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自学教程:C++ CIN_PlayCinematic函数代码示例

51自学网 2021-06-01 20:01:42
  C++
这篇教程C++ CIN_PlayCinematic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CIN_PlayCinematic函数的典型用法代码示例。如果您正苦于以下问题:C++ CIN_PlayCinematic函数的具体用法?C++ CIN_PlayCinematic怎么用?C++ CIN_PlayCinematic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CIN_PlayCinematic函数的18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: CIN_PlayAllFrames

/*********CIN_PlayAllFramesarg				- bink video filenamex				- x origin for moviey				- y origin for moview				- width of the movieh				- height of the moviesystemBits		- bit rate for moviekeyBreakAllowed	- if true, button press will end playbackPlays the target movie in full*********/bool CIN_PlayAllFrames( const char *arg, int x, int y, int w, int h, int systemBits, bool keyBreakAllowed ){	bool retval;	Key_ClearStates();	// PC hack	qbInGameCinematicOnStandBy = qfalse;#ifdef XBOX_DEMO	// When run from CDX, we can pause the timer during cutscenes:	extern void Demo_TimerPause( bool bPaused );	Demo_TimerPause( true );#endif	int Handle = CIN_PlayCinematic(arg, x, y, w, h, systemBits, NULL);	if (Handle != -1)	{		while (CIN_RunCinematic(Handle) == FMV_PLAY && !(keyBreakAllowed && kg.anykeydown))		{			SCR_UpdateScreen	();			IN_Frame			();			Com_EventLoop		();		}#ifdef _XBOX//		while (CIN_RunCinematic(Handle) == FMV_PLAY && !(keyBreakAllowed && !kg.anykeydown))//		{//			SCR_UpdateScreen	();//			IN_Frame			();//			Com_EventLoop		();//		}#endif		CIN_StopCinematic(Handle);	}#ifdef XBOX_DEMO	Demo_TimerPause( false );#endif	retval =(keyBreakAllowed && kg.anykeydown);	Key_ClearStates();	// Soooper hack! Game ends up running for a couple frames after this cutscene. We don't want it to!	if( Q_stricmp(arg, "ja08") == 0 )	{		// Filth. Don't call Present until this gets cleared.		extern bool connectSwapOverride;		connectSwapOverride = true;	}	return retval;}
开发者ID:3ddy,项目名称:Jedi-Academy,代码行数:64,


示例2: CL_CgameSystemCalls

//.........这里部分代码省略.........		return Key_IsDown( args[1] );  case CG_KEY_GETCATCHER:		return Key_GetCatcher();  case CG_KEY_SETCATCHER:		// Don't allow the cgame module to close the console		Key_SetCatcher( args[1] | ( Key_GetCatcher( ) & KEYCATCH_CONSOLE ) );    return 0;  case CG_KEY_GETKEY:		return Key_GetKey( VMA(1) );	case CG_MEMSET:		Com_Memset( VMA(1), args[2], args[3] );		return 0;	case CG_MEMCPY:		Com_Memcpy( VMA(1), VMA(2), args[3] );		return 0;	case CG_STRNCPY:		strncpy( VMA(1), VMA(2), args[3] );		return args[1];	case CG_SIN:		return FloatAsInt( sin( VMF(1) ) );	case CG_COS:		return FloatAsInt( cos( VMF(1) ) );	case CG_ATAN2:		return FloatAsInt( atan2( VMF(1), VMF(2) ) );	case CG_SQRT:		return FloatAsInt( sqrt( VMF(1) ) );	case CG_FLOOR:		return FloatAsInt( floor( VMF(1) ) );	case CG_CEIL:		return FloatAsInt( ceil( VMF(1) ) );	case CG_ACOS:		return FloatAsInt( Q_acos( VMF(1) ) );	case CG_PC_ADD_GLOBAL_DEFINE:		return botlib_export->PC_AddGlobalDefine( VMA(1) );	case CG_PC_LOAD_SOURCE:		return botlib_export->PC_LoadSourceHandle( VMA(1) );	case CG_PC_FREE_SOURCE:		return botlib_export->PC_FreeSourceHandle( args[1] );	case CG_PC_READ_TOKEN:		return botlib_export->PC_ReadTokenHandle( args[1], VMA(2) );	case CG_PC_SOURCE_FILE_AND_LINE:		return botlib_export->PC_SourceFileAndLine( args[1], VMA(2), VMA(3) );	case CG_S_STOPBACKGROUNDTRACK:		S_StopBackgroundTrack();		return 0;	case CG_REAL_TIME:		return Com_RealTime( VMA(1) );	case CG_SNAPVECTOR:		Sys_SnapVector( VMA(1) );		return 0;	case CG_CIN_PLAYCINEMATIC:	  return CIN_PlayCinematic(VMA(1), args[2], args[3], args[4], args[5], args[6]);	case CG_CIN_STOPCINEMATIC:	  return CIN_StopCinematic(args[1]);	case CG_CIN_RUNCINEMATIC:	  return CIN_RunCinematic(args[1]);	case CG_CIN_DRAWCINEMATIC:	  CIN_DrawCinematic(args[1]);	  return 0;	case CG_CIN_SETEXTENTS:	  CIN_SetExtents(args[1], args[2], args[3], args[4], args[5]);	  return 0;	case CG_R_REMAP_SHADER:		re.RemapShader( VMA(1), VMA(2), VMA(3) );		return 0;/*	case CG_LOADCAMERA:		return loadCamera(VMA(1));	case CG_STARTCAMERA:		startCamera(args[1]);		return 0;	case CG_GETCAMERAINFO:		return getCameraInfo(args[1], VMA(2), VMA(3));*/	case CG_GET_ENTITY_TOKEN:		return re.GetEntityToken( VMA(1), args[2] );	case CG_R_INPVS:		return re.inPVS( VMA(1), VMA(2) );	default:	        assert(0);		Com_Error( ERR_DROP, "Bad cgame system trap: %ld", (long int) args[0] );	}	return 0;}
开发者ID:BruceJohnJennerLawso,项目名称:quake3,代码行数:101,


