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自学教程:C++ CM_TempBoxModel函数代码示例

51自学网 2021-06-01 20:03:10
  C++
这篇教程C++ CM_TempBoxModel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CM_TempBoxModel函数的典型用法代码示例。如果您正苦于以下问题:C++ CM_TempBoxModel函数的具体用法?C++ CM_TempBoxModel怎么用?C++ CM_TempBoxModel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CM_TempBoxModel函数的17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: SV_ClipHandleForEntity

/* * SV_ClipHandleForEntity * * Returns a headnode that can be used for testing or clipping to a * given entity.  If the entity is a bsp model, the headnode will * be returned, otherwise a custom box tree will be constructed. */CliphandleSV_ClipHandleForEntity(const Sharedent *ent){	if(ent->r.bmodel)		/* explicit hulls in the BSP model */		return CM_InlineModel(ent->s.modelindex);	if(ent->r.svFlags & SVF_CAPSULE)		/* create a temp capsule from bounding box sizes */		return CM_TempBoxModel(ent->r.mins, ent->r.maxs, qtrue);	/* create a temp tree from bounding box sizes */	return CM_TempBoxModel(ent->r.mins, ent->r.maxs, qfalse);}
开发者ID:icanhas,项目名称:yantar,代码行数:20,


示例2: SV_ClipHandleForEntity

/*================SV_ClipHandleForEntityReturns a headnode that can be used for testing or clipping to agiven entity.  If the entity is a bsp model, the headnode willbe returned, otherwise a custom box tree will be constructed.================*/clipHandle_t SV_ClipHandleForEntity( const sharedEntity_t *ent ) {	if ( ent->r.bmodel ) {		// explicit hulls in the BSP model		return CM_InlineModel( ent->s.modelindex );	}	if ( ent->r.svFlags & SVF_CAPSULE ) {		// create a temp capsule from bounding box sizes		return CM_TempBoxModel( ent->r.mins, ent->r.maxs, qtrue );	}	// create a temp tree from bounding box sizes	return CM_TempBoxModel( ent->r.mins, ent->r.maxs, qfalse );}
开发者ID:Lrns123,项目名称:jkaq3,代码行数:22,


示例3: CM_TraceBoundingBoxThroughCapsule

// bounding box vs. capsule collisionvoid CM_TraceBoundingBoxThroughCapsule( traceWork_t *tw, clipHandle_t model ) {	vector3 mins, maxs, offset, size[2];	clipHandle_t h;	cmodel_t *cmod;	int i;	// mins maxs of the capsule	CM_ModelBounds(model, &mins, &maxs);	// offset for capsule center	for ( i = 0 ; i < 3 ; i++ ) {		offset.data[i] = ( mins.data[i] + maxs.data[i] ) * 0.5f;		size[0].data[i] = mins.data[i] - offset.data[i];		size[1].data[i] = maxs.data[i] - offset.data[i];		tw->start.data[i] -= offset.data[i];		tw->end.data[i] -= offset.data[i];	}	// replace the bounding box with the capsule	tw->sphere.use = qtrue;	tw->sphere.radius = ( size[1].x > size[1].z ) ? size[1].z: size[1].x;	tw->sphere.halfheight = size[1].z;	VectorSet( &tw->sphere.offset, 0, 0, size[1].z - tw->sphere.radius );	// replace the capsule with the bounding box	h = CM_TempBoxModel(&tw->size[0], &tw->size[1], qfalse);	// calculate collision	cmod = CM_ClipHandleToModel( h );	CM_TraceThroughLeaf( tw, &cmod->leaf );}
开发者ID:AstralSerpent,项目名称:QtZ,代码行数:31,


示例4: SV_ClipHandleForEntity

/*================SV_ClipHandleForEntityReturns a headnode that can be used for testing or clipping to agiven entity.  If the entity is a bsp model, the headnode willbe returned, otherwise a custom box tree will be constructed.================*/clipHandle_t SV_ClipHandleForEntity( EntityBase* gameEnt ){	if ( gameEnt->r.bmodel ) 	{		// explicit hulls in the BSP model		return CM_InlineModel( gameEnt->s.modelindex );	}	if ( gameEnt->r.svFlags & SVF_CAPSULE ) 	{		// create a temp capsule from bounding box sizes		return CM_TempBoxModel( gameEnt->r.mins, gameEnt->r.maxs, true );	}	// create a temp tree from bounding box sizes	return CM_TempBoxModel( gameEnt->r.mins, gameEnt->r.maxs, false );}
开发者ID:MilitaryForces,项目名称:MilitaryForces,代码行数:25,


示例5: CM_TestBoundingBoxInCapsule

/*==================CM_TestBoundingBoxInCapsulebounding box inside capsule check==================*/void CM_TestBoundingBoxInCapsule(traceWork_t *tw, clipHandle_t model){	vec3_t       mins, maxs, offset, size[2];	clipHandle_t h;	cmodel_t     *cmod;	int          i;	// mins maxs of the capsule	CM_ModelBounds(model, mins, maxs);	// offset for capsule center	for (i = 0 ; i < 3 ; i++)	{		offset[i]     = (mins[i] + maxs[i]) * 0.5;		size[0][i]    = mins[i] - offset[i];		size[1][i]    = maxs[i] - offset[i];		tw->start[i] -= offset[i];		tw->end[i]   -= offset[i];	}	// replace the bounding box with the capsule	tw->sphere.use        = qtrue;	tw->sphere.radius     = (size[1][0] > size[1][2]) ? size[1][2] : size[1][0];	tw->sphere.halfheight = size[1][2];	VectorSet(tw->sphere.offset, 0, 0, size[1][2] - tw->sphere.radius);	// replace the capsule with the bounding box	h = CM_TempBoxModel(tw->size[0], tw->size[1], qfalse);	// calculate collision	cmod = CM_ClipHandleToModel(h);	CM_TestInLeaf(tw, &cmod->leaf);}
开发者ID:belstgut,项目名称:etlegacy,代码行数:39,


