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自学教程:C++ GetTeam函数代码示例

51自学网 2021-06-01 21:15:57
  C++
这篇教程C++ GetTeam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GetTeam函数的典型用法代码示例。如果您正苦于以下问题:C++ GetTeam函数的具体用法?C++ GetTeam怎么用?C++ GetTeam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GetTeam函数的29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: switch

//--------------------------------------------------------------------------------------// Checks whether the necessary conditions for the execution of a certain manoeuvre are // still given// Param1: Identifies the manoeuvre, for which to check the conditions.// Returns true if the conditions for the manoeuvre are still fulfilled, false otherwise.//--------------------------------------------------------------------------------------bool MultiflagCTFTeamAI::ManoeuvreStillValid(TeamManoeuvreType manoeuvre){	EntityTeam enemyTeam = None;	if(GetTeam() == TeamRed)	{		enemyTeam = TeamBlue;	}else	{		enemyTeam = TeamRed;	}	switch(manoeuvre)	{	case DefendBaseEntrancesManoeuvre:		return (m_flagData[GetTeam()].m_state == InBase);		break;	case RushBaseAttackManoeuvre:		return (m_flagData[enemyTeam].m_state == InBase);		break;	case CoordinatedBaseAttackManoeuvre:		return (m_flagData[enemyTeam].m_state == InBase);		break;	case DistractionBaseAttackManoeuvre:		return (m_flagData[enemyTeam].m_state == InBase);		break;	case SimpleBaseAttackManoeuvre:		return (m_flagData[enemyTeam].m_state == InBase);		break;	case PickUpDroppedFlagManoeuvre:		return (m_flagData[enemyTeam].m_state == Dropped);		break;	case RunTheFlagHomeManoeuvre:		return (m_flagData[enemyTeam].m_state == Stolen);		break;	case ReturnDroppedFlagManoeuvre:		return (m_flagData[GetTeam()].m_state == Dropped);		break;	case SimpleBaseDefenceManoeuvre:		return (m_flagData[GetTeam()].m_state == InBase);		break;	case ActiveBaseDefenceManoeuvre:		return (m_flagData[GetTeam()].m_state == InBase);		break;	case GuardedFlagCaptureManoeuvre:		return (m_flagData[enemyTeam].m_state == Stolen);		break;	case InterceptFlagCarrierManoeuvre:		return (m_flagData[GetTeam()].m_state == Stolen);		break;	default:		return TeamAI::ManoeuvreStillValid(manoeuvre);	}}
开发者ID:BlurEffect,项目名称:SquadAI,代码行数:59,


示例2: if

void CObject::HandleSpecialSegment (void){if ((info.nType == OBJ_PLAYER) && (gameData.multiplayer.nLocalPlayer == info.nId)) {	CSegment*		segP = SEGMENTS + info.nSegment;	CPlayerData*	playerP = gameData.multiplayer.players + gameData.multiplayer.nLocalPlayer;	fix				shields, fuel;   if (gameData.app.nGameMode & GM_CAPTURE)		 segP->CheckForGoal ();   else if (gameData.app.nGameMode & GM_HOARD)		 segP->CheckForHoardGoal ();	else if (Controls [0].forwardThrustTime || Controls [0].verticalThrustTime || Controls [0].sidewaysThrustTime) {		gameStates.entropy.nTimeLastMoved = -1;		if ((gameData.app.nGameMode & GM_ENTROPY) &&			 ((segP->m_owner < 0) || (segP->m_owner == GetTeam (gameData.multiplayer.nLocalPlayer) + 1))) {			StopConquerWarning ();			}		}	else if (gameStates.entropy.nTimeLastMoved < 0)		gameStates.entropy.nTimeLastMoved = 0;	shields = segP->Damage (playerP->shields + 1);	if (shields > 0) {		playerP->shields -= shields;		MultiSendShields ();		if (playerP->shields < 0)			StartPlayerDeathSequence (this);		else			segP->ConquerCheck ();		}	else {		StopConquerWarning ();		fuel = segP->Refuel (INITIAL_ENERGY - playerP->energy);		if (fuel > 0)			playerP->energy += fuel;		shields = segP->Repair (INITIAL_SHIELDS - playerP->shields);		if (shields > 0) {			playerP->shields += shields;			MultiSendShields ();			}		if (!segP->m_owner)			segP->ConquerCheck ();		}	}}
开发者ID:paud,项目名称:d2x-xl,代码行数:45,


