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自学教程:C++ CG_Error函数代码示例

51自学网 2021-06-01 20:00:03
  C++
这篇教程C++ CG_Error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CG_Error函数的典型用法代码示例。如果您正苦于以下问题:C++ CG_Error函数的具体用法?C++ CG_Error怎么用?C++ CG_Error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CG_Error函数的27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: CG_RegisterUpgrade

/*=================CG_RegisterUpgradeThe server says this item is used on this level=================*/void CG_RegisterUpgrade( int upgradeNum ){  upgradeInfo_t   *upgradeInfo;  char            *icon;  if( upgradeNum <= UP_NONE || upgradeNum >= UP_NUM_UPGRADES )  {    CG_Error( "CG_RegisterUpgrade: out of range: %d", upgradeNum );    return;  }  upgradeInfo = &cg_upgrades[ upgradeNum ];  if( upgradeInfo->registered )  {    CG_Printf( "CG_RegisterUpgrade: already registered: (%d) %s/n", upgradeNum,      BG_Upgrade( upgradeNum )->name );    return;  }  upgradeInfo->registered = qtrue;  if( !BG_Upgrade( upgradeNum )->name[ 0 ] )    CG_Error( "Couldn't find upgrade %i", upgradeNum );  upgradeInfo->humanName = BG_Upgrade( upgradeNum )->humanName;  //la la la la la, i'm not listening!  if( upgradeNum == UP_GRENADE )    upgradeInfo->upgradeIcon = cg_weapons[ WP_GRENADE ].weaponIcon;  else if( ( icon = BG_Upgrade( upgradeNum )->icon ) )    upgradeInfo->upgradeIcon = trap_R_RegisterShader( icon );}
开发者ID:ZdrytchX,项目名称:cuboid,代码行数:40,


示例2: CG_SoundLoadSoundFiles

static void CG_SoundLoadSoundFiles( void ) {	char soundFiles[MAX_SOUND_FILES][MAX_QPATH];	char buffer[MAX_BUFFER];	char *text;	char filename[MAX_QPATH];	fileHandle_t f;	int numSounds;	int i, len;	char *token;	// scan for sound files	Com_sprintf( filename, MAX_QPATH, "sound/scripts/filelist.txt" );	len = trap_FS_FOpenFile( filename, &f, FS_READ );	if ( len <= 0 ) {		CG_Printf( S_COLOR_RED "WARNING: no sound files found (filelist.txt not found in sound/scripts)/n" );		return;	}	if ( len > MAX_BUFFER ) {		CG_Error( "%s is too big, make it smaller (max = %i bytes)/n", filename, MAX_BUFFER );	}	// load the file into memory	trap_FS_Read( buffer, len, f );	buffer[len] = 0;	trap_FS_FCloseFile( f );	// parse the list	text = buffer;	numSounds = 0;	while ( 1 ) {		token = COM_ParseExt( &text, qtrue );		if ( !token[0] ) {			break;		}		Com_sprintf( soundFiles[numSounds++], MAX_QPATH, token );	}	if ( !numSounds ) {		CG_Printf( S_COLOR_RED "WARNING: no sound files found/n" );		return;	}	// load and parse sound files	for ( i = 0; i < numSounds; i++ )	{		Com_sprintf( filename, sizeof( filename ), "sound/scripts/%s", soundFiles[i] );#ifndef NDEBUG		CG_Printf( "...loading '%s'/n", filename );#endif		len = trap_FS_FOpenFile( filename, &f, FS_READ );		if ( len <= 0 ) {			CG_Error( "Couldn't load %s", filename );		}		if ( len > MAX_BUFFER ) {			CG_Error( "%s is too big, make it smaller (max = %i bytes)/n", filename, MAX_BUFFER );		}		memset( buffer, 0, sizeof( buffer ) );		trap_FS_Read( buffer, len, f );		trap_FS_FCloseFile( f );		CG_SoundParseSounds( filename, buffer );	}}
开发者ID:LBoksha,项目名称:RTCW-SP-linux,代码行数:60,


