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C++ GetNextAttackDelay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GetNextAttackDelay函数的典型用法代码示例。如果您正苦于以下问题:C++ GetNextAttackDelay函数的具体用法?C++ GetNextAttackDelay怎么用?C++ GetNextAttackDelay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GetNextAttackDelay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: SendWeaponAnim

/* <2bae77> ../cstrike/dlls/wpn_shared/wpn_usp.cpp:147 */
void CUSP::__MAKE_VHOOK(SecondaryAttack)(void)
{
	if (ShieldSecondaryFire(USP_SHIELD_UP, USP_SHIELD_DOWN))
	{
		return;
	}

	if (m_iWeaponState & WPNSTATE_USP_SILENCED)
	{
		m_iWeaponState &= ~WPNSTATE_USP_SILENCED;

		SendWeaponAnim(USP_DETACH_SILENCER, UseDecrement() != FALSE);
		Q_strcpy(m_pPlayer->m_szAnimExtention, "onehanded");
	}
	else
	{
		m_iWeaponState |= WPNSTATE_USP_SILENCED;

		SendWeaponAnim(USP_ATTACH_SILENCER, UseDecrement() != FALSE);
		Q_strcpy(m_pPlayer->m_szAnimExtention, "onehanded");
	}

	m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3.0;
	m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 3.0;
	m_flNextPrimaryAttack = GetNextAttackDelay(3.0);
}
开发者ID:Adidasman1,项目名称:ReGameDLL_CS,代码行数:27,代码来源:wpn_usp.cpp


示例2: SendWeaponAnim

bool CHEGrenade::ShieldSecondaryFire(int iUpAnim, int iDownAnim)
{
	if (!m_pPlayer->HasShield() || m_flStartThrow > 0)
	{
		return false;
	}

	if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN)
	{
		m_iWeaponState &= ~WPNSTATE_SHIELD_DRAWN;
		SendWeaponAnim(iDownAnim, UseDecrement() != FALSE);
		Q_strcpy(m_pPlayer->m_szAnimExtention, "shieldgren");

		m_fMaxSpeed = HEGRENADE_MAX_SPEED;
		m_pPlayer->m_bShieldDrawn = false;
	}
	else
	{
		m_iWeaponState |= WPNSTATE_SHIELD_DRAWN;
		SendWeaponAnim(iUpAnim, UseDecrement() != FALSE);
		Q_strcpy(m_pPlayer->m_szAnimExtention, "shielded");

		m_fMaxSpeed = HEGRENADE_MAX_SPEED_SHIELD;
		m_pPlayer->m_bShieldDrawn = true;
	}

	m_pPlayer->UpdateShieldCrosshair((m_iWeaponState & WPNSTATE_SHIELD_DRAWN) != WPNSTATE_SHIELD_DRAWN);
	m_pPlayer->ResetMaxSpeed();

	m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.4f;
	m_flNextPrimaryAttack = GetNextAttackDelay(0.4);
	m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.6f;

	return true;
}
开发者ID:Chuvi-w,项目名称:ReGameDLL_CS,代码行数:35,代码来源:wpn_hegrenade.cpp


示例3: PlayEmptySound

void CGauss::PrimaryAttack()
{
	// don't fire underwater
	if ( m_pPlayer->pev->waterlevel == 3 )
	{
		PlayEmptySound( );
		m_flNextSecondaryAttack = m_flNextPrimaryAttack = GetNextAttackDelay(0.15);
		return;
	}

	if ( m_pPlayer->m_rgAmmo[ m_iPrimaryAmmoType ] < 2 )
	{
		PlayEmptySound( );
		m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
		return;
	}

	m_pPlayer->m_iWeaponVolume = GAUSS_PRIMARY_FIRE_VOLUME;
	m_fPrimaryFire = TRUE;

	m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= 2;

	StartFire();
	m_fInAttack = 0;
	m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0;
	m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.2;
}
开发者ID:Solexid,项目名称:halflife,代码行数:27,代码来源:gauss.cpp


