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C++ GetFireRate函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中GetFireRate函数的典型用法代码示例。如果您正苦于以下问题:C++ GetFireRate函数的具体用法?C++ GetFireRate怎么用?C++ GetFireRate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GetFireRate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: clamp

//-----------------------------------------------------------------------------
// Purpose: Make enough sound events to fill the estimated think interval
// returns: number of shots needed
//-----------------------------------------------------------------------------
int CHLMachineGun::WeaponSoundRealtime( WeaponSound_t shoot_type )
{
	int numBullets = 0;

	// ran out of time, clamp to current
	if (m_flNextSoundTime < gpGlobals->curtime)
	{
		m_flNextSoundTime = gpGlobals->curtime;
	}

	// make enough sound events to fill up the next estimated think interval
	float dt = clamp( m_flAnimTime - m_flPrevAnimTime, 0, 0.2 );
	if (m_flNextSoundTime < gpGlobals->curtime + dt)
	{
		WeaponSound( SINGLE_NPC, m_flNextSoundTime );
		m_flNextSoundTime += GetFireRate();
		numBullets++;
	}
	if (m_flNextSoundTime < gpGlobals->curtime + dt)
	{
		WeaponSound( SINGLE_NPC, m_flNextSoundTime );
		m_flNextSoundTime += GetFireRate();
		numBullets++;
	}

	return numBullets;
}
开发者ID:Adidasman1,项目名称:source-sdk-2013,代码行数:31,代码来源:basehlcombatweapon.cpp


示例2: WeaponSound

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CWeaponCombatLaserRifle::PrimaryAttack( void )
{
	CBaseTFPlayer *pPlayer = (CBaseTFPlayer*)GetOwner();
	if (!pPlayer)
		return;
	
	WeaponSound(SINGLE);

	// Fire the bullets
	Vector vecSrc = pPlayer->Weapon_ShootPosition( );
	Vector vecAiming;
	pPlayer->EyeVectors( &vecAiming );

	PlayAttackAnimation( GetPrimaryAttackActivity() );

	// Reduce the spread if the player's ducking
	Vector vecSpread = GetBulletSpread();
	vecSpread *= m_flInaccuracy;

	TFGameRules()->FireBullets( CTakeDamageInfo( this, pPlayer, weapon_combat_laserrifle_damage.GetFloat(), DMG_PLASMA), 1, 
		vecSrc, vecAiming, vecSpread, weapon_combat_laserrifle_range.GetFloat(), m_iPrimaryAmmoType, 0, entindex(), 0 );

	m_flInaccuracy += 0.3;
	m_flInaccuracy = clamp(m_flInaccuracy, 0, 1);

	m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();
	m_iClip1 = m_iClip1 - 1;
}
开发者ID:Axitonium,项目名称:SourceEngine2007,代码行数:31,代码来源:weapon_combat_laserrifle.cpp


示例3: ToBasePlayer

void CWeaponStickyLauncher::PrimaryAttack( void )
{
	// Only the player fires this way so we can cast
	CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );

	if (!pPlayer)
		return;

	m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();

	WeaponSound(SINGLE);
	pPlayer->m_fEffects |= EF_MUZZLEFLASH;

	SendWeaponAnim( GetPrimaryAttackActivity() );

	// player "shoot" animation
	pPlayer->SetAnimation( PLAYER_ATTACK1 );

	Vector vecSrc = pPlayer->Weapon_ShootPosition( );
	Vector vecAiming = pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
	m_iClip1 = m_iClip1 - 1;

	LaunchStickyBomb( pPlayer, vecSrc, vecAiming );
	AddViewKick();
}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:25,代码来源:weapon_stickylauncher.cpp


示例4: ToBasePlayer

void CWeaponCombatKnife::SecondaryAttack( void )
{
	CBasePlayer* pOwner = ToBasePlayer( GetOwner() );
	Assert( pOwner );

	//Can't throw last knife
	if ( pOwner->GetAmmoCount(GetPrimaryAmmoType()) <= 0 )
	{
		m_flNextSecondaryAttack = gpGlobals->curtime + 0.1f;
		return;
	}

	#ifndef CLIENT_DLL
		CDHLProjectile* pKnife = (CDHLProjectile*)(CreateEntityByName( "dhl_projectile" ));
		Assert( pKnife );
		pKnife->SetOwnerEntity( pOwner );
		pKnife->Spawn();

