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自学教程:C++ GetPlayerOwner函数代码示例

51自学网 2021-06-01 21:13:03
  C++
这篇教程C++ GetPlayerOwner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GetPlayerOwner函数的典型用法代码示例。如果您正苦于以下问题:C++ GetPlayerOwner函数的具体用法?C++ GetPlayerOwner怎么用?C++ GetPlayerOwner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GetPlayerOwner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: GetPlayerOwner

void CBuffer::UpdateInfo(tstring& s){	tstring p;	s = "";	s += "MACRO-BUFFER INFO/n";	s += "Network extender/n /n";	if (GetPlayerOwner())	{		s += "Team: " + GetPlayerOwner()->GetPlayerName() + "/n";		if (GetDigitanksPlayer() == DigitanksGame()->GetCurrentLocalDigitanksPlayer())			s += " Friendly/n /n";		else			s += " Hostile/n /n";	}	else	{		s += "Team: Neutral/n /n";	}	if (IsConstructing())	{		s += "(Constructing)/n";		s += tsprintf(tstring("Turns left: %d/n"), GetTurnsRemainingToConstruct());		return;	}	s += tsprintf(tstring("Fleet Points: %d/n"), FleetPoints());	s += tsprintf(tstring("Bandwidth: %.1f/turn/n"), Bandwidth());	s += tsprintf(tstring("Network Size: %d/n"), (int)GetDataFlowRadius());	s += tsprintf(tstring("Efficiency: %d/n"), (int)(GetChildEfficiency() * 100));}
开发者ID:BSVino,项目名称:Digitanks,代码行数:33,


示例2: GameServer

CWreckage* CDigitanksEntity::CreateWreckage(){	// Figure out what to do about structures later.	if (dynamic_cast<CDigitank*>(this) == NULL)		return NULL;	CWreckage* pWreckage = GameServer()->Create<CWreckage>("CWreckage");	pWreckage->SetGlobalOrigin(GetRenderOrigin());	pWreckage->SetGlobalAngles(GetRenderAngles());	pWreckage->SetModel(GetModelID());	pWreckage->SetGlobalGravity(Vector(0, 0, DigitanksGame()->GetGravity()));	pWreckage->SetOldPlayer(GetDigitanksPlayer());	pWreckage->CalculateVisibility();	CDigitank* pTank = dynamic_cast<CDigitank*>(this);	if (pTank)		pWreckage->SetTurretModel(pTank->GetTurretModel());	bool bColorSwap = GetPlayerOwner() && (dynamic_cast<CDigitank*>(this));	if (bColorSwap)		pWreckage->SetColorSwap(GetPlayerOwner()->GetColor());	return pWreckage;}
开发者ID:BSVino,项目名称:Digitanks,代码行数:25,