示例3: CG_ParseTeamInfo

/*=================CG_ParseTeamInfo=================*/static void CG_ParseTeamInfo( void ) {	int		i;	int		client;	numSortedTeamPlayers = atoi( CG_Argv( 1 ) );	if( numSortedTeamPlayers < 0 || numSortedTeamPlayers > TEAM_MAXOVERLAY )	{		CG_Error( "CG_ParseTeamInfo: numSortedTeamPlayers out of range (%d)",				numSortedTeamPlayers );		return;	}	for ( i = 0 ; i < numSortedTeamPlayers ; i++ ) {		client = atoi( CG_Argv( i * 6 + 2 ) );		if( client < 0 || client >= MAX_CLIENTS )		{		  CG_Error( "CG_ParseTeamInfo: bad client number: %d", client );		  return;		}		sortedTeamPlayers[i] = client;		cgs.clientinfo[ client ].location = atoi( CG_Argv( i * 6 + 3 ) );		cgs.clientinfo[ client ].health = atoi( CG_Argv( i * 6 + 4 ) );		cgs.clientinfo[ client ].armor = atoi( CG_Argv( i * 6 + 5 ) );		cgs.clientinfo[ client ].curWeapon = atoi( CG_Argv( i * 6 + 6 ) );		cgs.clientinfo[ client ].powerups = atoi( CG_Argv( i * 6 + 7 ) );	}}
开发者ID:donald-hanson,项目名称:battle-of-the-sexes,代码行数:35,


示例4: SP_info_train_spline_main

void SP_info_train_spline_main( void ) {	char* targetname;	char* target;	char* control;	vec3_t origin;	int i;	char* end;	splinePath_t* spline;	if( !CG_SpawnVector("origin", "0 0 0", origin) ) {		CG_Error ("info_train_spline_main with no origin/n");	}	if ( !CG_SpawnString("targetname", "", &targetname) ) {		CG_Error ("info_train_spline_main with no targetname at %s/n", vtos(origin));	}	CG_SpawnString("target", "", &target);	spline = BG_AddSplinePath( targetname, target, origin );	if(CG_SpawnString( "end", "", &end )) {		spline->isEnd = qtrue;	} else if(CG_SpawnString( "start", "", &end )) {		spline->isStart = qtrue;	}	for( i = 1;; i++ ) {		if(!CG_SpawnString( i == 1 ? va( "control" ) : va( "control%i", i ), "", &control )) {			break;		}		BG_AddSplineControl( spline, control );	}}
开发者ID:GenaSG,项目名称:ET,代码行数:35,


示例5: CG_JS_Sys_Cvar_Init

void CG_JS_Sys_Cvar_Init(JSContext *ctx, JSObject *Sys){	JSObject *cvar = JS_DefineObject(ctx, Sys, "Cvar", &cvar_class, NULL, 0);    if (!cvar)        CG_Error("Failed to Define javascript Cvar object/n");    if (!JS_DefineFunctions(ctx, cvar, cvar_static_methods))        CG_Error("Failed to Define javascript Cvar functions/n");}
开发者ID:donald-hanson,项目名称:battle-of-the-sexes,代码行数:8,


示例6: CG_TransitionSnapshot

/*===================CG_TransitionSnapshotThe transition point from snap to nextSnap has passed===================*/static void CG_TransitionSnapshot( void ) {	centity_t			*cent;	snapshot_t			*oldFrame;	int					i;	if ( !cg.snap ) {		CG_Error( "CG_TransitionSnapshot: NULL cg.snap" );	}	if ( !cg.nextSnap ) {		CG_Error( "CG_TransitionSnapshot: NULL cg.nextSnap" );	}	// execute any server string commands before transitioning entities	CG_ExecuteNewServerCommands( cg.nextSnap->serverCommandSequence );	// clear the currentValid flag for all entities in the existing snapshot	for ( i = 0 ; i < cg.snap->numEntities ; i++ ) {		cent = &cg_entities[ cg.snap->entities[ i ].number ];		cent->currentValid = qfalse;	}	// move nextSnap to snap and do the transitions	oldFrame = cg.snap;	cg.snap = cg.nextSnap;	BG_PlayerStateToEntityState( &cg.snap->ps, &cg_entities[ cg.snap->ps.clientNum ].currentState, qfalse );	cg_entities[ cg.snap->ps.clientNum ].interpolate = qfalse;	for ( i = 0 ; i < cg.snap->numEntities ; i++ ) {		cent = &cg_entities[ cg.snap->entities[ i ].number ];		CG_TransitionEntity( cent );		// remember time of snapshot this entity was last updated in		cent->snapShotTime = cg.snap->serverTime;	}	cg.nextSnap = NULL;	// check for playerstate transition events	if ( oldFrame ) {		playerState_t	*ops, *ps;		ops = &oldFrame->ps;		ps = &cg.snap->ps;		// teleporting checks are irrespective of prediction		if ( ( ps->eFlags ^ ops->eFlags ) & EF_TELEPORT_BIT ) {			cg.thisFrameTeleport = qtrue;	// will be cleared by prediction code		}		// if we are not doing client side movement prediction for any		// reason, then the client events and view changes will be issued now		if ( cg.demoPlayback || (cg.snap->ps.pm_flags & PMF_FOLLOW)			|| cg_nopredict.integer || cg_synchronousClients.integer ) {			CG_TransitionPlayerState( ps, ops );		}	}}
开发者ID:Developer626,项目名称:gamecode,代码行数:65,