示例4: GetNextAttackDelay

/* <2464c1> ../cstrike/dlls/wpn_shared/wpn_c4.cpp:358 */
void CC4::__MAKE_VHOOK(WeaponIdle)(void)
{
	if (m_bStartedArming)
	{
		// if the player releases the attack button cancel the arming sequence
		m_bStartedArming = false;

		// release the player from being frozen
		m_pPlayer->ResetMaxSpeed();

		m_flNextPrimaryAttack = GetNextAttackDelay(1.0);
		m_pPlayer->SetProgressBarTime(0);

		// this means the placement animation is canceled
		if (m_bBombPlacedAnimation)
			SendWeaponAnim(C4_DRAW, UseDecrement() != FALSE);
		else
			SendWeaponAnim(C4_IDLE1, UseDecrement() != FALSE);
	}

	if (m_flTimeWeaponIdle <= UTIL_WeaponTimeBase())
	{
		if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
		{
			RetireWeapon();
			return;
		}

		SendWeaponAnim(C4_DRAW, UseDecrement() != FALSE);
		SendWeaponAnim(C4_IDLE1, UseDecrement() != FALSE);
	}
}
开发者ID:Adidasman1,项目名称:ReGameDLL_CS,代码行数:33,代码来源:wpn_c4.cpp


示例5: GetNextAttackDelay

/* <2464c1> ../cstrike/dlls/wpn_shared/wpn_c4.cpp:358 */
void CC4::__MAKE_VHOOK(WeaponIdle)(void)
{
	if (m_bStartedArming)
	{
		m_bStartedArming = false;

		m_pPlayer->ResetMaxSpeed();
		m_flNextPrimaryAttack = GetNextAttackDelay(1.0);
		m_pPlayer->SetProgressBarTime(0);

		SendWeaponAnim(m_bBombPlacedAnimation ? C4_DRAW : C4_IDLE1, UseDecrement() != FALSE);
	}

	if (m_flTimeWeaponIdle <= UTIL_WeaponTimeBase())
	{
		if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
		{
			RetireWeapon();
			return;
		}

		SendWeaponAnim(C4_DRAW, UseDecrement() != FALSE);
		SendWeaponAnim(C4_IDLE1, UseDecrement() != FALSE);
	}
}
开发者ID:coolmans,项目名称:ReGameDLL_CS,代码行数:26,代码来源:wpn_c4.cpp


示例6: UTIL_MakeVectors

void CSqueak::PrimaryAttack()
{
	if ( m_pPlayer->m_rgAmmo[ m_iPrimaryAmmoType ] )
	{
		Vector forward = m_pPlayer->GetAimForwardWithOffset();
		Vector forwardDeg = m_pPlayer->GetAimForwardWithOffset( true );

		UTIL_MakeVectors( forwardDeg );
		TraceResult tr;
		Vector trace_origin;

		// HACK HACK:  Ugly hacks to handle change in origin based on new physics code for players
		// Move origin up if crouched and start trace a bit outside of body ( 20 units instead of 16 )
		trace_origin = m_pPlayer->pev->origin;
		if ( m_pPlayer->pev->flags & FL_DUCKING )
		{
			trace_origin = trace_origin - ( VEC_HULL_MIN - VEC_DUCK_HULL_MIN );
		}

		// find place to toss monster
		UTIL_TraceLine( trace_origin + forward * 20, trace_origin + forward * 64, dont_ignore_monsters, NULL, &tr );

	int flags;
#ifdef CLIENT_WEAPONS
	flags = FEV_NOTHOST;
#else
	flags = 0;
#endif

	    PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usSnarkFire, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, 0, 0 );

		if ( tr.fAllSolid == 0 && tr.fStartSolid == 0 && tr.flFraction > 0.25 )
		{
			// player "shoot" animation
			m_pPlayer->SetAnimation( PLAYER_ATTACK1 );

#ifndef CLIENT_DLL
			CBaseEntity *pSqueak = CBaseEntity::Create( "monster_snark", tr.vecEndPos, forwardDeg, m_pPlayer->edict() );
			pSqueak->pev->velocity = forward * 200 + m_pPlayer->pev->velocity;
#endif

