------------------------------------bool CWeaponSniperRifle::Reload( void ){	CBaseCombatCharacter *pOwner = GetOwner();	if (!pOwner)	{		return false;	}			if (pOwner->GetAmmoCount(m_iPrimaryAmmoType) > 0)	{		int primary		= MIN(GetMaxClip1() - m_iClip1, pOwner->GetAmmoCount(m_iPrimaryAmmoType));		int secondary	= MIN(GetMaxClip2() - m_iClip2, pOwner->GetAmmoCount(m_iSecondaryAmmoType));		if (primary > 0 || secondary > 0)		{			// Play reload on different channel as it happens after every fire			// and otherwise steals channel away from fire sound			WeaponSound(RELOAD);			SendWeaponAnim( ACT_VM_RELOAD );			m_flNextPrimaryAttack	= gpGlobals->curtime + SequenceDuration();			m_bInReload = true;		}		return true;	}	return false;}
开发者ID:SizzlingStats,项目名称:hl2sdk-ob-valve,代码行数:37,


示例7: GetPlayerOwner

bool CWeaponCSBaseGun::Reload(){	CCSPlayer *pPlayer = GetPlayerOwner();	if ( !pPlayer )		return false;	if (pPlayer->GetAmmoCount( GetPrimaryAmmoType() ) <= 0)		return false;	int iResult = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD );	if ( !iResult )		return false;	pPlayer->SetAnimation( PLAYER_RELOAD );#ifndef CLIENT_DLL	if ((iResult) && (pPlayer->GetFOV() != pPlayer->GetDefaultFOV()))	{		pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV() );	}#endif	m_flAccuracy = 0.2;	pPlayer->m_iShotsFired = 0;	m_bDelayFire = false;	pPlayer->SetShieldDrawnState( false );	return true;}
开发者ID:Axitonium,项目名称:SourceEngine2007,代码行数:29,


示例8: GetOwner

//-----------------------------------------------------------------------------// Purpose: Override so only reload one shell at a time// Input  :// Output ://-----------------------------------------------------------------------------bool CWeaponShotgun::StartReload( void ){	if ( m_bNeedPump )		return false;	CBaseCombatCharacter *pOwner  = GetOwner();		if ( pOwner == NULL )		return false;	if (pOwner->GetAmmoCount(m_iPrimaryAmmoType) <= 0)		return false;	if (m_iClip1 >= GetMaxClip1())		return false;	int j = MIN(1, pOwner->GetAmmoCount(m_iPrimaryAmmoType));	if (j <= 0)		return false;	SendWeaponAnim( ACT_SHOTGUN_RELOAD_START );	// Make shotgun shell visible	SetBodygroup(1,0);	pOwner->m_flNextAttack = gpGlobals->curtime;	m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();	m_bInReload = true;	return true;}
开发者ID:NEITMod,项目名称:HL2BM2,代码行数:38,


示例9: GetDODPlayerOwner

bool CDODBaseRocketWeapon::Reload( void ){	CDODPlayer *pPlayer = GetDODPlayerOwner();	if (pPlayer->GetAmmoCount( GetPrimaryAmmoType() ) <= 0)	{		CDODPlayer *pDODPlayer = ToDODPlayer( pPlayer );		pDODPlayer->HintMessage( HINT_AMMO_EXHAUSTED );		return false;	}	Activity actReload;	if( IsDeployed() )		actReload = ACT_VM_RELOAD_DEPLOYED;	else		actReload = ACT_VM_RELOAD;	int iResult = DefaultReload( GetMaxClip1(), GetMaxClip2(), actReload );	if ( !iResult )		return false;	pPlayer->SetAnimation( PLAYER_RELOAD );	// if we don't want the auto-rezoom, undeploy here	if ( !pPlayer->ShouldAutoRezoom() )	{		m_bDeployed = false;		pPlayer->SetBazookaDeployed( m_bDeployed );	}	return true;}
开发者ID:Axitonium,项目名称:SourceEngine2007,代码行数:33,


示例10: DefaultReload

//-----------------------------------------------------------------------------//-----------------------------------------------------------------------------bool CWeaponG43::Reload( void ){	bool fRet;	float fCacheTime = m_flNextSecondaryAttack;	fRet = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD );	if ( fRet )	{		// Undo whatever the reload process has done to our secondary		// attack timer. We allow you to interrupt reloading to fire		// a grenade.		m_flNextSecondaryAttack = GetOwner()->m_flNextAttack = fCacheTime;		WeaponSound( RELOAD );		CBasePlayer *pOwner = ToBasePlayer( GetOwner() );		CEffectData data;		data.m_vOrigin = pOwner->WorldSpaceCenter() + RandomVector( 0, 0 );		data.m_vAngles = QAngle( 90, random->RandomInt( 0, 360 ), 0 );		data.m_nEntIndex = entindex();		DispatchEffect( "ClipEject", data );	}	return fRet;}
开发者ID:BerntA,项目名称:tfo-code,代码行数:28,


