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本文整理汇总了C++中CheatsOk函数的典型用法代码示例。如果您正苦于以下问题:C++ CheatsOk函数的具体用法?C++ CheatsOk怎么用?C++ CheatsOk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CheatsOk函数的14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: Cmd_LevelShot_f/*==================Cmd_LevelShot_fThis is just to help generate the level picturesfor the menus. It goes to the intermission immediatelyand sends over a command to the client to resize the view,hide the scoreboard, and take a special screenshot==================*/void Cmd_LevelShot_f( gentity_t *ent ) { if ( !CheatsOk( ent ) ) { return; } gi.SendServerCommand( ent-g_entities, "clientLevelShot" );}
开发者ID:PJayB,项目名称:jk2src,代码行数:17,
示例2: Cmd_SetObjective_f/*=================Cmd_SetObjective_f=================*/void Cmd_SetObjective_f( gentity_t *ent ) { int objectiveI,status,displayStatus; if ( gi.argc() == 2 ) { objectiveI = atoi(gi.argv(1)); gi.Printf("objective #%d display status=%d, status=%d/n",objectiveI, ent->client->sess.mission_objectives[objectiveI].display, ent->client->sess.mission_objectives[objectiveI].status ); return; } if ( gi.argc() != 4 ) { gi.SendServerCommand( ent-g_entities, va("print /"usage: setobjective <objective #> <display status> <status>/n/"")); return; } if ( !CheatsOk( ent ) ) { return; } objectiveI = atoi(gi.argv(1)); displayStatus = atoi(gi.argv(2)); status = atoi(gi.argv(3)); ent->client->sess.mission_objectives[objectiveI].display = displayStatus; ent->client->sess.mission_objectives[objectiveI].status = status;}
开发者ID:PJayB,项目名称:jk2src,代码行数:34,
示例3: Cmd_Give_fvoid Cmd_Give_f( gentity_t *ent ){ if ( !CheatsOk( ent ) ) { return; } G_Give( ent, gi.argv(1), ConcatArgs( 2 ), gi.argc() );}
开发者ID:archSeer,项目名称:OpenJK,代码行数:8,
示例4: Cmd_LevelShot_f/*==================Cmd_LevelShot_fThis is just to help generate the level picturesfor the menus. It goes to the intermission immediatelyand sends over a command to the client to resize the view,hide the scoreboard, and take a special screenshot==================*/void Cmd_LevelShot_f( gentity_t *ent ) { if ( !CheatsOk( ent ) ) { return; } // doesn't work in single player if ( g_gametype.integer != 0 ) { trap_SendServerCommand( ent-g_entities, "print /"Must be in g_gametype 0 for levelshot/n/"" ); return; } BeginIntermission(); trap_SendServerCommand( ent-g_entities, "clientLevelShot" );}
开发者ID:BrendanCoughran,项目名称:ioquake3,代码行数:25,
示例5: argv/*==================Cmd_Notarget_fSets client to notargetargv(0) notarget==================*/void Cmd_Notarget_f( gentity_t *ent ) { char *msg; if ( !CheatsOk( ent ) ) { return; } ent->flags ^= FL_NOTARGET; if (!(ent->flags & FL_NOTARGET) ) msg = "notarget OFF/n"; else msg = "notarget ON/n"; gi.SendServerCommand( ent-g_entities, "print /"%s/"", msg);}
开发者ID:PJayB,项目名称:jk2src,代码行数:24,
示例6: Cmd_Notarget_f/* * Cmd_Notarget_f * * Sets client to notarget * * argv(0) notarget */voidCmd_Notarget_f(Gentity *ent){ char *msg; if(!CheatsOk(ent)) return; ent->flags ^= FL_NOTARGET; if(!(ent->flags & FL_NOTARGET)) msg = "notarget OFF/n"; else msg = "notarget ON/n"; trap_SendServerCommand(ent-g_entities, va("print /"%s/"", msg));}
开发者ID:icanhas,项目名称:yantar,代码行数:23,
示例7: Cmd_God_f/* * Cmd_God_f * * Sets client to godmode * * argv(0) god */voidCmd_God_f(Gentity *ent){ char *msg; if(!CheatsOk(ent)) return; ent->flags ^= FL_GODMODE; if(!(ent->flags & FL_GODMODE)) msg = "godmode OFF/n"; else msg = "godmode ON/n"; trap_SendServerCommand(ent-g_entities, va("print /"%s/"", msg));}
开发者ID:icanhas,项目名称:yantar,代码行数:23,
示例8: Cmd_Noclip_f/* * Cmd_Noclip_f * * argv(0) noclip */voidCmd_Noclip_f(Gentity *ent){ char *msg; if(!CheatsOk(ent)) return; if(ent->client->noclip) msg = "noclip OFF/n"; else msg = "noclip ON/n"; ent->client->noclip = !ent->client->noclip; trap_SendServerCommand(ent-g_entities, va("print /"%s/"", msg));}