		//This is just an easy way of getting an eye vector, there isn't really any autoaim in MP
		Vector vecDir = pOwner->GetAutoaimVector( AUTOAIM_SCALE_DEFAULT );
		//HACK - move it forward so it doesn't appear to spawn inside the player's face
		Vector vecSrc = pOwner->Weapon_ShootPosition() + ( vecDir * 6.0f );

		pKnife->Fire( vecSrc, vecDir * 1232.0f /*70mph*/, GetHL2MPWpnData().m_iPlayerDamage, this, pOwner, -1 );
		
		if ( dhl_flamingknives.GetBool() )
			pKnife->Ignite( 30.0f, false );
		
	#endif

		//Make sure this is done after the call to Fire()
		int iAmmo = pOwner->GetAmmoCount(GetPrimaryAmmoType());
		pOwner->RemoveAmmo( 1, GetPrimaryAmmoType() );
		if ( iAmmo <= 0 )
		{
			AddEffects( EF_NODRAW );
			#ifndef CLIENT_DLL
				pOwner->Weapon_Drop( this, NULL, NULL );
				Remove();
			#endif
		}
		else
		{
			SendWeaponAnim( ACT_VM_THROW ); //Need to be able to predict this

			pOwner->SetAnimation( PLAYER_ATTACK1 ); //Use the primary attack anim for now
			ToHL2MPPlayer(pOwner)->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY );

			m_flNextSecondaryAttack = gpGlobals->curtime + GetFireRate();
		}

		/*IPhysicsObject* pPhysObj = VPhysicsGetObject();
		if ( pPhysObj )
		{
			pPhysObj->Sleep();
			pPhysObj->EnableMotion( false );
			pPhysObj->EnableCollisions( false );
		}
		m_bAllowPickup = false;*/
}
开发者ID:dreckard,项目名称:dhl2,代码行数:60,代码来源:weapon_combatknife.cpp


示例5: GetFireRate

//-----------------------------------------------------------------------------
// Purpose: Place the combat object
//-----------------------------------------------------------------------------
void CWeaponBaseCombatObject::PrimaryAttack( void )
{
	CBaseTFPlayer *pPlayer = dynamic_cast<CBaseTFPlayer*>((CBaseEntity*)GetOwner());
	if ( !pPlayer )
		return;
	if ( pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0 )
		return;

	m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();

	Vector vecPlaceOrigin;
	QAngle angPlaceAngles;
	if ( GetPlacePosition( pPlayer, &vecPlaceOrigin, &angPlaceAngles ) == false )
	{
		WeaponSound( DOUBLE );
		return;
	}

	// Place the combat object
	PlaceCombatObject( pPlayer, vecPlaceOrigin, angPlaceAngles );

	WeaponSound( SINGLE );
	pPlayer->RemoveAmmo( 1, m_iPrimaryAmmoType );

	// If I'm now out of ammo, switch away
	if ( !HasPrimaryAmmo() )
	{
		pPlayer->SelectLastItem();
	}
}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:33,代码来源:weapon_basecombatobject.cpp


示例6: ToBasePlayer

//-----------------------------------------------------------------------------
// Purpose: Spawn a grenade with no velocity and a timer of 0
//-----------------------------------------------------------------------------
void CGEWeaponGrenade::ExplodeInHand( void )
{
	CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
	if (!pPlayer)
		return;

#ifndef CLIENT_DLL
	Vector	vecEye = pPlayer->EyePosition();

	CGEGrenade *pGrenade = (CGEGrenade *)CBaseEntity::Create( "npc_grenade", vecEye, vec3_angle, NULL );

	if ( pGrenade )
	{
		pGrenade->SetThrower( GetOwner() );
		pGrenade->SetOwnerEntity( GetOwner() );
		pGrenade->SetSourceWeapon(this);
		pGrenade->SetVelocity( 0, NULL );
		pGrenade->m_bHitSomething = true; //I'm not gonna just give it to you!

		pGrenade->SetDamage( GetGEWpnData().m_iDamage );
		pGrenade->SetDamageRadius( GetGEWpnData().m_flDamageRadius );

		pGrenade->SetTimer( 0 );
	}
#endif

	m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();

	// Remove the grenade from our ammo pool
	pPlayer->RemoveAmmo( 1, m_iPrimaryAmmoType );
}
开发者ID:Entropy-Soldier,项目名称:ges-legacy-code,代码行数:34,代码来源:weapon_grenade.cpp


示例7: OnSerpentine

void Sinkhole_Top::OnSerpentine(DispenseList& dispenseList)
{
	for (auto& throwableQuantity : dispenseList)
	{
		int amount = throwableQuantity->GetQuantity();
		int total = amount;