示例3: CL_CgameSystemCalls

//.........这里部分代码省略.........		return FloatAsInt(sqrt(VMF(1)));	case CG_FLOOR:		return FloatAsInt(floor(VMF(1)));	case CG_CEIL:		return FloatAsInt(ceil(VMF(1)));	case CG_ACOS:		return FloatAsInt(Q_acos(VMF(1)));	case CG_PC_ADD_GLOBAL_DEFINE:		return botlib_export->PC_AddGlobalDefine(VMA(1));	case CG_PC_LOAD_SOURCE:		return botlib_export->PC_LoadSourceHandle(VMA(1));	case CG_PC_FREE_SOURCE:		return botlib_export->PC_FreeSourceHandle(args[1]);	case CG_PC_READ_TOKEN:		return botlib_export->PC_ReadTokenHandle(args[1], VMA(2));	case CG_PC_SOURCE_FILE_AND_LINE:		return botlib_export->PC_SourceFileAndLine(args[1], VMA(2), VMA(3));	case CG_PC_UNREAD_TOKEN:		botlib_export->PC_UnreadLastTokenHandle(args[1]);		return 0;	case CG_S_STOPBACKGROUNDTRACK:		S_StopBackgroundTrack();		return 0;	case CG_REAL_TIME:		return Com_RealTime(VMA(1));	case CG_SNAPVECTOR:		Sys_SnapVector(VMA(1));		return 0;	case CG_CIN_PLAYCINEMATIC:		return CIN_PlayCinematic(VMA(1), args[2], args[3], args[4], args[5], args[6]);	case CG_CIN_STOPCINEMATIC:		return CIN_StopCinematic(args[1]);	case CG_CIN_RUNCINEMATIC:		return CIN_RunCinematic(args[1]);	case CG_CIN_DRAWCINEMATIC:		CIN_DrawCinematic(args[1]);		return 0;	case CG_CIN_SETEXTENTS:		CIN_SetExtents(args[1], args[2], args[3], args[4], args[5]);		return 0;	case CG_R_REMAP_SHADER:		re.RemapShader(VMA(1), VMA(2), VMA(3));		return 0;	case CG_TESTPRINTINT:		Com_Printf("%s%li/n", (char *)VMA(1), (long)args[2]);		return 0;	case CG_TESTPRINTFLOAT:		Com_Printf("%s%f/n", (char *)VMA(1), VMF(2));		return 0;	case CG_GET_ENTITY_TOKEN:		return re.GetEntityToken(VMA(1), args[2]);	case CG_INGAME_POPUP:		if (cls.state == CA_ACTIVE && !clc.demoplaying)		{
开发者ID:Mailaender,项目名称:etlegacy,代码行数:67,


示例4: CL_UISystemCalls

//.........这里部分代码省略.........	case UI_GET_CDKEY:		CLUI_GetCDKey( VMA(1), args[2] );		return 0;	case UI_SET_CDKEY:		CLUI_SetCDKey( VMA(1) );		return 0;		case UI_SET_PBCLSTATUS:		return 0;		case UI_R_REGISTERFONT:		re.RegisterFont( VMA(1), args[2], VMA(3));		return 0;	case UI_MEMSET:		Com_Memset( VMA(1), args[2], args[3] );		return 0;	case UI_MEMCPY:		Com_Memcpy( VMA(1), VMA(2), args[3] );		return 0;	case UI_STRNCPY:		return (int)strncpy( VMA(1), VMA(2), args[3] );	case UI_SIN:		return FloatAsInt( sin( VMF(1) ) );	case UI_COS:		return FloatAsInt( cos( VMF(1) ) );	case UI_ATAN2:		return FloatAsInt( atan2( VMF(1), VMF(2) ) );	case UI_SQRT:		return FloatAsInt( sqrt( VMF(1) ) );	case UI_FLOOR:		return FloatAsInt( floor( VMF(1) ) );	case UI_CEIL:		return FloatAsInt( ceil( VMF(1) ) );	case UI_PC_ADD_GLOBAL_DEFINE:		return botlib_export->PC_AddGlobalDefine( VMA(1) );	case UI_PC_LOAD_SOURCE:		return botlib_export->PC_LoadSourceHandle( VMA(1) );	case UI_PC_FREE_SOURCE:		return botlib_export->PC_FreeSourceHandle( args[1] );	case UI_PC_READ_TOKEN:		return botlib_export->PC_ReadTokenHandle( args[1], VMA(2) );	case UI_PC_SOURCE_FILE_AND_LINE:		return botlib_export->PC_SourceFileAndLine( args[1], VMA(2), VMA(3) );	case UI_S_STOPBACKGROUNDTRACK:		S_StopBackgroundTrack();		return 0;	case UI_S_STARTBACKGROUNDTRACK:		S_StartBackgroundTrack( VMA(1), VMA(2));		return 0;	case UI_REAL_TIME:		return Com_RealTime( VMA(1) );	case UI_CIN_PLAYCINEMATIC:	  Com_DPrintf("UI_CIN_PlayCinematic/n");	  return CIN_PlayCinematic(VMA(1), args[2], args[3], args[4], args[5], args[6]);	case UI_CIN_STOPCINEMATIC:	  return CIN_StopCinematic(args[1]);	case UI_CIN_RUNCINEMATIC:	  return CIN_RunCinematic(args[1]);	case UI_CIN_DRAWCINEMATIC:	  CIN_DrawCinematic(args[1]);	  return 0;	case UI_CIN_SETEXTENTS:	  CIN_SetExtents(args[1], args[2], args[3], args[4], args[5]);	  return 0;	case UI_R_REMAP_SHADER:		re.RemapShader( VMA(1), VMA(2), VMA(3) );		return 0;	case UI_VERIFY_CDKEY:		return CL_CDKeyValidate(VMA(1), VMA(2));			default:		Com_Error( ERR_DROP, "Bad UI system trap: %i", args[0] );	}	return 0;}
开发者ID:he110world,项目名称:quake3-ios,代码行数:101,


