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自学教程:C++ CVAR_GET_FLOAT函数代码示例

51自学网 2021-06-01 20:07:41
  C++
这篇教程C++ CVAR_GET_FLOAT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CVAR_GET_FLOAT函数的典型用法代码示例。如果您正苦于以下问题:C++ CVAR_GET_FLOAT函数的具体用法?C++ CVAR_GET_FLOAT怎么用?C++ CVAR_GET_FLOAT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CVAR_GET_FLOAT函数的30个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: Draw

int CHudStatusBar :: Draw( float fTime ){ 	this->ReparseStringIfNeeded();	// Draw the status bar lines	for ( int i = 0; i < MAX_STATUSBAR_LINES; i++ )	{		int TextHeight, TextWidth;		GetConsoleStringSize( m_szStatusBar[i], &TextWidth, &TextHeight );		int Y_START;		if ( ScreenHeight() >= 480 )			Y_START = ScreenHeight() - 55;		else			Y_START = ScreenHeight() - 45;		int x = 5;		int y = Y_START - ( TextHeight * i ); // draw along bottom of screen		// let user set status ID bar centering		if ( (i == STATUSBAR_ID_LINE) && CVAR_GET_FLOAT("hud_centerid") )		{			x = max( 0, max(2, (ScreenWidth() - TextWidth)) / 2 );			y = (ScreenHeight() / 2) + (TextHeight*CVAR_GET_FLOAT("hud_centerid"));		}		if ( m_pflNameColors[i] )			DrawSetTextColor( m_pflNameColors[i][0], m_pflNameColors[i][1], m_pflNameColors[i][2] );		DrawConsoleString( x, y, m_szStatusBar[i] );	}	return 1;}
开发者ID:Arkshine,项目名称:NS,代码行数:35,


示例2: UI_CreateGame_Begin

/*=================UI_CreateGame_Begin=================*/static void UI_CreateGame_Begin( void ){	if( !MAP_IS_VALID( uiCreateGame.mapName[uiCreateGame.mapsList.curItem] ))		return;	// bad map	if( CVAR_GET_FLOAT( "host_serverstate" ) && CVAR_GET_FLOAT( "maxplayers" ) == 1 )		HOST_ENDGAME( "end of the game" );	CVAR_SET_FLOAT( "deathmatch", 1.0f );	// FIXME	CVAR_SET_FLOAT( "maxplayers", atoi( uiCreateGame.maxClients.buffer ));	CVAR_SET_STRING( "hostname", uiCreateGame.hostName.buffer );	CVAR_SET_STRING( "defaultmap", uiCreateGame.mapName[uiCreateGame.mapsList.curItem] );	// all done, start server	if( uiCreateGame.dedicatedServer.enabled )	{		HOST_WRITECONFIG ( CVAR_GET_STRING( "servercfgfile" ));		char cmd[128];		sprintf( cmd, "#%s", gMenu.m_gameinfo.gamefolder );		// NOTE: dedicated server will be executed "defaultmap"		// from engine after restarting		HOST_CHANGEGAME( cmd, "Starting dedicated server.../n" );	}	else	{		HOST_WRITECONFIG ( CVAR_GET_STRING( "lservercfgfile" ));		char cmd[128];		sprintf( cmd, "exec %s/nmap %s/n", CVAR_GET_STRING( "lservercfgfile" ), CVAR_GET_STRING( "defaultmap" ));			CLIENT_COMMAND( FALSE, cmd );	}}
开发者ID:bmk10,项目名称:sing-engine,代码行数:40,


示例3: UI_PlayerSetup_GetConfig

/*=================UI_PlayerSetup_GetConfig=================*/static void UI_PlayerSetup_GetConfig( void ){	int	i;	strncpy( uiPlayerSetup.name.buffer, CVAR_GET_STRING( "name" ), sizeof( uiPlayerSetup.name.buffer ));	// find models	UI_PlayerSetup_FindModels();	// select current model	for( i = 0; i < uiPlayerSetup.num_models; i++ )	{		if( !stricmp( uiPlayerSetup.models[i], CVAR_GET_STRING( "model" )))		{			uiPlayerSetup.model.curValue = (float)i;			break;		}	}	if( gMenu.m_gameinfo.flags & GFL_NOMODELS )		uiPlayerSetup.model.curValue = 0.0f; // force to default	strcpy( uiPlayerSetup.currentModel, uiPlayerSetup.models[(int)uiPlayerSetup.model.curValue] );	uiPlayerSetup.model.maxValue = (float)(uiPlayerSetup.num_models - 1);	uiPlayerSetup.topColor.curValue = CVAR_GET_FLOAT( "topcolor" ) / 255;	uiPlayerSetup.bottomColor.curValue = CVAR_GET_FLOAT( "bottomcolor" ) / 255;	if( CVAR_GET_FLOAT( "cl_himodels" ))		uiPlayerSetup.hiModels.enabled = 1;	if( CVAR_GET_FLOAT( "ui_showmodels" ))		uiPlayerSetup.showModels.enabled = 1;}
开发者ID:Rhoin,项目名称:Xash3D-CrossPlatform-Port,代码行数:39,


