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自学教程:C++ trap_Cvar_Set函数代码示例

51自学网 2021-06-03 08:57:33
  C++
这篇教程C++ trap_Cvar_Set函数代码示例写得很实用,希望能帮到您。

本文整理汇总了C++中trap_Cvar_Set函数的典型用法代码示例。如果您正苦于以下问题:C++ trap_Cvar_Set函数的具体用法?C++ trap_Cvar_Set怎么用?C++ trap_Cvar_Set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trap_Cvar_Set函数的30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: GraphicsOptions_ApplyChanges

/*=================GraphicsOptions_ApplyChanges=================*/static void GraphicsOptions_ApplyChanges( void *unused, int notification ){	if (notification != QM_ACTIVATED)		return;	switch ( s_graphicsoptions.texturebits.curvalue  )	{	case 0:		trap_Cvar_SetValue( "r_texturebits", 0 );		break;	case 1:		trap_Cvar_SetValue( "r_texturebits", 16 );		break;	case 2:		trap_Cvar_SetValue( "r_texturebits", 32 );		break;	}	trap_Cvar_SetValue( "r_picmip", 3 - s_graphicsoptions.tq.curvalue );	trap_Cvar_SetValue( "r_allowExtensions", s_graphicsoptions.allow_extensions.curvalue );	trap_Cvar_SetValue( "r_mode", s_graphicsoptions.mode.curvalue );	trap_Cvar_SetValue( "r_fullscreen", s_graphicsoptions.fs.curvalue );	trap_Cvar_Set( "r_glDriver", ( char * ) s_drivers[s_graphicsoptions.driver.curvalue] );	switch ( s_graphicsoptions.colordepth.curvalue )	{	case 0:		trap_Cvar_SetValue( "r_colorbits", 0 );		trap_Cvar_SetValue( "r_depthbits", 0 );		trap_Cvar_SetValue( "r_stencilbits", 0 );		break;	case 1:		trap_Cvar_SetValue( "r_colorbits", 16 );		trap_Cvar_SetValue( "r_depthbits", 16 );		trap_Cvar_SetValue( "r_stencilbits", 0 );		break;	case 2:		trap_Cvar_SetValue( "r_colorbits", 32 );		trap_Cvar_SetValue( "r_depthbits", 24 );		break;	}	trap_Cvar_SetValue( "r_vertexLight", s_graphicsoptions.lighting.curvalue );	if ( s_graphicsoptions.geometry.curvalue == 2 )	{		trap_Cvar_SetValue( "r_lodBias", 0 );		trap_Cvar_SetValue( "r_subdivisions", 4 );	}	else if ( s_graphicsoptions.geometry.curvalue == 1 )	{		trap_Cvar_SetValue( "r_lodBias", 1 );		trap_Cvar_SetValue( "r_subdivisions", 12 );	}	else	{		trap_Cvar_SetValue( "r_lodBias", 1 );		trap_Cvar_SetValue( "r_subdivisions", 20 );	}	if ( s_graphicsoptions.filter.curvalue )	{		trap_Cvar_Set( "r_textureMode", "GL_LINEAR_MIPMAP_LINEAR" );	}	else	{		trap_Cvar_Set( "r_textureMode", "GL_LINEAR_MIPMAP_NEAREST" );	}	trap_Cmd_ExecuteText( EXEC_APPEND, "vid_restart/n" );}
开发者ID:entdark,项目名称:q3mme,代码行数:73,


示例2: CG_CalcVrect

static void CG_CalcVrect (void) {	int		xsize, ysize;	float	lbheight, lbdiff;	// NERVE - SMF	if ( cg.limboMenu ){		float x, y, w, h;		x = LIMBO_3D_X;		y = LIMBO_3D_Y;		w = LIMBO_3D_W;		h = LIMBO_3D_H;		cg.refdef.width = 0;		CG_AdjustFrom640( &x, &y, &w, &h );		cg.refdef.x = x;		cg.refdef.y = y;		cg.refdef.width = w;		cg.refdef.height = h;		return;	}	// -NERVE - SMF	// the intermission should allways be full screen	if ( cg.snap->ps.pm_type == PM_INTERMISSION ) {		xsize = ysize = 100;	} else {		// bound normal viewsize		if (cg_viewsize.integer < 30) {			trap_Cvar_Set ("cg_viewsize","30");			xsize = ysize = 30;		} else if (cg_viewsize.integer > 100) {			trap_Cvar_Set ("cg_viewsize","100");			xsize = ysize = 100;		} else {			xsize = ysize = cg_viewsize.integer;		}	}//----(SA)	added transition to/from letterbox// normal aspect is xx:xx// letterbox is yy:yy  (85% of 'normal' height)	lbheight = ysize * 0.85;	lbdiff = ysize - lbheight;	if(cg_letterbox.integer) {		ysize = lbheight;//		if(letterbox_frac != 0) {//			letterbox_frac -= 0.01f;	// (SA) TODO: make non fps dependant//			if(letterbox_frac < 0)//				letterbox_frac = 0;//			ysize += (lbdiff * letterbox_frac);//		}//	} else {//		if(letterbox_frac != 1) {//			letterbox_frac += 0.01f;	// (SA) TODO: make non fps dependant//			if(letterbox_frac > 1)//				letterbox_frac = 1;//			ysize = lbheight + (lbdiff * letterbox_frac);//		}	}//----(SA)	end	cg.refdef.width = cgs.glconfig.vidWidth*xsize/100;	cg.refdef.width &= ~1;	cg.refdef.height = cgs.glconfig.vidHeight*ysize/100;	cg.refdef.height &= ~1;	cg.refdef.x = (cgs.glconfig.vidWidth - cg.refdef.width)/2;	cg.refdef.y = (cgs.glconfig.vidHeight - cg.refdef.height)/2;}
开发者ID:natelo,项目名称:rtcwPub,代码行数:74,


示例3: CheckFlood

qboolean CheckFlood( edict_t *ent, qboolean teamonly ){	int i;	gclient_t *client = ent->r.client;	assert( ent && client );	if( g_floodprotection_messages->modified )	{		if( g_floodprotection_messages->integer < 0 )			trap_Cvar_Set( "g_floodprotection_messages", "0" );		if( g_floodprotection_messages->integer > MAX_FLOOD_MESSAGES )			trap_Cvar_Set( "g_floodprotection_messages", va( "%i", MAX_FLOOD_MESSAGES ) );		g_floodprotection_messages->modified = qfalse;	}	if( g_floodprotection_team->modified )	{		if( g_floodprotection_team->integer < 0 )			trap_Cvar_Set( "g_floodprotection_team", "0" );		if( g_floodprotection_team->integer > MAX_FLOOD_MESSAGES )			trap_Cvar_Set( "g_floodprotection_team", va( "%i", MAX_FLOOD_MESSAGES ) );		g_floodprotection_team->modified = qfalse;	}	if( g_floodprotection_seconds->modified )	{		if( g_floodprotection_seconds->value <= 0 )			trap_Cvar_Set( "g_floodprotection_seconds", "4" );		g_floodprotection_seconds->modified = qfalse;	}	if( g_floodprotection_penalty->modified )	{		if( g_floodprotection_penalty->value < 0 )			trap_Cvar_Set( "g_floodprotection_penalty", "10" );		g_floodprotection_penalty->modified = qfalse;	}	// old protection still active	if( !teamonly || g_floodprotection_team->integer )	{		if( game.realtime < client->level.flood_locktill )		{			G_PrintMsg( ent, "You can't talk for %d more seconds/n",				(int)( ( client->level.flood_locktill - game.realtime ) / 1000.0f ) + 1 );			return qtrue;		}	}	if( teamonly )	{		if( g_floodprotection_team->integer && g_floodprotection_penalty->value > 0 )		{			i = client->level.flood_team_whenhead - g_floodprotection_team->integer + 1;			if( i < 0 )				i = MAX_FLOOD_MESSAGES + i;			if( client->level.flood_team_when[i] && client->level.flood_team_when[i] <= game.realtime &&				( game.realtime < client->level.flood_team_when[i] + g_floodprotection_seconds->integer * 1000 ) )			{				client->level.flood_locktill = game.realtime + g_floodprotection_penalty->value * 1000;				G_PrintMsg( ent, "Flood protection: You can't talk for %d seconds./n", g_floodprotection_penalty->integer );				return qtrue;			}		}		client->level.flood_team_whenhead = ( client->level.flood_team_whenhead + 1 ) % MAX_FLOOD_MESSAGES;		client->level.flood_team_when[client->level.flood_team_whenhead] = game.realtime;	}	else	{		if( g_floodprotection_messages->integer && g_floodprotection_penalty->value > 0 )		{			i = client->level.flood_whenhead - g_floodprotection_messages->integer + 1;			if( i < 0 )				i = MAX_FLOOD_MESSAGES + i;			if( client->level.flood_when[i] && client->level.flood_when[i] <= game.realtime &&				( game.realtime < client->level.flood_when[i] + g_floodprotection_seconds->integer * 1000 ) )			{				client->level.flood_locktill = game.realtime + g_floodprotection_penalty->value * 1000;				G_PrintMsg( ent, "Flood protection: You can't talk for %d seconds./n", g_floodprotection_penalty->integer );				return qtrue;			}		}		client->level.flood_whenhead = ( client->level.flood_whenhead + 1 ) % MAX_FLOOD_MESSAGES;		client->level.flood_when[client->level.flood_whenhead] = game.realtime;	}	return qfalse;}
开发者ID:j0ki,项目名称:racesow,代码行数:94,


