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自学教程:C++ CM_TransformedPointContents函数代码示例

51自学网 2021-06-01 20:03:11
  C++
这篇教程C++ CM_TransformedPointContents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_TransformedPointContents函数的典型用法代码示例。如果您正苦于以下问题:C++ CM_TransformedPointContents函数的具体用法?C++ CM_TransformedPointContents怎么用?C++ CM_TransformedPointContents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_TransformedPointContents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_PointContents

int SV_PointContents(const CVec3 &p){	guard(SV_PointContents);	// get base contents from world	unsigned contents = CM_PointContents(p, 0);	contents |= CM_PointModelContents(p);	edict_t	*list[MAX_EDICTS];	int num = SV_AreaEdicts(p, p, ARRAY_ARG(list), AREA_SOLID);	for (int i = 0; i < num; i++)	{		edict_t *edict = list[i];		entityHull_t &ent = ents[NUM_FOR_EDICT(edict)];		if (ent.model)			contents |= CM_TransformedPointContents(p, ent.model->headnode, edict->s.origin, ent.axis);		else			contents |= CM_TransformedPointContents(p, CM_HeadnodeForBox(ent.bounds), edict->s.origin, nullVec3);	}	return contents;	unguard;}
开发者ID:RkShaRkz,项目名称:Quake2,代码行数:25,


示例2: SV_PointContents

/*=======================================================================================================================================SV_PointContents=======================================================================================================================================*/int SV_PointContents(const vec3_t p, int passEntityNum) {	int touch[MAX_GENTITIES];	sharedEntity_t *hit;	int i, num;	int contents, c2;	clipHandle_t clipHandle;	// get base contents from world	contents = CM_PointContents(p, 0);	// or in contents from all the other entities	num = SV_AreaEntities(p, p, touch, MAX_GENTITIES);	for (i = 0; i < num; i++) {		if (touch[i] == passEntityNum) {			continue;		}		hit = SV_GentityNum(touch[i]);		// might intersect, so do an exact clip		clipHandle = SV_ClipHandleForEntity(hit);		// non - worldspawn entities must not use world as clip model!		if (clipHandle == 0) {			continue;		}		c2 = CM_TransformedPointContents(p, clipHandle, hit->r.currentOrigin, hit->r.currentAngles);		// s.origin/angles is base origin/angles, need to use the current origin/angles for moving entity based water, or water locks in movement start position.		//c2 = CM_TransformedPointContents(p, clipHandle, hit->s.origin, hit->s.angles);		contents |= c2;	}	return contents;}
开发者ID:ioid3-games,项目名称:ioid3-wet,代码行数:38,


示例3: SV_PointContents

/*=============SV_PointContents=============*/int SV_PointContents (vec3_t p){	edict_t		*touch[MAX_EDICTS], *hit;	int			i, num;	int			contents, c2;	int			headnode;	float		*angles;	// get base contents from world	contents = CM_PointContents (p, sv.models[1]->headnode);	// or in contents from all the other entities	num = SV_AreaEdicts (p, p, touch, MAX_EDICTS, AREA_SOLID);	for (i=0 ; i<num ; i++)	{		hit = touch[i];		// might intersect, so do an exact clip		headnode = SV_HullForEntity (hit);		angles = hit->s.angles;		if (hit->solid != SOLID_BSP)			angles = vec3_origin;	// boxes don't rotate		c2 = CM_TransformedPointContents (p, headnode, hit->s.origin, hit->s.angles);		contents |= c2;	}	return contents;}
开发者ID:Jaegermeiste,项目名称:quake2_322,代码行数:36,


示例4: SV_PointContents

/*=============SV_PointContents=============*/int SV_PointContents(vec3_t p){    edict_t     *touch[MAX_EDICTS], *hit;    int         i, num;    int         contents;    if (!sv.cm.cache) {        Com_Error(ERR_DROP, "%s: no map loaded", __func__);    }    // get base contents from world    contents = CM_PointContents(p, sv.cm.cache->nodes);    // or in contents from all the other entities    num = SV_AreaEdicts(p, p, touch, MAX_EDICTS, AREA_SOLID);    for (i = 0; i < num; i++) {        hit = touch[i];        // might intersect, so do an exact clip        contents |= CM_TransformedPointContents(p, SV_HullForEntity(hit),                                                hit->s.origin, hit->s.angles);    }    return contents;}
开发者ID:Jenco420,项目名称:q2pro,代码行数:31,


示例5: SV_PointContents

/*=============SV_PointContents=============*/int SV_PointContents( const vec3_t p, int passEntityNum ) {	int			touch[MAX_GENTITIES];	sharedEntity_t *hit;	int			i, num;	int			contents, c2;	clipHandle_t	clipHandle;	float		*angles;	// get base contents from world	contents = CM_PointContents( p, 0 );	// or in contents from all the other entities	num = SV_AreaEntities( p, p, touch, MAX_GENTITIES );	for ( i=0 ; i<num ; i++ ) {		if ( touch[i] == passEntityNum ) {			continue;		}		hit = SV_GentityNum( touch[i] );		// might intersect, so do an exact clip		clipHandle = SV_ClipHandleForEntity( hit );		angles = hit->r.currentAngles;		if ( !hit->r.bmodel ) {			angles = vec3_origin;	// boxes don't rotate		}		c2 = CM_TransformedPointContents (p, clipHandle, hit->r.currentOrigin, angles);		contents |= c2;	}	return contents;}
开发者ID:Lrns123,项目名称:jkaq3,代码行数:38,