示例5: CL_UISystemCalls

//.........这里部分代码省略.........			return Parse_LoadSourceHandle( (char*)VMA(1) );		case UI_PARSE_FREE_SOURCE:			return Parse_FreeSourceHandle( args[1] );		case UI_PARSE_READ_TOKEN:			return Parse_ReadTokenHandle( args[1], (pc_token_t*)VMA(2) );		case UI_PARSE_SOURCE_FILE_AND_LINE:			return Parse_SourceFileAndLine( args[1], (char*)VMA(2), (int*)VMA(3) );		case UI_PC_ADD_GLOBAL_DEFINE:			return Parse_AddGlobalDefine((char*)VMA(1));		case UI_PC_REMOVE_ALL_GLOBAL_DEFINES:			Parse_RemoveAllGlobalDefines();			return 0;		case UI_PC_LOAD_SOURCE:			return Parse_LoadSourceHandle((char*)VMA(1));		case UI_PC_FREE_SOURCE:			return Parse_FreeSourceHandle(args[1]);		case UI_PC_READ_TOKEN:			return Parse_ReadTokenHandle(args[1], (pc_token_t*)VMA(2));		case UI_PC_SOURCE_FILE_AND_LINE:			return Parse_SourceFileAndLine(args[1], (char*)VMA(2), (int*)VMA(3));		case UI_PC_UNREAD_TOKEN:			Parse_UnreadLastTokenHandle(args[1]);			return 0;		case UI_S_STOPBACKGROUNDTRACK:			S_StopBackgroundTrack();			return 0;		case UI_S_STARTBACKGROUNDTRACK:			//S_StartBackgroundTrack(VMA(1), VMA(2), args[3]);	//----(SA) added fadeup time			S_StartBackgroundTrack( (char*)VMA(1), (char*)VMA(2));			return 0;		case UI_REAL_TIME:			return Com_RealTime((qtime_t*)VMA(1));		case UI_CIN_PLAYCINEMATIC:			Com_DPrintf("UI_CIN_PlayCinematic/n");			return CIN_PlayCinematic((char*)VMA(1), args[2], args[3], args[4], args[5], args[6]);		case UI_CIN_STOPCINEMATIC:			return CIN_StopCinematic(args[1]);		case UI_CIN_RUNCINEMATIC:			return CIN_RunCinematic(args[1]);		case UI_CIN_DRAWCINEMATIC:			CIN_DrawCinematic(args[1]);			return 0;		case UI_CIN_SETEXTENTS:			CIN_SetExtents(args[1], args[2], args[3], args[4], args[5]);			return 0;		case UI_R_REMAP_SHADER:			re.RemapShader((char*)VMA(1), (char*)VMA(2), (char*)VMA(3));			return 0;		case UI_CL_GETLIMBOSTRING:			return CL_GetLimboString(args[1], (char*)VMA(2));		case UI_CL_TRANSLATE_STRING:			CL_TranslateString((char*)VMA(1), (char*)VMA(2));			return 0;		case UI_CHECKAUTOUPDATE:#if !defined(UPDATE_SERVER)			CL_CheckAutoUpdate();#endif			return 0;		case UI_GET_AUTOUPDATE:#if !defined(UPDATE_SERVER)			CL_GetAutoUpdate();#endif			return 0;		case UI_OPENURL:			CL_OpenURL((char *)VMA(1));			return 0;
开发者ID:TheDushan,项目名称:OpenWolf,代码行数:67,


示例6: CL_CgameSystemCalls

//.........这里部分代码省略.........		case CG_KEY_ISDOWN:			return Key_IsDown( args[ 1 ] );		case CG_KEY_GETCATCHER:			return Key_GetCatcher();		case CG_KEY_SETCATCHER:			Key_SetCatcher( args[ 1 ] );			return 0;		case CG_KEY_GETKEY:			return Key_GetKey( VMA( 1 ) );		case CG_KEY_GETOVERSTRIKEMODE:			return Key_GetOverstrikeMode();		case CG_KEY_SETOVERSTRIKEMODE:			Key_SetOverstrikeMode( args[ 1 ] );			return 0;		case CG_S_STOPBACKGROUNDTRACK:			S_StopBackgroundTrack();			return 0;		case CG_REAL_TIME:			return Com_RealTime( VMA( 1 ) );		case CG_SNAPVECTOR:			Q_SnapVector( VMA( 1 ) );			return 0;		case CG_CIN_PLAYCINEMATIC:			return CIN_PlayCinematic( VMA( 1 ), args[ 2 ], args[ 3 ], args[ 4 ], args[ 5 ], args[ 6 ] );		case CG_CIN_STOPCINEMATIC:			return CIN_StopCinematic( args[ 1 ] );		case CG_CIN_RUNCINEMATIC:			return CIN_RunCinematic( args[ 1 ] );		case CG_CIN_DRAWCINEMATIC:			CIN_DrawCinematic( args[ 1 ] );			return 0;		case CG_CIN_SETEXTENTS:			CIN_SetExtents( args[ 1 ], args[ 2 ], args[ 3 ], args[ 4 ], args[ 5 ] );			return 0;		case CG_R_REMAP_SHADER:			re.RemapShader( VMA( 1 ), VMA( 2 ), VMA( 3 ) );			return 0;		case CG_LOADCAMERA:			//return loadCamera(args[1], VMA(2));			return 0;		case CG_STARTCAMERA:			//if(args[1] == 0)			//{         // CAM_PRIMARY			//  cl.cameraMode = qtrue;			//}			//startCamera(args[1], args[2]);			return 0;		case CG_STOPCAMERA:
开发者ID:Sixthly,项目名称:Unvanquished,代码行数:67,


示例7: CL_UISystemCalls

//.........这里部分代码省略.........	case UI_SIN:		return FloatAsInt( sin( VMF(1) ) );	case UI_COS:		return FloatAsInt( cos( VMF(1) ) );	case UI_ATAN2:		return FloatAsInt( atan2( VMF(1), VMF(2) ) );	case UI_SQRT:		return FloatAsInt( sqrt( VMF(1) ) );	case UI_FLOOR:		return FloatAsInt( floor( VMF(1) ) );	case UI_CEIL:		return FloatAsInt( ceil( VMF(1) ) );	case UI_PC_ADD_GLOBAL_DEFINE:		return botlib_export->PC_AddGlobalDefine( (char *)VMA(1) );	case UI_PC_LOAD_SOURCE:		return botlib_export->PC_LoadSourceHandle( (const char *)VMA(1) );	case UI_PC_FREE_SOURCE:		return botlib_export->PC_FreeSourceHandle( args[1] );	case UI_PC_READ_TOKEN:		return botlib_export->PC_ReadTokenHandle( args[1], (struct pc_token_s *)VMA(2) );	case UI_PC_SOURCE_FILE_AND_LINE:		return botlib_export->PC_SourceFileAndLine( args[1], (char *)VMA(2), (int *)VMA(3) );	case UI_PC_LOAD_GLOBAL_DEFINES:		return botlib_export->PC_LoadGlobalDefines ( (char *)VMA(1) );	case UI_PC_REMOVE_ALL_GLOBAL_DEFINES:		botlib_export->PC_RemoveAllGlobalDefines ( );		return 0;	case UI_S_STOPBACKGROUNDTRACK:		S_StopBackgroundTrack();		return 0;	case UI_S_STARTBACKGROUNDTRACK:		S_StartBackgroundTrack( (const char *)VMA(1), (const char *)VMA(2), qfalse);		return 0;	case UI_REAL_TIME:		return Com_RealTime( (struct qtime_s *)VMA(1) );	case UI_CIN_PLAYCINEMATIC:	  Com_DPrintf("UI_CIN_PlayCinematic/n");	  return CIN_PlayCinematic((const char *)VMA(1), args[2], args[3], args[4], args[5], args[6]);	case UI_CIN_STOPCINEMATIC:	  return CIN_StopCinematic(args[1]);	case UI_CIN_RUNCINEMATIC:	  return CIN_RunCinematic(args[1]);	case UI_CIN_DRAWCINEMATIC:	  CIN_DrawCinematic(args[1]);	  return 0;	case UI_CIN_SETEXTENTS:	  CIN_SetExtents(args[1], args[2], args[3], args[4], args[5]);	  return 0;	case UI_R_REMAP_SHADER:		re.RemapShader( (const char *)VMA(1), (const char *)VMA(2), (const char *)VMA(3) );		return 0;#ifdef USE_CD_KEY	case UI_VERIFY_CDKEY:		return CL_CDKeyValidate((const char *)VMA(1), (const char *)VMA(2));#endif // USE_CD_KEY	case UI_SP_REGISTER:		return !!SP_Register((const char *)VMA(1),SP_REGISTER_MENU);	case UI_SP_GETSTRINGTEXTSTRING:		const char* text;		assert(VMA(1));		assert(VMA(2));		text = SP_GetStringTextString((const char *) VMA(1));		Q_strncpyz( (char *) VMA(2), text, args[3] );		return qtrue;/*Ghoul2 Insert Start*/	case UI_G2_ANGLEOVERRIDE:		return G2API_SetBoneAngles(*((CGhoul2Info_v *)VMA(1)), args[2], (const char *)VMA(3), (float *)VMA(4), args[5],							 (const Eorientations) args[6], (const Eorientations) args[7], (const Eorientations) args[8],							 (qhandle_t *)VMA(9), args[10], args[11] );/*Ghoul2 Insert End*/	default:		Com_Error( ERR_DROP, "Bad UI system trap: %i", args[0] );	}	return 0;}
开发者ID:Boothand,项目名称:jk2mp,代码行数:101,