示例4: UI_SaberDrawBlades

void UI_SaberDrawBlades( itemDef_t *item, vec3_t origin, vec3_t angles ){	//NOTE: only allows one saber type in view at a time	char saber[MAX_QPATH];	int saberNum = 0;	int saberModel = 0;	int	numSabers = 1;	if ( (item->flags&ITF_ISCHARACTER)//hacked sabermoves sabers in character's hand		&& uiInfo.movesTitleIndex == 4 /*MD_DUAL_SABERS*/ )	{		numSabers = 2;	}	for ( saberNum = 0; saberNum < numSabers; saberNum++ )	{		if ( (item->flags&ITF_ISCHARACTER) )//hacked sabermoves sabers in character's hand		{			UI_GetSaberForMenu( saber, saberNum );			saberModel = saberNum + 1;		}		else if ( (item->flags&ITF_ISSABER) )		{			trap_Cvar_VariableStringBuffer("ui_saber", saber, sizeof(saber) );			if ( !UI_SaberValidForPlayerInMP( saber ) )			{				trap_Cvar_Set( "ui_saber", "kyle" );				trap_Cvar_VariableStringBuffer("ui_saber", saber, sizeof(saber) );			}			saberModel = 0;		}		else if ( (item->flags&ITF_ISSABER2) )		{			trap_Cvar_VariableStringBuffer("ui_saber2", saber, sizeof(saber) );			if ( !UI_SaberValidForPlayerInMP( saber ) )			{				trap_Cvar_Set( "ui_saber2", "kyle" );				trap_Cvar_VariableStringBuffer("ui_saber2", saber, sizeof(saber) );			}			saberModel = 0;		}		else		{			return;		}		if ( saber[0] )		{			saberType_t saberType;			int curBlade = 0;			int numBlades = UI_SaberNumBladesForSaber( saber );			if ( numBlades )			{//okay, here we go, time to draw each blade...				char	saberTypeString[MAX_QPATH]={0};				UI_SaberTypeForSaber( saber, saberTypeString );				saberType = TranslateSaberType( saberTypeString );				for ( curBlade = 0; curBlade < numBlades; curBlade++ )				{					if ( UI_SaberShouldDrawBlade( saber, curBlade ) )					{						UI_SaberDrawBlade( item, saber, saberModel, saberType, origin, angles, curBlade );					}				}			}		}	}}
开发者ID:ForcePush,项目名称:OJPRPFZ,代码行数:66,


示例5: SP_worldspawn

void SP_worldspawn( void ) {	char		*text, temp[32];	int			i;	int			lengthRed, lengthBlue, lengthGreen;	//I want to "cull" entities out of net sends to clients to reduce	//net traffic on our larger open maps -rww	G_SpawnFloat("distanceCull", "6000.0", &g_cullDistance);	trap_SetServerCull(g_cullDistance);	G_SpawnString( "classname", "", &text );	if ( Q_stricmp( text, "worldspawn" ) ) {		G_Error( "SP_worldspawn: The first entity isn't 'worldspawn'" );	}	for ( i = 0 ; i < level.numSpawnVars ; i++ ) 	{		if ( Q_stricmp( "spawnscript", level.spawnVars[i][0] ) == 0 )		{//ONly let them set spawnscript, we don't want them setting an angle or something on the world.			G_ParseField( level.spawnVars[i][0], level.spawnVars[i][1], &g_entities[ENTITYNUM_WORLD] );		}	}	//The server will precache the standard model and animations, so that there is no hit	//when the first client connnects.	if (!BGPAFtextLoaded)	{		BG_ParseAnimationFile("models/players/_humanoid/animation.cfg", bgHumanoidAnimations, qtrue);	}	if (!precachedKyle)	{		int defSkin;		trap_G2API_InitGhoul2Model(&precachedKyle, "models/players/kyle/model.glm", 0, 0, -20, 0, 0);		if (precachedKyle)		{			defSkin = trap_R_RegisterSkin("models/players/kyle/model_default.skin");			trap_G2API_SetSkin(precachedKyle, 0, defSkin, defSkin);		}	}	if (!g2SaberInstance)	{		trap_G2API_InitGhoul2Model(&g2SaberInstance, "models/weapons2/saber/saber_w.glm", 0, 0, -20, 0, 0);		if (g2SaberInstance)		{			// indicate we will be bolted to model 0 (ie the player) on bolt 0 (always the right hand) when we get copied			trap_G2API_SetBoltInfo(g2SaberInstance, 0, 0);			// now set up the gun bolt on it			trap_G2API_AddBolt(g2SaberInstance, 0, "*blade1");		}	}	if (g_gametype.integer == GT_SIEGE)	{ //a tad bit of a hack, but..		EWebPrecache();	}	// make some data visible to connecting client	trap_SetConfigstring( CS_GAME_VERSION, GAME_VERSION );	trap_SetConfigstring( CS_LEVEL_START_TIME, va("%i", level.startTime ) );	G_SpawnString( "music", "", &text );	trap_SetConfigstring( CS_MUSIC, text );	G_SpawnString( "message", "", &text );	trap_SetConfigstring( CS_MESSAGE, text );				// map specific message	trap_SetConfigstring( CS_MOTD, g_motd.string );		// message of the day	G_SpawnString( "gravity", "800", &text );	trap_Cvar_Set( "g_gravity", text );	G_SpawnString( "enableBreath", "0", &text );	trap_Cvar_Set( "g_enableBreath", text );	G_SpawnString( "soundSet", "default", &text );	trap_SetConfigstring( CS_GLOBAL_AMBIENT_SET, text );	g_entities[ENTITYNUM_WORLD].s.number = ENTITYNUM_WORLD;	g_entities[ENTITYNUM_WORLD].classname = "worldspawn";	// see if we want a warmup time	trap_SetConfigstring( CS_WARMUP, "" );	if ( g_restarted.integer ) {		trap_Cvar_Set( "g_restarted", "0" );		level.warmupTime = 0;	} 	//Raz: Fix warmup#if 0	/*	else if ( g_doWarmup.integer && g_gametype.integer != GT_DUEL && g_gametype.integer != GT_POWERDUEL ) { // Turn it on	else if ( g_doWarmup.integer && level.gametype != GT_DUEL && level.gametype != GT_POWERDUEL ) { // Turn it on		level.warmupTime = -1;		trap_SetConfigstring( CS_WARMUP, va("%i", level.warmupTime) );		G_LogPrintf( "Warmup:/n" );//.........这里部分代码省略.........
开发者ID:Camron,项目名称:OpenJK,代码行数:101,