示例11: Warning

//-----------------------------------------------------------------------------// Purpose: Override so only reload one shell at a time// Input  :// Output ://-----------------------------------------------------------------------------bool CWeaponShotgun::Reload( void ){	// Check that StartReload was called first	if (!m_bInReload)	{		Warning("ERROR: Shotgun Reload called incorrectly!/n");	}	CBaseCombatCharacter *pOwner  = GetOwner();		if ( pOwner == NULL )		return false;	if (pOwner->GetAmmoCount(m_iPrimaryAmmoType) <= 0)		return false;	if (m_iClip1 >= GetMaxClip1())		return false;	int j = min(1, pOwner->GetAmmoCount(m_iPrimaryAmmoType));	if (j <= 0)		return false;	FillClip();	// Play reload on different channel as otherwise steals channel away from fire sound	WeaponSound(RELOAD);	SendWeaponAnim( ACT_VM_RELOAD );	pOwner->m_flNextAttack = gpGlobals->curtime;	m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();	return true;}
开发者ID:AluminumKen,项目名称:hl2sb-src,代码行数:39,


示例12: DefaultReload

bool CWeaponSAA::Reload( void ){	bool fRet = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD );	if ( fRet )		WeaponSound( RELOAD );	return fRet;}
开发者ID:dreckard,项目名称:dhl2,代码行数:7,


示例13: DefaultReload

//Tony; override for animation purposes.bool CWeaponHL2MPBase::Reload( void ){	bool fRet = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD );	if ( fRet )	{//		WeaponSound( RELOAD );		ToHL2MPPlayer(GetOwner())->DoAnimationEvent( PLAYERANIMEVENT_RELOAD );	}	return fRet;}
开发者ID:AluminumKen,项目名称:hl2sb-src,代码行数:11,


示例14: DefaultReload

//-----------------------------------------------------------------------------//-----------------------------------------------------------------------------bool CWeaponPistol::Reload( void ){	bool fRet = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD );	if ( fRet )	{		WeaponSound( RELOAD );		m_flAccuracyPenalty = 0.0f;	}	return fRet;}
开发者ID:WorldGamers,项目名称:Mobile-Forces-Source,代码行数:12,


示例15: DefaultReload

//-----------------------------------------------------------------------------//-----------------------------------------------------------------------------bool CWeaponGlock18::Reload( void ){	bool fRet = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD );	if ( fRet )	{		WeaponSound( RELOAD );		ToHL2MPPlayer(GetOwner())->DoAnimationEvent( PLAYERANIMEVENT_RELOAD );		m_flAccuracyPenalty = 0.0f;	}	return fRet;}
开发者ID:jonnyboy0719,项目名称:situation-outbreak-two,代码行数:13,


示例16: DefaultReload

//-----------------------------------------------------------------------------// Purpose: The gun is being reloaded //-----------------------------------------------------------------------------bool CWeaponAK47::Reload( void ){  bool fRet = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD );  if ( fRet )  {    WeaponSound( RELOAD );    ToHL2MPPlayer(GetOwner())->DoAnimationEvent( PLAYERANIMEVENT_RELOAD );    //reset the burst counter to the default    m_iBurst=BURST;  }  return fRet;}
开发者ID:js564,项目名称:final,代码行数:15,


示例17: DefaultReload

//-----------------------------------------------------------------------------// Purpose: The gun is being reloaded //-----------------------------------------------------------------------------bool CWeaponMomentumGun::Reload(void){	bool fRet = DefaultReload(GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD);	if (fRet)	{		WeaponSound(RELOAD);		//ToBaseCombatCharacter(GetOwner())->DoAnimationEvent(PLAYERANIMEVENT_RELOAD);		//reset the burst counter to the default		m_iBurst = BURST;	}	return fRet;}
开发者ID:EspyEspurr,项目名称:game,代码行数:15,