示例4: UI_PromptDialog

static void UI_PromptDialog( void ){	if( !CVAR_GET_FLOAT( "host_serverstate" ) || CVAR_GET_FLOAT( "sv_background" ))	{		UI_CreateGame_Begin();		return;	}		// toggle main menu between active/inactive	// show/hide quit dialog	uiCreateGame.advOptions.generic.flags ^= QMF_INACTIVE; 	uiCreateGame.done.generic.flags ^= QMF_INACTIVE;	uiCreateGame.cancel.generic.flags ^= QMF_INACTIVE;	uiCreateGame.maxClients.generic.flags ^= QMF_INACTIVE;	uiCreateGame.hostName.generic.flags ^= QMF_INACTIVE;	uiCreateGame.password.generic.flags ^= QMF_INACTIVE;	uiCreateGame.dedicatedServer.generic.flags ^= QMF_INACTIVE;	uiCreateGame.hltv.generic.flags ^= QMF_INACTIVE;	uiCreateGame.mapsList.generic.flags ^= QMF_INACTIVE;	uiCreateGame.msgBox.generic.flags ^= QMF_HIDDEN;	uiCreateGame.dlgMessage1.generic.flags ^= QMF_HIDDEN;	uiCreateGame.dlgMessage2.generic.flags ^= QMF_HIDDEN;	uiCreateGame.no.generic.flags ^= QMF_HIDDEN;	uiCreateGame.yes.generic.flags ^= QMF_HIDDEN;}
开发者ID:Xash3DLinux,项目名称:xash3dlinux,代码行数:27,


示例5: BEGIN_READ

int CHud::MsgFunc_SetFOV(const char *pszName,  int iSize, void *pbuf){	BEGIN_READ( pbuf, iSize );	int newfov = READ_BYTE();	int def_fov = CVAR_GET_FLOAT( "default_fov" );	if ( newfov == 0 )	{		m_iFOV = def_fov;	}	else	{		m_iFOV = newfov;	}	// the clients fov is actually set in the client data update section of the hud	// Set a new sensitivity	if ( m_iFOV == def_fov )	{  		// reset to saved sensitivity		m_flMouseSensitivity = 0;	}	else	{  		// set a new sensitivity that is proportional to the change from the FOV default		m_flMouseSensitivity = sensitivity->value * ((float)newfov / (float)def_fov) * CVAR_GET_FLOAT("zoom_sensitivity_ratio");	}	return 1;}
开发者ID:NoFreeWill,项目名称:MultiplayerSource,代码行数:32,