		// Shoot a number proportional to the total number being shot out. This will reduce times for large amounts of coins to a maximum number of shot
		const int maxPerShot = (amount / k_MultishotQuantityThreshold) + 1;
		int launchAmount = amount;
		if (launchAmount > maxPerShot)
			launchAmount = maxPerShot;

		int slotNum = 0;

		int n = m_SingleShotTicker/GetFireRate() % (12*2); 
		slotNum = (n < 12) ?
					n :
					((12*2)-1) - n;

		Position startOffset = Position(2*TILE_SIZE, 3*TILE_SIZE);
		Position start = Position(x + startOffset.x, y + startOffset.y);

		Position launchPos(start.x + slotNum*TILE_SIZE/2, start.y);

		throwableQuantity->Throw(launchPos, std::bind(&Sinkhole_Top::GetLaunchTo, this), launchAmount);

		amount -= launchAmount;
	}
}
开发者ID:JordanBell,项目名称:Cash-Grab,代码行数:30,代码来源:Sinkhole_Top.cpp


示例8: ToBasePlayer

//-----------------------------------------------------------------------------
// Purpose: Allows firing as fast as button is pressed
//-----------------------------------------------------------------------------
void CWeaponMosinNagant::ItemPostFrame( void )
{
	BaseClass::ItemPostFrame();

	if ( m_bInReload )
		return;
	
	CBasePlayer *pOwner = ToBasePlayer( GetOwner() );

	if ( pOwner == NULL )
		return;
	
	if ( pOwner->m_nButtons & IN_ATTACK2 )
	{
		m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();
	}

	if ( ( pOwner->m_nButtons & IN_ATTACK ) && ( m_flNextPrimaryAttack < gpGlobals->curtime ) && ( m_iClip1 <= 0 ) )
	{
		DryFire();
	}

#ifdef CLIENT_DLL
	if ( m_bInZoom ) //Can't let them switch to third person
	{
		if ( ::input->CAM_IsThirdPerson() )
		{
			::input->CAM_ToFirstPerson();
			m_bWantsThirdPerson = !m_bWantsThirdPerson;
		}
	}
#endif
}
开发者ID:dreckard,项目名称:dhl2,代码行数:36,代码来源:weapon_mosinnagant.cpp


示例9: switch

//-----------------------------------------------------------------------------
// Purpose: 
//
//
//-----------------------------------------------------------------------------
void CHLSelectFireMachineGun::PrimaryAttack( void )
{
	if (m_bFireOnEmpty)
	{
		return;
	}
	switch( m_iFireMode )
	{
	case FIREMODE_FULLAUTO:
		BaseClass::PrimaryAttack();
		// Msg("%.3f\n", m_flNextPrimaryAttack.Get() );
		SetWeaponIdleTime( gpGlobals->curtime + 3.0f );
		break;

	case FIREMODE_3RNDBURST:
		m_iBurstSize = GetBurstSize();
		
		// Call the think function directly so that the first round gets fired immediately.
		BurstThink();
		SetThink( &CHLSelectFireMachineGun::BurstThink );
		m_flNextPrimaryAttack = gpGlobals->curtime + GetBurstCycleRate();
		m_flNextSecondaryAttack = gpGlobals->curtime + GetBurstCycleRate();

		// Pick up the rest of the burst through the think function.
		SetNextThink( gpGlobals->curtime + GetFireRate() );
		break;
	}

	CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
	if ( pOwner )
	{
		m_iPrimaryAttacks++;
		gamestats->Event_WeaponFired( pOwner, true, GetClassname() );
	}
}
开发者ID:Adidasman1,项目名称:source-sdk-2013,代码行数:40,代码来源:basehlcombatweapon.cpp


示例10: WeaponSound

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CWeaponCombatPlasmaGrenadeLauncher::PrimaryAttack( void )
{
	CBaseTFPlayer *pPlayer = (CBaseTFPlayer*)GetOwner();
	if (!pPlayer)
		return;
	
	WeaponSound(SINGLE);

	// Fire the bullets
	Vector vecSrc = pPlayer->Weapon_ShootPosition( );

	PlayAttackAnimation( GetPrimaryAttackActivity() );

	// Launch the grenade
	Vector vecForward;
	pPlayer->EyeVectors( &vecForward );
	Vector vecOrigin = pPlayer->EyePosition();
	vecOrigin += (vecForward);

#if !defined( CLIENT_DLL )
	float flSpeed = 1200;