示例6: CG_EventHandling

/*==================CG_EventHandling==================*/void CG_EventHandling(int type, qboolean fForced){	if (cg.demoPlayback && type == CGAME_EVENT_NONE && !fForced)	{		type = CGAME_EVENT_DEMO;	}	if (type != CGAME_EVENT_NONE)	{		trap_Cvar_Set("cl_bypassMouseInput", 0);	}	switch (type)	{	// Demo support	case CGAME_EVENT_DEMO:		cgs.fResize         = qfalse;		cgs.fSelect         = qfalse;		cgs.cursorUpdate    = cg.time + 10000;		cgs.timescaleUpdate = cg.time + 4000;		CG_ScoresUp_f();		break;	case CGAME_EVENT_SPEAKEREDITOR:	case CGAME_EVENT_GAMEVIEW:	case CGAME_EVENT_NONE:	case CGAME_EVENT_CAMPAIGNBREIFING:	case CGAME_EVENT_FIRETEAMMSG:	default:		// default handling (cleanup mostly)		if (cgs.eventHandling == CGAME_EVENT_GAMEVIEW)		{			cg.showGameView = qfalse;			trap_S_FadeBackgroundTrack(0.0f, 500, 0);			trap_S_StopStreamingSound(-1);			cg.limboEndCinematicTime = 0;			if (fForced)			{				if (cgs.limboLoadoutModified)				{					trap_SendClientCommand("rs");					cgs.limboLoadoutSelected = qfalse;				}			}		}		else if (cgs.eventHandling == CGAME_EVENT_SPEAKEREDITOR)		{			if (type == -CGAME_EVENT_SPEAKEREDITOR)			{				type = CGAME_EVENT_NONE;			}			else			{				trap_Key_SetCatcher(KEYCATCH_CGAME);				return;			}		}		else if (cgs.eventHandling == CGAME_EVENT_CAMPAIGNBREIFING)		{			type = CGAME_EVENT_GAMEVIEW;		}		else if (cgs.eventHandling == CGAME_EVENT_FIRETEAMMSG)		{			cg.showFireteamMenu = qfalse;			trap_Cvar_Set("cl_bypassmouseinput", "0");		}		else if (cg.snap && cg.snap->ps.pm_type == PM_INTERMISSION && fForced)		{			trap_UI_Popup(UIMENU_INGAME);		}		break;	}	cgs.eventHandling = type;	if (type == CGAME_EVENT_NONE)	{		trap_Key_SetCatcher(trap_Key_GetCatcher() & ~KEYCATCH_CGAME);		ccInitial = qfalse;		if (cg.demoPlayback && cg.demohelpWindow != SHOW_OFF)		{			CG_ShowHelp_Off(&cg.demohelpWindow);		}	}	else if (type == CGAME_EVENT_GAMEVIEW)	{		cg.showGameView = qtrue;		CG_LimboPanel_Setup();		trap_Key_SetCatcher(KEYCATCH_CGAME);	}	else if (type == CGAME_EVENT_FIRETEAMMSG)//.........这里部分代码省略.........
开发者ID:Ponce,项目名称:etlegacy,代码行数:101,


示例7: UI_SetBestScores

void UI_SetBestScores(postGameInfo_t * newInfo, qboolean postGame){    trap_Cvar_Set("ui_scoreAccuracy", va("%i%%", newInfo->accuracy));    trap_Cvar_Set("ui_scoreImpressives", va("%i", newInfo->impressives));    trap_Cvar_Set("ui_scoreExcellents", va("%i", newInfo->excellents));    trap_Cvar_Set("ui_scoreDefends", va("%i", newInfo->defends));    trap_Cvar_Set("ui_scoreAssists", va("%i", newInfo->assists));    trap_Cvar_Set("ui_scoreGauntlets", va("%i", newInfo->gauntlets));    trap_Cvar_Set("ui_scoreScore", va("%i", newInfo->score));    trap_Cvar_Set("ui_scorePerfect", va("%i", newInfo->perfects));    trap_Cvar_Set("ui_scoreTeam", va("%i to %i", newInfo->redScore, newInfo->blueScore));    trap_Cvar_Set("ui_scoreBase", va("%i", newInfo->baseScore));    trap_Cvar_Set("ui_scoreTimeBonus", va("%i", newInfo->timeBonus));    trap_Cvar_Set("ui_scoreSkillBonus", va("%i", newInfo->skillBonus));    trap_Cvar_Set("ui_scoreShutoutBonus", va("%i", newInfo->shutoutBonus));    trap_Cvar_Set("ui_scoreTime", va("%02i:%02i", newInfo->time / 60, newInfo->time % 60));    trap_Cvar_Set("ui_scoreCaptures", va("%i", newInfo->captures));    if (postGame) {        trap_Cvar_Set("ui_scoreAccuracy2", va("%i%%", newInfo->accuracy));        trap_Cvar_Set("ui_scoreImpressives2", va("%i", newInfo->impressives));        trap_Cvar_Set("ui_scoreExcellents2", va("%i", newInfo->excellents));        trap_Cvar_Set("ui_scoreDefends2", va("%i", newInfo->defends));        trap_Cvar_Set("ui_scoreAssists2", va("%i", newInfo->assists));        trap_Cvar_Set("ui_scoreGauntlets2", va("%i", newInfo->gauntlets));        trap_Cvar_Set("ui_scoreScore2", va("%i", newInfo->score));        trap_Cvar_Set("ui_scorePerfect2", va("%i", newInfo->perfects));        trap_Cvar_Set("ui_scoreTeam2", va("%i to %i", newInfo->redScore, newInfo->blueScore));        trap_Cvar_Set("ui_scoreBase2", va("%i", newInfo->baseScore));        trap_Cvar_Set("ui_scoreTimeBonus2", va("%i", newInfo->timeBonus));        trap_Cvar_Set("ui_scoreSkillBonus2", va("%i", newInfo->skillBonus));        trap_Cvar_Set("ui_scoreShutoutBonus2", va("%i", newInfo->shutoutBonus));        trap_Cvar_Set("ui_scoreTime2", va("%02i:%02i", newInfo->time / 60, newInfo->time % 60));        trap_Cvar_Set("ui_scoreCaptures2", va("%i", newInfo->captures));    }}
开发者ID:Zekom,项目名称:reaction,代码行数:35,


示例8: G_voteSetValue

void G_voteSetValue(const char *desc, const char *cvar){	AP(va("cpm /"^3%s set to: ^5%s/n/"", desc, level.voteInfo.vote_value));	//trap_SendConsoleCommand(EXEC_APPEND, va("%s %s/n", cvar, level.voteInfo.vote_value));	trap_Cvar_Set(cvar, level.voteInfo.vote_value);}
开发者ID:morsik,项目名称:war-territory,代码行数:6,


示例9: G_ReadSessionData

//.........这里部分代码省略.........	       &client->sess.referee,	       &client->sess.spec_invite,	       &client->sess.spec_team,	       &client->sess.kills,	       &client->sess.deaths,	       &client->sess.gibs,	       &client->sess.self_kills,	       &client->sess.team_kills,	       &client->sess.team_gibs,	       &client->sess.time_axis,	       &client->sess.time_allies,	       &client->sess.time_played,#ifdef FEATURE_RATING	       &client->sess.mu,	       &client->sess.sigma,	       &client->sess.oldmu,	       &client->sess.oldsigma,#endif#ifdef FEATURE_MULTIVIEW	       &mvc_l,	       &mvc_h,#endif	       // Damage and round count rolled in with weapon stats (below)	       (int *)&client->sess.muted,	       &client->sess.ignoreClients[0],	       &client->sess.ignoreClients[1],	       &client->pers.enterTime,	       &client->sess.spawnObjectiveIndex,	       &client->sess.uci	       );#ifdef FEATURE_MULTIVIEW	// reinstate MV clients	client->pers.mvReferenceList = (mvc_h << 16) | mvc_l;#endif	// pull and parse weapon stats	*s = 0;	trap_Cvar_VariableStringBuffer(va("wstats%i", (int)(client - level.clients)), s, sizeof(s));	if (*s)	{		G_parseStats(s);		if (g_gamestate.integer == GS_PLAYING)		{			client->sess.rounds++;		}	}	// likely there are more cases in which we don't want this	if (g_gametype.integer != GT_SINGLE_PLAYER &&	    g_gametype.integer != GT_COOP &&	    g_gametype.integer != GT_WOLF &&	    g_gametype.integer != GT_WOLF_STOPWATCH &&	    !(g_gametype.integer == GT_WOLF_CAMPAIGN && (g_campaigns[level.currentCampaign].current == 0  || level.newCampaign)) &&	    !(g_gametype.integer == GT_WOLF_LMS && g_currentRound.integer == 0))	{		trap_Cvar_VariableStringBuffer(va("sessionstats%i", (int)(client - level.clients)), s, sizeof(s));		// read the clients stats (7) and medals (7)		sscanf(s, "%f %f %f %f %f %f %f %i %i %i %i %i %i %i",		       &client->sess.skillpoints[0],		       &client->sess.skillpoints[1],		       &client->sess.skillpoints[2],		       &client->sess.skillpoints[3],		       &client->sess.skillpoints[4],		       &client->sess.skillpoints[5],		       &client->sess.skillpoints[6],		       &client->sess.medals[0],		       &client->sess.medals[1],		       &client->sess.medals[2],		       &client->sess.medals[3],		       &client->sess.medals[4],		       &client->sess.medals[5],		       &client->sess.medals[6]		       );	}	G_CalcRank(client);	test = (g_altStopwatchMode.integer != 0 || g_currentRound.integer == 1);	        if (g_gametype.integer == GT_WOLF_STOPWATCH && g_gamestate.integer != GS_PLAYING && test)	{		G_ClientSwap(client);	}	        if (g_swapteams.integer)	{		trap_Cvar_Set("g_swapteams", "0");		G_ClientSwap(client);	}	        client->sess.startxptotal = 0;	        for (j = 0; j < SK_NUM_SKILLS; j++)	{		client->sess.startskillpoints[j] = client->sess.skillpoints[j];		client->sess.startxptotal += client->sess.skillpoints[j];	}}
开发者ID:belstgut,项目名称:etlegacy,代码行数:101,