示例6: UI_GamePad_GetConfig

/*=================UI_GamePad_GetConfig=================*/static void UI_GamePad_GetConfig( void ){	float side, forward, pitch, yaw;	char binding[7] = { 0 };	static char lt_threshold_text[8], rt_threshold_text[8];	strncpy( binding, CVAR_GET_STRING( "joy_axis_binding"), sizeof( binding ));	side = CVAR_GET_FLOAT( "joy_side" );	forward = CVAR_GET_FLOAT( "joy_forward" );	pitch = CVAR_GET_FLOAT( "joy_pitch" );	yaw = CVAR_GET_FLOAT( "joy_yaw" );	uiGamePad.side.curValue = fabs( side );	uiGamePad.forward.curValue = fabs( forward );	uiGamePad.pitch.curValue = fabs( pitch );	uiGamePad.yaw.curValue = fabs( yaw );	uiGamePad.invSide.enabled = side < 0.0f ? true: false;	uiGamePad.invFwd.enabled = forward < 0.0f ? true: false;	uiGamePad.invPitch.enabled = pitch < 0.0f ? true: false;	uiGamePad.invYaw.enabled = yaw < 0.0f ? true: false;	// I made a monster...	for( int i = 0; i < sizeof( binding ) - 1; i++ )	{		switch( binding[i] )		{		case 's':			uiGamePad.axisBind[i].generic.name = axisNames[JOY_AXIS_SIDE];			uiGamePad.axisBind[i].curValue = JOY_AXIS_SIDE;			break;		case 'f':			uiGamePad.axisBind[i].generic.name = axisNames[JOY_AXIS_FWD];			uiGamePad.axisBind[i].curValue = JOY_AXIS_FWD;			break;		case 'p':			uiGamePad.axisBind[i].generic.name = axisNames[JOY_AXIS_PITCH];			uiGamePad.axisBind[i].curValue = JOY_AXIS_PITCH;			break;		case 'y':			uiGamePad.axisBind[i].generic.name = axisNames[JOY_AXIS_YAW];			uiGamePad.axisBind[i].curValue = JOY_AXIS_YAW;			break;		case 'r':			uiGamePad.axisBind[i].generic.name = axisNames[JOY_AXIS_RT];			uiGamePad.axisBind[i].curValue = JOY_AXIS_RT;			break;		case 'l':			uiGamePad.axisBind[i].generic.name = axisNames[JOY_AXIS_LT];			uiGamePad.axisBind[i].curValue = JOY_AXIS_LT;			break;		default:			uiGamePad.axisBind[i].generic.name = axisNames[JOY_AXIS_NULL];			uiGamePad.axisBind[i].curValue = JOY_AXIS_NULL;		}	}}
开发者ID:Reedych,项目名称:xash3d,代码行数:63,


示例7: VARS

void CBlackHole::RadiusDamage( ){	CBaseEntity *pEntity = NULL;	TraceResult	tr;	float		flAdjustedDamage;	Vector		vecSpot;	entvars_t *pevOwner = VARS( pev->owner );	Vector vecSrc = pev->origin + Vector(0,0,1);	if ( !pevOwner )		pevOwner = pev;	CBaseEntity *pPlayer = CBaseEntity::Instance (pevOwner);	// iterate on all entities in the vicinity.	while ((pEntity = UTIL_FindEntityInSphere( pEntity, vecSrc, (dmg_chrono_radius.value * (mp_wpn_power.value/100)) )) != NULL)	{		if ( pEntity->pev->movetype != MOVETYPE_PUSH && pEntity->pev->movetype != MOVETYPE_NONE && pEntity->pev->movetype != MOVETYPE_FOLLOW && pEntity->pev->movetype != MOVETYPE_NOCLIP )		{			if (pEntity == this) continue;			if (CVAR_GET_FLOAT("mp_noselfdamage")==1 && pEntity->pev == pevOwner )			continue;			if (CVAR_GET_FLOAT("mp_noteamdamage")==1 && g_pGameRules->PlayerRelationship(pPlayer, pEntity) == GR_TEAMMATE && pEntity->pev != pevOwner)			continue;			vecSpot = pEntity->BodyTarget( vecSrc );						UTIL_TraceLine ( vecSrc, vecSpot, ignore_monsters, ENT(pev), &tr );			if ( tr.flFraction == 1.0 || tr.pHit == pEntity->edict() )			{				flAdjustedDamage = ( vecSrc - tr.vecEndPos ).Length();							if ( flAdjustedDamage <	1 )					flAdjustedDamage = 1;							Vector m_vel = ( vecSrc - tr.vecEndPos ).Normalize() * ((500 * (dmg_chrono_radius.value * (mp_wpn_power.value/100)) / flAdjustedDamage) + 150);				if (m_vel.Length() > 1000) m_vel = m_vel.Normalize() * 1000;				pEntity->pev->velocity = m_vel;				if (flAdjustedDamage < 200)				{					if (!(pEntity->Classify() == CLASS_MACHINE || pEntity->IsBot() || pEntity->IsPlayer() || FClassnameIs(pEntity->pev, "laser_dot") || FClassnameIs(pEntity->pev, "laser_spot")))					{						pEntity->Killed ( pevOwner, 0 );						return;					}				}							}		}	}}
开发者ID:mittorn,项目名称:hlwe_src,代码行数:58,