			// play hunt sound
#ifndef CLIENT_DLL
			EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, gameplayMods::snarkPenguins.isActive() ? RANDOM_SOUND_ARRAY( pPinguHuntSounds ) : RANDOM_SOUND_ARRAY_PAYNED_DIE_MONSTER( pHuntSounds ), 1, ATTN_NORM, 0, 100 );
#endif // !CLIENT_DLL

			m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME;

			if ( !gameplayMods::infiniteAmmo.isActive() ) {
				m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
			}

			m_fJustThrown = 1;

			m_flNextPrimaryAttack = GetNextAttackDelay(0.3);
			m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0;
		}
	}
}
开发者ID:suXinjke,项目名称:HalfPayne,代码行数:59,代码来源:squeakgrenade.cpp


示例7: UTIL_MakeVectors

void CSqueak::PrimaryAttack()
{
	if ( m_pPlayer->m_rgAmmo[ m_iPrimaryAmmoType ] )
	{
		UTIL_MakeVectors( m_pPlayer->pev->v_angle );
		TraceResult tr;
		Vector trace_origin;

		// HACK HACK:  Ugly hacks to handle change in origin based on new physics code for players
		// Move origin up if crouched and start trace a bit outside of body ( 20 units instead of 16 )
		trace_origin = m_pPlayer->pev->origin;
		if ( m_pPlayer->pev->flags & FL_DUCKING )
		{
			trace_origin = trace_origin - ( VEC_HULL_MIN - VEC_DUCK_HULL_MIN );
		}

		// find place to toss monster
		UTIL_TraceLine( trace_origin + gpGlobals->v_forward * 20, trace_origin + gpGlobals->v_forward * 64, dont_ignore_monsters, NULL, &tr );

	int flags;
#ifdef CLIENT_WEAPONS
	flags = FEV_NOTHOST;
#else
	flags = 0;
#endif

	    PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usSnarkFire, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, 0, 0 );

		if ( tr.fAllSolid == 0 && tr.fStartSolid == 0 && tr.flFraction > 0.25 )
		{
			// player "shoot" animation
			m_pPlayer->SetAnimation( PLAYER_ATTACK1 );

#ifndef CLIENT_DLL
			CBaseEntity *pSqueak = CBaseEntity::Create( "monster_snark", tr.vecEndPos, m_pPlayer->pev->v_angle, m_pPlayer->edict() );
			pSqueak->pev->velocity = gpGlobals->v_forward * 200 + m_pPlayer->pev->velocity;
#endif

			// play hunt sound
			float flRndSound = RANDOM_FLOAT ( 0 , 1 );

			if ( flRndSound <= 0.5 )
				EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "squeek/sqk_hunt2.wav", 1, ATTN_NORM, 0, 105);
			else 
				EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "squeek/sqk_hunt3.wav", 1, ATTN_NORM, 0, 105);

			m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME;

			m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;

			m_fJustThrown = 1;

			m_flNextPrimaryAttack = GetNextAttackDelay(0.3);
			m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0;
		}
	}
}
开发者ID:CryoKeen,项目名称:HLEnhanced,代码行数:57,代码来源:CSqueak.cpp


示例8: GetNextAttackDelay

BOOL CAWP::Deploy(void)
{
	if (DefaultDeploy("models/v_awp.mdl", "models/p_awp.mdl", AWP_DRAW, "rifle", UseDecrement() != FALSE))
	{
		m_flNextPrimaryAttack   = m_pPlayer->m_flNextAttack = GetNextAttackDelay(1.45);
		m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.0;

		return TRUE;
	}

	return FALSE;
}
开发者ID:Chuvi-w,项目名称:CSSDK,代码行数:12,代码来源:wpn_awp.cpp


示例9: SendWeaponAnim

void CXM1014::Reload()
{
	if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == iMaxClip())
		return;

	// don't reload until recoil is done
	if (m_flNextPrimaryAttack > UTIL_WeaponTimeBase())
		return;