示例8: CL_UISystemCalls

//.........这里部分代码省略.........		case UI_R_REGISTERFONT:			re.RegisterFontVM( VMA( 1 ), VMA( 2 ), args[ 3 ], VMA( 4 ) );			return 0;		case UI_PARSE_ADD_GLOBAL_DEFINE:			return Parse_AddGlobalDefine( VMA( 1 ) );		case UI_PARSE_LOAD_SOURCE:			return Parse_LoadSourceHandle( VMA( 1 ) );		case UI_PARSE_FREE_SOURCE:			return Parse_FreeSourceHandle( args[ 1 ] );		case UI_PARSE_READ_TOKEN:			return Parse_ReadTokenHandle( args[ 1 ], VMA( 2 ) );		case UI_PARSE_SOURCE_FILE_AND_LINE:			return Parse_SourceFileAndLine( args[ 1 ], VMA( 2 ), VMA( 3 ) );		case UI_S_STOPBACKGROUNDTRACK:			S_StopBackgroundTrack();			return 0;		case UI_S_STARTBACKGROUNDTRACK:			//S_StartBackgroundTrack(VMA(1), VMA(2), args[3]);  //----(SA) added fadeup time			S_StartBackgroundTrack( VMA( 1 ), VMA( 2 ) );			return 0;		case UI_REAL_TIME:			return Com_RealTime( VMA( 1 ) );		case UI_CIN_PLAYCINEMATIC:			Com_DPrintf( "UI_CIN_PlayCinematic/n" );			return CIN_PlayCinematic( VMA( 1 ), args[ 2 ], args[ 3 ], args[ 4 ], args[ 5 ], args[ 6 ] );		case UI_CIN_STOPCINEMATIC:			return CIN_StopCinematic( args[ 1 ] );		case UI_CIN_RUNCINEMATIC:			return CIN_RunCinematic( args[ 1 ] );		case UI_CIN_DRAWCINEMATIC:			CIN_DrawCinematic( args[ 1 ] );			return 0;		case UI_CIN_SETEXTENTS:			CIN_SetExtents( args[ 1 ], args[ 2 ], args[ 3 ], args[ 4 ], args[ 5 ] );			return 0;		case UI_R_REMAP_SHADER:			re.RemapShader( VMA( 1 ), VMA( 2 ), VMA( 3 ) );			return 0;		case UI_GETHUNKDATA:			Com_GetHunkInfo( VMA( 1 ), VMA( 2 ) );			return 0;		case UI_QUOTESTRING:			Cmd_QuoteStringBuffer( VMA( 1 ), VMA( 2 ), args[ 3 ] );			return 0;#if defined( USE_REFENTITY_ANIMATIONSYSTEM )		case UI_R_REGISTERANIMATION:			return re.RegisterAnimation( VMA( 1 ) );
开发者ID:ghostmod,项目名称:Unvanquished,代码行数:67,


示例9: CL_UISystemCalls

//.........这里部分代码省略.........        return LAN_ServerIsVisible(args[1], args[2]);    case UI_LAN_UPDATEVISIBLEPINGS:        return LAN_UpdateVisiblePings(args[1]);    case UI_LAN_RESETPINGS:        LAN_ResetPings(args[1]);        return 0;    case UI_LAN_SERVERSTATUS:        return LAN_GetServerStatus(VMA(1), VMA(2), args[3]);    case UI_LAN_SERVERISINFAVORITELIST:        return LAN_ServerIsInFavoriteList(args[1], args[2]);    case UI_LAN_COMPARESERVERS:        return LAN_CompareServers(args[1], args[2], args[3], args[4], args[5]);    case UI_MEMORY_REMAINING:        return Hunk_MemoryRemaining();    case UI_R_REGISTERFONT:        re.RegisterFont(VMA(1), args[2], VMA(3), (args[4] == qtrue));        return 0;    case UI_MEMSET:        return (intptr_t)memset(VMA(1), args[2], args[3]);    case UI_MEMCPY:        return (intptr_t)memcpy(VMA(1), VMA(2), args[3]);    case UI_STRNCPY:        return (intptr_t)strncpy(VMA(1), VMA(2), args[3]);    case UI_SIN:        return FloatAsInt(sin(VMF(1)));    case UI_COS:        return FloatAsInt(cos(VMF(1)));    case UI_ATAN2:        return FloatAsInt(atan2(VMF(1), VMF(2)));    case UI_SQRT:        return FloatAsInt(sqrt(VMF(1)));    case UI_FLOOR:        return FloatAsInt(floor(VMF(1)));    case UI_CEIL:        return FloatAsInt(ceil(VMF(1)));    case UI_PC_ADD_GLOBAL_DEFINE:        return botlib_export->PC_AddGlobalDefine(VMA(1));    case UI_PC_REMOVE_ALL_GLOBAL_DEFINES:        botlib_export->PC_RemoveAllGlobalDefines();        return 0;    case UI_PC_LOAD_SOURCE:        return botlib_export->PC_LoadSourceHandle(VMA(1));    case UI_PC_FREE_SOURCE:        return botlib_export->PC_FreeSourceHandle(args[1]);    case UI_PC_READ_TOKEN:        return botlib_export->PC_ReadTokenHandle(args[1], VMA(2));    case UI_PC_SOURCE_FILE_AND_LINE:        return botlib_export->PC_SourceFileAndLine(args[1], VMA(2), VMA(3));    case UI_PC_UNREAD_TOKEN:        botlib_export->PC_UnreadLastTokenHandle(args[1]);        return 0;    case UI_S_STOPBACKGROUNDTRACK:        S_StopBackgroundTrack();        return 0;    case UI_S_STARTBACKGROUNDTRACK:        S_StartBackgroundTrack(VMA(1), VMA(2), args[3]); // added fadeup time        return 0;    case UI_REAL_TIME:        return Com_RealTime(VMA(1));    case UI_CIN_PLAYCINEMATIC:        Com_DPrintf("UI_CIN_PlayCinematic/n");        return CIN_PlayCinematic(VMA(1), args[2], args[3], args[4], args[5], args[6]);    case UI_CIN_STOPCINEMATIC:        return CIN_StopCinematic(args[1]);    case UI_CIN_RUNCINEMATIC:        return CIN_RunCinematic(args[1]);    case UI_CIN_DRAWCINEMATIC:        CIN_DrawCinematic(args[1]);        return 0;    case UI_CIN_SETEXTENTS:        CIN_SetExtents(args[1], args[2], args[3], args[4], args[5]);        return 0;    case UI_R_REMAP_SHADER:        re.RemapShader(VMA(1), VMA(2), VMA(3));        return 0;    case UI_CL_GETLIMBOSTRING:        return CL_GetLimboString(args[1], VMA(2));    case UI_CL_TRANSLATE_STRING:        CL_TranslateStringMod(VMA(1), VMA(2));        return 0;    case UI_CHECKAUTOUPDATE:        CL_RequestMasterData(qfalse);        return 0;    case UI_GET_AUTOUPDATE:        Com_GetAutoUpdate();        return 0;    case UI_OPENURL:        CL_OpenURL((const char *)VMA(1));        return 0;    case UI_GETHUNKDATA:        Com_GetHunkInfo(VMA(1), VMA(2));        return 0;    // obsolete    case UI_SET_PBCLSTATUS:    case UI_SET_PBSVSTATUS:        return 0;    default:        Com_Error(ERR_DROP, "Bad UI system trap: %ld", (long int) args[0]);    }}
开发者ID:etlegacy,项目名称:etlegacy,代码行数:101,