示例8: StartFrame

//// GLOBALS ASSUMED SET:  g_ulFrameCount//void StartFrame( void ){	if ( g_pGameRules )		g_pGameRules->Think();	if ( g_fGameOver )		return;	gpGlobals->teamplay = CVAR_GET_FLOAT("teamplay");	g_iSkillLevel = CVAR_GET_FLOAT("skill");	g_ulFrameCount++;}
开发者ID:devkin021,项目名称:ricochet,代码行数:15,


示例9: UI_VidOptions_GetConfig

/*=================UI_VidOptions_GetConfig=================*/static void UI_VidOptions_GetConfig( void ){	uiVidOptions.screenSize.curValue = (CVAR_GET_FLOAT( "viewsize" ) - 20.0f ) / 100.0f;	uiVidOptions.gammaIntensity.curValue = (CVAR_GET_FLOAT( "vid_gamma" ) - 0.5f) / 1.8f;	uiVidOptions.glareReduction.curValue = (CVAR_GET_FLOAT( "r_flaresize" ) - 100.0f ) / 200.0f;	if( CVAR_GET_FLOAT( "r_fastsky" ))		uiVidOptions.fastSky.enabled = 1;	uiVidOptions.outlineWidth = 2;	UI_ScaleCoords( NULL, NULL, &uiVidOptions.outlineWidth, NULL );}
开发者ID:bmk10,项目名称:sing-engine,代码行数:17,


示例10: UI_NewGame_StartGame

/*=================UI_NewGame_StartGame=================*/static void UI_NewGame_StartGame( float skill ){	if( CVAR_GET_FLOAT( "host_serverstate" ) && CVAR_GET_FLOAT( "maxplayers" ) > 1 )		HOST_ENDGAME( "end of the game" );	CVAR_SET_FLOAT( "skill", skill );	CVAR_SET_FLOAT( "deathmatch", 0.0f );	CVAR_SET_FLOAT( "teamplay", 0.0f );	CVAR_SET_FLOAT( "pausable", 1.0f ); // singleplayer is always allowing pause	CVAR_SET_FLOAT( "maxplayers", 1.0f );	CVAR_SET_FLOAT( "coop", 0.0f );	CLIENT_COMMAND( FALSE, "newgame/n" );}
开发者ID:Rhoin,项目名称:Xash3D-CrossPlatform-Port,代码行数:19,


示例11: GibMonster

//=========================================================// GibMonster - create some gore and get rid of a monster's// model.//=========================================================void CBaseMonster :: GibMonster( void ){	TraceResult	tr;	BOOL		gibbed = FALSE;	int			iszCustomGibs;	EMIT_SOUND(ENT(pev), CHAN_WEAPON, "common/bodysplat.wav", 1, ATTN_NORM);			if ( iszCustomGibs = HasCustomGibs() ) //LRC - monster_generic can have a custom gibset	{		if ( CVAR_GET_FLOAT("violence_hgibs") != 0 )		{			CGib::SpawnHeadGib( pev, STRING(iszCustomGibs) );			CGib::SpawnRandomGibs( pev, 4, 1, STRING(iszCustomGibs) );		}		gibbed = TRUE;	}	// only humans throw skulls !!!UNDONE - eventually monsters will have their own sets of gibs	else if ( HasHumanGibs() )	{		if ( CVAR_GET_FLOAT("violence_hgibs") != 0 )// Only the player will ever fail this test		{			CGib::SpawnHeadGib( pev );			CGib::SpawnRandomGibs( pev, 4, 1 );	// throw some human gibs.		}		gibbed = TRUE;	}	else if ( HasAlienGibs() )	{		if ( CVAR_GET_FLOAT("violence_agibs") != 0 )// Should never fail this test, but someone might call it directly		{			CGib::SpawnRandomGibs( pev, 4, 0 );	// Throw alien gibs		}		gibbed = TRUE;	}	if ( !IsPlayer() )	{		if ( gibbed )		{			// don't remove players!			SetThink(&CBaseMonster :: SUB_Remove );			SetNextThink( 0 );		}		else		{			FadeMonster();		}	}}
开发者ID:RichardRohac,项目名称:hl-amnesia-src,代码行数:54,