示例3: r

void CSupplyLine::PostRender() const{	BaseClass::PostRender();	if (!GameServer()->GetRenderer()->IsRenderingTransparent())		return;	if (!m_hSupplier || !m_hEntity)		return;	Vector vecDestination = m_hEntity->GetGlobalOrigin();	Vector vecPath = vecDestination - m_hSupplier->GetGlobalOrigin();	vecPath.z = 0;	float flDistance = vecPath.Length2D();	Vector vecDirection = vecPath.Normalized();	size_t iSegments = (size_t)(flDistance/3);	CRenderingContext r(GameServer()->GetRenderer(), true);	if (DigitanksGame()->ShouldRenderFogOfWar())		r.UseFrameBuffer(DigitanksGame()->GetDigitanksRenderer()->GetVisibilityMaskedBuffer());	Color clrTeam(255, 255, 255, 255);	if (GetPlayerOwner())		clrTeam = GetPlayerOwner()->GetColor();	clrTeam = (Vector(clrTeam) + Vector(1,1,1))/2;	CRopeRenderer oRope(GameServer()->GetRenderer(), s_hSupplyBeam, DigitanksGame()->GetTerrain()->GetPointHeight(m_hSupplier->GetGlobalOrigin()) + Vector(0, 0, 2), 2.5f);	if (dynamic_cast<CStructure*>(m_hEntity.GetPointer()))	{		oRope.SetTextureScale(500000);		oRope.SetTextureOffset(-(float)fmod(GameServer()->GetGameTime(), 1));	}	else	{		oRope.SetTextureScale(5);		oRope.SetTextureOffset(-(float)fmod(GameServer()->GetGameTime(), 1)*2);	}	float flVisibility = 1;	CDigitanksEntity* pDTEnt = dynamic_cast<CDigitanksEntity*>(m_hEntity.GetPointer());	if (pDTEnt)		flVisibility = pDTEnt->GetVisibility();	for (size_t i = 1; i < iSegments; i++)	{		if (m_flIntegrity < 1 && i%2 == 0)			clrTeam.SetAlpha((int)(50 * m_flIntegrity * flVisibility));		else			clrTeam.SetAlpha((int)(255 * m_flIntegrity * flVisibility));		oRope.SetColor(clrTeam);		float flCurrentDistance = ((float)i*flDistance)/iSegments;		oRope.AddLink(DigitanksGame()->GetTerrain()->GetPointHeight(m_hSupplier->GetGlobalOrigin() + vecDirection*flCurrentDistance) + Vector(0, 0, 2));	}	oRope.Finish(DigitanksGame()->GetTerrain()->GetPointHeight(vecDestination) + Vector(0, 0, 2));}
开发者ID:BSVino,项目名称:Digitanks,代码行数:60,


示例4: InterceptSupplyLines

void CDigitanksEntity::InterceptSupplyLines(){	// Haha... no.	if (dynamic_cast<CSupplyLine*>(this))		return;	if (!GetPlayerOwner())		return;	for (size_t i = 0; i < GameServer()->GetMaxEntities(); i++)	{		CBaseEntity* pEntity = CBaseEntity::GetEntity(i);		if (!pEntity)			continue;		CSupplyLine* pSupplyLine = dynamic_cast<CSupplyLine*>(pEntity);		if (!pSupplyLine)			continue;		if (pSupplyLine->GetPlayerOwner() == GetPlayerOwner())			continue;		if (!pSupplyLine->GetPlayerOwner())			continue;		if (!pSupplyLine->GetSupplier() || !pSupplyLine->GetEntity())			continue;		Vector vecEntity = GetGlobalOrigin();		vecEntity.z = 0;		Vector vecSupplier = pSupplyLine->GetSupplier()->GetGlobalOrigin();		vecSupplier.z = 0;		Vector vecUnit = pSupplyLine->GetEntity()->GetGlobalOrigin();		vecUnit.z = 0;		if (DistanceToLineSegment(vecEntity, vecSupplier, vecUnit) > GetBoundingRadius()+4)			continue;		bool bFound = false;		for (size_t j = 0; j < m_ahSupplyLinesIntercepted.size(); j++)		{			if (pSupplyLine == m_ahSupplyLinesIntercepted[j])			{				bFound = true;				break;			}		}		if (!bFound)		{			pSupplyLine->Intercept(0.2f);			m_ahSupplyLinesIntercepted.push_back(pSupplyLine);		}	}}
开发者ID:BSVino,项目名称:Digitanks,代码行数:57,


示例5: GetPlayerOwner

// -----------------------------------------------------------------------------// Purpose:// -----------------------------------------------------------------------------bool CTFWeaponBaseMelee::Holster( CBaseCombatWeapon *pSwitchingTo ){	m_flSmackTime = -1.0f;	if ( GetPlayerOwner() )	{		GetPlayerOwner()->m_flNextAttack = gpGlobals->curtime + 0.5;	}	return BaseClass::Holster( pSwitchingTo );}
开发者ID:staticfox,项目名称:TF2Classic,代码行数:12,