示例10: SP_worldspawn

/*QUAKED worldspawn (0 0 0) ?Every map should have exactly one worldspawn."music"   music wav file"gravity" 800 is default gravity"message" Text to print during connection process*/void SP_worldspawn( void ){  char *s;  G_SpawnString( "classname", "", &s );  if( Q_stricmp( s, "worldspawn" ) )    G_Error( "SP_worldspawn: The first entity isn't 'worldspawn'" );  // make some data visible to connecting client  trap_SetConfigstring( CS_GAME_VERSION, GAME_VERSION );  trap_SetConfigstring( CS_LEVEL_START_TIME, va( "%i", level.startTime ) );  G_SpawnString( "music", "", &s );  trap_SetConfigstring( CS_MUSIC, s );  G_SpawnString( "message", "", &s );  trap_SetConfigstring( CS_MESSAGE, s );        // map specific message  trap_SetConfigstring( CS_MOTD, g_motd.string );   // message of the day  G_SpawnString( "gravity", "800", &s );  trap_Cvar_Set( "g_gravity", s );  G_SpawnString( "humanBuildPoints", DEFAULT_HUMAN_BUILDPOINTS, &s );  trap_Cvar_Set( "g_humanBuildPoints", s );  G_SpawnString( "humanMaxStage", DEFAULT_HUMAN_MAX_STAGE, &s );  trap_Cvar_Set( "g_humanMaxStage", s );  G_SpawnString( "humanStage2Threshold", DEFAULT_HUMAN_STAGE2_THRESH, &s );  trap_Cvar_Set( "g_humanStage2Threshold", s );  G_SpawnString( "humanStage3Threshold", DEFAULT_HUMAN_STAGE3_THRESH, &s );  trap_Cvar_Set( "g_humanStage3Threshold", s );  G_SpawnString( "alienBuildPoints", DEFAULT_ALIEN_BUILDPOINTS, &s );  trap_Cvar_Set( "g_alienBuildPoints", s );  G_SpawnString( "alienMaxStage", DEFAULT_ALIEN_MAX_STAGE, &s );  trap_Cvar_Set( "g_alienMaxStage", s );  G_SpawnString( "alienStage2Threshold", DEFAULT_ALIEN_STAGE2_THRESH, &s );  trap_Cvar_Set( "g_alienStage2Threshold", s );  G_SpawnString( "alienStage3Threshold", DEFAULT_ALIEN_STAGE3_THRESH, &s );  trap_Cvar_Set( "g_alienStage3Threshold", s );  G_SpawnString( "enableDust", "0", &s );  trap_Cvar_Set( "g_enableDust", s );  G_SpawnString( "enableBreath", "0", &s );  trap_Cvar_Set( "g_enableBreath", s );  G_SpawnString( "disabledEquipment", "", &s );  trap_Cvar_Set( "g_disabledEquipment", s );  G_SpawnString( "disabledClasses", "", &s );  trap_Cvar_Set( "g_disabledClasses", s );  G_SpawnString( "disabledBuildables", "", &s );  trap_Cvar_Set( "g_disabledBuildables", s );  g_entities[ ENTITYNUM_WORLD ].s.number = ENTITYNUM_WORLD;  g_entities[ ENTITYNUM_WORLD ].classname = "worldspawn";  // see if we want a warmup time  trap_SetConfigstring( CS_WARMUP, "" );  if( g_restarted.integer )  {    trap_Cvar_Set( "g_restarted", "0" );    level.warmupTime = 0;  }  else if( g_doWarmup.integer )  {    // Turn it on    level.warmupTime = -1;    trap_SetConfigstring( CS_WARMUP, va( "%i", level.warmupTime ) );    G_LogPrintf( "Warmup:/n" );  }}
开发者ID:redrumrobot,项目名称:korx,代码行数:90,


示例11: G_voteSetOnOff

//// Several commands to help with cvar setting//void G_voteSetOnOff(const char *desc, const char *cvar){	AP(va("cpm /"^3%s is: ^5%s/n/"", desc, (atoi(level.voteInfo.vote_value)) ? ENABLED : DISABLED));	//trap_SendConsoleCommand(EXEC_APPEND, va("%s %s/n", cvar, level.voteInfo.vote_value));	trap_Cvar_Set(cvar, level.voteInfo.vote_value);}
开发者ID:morsik,项目名称:war-territory,代码行数:9,


示例12: G_StopMapRotation

/*===============G_StopMapRotationStop the current map rotation===============*/void G_StopMapRotation( void ){  trap_Cvar_Set( "g_currentMapRotation", va( "%d", NOT_ROTATING ) );  trap_Cvar_Update( &g_currentMapRotation );}
开发者ID:redrumrobot,项目名称:korx,代码行数:12,


示例13: AICast_CheckLoadGame

/*==================AICast_CheckLoadGame  at the start of a level, the game is either saved, or loaded  we must wait for all AI to spawn themselves, and a real client to connect==================*/void AICast_CheckLoadGame( void ) {    char loading[4];    gentity_t *ent = NULL; // TTimo: VC6 'may be used without having been init'    qboolean ready;    cast_state_t *pcs;    // have we already done the save or load?    if ( !saveGamePending ) {        return;    }    // tell the cgame NOT to render the scene while we are waiting for things to settle    trap_Cvar_Set( "cg_norender", "1" );    trap_Cvar_VariableStringBuffer( "savegame_loading", loading, sizeof( loading ) );//	reloading = qtrue;    trap_Cvar_Set( "g_reloading", "1" );    if ( strlen( loading ) > 0 && atoi( loading ) != 0 ) {        // screen should be black if we are at this stage        trap_SetConfigstring( CS_SCREENFADE, va( "1 %i 1", level.time - 10 ) );//		if (!reloading && atoi(loading) == 2) {        if ( !( g_reloading.integer ) && atoi( loading ) == 2 ) {            // (SA) hmm, this seems redundant when it sets it above...//			reloading = qtrue;	// this gets reset at the Map_Restart() since the server unloads the game dll            trap_Cvar_Set( "g_reloading", "1" );        }        ready = qtrue;        if ( numSpawningCast != numcast ) {            ready = qfalse;        } else if ( !( ent = AICast_FindEntityForName( "player" ) ) ) {            ready = qfalse;        } else if ( !ent->client || ent->client->pers.connected != CON_CONNECTED ) {            ready = qfalse;        }        if ( ready ) {            trap_Cvar_Set( "savegame_loading", "0" ); // in-case it aborts            saveGamePending = qfalse;            G_LoadGame( NULL );     // always load the "current" savegame            // RF, spawn a thinker that will enable rendering after the client has had time to process the entities and setup the display            //trap_Cvar_Set( "cg_norender", "0" );            ent = G_Spawn();            ent->nextthink = level.time + 200;            ent->think = AICast_EnableRenderingThink;            // wait for the clients to return from faded screen            //trap_SetConfigstring( CS_SCREENFADE, va("0 %i 1500", level.time + 500) );            trap_SetConfigstring( CS_SCREENFADE, va( "0 %i 750", level.time + 500 ) );            level.reloadPauseTime = level.time + 1100;            // make sure sound fades up            trap_SendServerCommand( -1, va( "snd_fade 1 %d", 2000 ) );  //----(SA)	added            AICast_CastScriptThink();        }    } else {        ready = qtrue;        if ( numSpawningCast != numcast ) {            ready = qfalse;        } else if ( !( ent = AICast_FindEntityForName( "player" ) ) ) {            ready = qfalse;        } else if ( !ent->client || ent->client->pers.connected != CON_CONNECTED ) {            ready = qfalse;        }        // not loading a game, we must be in a new level, so look for some persistant data to read in, then save the game        if ( ready ) {            G_LoadPersistant();     // make sure we save the game after we have brought across the items            trap_Cvar_Set( "g_totalPlayTime", "0" );  // reset play time            trap_Cvar_Set( "g_attempts", "0" );            pcs = AICast_GetCastState( ent->s.number );            pcs->totalPlayTime = 0;            pcs->lastLoadTime = 0;            pcs->attempts = 0;            // RF, disabled, since the pregame menu turns this off after the button is pressed, this isn't            // required here            // RF, spawn a thinker that will enable rendering after the client has had time to process the entities and setup the display            //trap_Cvar_Set( "cg_norender", "0" );            //ent = G_Spawn();            //ent->nextthink = level.time + 200;            //ent->think = AICast_EnableRenderingThink;            saveGamePending = qfalse;//.........这里部分代码省略.........
开发者ID:MAN-AT-ARMS,项目名称:iortcw-archive,代码行数:101,