示例10: trap_CIN_PlayCinematic

// this returns a handle.  arg0 is the name in the format "idlogo.roq", set arg1 to NULL, alteredstates to qfalse (do not alter gamestate)int trap_CIN_PlayCinematic( const char *arg0, int xpos, int ypos, int width, int height, int bits, const char *psAudioFile) {//  return syscall(UI_CIN_PLAYCINEMATIC, arg0, xpos, ypos, width, height, bits, psAudioFile);	return CIN_PlayCinematic( arg0, xpos, ypos, width, height, bits, psAudioFile );}
开发者ID:Christian-Barrett,项目名称:OpenJK,代码行数:5,


示例11: CL_CgameSystemCalls

//.........这里部分代码省略.........        case CG_KEY_KEYNUMTOSTRINGBUF:            Key_KeynumToStringBuf( args[1], (char*)VMA(2), args[3] );            return 0;        case CG_KEY_GETBINDINGBUF:            Key_GetBindingBuf( args[1], (char*)VMA(2), args[3] );            return 0;        case CG_KEY_SETBINDING:            Key_SetBinding( args[1], (const char*)VMA(2) );            return 0;        case CG_PARSE_ADD_GLOBAL_DEFINE:            return Parse_AddGlobalDefine( (char*)VMA(1) );        case CG_PARSE_LOAD_SOURCE:            return Parse_LoadSourceHandle( (const char*)VMA(1) );        case CG_PARSE_FREE_SOURCE:            return Parse_FreeSourceHandle( args[1] );        case CG_PARSE_READ_TOKEN:            return Parse_ReadTokenHandle( args[1], (pc_token_t*)VMA(2) );        case CG_PARSE_SOURCE_FILE_AND_LINE:            return Parse_SourceFileAndLine( args[1], (char*)VMA(2), (int*)VMA(3) );        case CG_KEY_SETOVERSTRIKEMODE:            Key_SetOverstrikeMode( (bool)args[1] );            return 0;        case CG_KEY_GETOVERSTRIKEMODE:            return Key_GetOverstrikeMode( );        case CG_FIELD_COMPLETELIST:            Field_CompleteList( (char*)VMA(1) );            return 0;        case CG_MEMSET:            ::memset( VMA(1), args[2], args[3] );            return 0;        case CG_MEMCPY:            ::memcpy( VMA(1), VMA(2), args[3] );            return 0;        case CG_STRNCPY:            safe_strncpy( (char*)VMA(1), (const char*)VMA(2), args[3] );            return args[1];        case CG_SIN:            return FloatAsInt( sin( VMF(1) ) );        case CG_COS:            return FloatAsInt( cos( VMF(1) ) );        case CG_ATAN2:            return FloatAsInt( atan2( VMF(1), VMF(2) ) );        case CG_SQRT:            return FloatAsInt( sqrt( VMF(1) ) );        case CG_FLOOR:            return FloatAsInt( floor( VMF(1) ) );        case CG_CEIL:            return FloatAsInt( ceil( VMF(1) ) );        case CG_ACOS:            return FloatAsInt( Q_acos( VMF(1) ) );        case CG_S_STOPBACKGROUNDTRACK:            S_StopBackgroundTrack();            return 0;        case CG_REAL_TIME:            return Com_RealTime( (qtime_t*)VMA(1) );        case CG_SNAPVECTOR:            Q_SnapVector((float*)VMA(1));            return 0;        case CG_CIN_PLAYCINEMATIC:            return CIN_PlayCinematic((const char*)VMA(1), args[2], args[3], args[4], args[5], args[6]);        case CG_CIN_STOPCINEMATIC:            return CIN_StopCinematic(args[1]);        case CG_CIN_RUNCINEMATIC:            return CIN_RunCinematic(args[1]);        case CG_CIN_DRAWCINEMATIC:            CIN_DrawCinematic(args[1]);            return 0;        case CG_CIN_SETEXTENTS:            CIN_SetExtents(args[1], args[2], args[3], args[4], args[5]);            return 0;        case CG_R_REMAP_SHADER:            re.RemapShader( (const char*)VMA(1), (const char*)VMA(2), (const char*)VMA(3) );            return 0;        case CG_GET_ENTITY_TOKEN:            return re.GetEntityToken( (char*)VMA(1), args[2] );        case CG_R_INPVS:            return re.inPVS( (const float*)VMA(1), (const float*)VMA(2) );        default:            assert(0);            Com_Error( ERR_DROP, "Bad cgame system trap: %ld", (long int) args[0] );    }	return 0;}
开发者ID:wtfbbqhax,项目名称:tremulous,代码行数:101,