示例12: UI_GameOptions_GetConfig

/*=================UI_GameOptions_GetConfig=================*/static void UI_GameOptions_GetConfig( void ){	uiGameInitial.maxFPS = uiGameOptions.maxFPS.curValue = CVAR_GET_FLOAT( "fps_max" );	if( CVAR_GET_FLOAT( "hand" ))		uiGameInitial.hand = uiGameOptions.hand.enabled = 1;	if( CVAR_GET_FLOAT( "cl_run" ))		uiGameInitial.alwaysRun = uiGameOptions.alwaysRun.enabled = 1;	if( CVAR_GET_FLOAT( "sv_allow_download" ))		uiGameInitial.allowDownload = uiGameOptions.allowDownload.enabled = 1;	UI_GameOptions_UpdateConfig ();}
开发者ID:mittorn,项目名称:xash3d,代码行数:20,


示例13: UI_Main_NewGame

/*=================UI_Main_NewGame=================*/static void UI_Main_NewGame( void ){	if( CVAR_GET_FLOAT( "host_serverstate" ) && CVAR_GET_FLOAT( "maxplayers" ) > 1 )		HOST_ENDGAME( "end of the game" );	CVAR_SET_FLOAT( "skill", 1.0f );	CVAR_SET_FLOAT( "deathmatch", 0.0f );	CVAR_SET_FLOAT( "teamplay", 0.0f );	CVAR_SET_FLOAT( "pausable", 1.0f ); // singleplayer is always allowing pause	CVAR_SET_FLOAT( "coop", 0.0f );	BACKGROUND_TRACK( NULL, NULL );	CLIENT_COMMAND( FALSE, "newgame/n" );}
开发者ID:EverydayGeek,项目名称:QuakeRemakeDevkit,代码行数:20,


示例14: CanHavePlayerItem

//=========================================================// CanHaveWeapon - returns FALSE if the player is not allowed// to pick up this weapon//=========================================================BOOL CHalfLifeMultiplay::CanHavePlayerItem( CBasePlayer *pPlayer, CBasePlayerItem *pItem ){	if ( CVAR_GET_FLOAT("mp_weaponstay") > 0 )	{		if ( pItem->iFlags() & ITEM_FLAG_LIMITINWORLD )			return CGameRules::CanHavePlayerItem( pPlayer, pItem );		// check if the player already has this weapon		for ( int i = 0 ; i < MAX_ITEM_TYPES ; i++ )		{			CBasePlayerItem *it = pPlayer->m_rgpPlayerItems[i];			while ( it != NULL )			{				if ( it->m_iId == pItem->m_iId )				{					return FALSE;				}				it = it->m_pNext;			}		}	}	return CGameRules::CanHavePlayerItem( pPlayer, pItem );}
开发者ID:jpiolho,项目名称:halflife,代码行数:30,


示例15: Spawn

void CFuncMonsterClip::Spawn( void ){	CFuncWall::Spawn();	if ( CVAR_GET_FLOAT("showtriggers") == 0 )		pev->effects = EF_NODRAW;	pev->flags |= FL_MONSTERCLIP;}
开发者ID:JoelTroch,项目名称:am_src_rebirth,代码行数:7,


示例16: RenderScreenGlow

void RenderScreenGlow(){ 	if (IEngineStudio.IsHardware() != 1)		return;	if (CVAR_GET_FLOAT("r_glow") == 0)	 //check the cvar for the glow is on.		return;	if (CVAR_GET_FLOAT("r_glow") == 1){	//check the mode is shader		RenderScreenGlowShader();	//AJH don't need r_glowmode, use r_glow 0/1/2 instead	}	else if (CVAR_GET_FLOAT("r_glow") == 2){ //If its not a shader its the lowend		RenderScreenGlowLowEnd();	//AJH don't need r_glowmode, use r_glow 0/1/2 instead	}}
开发者ID:fmoraw,项目名称:SpiritOfHalfLife,代码行数:16,


示例17: InitScreenGlow

void InitScreenGlow(){	if (IEngineStudio.IsHardware() != 1)		return;	if (CVAR_GET_FLOAT("r_glow") == 0)		return;	if (CVAR_GET_FLOAT("r_glow") == 1){		InitScreenGlowShader();	//AJH don't need r_glowmode, use r_glow 0/1/2 instead	}	else if (CVAR_GET_FLOAT("r_glow") == 2){		InitScreenGlowLowEnd();	//AJH don't need r_glowmode, use r_glow 0/1/2 instead	}}
开发者ID:fmoraw,项目名称:SpiritOfHalfLife,代码行数:16,