示例6: CLQ2_ClipMoveToEntities

static void CLQ2_ClipMoveToEntities( const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, q2trace_t* tr ) {	for ( int i = 0; i < cl.q2_frame.num_entities; i++ ) {		int num = ( cl.q2_frame.parse_entities + i ) & ( MAX_PARSE_ENTITIES_Q2 - 1 );		q2entity_state_t* ent = &clq2_parse_entities[ num ];		if ( !ent->solid ) {			continue;		}		if ( ent->number == cl.playernum + 1 ) {			continue;		}		clipHandle_t cmodel;		float* angles;		if ( ent->solid == 31 ) {			// special value for bmodel			cmodel = cl.model_clip[ ent->modelindex ];			if ( !cmodel ) {				continue;			}			angles = ent->angles;		} else {			// encoded bbox			int x = 8 * ( ent->solid & 31 );			int zd = 8 * ( ( ent->solid >> 5 ) & 31 );			int zu = 8 * ( ( ent->solid >> 10 ) & 63 ) - 32;			vec3_t bmins, bmaxs;			bmins[ 0 ] = bmins[ 1 ] = -x;			bmaxs[ 0 ] = bmaxs[ 1 ] = x;			bmins[ 2 ] = -zd;			bmaxs[ 2 ] = zu;			cmodel = CM_TempBoxModel( bmins, bmaxs );			angles = oldvec3_origin;	// boxes don't rotate		}		if ( tr->allsolid ) {			return;		}		q2trace_t trace = CM_TransformedBoxTraceQ2( start, end,			mins, maxs, cmodel,  MASK_PLAYERSOLID,			ent->origin, angles );		if ( trace.allsolid || trace.startsolid ||			 trace.fraction < tr->fraction ) {			trace.ent = ( struct q2edict_t* )ent;			if ( tr->startsolid ) {				*tr = trace;				tr->startsolid = true;			} else {				*tr = trace;			}		} else if ( trace.startsolid ) {			tr->startsolid = true;		}	}}
开发者ID:janisl,项目名称:jlquake,代码行数:60,


示例7: SV_ClipHandleForEntity

clipHandle_t SV_ClipHandleForEntity(gentity_t *touch){	if(!touch->r.bmodel)		return CM_TempBoxModel(touch->r.mins, touch->r.maxs, touch->r.contents);	else		return touch->s.index;}
开发者ID:Call-of-Duty-Scripts,项目名称:CoD4x1.8_Server_Pub,代码行数:7,


示例8: SV_ClipHandleForEntity

/*================SV_ClipHandleForEntityReturns a headnode that can be used for testing or clipping to agiven entity.  If the entity is a bsp model, the headnode willbe returned, otherwise a custom box tree or capsule will be constructed.================*/clipHandle_t SV_ClipHandleForEntity( const sharedEntity_t *ent ) {	if ( ent->s.bmodel ) {		// explicit hulls in the BSP model		return CM_InlineModel( ent->s.modelindex );	}	// create a temp tree or capsule from bounding box sizes	return CM_TempBoxModel( ent->s.mins, ent->s.maxs, ent->s.capsule, ent->s.contents );}
开发者ID:mecwerks,项目名称:spearmint-ios,代码行数:18,


示例9: CM_TestBoundingBoxInCapsule

/*==================CM_TestBoundingBoxInCapsulebounding box inside capsule check==================*/void CM_TestBoundingBoxInCapsule( traceWork_t *tw, clipHandle_t model ) {	vec3_t mins, maxs, offset, bboxSize[2];	clipHandle_t h;	cmodel_t *cmod;	int i;	// save size of the bounding box	VectorCopy(tw->size[0], bboxSize[0]);	VectorCopy(tw->size[1], bboxSize[1]);	// mins maxs of the capsule	CM_ModelBounds(model, mins, maxs);	// offset for capsule center	for ( i = 0 ; i < 3 ; i++ ) {		offset[i] = ( mins[i] + maxs[i] ) * 0.5;		tw->size[0][i] = mins[i] - offset[i];		tw->size[1][i] = maxs[i] - offset[i];		tw->start[i] -= offset[i];		tw->end[i] -= offset[i];		if ( tw->start[i] < tw->end[i] ) {			tw->bounds[0][i] = tw->start[i] + tw->size[0][i];			tw->bounds[1][i] = tw->end[i] + tw->size[1][i];		} else {			tw->bounds[0][i] = tw->end[i] + tw->size[0][i];			tw->bounds[1][i] = tw->start[i] + tw->size[1][i];		}	}	// replace the bounding box with the capsule	tw->type = TT_CAPSULE;	tw->sphere.radius = ( tw->size[1][0] > tw->size[1][2] ) ? tw->size[1][2]: tw->size[1][0];	tw->sphere.halfheight = tw->size[1][2];	VectorSet( tw->sphere.offset, 0, 0, tw->size[1][2] - tw->sphere.radius );	// replace the capsule with the bounding box	h = CM_TempBoxModel(bboxSize[0], bboxSize[1], qfalse, capsule_contents);	// calculate collision	cmod = CM_ClipHandleToModel( h );	CM_TestInLeaf( tw, &cmod->leaf );}
开发者ID:mecwerks,项目名称:spearmint-ios,代码行数:49,


