Zh/Magazine style reloads: Difference between revisions
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{{lang|Magazine style reloads}} | |||
这个教程将会很短且很简单 | |||
假设你想每次发射子弹后重新装填都要重新计数? 在反恐精英中你可以随时重新装填你的弹夹.只是从备弹中减去你使用的子弹数量仅此而已。然而在现实生活中你一般不会在弹夹打了一半的情况下换弹,你会把旧的弹夹扔掉换上一个新的,这种装填系统在战地2或其他类似游戏中都能看到。 | |||
== 创建布尔类型变量 == | |||
现在我们看一下代码,打开 '''basecombatweapon_shared.h''' 搜索 "m_bFiresUnderwater" (115行) 找到这行代码: | |||
CNetworkVar( int, m_iClip2 ); // number of shots left in the secondary weapon clip, -1 it not used | CNetworkVar( int, m_iClip2 ); // number of shots left in the secondary weapon clip, -1 it not used | ||
bool m_bFiresUnderwater; // true if this weapon can fire underwater | bool m_bFiresUnderwater; // true if this weapon can fire underwater | ||
在这两行代码之间添加一个布尔类型变量 m_bMagazineStyleReloads: | |||
CNetworkVar( int, m_iClip2 ); // number of shots left in the secondary weapon clip, -1 it not used | CNetworkVar( int, m_iClip2 ); // number of shots left in the secondary weapon clip, -1 it not used | ||
'''bool m_bMagazineStyleReloads; // true if this weapon reloads by removing magazines (remaining bullets)''' | '''bool m_bMagazineStyleReloads; // true if this weapon reloads by removing magazines (remaining bullets)''' | ||
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现在打开 '''basecombatweapon_shared.cpp''' 搜索 "m_bFiresUnderwater" (在2253行和2300行): | |||
DEFINE_FIELD( m_bFiresUnderwater, FIELD_BOOLEAN ), | DEFINE_FIELD( m_bFiresUnderwater, FIELD_BOOLEAN ), | ||
需要像下面这样定义它: | |||
'''DEFINE_FIELD( m_bMagazineStyleReloads, FIELD_BOOLEAN ),''' | '''DEFINE_FIELD( m_bMagazineStyleReloads, FIELD_BOOLEAN ),''' | ||
DEFINE_FIELD( m_bFiresUnderwater, FIELD_BOOLEAN ), | DEFINE_FIELD( m_bFiresUnderwater, FIELD_BOOLEAN ), | ||
变量设置好了,找到构造函数CBaseCombatWeapon (54行)如下代码: | |||
m_bReloadsSingly = false; | m_bReloadsSingly = false; | ||
根据你的需要, 你可以设置默认弹夹装填方式是否启用: | |||
m_bReloadsSingly = false; | m_bReloadsSingly = false; | ||
'''m_bMagazineStyleReloads = false;''' | '''m_bMagazineStyleReloads = false;''' | ||
== | == 主体代码 == | ||
我们来看主体代码.找到 ''FinishReload'' 函数(1986行): | |||
if ( UsesClipsForAmmo1() ) | if ( UsesClipsForAmmo1() ) | ||
{ | { | ||
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} | } | ||
像这样更改最后两行: | |||
if ( UsesClipsForAmmo1() ) | if ( UsesClipsForAmmo1() ) | ||
{ | { | ||
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} | } | ||
如果开启了这种弹夹装填方式整个流程会像这样:你把弹夹装填完成,然后在子弹总数上减去了整个弹夹子弹的数量。 | |||
要显示弹匣的数量,您只需要将弹药的总量除以完整的弹夹大小并四舍五入即可。 | |||
''Note: this technique "hacks" a magazine style reload instead of creating a native implementation, thus the player can still receive individual bullets.'' | ''Note: this technique "hacks" a magazine style reload instead of creating a native implementation, thus the player can still receive individual bullets.'' | ||
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} | } | ||
{{ACategory|Weapons programming}} | |||
{{ACategory|Programming}} | |||
{{ACategory|Tutorials}} |
Latest revision as of 04:18, 22 August 2024
这个教程将会很短且很简单 假设你想每次发射子弹后重新装填都要重新计数? 在反恐精英中你可以随时重新装填你的弹夹.只是从备弹中减去你使用的子弹数量仅此而已。然而在现实生活中你一般不会在弹夹打了一半的情况下换弹,你会把旧的弹夹扔掉换上一个新的,这种装填系统在战地2或其他类似游戏中都能看到。
创建布尔类型变量
现在我们看一下代码,打开 basecombatweapon_shared.h 搜索 "m_bFiresUnderwater" (115行) 找到这行代码:
CNetworkVar( int, m_iClip2 ); // number of shots left in the secondary weapon clip, -1 it not used bool m_bFiresUnderwater; // true if this weapon can fire underwater