示例18: delete

/* <1effeb> ../cstrike/dlls/career_tasks.cpp:643 */void CCareerTaskManager::Reset(bool deleteTasks){	if (deleteTasks)	{		for (CareerTaskListIt it = m_tasks.begin(); it != m_tasks.end(); ++it)		{			delete (*it);		}		m_tasks.clear();		m_nextId = 0;	}	else	{		for (CareerTaskListIt it = m_tasks.begin(); it != m_tasks.end(); ++it)		{			CCareerTask *pTask = (*it);			pTask->Reset();		}	}	m_finishedTaskTime  = 0;	m_finishedTaskRound = 0;	m_shouldLatchRoundEndMessage = false;	m_roundStartTime = gpGlobals->time + CVAR_GET_FLOAT("mp_freezetime");}
开发者ID:Adidasman1,项目名称:ReGameDLL_CS,代码行数:28,


示例19: MsgFunc_MOTD

int CHudMOTD :: MsgFunc_MOTD( const char *pszName, int iSize, void *pbuf ){	if( m_iFlags & HUD_ACTIVE )	{		Reset(); // clear the current MOTD in prep for this one	}	BEGIN_READ( pszName, pbuf, iSize );	int is_finished = READ_BYTE();	Q_strcat( m_szMOTD, READ_STRING( ));	if( is_finished )	{		m_iFlags |= HUD_ACTIVE;		MOTD_DISPLAY_TIME = CVAR_GET_FLOAT( "motd_display_time" );		m_flActiveTill = gHUD.m_flTime + MOTD_DISPLAY_TIME;		// count the number of lines in the MOTD		for( char *sz = m_szMOTD; *sz != 0; sz++ )			if( *sz == '/n' ) m_iLines++;	}	END_READ();	return 1;}
开发者ID:XashDev,项目名称:XashXT,代码行数:29,


示例20: UI_Background_Ownerdraw

/*=================UI_Background_Ownerdraw=================*/static void UI_Background_Ownerdraw( void *self ){	// map has background	if( CVAR_GET_FLOAT( "cl_background" ))		return;	UI_DrawBackground_Callback( self );	if (uiStatic.m_fHaveSteamBackground || uiStatic.m_fDisableLogo)		return; // no logos for steam background	if( GetLogoLength() <= 0.05f || GetLogoWidth() <= 32 )		return;	// don't draw stub logo (GoldSrc rules)	float	logoWidth, logoHeight, logoPosY;	float	scaleX, scaleY;	scaleX = ScreenWidth / 640.0f;	scaleY = ScreenHeight / 480.0f;	logoWidth = GetLogoWidth() * scaleX;	logoHeight = GetLogoHeight() * scaleY;	logoPosY = 70 * scaleY;	// 70 it's empirically determined value (magic number)	DRAW_LOGO( "logo.avi", 0, logoPosY, logoWidth, logoHeight );}
开发者ID:EverydayGeek,项目名称:QuakeRemakeDevkit,代码行数:31,


示例21: TurnOn

void CParticleEmitter :: TurnOn ( void ){	ALERT(at_console, "CParticleEmitter :: TurnOn, Current Time: %f/n", gpGlobals->time);	pev->spawnflags |= SF_START_ON;	//the first time the particle spawns	// increment the count just in case	iID = ++iParticleIDCount;	// lets give them everything	if ( CVAR_GET_FLOAT("r_particles" ) != 0 )				{		MESSAGE_BEGIN(MSG_ALL, gmsgParticles);//enviar a todos... qué importa??			WRITE_SHORT(iID);			WRITE_BYTE(0);			WRITE_COORD(pev->origin.x);			WRITE_COORD(pev->origin.y);			WRITE_COORD(pev->origin.z);			WRITE_COORD(pev->angles.x);			WRITE_COORD(pev->angles.y);			WRITE_COORD(pev->angles.z);			WRITE_SHORT(0);			WRITE_STRING(STRING(pev->message));			WRITE_STRING(sParticleDefintionFile);		MESSAGE_END();	}}
开发者ID:Fograin,项目名称:hl-subsmod-ex,代码行数:29,


示例22: isModuleActive

bool isModuleActive(){	if(!(int)CVAR_GET_FLOAT("dodstats_pause"))		return true;	return false;}
开发者ID:9iky6,项目名称:amxmodx,代码行数:7,