示例10: CL_CgameSystemCalls

/*====================CL_CgameSystemCallsThe cgame module is making a system call====================*/intptr_t CL_CgameSystemCalls( intptr_t *args ) {	switch( args[0] ) {	case CG_PRINT:		Com_Printf( "%s", VMA(1) );		return 0;	case CG_FATAL_ERROR:		Com_Error( ERR_DROP, "%s", VMA(1) );		return 0;	case CG_MILLISECONDS:		return Sys_Milliseconds();	case CG_CVAR_REGISTER:		Cvar_Register( VMA(1), VMA(2), VMA(3), args[4] ); 		return 0;	case CG_CVAR_UPDATE:		Cvar_Update( VMA(1) );		return 0;	case CG_CVAR_SET:		Cvar_Set( VMA(1), VMA(2) );		return 0;	case CG_CVAR_VARIABLESTRINGBUFFER:		Cvar_VariableStringBuffer( VMA(1), VMA(2), args[3] );		return 0;	case CG_ARGC:		return Cmd_Argc();	case CG_ARGV:		Cmd_ArgvBuffer( args[1], VMA(2), args[3] );		return 0;	case CG_ARGVI:		return atoi( Cmd_Argv( args[1] ) );	case CG_ARGS:		Cmd_ArgsBuffer( VMA(1), args[2] );		return 0;	case CG_CMD_EXECUTETEXT:		Cbuf_ExecuteText( args[1], VMA(2) );		return 0;	case CG_FS_FOPENFILE:		return FS_FOpenFileByMode( VMA(1), VMA(2), args[3] );	case CG_FS_READ:		FS_Read( VMA(1), args[2], args[3] );		return 0;	case CG_FS_WRITE:		FS_Write( VMA(1), args[2], args[3] );		return 0;	case CG_FS_FCLOSEFILE:		FS_FCloseFile( args[1] );		return 0;	case CG_SENDCONSOLECOMMAND:		Cbuf_AddText( VMA(1) );		return 0;	case CG_FORWARDCOMMAND:		VM_Call( uivm, UI_CONSOLE_COMMAND, cls.realtime );		return 0;	case CG_ADDCOMMAND:		CL_AddCgameCommand( VMA(1) );		return 0;	case CG_REMOVECOMMAND:		Cmd_RemoveCommand( VMA(1) );		return 0;	case CG_SENDCLIENTCOMMAND:		CL_AddReliableCommand( VMA(1) );		return 0;	case CG_UPDATESCREEN:		// this is used during lengthy level loading, so pump message loop//		Com_EventLoop();	// FIXME: if a server restarts here, BAD THINGS HAPPEN!// We can't call Com_EventLoop here, a restart will crash and this _does_ happen// if there is a map change while we are downloading at pk3.// ZOID		SCR_UpdateScreen();		return 0;	case CG_CM_LOADMAP:		CL_CM_LoadMap( VMA(1) );		return 0;	case CG_CM_NUMINLINEMODELS:		return CM_NumInlineModels();	case CG_CM_INLINEMODEL:		return CM_InlineModel( args[1] );	case CG_CM_TEMPBOXMODEL:		return CM_TempBoxModel( VMA(1), VMA(2), /*int capsule*/ qfalse );	case CG_CM_TEMPCAPSULEMODEL:		return CM_TempBoxModel( VMA(1), VMA(2), /*int capsule*/ qtrue );	case CG_CM_POINTCONTENTS:		return CM_PointContents( VMA(1), args[2] );	case CG_CM_TRANSFORMEDPOINTCONTENTS:		return CM_TransformedPointContents( VMA(1), args[2], VMA(3), VMA(4) );	case CG_CM_BOXTRACE:		CM_BoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qfalse );		return 0;	case CG_CM_CAPSULETRACE:		CM_BoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qtrue );		return 0;	case CG_CM_TRANSFORMEDBOXTRACE:		CM_TransformedBoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], VMA(8), VMA(9), /*int capsule*/ qfalse );		return 0;//.........这里部分代码省略.........
开发者ID:ballju,项目名称:SpaceTrader-GPL-1.1.14,代码行数:101,


示例11: CL_CgameSystemCalls

/*====================CL_CgameSystemCallsThe cgame module is making a system call====================*/intptr_t CL_CgameSystemCalls( intptr_t *args ) {	switch( args[0] ) {	case CG_PRINT:		Com_Printf( "%s", (const char*)VMA(1) );		return 0;	case CG_ERROR:		Com_Error( ERR_DROP, "%s", (const char*)VMA(1) );		return 0;	case CG_MILLISECONDS:		return Sys_Milliseconds();	case CG_CVAR_REGISTER:		Cvar_Register( VMA(1), VMA(2), VMA(3), args[4] ); 		return 0;	case CG_CVAR_UPDATE:		Cvar_Update( VMA(1) );		return 0;	case CG_CVAR_SET:		Cvar_Set( VMA(1), VMA(2) );		return 0;	case CG_CVAR_VARIABLESTRINGBUFFER:		Cvar_VariableStringBuffer( VMA(1), VMA(2), args[3] );		return 0;	case CG_ARGC:		return Cmd_Argc();	case CG_ARGV:		Cmd_ArgvBuffer( args[1], VMA(2), args[3] );		return 0;	case CG_ARGS:		Cmd_ArgsBuffer( VMA(1), args[2] );		return 0;	case CG_FS_FOPENFILE:		return FS_FOpenFileByMode( VMA(1), VMA(2), args[3] );	case CG_FS_READ:		FS_Read2( VMA(1), args[2], args[3] );		return 0;	case CG_FS_WRITE:		FS_Write( VMA(1), args[2], args[3] );		return 0;	case CG_FS_FCLOSEFILE:		FS_FCloseFile( args[1] );		return 0;	case CG_FS_SEEK:		return FS_Seek( args[1], args[2], args[3] );	case CG_SENDCONSOLECOMMAND:		Cbuf_AddText( VMA(1) );		return 0;	case CG_ADDCOMMAND:		CL_AddCgameCommand( VMA(1) );		return 0;	case CG_REMOVECOMMAND:		Cmd_RemoveCommand( VMA(1) );		return 0;	case CG_SENDCLIENTCOMMAND:		CL_AddReliableCommand( VMA(1) );		return 0;	case CG_UPDATESCREEN:		// this is used during lengthy level loading, so pump message loop//		Com_EventLoop();	// FIXME: if a server restarts here, BAD THINGS HAPPEN!// We can't call Com_EventLoop here, a restart will crash and this _does_ happen// if there is a map change while we are downloading at pk3.// ZOID		SCR_UpdateScreen();		return 0;	case CG_CM_LOADMAP:		CL_CM_LoadMap( VMA(1) );		return 0;	case CG_CM_NUMINLINEMODELS:		return CM_NumInlineModels();	case CG_CM_INLINEMODEL:		return CM_InlineModel( args[1] );	case CG_CM_TEMPBOXMODEL:		return CM_TempBoxModel( VMA(1), VMA(2), /*int capsule*/ qfalse );	case CG_CM_TEMPCAPSULEMODEL:		return CM_TempBoxModel( VMA(1), VMA(2), /*int capsule*/ qtrue );	case CG_CM_POINTCONTENTS:		return CM_PointContents( VMA(1), args[2] );	case CG_CM_TRANSFORMEDPOINTCONTENTS:		return CM_TransformedPointContents( VMA(1), args[2], VMA(3), VMA(4) );	case CG_CM_BOXTRACE:		CM_BoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qfalse );		return 0;	case CG_CM_CAPSULETRACE:		CM_BoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qtrue );		return 0;	case CG_CM_TRANSFORMEDBOXTRACE:		CM_TransformedBoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], VMA(8), VMA(9), /*int capsule*/ qfalse );		return 0;	case CG_CM_TRANSFORMEDCAPSULETRACE:		CM_TransformedBoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], VMA(8), VMA(9), /*int capsule*/ qtrue );		return 0;	case CG_CM_MARKFRAGMENTS:		return re.MarkFragments( args[1], VMA(2), VMA(3), args[4], VMA(5), args[6], VMA(7) );	case CG_S_STARTSOUND://.........这里部分代码省略.........
开发者ID:BruceJohnJennerLawso,项目名称:quake3,代码行数:101,