示例6: TV_Module_CM_TransformedPointContents

static inline int TV_Module_CM_TransformedPointContents( relay_t *relay, vec3_t p, struct cmodel_s *cmodel,														vec3_t origin, vec3_t angles ){	if( !relay )	{		Com_Printf( "Error: TV_Module_CM_TransformedPointContents: Relay not set/n" );		return 0;	}	return CM_TransformedPointContents( relay->cms, p, cmodel, origin, angles );}
开发者ID:Clever-Boy,项目名称:qfusion,代码行数:11,


示例7: EnumElement

	IterationRetval_t EnumElement( IHandleEntity *pHandleEntity )	{		ICollideable *pCollide;		const char *pDbgName;		m_pEngineTrace->HandleEntityToCollideable( pHandleEntity, &pCollide, &pDbgName );		if (!pCollide)			return ITERATION_CONTINUE;		// Deal with static props		// NOTE: I could have added static props to a different list and		// enumerated them separately, but that would have been less efficient		if ( StaticPropMgr()->IsStaticProp( pHandleEntity ) )		{			Ray_t ray;			trace_t trace;			ray.Init( m_Pos, m_Pos );			m_pEngineTrace->ClipRayToCollideable( ray, MASK_ALL, pCollide, &trace );			if (trace.startsolid)			{				// We're in a static prop; that's solid baby				// Pretend we hit the world				m_Contents = CONTENTS_SOLID;				m_pCollide = m_pEngineTrace->GetWorldCollideable();				return ITERATION_STOP;			}			return ITERATION_CONTINUE;		}				// We only care about solid volumes		if ((pCollide->GetSolidFlags() & FSOLID_VOLUME_CONTENTS) == 0)			return ITERATION_CONTINUE;		model_t* pModel = (model_t*)pCollide->GetCollisionModel();		if ( pModel && pModel->type == mod_brush )		{			Assert( pCollide->GetCollisionModelIndex() < MAX_MODELS && pCollide->GetCollisionModelIndex() >= 0 );			int nHeadNode = GetModelHeadNode( pCollide );			int contents = CM_TransformedPointContents( m_Pos, nHeadNode, 				pCollide->GetCollisionOrigin(), pCollide->GetCollisionAngles() );			if (contents != CONTENTS_EMPTY)			{				// Return the contents of the first thing we hit				m_Contents = contents;				m_pCollide = pCollide;				return ITERATION_STOP;			}		}		return ITERATION_CONTINUE;	}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:51,


示例8: SV_PointContents

/* * SV_PointContents */intSV_PointContents(const Vec3 p, int passEntityNum){	int	touch[MAX_GENTITIES];	Sharedent *hit;	int	i, num;	int	contents, c2;	Cliphandle clipHandle;	float *angles;	/* get base contents from world */	contents = CM_PointContents(p, 0);	/* or in contents from all the other entities */	num = SV_AreaEntities(p, p, touch, MAX_GENTITIES);	for(i=0; i<num; i++){		if(touch[i] == passEntityNum)			continue;		hit = SV_GentityNum(touch[i]);		/* might intersect, so do an exact clip */		clipHandle = SV_ClipHandleForEntity(hit);		angles = hit->r.currentAngles;		if(!hit->r.bmodel)			angles = vec3_origin;	/* boxes don't rotate */		c2 =			CM_TransformedPointContents (p, clipHandle,				hit->r.currentOrigin,				angles);		contents |= c2;	}	return contents;}
开发者ID:icanhas,项目名称:yantar,代码行数:39,


示例9: 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10: 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11: CL_CgameSystemCalls

//.........这里部分代码省略.........				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 ) );			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;
开发者ID:Sixthly,项目名称:Unvanquished,代码行数:66,


示例12: PF_CM_TransformedPointContents

static inline int PF_CM_TransformedPointContents( vec3_t p, struct cmodel_s *cmodel, vec3_t origin, vec3_t angles ) {	return CM_TransformedPointContents( svs.cms, p, cmodel, origin, angles );}
开发者ID:Clever-Boy,项目名称:qfusion,代码行数:3,


示例13: CL_CgameSystemCalls

//.........这里部分代码省略.........            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;        case CG_CM_MARKFRAGMENTS:            {            float (&arg2)[3][3] = *reinterpret_cast<float (*)[3][3]>(VMA(2));            return re.MarkFragments( args[1], arg2, (const float*)VMA(3), args[4], (float*)VMA(5), args[6], (markFragment_t*)VMA(7) );            }        case CG_S_STARTSOUND:
开发者ID:wtfbbqhax,项目名称:tremulous,代码行数:67,


示例14: 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_GameModule_CM_TransformedPointContents

static inline int CL_GameModule_CM_TransformedPointContents( vec3_t p, struct cmodel_s *cmodel, vec3_t origin, vec3_t angles ) {	return CM_TransformedPointContents( cl.cms, p, cmodel, origin, angles );}
开发者ID:tenght,项目名称:qfusion,代码行数:3,


示例17: 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,



注:本文中的CM_TransformedPointContents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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