示例23: CREATE_FAKE_CLIENT

edict_t *CServer::CreateFakeClient(const char *name){   edict_t *pEdict;   pEdict = CREATE_FAKE_CLIENT(name);   if (!FNullEnt(pEdict)) {      char ptr[128]; // allocate space for message from ClientConnect      if (pEdict->pvPrivateData != NULL)         FREE_PRIVATE(pEdict); // free our predecessor's private data      pEdict->pvPrivateData = NULL; // null out the private data pointer      pEdict->v.frags = 0; // reset his frag count      // set the max speed for this player      pEdict->v.maxspeed = CVAR_GET_FLOAT("sv_maxspeed");      // create the player entity by calling MOD's player function      // (from LINK_ENTITY_TO_CLASS for player object)      if (g_fIsMetamod) {         CALL_GAME_ENTITY(PLID, "player", VARS(pEdict));      } else {         player(VARS(pEdict));      }      MDLL_ClientConnect(pEdict, "bot", "127.0.0.1", ptr);      MDLL_ClientPutInServer(pEdict); // let this bot actually spawn into the game      return pEdict;   }   return NULL;}
开发者ID:CecilHarvey,项目名称:gina,代码行数:33,


示例24: CVAR_GET_FLOAT

//===========================================================int ClassButton::IsNotValid(){	// If this is the main ChangeClass button, remove it if the player's only able to be civilians	if ( m_iPlayerClass == -1 )	{		if (gViewPort->GetValidClasses(g_iTeamNumber) == -1)			return true;		return false;	}	// Is it an illegal class?	if ((gViewPort->GetValidClasses(0) & sTFValidClassInts[ m_iPlayerClass ]) || (gViewPort->GetValidClasses(g_iTeamNumber) & sTFValidClassInts[ m_iPlayerClass ]))		return true;	// Only check current class if they've got autokill on	bool bAutoKill = CVAR_GET_FLOAT( "hud_classautokill" ) != 0;	if ( bAutoKill )	{			// Is it the player's current class?		if ( (gViewPort->IsRandomPC() && m_iPlayerClass == PC_RANDOM) || (!gViewPort->IsRandomPC() && (m_iPlayerClass == g_iPlayerClass)) )			return true;	}	return false;}
开发者ID:Hammermaps-DEV,项目名称:Spirit-of-Half-Life-1.8--VC2010,代码行数:27,


示例25: UI_UpdateMenu

/*=================UI_UpdateMenu=================*/void UI_UpdateMenu( float flTime ){	if( !uiStatic.initialized )		return;	UI_DrawFinalCredits ();	if( !uiStatic.visible )		return;	if( !uiStatic.menuActive )		return;	uiStatic.realTime = flTime * 1000;	uiStatic.framecount++;	if( CVAR_GET_FLOAT( "sv_background" ) && !g_engfuncs.pfnClientInGame())		return;	// don't draw menu while level is loading	if( uiStatic.firstDraw )	{		// we loading background so skip SCR_Update		if( UI_StartBackGroundMap( )) return;		if( uiStatic.menuActive->activateFunc )			uiStatic.menuActive->activateFunc();	}	// draw menu	if( uiStatic.menuActive->drawFunc )		uiStatic.menuActive->drawFunc();	else UI_DrawMenu( uiStatic.menuActive );	if( uiStatic.firstDraw )	{		uiStatic.firstDraw = false;		static int first = TRUE;                    		if( first )		{			BACKGROUND_TRACK( "gamestartup.mp3", "gamestartup.mp3" );			first = FALSE;		}	}	//CR	UI_DrawTitleAnim();	//	// draw cursor	UI_DrawMouseCursor();	// delay playing the enter sound until after the menu has been	// drawn, to avoid delay while caching images	if( uiStatic.enterSound > 0.0f && uiStatic.enterSound <= gpGlobals->time )	{		UI_StartSound( uiSoundIn );		uiStatic.enterSound = -1;	}}
开发者ID:Rhoin,项目名称:Xash3D-CrossPlatform-Port,代码行数:65,