示例6: 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7: FindGround

void CStructure::StartTurn(){	BaseClass::StartTurn();	FindGround();	if (!GetSupplier() && !dynamic_cast<CCPU*>(this))	{		if (GetPlayerOwner())			GetPlayerOwner()->RemoveUnit(this);		SetSupplier(NULL);	}	if (GetSupplier() && !GetSupplier()->GetPlayerOwner())	{		GetSupplier()->RemoveChild(this);		if (GetPlayerOwner())			GetPlayerOwner()->RemoveUnit(this);		SetSupplier(NULL);	}	if (GetPlayerOwner() == NULL)		return;	if (IsConstructing())	{		m_iTurnsToConstruct--;		if (m_iTurnsToConstruct == (size_t)0)		{			GetDigitanksPlayer()->AppendTurnInfo(tstring("Construction finished on ") + GetEntityName());			CompleteConstruction();			GetDigitanksPlayer()->AddActionItem(this, ACTIONTYPE_NEWSTRUCTURE);		}		else			GetDigitanksPlayer()->AppendTurnInfo(tsprintf(tstring("Constructing ") + GetEntityName() + " (%d turns left)", m_iTurnsToConstruct.Get()));	}	if (IsUpgrading())	{		m_iTurnsToUpgrade--;		if (m_iTurnsToUpgrade == (size_t)0)		{			GetDigitanksPlayer()->AppendTurnInfo(GetEntityName() + " finished upgrading.");			UpgradeComplete();		}		else			GetDigitanksPlayer()->AppendTurnInfo(tsprintf(tstring("Upgrading ") + GetEntityName() + " (%d turns left)", GetTurnsToUpgrade()));	}}
开发者ID:BSVino,项目名称:Digitanks,代码行数:53,


示例8: GetPlayerOwner

void CWeaponUSP::PrimaryAttack(){	CCSPlayer *pPlayer = GetPlayerOwner();	if ( m_bSilencerOn )	{		if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )			USPFire( (1.3) * (1 - m_flAccuracy), 0.225, false );		else if (pPlayer->GetAbsVelocity().Length2D() > 0)			USPFire( (0.25) * (1 - m_flAccuracy), 0.225, false );		else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )			USPFire( (0.125) * (1 - m_flAccuracy), 0.225, false );		else			USPFire( (0.15) * (1 - m_flAccuracy), 0.225, false );	}	else	{		if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )			USPFire( (1.2) * (1 - m_flAccuracy), 0.225, false );		else if (pPlayer->GetAbsVelocity().Length2D() > 0)			USPFire( (0.225) * (1 - m_flAccuracy), 0.225, false );		else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )			USPFire( (0.08) * (1 - m_flAccuracy), 0.225, false );		else			USPFire( (0.1) * (1 - m_flAccuracy), 0.225, false );	}}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:28,


示例9: GetCSWpnData

void CWeaponAug::AUGFire(float flSpread, bool bZoomed){    float flCycleTime = GetCSWpnData().m_flCycleTime;    if (bZoomed)        flCycleTime = 0.135f;    if (!CSBaseGunFire(flSpread, flCycleTime, true))        return;    CMomentumPlayer *pPlayer = GetPlayerOwner();    // CSBaseGunFire can kill us, forcing us to drop our weapon, if we shoot something that explodes    if (!pPlayer)        return;    if (pPlayer->GetAbsVelocity().Length2D() > 5)        pPlayer->KickBack(1, 0.45, 0.275, 0.05, 4, 2.5, 7);    else if (!FBitSet(pPlayer->GetFlags(), FL_ONGROUND))        pPlayer->KickBack(1.25, 0.45, 0.22, 0.18, 5.5, 4, 5);    else if (FBitSet(pPlayer->GetFlags(), FL_DUCKING))        pPlayer->KickBack(0.575, 0.325, 0.2, 0.011, 3.25, 2, 8);    else        pPlayer->KickBack(0.625, 0.375, 0.25, 0.0125, 3.5, 2.25, 8);}
开发者ID:Asunaya,项目名称:game,代码行数:28,