	// check to see if we're ready to reload
	if (m_fInSpecialReload == 0)
	{
		m_pPlayer->SetAnimation(PLAYER_RELOAD);
		SendWeaponAnim(XM1014_START_RELOAD, UseDecrement() != FALSE);

		m_fInSpecialReload = 1;
		m_flNextSecondaryAttack = m_flTimeWeaponIdle = m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.55f;
		m_flNextPrimaryAttack = GetNextAttackDelay(0.55);
	}
	else if (m_fInSpecialReload == 1)
	{
		if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
			return;

		// was waiting for gun to move to side
		m_fInSpecialReload = 2;

		if (RANDOM_LONG(0, 1))
			EMIT_SOUND_DYN(m_pPlayer->edict(), CHAN_ITEM, "weapons/reload1.wav", VOL_NORM, ATTN_NORM, 0, 85 + RANDOM_LONG(0, 31));
		else
			EMIT_SOUND_DYN(m_pPlayer->edict(), CHAN_ITEM, "weapons/reload3.wav", VOL_NORM, ATTN_NORM, 0, 85 + RANDOM_LONG(0, 31));

		SendWeaponAnim(XM1014_RELOAD, UseDecrement());

		m_flTimeWeaponIdle = m_flNextReload = UTIL_WeaponTimeBase() + 0.3f;
	}
	else
	{
		m_iClip++;

#ifdef REGAMEDLL_ADD
		if (refill_bpammo_weapons.value < 3.0f)
#endif
		{
			m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
			m_pPlayer->ammo_buckshot--;
		}

		m_fInSpecialReload = 1;
	}
}
开发者ID:s1lentq,项目名称:ReGameDLL_CS,代码行数:51,代码来源:wpn_xm1014.cpp


示例10: PlayEmptySound

void CMP5::SecondaryAttack( void )
{
	// don't fire underwater
	if (m_pPlayer->pev->waterlevel == 3)
	{
		PlayEmptySound( );
		m_flNextPrimaryAttack = 0.15;
		return;
	}

	if (m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] == 0)
	{
		PlayEmptySound( );
		return;
	}

	m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
	m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;

	m_pPlayer->m_iExtraSoundTypes = bits_SOUND_DANGER;
	m_pPlayer->m_flStopExtraSoundTime = UTIL_WeaponTimeBase() + 0.2;
			
	m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType]--;

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

 	UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );

	// we don't add in player velocity anymore.
	CGrenade::ShootContact( m_pPlayer->pev, 
							m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 16, 
							gpGlobals->v_forward * 800 );

	int flags;
#if defined( CLIENT_WEAPONS )
	flags = FEV_NOTHOST;
#else
	flags = 0;
#endif

	PLAYBACK_EVENT( flags, m_pPlayer->edict(), m_usMP52 );
	
	m_flNextPrimaryAttack = GetNextAttackDelay(1);
	m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1;
	m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5;// idle pretty soon after shooting.

	if (!m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType])
		// HEV suit - indicate out of ammo condition
		m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
}
开发者ID:Skumek,项目名称:hlsdk,代码行数:51,代码来源:mp5.cpp


示例11: GetNextAttackDelay

void CRpg::Reload( void )
{
	int iResult = 0;

	if ( m_iClip == 1 )
	{
		// don't bother with any of this if don't need to reload.
		return;
	}

	if ( m_pPlayer->ammo_rockets <= 0 )
		return;

	// because the RPG waits to autoreload when no missiles are active while  the LTD is on, the
	// weapons code is constantly calling into this function, but is often denied because 
	// a) missiles are in flight, but the LTD is on
	// or
	// b) player is totally out of ammo and has nothing to switch to, and should be allowed to
	//    shine the designator around
	//
	// Set the next attack time into the future so that WeaponIdle will get called more often
	// than reload, allowing the RPG LTD to be updated
	
	m_flNextPrimaryAttack = GetNextAttackDelay(0.5);

	if ( m_cActiveRockets && m_fSpotActive )
	{
		// no reloading when there are active missiles tracking the designator.
		// ward off future autoreload attempts by setting next attack time into the future for a bit. 
		return;
	}