示例12: CL_CgameSystemCalls

intptr_t CL_CgameSystemCalls(intptr_t *args){	switch (args[0])	{	case CG_PRINT:		Com_Printf("%s", (char *)VMA(1));		return 0;	case CG_ERROR:		Com_Error(ERR_DROP, "%s", (char *)VMA(1));		return 0;	case CG_MILLISECONDS:		return Sys_Milliseconds();	case CG_CVAR_REGISTER:		Cvar_Register(VMA(1), VMA(2), VMA(3), args[4]);		return 0;	case CG_CVAR_UPDATE:		Cvar_Update(VMA(1));		return 0;	case CG_CVAR_SET:		Cvar_SetSafe(VMA(1), VMA(2));		return 0;	case CG_CVAR_VARIABLESTRINGBUFFER:		Cvar_VariableStringBuffer(VMA(1), VMA(2), args[3]);		return 0;	case CG_CVAR_LATCHEDVARIABLESTRINGBUFFER:		Cvar_LatchedVariableStringBuffer(VMA(1), VMA(2), args[3]);		return 0;	case CG_ARGC:		return Cmd_Argc();	case CG_ARGV:		Cmd_ArgvBuffer(args[1], VMA(2), args[3]);		return 0;	case CG_ARGS:		Cmd_ArgsBuffer(VMA(1), args[2]);		return 0;	case CG_FS_FOPENFILE:		return FS_FOpenFileByMode(VMA(1), VMA(2), args[3]);	case CG_FS_READ:		FS_Read(VMA(1), args[2], args[3]);		return 0;	case CG_FS_WRITE:		return FS_Write(VMA(1), args[2], args[3]);	case CG_FS_FCLOSEFILE:		FS_FCloseFile(args[1]);		return 0;	case CG_FS_GETFILELIST:		return FS_GetFileList(VMA(1), VMA(2), VMA(3), args[4]);	case CG_FS_DELETEFILE:		return FS_Delete(VMA(1));	case CG_SENDCONSOLECOMMAND:		Cbuf_AddText(VMA(1));		return 0;	case CG_ADDCOMMAND:		CL_AddCgameCommand(VMA(1));		return 0;	case CG_REMOVECOMMAND:		Cmd_RemoveCommandSafe(VMA(1));		return 0;	case CG_SENDCLIENTCOMMAND:		CL_AddReliableCommand(VMA(1));		return 0;	case CG_UPDATESCREEN:		SCR_UpdateScreen();		return 0;	case CG_CM_LOADMAP:		CL_CM_LoadMap(VMA(1));		return 0;	case CG_CM_NUMINLINEMODELS:		return CM_NumInlineModels();	case CG_CM_INLINEMODEL:		return CM_InlineModel(args[1]);	case CG_CM_TEMPBOXMODEL:		return CM_TempBoxModel(VMA(1), VMA(2), qfalse);	case CG_CM_TEMPCAPSULEMODEL:		return CM_TempBoxModel(VMA(1), VMA(2), qtrue);	case CG_CM_POINTCONTENTS:		return CM_PointContents(VMA(1), args[2]);	case CG_CM_TRANSFORMEDPOINTCONTENTS:		return CM_TransformedPointContents(VMA(1), args[2], VMA(3), VMA(4));	case CG_CM_BOXTRACE:		CM_BoxTrace(VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qfalse);		return 0;	case CG_CM_CAPSULETRACE:		CM_BoxTrace(VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qtrue);		return 0;	case CG_CM_TRANSFORMEDBOXTRACE:		CM_TransformedBoxTrace(VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], VMA(8), VMA(9), /*int capsule*/ qfalse);		return 0;	case CG_CM_TRANSFORMEDCAPSULETRACE:		CM_TransformedBoxTrace(VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], VMA(8), VMA(9), /*int capsule*/ qtrue);		return 0;	case CG_CM_MARKFRAGMENTS:		return re.MarkFragments(args[1], VMA(2), VMA(3), args[4], VMA(5), args[6], VMA(7));	case CG_R_PROJECTDECAL:		re.ProjectDecal(args[1], args[2], VMA(3), VMA(4), VMA(5), args[6], args[7]);		return 0;	case CG_R_CLEARDECALS:		re.ClearDecals();		return 0;//.........这里部分代码省略.........
开发者ID:Mailaender,项目名称:etlegacy,代码行数:101,