示例10: GetPlayerOwner

//=====================================================================================//// Purpose: Performs the screen shake and it checks to see if we hit an entity to//          handle the proper damage//			An entity here can be another player or a wood plank//=====================================================================================//void CTDPBludgeonWeaponBase::Hit( trace_t &tr, Activity nHitActivity ){	// Do we have a valid owner holding the weapon?	CTDPPlayer *pPlayer = GetPlayerOwner();	if ( !pPlayer )		return;	// Let's shake the screen a little	AddViewKick();	// if tr.m_pEnt is not NULL it means we have hit a target	if ( tr.m_pEnt != NULL )	{		Vector vForward;		pPlayer->EyeVectors( &vForward, NULL, NULL );		VectorNormalize( vForward );		// Process the damage and send it to the entity we just hit		CTakeDamageInfo dmgInfo( GetOwner(), GetOwner(), GetDamageForActivity( nHitActivity ), DMG_CLUB );		CalculateMeleeDamageForce( &dmgInfo, vForward, tr.endpos );		tr.m_pEnt->DispatchTraceAttack( dmgInfo, vForward, &tr );		ApplyMultiDamage();#if defined( GAME_DLL )		// Now hit all triggers along the ray that...		TraceAttackToTriggers( dmgInfo, tr.startpos, tr.endpos, vForward );#endif	}	// Apply an impact effect	ImpactEffect( tr );}
开发者ID:jrbedard,项目名称:troy-divine-playground,代码行数:37,


示例11: GetPlayerOwner

bool CWeaponBaseGun::Reload(){    CMomentumPlayer *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;    return true;}
开发者ID:bonjorno7,项目名称:GAME,代码行数:28,


示例12: ToTFPlayer

//-----------------------------------------------------------------------------// Purpose://-----------------------------------------------------------------------------void CTFMinigun::WindUp( void ){	// Get the player owning the weapon.	CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );	if ( !pPlayer )		return;	// Play wind-up animation and sound (SPECIAL1).	SendWeaponAnim( ACT_MP_ATTACK_STAND_PREFIRE );	// Set the appropriate firing state.	m_iWeaponState = AC_STATE_STARTFIRING;	pPlayer->m_Shared.AddCond( TF_COND_AIMING );#ifndef CLIENT_DLL	pPlayer->StopRandomExpressions();#endif#ifdef CLIENT_DLL 	WeaponSoundUpdate();#endif	// Update player's speed	pPlayer->TeamFortress_SetSpeed();}
开发者ID:Navton,项目名称:TF2Classic,代码行数:29,


示例13: ToTFPlayer

//-----------------------------------------------------------------------------// Purpose:// NOTE: Should this be put into fire gun//-----------------------------------------------------------------------------void CTFWeaponBaseGun::DoFireEffects(){	CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );	if ( !pPlayer )		return;	// Muzzle flash on weapon.	bool bMuzzleFlash = true;	// We no longer need this	/*	if ( pPlayer->IsPlayerClass( TF_CLASS_HEAVYWEAPONS ) )	{		//CTFWeaponBase *pWeapon = pPlayer->GetActiveTFWeapon();		//if ( pWeapon && pWeapon->GetWeaponID() == TF_WEAPON_MINIGUN )		if (pPlayer->IsActiveTFWeapon(TF_WEAPON_MINIGUN))		{			bMuzzleFlash = false;		}	}*/	if ( bMuzzleFlash )	{		pPlayer->DoMuzzleFlash();	}}
开发者ID:Navton,项目名称:TF2Classic,代码行数:30,


示例14: GetPlayerOwner

void CWeaponG3SG1::G3SG1Fire(float flSpread){    CMomentumPlayer *pPlayer = GetPlayerOwner();    if (!pPlayer)        return;    // If we are not zoomed in, or we have very recently zoomed and are still transitioning, the bullet diverts more.    if (pPlayer->GetFOV() == pPlayer->GetDefaultFOV() || (gpGlobals->curtime < m_zoomFullyActiveTime))        flSpread += 0.025;    // Mark the time of this shot and determine the accuracy modifier based on the last shot fired...    m_flAccuracy = 0.55 + (0.3) * (gpGlobals->curtime - m_flLastFire);    if (m_flAccuracy > 0.98)        m_flAccuracy = 0.98;    m_flLastFire = gpGlobals->curtime;    if (!CSBaseGunFire(flSpread, GetCSWpnData().m_flCycleTime, true))        return;    // Adjust the punch angle.    QAngle angle = pPlayer->GetPunchAngle();    angle.x -= SharedRandomFloat("G3SG1PunchAngleX", 0.75, 1.75) + (angle.x / 4);    angle.y += SharedRandomFloat("G3SG1PunchAngleY", -0.75, 0.75);    pPlayer->SetPunchAngle(angle);}
开发者ID:Asunaya,项目名称:game,代码行数:27,