#ifndef CLIENT_DLL
	if ( m_pSpot && m_fSpotActive )
	{
		m_pSpot->Suspend( 2.1 );
		m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 2.1;
	}
#endif

	if ( m_iClip == 0 )
		iResult = DefaultReload( RPG_MAX_CLIP, RPG_RELOAD, 2 );
	
	if ( iResult )
		m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
	
}
开发者ID:Skumek,项目名称:hlsdk,代码行数:47,代码来源:rpg.cpp


示例12: Reload

void CHgun::PrimaryAttack()
{
	Reload( );

	if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
	{
		return;
	}

#ifndef CLIENT_DLL
	UTIL_MakeVectors( m_pPlayer->pev->v_angle );

	CBaseEntity *pHornet = CBaseEntity::Create( "hornet", m_pPlayer->GetGunPosition( ) + gpGlobals->v_forward * 16 + gpGlobals->v_right * 8 + gpGlobals->v_up * -12, m_pPlayer->pev->v_angle, m_pPlayer->edict() );
	pHornet->pev->velocity = gpGlobals->v_forward * 300;

	m_flRechargeTime = gpGlobals->time + 0.5;
#endif
	
	m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
	

	m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME;
	m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH;

	int flags;
#if defined( CLIENT_WEAPONS )
	flags = FEV_NOTHOST;
#else
	flags = 0;
#endif

	PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usHornetFire, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, FIREMODE_TRACK, 0, 0, 0 );

	

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

	m_flNextPrimaryAttack = GetNextAttackDelay(0.25);

	if (m_flNextPrimaryAttack < UTIL_WeaponTimeBase() )
	{
		m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.25;
	}

	m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
}
开发者ID:Arkshine,项目名称:HLEnhanced,代码行数:47,代码来源:hornetgun.cpp


示例13: SendWeaponAnim

void CShotgun::Reload( void )
{
	if (m_pPlayer->m_rgAmmo[ PrimaryAmmoIndex() ] <= 0 || m_iClip == iMaxClip())
		return;

	// don't reload until recoil is done
	if (m_flNextPrimaryAttack > UTIL_WeaponTimeBase())
		return;

	// check to see if we're ready to reload
	if (m_InSpecialReload == ReloadState::NOT_RELOADING )
	{
		SendWeaponAnim( SHOTGUN_START_RELOAD );
		m_InSpecialReload = ReloadState::DO_RELOAD_EFFECTS;
		m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.6;
		m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.6;
		m_flNextPrimaryAttack = GetNextAttackDelay(1.0);
		m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.0;
		return;
	}
	else if ( m_InSpecialReload == ReloadState::DO_RELOAD_EFFECTS )
	{
		if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
			return;
		// was waiting for gun to move to side
		m_InSpecialReload = ReloadState::RELOAD_ONE;

		if (RANDOM_LONG(0,1))
			EMIT_SOUND_DYN( m_pPlayer, CHAN_ITEM, "weapons/reload1.wav", 1, ATTN_NORM, 0, 85 + RANDOM_LONG(0,0x1f));
		else
			EMIT_SOUND_DYN( m_pPlayer, CHAN_ITEM, "weapons/reload3.wav", 1, ATTN_NORM, 0, 85 + RANDOM_LONG(0,0x1f));

		SendWeaponAnim( SHOTGUN_RELOAD );

		m_flNextReload = UTIL_WeaponTimeBase() + 0.5;
		m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5;
	}
	else
	{
		// Add them to the clip
		m_iClip += 1;
		m_pPlayer->m_rgAmmo[ PrimaryAmmoIndex() ] -= 1;
		m_InSpecialReload = ReloadState::DO_RELOAD_EFFECTS;
	}
}
开发者ID:swmpdg,项目名称:HLEnhanced,代码行数:45,代码来源:CShotgun.cpp


示例14: SendWeaponAnim

void CShotgun::Reload( void )
{
	if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == SHOTGUN_MAX_CLIP)
		return;

	// don't reload until recoil is done
	if (m_flNextPrimaryAttack > UTIL_WeaponTimeBase())
		return;

