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20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,代码来源:asw_weapon_welder_shared.cpp
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,代码来源:asw_weapon_assault_shotgun_shared.cpp
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,代码来源:asw_weapon_medkit_shared.cpp
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,代码来源:asw_weapon_buff_grenade.cpp
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,代码来源:asw_weapon_shotgun_shared.cpp
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,代码来源:asw_weapon_stim_shared.cpp
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,代码来源:asw_weapon_sniper_rifle.cpp
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,代码来源:asw_weapon_autogun_shared.cpp
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,代码来源:asw_weapon_shotgun_shared.cpp
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,代码来源:asw_weapon_minigun.cpp
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,代码来源:asw_weapon_assault_shotgun_shared.cpp
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,代码来源:asw_weapon_smart_bomb.cpp
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,代码来源:asw_weapon_pistol_shared.cpp
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,代码来源:asw_weapon_hornet_barrage.cpp
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,代码来源:asw_weapon_shared.cpp
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,代码来源:asw_weapon_sniper_rifle.cpp
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,代码来源:asw_weapon_blink.cpp
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,代码来源:asw_weapon_chainsaw_shared.cpp
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,代码来源:asw_weapon.cpp
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,代码来源:asw_weapon_hornet_barrage.cpp
注:本文中的GetMarine函数示例由纯净天空整理自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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