示例12: CL_CgameSystemCalls

//.........这里部分代码省略.........		return 0;	case CG_G2_LISTBONES:		re.G2API_ListBones( (CGhoul2Info *) VMA(1), args[2]);		return 0;	case CG_G2_HAVEWEGHOULMODELS:		return re.G2API_HaveWeGhoul2Models( *((CGhoul2Info_v *)VMA(1)) );	case CG_G2_SETMODELS:		re.G2API_SetGhoul2ModelIndexes( *((CGhoul2Info_v *)VMA(1)),(qhandle_t *)VMA(2),(qhandle_t *)VMA(3));		return 0;/*Ghoul2 Insert End*/	case CG_R_GET_LIGHT_STYLE:		re.GetLightStyle(args[1], (byte*) VMA(2) );		return 0;	case CG_R_SET_LIGHT_STYLE:		re.SetLightStyle(args[1], args[2] );		return 0;	case CG_R_GET_BMODEL_VERTS:		re.GetBModelVerts( args[1], (float (*)[3])VMA(2), (float *)VMA(3) );		return 0;		case CG_R_WORLD_EFFECT_COMMAND:		re.WorldEffectCommand( (const char *) VMA(1) );		return 0;	case CG_CIN_PLAYCINEMATIC:	  return CIN_PlayCinematic( (const char *) VMA(1), args[2], args[3], args[4], args[5], args[6], (const char *) VMA(7));	case CG_CIN_STOPCINEMATIC:	  return CIN_StopCinematic(args[1]);	case CG_CIN_RUNCINEMATIC:	  return CIN_RunCinematic(args[1]);	case CG_CIN_DRAWCINEMATIC:	  CIN_DrawCinematic(args[1]);	  return 0;	case CG_CIN_SETEXTENTS:	  CIN_SetExtents(args[1], args[2], args[3], args[4], args[5]);	  return 0;	case CG_Z_MALLOC:		return (intptr_t)Z_Malloc(args[1], (memtag_t) args[2], qfalse);	case CG_Z_FREE:		Z_Free((void *) VMA(1));		return 0;	case CG_UI_SETACTIVE_MENU:		UI_SetActiveMenu((const char *) VMA(1),NULL);		return 0;	case CG_UI_MENU_OPENBYNAME:		Menus_OpenByName((const char *) VMA(1));		return 0;	case CG_UI_MENU_RESET:		Menu_Reset();
开发者ID:Delfin1,项目名称:OpenJK,代码行数:67,


示例13: CL_UISystemCalls

//.........这里部分代码省略.........	case UI_LAN_GETSERVERPING:		return LAN_GetServerPing( args[1], args[2] );	case UI_LAN_MARKSERVERVISIBLE:		LAN_MarkServerVisible( args[1], args[2], args[3] );		return 0;	case UI_LAN_SERVERISVISIBLE:		return LAN_ServerIsVisible( args[1], args[2] );	case UI_LAN_UPDATEVISIBLEPINGS:		return LAN_UpdateVisiblePings( args[1] );	case UI_LAN_RESETPINGS:		LAN_ResetPings( args[1] );		return 0;	case UI_LAN_SERVERSTATUS:		return LAN_GetServerStatus( VMA(1), VMA(2), args[3] );	case UI_LAN_COMPARESERVERS:		return LAN_CompareServers( args[1], args[2], args[3], args[4], args[5] );	case UI_MEMORY_REMAINING:		return Hunk_MemoryRemaining();	case UI_R_REGISTERFONT:		re.RegisterFont( VMA(1), args[2], VMA(3));		return 0;	case UI_MEMSET:		Com_Memset( VMA(1), args[2], args[3] );		return 0;	case UI_MEMCPY:		Com_Memcpy( VMA(1), VMA(2), args[3] );		return 0;	case UI_STRNCPY:		strncpy( VMA(1), VMA(2), args[3] );		return args[1];	case UI_SIN:		return FloatAsInt( sin( VMF(1) ) );	case UI_COS:		return FloatAsInt( cos( VMF(1) ) );	case UI_ATAN2:		return FloatAsInt( atan2( VMF(1), VMF(2) ) );	case UI_SQRT:		return FloatAsInt( sqrt( VMF(1) ) );	case UI_FLOOR:		return FloatAsInt( floor( VMF(1) ) );	case UI_CEIL:		return FloatAsInt( ceil( VMF(1) ) );	case UI_S_STOPBACKGROUNDTRACK:		S_StopBackgroundTrack();		return 0;	case UI_S_STARTBACKGROUNDTRACK:		S_StartBackgroundTrack( VMA(1), VMA(2));		return 0;	case UI_REAL_TIME:		return Com_RealTime( VMA(1) );	case UI_CIN_PLAYCINEMATIC:	  Com_DPrintf("UI_CIN_PlayCinematic/n");	  return CIN_PlayCinematic(VMA(1), args[2], args[3], args[4], args[5], args[6]);	case UI_CIN_STOPCINEMATIC:	  return CIN_StopCinematic(args[1]);	case UI_CIN_RUNCINEMATIC:	  return CIN_RunCinematic(args[1]);	case UI_CIN_DRAWCINEMATIC:	  CIN_DrawCinematic(args[1]);	  return 0;	case UI_CIN_SETEXTENTS:	  CIN_SetExtents(args[1], args[2], args[3], args[4], args[5]);	  return 0;	case UI_R_REMAP_SHADER:		re.RemapShader( VMA(1), VMA(2), VMA(3) );		return 0;			default:		Com_Error( ERR_DROP, "Bad UI system trap: %ld", (long int) args[0] );	}	return 0;}
开发者ID:Aravind7z,项目名称:zeq2lite,代码行数:101,


示例14: CL_CgameSystemCalls

//.........这里部分代码省略.........	case CG_CEIL:		return FloatAsInt( ceil( VMF(1) ) );	case CG_ACOS:	return FloatAsInt( Q_acos( VMF(1) ) );	case CG_FMOD:	return FloatAsInt( fmod( VMF(1),VMF(2) ) );	case CG_POW:	return FloatAsInt( pow( VMF(1),VMF(2) ) );	case CG_ATAN:	return FloatAsInt( atan( VMF(1) ) );	case CG_TAN:	return FloatAsInt( tan( VMF(1)) );	case CG_PC_ADD_GLOBAL_DEFINE:		return botlib_export->PC_AddGlobalDefine( VMA(1) );	case CG_PC_LOAD_SOURCE:		return botlib_export->PC_LoadSourceHandle( VMA(1) );	case CG_PC_FREE_SOURCE:		return botlib_export->PC_FreeSourceHandle( args[1] );	case CG_PC_READ_TOKEN:		return botlib_export->PC_ReadTokenHandle( args[1], VMA(2) );	case CG_PC_SOURCE_FILE_AND_LINE:		return botlib_export->PC_SourceFileAndLine( args[1], VMA(2), VMA(3) );	case CG_S_STOPBACKGROUNDTRACK:		S_StopBackgroundTrack();		return 0;	case CG_REAL_TIME:		return Com_RealTime( VMA(1) );	case CG_SNAPVECTOR:		Sys_SnapVector( VMA(1) );		return 0;	case CG_UPDATEGAMESTATE:		return CL_UpdateGameState( VMA(1) );	case CG_CIN_PLAYCINEMATIC:	  return CIN_PlayCinematic(VMA(1), args[2], args[3], args[4], args[5], args[6]);	case CG_CIN_STOPCINEMATIC:	  return CIN_StopCinematic(args[1]);	case CG_CIN_RUNCINEMATIC:	  return CIN_RunCinematic(args[1]);	case CG_CIN_DRAWCINEMATIC:	  CIN_DrawCinematic(args[1]);	  return 0;	case CG_CIN_SETEXTENTS:	  CIN_SetExtents(args[1], args[2], args[3], args[4], args[5]);	  return 0;	case CG_R_REMAP_SHADER:		//ToDo: remove this trap		return 0;/*	case CG_LOADCAMERA:		return loadCamera(VMA(1));	case CG_STARTCAMERA:		startCamera(args[1]);		return 0;	case CG_GETCAMERAINFO:		return getCameraInfo(args[1], VMA(2), VMA(3));*/	case CG_GET_ENTITY_TOKEN:		return re.GetEntityToken( VMA(1), args[2] );
开发者ID:ballju,项目名称:SpaceTrader-GPL-1.1.14,代码行数:67,