	// check to see if we're ready to reload
	if (m_fInSpecialReload == 0)
	{
		SendWeaponAnim( SHOTGUN_START_RELOAD );
		m_fInSpecialReload = 1;
		m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.6;
		m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.6;
		m_flNextPrimaryAttack = GetNextAttackDelay(1.0);
		m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.0;
		return;
	}
	else if (m_fInSpecialReload == 1)
	{
		if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
			return;
		// was waiting for gun to move to side
		m_fInSpecialReload = 2;

		if (RANDOM_LONG(0,1))
			EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/reload1.wav", 1, ATTN_NORM, 0, 85 + RANDOM_LONG(0,0x1f));
		else
			EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/reload3.wav", 1, ATTN_NORM, 0, 85 + RANDOM_LONG(0,0x1f));

		SendWeaponAnim( SHOTGUN_RELOAD );

		m_flNextReload = UTIL_WeaponTimeBase() + 0.5;
		m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5;
	}
	else
	{
		// Add them to the clip
		m_iClip += 1;
		m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= 1;
		m_fInSpecialReload = 1;
	}
}
开发者ID:Arkshine,项目名称:HLEnhanced,代码行数:45,代码来源:shotgun.cpp


示例15: GetNextAttackDelay

// this function only gets called in multiplayer
void CCrossbow::FireSniperBolt()
{
	m_flNextPrimaryAttack = GetNextAttackDelay(0.75);

	if (m_iClip == 0)
	{
		PlayEmptySound( );
		return;
	}

	TraceResult tr;

	m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME;
	m_iClip--;

	int flags;
#if defined( CLIENT_WEAPONS )
	flags = FEV_NOTHOST;
#else
	flags = 0;
#endif

	PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usCrossbow2, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType], 0, 0 );

	// player "shoot" animation
	m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
	
	Vector anglesAim = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle;
	UTIL_MakeVectors( anglesAim );
	Vector vecSrc = m_pPlayer->GetGunPosition( ) - gpGlobals->v_up * 2;
	Vector vecDir = gpGlobals->v_forward;

	UTIL_TraceLine(vecSrc, vecSrc + vecDir * 8192, dont_ignore_monsters, m_pPlayer->edict(), &tr);

#ifndef CLIENT_DLL
	if ( tr.pHit->v.takedamage )
	{
		ClearMultiDamage( );
		CBaseEntity::Instance(tr.pHit)->TraceAttack(m_pPlayer->pev, 120, vecDir, &tr, DMG_BULLET | DMG_NEVERGIB ); 
		ApplyMultiDamage( pev, m_pPlayer->pev );
	}
#endif
}
开发者ID:CRASHFORT,项目名称:HL-Cam-Mod,代码行数:44,代码来源:crossbow.cpp


示例16: UTIL_MakeVectors

void CRpg::PrimaryAttack()
{
	if ( m_iClip )
	{
		m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
		m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;

#ifndef CLIENT_DLL
		// player "shoot" animation
		m_pPlayer->SetAnimation( PLAYER_ATTACK1 );

		UTIL_MakeVectors( m_pPlayer->pev->v_angle );
		Vector vecSrc = m_pPlayer->GetGunPosition( ) + gpGlobals->v_forward * 16 + gpGlobals->v_right * 8 + gpGlobals->v_up * -8;
		
		CRpgRocket *pRocket = CRpgRocket::CreateRpgRocket( vecSrc, m_pPlayer->pev->v_angle, m_pPlayer, this );

		UTIL_MakeVectors( m_pPlayer->pev->v_angle );// RpgRocket::Create stomps on globals, so remake.
		pRocket->pev->velocity = pRocket->pev->velocity + gpGlobals->v_forward * DotProduct( m_pPlayer->pev->velocity, gpGlobals->v_forward );
#endif

		// firing RPG no longer turns on the designator. ALT fire is a toggle switch for the LTD.
		// Ken signed up for this as a global change (sjb)

		int flags;
#if defined( CLIENT_WEAPONS )
	flags = FEV_NOTHOST;
#else
	flags = 0;
#endif

		PLAYBACK_EVENT( flags, m_pPlayer->edict(), m_usRpg );

		m_iClip--; 
				
		m_flNextPrimaryAttack = GetNextAttackDelay(1.5);
		m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.5;
	}
	else
	{
		PlayEmptySound( );
	}
	UpdateSpot( );
}
开发者ID:Skumek,项目名称:hlsdk,代码行数:43,代码来源:rpg.cpp