示例26: TurnOff

void CParticleEmitter :: TurnOff ( void ){	ALERT(at_console, "CParticleEmitter :: TurnOff Call Treated as MakeAware/n");	// increment the count just in case	iID = ++iParticleIDCount;	// lets give them everything	if ( CVAR_GET_FLOAT("r_particles" ) != 0 )				{		MESSAGE_BEGIN(MSG_ALL, gmsgParticles);//enviar a todos... qué importa??			WRITE_SHORT(iID);			WRITE_BYTE(0);			WRITE_COORD(pev->origin.x);			WRITE_COORD(pev->origin.y);			WRITE_COORD(pev->origin.z);			WRITE_COORD(pev->angles.x);			WRITE_COORD(pev->angles.y);			WRITE_COORD(pev->angles.z);			WRITE_SHORT(0);			WRITE_STRING(STRING(pev->message));			WRITE_STRING(sParticleDefintionFile);		MESSAGE_END();	}	ALERT(at_console, "CParticleEmitter :: DontThink();/n");	DontThink();}
开发者ID:Fograin,项目名称:hl-subsmod-ex,代码行数:28,


示例27: CVAR_GET_FLOAT

void HistoryResource::AddToHistory(int iType, const char *szName, int iCount){	if(iType != HISTSLOT_ITEM)		return;	if((((AMMO_PICKUP_GAP * iCurrentHistorySlot) + AMMO_PICKUP_PICK_HEIGHT) > AMMO_PICKUP_HEIGHT_MAX) || (iCurrentHistorySlot >= MAX_HISTORY))	{ // the pic would have to be drawn too high		// so start from the bottom		iCurrentHistorySlot = 0;	}	HIST_ITEM *freeslot = &rgAmmoHistory[iCurrentHistorySlot++]; // default to just writing to the first slot	// I am really unhappy with all the code in this file	int i = gHUD.GetSpriteIndex(szName);	if(i == -1)		return; // unknown sprite name, don't add it to history	freeslot->iId    = i;	freeslot->type   = iType;	freeslot->iCount = iCount;	HISTORY_DRAW_TIME     = CVAR_GET_FLOAT("hud_drawhistory_time");	freeslot->DisplayTime = gHUD.m_flTime + HISTORY_DRAW_TIME;}
开发者ID:Sh1ft0x0EF,项目名称:HLSDKRevamp,代码行数:26,


示例28: Spawn

void CFuncMonsterClip::Spawn( void ){	CFuncWall::Spawn();	if( CVAR_GET_FLOAT( "showtriggers" ) == 0 )		GetEffects() = EF_NODRAW;	GetFlags() |= FL_MONSTERCLIP;}
开发者ID:oskarlh,项目名称:HLEnhanced,代码行数:7,


示例29: SetLooseBomb

/* <36b22a> ../cstrike/dlls/bot/cs_bot_manager.cpp:111 */void CCSBotManager::__MAKE_VHOOK(RestartRound)(void){	// extend	CBotManager::RestartRound();	SetLooseBomb(NULL);	m_isBombPlanted = false;	m_bombDefuser = NULL;	m_earliestBombPlantTimestamp = gpGlobals->time + RANDOM_FLOAT(10, 30);	IMPLEMENT_ARRAY(m_editCmd) = EDIT_NONE;	ResetRadioMessageTimestamps();	m_lastSeenEnemyTimestamp = -9999.9f;	m_roundStartTimestamp = gpGlobals->time + CVAR_GET_FLOAT("mp_freezetime");	// randomly decide if defensive team wants to "rush" as a whole	const float defenseRushChance = 33.3f;	// 25.0f;	m_isDefenseRushing = (RANDOM_FLOAT(0, 100) <= defenseRushChance) ? true : false;	TheBotPhrases->OnRoundRestart();	m_isRoundOver = false;	m_isRespawnStarted = false;	m_canRespawn = true;}
开发者ID:coolmans,项目名称:ReGameDLL_CS,代码行数:28,


示例30: delete

void CCareerTaskManager::Reset( bool deleteTasks ){    std::list< CCareerTask* >::iterator iter = m_tasks.begin();    CCareerTaskManager *pTask = ( CCareerTaskManager* )( *iter );    if( deleteTasks )    {         if( pTask != this )        {            for( ; pTask != this; iter++ )            {                delete ( *iter );            }        }        else        {            // ...             m_nextId = 0;        }    }    else    {        for( ; pTask != this; iter++ )        {            // ...        }    }    m_finishedTaskTime  = 0;    m_finishedTaskRound = 0;    m_shouldLatchRoundEndMessage = 0;    m_roundStartTime = gpGlobals->time + CVAR_GET_FLOAT( "mp_freezetime" );}
开发者ID:Chuvi-w,项目名称:CSSDK,代码行数:35,



注:本文中的CVAR_GET_FLOAT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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