コード例 #1
0
ファイル: filters.cpp プロジェクト: mentat/nnim
void Source::PumpAll()
{
	while (PumpMessages()) {}
	while (Pump()) {}
}
コード例 #2
0
//-----------------------------------------------------------------------------
// Purpose: Override so shotgun can do mulitple reloads in a row
//-----------------------------------------------------------------------------
void CWeaponShotgun::ItemPostFrame( void )
{
	CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
	if (!pOwner)
	{
		return;
	}
	
	//Create our trace_t class to hold the end result
	trace_t WallTR;
 
	//Create Vectors for the start, stop, and direction
	Vector vecAbsStart, vecAbsEnd, vecDir;
 
	//Take the Player's EyeAngles and turn it into a direction
	AngleVectors( pOwner->EyeAngles(), &vecDir );
 
	//Get the Start/End
	vecAbsStart = pOwner->EyePosition();
	vecAbsEnd = vecAbsStart + (vecDir * 32.0);
 
	//Do the TraceLine, and write our results to our trace_t class, tr.
	UTIL_TraceLine( vecAbsStart, vecAbsEnd, MASK_ALL, pOwner, COLLISION_GROUP_NONE, &WallTR );

	
	if (WallTR.DidHit())
	{
		bLowered = true;
		SendWeaponAnim( ACT_VM_IDLE_LOWERED );
		m_fLoweredReady = gpGlobals->curtime + GetViewModelSequenceDuration();
		m_flNextPrimaryAttack = m_fLoweredReady;
	}
	else if ( !bLowered && (pOwner->m_nButtons & IN_SPEED ) )
	{
		bLowered = true;
		SendWeaponAnim( ACT_VM_IDLE_LOWERED );
		m_fLoweredReady = gpGlobals->curtime + GetViewModelSequenceDuration();
		m_flNextPrimaryAttack = m_fLoweredReady;
	}
	else if ( bLowered && !(pOwner->m_nButtons & IN_SPEED ) )
	{
		bLowered = false;
		SendWeaponAnim( ACT_VM_IDLE );
		m_fLoweredReady = gpGlobals->curtime + GetViewModelSequenceDuration();
		m_flNextPrimaryAttack = m_fLoweredReady;
	}
 
	if ( pOwner->m_nButtons & IN_ALT1 && !bLowered ) 
	{
		// reload when reload is pressed, or if no buttons are down and weapon is empty.
		EnableIronsights();
	}
	else if ( !( pOwner->m_nButtons & IN_ALT1) || bLowered )
	{
		DisableIronsights();
	}

	if ( bLowered )
	{
		if ( gpGlobals->curtime > m_fLoweredReady )
		{
			bLowered = true;
			SendWeaponAnim( ACT_VM_IDLE_LOWERED );
			m_fLoweredReady = gpGlobals->curtime + GetViewModelSequenceDuration();
		}
		return;
	}
	else if ( bLowered )
	{
		if ( gpGlobals->curtime > m_fLoweredReady )
		{
			bLowered = false;
			SendWeaponAnim( ACT_VM_IDLE );
			m_fLoweredReady = gpGlobals->curtime + GetViewModelSequenceDuration();
		}
		return;
	}
	if (m_bInReload)
	{
		// If I'm primary firing and have one round stop reloading and fire
		if ((pOwner->m_nButtons & IN_ATTACK ) && (m_iClip1 >=1))
		{
			m_bInReload		= false;
			m_bNeedPump		= false;
			m_bDelayedFire1 = true;
		}
		// If I'm secondary firing and have one round stop reloading and fire
		else if ((pOwner->m_nButtons & IN_ATTACK2 ) && (m_iClip1 >=2))
		{
			m_bInReload		= false;
			m_bNeedPump		= false;
			m_bDelayedFire2 = true;
		}
		else if (m_flNextPrimaryAttack <= gpGlobals->curtime)
		{
			// If out of ammo end reload
			if (pOwner->GetAmmoCount(m_iPrimaryAmmoType) <=0)
			{
				FinishReload();
				return;
			}
			// If clip not full reload again
			if (m_iClip1 < GetMaxClip1())
			{
				Reload();
				return;
			}
			// Clip full, stop reloading
			else
			{
				FinishReload();
				return;
			}
		}
	}
	else
	{			
		// Make shotgun shell invisible
		SetBodygroup(1,1);
	}

	if ((m_bNeedPump) && (m_flNextPrimaryAttack <= gpGlobals->curtime))
	{
		Pump();
		return;
	}
	