示例13: CLWS_CgameSystemCalls

//	The cgame module is making a system callqintptr CLWS_CgameSystemCalls( qintptr* args ) {	switch ( args[ 0 ] ) {	case WSCG_PRINT:		common->Printf( "%s", ( char* )VMA( 1 ) );		return 0;	case WSCG_ERROR:		common->Error( "%s", ( char* )VMA( 1 ) );		return 0;	case WSCG_MILLISECONDS:		return Sys_Milliseconds();	case WSCG_CVAR_REGISTER:		Cvar_Register( ( vmCvar_t* )VMA( 1 ), ( char* )VMA( 2 ), ( char* )VMA( 3 ), args[ 4 ] );		return 0;	case WSCG_CVAR_UPDATE:		Cvar_Update( ( vmCvar_t* )VMA( 1 ) );		return 0;	case WSCG_CVAR_SET:		Cvar_Set( ( char* )VMA( 1 ), ( char* )VMA( 2 ) );		return 0;	case WSCG_CVAR_VARIABLESTRINGBUFFER:		Cvar_VariableStringBuffer( ( char* )VMA( 1 ), ( char* )VMA( 2 ), args[ 3 ] );		return 0;	case WSCG_ARGC:		return Cmd_Argc();	case WSCG_ARGV:		Cmd_ArgvBuffer( args[ 1 ], ( char* )VMA( 2 ), args[ 3 ] );		return 0;	case WSCG_ARGS:		Cmd_ArgsBuffer( ( char* )VMA( 1 ), args[ 2 ] );		return 0;	case WSCG_FS_FOPENFILE:		return FS_FOpenFileByMode( ( char* )VMA( 1 ), ( fileHandle_t* )VMA( 2 ), ( fsMode_t )args[ 3 ] );	case WSCG_FS_READ:		FS_Read( VMA( 1 ), args[ 2 ], args[ 3 ] );		return 0;	case WSCG_FS_WRITE:		return FS_Write( VMA( 1 ), args[ 2 ], args[ 3 ] );	case WSCG_FS_FCLOSEFILE:		FS_FCloseFile( args[ 1 ] );		return 0;	case WSCG_SENDCONSOLECOMMAND:		Cbuf_AddText( ( char* )VMA( 1 ) );		return 0;	case WSCG_ADDCOMMAND:		CLT3_AddCgameCommand( ( char* )VMA( 1 ) );		return 0;	case WSCG_REMOVECOMMAND:		Cmd_RemoveCommand( ( char* )VMA( 1 ) );		return 0;	case WSCG_SENDCLIENTCOMMAND:		CL_AddReliableCommand( ( char* )VMA( 1 ) );		return 0;	case WSCG_UPDATESCREEN:		SCR_UpdateScreen();		return 0;	case WSCG_CM_LOADMAP:		CLT3_CM_LoadMap( ( char* )VMA( 1 ) );		return 0;	case WSCG_CM_NUMINLINEMODELS:		return CM_NumInlineModels();	case WSCG_CM_INLINEMODEL:		return CM_InlineModel( args[ 1 ] );	case WSCG_CM_TEMPBOXMODEL:		return CM_TempBoxModel( ( float* )VMA( 1 ), ( float* )VMA( 2 ), false );	case WSCG_CM_TEMPCAPSULEMODEL:		return CM_TempBoxModel( ( float* )VMA( 1 ), ( float* )VMA( 2 ), true );	case WSCG_CM_POINTCONTENTS:		return CM_PointContentsQ3( ( float* )VMA( 1 ), args[ 2 ] );	case WSCG_CM_TRANSFORMEDPOINTCONTENTS:		return CM_TransformedPointContentsQ3( ( float* )VMA( 1 ), args[ 2 ], ( float* )VMA( 3 ), ( float* )VMA( 4 ) );	case WSCG_CM_BOXTRACE:		CM_BoxTraceQ3( ( q3trace_t* )VMA( 1 ), ( float* )VMA( 2 ), ( float* )VMA( 3 ), ( float* )VMA( 4 ), ( float* )VMA( 5 ), args[ 6 ], args[ 7 ], false );		return 0;	case WSCG_CM_TRANSFORMEDBOXTRACE:		CM_TransformedBoxTraceQ3( ( q3trace_t* )VMA( 1 ), ( float* )VMA( 2 ), ( float* )VMA( 3 ), ( float* )VMA( 4 ), ( float* )VMA( 5 ), args[ 6 ], args[ 7 ], ( float* )VMA( 8 ), ( float* )VMA( 9 ), false );		return 0;	case WSCG_CM_CAPSULETRACE:		CM_BoxTraceQ3( ( q3trace_t* )VMA( 1 ), ( float* )VMA( 2 ), ( float* )VMA( 3 ), ( float* )VMA( 4 ), ( float* )VMA( 5 ), args[ 6 ], args[ 7 ], true );		return 0;	case WSCG_CM_TRANSFORMEDCAPSULETRACE:		CM_TransformedBoxTraceQ3( ( q3trace_t* )VMA( 1 ), ( float* )VMA( 2 ), ( float* )VMA( 3 ), ( float* )VMA( 4 ), ( float* )VMA( 5 ), args[ 6 ], args[ 7 ], ( float* )VMA( 8 ), ( float* )VMA( 9 ), true );		return 0;	case WSCG_CM_MARKFRAGMENTS:		return R_MarkFragmentsWolf( args[ 1 ], ( const vec3_t* )VMA( 2 ), ( float* )VMA( 3 ), args[ 4 ], ( float* )VMA( 5 ), args[ 6 ], ( markFragment_t* )VMA( 7 ) );	case WSCG_S_STARTSOUND:		S_StartSound( ( float* )VMA( 1 ), args[ 2 ], args[ 3 ], args[ 4 ], 0.5 );		return 0;	case WSCG_S_STARTSOUNDEX:		S_StartSoundEx( ( float* )VMA( 1 ), args[ 2 ], args[ 3 ], args[ 4 ], args[ 5 ], 127 );		return 0;	case WSCG_S_STARTLOCALSOUND:		S_StartLocalSound( args[ 1 ], args[ 2 ], 127 );		return 0;	case WSCG_S_CLEARLOOPINGSOUNDS:		CLWS_ClearLoopingSounds( args[ 1 ] );		return 0;	case WSCG_S_ADDLOOPINGSOUND:		// FIXME MrE: handling of looping sounds changed		S_AddLoopingSound( args[ 1 ], ( float* )VMA( 2 ), ( float* )VMA( 3 ), args[ 4 ], args[ 5 ], args[ 6 ], 0 );//.........这里部分代码省略.........
开发者ID:janisl,项目名称:jlquake,代码行数:101,


