// additional status for debugging virtual void PrintAdditionalStatus() { if ( m_bActivated ) { Msg( "Player bullet attacks: %d\n", CalcPlayerAttacks( true ) ); } }
virtual void CheckIncrementCount() { // get # of attacks w/bullet weapons int iBulletAttackCount = CalcPlayerAttacks(true); // if more than 0 bullets fired, fail if (iBulletAttackCount > 0) { SetFailed(); } BaseClass::CheckIncrementCount(); }
virtual void OnEvaluationEvent() { // get # of attacks w/bullet weapons int iBulletAttackCount = CalcPlayerAttacks( true ); // if more than 1 bullet fired, fail if ( iBulletAttackCount > 1 ) { SetFailed(); } BaseClass::OnEvaluationEvent(); }
virtual void OnEvaluationEvent() { // get current # of attacks by player w/all weapons (except grav gun) int iCurAttackCount = CalcPlayerAttacks( false ); // compare to # of attacks when we started if ( iCurAttackCount > m_iInitialAttackCount ) { // if there have been any more weapon attacks, achievement fails SetFailed(); } BaseClass::OnEvaluationEvent(); }
virtual void OnActivationEvent() { // get current # of attacks by player w/all weapons (except grav gun) and store that m_iInitialAttackCount = CalcPlayerAttacks( false ); BaseClass::OnActivationEvent(); }
// additional status for debugging virtual void PrintAdditionalStatus() { if ( m_bActivated ) { Msg( "Starting wpn attacks: %d Current wpn attacks: %d\n", m_iInitialAttackCount, CalcPlayerAttacks( false ) ); } }