示例14: AICast_EnableRenderingThink

/*==================AICast_EnableRenderingThink==================*/void AICast_EnableRenderingThink( gentity_t *ent ) {    trap_Cvar_Set( "cg_norender", "0" );//		trap_S_FadeAllSound(1.0f, 1000);	// fade sound up    G_FreeEntity( ent );}
开发者ID:MAN-AT-ARMS,项目名称:iortcw-archive,代码行数:10,


示例15: CG_SizeUp_f

/*=================CG_SizeUp_fKeybinding command=================*/static void CG_SizeUp_f(){	trap_Cvar_Set( "cg_viewsize", va( "%i", std::min( cg_viewsize.integer + 10, 100 ) ) );}
开发者ID:Unvanquished,项目名称:Unvanquished,代码行数:11,


示例16: G_WriteClientSessionData

/*================G_WriteClientSessionDataCalled on game shutdown================*/void G_WriteClientSessionData(gclient_t *client, qboolean restart){#ifdef FEATURE_MULTIVIEW	int mvc = G_smvGenerateClientList(g_entities + (client - level.clients));#endif	const char *s;	// stats reset check	//if (level.fResetStats)	//{	G_deleteStats(client - level.clients);	//}#ifdef FEATURE_MULTIVIEW#ifdef FEATURE_RATING	s = va("%i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %f %f %f %f %i %i %i %i %i %i %i %i",#else	s = va("%i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i",#endif#else#ifdef FEATURE_RATING	s = va("%i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %f %f %f %f %i %i %i %i %i %i",#else	s = va("%i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i",#endif#endif	       client->sess.sessionTeam,	       client->sess.spectatorTime,	       client->sess.spectatorState,	       client->sess.spectatorClient,	       client->sess.playerType,	       client->sess.playerWeapon,	       client->sess.playerWeapon2,	       client->sess.latchPlayerType,	       client->sess.latchPlayerWeapon,	       client->sess.latchPlayerWeapon2,	       client->sess.coach_team,	       client->sess.referee,	       client->sess.spec_invite,	       client->sess.spec_team,	       client->sess.kills,	       client->sess.deaths,	       client->sess.gibs,	       client->sess.self_kills,	       client->sess.team_kills,	       client->sess.team_gibs,	       client->sess.time_axis,	       client->sess.time_allies,	       client->sess.time_played,#ifdef FEATURE_RATING	       client->sess.mu,	       client->sess.sigma,	       client->sess.oldmu,	       client->sess.oldsigma,#endif#ifdef FEATURE_MULTIVIEW	       (mvc & 0xFFFF),	       ((mvc >> 16) & 0xFFFF),#endif	       // Damage and rounds played rolled in with weapon stats (below)	       client->sess.muted,	       client->sess.ignoreClients[0],	       client->sess.ignoreClients[1],	       client->pers.enterTime,	       restart ? client->sess.spawnObjectiveIndex : 0,	       client->sess.uci	       );	trap_Cvar_Set(va("session%i", (int)(client - level.clients)), s);	// store the clients stats (7) and medals (7)	// addition: but only if it isn't a forced map_restart (done by someone on the console)	if (!(restart && !level.warmupTime))	{		s = va("%.2f %.2f %.2f %.2f %.2f %.2f %.2f %i %i %i %i %i %i %i",		       client->sess.skillpoints[0],		       client->sess.skillpoints[1],		       client->sess.skillpoints[2],		       client->sess.skillpoints[3],		       client->sess.skillpoints[4],		       client->sess.skillpoints[5],		       client->sess.skillpoints[6],		       client->sess.medals[0],		       client->sess.medals[1],		       client->sess.medals[2],		       client->sess.medals[3],		       client->sess.medals[4],		       client->sess.medals[5],		       client->sess.medals[6]		       );//.........这里部分代码省略.........
开发者ID:belstgut,项目名称:etlegacy,代码行数:101,


示例17: CG_SizeDown_f

/*=================CG_SizeDown_fKeybinding command=================*/static void CG_SizeDown_f(){	trap_Cvar_Set( "cg_viewsize", va( "%i", std::max( cg_viewsize.integer - 10, 30 ) ) );}
开发者ID:Unvanquished,项目名称:Unvanquished,代码行数:11,


示例18: CG_PanelButton_EditClick

qboolean CG_PanelButton_EditClick( panel_button_t* button, int key ) {	if( key == K_MOUSE1 ) {		if( !CG_CursorInRect( &button->rect ) && cg_focusButton == button ) {			CG_PanelButtons_SetFocusButton( NULL );			if( button->onFinish ) {				button->onFinish( button );			}			return qfalse;		} else {			CG_PanelButtons_SetFocusButton( button );			return qtrue;		}	} else {		char buffer[256];		char *s;		int len, maxlen;		qboolean useCvar = button->data[0] ? qfalse : qtrue;		if( useCvar ) {			maxlen = sizeof(buffer);			trap_Cvar_VariableStringBuffer( button->text, buffer, sizeof(buffer) );			len = strlen( buffer );		} else {			maxlen = button->data[0];			s = (char *)button->text;			len = strlen( s );		}				if( key & K_CHAR_FLAG ) {			key &= ~K_CHAR_FLAG;			if( key == 'h' - 'a' + 1 )	{	// ctrl-h is backspace				if( len ) {					if( useCvar ) {						buffer[len-1] = '/0';						trap_Cvar_Set( button->text, buffer );					} else {						s[len-1] = '/0';					}				}	    		return qtrue;			}			if( key < 32 ) {			    return qtrue;		    }			if( len >= maxlen - 1 ) {				return qtrue;			}			if( useCvar ) {				buffer[len] = key;				buffer[len+1] = '/0';				trap_Cvar_Set( button->text, buffer );			} else {				s[len] = key;				s[len+1] = '/0';			}			return qtrue;		} else {			// Gordon: FIXME: have this work with all our stuff (use data[x] to store cursorpos etc)/*			if ( key == K_DEL || key == K_KP_DEL ) {				if ( item->cursorPos < len ) {					memmove( buff + item->cursorPos, buff + item->cursorPos + 1, len - item->cursorPos);					DC->setCVar(item->cvar, buff);				}				return qtrue;			}*//*			if ( key == K_RIGHTARROW || key == K_KP_RIGHTARROW ) 			{				if (editPtr->maxPaintChars && item->cursorPos >= editPtr->paintOffset + editPtr->maxPaintChars && item->cursorPos < len) {					item->cursorPos++;					editPtr->paintOffset++;					return qtrue;				}				if (item->cursorPos < len) {					item->cursorPos++;				} 				return qtrue;			}			if ( key == K_LEFTARROW || key == K_KP_LEFTARROW ) 			{				if ( item->cursorPos > 0 ) {					item->cursorPos--;				}				if (item->cursorPos < editPtr->paintOffset) {					editPtr->paintOffset--;				}				return qtrue;			}			if ( key == K_HOME || key == K_KP_HOME) {// || ( tolower(key) == 'a' && trap_Key_IsDown( K_CTRL ) ) ) {				item->cursorPos = 0;				editPtr->paintOffset = 0;				return qtrue;			}//.........这里部分代码省略.........
开发者ID:rabb,项目名称:eth32nix-rabbmod,代码行数:101,


示例19: G_voteSetOnOff

//// Several commands to help with cvar setting//void G_voteSetOnOff(const char *desc, const char *cvar) {	AP(va("cpm /"^3%s is: ^5%s/n/"", desc, (atoi(level.voteInfo.vote_value)) ? ENABLED : DISABLED));	trap_Cvar_Set(cvar, level.voteInfo.vote_value);}
开发者ID:ETrun,项目名称:ETrun,代码行数:7,