	// Shotgun uses same timing and ammo for secondary attack
	if ((m_bDelayedFire2 || pOwner->m_nButtons & IN_ATTACK2)&&(m_flNextPrimaryAttack <= gpGlobals->curtime))
	{
		m_bDelayedFire2 = false;
		
		if ( (m_iClip1 <= 1 && UsesClipsForAmmo1()))
		{
			// If only one shell is left, do a single shot instead	
			if ( m_iClip1 == 1 )
			{
				PrimaryAttack();
			}
			else if (!pOwner->GetAmmoCount(m_iPrimaryAmmoType))
			{
				DryFire();
			}
			else
			{
				StartReload();
			}
		}

		// Fire underwater?
		else if (GetOwner()->GetWaterLevel() == 3 && m_bFiresUnderwater == false)
		{
			WeaponSound(EMPTY);
			m_flNextPrimaryAttack = gpGlobals->curtime + 0.2;
			return;
		}
		else
		{
			// If the firing button was just pressed, reset the firing time
			if ( pOwner->m_afButtonPressed & IN_ATTACK )
			{
				 m_flNextPrimaryAttack = gpGlobals->curtime;
			}
			SecondaryAttack();
		}
	}
	else if ( (m_bDelayedFire1 || pOwner->m_nButtons & IN_ATTACK) && m_flNextPrimaryAttack <= gpGlobals->curtime)
	{
		m_bDelayedFire1 = false;
		if ( (m_iClip1 <= 0 && UsesClipsForAmmo1()) || ( !UsesClipsForAmmo1() && !pOwner->GetAmmoCount(m_iPrimaryAmmoType) ) )
		{
			if (!pOwner->GetAmmoCount(m_iPrimaryAmmoType))
			{
				DryFire();
			}
			else
			{
				StartReload();
			}
		}
		// Fire underwater?
		else if (pOwner->GetWaterLevel() == 3 && m_bFiresUnderwater == false)
		{
			WeaponSound(EMPTY);
			m_flNextPrimaryAttack = gpGlobals->curtime + 0.2;
			return;
		}
		else
		{
			// If the firing button was just pressed, reset the firing time
			CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
			if ( pPlayer && pPlayer->m_afButtonPressed & IN_ATTACK )
			{
				 m_flNextPrimaryAttack = gpGlobals->curtime;
			}
			PrimaryAttack();
		}
	}

	if ( pOwner->m_nButtons & IN_RELOAD && UsesClipsForAmmo1() && !m_bInReload ) 
	{
		// reload when reload is pressed, or if no buttons are down and weapon is empty.
		StartReload();
	}
	else 
	{
		// no fire buttons down
		m_bFireOnEmpty = false;

		if ( !HasAnyAmmo() && m_flNextPrimaryAttack < gpGlobals->curtime ) 
		{
			// weapon isn't useable, switch.
			if ( !(GetWeaponFlags() & ITEM_FLAG_NOAUTOSWITCHEMPTY) && pOwner->SwitchToNextBestWeapon( this ) )
			{
				m_flNextPrimaryAttack = gpGlobals->curtime + 0.3;
				return;
			}
		}
		else
		{
			// weapon is useable. Reload if empty and weapon has waited as long as it has to after firing
			if ( m_iClip1 <= 0 && !(GetWeaponFlags() & ITEM_FLAG_NOAUTORELOAD) && m_flNextPrimaryAttack < gpGlobals->curtime )
			{
				if (StartReload())
				{
					// if we've successfully started to reload, we're done
					return;
				}
			}
		}