示例14: CL_CgameSystemCalls

//.........这里部分代码省略.........			return 0;		case CG_REMOVECOMMAND:			Cmd_RemoveCommand( VMA( 1 ) );			return 0;		case CG_COMPLETE_CALLBACK:			if ( completer )			{				completer( VMA( 1 ) );			}			return 0;		case CG_SENDCLIENTCOMMAND:			CL_AddReliableCommand( VMA( 1 ) );			return 0;		case CG_UPDATESCREEN:			SCR_UpdateScreen();			return 0;		case CG_CM_LOADMAP:			CL_CM_LoadMap( VMA( 1 ) );			return 0;		case CG_CM_NUMINLINEMODELS:			return CM_NumInlineModels();		case CG_CM_INLINEMODEL:			return CM_InlineModel( args[ 1 ] );		case CG_CM_TEMPBOXMODEL:			return CM_TempBoxModel( VMA( 1 ), VMA( 2 ), qfalse );		case CG_CM_TEMPCAPSULEMODEL:			return CM_TempBoxModel( VMA( 1 ), VMA( 2 ), qtrue );		case CG_CM_POINTCONTENTS:			return CM_PointContents( VMA( 1 ), args[ 2 ] );		case CG_CM_TRANSFORMEDPOINTCONTENTS:			return CM_TransformedPointContents( VMA( 1 ), args[ 2 ], VMA( 3 ), VMA( 4 ) );		case CG_CM_BOXTRACE:			CM_BoxTrace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMA( 4 ), VMA( 5 ), args[ 6 ], args[ 7 ], TT_AABB );			return 0;		case CG_CM_TRANSFORMEDBOXTRACE:			CM_TransformedBoxTrace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMA( 4 ), VMA( 5 ), args[ 6 ], args[ 7 ], VMA( 8 ), VMA( 9 ), TT_AABB );			return 0;		case CG_CM_CAPSULETRACE:			CM_BoxTrace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMA( 4 ), VMA( 5 ), args[ 6 ], args[ 7 ], TT_CAPSULE );			return 0;		case CG_CM_TRANSFORMEDCAPSULETRACE:			CM_TransformedBoxTrace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMA( 4 ), VMA( 5 ), args[ 6 ], args[ 7 ], VMA( 8 ), VMA( 9 ), TT_CAPSULE );			return 0;		case CG_CM_BISPHERETRACE:			CM_BiSphereTrace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMF( 4 ), VMF( 5 ), args[ 6 ], args[ 7 ] );			return 0;		case CG_CM_TRANSFORMEDBISPHERETRACE:			CM_TransformedBiSphereTrace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMF( 4 ), VMF( 5 ), args[ 6 ], args[ 7 ], VMA( 8 ) );
开发者ID:Sixthly,项目名称:Unvanquished,代码行数:67,