示例7: CG_ParticleExplosion

void CG_ParticleExplosion (char *animStr, vec3_t origin, vec3_t vel, int duration, int sizeStart, int sizeEnd){	cparticle_t	*p;	int anim;	if (animStr < (char *)10)		CG_Error( "CG_ParticleExplosion: animStr is probably an index rather than a string" );	// find the animation string	for (anim=0; shaderAnimNames[anim]; anim++) {		if (!Q_stricmp( animStr, shaderAnimNames[anim] ))			break;	}	if (!shaderAnimNames[anim]) {		CG_Error("CG_ParticleExplosion: unknown animation string: %s", animStr);		return;	}	if (!free_particles)		return;	p = free_particles;	free_particles = p->next;	p->next = active_particles;	active_particles = p;	p->time = cg.time;#ifdef WOLF_PARTICLES	p->alpha = 1.0;#else	p->alpha = 0.5;#endif	p->alphavel = 0;	if (duration < 0) {		duration *= -1;		p->roll = 0;	} else {		p->roll = crandom()*179;	}	p->shaderAnim = anim;	p->width = sizeStart;	p->height = sizeStart*shaderAnimSTRatio[anim];	// for sprites that are stretch in either direction	p->endheight = sizeEnd;	p->endwidth = sizeEnd*shaderAnimSTRatio[anim];	p->endtime = cg.time + duration;	p->type = P_ANIM;	VectorCopy( origin, p->org );	VectorCopy( vel, p->vel );	VectorClear( p->accel );}
开发者ID:freemancw,项目名称:Q3Plan,代码行数:56,


示例8: assert

/** SCR_GetNextColumnLayout*/static const char *SCR_GetNextColumnLayout( const char **ptrlay, const char **ptrtitle, char *type, int *width, struct qfontface_s *font ){	static const char *empty = "";	const char *token;	assert( ptrlay && *ptrlay );	// get the token type from the layout	token = COM_ParseExt( ptrlay, true );	if( !token[0] )		return NULL;	if( token[0] != '%' )		CG_Error( "SCR_GetNextColumnLayout: Invalid player tab layout (expecting token type. found '%s')/n", token );	if( type )		*type = token[1];	// get the column width from the layout	token = COM_ParseExt( ptrlay, true );	if( !token[0] || token[0] == '%' )		CG_Error( "SCR_GetNextColumnLayout: Invalid player tab layout (expecting token width. found '%s')/n", token );	if( width )	{		float widthScale = cg_scoreboardWidthScale->value;		bool relative = true;		if( token[0] == 'l' ) // line heights		{			widthScale *= trap_SCR_FontHeight( font );			relative = false;			token++;		}		*width = (int)( atof( token ) * widthScale );		if( relative )			*width = *width * cgs.vidHeight / 600;		if( *width < 0 )			*width = 0;	}	if( ptrtitle && *ptrtitle )	{		// get the column title token from the layout		token = COM_ParseExt( ptrtitle, true );		if( !token[0] )			CG_Error( "SCR_GetNextColumnLayout: Invalid player tab layout (expecting token tittle. found '%s')/n", token );	}	else	{		token = empty;	}	return token;}
开发者ID:DenMSC,项目名称:racemod_2.1,代码行数:58,