	CGrenadeAntiPersonnel* pGrenade = CGrenadeAntiPersonnel::Create(vecOrigin, vecForward * flSpeed, pPlayer );
	pGrenade->SetModel( "models/weapons/w_grenade.mdl" );
	pGrenade->SetBounceSound( "PlasmaGrenade.Bounce" );
	pGrenade->SetDamage( weapon_combat_plasmagrenadelauncher_damage.GetFloat() );
	pGrenade->SetDamageRadius( weapon_combat_plasmagrenadelauncher_radius.GetFloat() );
	pGrenade->SetExplodeOnContact( true );
#endif

	m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();
	m_iClip1 = m_iClip1 - 1;
}
开发者ID:Axitonium,项目名称:SourceEngine2007,代码行数:36,代码来源:weapon_combat_plasma_grenade_launcher.cpp


示例11: 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,代码来源:asw_weapon_freeze_grenades.cpp


示例12: GetFireRate

void CWeaponUzi::PrimaryAttack( void )
{
	BaseClass::PrimaryAttack();
	m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();
	//BP muzzlefash de la mort
	/*Vector vecShootOrigin;
	QAngle angShootDir;
	GetAttachment(LookupAttachment("muzzle"), vecShootOrigin, angShootDir);
	DispatchParticleEffect("muzzleflash_final_uzi", vecShootOrigin, angShootDir);*/

	/*if(!GetOwner()->IsAlive())
		ToBasePlayer( GetOwner() )->DoMuzzleFlash();*/

	#define	EASY_DAMPEN			0.5f
	#define	MAX_VERTICAL_KICK	1.0f	//Degrees
	#define	SLIDE_LIMIT			2.0f	//Seconds
	
	//Get the view kick
	CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );

	if ( pPlayer == NULL )
		return;
	//pPlayer->DoMuzzleFlash();

	Vector	vForward, vRight, vUp;
	pPlayer->EyeVectors( &vForward, &vRight, &vUp );
	Vector vecShootOrigin;
	QAngle angShootDir;
	GetAttachment(LookupAttachment("muzzle"), vecShootOrigin, angShootDir);
#ifdef CLIENT_DLL
	Vector	muzzlePoint = pPlayer->Weapon_ShootPosition() + vForward * 18.0f + vRight * 6.0f + vUp * -3.0f;
#else
	Vector	muzzlePoint = vecShootOrigin;
#endif
	DispatchParticleEffect("muzzleflash_final_uzi", muzzlePoint, angShootDir);

#ifdef CLIENT_DLL
	dlight_t *el = effects->CL_AllocDlight( LIGHT_INDEX_MUZZLEFLASH + index );

	el->origin = muzzlePoint;
	el->radius = random->RandomInt( 32, 64 ); 
	el->decay = el->radius / 0.05f;
	el->die = gpGlobals->curtime + 0.2f;
	el->color.r = 255;
	el->color.g = 192;
	el->color.b = 64;
	el->color.exponent = 5;
#endif

	DoMachineGunKick( pPlayer, EASY_DAMPEN, MAX_VERTICAL_KICK, m_fFireDuration, SLIDE_LIMIT );
}
开发者ID:Orygin,项目名称:BisounoursParty,代码行数:51,代码来源:weapon_uzi.cpp


示例13: GetCommander

void CASW_Weapon_Bait::DelayedAttack()
{
	m_bShotDelayed = false;
	
	CASW_Player *pPlayer = GetCommander();
	if ( !pPlayer )
		return;

	CASW_Marine *pMarine = GetMarine();
	if ( !pMarine || pMarine->GetWaterLevel() == 3 )
		return;

	// sets the animation on the marine holding this weapon
	//pMarine->SetAnimation( PLAYER_ATTACK1 );
#ifndef CLIENT_DLL
	Vector vecSrc = pMarine->GetOffhandThrowSource();
	AngularImpulse rotSpeed(0,0,720);

	Vector vecDest = pPlayer->GetCrosshairTracePos();
	Vector newVel = UTIL_LaunchVector( vecSrc, vecDest, GetThrowGravity() ) * 28.0f;
		
	CASW_Bait *pEnt = CASW_Bait::Bait_Create( vecSrc, QAngle(90,0,0), newVel, rotSpeed, pMarine );
	if ( pEnt )
	{
		float flDuration = pEnt->GetDuration();

		//CALL_ATTRIB_HOOK_FLOAT( flDuration, mod_duration );

		pEnt->SetDuration( flDuration );
		pEnt->SetGravity( GetThrowGravity() );
	}
#endif
	// decrement ammo
	m_iClip1 -= 1;