示例15: CL_CgameSystemCalls

/*====================CL_CgameSystemCallsThe cgame module is making a system call====================*/intptr_t CL_CgameSystemCalls( intptr_t *args ) {	switch ( args[0] ) {	case CG_PRINT:		Com_Printf( "%s", (const char*)VMA(1) );		return 0;	case CG_ERROR:		Com_Error( ERR_DROP, "%s", (const char*)VMA(1) );		return 0;	case CG_MILLISECONDS:		return Sys_Milliseconds();	case CG_CVAR_REGISTER:		Cvar_Register( VMA( 1 ), VMA( 2 ), VMA( 3 ), args[4] );		return 0;	case CG_CVAR_UPDATE:		Cvar_Update( VMA( 1 ) );		return 0;	case CG_CVAR_SET:		Cvar_SetSafe( VMA(1), VMA(2) );		return 0;	case CG_CVAR_VARIABLESTRINGBUFFER:		Cvar_VariableStringBuffer( VMA( 1 ), VMA( 2 ), args[3] );		return 0;	case CG_ARGC:		return Cmd_Argc();	case CG_ARGV:		Cmd_ArgvBuffer( args[1], VMA( 2 ), args[3] );		return 0;	case CG_ARGS:		Cmd_ArgsBuffer( VMA( 1 ), args[2] );		return 0;	case CG_FS_FOPENFILE:		return FS_FOpenFileByMode( VMA( 1 ), VMA( 2 ), args[3] );	case CG_FS_READ:		FS_Read( VMA( 1 ), args[2], args[3] );		return 0;	case CG_FS_WRITE:		return FS_Write( VMA( 1 ), args[2], args[3] );	case CG_FS_FCLOSEFILE:		FS_FCloseFile( args[1] );		return 0;	case CG_SENDCONSOLECOMMAND:		Cbuf_AddText( VMA( 1 ) );		return 0;	case CG_ADDCOMMAND:		CL_AddCgameCommand( VMA( 1 ) );		return 0;	case CG_REMOVECOMMAND:		Cmd_RemoveCommandSafe( VMA(1) );		return 0;	case CG_SENDCLIENTCOMMAND:		CL_AddReliableCommand(VMA(1), qfalse);		return 0;	case CG_UPDATESCREEN:		// this is used during lengthy level loading, so pump message loop//		Com_EventLoop();	// FIXME: if a server restarts here, BAD THINGS HAPPEN!// We can't call Com_EventLoop here, a restart will crash and this _does_ happen// if there is a map change while we are downloading at pk3.// ZOID		SCR_UpdateScreen();		return 0;	case CG_CM_LOADMAP:		CL_CM_LoadMap( VMA( 1 ) );		return 0;	case CG_CM_NUMINLINEMODELS:		return CM_NumInlineModels();	case CG_CM_INLINEMODEL:		return CM_InlineModel( args[1] );	case CG_CM_TEMPBOXMODEL:		return CM_TempBoxModel( VMA( 1 ), VMA( 2 ), qfalse );	case CG_CM_TEMPCAPSULEMODEL:		return CM_TempBoxModel( VMA( 1 ), VMA( 2 ), qtrue );	case CG_CM_POINTCONTENTS:		return CM_PointContents( VMA( 1 ), args[2] );	case CG_CM_TRANSFORMEDPOINTCONTENTS:		return CM_TransformedPointContents( VMA( 1 ), args[2], VMA( 3 ), VMA( 4 ) );	case CG_CM_BOXTRACE:		CM_BoxTrace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMA( 4 ), VMA( 5 ), args[6], args[7], /*int capsule*/ qfalse );		return 0;	case CG_CM_TRANSFORMEDBOXTRACE:		CM_TransformedBoxTrace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMA( 4 ), VMA( 5 ), args[6], args[7], VMA( 8 ), VMA( 9 ), /*int capsule*/ qfalse );		return 0;	case CG_CM_CAPSULETRACE:		CM_BoxTrace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMA( 4 ), VMA( 5 ), args[6], args[7], /*int capsule*/ qtrue );		return 0;	case CG_CM_TRANSFORMEDCAPSULETRACE:		CM_TransformedBoxTrace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMA( 4 ), VMA( 5 ), args[6], args[7], VMA( 8 ), VMA( 9 ), /*int capsule*/ qtrue );		return 0;	case CG_CM_MARKFRAGMENTS:		return re.MarkFragments( args[1], VMA( 2 ), VMA( 3 ), args[4], VMA( 5 ), args[6], VMA( 7 ) );	case CG_S_STARTSOUND:		S_StartSound( VMA( 1 ), args[2], args[3], args[4] );		return 0;//----(SA)	added//.........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16: CL_CgameSystemCalls

intptr_t CL_CgameSystemCalls( intptr_t *args ) {#ifndef __NO_JK2	if( com_jk2 && com_jk2->integer )	{		args[0] = (intptr_t)CL_ConvertJK2SysCall((cgameJK2Import_t)args[0]);	}#endif	switch( args[0] ) {	case CG_PRINT:		Com_Printf( "%s", VMA(1) );		return 0;	case CG_ERROR:		Com_Error( ERR_DROP, S_COLOR_RED"%s", VMA(1) );		return 0;	case CG_MILLISECONDS:		return Sys_Milliseconds();	case CG_CVAR_REGISTER:		Cvar_Register( (vmCvar_t *) VMA(1), (const char *) VMA(2), (const char *) VMA(3), args[4] );		return 0;	case CG_CVAR_UPDATE:		Cvar_Update( (vmCvar_t *) VMA(1) );		return 0;	case CG_CVAR_SET:		Cvar_Set( (const char *) VMA(1), (const char *) VMA(2) );		return 0;	case CG_ARGC:		return Cmd_Argc();	case CG_ARGV:		Cmd_ArgvBuffer( args[1], (char *) VMA(2), args[3] );		return 0;	case CG_ARGS:		Cmd_ArgsBuffer( (char *) VMA(1), args[2] );		return 0;	case CG_FS_FOPENFILE:		return FS_FOpenFileByMode( (const char *) VMA(1), (int *) VMA(2), (fsMode_t) args[3] );	case CG_FS_READ:		FS_Read( VMA(1), args[2], args[3] );		return 0;	case CG_FS_WRITE:		FS_Write( VMA(1), args[2], args[3] );		return 0;	case CG_FS_FCLOSEFILE:		FS_FCloseFile( args[1] );		return 0;	case CG_SENDCONSOLECOMMAND:		Cbuf_AddText( (const char *) VMA(1) );		return 0;	case CG_ADDCOMMAND:		CL_AddCgameCommand( (const char *) VMA(1) );		return 0;	case CG_SENDCLIENTCOMMAND:		CL_AddReliableCommand( (const char *) VMA(1) );		return 0;	case CG_UPDATESCREEN:		// this is used during lengthy level loading, so pump message loop		Com_EventLoop();	// FIXME: if a server restarts here, BAD THINGS HAPPEN!		SCR_UpdateScreen();		return 0;	case CG_RMG_INIT:		/*		if (!com_sv_running->integer)		{	// don't do this if we are connected locally			if (!TheRandomMissionManager)			{				TheRandomMissionManager = new CRMManager;			}			TheRandomMissionManager->SetLandScape( cmg.landScapes[args[1]] );			TheRandomMissionManager->LoadMission(qfalse);			TheRandomMissionManager->SpawnMission(qfalse);			cmg.landScapes[args[1]]->UpdatePatches();		}		*/ //this is SP.. I guess we're always the client and server.//		cl.mRMGChecksum = cm.landScapes[args[1]]->get_rand_seed();		RM_CreateRandomModels(args[1], (const char *)VMA(2));		//cmg.landScapes[args[1]]->rand_seed(cl.mRMGChecksum);		// restore it, in case we do a vid restart		cmg.landScape->rand_seed(cmg.landScape->get_rand_seed());//		TheRandomMissionManager->CreateMap();		return 0;	case CG_CM_REGISTER_TERRAIN:		return CM_RegisterTerrain((const char *)VMA(1), false)->GetTerrainId();	case CG_RE_INIT_RENDERER_TERRAIN:		re.InitRendererTerrain((const char *)VMA(1));		return 0;	case CG_CM_LOADMAP:		CL_CM_LoadMap( (const char *) VMA(1), args[2] );		return 0;	case CG_CM_NUMINLINEMODELS:		return CM_NumInlineModels();	case CG_CM_INLINEMODEL:		return CM_InlineModel( args[1] );	case CG_CM_TEMPBOXMODEL:		return CM_TempBoxModel( (const float *) VMA(1), (const float *) VMA(2) );//, (int) VMA(3) );	case CG_CM_POINTCONTENTS:		return CM_PointContents( (float *)VMA(1), args[2] );	case CG_CM_TRANSFORMEDPOINTCONTENTS:		return CM_TransformedPointContents( (const float *) VMA(1), args[2], (const float *) VMA(3), (const float *) VMA(4) );	case CG_CM_BOXTRACE:		CM_BoxTrace( (trace_t *) VMA(1), (const float *) VMA(2), (const float *) VMA(3), (const float *) VMA(4), (const float *) VMA(5), args[6], args[7] );//.........这里部分代码省略.........
开发者ID:Delfin1,项目名称:OpenJK,代码行数:101,