示例9: CG_ParseSpawnVars

/*====================CG_ParseSpawnVarsParses a brace bounded set of key / value pairs out of thelevel's entity strings into cg.spawnVars[]This does not actually spawn an entity.====================*/qboolean CG_ParseSpawnVars(void){    char keyname[MAX_TOKEN_CHARS];    char com_token[MAX_TOKEN_CHARS];    cg.numSpawnVars     = 0;    cg.numSpawnVarChars = 0;    // parse the opening brace    if (!trap_GetEntityToken(com_token, sizeof(com_token)))    {        // end of spawn string        return qfalse;    }    if (com_token[0] != '{')    {        CG_Error("CG_ParseSpawnVars: found %s when expecting {", com_token);    }    // go through all the key / value pairs    while (1)    {        // parse key        if (!trap_GetEntityToken(keyname, sizeof(keyname)))        {            CG_Error("CG_ParseSpawnVars: EOF without closing brace");        }        if (keyname[0] == '}')        {            break;        }        // parse value        if (!trap_GetEntityToken(com_token, sizeof(com_token)))        {            CG_Error("CG_ParseSpawnVars: EOF without closing brace");        }        if (com_token[0] == '}')        {            CG_Error("CG_ParseSpawnVars: closing brace without data");        }        if (cg.numSpawnVars == MAX_SPAWN_VARS)        {            CG_Error("CG_ParseSpawnVars: MAX_SPAWN_VARS");        }        cg.spawnVars[cg.numSpawnVars][0] = CG_AddSpawnVarToken(keyname);        cg.spawnVars[cg.numSpawnVars][1] = CG_AddSpawnVarToken(com_token);        cg.numSpawnVars++;    }    return qtrue;}
开发者ID:morsik,项目名称:war-territory,代码行数:64,


示例10: CG_TransitionSnapshot

/*===================CG_TransitionSnapshotThe transition point from snap to nextSnap has passed===================*/void CG_TransitionSnapshot( void ) {	centity_t			*cent;	snapshot_t			*oldFrame;	int					i;	if ( !cg.snap ) {		CG_Error( "CG_TransitionSnapshot: NULL cg.snap" );	}	if ( !cg.nextSnap ) {		CG_Error( "CG_TransitionSnapshot: NULL cg.nextSnap" );	}	// execute any server string commands before transitioning entities	CG_ExecuteNewServerCommands( cg.nextSnap->serverCommandSequence );	// clear the currentValid flag for all entities in the existing snapshot	for ( i = 0 ; i < cg.snap->numEntities ; i++ ) {		cent = &cg_entities[ cg.snap->entities[ i ].number ];		cent->currentValid = qfalse;	}	// move nextSnap to snap and do the transitions	oldFrame = cg.snap;	cg.snap = cg.nextSnap;	// sort out solid entities	//CG_BuildSolidList();	for ( i = 0 ; i < cg.snap->numEntities ; i++ ) 	{		if ( 1 )//cg.snap->entities[ i ].number != 0 ) // I guess the player adds his/her events elsewhere, so doing this also gives us double events for the player!		{			cent = &cg_entities[ cg.snap->entities[ i ].number ];			CG_TransitionEntity( cent );		}	}	cg.nextSnap = NULL;	// check for playerstate transition events	if ( oldFrame ) {		// if we are not doing client side movement prediction for any		// reason, then the client events and view changes will be issued now		if ( cg_timescale.value >= 1.0f )		{			CG_TransitionPlayerState( &cg.snap->ps, &oldFrame->ps );		}	}}
开发者ID:Agustinlv,项目名称:BlueHarvest,代码行数:57,


示例11: CG_RegisterUpgrade

/*=================CG_RegisterUpgradeThe server says this item is used on this level=================*/void CG_RegisterUpgrade( int upgradeNum ){  upgradeInfo_t   *upgradeInfo;  char            *icon;  upgradeInfo = &cg_upgrades[ upgradeNum ];  if( upgradeNum == 0 )    return;  if( upgradeInfo->registered )    return;  memset( upgradeInfo, 0, sizeof( *upgradeInfo ) );  upgradeInfo->registered = qtrue;  if( !BG_FindNameForUpgrade( upgradeNum ) )    CG_Error( "Couldn't find upgrade %i", upgradeNum );  upgradeInfo->humanName = BG_FindHumanNameForUpgrade( upgradeNum );  //la la la la la, i'm not listening!  if( upgradeNum == UP_GRENADE )    upgradeInfo->upgradeIcon = cg_weapons[ WP_GRENADE ].weaponIcon;  else if( ( icon = BG_FindIconForUpgrade( upgradeNum ) ) )    upgradeInfo->upgradeIcon = trap_R_RegisterShader( icon );}
开发者ID:ztdretcher,项目名称:zt-tremulous,代码行数:34,