示例18: GetPlayerOwner

bool CWeaponShotgun::Reload(){	CSDKPlayer *pPlayer = GetPlayerOwner();	if (pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 || m_iClip1 == GetMaxClip1())		return true;	// don't reload until recoil is done	if (m_flNextPrimaryAttack > gpGlobals->curtime)		return true;			// check to see if we're ready to reload	if (m_fInSpecialReload == 0)	{		pPlayer->SetAnimation( PLAYER_RELOAD );		SendWeaponAnim( ACT_SHOTGUN_RELOAD_START );		m_fInSpecialReload = 1;		pPlayer->m_flNextAttack = gpGlobals->curtime + 0.5;		m_flNextPrimaryAttack = gpGlobals->curtime + 0.5;		m_flNextSecondaryAttack = gpGlobals->curtime + 0.5;		SetWeaponIdleTime( gpGlobals->curtime + 0.5 );		return true;	}	else if (m_fInSpecialReload == 1)	{		if (m_flTimeWeaponIdle > gpGlobals->curtime)			return true;		// was waiting for gun to move to side		m_fInSpecialReload = 2;		SendWeaponAnim( ACT_VM_RELOAD );		SetWeaponIdleTime( gpGlobals->curtime + 0.45 );	}	else	{		// Add them to the clip		m_iClip1 += 1;		#ifdef GAME_DLL		SendReloadEvents();#endif				CSDKPlayer *pPlayer = GetPlayerOwner();		if ( pPlayer )			 pPlayer->RemoveAmmo( 1, m_iPrimaryAmmoType );		m_fInSpecialReload = 1;	}	return true;}
开发者ID:Adidasman1,项目名称:source-sdk-2013,代码行数:53,


示例19: GetOwner

bool CWeaponShotgun::Reload( void ){	CBaseCombatCharacter *pOwner  = GetOwner();		if ( pOwner == NULL )		return false;	if ( pOwner->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 )		return false;	if ( m_iClip1 >= GetMaxClip1() )		return false;	// don't reload until recoil is done	if ( m_flNextPrimaryAttack > gpGlobals->curtime )		return false;	// check to see if we're ready to reload	if ( m_fInSpecialReload == 0 )	{		SendWeaponAnim( ACT_SHOTGUN_RELOAD_START );		m_fInSpecialReload = 1;		pOwner->m_flNextAttack	= gpGlobals->curtime + 0.6;		SetWeaponIdleTime( gpGlobals->curtime + 0.6 );		m_flNextPrimaryAttack	= gpGlobals->curtime + 1.0;		m_flNextSecondaryAttack	= gpGlobals->curtime + 1.0;		return true;	}	else if ( m_fInSpecialReload == 1 )	{		if ( !HasWeaponIdleTimeElapsed() )			return false;		// was waiting for gun to move to side		m_fInSpecialReload = 2;		// Play reload on different channel as otherwise steals channel away from fire sound		WeaponSound( RELOAD );		SendWeaponAnim( ACT_VM_RELOAD );		SetWeaponIdleTime( gpGlobals->curtime + 0.5 );	}	else	{		FillClip();		m_fInSpecialReload = 1;	}	return true;}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:52,


示例20: DefaultReload

bool CWeaponMosinNagant::Reload( void ){	bool fRet = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD );	if ( fRet )	{		WeaponSound( RELOAD );		if ( m_bInZoom )		{			ToggleZoom(); //DHL: Leave zoom at reload		}	}	return fRet;}
开发者ID:dreckard,项目名称:dhl2,代码行数:13,


示例21: DefaultReload

//-----------------------------------------------------------------------------//-----------------------------------------------------------------------------bool CWeaponPistol::Reload( void ){	bool fRet = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD );	if ( fRet )	{		WeaponSound( RELOAD );#ifdef HL2MP_DEV_DLL	ToHL2MPPlayer(GetOwner())->DoAnimationEvent( PLAYERANIMEVENT_RELOAD );#endif // HL2MP_DEV_DLL		m_flAccuracyPenalty = 0.0f;	}	return fRet;}
开发者ID:Baer42,项目名称:Source-SDK-2014,代码行数:15,


示例22: DefaultReload

//-----------------------------------------------------------------------------//-----------------------------------------------------------------------------bool CWeapon_HL2_SMG1::Reload( void ){	bool fRet;	fRet = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD );	if ( fRet )	{		WeaponSound( RELOAD );		ToRainbowPlayer(GetOwner())->DoAnimationEvent( PLAYERANIMEVENT_RELOAD );	}	return fRet;}
开发者ID:DonnaLisa,项目名称:swarm-deferred,代码行数:16,


示例23: GetPlayerOwner

bool CWeaponDODBase::IsUseable(){	CBasePlayer *pPlayer = GetPlayerOwner();	if ( Clip1() <= 0 )	{		if ( pPlayer->GetAmmoCount( GetPrimaryAmmoType() ) <= 0 && GetMaxClip1() != -1 )					{			// clip is empty (or nonexistant) and the player has no more ammo of this type. 			return false;		}	}	return true;}
开发者ID:Axitonium,项目名称:SourceEngine2007,代码行数:15,