示例17: CL_CgameSystemCalls

//.........这里部分代码省略.........        case CG_FS_SEEK:            return FS_Seek( (fileHandle_t)args[1], args[2], (FS_Origin)args[3] );        case CG_FS_GETFILELIST:            return FS_GetFileList( (const char*)VMA(1), (const char*)VMA(2), (char*)VMA(3), args[4] );        case CG_SENDCONSOLECOMMAND:            Cbuf_AddText( (const char*)VMA(1) );            return 0;        case CG_ADDCOMMAND:	        Cmd_AddCommand( (const char*)VMA(1), NULL );            return 0;        case CG_REMOVECOMMAND:            Cmd_RemoveCommandSafe( (const char*)VMA(1) );            return 0;        case CG_SENDCLIENTCOMMAND:            CL_AddReliableCommand((const char*)VMA(1), false);            return 0;        case CG_UPDATESCREEN:            // this is used during lengthy level loading, so pump message loop            //		Com_EventLoop();	// FIXME: if a server restarts here, BAD THINGS HAPPEN!            // We can't call Com_EventLoop here, a restart will crash and this _does_ happen            // if there is a map change while we are downloading at pk3.            // ZOID            SCR_UpdateScreen();            return 0;        case CG_CM_LOADMAP:            CL_CM_LoadMap( (const char*)VMA(1) );            return 0;        case CG_CM_NUMINLINEMODELS:            return CM_NumInlineModels();        case CG_CM_INLINEMODEL:            return CM_InlineModel( args[1] );        case CG_CM_TEMPBOXMODEL:            return CM_TempBoxModel( (const float*)VMA(1), (const float*)VMA(2), false );        case CG_CM_TEMPCAPSULEMODEL:            return CM_TempBoxModel( (const float*)VMA(1), (const float*)VMA(2), true );        case CG_CM_POINTCONTENTS:            return CM_PointContents( (const float*)VMA(1), args[2] );        case CG_CM_TRANSFORMEDPOINTCONTENTS:            return CM_TransformedPointContents( (const float*)VMA(1), (clipHandle_t)args[2],                                                (const float*)VMA(3), (const float*)VMA(4) );        case CG_CM_BOXTRACE:            CM_BoxTrace( (trace_t*)VMA(1), (const float*)VMA(2), (const float*)VMA(3),                         (float*)VMA(4), (float*)VMA(5), (clipHandle_t)args[6], args[7], TT_AABB );            return 0;        case CG_CM_CAPSULETRACE:            CM_BoxTrace( (trace_t*)VMA(1), (const float*)VMA(2), (const float*)VMA(3),                         (float*)VMA(4), (float*)VMA(5), (clipHandle_t)args[6], args[7], TT_CAPSULE );            return 0;        case CG_CM_TRANSFORMEDBOXTRACE:            CM_TransformedBoxTrace( (trace_t*)VMA(1), (const float*)VMA(2), (const float*)VMA(3),                                    (float*)VMA(4), (float*)VMA(5), (clipHandle_t)args[6], args[7],                                    (const float*)VMA(8), (const float*)VMA(9), TT_AABB );            return 0;        case CG_CM_TRANSFORMEDCAPSULETRACE:            CM_TransformedBoxTrace( (trace_t*)VMA(1), (const float*)VMA(2), (const float*)VMA(3),                                    (float*)VMA(4), (float*)VMA(5), (clipHandle_t)args[6], args[7],                                    (const float*)VMA(8), (const float*)VMA(9), TT_CAPSULE );            return 0;        case CG_CM_BISPHERETRACE:            CM_BiSphereTrace( (trace_t*)VMA(1), (const float*)VMA(2), (const float*)VMA(3), VMF(4), VMF(5), (clipHandle_t)args[6], args[7] );            return 0;        case CG_CM_TRANSFORMEDBISPHERETRACE:            CM_TransformedBiSphereTrace( (trace_t*)VMA(1), (const float*)VMA(2), (const float*)VMA(3),                                         VMF(4), VMF(5), (clipHandle_t)args[6], args[7], (const float*)VMA(8) );            return 0;
开发者ID:wtfbbqhax,项目名称:tremulous,代码行数:67,



注:本文中的CM_TempBoxModel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++ CM_TransformedBoxTrace函数代码示例
C++ CM_PointContents函数代码示例
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