示例15: CL_UISystemCalls

//.........这里部分代码省略.........	case UI_CVAR_VARIABLEVALUE:		return FloatAsInt( Cvar_VariableValue( (const char *) VMA(1) ) );	case UI_FS_GETFILELIST:		return FS_GetFileList( (const char *) VMA(1), (const char *) VMA(2), (char *) VMA(3), args[4] );	case UI_KEY_SETCATCHER:		Key_SetCatcher( args[1] );		return 0;	case UI_KEY_CLEARSTATES:		Key_ClearStates();		return 0;	case UI_R_SETCOLOR:		re.SetColor( (const float *) VMA(1) );		return 0;	case UI_R_DRAWSTRETCHPIC:		re.DrawStretchPic( VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), args[9] );		return 0;	case UI_CVAR_VARIABLESTRINGBUFFER:		Cvar_VariableStringBuffer( (const char *) VMA(1), (char *) VMA(2), args[3] );		return 0;  case UI_R_MODELBOUNDS:		re.ModelBounds( args[1], (float *) VMA(2),(float *) VMA(3) );		return 0;	case UI_R_CLEARSCENE:		re.ClearScene();		return 0;//	case UI_KEY_GETOVERSTRIKEMODE://		return Key_GetOverstrikeMode();//		return 0;//	case UI_PC_READ_TOKEN://		return PC_ReadTokenHandle( args[1], VMA(2) );		//	case UI_PC_SOURCE_FILE_AND_LINE://		return PC_SourceFileAndLine( args[1], VMA(2), VMA(3) );	case UI_KEY_GETCATCHER:		return Key_GetCatcher();	case UI_MILLISECONDS:		return Sys_Milliseconds();	case UI_S_REGISTERSOUND:		return S_RegisterSound((const char *) VMA(1));	case UI_S_STARTLOCALSOUND:		S_StartLocalSound( args[1], args[2] );		return 0;//	case UI_R_REGISTERFONT://		re.RegisterFont( VMA(1), args[2], VMA(3));//		return 0;	case UI_CIN_PLAYCINEMATIC:	  Com_DPrintf("UI_CIN_PlayCinematic/n");	  return CIN_PlayCinematic((const char *)VMA(1), args[2], args[3], args[4], args[5], args[6], (const char *)VMA(7));	case UI_CIN_STOPCINEMATIC:	  return CIN_StopCinematic(args[1]);	case UI_CIN_RUNCINEMATIC:	  return CIN_RunCinematic(args[1]);	case UI_CIN_DRAWCINEMATIC:	  CIN_DrawCinematic(args[1]);	  return 0;	case UI_KEY_SETBINDING:		Key_SetBinding( args[1], (const char *) VMA(2) );		return 0;	case UI_KEY_KEYNUMTOSTRINGBUF:		Key_KeynumToStringBuf( args[1],(char *) VMA(2), args[3] );		return 0;	case UI_CIN_SETEXTENTS:	  CIN_SetExtents(args[1], args[2], args[3], args[4], args[5]);	  return 0;	case UI_KEY_GETBINDINGBUF:		Key_GetBindingBuf( args[1], (char *) VMA(2), args[3] );		return 0;	default:		Com_Error( ERR_DROP, "Bad UI system trap: %i", args[0] );	}	return 0;}
开发者ID:Elfmagi,项目名称:OpenJK,代码行数:101,


示例16: CL_CgameSystemCalls

//.........这里部分代码省略.........	case CG_FLOOR:		return FloatAsInt( floor( VMF( 1 ) ) );	case CG_CEIL:		return FloatAsInt( ceil( VMF( 1 ) ) );	case CG_ACOS:		return FloatAsInt( Q_acos( VMF( 1 ) ) );	case CG_PC_ADD_GLOBAL_DEFINE:		return botlib_export->PC_AddGlobalDefine( VMA( 1 ) );	case CG_PC_LOAD_SOURCE:		return botlib_export->PC_LoadSourceHandle( VMA( 1 ) );	case CG_PC_FREE_SOURCE:		return botlib_export->PC_FreeSourceHandle( args[1] );	case CG_PC_READ_TOKEN:		return botlib_export->PC_ReadTokenHandle( args[1], VMA( 2 ) );	case CG_PC_SOURCE_FILE_AND_LINE:		return botlib_export->PC_SourceFileAndLine( args[1], VMA( 2 ), VMA( 3 ) );	case CG_S_STOPBACKGROUNDTRACK:		S_StopBackgroundTrack();		return 0;	case CG_REAL_TIME:		return Com_RealTime( VMA( 1 ) );	case CG_SNAPVECTOR:		Q_SnapVector(VMA(1));		return 0;	case CG_SENDMOVESPEEDSTOGAME:		SV_SendMoveSpeedsToGame( args[1], VMA( 2 ) );		return 0;	case CG_CIN_PLAYCINEMATIC:		return CIN_PlayCinematic( VMA( 1 ), args[2], args[3], args[4], args[5], args[6] );	case CG_CIN_STOPCINEMATIC:		return CIN_StopCinematic( args[1] );	case CG_CIN_RUNCINEMATIC:		return CIN_RunCinematic( args[1] );	case CG_CIN_DRAWCINEMATIC:		CIN_DrawCinematic( args[1] );		return 0;	case CG_CIN_SETEXTENTS:		CIN_SetExtents( args[1], args[2], args[3], args[4], args[5] );		return 0;	case CG_R_REMAP_SHADER:		re.RemapShader( VMA( 1 ), VMA( 2 ), VMA( 3 ) );		return 0;	case CG_TESTPRINTINT://		Com_Printf( "%s%i/n", (const char*)VMA( 1 ), args[2] );		return 0;	case CG_TESTPRINTFLOAT://		Com_Printf( "%s%f/n", (const char*)VMA( 1 ), VMF( 2 ) );		return 0;	case CG_LOADCAMERA:		return loadCamera( args[1], VMA( 2 ) );	case CG_STARTCAMERA:		startCamera( args[1], args[2] );		return 0;
开发者ID:MAN-AT-ARMS,项目名称:iortcw-archive,代码行数:67,