示例17: PlayEmptySound

void CGalil::PrimaryAttack()
{
	if (m_pPlayer->pev->waterlevel == 3)
	{
		PlayEmptySound();
		m_flNextPrimaryAttack = GetNextAttackDelay(0.15);
		return;
	}

	if (!(m_pPlayer->pev->flags & FL_ONGROUND))
	{
		GalilFire(0.04 + (0.3 * m_flAccuracy), 0.0875, FALSE);
	}
	else if (m_pPlayer->pev->velocity.Length2D() > 140)
	{
		GalilFire(0.04 + (0.07 * m_flAccuracy), 0.0875, FALSE);
	}
	else
	{
		GalilFire(0.0375 * m_flAccuracy, 0.0875, FALSE);
	}
}
开发者ID:FWGS,项目名称:regamelite,代码行数:22,代码来源:wpn_galil.cpp


示例18: ClearBits

bool CSmokeGrenade::ShieldSecondaryFire( int up_anim, int down_anim )
{
    if( m_pPlayer->HasShield() || m_flStartThrow > 0 )
    {
        return false;
    }

    if( FBitSet( m_iWeaponState, WPNSTATE_SHIELD_DRAWN ) )
    {
        ClearBits( m_iWeaponState, WPNSTATE_SHIELD_DRAWN );

        SendWeaponAnim( down_anim, UseDecrement() != FALSE );

        strcpy( m_pPlayer->m_szAnimExtention, "shieldgren" );

        m_fMaxSpeed = SMOKEGRENADE_MAX_SPEED;
        m_pPlayer->m_bShieldDrawn = false;
    }
    else
    {
        SetBits( m_iWeaponState, WPNSTATE_SHIELD_DRAWN );

        SendWeaponAnim( up_anim, UseDecrement() != FALSE );

        strcpy( m_pPlayer->m_szAnimExtention, "shielded" );

        m_fMaxSpeed = SMOKEGRENADE_MAX_SPEED_SHIELD;
        m_pPlayer->m_bShieldDrawn = true;
    }

    m_pPlayer->UpdateShieldCrosshair( FBitSet( m_iWeaponState, WPNSTATE_SHIELD_DRAWN ) ? true : false );
    m_pPlayer->ResetMaxSpeed();

    m_flTimeWeaponIdle      = UTIL_WeaponTimeBase() + 0.6;
    m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.4;
    m_flNextPrimaryAttack   = GetNextAttackDelay( 0.4 );

    return true;
}
开发者ID:Chuvi-w,项目名称:CSSDK,代码行数:39,代码来源:wpn_smokegrenade.cpp


示例19: PlayEmptySound

void CFamas::__MAKE_VHOOK(PrimaryAttack)()
{
	if (m_pPlayer->pev->waterlevel == 3)
	{
		PlayEmptySound();
		m_flNextPrimaryAttack = GetNextAttackDelay(0.15);
		return;
	}

	bool bFireBurst = (m_iWeaponState & WPNSTATE_FAMAS_BURST_MODE) == WPNSTATE_FAMAS_BURST_MODE;

	if (!(m_pPlayer->pev->flags & FL_ONGROUND))
	{
		FamasFire(0.030 + 0.3 * m_flAccuracy, 0.0825, FALSE, bFireBurst);
	}
	else if (m_pPlayer->pev->velocity.Length2D() > 140)
	{
		FamasFire(0.030 + 0.07 * m_flAccuracy, 0.0825, FALSE, bFireBurst);
	}
	else
	{
		FamasFire(0.02 * m_flAccuracy, 0.0825, FALSE, bFireBurst);
	}
}
开发者ID:Slinfy97,项目名称:ReGameDLL_CS,代码行数:24,代码来源:wpn_famas.cpp