示例15: GetPlayerOwner

void CWeaponCSBaseGun::ItemPostFrame(){	CCSPlayer *pPlayer = GetPlayerOwner();	if ( !pPlayer )		return;	//GOOSEMAN : Return zoom level back to previous zoom level before we fired a shot. This is used only for the AWP.	// And Scout.	if ( (m_flNextPrimaryAttack <= gpGlobals->curtime) && (pPlayer->m_bResumeZoom == TRUE) )	{#ifndef CLIENT_DLL		pPlayer->SetFOV( pPlayer, pPlayer->m_iLastZoom, 0.05f );		m_zoomFullyActiveTime = gpGlobals->curtime + 0.05f;// Make sure we think that we are zooming on the server so we don't get instant acc bonus		if ( pPlayer->GetFOV() == pPlayer->m_iLastZoom )		{			// return the fade level in zoom.			pPlayer->m_bResumeZoom = false;		}#endif	}	BaseClass::ItemPostFrame();}
开发者ID:Axitonium,项目名称:SourceEngine2007,代码行数:25,


示例16: OnTeamChange

void CSupplier::OnTeamChange(){	if (!GetPlayerOwner())	{		for (size_t i = 0; i < m_ahChildren.size(); i++)		{			if (!m_ahChildren[i])				continue;			m_ahChildren[i]->SetSupplier(NULL);			CStructure* pStructure = dynamic_cast<CStructure*>(m_ahChildren[i].GetPointer());			if (!pStructure)				continue;			if (pStructure->GetPlayerOwner())			{				pStructure->GetPlayerOwner()->RemoveUnit(pStructure);				DigitanksGame()->OnDisabled(pStructure, NULL, NULL);			}		}	}	BaseClass::OnTeamChange();	UpdateTendrils();	// This happens in UpdateTendrils() but do it again here anyway because UpdateTendrils only does it if there's a new tendril created.	DigitanksGame()->GetTerrain()->DirtyChunkTexturesWithinDistance(GetGlobalOrigin(), GetDataFlowRadius() + GetBoundingRadius());}
开发者ID:BSVino,项目名称:Digitanks,代码行数:29,


示例17: GetDigitanksPlayer

bool CSupplier::IsAvailableAreaActive(int iArea) const{	if (iArea != 1)		return BaseClass::IsAvailableAreaActive(iArea);	if (!GetDigitanksPlayer())		return false;	if (!GetDigitanksPlayer()->GetPrimaryCPU())		return false;	unittype_t ePreviewStructure = GetDigitanksPlayer()->GetPrimaryCPU()->GetPreviewStructure();	if (ePreviewStructure == STRUCTURE_PSU || ePreviewStructure == STRUCTURE_BATTERY)		return false;	if (GetPlayerOwner() != DigitanksGame()->GetCurrentLocalDigitanksPlayer())		return false;	if (IsConstructing())		return false;	// In build mode show everybody, otherwise only show the selected structure.	if (DigitanksGame()->GetControlMode() == MODE_BUILD || GetDigitanksPlayer()->IsSelected(this))		return true;	return false;}
开发者ID:BSVino,项目名称:Digitanks,代码行数:27,