示例12: CG_DrawStats

void CG_DrawStats( char *stats ) {	int i, y, v, j;	#define MAX_STATS_VARS  64	int vars[MAX_STATS_VARS];	char *str, *token;	char *formatStr = NULL; // TTimo: init	int varIndex;	char string[MAX_QPATH];	UI_DrawProportionalString( 320, 120, "MISSION STATS",							   UI_CENTER | UI_SMALLFONT | UI_DROPSHADOW, colorWhite );	Q_strncpyz( string, stats, sizeof( string ) );	str = string;	// convert commas to spaces	for ( i = 0; str[i]; i++ ) {		if ( str[i] == ',' ) {			str[i] = ' ';		}	}	for ( i = 0, y = 0, v = 0; statsItems[i].label; i++ ) {		y += statsItems[i].YOfs;		UI_DrawProportionalString( statsItems[i].labelX, y, statsItems[i].label,								   statsItems[i].labelFlags, *statsItems[i].labelColor );		if ( statsItems[i].numVars ) {			varIndex = v;			for ( j = 0; j < statsItems[i].numVars; j++ ) {				token = COM_Parse( &str );				if ( !token || !token[0] ) {					CG_Error( "error parsing mission stats/n" );					return;				}				vars[v++] = atoi( token );			}			// build the formatStr			switch ( statsItems[i].numVars ) {			case 1:				formatStr = va( statsItems[i].format, vars[varIndex] );				break;			case 2:				formatStr = va( statsItems[i].format, vars[varIndex], vars[varIndex + 1] );				break;			case 3:				formatStr = va( statsItems[i].format, vars[varIndex], vars[varIndex + 1], vars[varIndex + 2] );				break;			case 4:				formatStr = va( statsItems[i].format, vars[varIndex], vars[varIndex + 1], vars[varIndex + 2], vars[varIndex + 3] );				break;			}			UI_DrawProportionalString( statsItems[i].formatX, y, formatStr,									   statsItems[i].formatFlags, *statsItems[i].formatColor );		}	}}
开发者ID:Justasic,项目名称:RTCW-MP,代码行数:60,


示例13: vmMain

/*================vmMainThis is the only way control passes into the module.This must be the very first function compiled into the .q3vm file================*/Q_EXPORT intptr_t vmMain( int command, int arg0, int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8, int arg9, int arg10, int arg11  ) {	switch ( command ) {	case CG_INIT:		CG_Init( arg0, arg1, arg2 );		return 0;	case CG_SHUTDOWN:		CG_Shutdown();		return 0;	case CG_CONSOLE_COMMAND:		return CG_ConsoleCommand();	case CG_DRAW_ACTIVE_FRAME:		CG_DrawActiveFrame( arg0, arg1, arg2 );		return 0;	case CG_CROSSHAIR_PLAYER:		return CG_CrosshairPlayer();	case CG_LAST_ATTACKER:		return CG_LastAttacker();	case CG_KEY_EVENT:		CG_KeyEvent(arg0, arg1);		return 0;	case CG_MOUSE_EVENT:		CG_MouseEvent(arg0, arg1);		return 0;	case CG_EVENT_HANDLING:		CG_EventHandling(arg0);		return 0;	default:		CG_Error( "vmMain: unknown command %i", command );		break;	}	return -1;}
开发者ID:asl97,项目名称:ZEQ2-Lite-1,代码行数:41,


示例14: CG_JS_Sys_Init

void CG_JS_Sys_Init(JSContext *ctx, JSObject *global){    JSObject *Sys;    int len = strlen(GAME_VERSION);    char *gv = (char *)JS_malloc(ctx, len+1);    Sys = JS_DefineObject(ctx, global, "Sys", &sys_class, NULL, 0);    if (!Sys)        CG_Error("Failed to Define javascript Sys object/n");    if (!JS_DefineFunctions(ctx, Sys, sys_static_methods))        CG_Error("Failed to Define javascript Sys functions/n");    if (!JS_DefineConstDoubles(ctx, Sys, sys_constants))        CG_Error("Failed to Define javascript Sys constants/n");    CG_JS_Sys_Cvar_Init(ctx, Sys);}
开发者ID:donald-hanson,项目名称:battle-of-the-sexes,代码行数:16,