#ifndef CLIENT_DLL
	DestroyIfEmpty( true );
#endif

	m_flSoonestPrimaryAttack = gpGlobals->curtime + ASW_BAIT_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:BenLubar,项目名称:SwarmDirector2,代码行数:46,代码来源:asw_weapon_bait.cpp


示例14: ToBasePlayer

void CWeaponSAA::ItemPostFrame( void )
{
	BaseClass::ItemPostFrame();

	if ( m_bInReload )
		return;

	CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
	if ( pOwner == NULL )
		return;
	
	if ( pOwner->m_nButtons & IN_ATTACK2 )
		m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();

	if ( ( pOwner->m_nButtons & IN_ATTACK ) && ( m_flNextPrimaryAttack < gpGlobals->curtime ) && ( m_iClip1 <= 0 ) )
		DryFire();
}
开发者ID:dreckard,项目名称:dhl2,代码行数:17,代码来源:weapon_saa.cpp


示例15: SetThink

//-----------------------------------------------------------------------------
// Purpose: 
//
//
//-----------------------------------------------------------------------------
void CHLSelectFireMachineGun::BurstThink( void )
{
	CHLMachineGun::PrimaryAttack();

	m_iBurstSize--;

	if( m_iBurstSize == 0 )
	{
		// The burst is over!
		SetThink(NULL);

		// idle immediately to stop the firing animation
		SetWeaponIdleTime( gpGlobals->curtime );
		return;
	}

	SetNextThink( gpGlobals->curtime + GetFireRate() );
}
开发者ID:Adidasman1,项目名称:source-sdk-2013,代码行数:23,代码来源:basehlcombatweapon.cpp


示例16: ToBasePlayer

void CWeaponShotgun::PrimaryAttack( void )
{
	// Only the player fires this way so we can cast
	CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );

	if (!pPlayer)
		return;

	// MUST call sound before removing a round from the clip of a CMachineGun
	WeaponSound(SINGLE);

	pPlayer->DoMuzzleFlash();

	SendWeaponAnim( ACT_VM_PRIMARYATTACK );
	ToGEPlayer(pPlayer)->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY );

	// Don't fire again until our ROF expires
	m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();
	m_flSoonestPrimaryAttack = gpGlobals->curtime + GetClickFireRate();
	m_iClip1 -= 1;

	// player "shoot" animation
	pPlayer->SetAnimation( PLAYER_ATTACK1 );

	Vector	vecSrc		= pPlayer->Weapon_ShootPosition( );
	Vector	vecAiming	= pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );	

//	FireBulletsInfo_t info( 5, vecSrc, vecAiming, pGEPlayer->GetAttackSpread(this), MAX_TRACE_LENGTH, m_iPrimaryAmmoType );
//	info.m_pAttacker = pPlayer;

	// Knock the player's view around
	AddViewKick();

	RecordShotFired();

	// Fire the bullets, and force the first shot to be perfectly accuracy
	PrepareFireBullets(5, pPlayer, vecSrc, vecAiming, true);

	if (!m_iClip1 && pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
	{
		// HEV suit - indicate out of ammo condition
		pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0); 
	}
}
开发者ID:djoslin0,项目名称:ges-legacy-code,代码行数:44,代码来源:weapon_shotgun.cpp


示例17: WeaponSound

//-----------------------------------------------------------------------------
// Purpose: Firing
//-----------------------------------------------------------------------------
void CWeaponRocketLauncher::PrimaryAttack( void )
{
	CBaseTFPlayer *pPlayer = ( CBaseTFPlayer* )GetOwner();
	if ( !pPlayer )
		return;

	if ( !ComputeEMPFireState() )
		return;

	// Weapon "Fire" sound.
	WeaponSound( SINGLE );

	// Play the attack animation (need one for rocket launcher - deploy?)
	PlayAttackAnimation( GetPrimaryAttackActivity() );

	// Fire the rocket (Get the position and angles).
	Vector vecFirePos = pPlayer->Weapon_ShootPosition();
	Vector vecFireAng;
	pPlayer->EyeVectors( &vecFireAng );

	// Shift it down a bit so the firer can see it
	Vector vecRight;
	AngleVectors( pPlayer->EyeAngles() + pPlayer->m_Local.m_vecPunchAngle, NULL, &vecRight, NULL );
	vecFirePos += Vector( 0, 0, -8 ) + vecRight * 12;