		WeaponIdle( );
		return;
	}

}
コード例 #3
0
//-----------------------------------------------------------------------------
// Purpose: Override so shotgun can do mulitple reloads in a row
//-----------------------------------------------------------------------------
void CWeaponShotgun::ItemPostFrame( void )
{
	CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
	if (!pOwner)
	{
		return;
	}

	if ( m_bNeedPump && ( pOwner->m_nButtons & IN_RELOAD ) )
	{
		m_bDelayedReload = true;
	}

	if (m_bInReload)
	{
		// If I'm primary firing and have one round stop reloading and fire
		if ((pOwner->m_nButtons & IN_ATTACK ) && (m_iClip1 >=1) && !m_bNeedPump )
		{
			m_bInReload		= false;
			m_bNeedPump		= false;
			m_bDelayedFire1 = true;
		}
		// If I'm secondary firing and have two rounds stop reloading and fire
		else if ((pOwner->m_nButtons & IN_ATTACK2 ) && (m_iClip1 >=2) && !m_bNeedPump )
		{
			m_bInReload		= false;
			m_bNeedPump		= false;
			m_bDelayedFire2 = true;
		}
		else if (m_flNextPrimaryAttack <= gpGlobals->curtime)
		{
			// If out of ammo end reload
			if (pOwner->GetAmmoCount(m_iPrimaryAmmoType) <=0)
			{
				FinishReload();
				return;
			}
			// If clip not full reload again
			if (m_iClip1 < GetMaxClip1())
			{
				Reload();
				return;
			}
			// Clip full, stop reloading
			else
			{
				FinishReload();
				return;
			}
		}
	}
	else
	{			
		// Make shotgun shell invisible
		SetBodygroup(1,1);
	}

	if ((m_bNeedPump) && (m_flNextPrimaryAttack <= gpGlobals->curtime))
	{
		Pump();
		return;
	}
	
	// Shotgun uses same timing and ammo for secondary attack
	if ((m_bDelayedFire2 || pOwner->m_nButtons & IN_ATTACK2)&&(m_flNextPrimaryAttack <= gpGlobals->curtime))
	{
		m_bDelayedFire2 = false;
		
		if ( (m_iClip1 <= 1 && UsesClipsForAmmo1()))
		{
			// If only one shell is left, do a single shot instead	
			if ( m_iClip1 == 1 )
			{
				PrimaryAttack();
			}
			else if (!pOwner->GetAmmoCount(m_iPrimaryAmmoType))
			{
				DryFire();
			}
			else
			{
				StartReload();
			}
		}

		// Fire underwater?
		else if (GetOwner()->GetWaterLevel() == 3 && m_bFiresUnderwater == false)
		{
			WeaponSound(EMPTY);
			m_flNextPrimaryAttack = gpGlobals->curtime + 0.2;
			return;
		}
		else
		{
			// If the firing button was just pressed, reset the firing time
			if ( pOwner->m_afButtonPressed & IN_ATTACK )
			{
				 m_flNextPrimaryAttack = gpGlobals->curtime;
			}
			SecondaryAttack();
		}
	}
	else if ( (m_bDelayedFire1 || pOwner->m_nButtons & IN_ATTACK) && m_flNextPrimaryAttack <= gpGlobals->curtime)
	{
		m_bDelayedFire1 = false;
		if ( (m_iClip1 <= 0 && UsesClipsForAmmo1()) || ( !UsesClipsForAmmo1() && !pOwner->GetAmmoCount(m_iPrimaryAmmoType) ) )
		{
			if (!pOwner->GetAmmoCount(m_iPrimaryAmmoType))
			{
				DryFire();
			}
			else
			{
				StartReload();
			}
		}
		// Fire underwater?
		else if (pOwner->GetWaterLevel() == 3 && m_bFiresUnderwater == false)
		{
			WeaponSound(EMPTY);
			m_flNextPrimaryAttack = gpGlobals->curtime + 0.2;
			return;
		}
		else
		{
			// If the firing button was just pressed, reset the firing time
			CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
			if ( pPlayer && pPlayer->m_afButtonPressed & IN_ATTACK )
			{
				 m_flNextPrimaryAttack = gpGlobals->curtime;
			}
			PrimaryAttack();
		}
	}