在这两行代码之间添加一个布尔类型变量 m_bMagazineStyleReloads:
CNetworkVar( int, m_iClip2 ); // number of shots left in the secondary weapon clip, -1 it not used bool m_bMagazineStyleReloads; // true if this weapon reloads by removing magazines (remaining bullets) bool m_bFiresUnderwater; // true if this weapon can fire underwater
现在打开 basecombatweapon_shared.cpp 搜索 "m_bFiresUnderwater" (在2253行和2300行):
DEFINE_FIELD( m_bFiresUnderwater, FIELD_BOOLEAN ),
需要像下面这样定义它:
DEFINE_FIELD( m_bMagazineStyleReloads, FIELD_BOOLEAN ), DEFINE_FIELD( m_bFiresUnderwater, FIELD_BOOLEAN ),
变量设置好了,找到构造函数CBaseCombatWeapon (54行)如下代码:
m_bReloadsSingly = false;
根据你的需要, 你可以设置默认弹夹装填方式是否启用:
m_bReloadsSingly = false; m_bMagazineStyleReloads = false;
主体代码
我们来看主体代码.找到 FinishReload 函数(1986行):
if ( UsesClipsForAmmo1() ) { int primary = min( GetMaxClip1() - m_iClip1, pOwner->GetAmmoCount(m_iPrimaryAmmoType)); m_iClip1 += primary; pOwner->RemoveAmmo( primary, m_iPrimaryAmmoType); }
像这样更改最后两行:
if ( UsesClipsForAmmo1() ) { int primary = min( GetMaxClip1() - m_iClip1, pOwner->GetAmmoCount(m_iPrimaryAmmoType)); m_iClip1 += primary; pOwner->RemoveAmmo( m_bMagazineStyleReloads ? min(pOwner->GetAmmoCount(m_iPrimaryAmmoType,GetMaxClip1()) : primary, m_iPrimaryAmmoType); }
如果开启了这种弹夹装填方式整个流程会像这样:你把弹夹装填完成,然后在子弹总数上减去了整个弹夹子弹的数量。 要显示弹匣的数量,您只需要将弹药的总量除以完整的弹夹大小并四舍五入即可。
Note: this technique "hacks" a magazine style reload instead of creating a native implementation, thus the player can still receive individual bullets.
Covering Your Ass
Ever noticed, that the game auto-reloads your gun if you holster it? This is not good, especially the way this code is implemented; to remove this go to weapon_hl2mpbasehlmpcombatweapon.cpp or basehlcombatweapon_shared.cpp and find the ItemHolsterFrame procedure. Comment out the
FinishReload();
An Example
Now an example to turn on magazine style reloads for any weapon:
CWeaponPistol::CWeaponPistol( void ) { m_flSoonestPrimaryAttack = gpGlobals->curtime; m_flAccuracyPenalty = 0.0f; m_fMinRange1 = 24; m_fMaxRange1 = 1500; m_fMinRange2 = 24; m_fMaxRange2 = 200; m_bMagazineStyleReloads = true; // Magazine style reloads m_bFiresUnderwater = true; }
Extension
If you want to only lose 1 of your total ammo instead of the real amount, change:
m_iClip1 = m_bMagazineStyleReloads ? GetMaxClip1() : m_iClip1 + primary; pOwner->RemoveAmmo( m_bMagazineStyleReloads ? GetMaxClip1() : primary, m_iPrimaryAmmoType);
to:
m_iClip1 = m_bMagazineStyleReloads ? GetMaxClip1() : m_iClip1 + primary; pOwner->RemoveAmmo( m_bMagazineStyleReloads ? 1 : primary, m_iPrimaryAmmoType);
The Actual Code (FIX)
If you use the code above then it will work perfectly except... If you have a full clip that looks like this (12:6) And then you shoot to (3:6) And then you reload it becomes (12:0) It gives you a full clip back instead of the partially full clip you found.
if ( UsesClipsForAmmo1() ) { int primary = min( GetMaxClip1() - m_iClip1, pOwner->GetAmmoCount(m_iPrimaryAmmoType)); if( pOwner->GetAmmoCount(m_iPrimaryAmmoType) >= GetMaxClip1() ){ m_iClip1 = m_bMagazineStyleReloads ? GetMaxClip1() : m_iClip1 + primary; pOwner->RemoveAmmo( m_bMagazineStyleReloads ? GetMaxClip1() : primary, m_iPrimaryAmmoType); }else{ m_iClip1 = pOwner->GetAmmoCount(m_iPrimaryAmmoType); pOwner->RemoveAmmo( GetMaxClip1(), m_iPrimaryAmmoType); } }