示例20: ClientThink_real

/*==============ClientThinkThis will be called once for each client frame, which willusually be a couple times for each server frame on fast clients.If "g_synchronousClients 1" is set, this will be called exactlyonce for each server frame, which makes for smooth demo recording.==============*/void ClientThink_real(gentity_t * ent){	gclient_t *client;	pmove_t pm;	int oldEventSequence;	int msec;	usercmd_t *ucmd;	int bJumping = 0;	client = ent->client;	// don't think if the client is not yet connected (and thus not yet spawned in)	if (client->pers.connected != CON_CONNECTED) {		return;	}	// mark the time, so the connection sprite can be removed	ucmd = &ent->client->pers.cmd;	// sanity check the command time to prevent speedup cheating	if (ucmd->serverTime > level.time + 200) {		ucmd->serverTime = level.time + 200;	}	if (ucmd->serverTime < level.time - 1000) {		ucmd->serverTime = level.time - 1000;	}	client->lastUpdateFrame = level.framenum;	msec = ucmd->serverTime - client->ps.commandTime;	// following others may result in bad times, but we still want	// to check for follow toggles	if (msec < 1 && client->sess.spectatorState != SPECTATOR_FOLLOW) {		return;	}	if (msec > 200) {		msec = 200;	}	if (pmove_msec.integer < 8) {		trap_Cvar_Set("pmove_msec", "8");	} else if (pmove_msec.integer > 33) {		trap_Cvar_Set("pmove_msec", "33");	}	if (pmove_fixed.integer || client->pers.pmoveFixed) {		ucmd->serverTime =		    ((ucmd->serverTime + pmove_msec.integer - 1) / pmove_msec.integer) * pmove_msec.integer;	}	//	// check for exiting intermission	//	if (level.intermissiontime) {		ClientIntermissionThink(client);		return;	}	// spectators don't do much	if (client->sess.sessionTeam == TEAM_SPECTATOR) {		if (client->sess.spectatorState == SPECTATOR_SCOREBOARD) {			return;		}		SpectatorThink(ent, ucmd);		return;	}	// check for inactivity timer, but never drop the local client of a non-dedicated server	if (!ClientInactivityTimer(client)) {		return;	}	// clear the rewards if time	if (level.time > client->rewardTime) {		client->ps.eFlags &=		    ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND |		      EF_AWARD_CAP);	}	if (client->noclip) {		client->ps.pm_type = PM_NOCLIP;	} else if (client->ps.stats[STAT_HEALTH] <= 0) {		client->ps.pm_type = PM_DEAD;	} else {		client->ps.pm_type = PM_NORMAL;	}	client->ps.gravity = g_gravity.value;	// set speed	client->ps.speed = g_speed.value;	// set up for pmove	oldEventSequence = client->ps.eventSequence;//.........这里部分代码省略.........
开发者ID:Zekom,项目名称:reaction,代码行数:101,


示例21: UI_CalcPostGameStats

/*=======================UI_CalcPostGameStats=======================*/static void UI_CalcPostGameStats( void ){    char map[MAX_QPATH];    char fileName[MAX_QPATH];    char info[MAX_INFO_STRING];    fileHandle_t f;    int size, game, time, adjustedTime;    postGameInfo_t oldInfo;    postGameInfo_t newInfo;    qboolean newHigh = qfalse;    trap_GetConfigString(CS_SERVERINFO, info, sizeof(info));    Q_strncpyz(map, Info_ValueForKey(info, "mapname"), sizeof(map));    game = atoi(Info_ValueForKey(info, "g_gametype"));    // compose file name    Com_sprintf(fileName, MAX_QPATH, "games/%s_%i.game", map, game);    // see if we have one already    memset(&oldInfo, 0, sizeof(postGameInfo_t));    if (trap_FS_FOpenFile(fileName, &f, FS_READ) >= 0) {        // if so load it        size = 0;        trap_FS_Read(&size, sizeof(int), f);        if (size == sizeof(postGameInfo_t)) {            trap_FS_Read(&oldInfo, sizeof(postGameInfo_t), f);        }        trap_FS_FCloseFile(f);    }    newInfo.accuracy = atoi(UI_Argv(3));    newInfo.impressives = atoi(UI_Argv(4));    newInfo.excellents = atoi(UI_Argv(5));    newInfo.defends = atoi(UI_Argv(6));    newInfo.assists = atoi(UI_Argv(7));    newInfo.gauntlets = atoi(UI_Argv(8));    newInfo.baseScore = atoi(UI_Argv(9));    newInfo.perfects = atoi(UI_Argv(10));    newInfo.redScore = atoi(UI_Argv(11));    newInfo.blueScore = atoi(UI_Argv(12));    time = atoi(UI_Argv(13));    newInfo.captures = atoi(UI_Argv(14));    newInfo.time = (time - trap_Cvar_VariableValue("ui_matchStartTime")) / 1000;    adjustedTime = uiInfo.mapList[ui_currentMap.integer].timeToBeat[game];    if (newInfo.time < adjustedTime) {        newInfo.timeBonus = (adjustedTime - newInfo.time) * 10;    } else {        newInfo.timeBonus = 0;    }    if (newInfo.redScore > newInfo.blueScore && newInfo.blueScore <= 0) {        newInfo.shutoutBonus = 100;    } else {        newInfo.shutoutBonus = 0;    }    newInfo.skillBonus = trap_Cvar_VariableValue("g_spSkill");    if (newInfo.skillBonus <= 0) {        newInfo.skillBonus = 1;    }    newInfo.score = newInfo.baseScore + newInfo.shutoutBonus + newInfo.timeBonus;    newInfo.score *= newInfo.skillBonus;    // see if the score is higher for this one    newHigh = (newInfo.redScore > newInfo.blueScore && newInfo.score > oldInfo.score);    if (newHigh) {        // if so write out the new one        uiInfo.newHighScoreTime = uiInfo.uiDC.realTime + 20000;        if (trap_FS_FOpenFile(fileName, &f, FS_WRITE) >= 0) {            size = sizeof(postGameInfo_t);            trap_FS_Write(&size, sizeof(int), f);            trap_FS_Write(&newInfo, sizeof(postGameInfo_t), f);            trap_FS_FCloseFile(f);        }    }    if (newInfo.time < oldInfo.time) {        uiInfo.newBestTime = uiInfo.uiDC.realTime + 20000;    }    // put back all the ui overrides    trap_Cvar_Set("capturelimit", UI_Cvar_VariableString("ui_saveCaptureLimit"));    trap_Cvar_Set("fraglimit", UI_Cvar_VariableString("ui_saveFragLimit"));    trap_Cvar_Set("cg_drawTimer", UI_Cvar_VariableString("ui_drawTimer"));    trap_Cvar_Set("g_doWarmup", UI_Cvar_VariableString("ui_doWarmup"));    trap_Cvar_Set("g_Warmup", UI_Cvar_VariableString("ui_Warmup"));    trap_Cvar_Set("sv_pure", UI_Cvar_VariableString("ui_pure"));    trap_Cvar_Set("g_friendlyFire", UI_Cvar_VariableString("ui_friendlyFire"));    UI_SetBestScores(&newInfo, qtrue);    UI_ShowPostGame(newHigh);}
开发者ID:Zekom,项目名称:reaction,代码行数:98,