示例17: CL_UISystemCalls

//.........这里部分代码省略.........	case UI_LANGUAGE_USESSPACES:		return re.Language_UsesSpaces();	case UI_ANYLANGUAGE_READCHARFROMSTRING:		return re.AnyLanguage_ReadCharFromString( (const char *)VMA(1), (int *) VMA(2), (qboolean *) VMA(3) );	case UI_PC_ADD_GLOBAL_DEFINE:		return botlib_export->PC_AddGlobalDefine( (char *)VMA(1) );	case UI_PC_LOAD_SOURCE:		return botlib_export->PC_LoadSourceHandle( (const char *)VMA(1) );	case UI_PC_FREE_SOURCE:		return botlib_export->PC_FreeSourceHandle( args[1] );	case UI_PC_READ_TOKEN:		return botlib_export->PC_ReadTokenHandle( args[1], (struct pc_token_s *)VMA(2) );	case UI_PC_SOURCE_FILE_AND_LINE:		return botlib_export->PC_SourceFileAndLine( args[1], (char *)VMA(2), (int *)VMA(3) );	case UI_PC_LOAD_GLOBAL_DEFINES:		return botlib_export->PC_LoadGlobalDefines ( (char *)VMA(1) );	case UI_PC_REMOVE_ALL_GLOBAL_DEFINES:		botlib_export->PC_RemoveAllGlobalDefines ( );		return 0;	case UI_S_STOPBACKGROUNDTRACK:		S_StopBackgroundTrack();		return 0;	case UI_S_STARTBACKGROUNDTRACK:		S_StartBackgroundTrack( (const char *)VMA(1), (const char *)VMA(2), qfalse);		return 0;	case UI_REAL_TIME:		return Com_RealTime( (struct qtime_s *)VMA(1) );	case UI_CIN_PLAYCINEMATIC:	  Com_DPrintf("UI_CIN_PlayCinematic/n");	  return CIN_PlayCinematic((const char *)VMA(1), args[2], args[3], args[4], args[5], args[6]);	case UI_CIN_STOPCINEMATIC:	  return CIN_StopCinematic(args[1]);	case UI_CIN_RUNCINEMATIC:	  return CIN_RunCinematic(args[1]);	case UI_CIN_DRAWCINEMATIC:	  CIN_DrawCinematic(args[1]);	  return 0;	case UI_CIN_SETEXTENTS:	  CIN_SetExtents(args[1], args[2], args[3], args[4], args[5]);	  return 0;	case UI_R_REMAP_SHADER:		re.RemapShader( (const char *)VMA(1), (const char *)VMA(2), (const char *)VMA(3) );		return 0;	case UI_SP_GETNUMLANGUAGES:		return SE_GetNumLanguages();	case UI_SP_GETLANGUAGENAME:		char *languageName,*holdName;		holdName = ((char *)VMA(2));		languageName = (char *) SE_GetLanguageName((const intptr_t)VMA(1));		Q_strncpyz( holdName, languageName,128 );		return 0;	case UI_SP_GETSTRINGTEXTSTRING:
开发者ID:entdark,项目名称:jaMME,代码行数:67,


示例18: CL_UISystemCalls

//.........这里部分代码省略.........	case UI_PC_LOAD_SOURCE:		return botlib_export->PC_LoadSourceHandle( static_cast<const char*> (VMA( 1 )) );	case UI_PC_FREE_SOURCE:		return botlib_export->PC_FreeSourceHandle( args[1] );	case UI_PC_READ_TOKEN:		return botlib_export->PC_ReadTokenHandle( args[1], static_cast<pc_token_t*> (VMA( 2 )) );	case UI_PC_SOURCE_FILE_AND_LINE:		return botlib_export->PC_SourceFileAndLine( args[1], static_cast<char*> (VMA( 2 )), static_cast<int*> (VMA( 3 )) );#if defined RTCW_ET	case UI_PC_UNREAD_TOKEN:		botlib_export->PC_UnreadLastTokenHandle( args[1] );		return 0;#endif // RTCW_XX	case UI_S_STOPBACKGROUNDTRACK:		S_StopBackgroundTrack();		return 0;	case UI_S_STARTBACKGROUNDTRACK:#if !defined RTCW_MP		S_StartBackgroundTrack( static_cast<const char*> (VMA( 1 )), static_cast<const char*> (VMA( 2 )), args[3] );   //----(SA)	added fadeup time#else		S_StartBackgroundTrack( static_cast<const char*> (VMA( 1 )), static_cast<const char*> (VMA( 2 )) );#endif // RTCW_XX		return 0;	case UI_REAL_TIME:		return Com_RealTime( static_cast<qtime_t*> (VMA( 1 )) );	case UI_CIN_PLAYCINEMATIC:		Com_DPrintf( "UI_CIN_PlayCinematic/n" );		return CIN_PlayCinematic( static_cast<const char*> (VMA( 1 )), args[2], args[3], args[4], args[5], args[6] );	case UI_CIN_STOPCINEMATIC:		return CIN_StopCinematic( args[1] );	case UI_CIN_RUNCINEMATIC:		return CIN_RunCinematic( args[1] );	case UI_CIN_DRAWCINEMATIC:		CIN_DrawCinematic( args[1] );		return 0;	case UI_CIN_SETEXTENTS:		CIN_SetExtents( args[1], args[2], args[3], args[4], args[5] );		return 0;	case UI_R_REMAP_SHADER:		re.RemapShader( static_cast<const char*> (VMA( 1 )), static_cast<const char*> (VMA( 2 )), static_cast<const char*> (VMA( 3 )) );		return 0;	case UI_VERIFY_CDKEY:		return CL_CDKeyValidate( static_cast<const char*> (VMA( 1 )), static_cast<const char*> (VMA( 2 )) );		// NERVE - SMF	case UI_CL_GETLIMBOSTRING:		return CL_GetLimboString( args[1], static_cast<char*> (VMA( 2 )) );#if defined RTCW_SP		// -NERVE - SMF#endif // RTCW_XX#if !defined RTCW_SP
开发者ID:bibendovsky,项目名称:rtcw,代码行数:67,



注:本文中的CIN_PlayCinematic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。


C++ CIN_SetExtents函数代码示例
C++ CIN_DrawCinematic函数代码示例
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