示例18: ToBasePlayer

//-----------------------------------------------------------------------------// Animation event handlers//-----------------------------------------------------------------------------void CWeaponZMFists::HandleAnimEventMeleeHit( CBaseCombatCharacter *pOperator ){	//do the trace stuff here so we can pass it to the Hit() function	trace_t traceHit;	// Try a ray	CBasePlayer *pOwner = ToBasePlayer(pOperator);	if ( !pOwner )		return;	Vector swingStart = pOwner->Weapon_ShootPosition( );	Vector forward;	pOwner->EyeVectors( &forward, NULL, NULL );	Vector swingEnd = swingStart + forward * GetRange();#ifndef CLIENT_DLL	CHL2MP_Player *pPlayer = ToHL2MPPlayer( GetPlayerOwner() );	// Move other players back to history positions based on local player's lag	lagcompensation->StartLagCompensation( pPlayer, pPlayer->GetCurrentCommand() );#endif	UTIL_TraceLine( swingStart, swingEnd, MASK_SHOT_HULL, pOwner, COLLISION_GROUP_NONE, &traceHit );	Hit( traceHit, ACT_VM_HITCENTER);#ifndef CLIENT_DLL	// Move other players back to history positions based on local player's lag	lagcompensation->FinishLagCompensation( pPlayer );#endif}
开发者ID:TotallyMehis,项目名称:ZM-Updated,代码行数:32,


示例19: GetPlayerOwner

void CWeaponScout::SCOUTFire( float flSpread ){    CCSPlayer *pPlayer = GetPlayerOwner();    if (pPlayer == NULL)    {        Assert(pPlayer != NULL);        return;    }    // If we are not zoomed in, or we have very recently zoomed and are still transitioning, the bullet diverts more.    if (pPlayer->GetFOV() == pPlayer->GetDefaultFOV() || (gpGlobals->curtime < m_zoomFullyActiveTime))    {        flSpread += 0.025;    }    if (pPlayer->GetFOV() != pPlayer->GetDefaultFOV())    {        pPlayer->m_bResumeZoom = true;        pPlayer->m_iLastZoom = pPlayer->GetFOV();#ifndef CLIENT_DLL        pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV(), 0.05f );#endif    }    if ( !CSBaseGunFire( flSpread, GetCSWpnData().m_flCycleTime, true ) )        return;    QAngle angle = pPlayer->GetPunchAngle();    angle.x -= 2;    pPlayer->SetPunchAngle( angle );}
开发者ID:steadyfield,项目名称:SourceEngine2007,代码行数:32,


示例20: ToTFPlayer

//-----------------------------------------------------------------------------// Purpose: //-----------------------------------------------------------------------------bool CTFWeaponBaseMelee::CalcIsAttackCriticalHelper( void ){	CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );	if ( !pPlayer )		return false;	int nCvarValue = tf_weapon_criticals_melee.GetInt();	if ( nCvarValue == 0 )		return false;	if ( nCvarValue == 1 && !tf_weapon_criticals.GetBool() )		return false;	float flPlayerCritMult = pPlayer->GetCritMult();	float flCritChance = TF_DAMAGE_CRIT_CHANCE_MELEE * flPlayerCritMult;	CALL_ATTRIB_HOOK_FLOAT( flCritChance, mult_crit_chance );	// If the chance is 0, just bail.	if ( flCritChance == 0.0f )		return false;	return ( RandomInt( 0, WEAPON_RANDOM_RANGE-1 ) <= flCritChance * WEAPON_RANDOM_RANGE );}
开发者ID:TenmaPL,项目名称:TF2Classic,代码行数:28,


示例21: ShouldRemoveOnRoundRestart

	bool CWeaponDODBase::ShouldRemoveOnRoundRestart()	{		if ( GetPlayerOwner() )			return false;		else			return true;	}
开发者ID:Axitonium,项目名称:SourceEngine2007,代码行数:7,


示例22: GetPlayerOwner

bool CWeaponMP5::Deploy( ){	CSDKPlayer *pPlayer = GetPlayerOwner();	pPlayer->m_iShotsFired = 0;	return BaseClass::Deploy();}
开发者ID:Adidasman1,项目名称:source-sdk-2013,代码行数:7,