示例22: G_ParseCampaigns

void G_ParseCampaigns(void){	int      i;	qboolean mapFound = qfalse;	level.campaignCount   = 0;	level.currentCampaign = -1;	memset(&g_campaigns, 0, sizeof(g_campaignInfo_t) * MAX_CAMPAIGNS);	if (g_gametype.integer != GT_WOLF_CAMPAIGN)	{		trap_Cvar_Set("g_oldCampaign", "");		trap_Cvar_Set("g_currentCampaign", "");		trap_Cvar_Set("g_currentCampaignMap", "0");		return;	}	if (g_campaignFile.string[0])	{		if (G_LoadCampaignsFromFile(g_campaignFile.string))		{			mapFound = qtrue;		}	}	if (!mapFound)	{		// get all campaigns from .campaign files		int  dirlen;		int  numdirs = trap_FS_GetFileList("scripts", ".campaign", bigTextBuffer, sizeof(bigTextBuffer));		char filename[MAX_QPATH]; // was 128		char *dirptr = bigTextBuffer;		for (i = 0; i < numdirs; i++, dirptr += dirlen + 1)		{			// log a warning if server has more than MAX_CAMPAIGNS			if (level.campaignCount >= MAX_CAMPAIGNS)			{				G_LogPrintf("WARNING G_ParseCampaigns: number of campaigns larger then MAX_CAMPAIGNS/n");				break;			}			dirlen = strlen(dirptr);			strcpy(filename, "scripts/");			strcat(filename, dirptr);			if (G_LoadCampaignsFromFile(filename))			{				mapFound = qtrue;			}		}	}	if (!mapFound)	{		// map isn't found in the current campaign, see if it's the first map in another campaign		for (i = 0; i < level.campaignCount; i++)		{			if (!Q_stricmp(g_campaigns[i].mapnames[0], level.rawmapname))			{				// someone manually specified a /map command, and it's the first map in a campaign				trap_Cvar_Set("g_currentCampaign", g_campaigns[i].shortname);				trap_Cvar_Set("g_currentCampaignMap", "0");				level.newCampaign = qtrue;				g_campaigns[level.campaignCount].current = 0;				level.currentCampaign                    = i;				break;			}		}		if (i == level.campaignCount)		{			char buf[MAX_STRING_CHARS];			if (trap_Argc() < 1) // command not found, throw error			{				G_Error("Usage 'map <mapname>/n'");			}			trap_Argv(0, buf, sizeof(buf));			if (!(*buf)) // command not found, throw error			{				G_Error("Usage 'map <mapname>/n'");			}			// no campaign found, fallback to GT_WOLF			// and reload the map			trap_Cvar_Set("g_gametype", "2");			trap_SendConsoleCommand(EXEC_APPEND, va("%s %s/n", buf, level.rawmapname));		}	}}
开发者ID:dstaesse,项目名称:etlegacy,代码行数:96,


示例23: ErrorMessage_Key

sfxHandle_t ErrorMessage_Key(int key){	trap_Cvar_Set( "com_errorMessage", "" );	UI_MainMenu();	return (menu_null_sound);}
开发者ID:coltongit,项目名称:mint-arena-demotest-work,代码行数:6,


示例24: CG_LimboPanel_NameEditFinish

void CG_LimboPanel_NameEditFinish(panel_button_t *button) {	char buffer[256];	trap_Cvar_VariableStringBuffer(button->text, buffer, 256);	trap_Cvar_Set("name", buffer);}
开发者ID:ETrun,项目名称:ETrun,代码行数:6,


示例25: CG_CalcViewValues

/*===============CG_CalcViewValuesSets cg.refdef view values===============*/static int CG_CalcViewValues( void ) {	playerState_t	*ps;	memset( &cg.refdef, 0, sizeof( cg.refdef ) );	// strings for in game rendering	// Q_strncpyz( cg.refdef.text[0], "Park Ranger", sizeof(cg.refdef.text[0]) );	// Q_strncpyz( cg.refdef.text[1], "19", sizeof(cg.refdef.text[1]) );	// calculate size of 3D view	CG_CalcVrect();	ps = &cg.predictedPlayerState;	if (cg.cameraMode) {		vec3_t origin, angles;		float fov = 90;		float x;		if (trap_getCameraInfo(CAM_PRIMARY, cg.time, &origin, &angles, &fov)) {			VectorCopy(origin, cg.refdef.vieworg);			angles[ROLL] = 0;			angles[PITCH] = -angles[PITCH];		// (SA) compensate for reversed pitch (this makes the game match the editor, however I'm guessing the real fix is to be done there)			VectorCopy(angles, cg.refdefViewAngles);			AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis );			x = cg.refdef.width / tan( fov / 360 * M_PI );			cg.refdef.fov_y = atan2( cg.refdef.height, x );			cg.refdef.fov_y = cg.refdef.fov_y * 360 / M_PI;			cg.refdef.fov_x = fov;			trap_SendClientCommand(va("setCameraOrigin %f %f %f", origin[0], origin[1], origin[2]));			return 0;		} else {			cg.cameraMode = qfalse;			trap_Cvar_Set( "cg_letterbox", "0" );			trap_SendClientCommand("stopCamera");			CG_Fade(0, 0, 0, 255, 0);	// go black			CG_Fade(0, 0, 0, 0, 1500);	// then fadeup		}	}	// intermission view	if ( ps->pm_type == PM_INTERMISSION ) {		VectorCopy( ps->origin, cg.refdef.vieworg );		VectorCopy( ps->viewangles, cg.refdefViewAngles );		AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis );		return CG_CalcFov();	}	cg.bobcycle = ( ps->bobCycle & 128 ) >> 7;	cg.bobfracsin = fabs( sin( ( ps->bobCycle & 127 ) / 127.0 * M_PI ) );	cg.xyspeed = sqrt( ps->velocity[0] * ps->velocity[0] +		ps->velocity[1] * ps->velocity[1] );	VectorCopy( ps->origin, cg.refdef.vieworg );	VectorCopy( ps->viewangles, cg.refdefViewAngles );	// add error decay	if ( cg_errorDecay.value > 0 ) {		int		t;		float	f;		t = cg.time - cg.predictedErrorTime;		f = ( cg_errorDecay.value - t ) / cg_errorDecay.value;		if ( f > 0 && f < 1 ) {			VectorMA( cg.refdef.vieworg, f, cg.predictedError, cg.refdef.vieworg );		} else {			cg.predictedErrorTime = 0;		}	}	// Ridah, lock the viewangles if the game has told us to	if (ps->viewlocked) {				/*		if (ps->viewlocked == 4)		{			centity_t *tent;			tent = &cg_entities[ps->viewlocked_entNum];			VectorCopy (tent->currentState.apos.trBase, cg.refdefViewAngles);		}		else		*/		// DHM - Nerve :: don't bother evaluating if set to 7 (look at medic)		if ( ps->viewlocked != 7 )			BG_EvaluateTrajectory( &cg_entities[ps->viewlocked_entNum].currentState.apos, cg.time, cg.refdefViewAngles );		if (ps->viewlocked == 2)		{			cg.refdefViewAngles[0] += crandom ();//.........这里部分代码省略.........
开发者ID:natelo,项目名称:rtcwPub,代码行数:101,


示例26: trap_Cvar_CopyValue_i

void trap_Cvar_CopyValue_i(const char *in_var, const char *out_var){	int				v1 = trap_Cvar_VariableValue(in_var);	trap_Cvar_Set(out_var, va("%i", v1));}
开发者ID:morsik,项目名称:warpig,代码行数:5,


示例27: CG_KickAngles

/*================CG_KickAngles================*/void CG_KickAngles(void) {	const vec3_t centerSpeed = {2400, 2400, 2400};	const float	recoilCenterSpeed = 200;	const float recoilIgnoreCutoff = 15;	const float recoilMaxSpeed = 50;	const vec3_t maxKickAngles = {10,10,10};	float idealCenterSpeed, kickChange;	int i, frametime, t;	float	ft;	#define STEP 20	char buf[32];				// NERVE - SMF	// this code is frametime-dependant, so split it up into small chunks	//cg.kickAngles[PITCH] = 0;	cg.recoilPitchAngle = 0;	for (t=cg.frametime; t>0; t-=STEP) {		if (t > STEP)			frametime = STEP;		else			frametime = t;		ft = ((float)frametime/1000);		// kickAngles is spring-centered		for (i=0; i<3; i++) {			if (cg.kickAVel[i] || cg.kickAngles[i]) {				// apply centering forces to kickAvel				if (cg.kickAngles[i] && frametime) {					idealCenterSpeed = -(2.0*(cg.kickAngles[i] > 0) - 1.0) * centerSpeed[i];					if (idealCenterSpeed) {						cg.kickAVel[i] += idealCenterSpeed * ft;					}				}				// add the kickAVel to the kickAngles				kickChange = cg.kickAVel[i] * ft;				if (cg.kickAngles[i] && (cg.kickAngles[i] < 0) != (kickChange < 0))	// slower when returning to center					kickChange *= 0.06;				// check for crossing back over the center point				if (!cg.kickAngles[i] || ((cg.kickAngles[i] + kickChange) < 0) == (cg.kickAngles[i] < 0)) {					cg.kickAngles[i] += kickChange;					if (!cg.kickAngles[i] && frametime) {						cg.kickAVel[i] = 0;					} else if (fabs(cg.kickAngles[i]) > maxKickAngles[i]) {						cg.kickAngles[i] = maxKickAngles[i] * ((2*(cg.kickAngles[i]>0))-1);						cg.kickAVel[i] = 0;	// force Avel to return us to center rather than keep going outside range					}				} else { // about to cross, so just zero it out					cg.kickAngles[i] = 0;					cg.kickAVel[i] = 0;				}			}		}		// recoil is added to input viewangles per frame		if (cg.recoilPitch) {			// apply max recoil			if (fabs(cg.recoilPitch) > recoilMaxSpeed) {				if (cg.recoilPitch > 0)					cg.recoilPitch = recoilMaxSpeed;				else					cg.recoilPitch = -recoilMaxSpeed;			}			// apply centering forces to kickAvel			if (frametime) {				idealCenterSpeed = -(2.0*(cg.recoilPitch > 0) - 1.0) * recoilCenterSpeed * ft;				if (idealCenterSpeed) {					if (fabs(idealCenterSpeed) < fabs(cg.recoilPitch)) {						cg.recoilPitch += idealCenterSpeed;					} else {	// back zero out						cg.recoilPitch = 0;					}				}			}		}		if (fabs(cg.recoilPitch) > recoilIgnoreCutoff) {			cg.recoilPitchAngle += cg.recoilPitch*ft;		}	}	// NERVE - SMF - only change cg_recoilPitch cvar when we need to	trap_Cvar_VariableStringBuffer( "cg_recoilPitch", buf, sizeof( buf ) );	if ( atof( buf ) != cg.recoilPitchAngle ) {		// encode the kick angles into a 24bit number, for sending to the client exe		trap_Cvar_Set( "cg_recoilPitch", va("%f", cg.recoilPitchAngle) );	}}
开发者ID:natelo,项目名称:rtcwPub,代码行数:92,