	if ( pOwner->m_nButtons & IN_RELOAD && UsesClipsForAmmo1() && !m_bInReload ) 
	{
		// reload when reload is pressed, or if no buttons are down and weapon is empty.
		StartReload();
	}
	else 
	{
		// no fire buttons down
		m_bFireOnEmpty = false;

		if ( !HasAnyAmmo() && m_flNextPrimaryAttack < gpGlobals->curtime ) 
		{
			// weapon isn't useable, switch.
			if ( !(GetWeaponFlags() & ITEM_FLAG_NOAUTOSWITCHEMPTY) && pOwner->SwitchToNextBestWeapon( this ) )
			{
				m_flNextPrimaryAttack = gpGlobals->curtime + 0.3;
				return;
			}
		}
		else
		{
			// weapon is useable. Reload if empty and weapon has waited as long as it has to after firing
			if ( m_iClip1 <= 0 && !(GetWeaponFlags() & ITEM_FLAG_NOAUTORELOAD) && m_flNextPrimaryAttack < gpGlobals->curtime )
			{
				if (StartReload())
				{
					// if we've successfully started to reload, we're done
					return;
				}
			}
		}

		WeaponIdle( );
		return;
	}

}
コード例 #4
0
ファイル: pipereader.cpp プロジェクト: OpenXT/xc-windows
void PipeReader::ThreadEntry(void * inContext)
{
    if (client == false)
    {
        //
        // Create pipe for server (that other end will connect to).
        //

        pipe = CreateNamedPipe(pipeName,
                               PIPE_ACCESS_DUPLEX 
//                             | FILE_FLAG_FIRST_PIPE_INSTANCE
//                             | FILE_FLAG_WRITE_THROUGH 
                               | FILE_FLAG_OVERLAPPED
                               ,
                               PIPE_TYPE_BYTE
//                             | PIPE_WAIT
                               ,
                               1,
                               4096,
                               4096,
                               INFINITE,
                               NULL);
        if (pipe == INVALID_HANDLE_VALUE)
        {
            die("failed to open pipe, err = %d.", GetLastError());
        }
    }
    else
    {
        //
        // Create pipe for client.  Use CreateFile because, oddly, CreateNamedPipe 
        // seems to fail if you use the \\servername\pipe\pipename format.  Sadly,
        // this too will fail if the other end doesn't exist so we need to do it
        // in the spun thread.  We did spin a thread right?
        //

        bool first = TRUE;

        do
        {
            pipe = CreateFile(pipeName,                     // pipe name
                              GENERIC_READ | GENERIC_WRITE, // read and write access
                              0,                            // no sharing
                              NULL,                         // default security
                              OPEN_ALWAYS,                  // sample says open existing
                              FILE_FLAG_WRITE_THROUGH       // push the data to the other end
                              | FILE_FLAG_OVERLAPPED        // don't wait
                              ,
                              NULL);                        // why would i want a template?
            if (pipe == INVALID_HANDLE_VALUE)
            {
                DWORD err = GetLastError();

                if (err != ERROR_FILE_NOT_FOUND)
                {
                    die("failed to open pipe, err = %d.", err);
                }

                if (first)
                {
                    printf("pipe client waiting for remote pipe to become available.\n");
                    first = false;
                }
                Sleep(1700);
            }
        } while (pipe == INVALID_HANDLE_VALUE);
    }

    printf("hello from the pipe reader.\n");

    //
    // Now pass data back and forth across the connections.
    //

    Pump();
}