示例23: GetPlayerOwner

void CC4::WeaponIdle(){	if ( m_bStartedArming )	{		m_bStartedArming = false; //if the player releases the attack button cancel the arming sequence		#if !defined( CLIENT_DLL )			CCSPlayer *pPlayer = GetPlayerOwner();			// release the player from being frozen			pPlayer->ResetMaxSpeed();			m_flNextPrimaryAttack = gpGlobals->curtime + 1.0;			pPlayer->SetProgressBarTime( 0 );		#endif 		/*		if(m_bBombPlacedAnimation == true) //this means the placement animation is canceled			SendWeaponAnim( C4_DRAW, UseDecrement() ? 1: 0);		else			SendWeaponAnim( C4_IDLE1, UseDecrement() ? 1: 0);		*/	}	if (m_flTimeWeaponIdle > gpGlobals->curtime)		return;	//UTIL_Remove( this );}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:30,


示例24: ToTFPlayer

//-----------------------------------------------------------------------------// Purpose: //-----------------------------------------------------------------------------void CTFFlareGun::LaunchProjectile(void){	// Get the player owning the weapon.	CTFPlayer *pPlayer = ToTFPlayer(GetPlayerOwner());	if (!pPlayer)		return;	CalcIsAttackCritical();	SendWeaponAnim(ACT_VM_PRIMARYATTACK);	pPlayer->SetAnimation(PLAYER_ATTACK1);	pPlayer->DoAnimationEvent(PLAYERANIMEVENT_ATTACK_PRIMARY);	FireProjectile(pPlayer);#if !defined( CLIENT_DLL ) 	pPlayer->SpeakWeaponFire();	CTF_GameStats.Event_PlayerFiredWeapon(pPlayer, IsCurrentAttackACrit());#endif	// Set next attack times.	m_flNextPrimaryAttack = gpGlobals->curtime + m_pWeaponInfo->GetWeaponData(m_iWeaponMode).m_flTimeFireDelay;	SetWeaponIdleTime(gpGlobals->curtime + SequenceDuration());	// Check the reload mode and behave appropriately.	if (m_bReloadsSingly)	{		m_iReloadMode.Set(TF_RELOAD_START);	}}
开发者ID:staticfox,项目名称:TF2Classic,代码行数:35,


示例25: GetPlayerOwner

void CWeaponElite::WeaponIdle(){	CCSPlayer *pPlayer = GetPlayerOwner();	if ( !pPlayer )		return;	if (m_flTimeWeaponIdle > gpGlobals->curtime)		return;	if ( pPlayer->HasShield() )	{		SetWeaponIdleTime( gpGlobals->curtime + 20 );				//MIKETODO: shields		//if ( FBitSet(m_iWeaponState, WPNSTATE_SHIELD_DRAWN) )		//	 SendWeaponAnim( GLOCK18_SHIELD_IDLE, UseDecrement() ? 1:0 );	}	else	{		// only idle if the slid isn't back		if (m_iClip1 != 0)		{			if ( m_iClip1 == 1 )				SendWeaponAnim( ACT_VM_IDLE_EMPTY_LEFT );			else				SendWeaponAnim( ACT_VM_IDLE );		}	}}
开发者ID:Axitonium,项目名称:SourceEngine2007,代码行数:29,


示例26: GetPlayerOwner

void CWeaponUSP::PrimaryAttack(){	CCSPlayer *pPlayer = GetPlayerOwner();	if ( !pPlayer )		return;	if ( m_bSilencerOn )	{		if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )			USPFire( 1.3f * (1 - m_flAccuracy) );		else if (pPlayer->GetAbsVelocity().Length2D() > 5)			USPFire( 0.25f * (1 - m_flAccuracy) );		else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )			USPFire( 0.125f * (1 - m_flAccuracy) );		else			USPFire( 0.15f * (1 - m_flAccuracy) );	}	else	{		if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )			USPFire( 1.2f * (1 - m_flAccuracy ) );		else if (pPlayer->GetAbsVelocity().Length2D() > 5)			USPFire( 0.225f * (1 - m_flAccuracy) );		else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )			USPFire( 0.08f * (1 - m_flAccuracy) );		else			USPFire( 0.1f * (1 - m_flAccuracy) );	}}
开发者ID:Axitonium,项目名称:SourceEngine2007,代码行数:30,



注:本文中的GetPlayerOwner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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