示例28: BotAIStartFrame

/*==================BotAIStartFrame==================*/int BotAIStartFrame( int time ) {	int i;	gentity_t   *ent;	bot_entitystate_t state;	//entityState_t entitystate;	//vec3_t mins = {-15, -15, -24}, maxs = {15, 15, 32};	int elapsed_time, thinktime;	static int local_time;	static int botlib_residual;	static int lastbotthink_time;	if ( g_gametype.integer != GT_SINGLE_PLAYER ) {		G_CheckBotSpawn();	}	trap_Cvar_Update( &bot_rocketjump );	trap_Cvar_Update( &bot_grapple );	trap_Cvar_Update( &bot_fastchat );	trap_Cvar_Update( &bot_nochat );	trap_Cvar_Update( &bot_testrchat );	trap_Cvar_Update( &bot_thinktime );	// Ridah, set the default AAS world	trap_AAS_SetCurrentWorld( 0 );	trap_Cvar_Update( &memorydump );	if ( memorydump.integer ) {		trap_BotLibVarSet( "memorydump", "1" );		trap_Cvar_Set( "memorydump", "0" );	}	//if the bot think time changed we should reschedule the bots	if ( bot_thinktime.integer != lastbotthink_time ) {		lastbotthink_time = bot_thinktime.integer;		BotScheduleBotThink();	}	elapsed_time = time - local_time;	local_time = time;	botlib_residual += elapsed_time;	if ( elapsed_time > bot_thinktime.integer ) {		thinktime = elapsed_time;	} else { thinktime = bot_thinktime.integer;}	// update the bot library	if ( botlib_residual >= thinktime ) {		botlib_residual -= thinktime;		trap_BotLibStartFrame( (float) time / 1000 );		// Ridah, only check the default world		trap_AAS_SetCurrentWorld( 0 );		if ( !trap_AAS_Initialized() ) {			return BLERR_NOERROR;		}		//update entities in the botlib		for ( i = 0; i < MAX_GENTITIES; i++ ) {			// Ridah, in single player, we only need client entity information			if ( g_gametype.integer == GT_SINGLE_PLAYER && i > level.maxclients ) {				break;			}			ent = &g_entities[i];			if ( !ent->inuse ) {				continue;			}			if ( !ent->r.linked ) {				continue;			}			if ( ent->r.svFlags & SVF_NOCLIENT ) {				continue;			}			if ( ent->aiInactive ) {				continue;			}			//			memset( &state, 0, sizeof( bot_entitystate_t ) );			//			VectorCopy( ent->r.currentOrigin, state.origin );			VectorCopy( ent->r.currentAngles, state.angles );			VectorCopy( ent->s.origin2, state.old_origin );			VectorCopy( ent->r.mins, state.mins );			VectorCopy( ent->r.maxs, state.maxs );			state.type = ent->s.eType;			state.flags = ent->s.eFlags;			if ( ent->r.bmodel ) {				state.solid = SOLID_BSP;			} else { state.solid = SOLID_BBOX;}			state.groundent = ent->s.groundEntityNum;			state.modelindex = ent->s.modelindex;			state.modelindex2 = ent->s.modelindex2;//.........这里部分代码省略.........
开发者ID:MAN-AT-ARMS,项目名称:iortcw-archive,代码行数:101,


示例29: CG_SizeDown_f

/*=================CG_SizeDown_fKeybinding command=================*/static void CG_SizeDown_f (void) {	trap_Cvar_Set("cg_viewsize", va("%i",(int)(cg_viewsize.integer-10)));}
开发者ID:bnoordhuis,项目名称:entityplus,代码行数:10,


示例30: CG_DrawActiveFrame

//.........这里部分代码省略.........	CG_ProcessSnapshots();	// if we haven't received any snapshots yet, all	// we can draw is the information screen	if ( !cg.snap || ( cg.snap->snapFlags & SNAPFLAG_NOT_ACTIVE ) ) {// loadingscreen#ifdef SCRIPTHUD		CG_DrawLoadingScreen( );#else		CG_DrawInformation();#endif// end loadingscreen		return;	}	// let the client system know what our weapon and zoom settings are	trap_SetUserCmdValue( cg.weaponSelect, cg.zoomSensitivity );	// this counter will be bumped for every valid scene we generate	cg.clientFrame++;	// update cg.predictedPlayerState	CG_PredictPlayerState();	// decide on third person view	if (!cg_deathcam.integer)				// leilei - allow first person deathcam	cg.renderingThirdPerson = cg_thirdPerson.integer;	else	cg.renderingThirdPerson = cg_thirdPerson.integer || (cg.snap->ps.stats[STAT_HEALTH] <= 0);	// build cg.refdef	inwater = CG_CalcViewValues();	// first person blend blobs, done after AnglesToAxis	if ( !cg.renderingThirdPerson ) {		CG_DamageBlendBlob();	}	// build the render lists	if ( !cg.hyperspace ) {		CG_AddPacketEntities();			// adter calcViewValues, so predicted player state is correct		CG_AddMarks();		CG_AddLocalEntities();	}	CG_AddViewWeapon( &cg.predictedPlayerState );	// add buffered sounds	CG_PlayBufferedSounds();	// play buffered voice chats	CG_PlayBufferedVoiceChats();	// finish up the rest of the refdef	if ( cg.testModelEntity.hModel ) {		CG_AddTestModel();	}	cg.refdef.time = cg.time;	memcpy( cg.refdef.areamask, cg.snap->areamask, sizeof( cg.refdef.areamask ) );	// warning sounds when powerup is wearing off	CG_PowerupTimerSounds();	// update audio positions	trap_S_Respatialize( cg.snap->ps.clientNum, cg.refdef.vieworg, cg.refdef.viewaxis, inwater );	// make sure the lagometerSample and frame timing isn't done twice when in stereo	if ( stereoView != STEREO_RIGHT ) {		cg.frametime = cg.time - cg.oldTime;		if ( cg.frametime < 0 ) {			cg.frametime = 0;		}		cg.oldTime = cg.time;		CG_AddLagometerFrameInfo();	}	if (cg_timescale.value != cg_timescaleFadeEnd.value) {		if (cg_timescale.value < cg_timescaleFadeEnd.value) {			cg_timescale.value += cg_timescaleFadeSpeed.value * ((float)cg.frametime) / 1000;			if (cg_timescale.value > cg_timescaleFadeEnd.value)				cg_timescale.value = cg_timescaleFadeEnd.value;		}		else {			cg_timescale.value -= cg_timescaleFadeSpeed.value * ((float)cg.frametime) / 1000;			if (cg_timescale.value < cg_timescaleFadeEnd.value)				cg_timescale.value = cg_timescaleFadeEnd.value;		}		if (cg_timescaleFadeSpeed.value) {			trap_Cvar_Set("timescale", va("%f", cg_timescale.value));		}	}	// actually issue the rendering calls	CG_DrawActive( stereoView );	if ( cg_stats.integer ) {		CG_Printf( "cg.clientFrame:%i/n", cg.clientFrame );	}}
开发者ID:OpenArena,项目名称:leixperimental,代码行数:101,



注:本文中的trap_Cvar_Set函数示例整理自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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