示例15: CG_SoundPickOldestRandomSound

/*==============CG_SoundPickOldestRandomSound==============*/void CG_SoundPickOldestRandomSound( soundScript_t *sound, vec3_t org, int entnum ) {	int oldestTime = 0; // TTimo: init	soundScriptSound_t *oldestSound;	soundScriptSound_t *scriptSound;	oldestSound = NULL;	scriptSound = sound->soundList;	while ( scriptSound ) {		if ( !oldestSound || ( scriptSound->lastPlayed < oldestTime ) ) {			oldestTime = scriptSound->lastPlayed;			oldestSound = scriptSound;		}		scriptSound = scriptSound->next;	}	if ( oldestSound ) {		// play this sound		if ( !sound->streaming ) {			if ( !oldestSound->sfxHandle ) {				oldestSound->sfxHandle = trap_S_RegisterSound( oldestSound->filename );			}			trap_S_StartSound( org, entnum, sound->channel, oldestSound->sfxHandle );		} else {			trap_S_StartStreamingSound( oldestSound->filename, sound->looping ? oldestSound->filename : NULL, entnum, sound->channel, sound->attenuation );		}		oldestSound->lastPlayed = cg.time;	} else {		CG_Error( "Unable to locate a valid sound for soundScript: %s/n", sound->name );	}}
开发者ID:Justasic,项目名称:RTCW-MP,代码行数:35,


示例16: CG_Error

static demoChasePoint_t *chasePointAlloc(void) {	demoChasePoint_t * point = (demoChasePoint_t *)malloc(sizeof (demoChasePoint_t));	if (!point)		CG_Error("Out of memory");	memset( point, 0, sizeof( demoChasePoint_t ));	return point;}
开发者ID:entdark,项目名称:q3mme,代码行数:7,


示例17: CG_LimboPanel_GetWeaponForNumber

weapon_t CG_LimboPanel_GetWeaponForNumber(int number, int slot, qboolean ignoreDisabled) {	bg_playerclass_t *classInfo;	if (CG_LimboPanel_GetTeam() == TEAM_SPECTATOR) {		return WP_NONE;	}	classInfo = CG_LimboPanel_GetPlayerClass();	if (!classInfo) {		return WP_NONE;	}	if (slot == 1) {		if (!ignoreDisabled && CG_LimboPanel_WeaponIsDisabled(number)) {			if (!number) {				CG_Error("ERROR: Class weapon 0 disabled/n");				return WP_NONE;			}			return classInfo->classWeapons[0];		}		return classInfo->classWeapons[number];	}	if (number == 0) {		if (CG_LimboPanel_GetClass() == PC_COVERTOPS) {			return CG_LimboPanel_GetTeam() == TEAM_AXIS ? WP_SILENCER : WP_SILENCED_COLT;		}		return CG_LimboPanel_GetTeam() == TEAM_AXIS ? WP_LUGER : WP_COLT;	}	return 0;}
开发者ID:ETrun,项目名称:ETrun,代码行数:32,


示例18: CG_RestartLevel

void CG_RestartLevel( void ) {	int		snapshotNum;	int		r;	snapshotNum = cg.processedSnapshotNum;/*Ghoul2 Insert Start*///	memset( cg_entities, 0, sizeof( cg_entities ) );	CG_Init_CGents();// this is a No-No now we have stl vector classes in here.//	memset( &cg, 0, sizeof( cg ) );	CG_Init_CG();/*Ghoul2 Insert End*/	CG_LinkCentsToGents();	CG_InitLocalEntities();	CG_InitMarkPolys();	// regrab the first snapshot of the restart	cg.processedSnapshotNum = snapshotNum;	r = cgi_GetSnapshot( cg.processedSnapshotNum, &cg.activeSnapshots[0] );	if ( !r ) {		CG_Error( "cgi_GetSnapshot failed on restart" );	}	CG_SetInitialSnapshot( &cg.activeSnapshots[0] );	cg.time = cg.snap->serverTime;}
开发者ID:Agustinlv,项目名称:BlueHarvest,代码行数:35,