示例20: ClientPrint

/* <2464e8> ../cstrike/dlls/wpn_shared/wpn_c4.cpp:152 */
void CC4::__MAKE_VHOOK(PrimaryAttack)(void)
{
	BOOL PlaceBomb;
	int inBombZone, onGround;

	if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
	{
		return;
	}

	inBombZone = (m_pPlayer->m_signals.GetState() & SIGNAL_BOMB) == SIGNAL_BOMB;
	onGround = (m_pPlayer->pev->flags & FL_ONGROUND) == FL_ONGROUND;
	PlaceBomb = (onGround && inBombZone);

	if (!m_bStartedArming)
	{
		if (!inBombZone)
		{
			ClientPrint(m_pPlayer->pev, HUD_PRINTCENTER, "#C4_Plant_At_Bomb_Spot");
			m_flNextPrimaryAttack = GetNextAttackDelay(1.0);
			return;
		}

		if (!onGround)
		{
			ClientPrint(m_pPlayer->pev, HUD_PRINTCENTER, "#C4_Plant_Must_Be_On_Ground");
			m_flNextPrimaryAttack = GetNextAttackDelay(1);
			return;
		}

		m_bStartedArming = true;
		m_bBombPlacedAnimation = false;
		m_fArmedTime = gpGlobals->time + C4_ARMING_ON_TIME;

		SendWeaponAnim(C4_ARM, UseDecrement() != FALSE);

		SET_CLIENT_MAXSPEED(m_pPlayer->edict(), 1.0);

		m_pPlayer->SetAnimation(PLAYER_ATTACK1);
		m_pPlayer->SetProgressBarTime(C4_ARMING_ON_TIME);
	}
	else
	{
		if (PlaceBomb)
		{
			CBaseEntity *pEntity = NULL;
			CBasePlayer *pTempPlayer = NULL;

			if (m_fArmedTime <= gpGlobals->time)
			{
				if (m_bStartedArming)
				{
					m_bStartedArming = false;
					m_fArmedTime = 0;

					Broadcast("BOMBPL");
					m_pPlayer->m_bHasC4 = false;

					if (pev->speed != 0 && g_pGameRules != NULL)
					{
						g_pGameRules->m_iC4Timer = (int)pev->speed;
					}

					CGrenade *pBomb = CGrenade::ShootSatchelCharge(m_pPlayer->pev, m_pPlayer->pev->origin, Vector(0, 0, 0));

					MESSAGE_BEGIN(MSG_SPEC, SVC_DIRECTOR);
						WRITE_BYTE(9);
						WRITE_BYTE(DRC_CMD_EVENT);
						WRITE_SHORT(m_pPlayer->entindex());
						WRITE_SHORT(0);
						WRITE_LONG(DRC_FLAG_FACEPLAYER | 11);
					MESSAGE_END();

					MESSAGE_BEGIN(MSG_ALL, gmsgBombDrop);
						WRITE_COORD(pBomb->pev->origin.x);
						WRITE_COORD(pBomb->pev->origin.y);
						WRITE_COORD(pBomb->pev->origin.z);
						WRITE_BYTE(1);
					MESSAGE_END();

					UTIL_ClientPrintAll(HUD_PRINTCENTER, "#Bomb_Planted");

					TheBots->OnEvent(EVENT_BOMB_PLANTED, m_pPlayer, pBomb);

					if (g_pGameRules->IsCareer() && !m_pPlayer->IsBot())
					{
						TheCareerTasks->HandleEvent(EVENT_BOMB_PLANTED, m_pPlayer);
					}

					UTIL_LogPrintf
					(
						"\"%s<%i><%s><TERRORIST>\" triggered \"Planted_The_Bomb\"\n",
						STRING(m_pPlayer->pev->netname),
						GETPLAYERUSERID(m_pPlayer->edict()),
						GETPLAYERAUTHID(m_pPlayer->edict())
					);

					g_pGameRules->m_bBombDropped = FALSE;
					EMIT_SOUND(edict(), CHAN_WEAPON, "weapons/c4_plant.wav", VOL_NORM, ATTN_NORM);
//.........这里部分代码省略.........
开发者ID:coolmans,项目名称:ReGameDLL_CS,代码行数:101,代码来源:wpn_c4.cpp



注:本文中的GetNextAttackDelay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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