示例24: DefaultReload

//-----------------------------------------------------------------------------//-----------------------------------------------------------------------------bool CWeaponSMG1::Reload( void ){	bool fRet;	float fCacheTime = m_flNextSecondaryAttack;	fRet = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD );	if ( fRet )	{		// Undo whatever the reload process has done to our secondary		// attack timer. We allow you to interrupt reloading to fire		// a grenade.		m_flNextSecondaryAttack = GetOwner()->m_flNextAttack = fCacheTime;		WeaponSound( RELOAD );	}	return fRet;}
开发者ID:0xFEEDC0DE64,项目名称:UltraGame,代码行数:20,


示例25: GetViewmodelBoneControllers

//-----------------------------------------------------------------------------// Purpose: //-----------------------------------------------------------------------------void CWeaponCombatBurstRifle::GetViewmodelBoneControllers( C_BaseViewModel *pViewModel, 														   float controllers[MAXSTUDIOBONECTRLS]){	float flAmmoCount;	C_BaseTFPlayer *pPlayer = ( C_BaseTFPlayer* )GetOwner();	if ( pPlayer && pPlayer->IsDamageBoosted() )	{		flAmmoCount = random->RandomFloat( 0.0f, 1.0f );	}	else	{		// Dial shows ammo count!		flAmmoCount = ( float )m_iClip1 / ( float )GetMaxClip1();	}	// Add some shake	flAmmoCount += RandomFloat( -0.02, 0.02 );	controllers[0] = flAmmoCount;}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:22,


示例26: DefaultReload

bool CWeaponUzi::Reload( void ){	bool fRet;	float fCacheTime = m_flNextSecondaryAttack;	fRet = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD );	if ( fRet )	{		// Undo whatever the reload process has done to our secondary		// attack timer. We allow you to interrupt reloading to fire		// a grenade.		m_flNextSecondaryAttack = GetOwner()->m_flNextAttack = fCacheTime;		WeaponSound( RELOAD );		ToHL2MPPlayer(GetOwner())->DoAnimationEvent( PLAYERANIMEVENT_RELOAD );	}	m_flNextPrimaryAttack = gpGlobals->curtime + 1,466666666666667;	return fRet;}
开发者ID:Orygin,项目名称:BisounoursParty,代码行数:19,


示例27: ToTFPlayer

//-----------------------------------------------------------------------------// Purpose: //-----------------------------------------------------------------------------void CTFRocketLauncher::ItemPostFrame( void ){	CTFPlayer *pOwner = ToTFPlayer( GetOwnerEntity() );	if ( !pOwner )		return;	BaseClass::ItemPostFrame();#ifdef GAME_DLL	if ( m_flShowReloadHintAt && m_flShowReloadHintAt < gpGlobals->curtime )	{		if ( Clip1() < GetMaxClip1() )		{			pOwner->HintMessage( HINT_SOLDIER_RPG_RELOAD );		}		m_flShowReloadHintAt = 0;	}	/*	Vector forward;	AngleVectors( pOwner->EyeAngles(), &forward );	trace_t tr;	CTraceFilterSimple filter( pOwner, COLLISION_GROUP_NONE );	UTIL_TraceLine( pOwner->EyePosition(), pOwner->EyePosition() + forward * 2000, MASK_SOLID, &filter, &tr );	if ( tr.m_pEnt &&		tr.m_pEnt->IsPlayer() &&		tr.m_pEnt->IsAlive() &&		tr.m_pEnt->GetTeamNumber() != pOwner->GetTeamNumber() )	{		m_bLockedOn = true;	}	else	{		m_bLockedOn = false;	}	*/#endif}
开发者ID:TenmaPL,项目名称:TF2Classic,代码行数:44,


示例28: GetMarine

void CASW_Weapon::FinishReload( void ){	CASW_Marine *pOwner = GetMarine();	if (pOwner)	{		// If I use primary clips, reload primary		if ( UsesClipsForAmmo1() )		{			// asw: throw away what's in the clip currently			m_iClip1 = 0;			int primary	= MIN( GetMaxClip1() - m_iClip1, pOwner->GetAmmoCount(m_iPrimaryAmmoType));				m_iClip1 += primary;			pOwner->RemoveAmmo( primary, m_iPrimaryAmmoType);		}		// If I use secondary clips, reload secondary		if ( UsesClipsForAmmo2() )		{			int secondary = MIN( GetMaxClip2() - m_iClip2, pOwner->GetAmmoCount(m_iSecondaryAmmoType));			m_iClip2 += secondary;			pOwner->RemoveAmmo( secondary, m_iSecondaryAmmoType );		}		if ( m_bReloadsSingly )		{			m_bInReload = false;		}#ifdef GAME_DLL		if ( !m_bFastReloadSuccess )		{			pOwner->m_nFastReloadsInARow = 0;		}#endif		m_bFastReloadSuccess = false;		m_bFastReloadFailure = false;	}}
开发者ID:BenLubar,项目名称:riflemod,代码行数:39,



注:本文中的GetMaxClip1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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