示例19: SP_worldspawn

void SP_worldspawn( void ) {	char    *s;	CG_SpawnString( "classname", "", &s );	if ( Q_stricmp( s, "worldspawn" ) ) {		CG_Error( "SP_worldspawn: The first entity isn't 'worldspawn'" );	}	CG_SpawnString( "enableDust", "0", &s );	trap_Cvar_Set( "cg_enableDust", s );	CG_SpawnString( "enableBreath", "0", &s );	trap_Cvar_Set( "cg_enableBreath", s );	if ( CG_SpawnVector2D( "mapcoordsmins", "-128 128", cg.mapcoordsMins ) &&  // top left		 CG_SpawnVector2D( "mapcoordsmaxs", "128 -128", cg.mapcoordsMaxs ) ) { // bottom right		cg.mapcoordsValid = qtrue;	} else {		cg.mapcoordsValid = qfalse;	}#if 0	cg.mapcoordsScale[0] = 1 / ( cg.mapcoordsMaxs[0] - cg.mapcoordsMins[0] );	cg.mapcoordsScale[1] = 1 / ( cg.mapcoordsMaxs[1] - cg.mapcoordsMins[1] );	BG_InitLocations( cg.mapcoordsMins, cg.mapcoordsMaxs );#endif	CG_SpawnString( "atmosphere", "", &s );	CG_EffectParse( s );	CG_SpawnFloat( "skyalpha", "1", &cg.skyAlpha );}
开发者ID:KuehnhammerTobias,项目名称:ioid3-game,代码行数:33,


示例20: CG_AddAuraToScene

/*========================CG_AddAuraToScene========================*/void CG_AddAuraToScene( centity_t *player){	int				clientNum, tier;	auraState_t		*state;	auraConfig_t	*config;	// Get the aura system corresponding to the player	clientNum = player->currentState.clientNum;	if(clientNum < 0 || clientNum >= MAX_CLIENTS){		CG_Error( "Bad clientNum on player entity");		return;	}	state = &auraStates[ clientNum ];	tier = cgs.clientinfo[clientNum].tierCurrent;	config = &(state->configurations[tier]);				// Update origin	VectorCopy( player->lerpOrigin, state->origin);	// Calculate modulation for dimming	CG_Aura_DimLight( player, state, config);	// Add aura effects	CG_Aura_AddSounds( player, state, config);	CG_Aura_AddTrail( player, state, config);	CG_Aura_AddDebris( player, state, config);	CG_Aura_AddDLight( player, state, config);	// Render the aura	CG_Aura_ConvexHullRender( player, state, config);}
开发者ID:burzumishi,项目名称:dragonballworld,代码行数:34,


示例21: CG_ConfigString

/*=================CG_ConfigString=================*/const char* CG_ConfigString( int index ){	if ( index < 0 || index >= MAX_CONFIGSTRINGS )	{		CG_Error( "CG_ConfigString: bad index: %i", index );	}	return cgs.gameState.stringData + cgs.gameState.stringOffsets[ index ];}
开发者ID:OnlyTheGhosts,项目名称:OWEngine,代码行数:13,


示例22: Com_Error

void QDECL Com_Error( int level, const char *error, ... ) {	va_list		argptr;	char		text[1024];	va_start (argptr, error);	Q_vsnprintf (text, sizeof(text), error, argptr);	va_end (argptr);	CG_Error( "%s", text);}
开发者ID:asl97,项目名称:ZEQ2-Lite-1,代码行数:10,


示例23: sizeof

demoListPoint_t *listPointAlloc( int size ) {	demoListPoint_t * point;	size += sizeof( demoListPoint_t );	point = (demoListPoint_t *)malloc( size );	if (!point)		CG_Error("Out of memory");	memset( point, 0, size );	return point;}
开发者ID:entdark,项目名称:q3mme,代码行数:10,