示例3: IMPLEMENT_RMI

//------------------------------------------------------------------------IMPLEMENT_RMI(CGameRules, ClSetTeam){	if (!params.entityId) // ignore these for now		return true;	int oldTeam = GetTeam(params.entityId);	if (oldTeam==params.teamId)		return true;	TEntityTeamIdMap::iterator it=m_entityteams.find(params.entityId);	if (it!=m_entityteams.end())		m_entityteams.erase(it);	IActor *pActor=m_pActorSystem->GetActor(params.entityId);	bool isplayer=pActor!=0;	if (isplayer && oldTeam)	{		TPlayerTeamIdMap::iterator pit=m_playerteams.find(oldTeam);		assert(pit!=m_playerteams.end());		stl::find_and_erase(pit->second, params.entityId);	}	if (params.teamId)	{		m_entityteams.insert(TEntityTeamIdMap::value_type(params.entityId, params.teamId));		if (isplayer)		{			TPlayerTeamIdMap::iterator pit=m_playerteams.find(params.teamId);			assert(pit!=m_playerteams.end());			pit->second.push_back(params.entityId);		}	}	if(isplayer)	{		ReconfigureVoiceGroups(params.entityId,oldTeam,params.teamId);		if (pActor->IsClient())			m_pRadio->SetTeam(GetTeamName(params.teamId));	}	m_pScript->CallMethod( "OnSetTeam", params.entityId, params.teamId);	return true;}
开发者ID:nhnam,项目名称:Seasons,代码行数:46,


示例4: PrepareMove

void PulseLaser::PrepareMove(){  m_front += m_speed;  if (m_frame.CheckCollision(m_front, m_back, GetTeam(), GetOwner()))  {    m_frame.RemoveProjectile(this);  }  m_back += m_speed;  Size screenSize = DrawWrapper::GetSize();  if (m_back.x > screenSize.x || m_back.x < 0 || m_back.y > screenSize.y || m_back.y < 0)  {    m_frame.RemoveProjectile(this);  }}
开发者ID:shinarit,项目名称:wiz,代码行数:18,


示例5: GameWarning

//------------------------------------------------------------------------void CGameRules::StoreMigratingPlayer(IActor *pActor){	if (pActor == NULL)	{		GameWarning("Invalid data for migrating player");		return;	}	IEntity *pEntity = pActor->GetEntity();	EntityId id = pEntity->GetId();	bool registered = false;	uint16 channelId = pActor->GetChannelId();	CRY_ASSERT(channelId);	bool bShouldAdd = true;	if (bShouldAdd && (!m_hostMigrationCachedEntities.empty()))	{		if (!stl::find(m_hostMigrationCachedEntities, pActor->GetEntityId()))		{			bShouldAdd = false;		}	}	if (bShouldAdd)	{		for (uint32 index = 0; index < m_migratingPlayerMaxCount; ++index)		{			if (!m_pMigratingPlayerInfo[index].InUse())			{				m_pMigratingPlayerInfo[index].SetData(pEntity->GetName(), id, GetTeam(id), pEntity->GetWorldPos(), pEntity->GetWorldAngles(), pActor->GetHealth());				m_pMigratingPlayerInfo[index].SetChannelID(channelId);				registered = true;				break;			}		}	}	pEntity->Hide(true);		// Hide the player, they will be unhidden when they rejoin	if (!registered && bShouldAdd)	{		GameWarning("Too many migrating players!");	}}
开发者ID:richmondx,项目名称:bare-minimum-cryengine3,代码行数:45,


示例6: Warning

bool CHL2MP_Player::HandleCommand_JoinTeam( int team ){	if ( !GetGlobalTeam( team ) || team == 0 )	{		Warning( "HandleCommand_JoinTeam( %d ) - invalid team index./n", team );		return false;	}	if ( team == TEAM_SPECTATOR )	{		// Prevent this is the cvar is set		if ( !mp_allowspectators.GetInt() )		{			ClientPrint( this, HUD_PRINTCENTER, "#Cannot_Be_Spectator" );			return false;		}		if ( /*GetTeamNumber() != TEAM_UNASSIGNED &&*/ !IsDead() ) //DHL - Skillet - Players in deathmatch are unassigned		{			m_fNextSuicideTime = gpGlobals->curtime;	// allow the suicide to work			CommitSuicide();			// add 1 to frags to balance out the 1 subtracted for killing yourself			IncrementFragCount( 1 );			GetTeam()->AddScore( 1 ); //DHL - Skillet - Required to keep the scoreboard headers from getting out of sync		}		ChangeTeam( TEAM_SPECTATOR );		return true;	}	else	{		StopObserverMode();		State_Transition(STATE_ACTIVE);	}	// Switch their actual team...	ChangeTeam( team );	return true;}
开发者ID:dreckard,项目名称:dhl2,代码行数:43,


示例7: while

bool Monster::Shot(Game_Manager* gm_, coord_def c, float focus_, int item_num){	if(GetShotStop())		return false;	if(GetStop())		return false;	if(!GetDelay() && weapon)	{		focus_ += weapon->GetFocusBase()+GetFocusSum();		while(SetDelay(weapon->Shot(gm_, this, GetTeam(), GetPos(), c, focus_)*panalty) < 0)		{			SetDelay(0.0f);			weapon->Reload(); //
C++ GetTeamIndex函数代码示例
C++ GetTargetUnit函数代码示例
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