	// Create the rocket.
#if !defined( CLIENT_DLL )
	CWeaponGrenadeRocket *pRocket = CWeaponGrenadeRocket::Create( vecFirePos, vecFireAng, weapon_rocket_launcher_range.GetFloat(), pPlayer );
#else
	CWeaponGrenadeRocket *pRocket = CWeaponGrenadeRocket::Create( vecFirePos, vecFireAng, 0, pPlayer );
#endif
	if ( pRocket )
	{
		pRocket->SetRealOwner( pPlayer );
#if !defined( CLIENT_DLL )
		pRocket->SetDamage( weapon_rocket_launcher_damage.GetFloat() );
#endif
	}

	// Essentially you are done!
	m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();
	m_iClip1 = m_iClip1 - 1;
}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:46,代码来源:weapon_rocketlauncher.cpp


示例18: WeaponSound

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CWeaponCombat_ChargeablePlasma::PrimaryAttack( void )
{
	CBaseTFPlayer *pPlayer = (CBaseTFPlayer*)GetOwner();
	if (!pPlayer)
		return;
	
	WeaponSound(SINGLE);

	// Fire the bullets
	Vector vecSrc = pPlayer->Weapon_ShootPosition( );
	Vector vecAiming;
	pPlayer->EyeVectors( &vecAiming );

	// If we already have a lock target from button down, see if we shouldn't try and get a new one
	// Only do this is the button was released immediately
	if ( !m_hLockTarget || ( m_flLockedAt < gpGlobals->curtime ) )
	{
		m_hLockTarget = GetLockTarget();
	}

	PlayAttackAnimation( GetPrimaryAttackActivity() );

	// Shift it down a bit so the firer can see it
	Vector right;
	AngleVectors( pPlayer->EyeAngles() + pPlayer->m_Local.m_vecPunchAngle, NULL, &right, NULL );
	Vector vecStartSpot = vecSrc + Vector(0,0,-8) + right * 12;

	CGuidedPlasma *pShot = CGuidedPlasma::Create(vecStartSpot, vecAiming, m_hLockTarget, m_vecTargetOffset, pPlayer);

	// Set it's charged power level
	if (m_bHasCharge)
		m_flPower = min( MAX_CHARGED_TIME, gpGlobals->curtime - m_flChargeStartTime );
	else
		m_flPower = 0.0f;

	float flDamageMult = RemapVal( m_flPower, 0, MAX_CHARGED_TIME, 1.0, MAX_CHARGED_POWER );
	pShot->SetPowerLevel( flDamageMult );

	m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();
	m_iClip1 = m_iClip1 - 1;
	m_hLockTarget = NULL;
}
开发者ID:Axitonium,项目名称:SourceEngine2007,代码行数:45,代码来源:weapon_combat_chargeableplasma.cpp


示例19: ToBasePlayer

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CWeaponGauss::PrimaryAttack( void )
{
	CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
	if ( pOwner == NULL )
		return;

	WeaponSound( SINGLE );
	WeaponSound( SPECIAL2 );

	SendWeaponAnim( ACT_VM_PRIMARYATTACK );

	m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();
	pOwner->RemoveAmmo( 1, m_iPrimaryAmmoType );

	Fire();

	m_flCoilMaxVelocity = 0.0f;
	m_flCoilVelocity = 1000.0f;
return;

}
开发者ID:Sub-Zero1324,项目名称:HL2-DM-Gauss-Gun-Code,代码行数:24,代码来源:weapon_gauss.cpp


示例20: ToBasePlayer

//-----------------------------------------------------------------------------
// Purpose: Prepare the launcher to fire
//-----------------------------------------------------------------------------
void CGEWeaponRocketLauncher::PrimaryAttack( void )
{
	CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
	if (!pPlayer)
		return;

	// If my clip is empty (and I use clips) start reload
	if ( UsesClipsForAmmo1() && !m_iClip1 ) 
	{
		Reload();
		return;
	}

	// Bring us back to center view
	pPlayer->ViewPunchReset();

	// Note that this is a primary attack and prepare the grenade attack to pause.
	m_bPreLaunch = true;
	SendWeaponAnim( GetPrimaryAttackActivity() );
	ToGEPlayer(pPlayer)->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY );

	m_flRocketSpawnTime = gpGlobals->curtime + GetFireDelay();
	m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();
}
开发者ID:Entropy-Soldier,项目名称:ges-legacy-code,代码行数:27,代码来源:weapon_rocket_launcher.cpp



注:本文中的GetFireRate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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