示例24: SP_path_corner_2

void SP_path_corner_2( void ) {	char* targetname;	vec3_t origin;	CG_SpawnString( "targetname", "", &targetname );	CG_SpawnVector( "origin", "0 0 0", origin );	if ( !*targetname ) {		CG_Error( "path_corner_2 with no targetname at %s/n", vtos( origin ) );		return;	}	if ( numPathCorners >= MAX_PATH_CORNERS ) {		CG_Error( "Maximum path_corners hit/n" );		return;	}	BG_AddPathCorner( targetname, origin );}
开发者ID:TheDushan,项目名称:OpenWolf,代码行数:19,


示例25: CG_ParticleExplosion

void CG_ParticleExplosion(char *animStr, vec3_t origin, vec3_t vel, int duration, int sizeStart, int sizeEnd, qboolean dlight) {	cparticle_t *p;	int         anim;	// find the animation string	for (anim = 0; shaderAnimNames[anim]; anim++) {		if (!Q_stricmp(animStr, shaderAnimNames[anim])) {			break;		}	}	if (!shaderAnimNames[anim]) {		CG_Error("CG_ParticleExplosion: unknown animation string: %s/n", animStr);		return;	}	if (!free_particles) {		return;	}	p                = free_particles;	free_particles   = p->next;	p->next          = active_particles;	active_particles = p;	p->time          = cg.time;	p->alpha         = 1.0;	p->alphavel      = 0;	if (duration < 0) {		duration *= -1;		p->roll   = 0;	} else {		p->roll = crandom() * 179;	}	p->shaderAnim = anim;	p->width  = sizeStart;	p->height = sizeStart * shaderAnimSTRatio[anim];  // for sprites that are stretch in either direction	p->endheight = sizeEnd;	p->endwidth  = sizeEnd * shaderAnimSTRatio[anim];	p->endtime = cg.time + duration;	// ydnar	if (dlight) {		p->type = P_DLIGHT_ANIM;	} else {		p->type = P_ANIM;	}	VectorCopy(origin, p->org);	VectorCopy(vel, p->vel);	VectorClear(p->accel);}
开发者ID:Exosum,项目名称:ETrun,代码行数:55,


示例26: SP_worldspawn

void SP_worldspawn( void ) {	char *s;	CG_SpawnString( "classname", "", &s );	if( Q_stricmp( s, "worldspawn" ) ) {		CG_Error( "SP_worldspawn: The first entity isn't 'worldspawn'" );	}	CG_SpawnFloat( "fogstart", "0", &cg_linearFogOverride );	CG_SpawnFloat( "radarrange", "2500", &cg_radarRange );}
开发者ID:NikitaRus,项目名称:JediKnightGalaxies,代码行数:11,


示例27: CG_Error

/*====================CG_MakeExplosion====================*/localEntity_t *CG_MakeExplosion( vec3_t origin, vec3_t dir, 								qhandle_t hModel, qhandle_t shader,								int msec, qboolean isSprite ) {	float			ang;	localEntity_t	*ex;	int				offset;	vec3_t			tmpVec, newOrigin;	if ( msec <= 0 ) {		CG_Error( "CG_MakeExplosion: msec = %i", msec );	}	// skew the time a bit so they aren't all in sync	offset = rand() & 63;	ex = CG_AllocLocalEntity();	if ( isSprite ) {		ex->leType = LE_SPRITE_EXPLOSION;		// randomly rotate sprite orientation		ex->refEntity.rotation = rand() % 360;		VectorScale( dir, 16, tmpVec );		VectorAdd( tmpVec, origin, newOrigin );	} else {		ex->leType = LE_EXPLOSION;		VectorCopy( origin, newOrigin );		// set axis with random rotate		if ( !dir ) {			AxisClear( ex->refEntity.axis );		} else {			ang = rand() % 360;			VectorCopy( dir, ex->refEntity.axis[0] );			RotateAroundDirection( ex->refEntity.axis, ang );		}	}	ex->startTime = cg.time - offset;	ex->endTime = ex->startTime + msec;	// bias the time so all shader effects start correctly	ex->refEntity.shaderTime = ex->startTime / 1000.0f;	ex->refEntity.hModel = hModel;	ex->refEntity.customShader = shader;	// set origin	VectorCopy( newOrigin, ex->refEntity.origin );	VectorCopy( newOrigin, ex->refEntity.oldorigin );	ex->color[0] = ex->color[1] = ex->color[2] = 1.0;	return ex;}
开发者ID:kingtiger01,项目名称:OpenMOHAA,代码行数:59,



注:本文中的CG_Error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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