开发者ID:icanhas,项目名称:yantar,代码行数:21,
示例9: Cmd_LevelShot_f/*==================Cmd_LevelShot_fThis is just to help generate the level picturesfor the menus. It goes to the intermission immediatelyand sends over a command to the client to resize the view,hide the scoreboard, and take a special screenshot==================*/void Cmd_LevelShot_f(gentity_t *ent){ if(!ent->client->pers.localClient) { trap_SendServerCommand(ent-g_entities, "print /"The levelshot command must be executed by a local client/n/""); return; } if(!CheatsOk(ent)) return; // doesn't work in single player if(g_gametype.integer == GT_SINGLE_PLAYER) { trap_SendServerCommand(ent-g_entities, "print /"Must not be in singleplayer mode for levelshot/n/"" ); return; } BeginIntermission(); trap_SendServerCommand(ent-g_entities, "clientLevelShot");}
开发者ID:MasaMune692,项目名称:alcexamples,代码行数:33,
示例10: Cmd_Give_f/* * Cmd_Give_f * * Give items to a client */voidCmd_Give_f(Gentity *ent){ char *name; Gitem *it; int i; qbool give_all; Gentity *it_ent; Trace trace; if(!CheatsOk(ent)) return; name = ConcatArgs(1); if(Q_stricmp(name, "all") == 0) give_all = qtrue; else give_all = qfalse; if(give_all || Q_stricmp(name, "health") == 0){ ent->health = ent->client->ps.stats[STAT_MAX_HEALTH]; if(!give_all) return; } if(give_all || Q_stricmp(name, "weapons") == 0){ /* * Give all weapons except hook and Wnone */ ent->client->ps.stats[STAT_PRIWEAPS] = (1<<Wnumweaps) - 1 - (1<<Whook) - (1<<Wnone); ent->client->ps.stats[STAT_SECWEAPS] = (1<<Wnumweaps) - 1 - (1<<Whook) - (1<<Wnone); if(!give_all) return; } if(give_all || Q_stricmp(name, "ammo") == 0){ for(i = Wnone+1; i < Wnumweaps; i++) if(i != Whook && i != Wmelee) ent->client->ps.ammo[i] = 5000; if(!give_all) return; } if(give_all || Q_stricmp(name, "armor") == 0){ ent->client->ps.stats[STAT_SHIELD] = 5000; if(!give_all) return; } if(Q_stricmp(name, "excellent") == 0){ ent->client->ps.persistant[PERS_EXCELLENT_COUNT]++; return; } if(Q_stricmp(name, "impressive") == 0){ ent->client->ps.persistant[PERS_IMPRESSIVE_COUNT]++; return; } if(Q_stricmp(name, "gauntletaward") == 0){ ent->client->ps.persistant[PERS_GAUNTLET_FRAG_COUNT]++; return; } if(Q_stricmp(name, "defend") == 0){ ent->client->ps.persistant[PERS_DEFEND_COUNT]++; return; } if(Q_stricmp(name, "assist") == 0){ ent->client->ps.persistant[PERS_ASSIST_COUNT]++; return; } /* spawn a specific item right on the player */ if(!give_all){ it = BG_FindItem(name); if(!it) return; it_ent = G_Spawn(); copyv3(ent->r.currentOrigin, it_ent->s.origin); it_ent->classname = it->classname; G_SpawnItem (it_ent, it); FinishSpawningItem(it_ent); memset(&trace, 0, sizeof(trace)); Touch_Item (it_ent, ent, &trace); if(it_ent->inuse) G_FreeEntity(it_ent); }}
开发者ID:icanhas,项目名称:yantar,代码行数:98,
示例11: Cmd_Give_f/*==================Cmd_Give_fGive items to a client==================*/void Cmd_Give_f (gentity_t *ent){ char *name; gitem_t *it; int i; qboolean give_all; gentity_t *it_ent; trace_t trace; if ( !CheatsOk( ent ) ) { return; } name = ConcatArgs( 1 ); if (Q_stricmp(name, "all") == 0) give_all = qtrue; else give_all = qfalse; if (give_all || Q_stricmp(name, "force") == 0) { if ( ent->client ) { ent->client->ps.forcePower = FORCE_POWER_MAX; } if (!give_all) return; } if (give_all || Q_stricmp(gi.argv(1), "health") == 0) { if (gi.argc() == 3) { ent->health = atoi(gi.argv(2)); if (ent->health > ent->client->ps.stats[STAT_MAX_HEALTH]) { ent->health = ent->client->ps.stats[STAT_MAX_HEALTH]; } } else { ent->health = ent->client->ps.stats[STAT_MAX_HEALTH]; } if (!give_all) return; } if (give_all || Q_stricmp(name, "inventory") == 0) { // Huh? Was doing a INV_MAX+1 which was wrong because then you'd actually have every inventory item including INV_MAX ent->client->ps.stats[STAT_ITEMS] = (1 << (INV_MAX)) - ( 1 << INV_ELECTROBINOCULARS ); ent->client->ps.inventory[INV_ELECTROBINOCULARS] = 1; ent->client->ps.inventory[INV_BACTA_CANISTER] = 5; ent->client->ps.inventory[INV_SEEKER] = 5; ent->client->ps.inventory[INV_LIGHTAMP_GOGGLES] = 1; ent->client->ps.inventory[INV_SENTRY] = 5; ent->client->ps.inventory[INV_GOODIE_KEY] = 5; ent->client->ps.inventory[INV_SECURITY_KEY] = 5; if (!give_all) { return; } } if (give_all || Q_stricmp(name, "weapons") == 0) { ent->client->ps.stats[STAT_WEAPONS] = (1 << (MAX_PLAYER_WEAPONS+1)) - ( 1 << WP_NONE );// ent->client->ps.stats[STAT_WEAPONS] |= (1 << (WP_MELEE)); if (!give_all) return; } if ( !give_all && Q_stricmp(gi.argv(1), "weaponnum") == 0 ) { ent->client->ps.stats[STAT_WEAPONS] |= (1 << atoi(gi.argv(2))); return; } if ( Q_stricmp(name, "eweaps") == 0) //for developing, gives you all the weapons, including enemy { ent->client->ps.stats[STAT_WEAPONS] = (unsigned)(1 << WP_NUM_WEAPONS) - ( 1 << WP_NONE ); // NOTE: this wasn't giving the last weapon in the list if (!give_all) return; } if (give_all || Q_stricmp(name, "ammo") == 0) { for ( i = 0 ; i < AMMO_MAX ; i++ ) { ent->client->ps.ammo[i] = ammoData[i].max; } if (!give_all) return;//.........这里部分代码省略.........
开发者ID:PJayB,项目名称:jk2src,代码行数:101,
示例12: ClientCommand/*=================ClientCommand=================*/void ClientCommand( int clientNum ) { gentity_t *ent; char *cmd; ent = g_entities + clientNum; if ( !ent->client ) { return; // not fully in game yet } cmd = gi.argv(0); if (Q_stricmp (cmd, "spawn") == 0) { Cmd_Spawn( ent ); return; } if (Q_stricmp (cmd, "give") == 0) Cmd_Give_f (ent); else if (Q_stricmp (cmd, "god") == 0) Cmd_God_f (ent); else if (Q_stricmp (cmd, "undying") == 0) Cmd_Undying_f (ent); else if (Q_stricmp (cmd, "notarget") == 0) Cmd_Notarget_f (ent); else if (Q_stricmp (cmd, "noclip") == 0) { Cmd_Noclip_f (ent); } else if (Q_stricmp (cmd, "kill") == 0) { if ( !CheatsOk( ent ) ) { return; } Cmd_Kill_f (ent); } else if (Q_stricmp (cmd, "levelshot") == 0) Cmd_LevelShot_f (ent); else if (Q_stricmp (cmd, "where") == 0) Cmd_Where_f (ent); else if (Q_stricmp (cmd, "setviewpos") == 0) Cmd_SetViewpos_f( ent ); else if (Q_stricmp (cmd, "setobjective") == 0) Cmd_SetObjective_f( ent ); else if (Q_stricmp (cmd, "viewobjective") == 0) Cmd_ViewObjective_f( ent ); else if (Q_stricmp (cmd, "force_throw") == 0) { ent = G_GetSelfForPlayerCmd(); ForceThrow( ent, qfalse ); } else if (Q_stricmp (cmd, "force_pull") == 0) { ent = G_GetSelfForPlayerCmd(); ForceThrow( ent, qtrue ); } else if (Q_stricmp (cmd, "force_speed") == 0) { ent = G_GetSelfForPlayerCmd(); ForceSpeed( ent ); } else if (Q_stricmp (cmd, "force_heal") == 0) { ent = G_GetSelfForPlayerCmd(); ForceHeal( ent ); } else if (Q_stricmp (cmd, "force_grip") == 0) { ent = G_GetSelfForPlayerCmd(); ForceGrip( ent ); } else if (Q_stricmp (cmd, "force_distract") == 0) { ent = G_GetSelfForPlayerCmd(); ForceTelepathy( ent ); } else if (Q_stricmp (cmd, "taunt") == 0) { ent = G_GetSelfForPlayerCmd(); G_Taunt( ent ); } else if (Q_stricmp (cmd, "victory") == 0) G_Victory( ent );// else if (Q_stricmp (cmd, "use_shield") == 0) // sounds like the design doc states that the shields will be a pickup and so the player never decides whether to use them or not.// G_ActivatePersonalShield( ent ); // If you want shields (armor), type "give all" or "give armor" or "give armor #amt#" else if (Q_stricmp (cmd, "fly_xwing") == 0) G_PilotXWing( ent ); else if (Q_stricmp (cmd, "drive_atst") == 0) { if ( CheatsOk( ent ) ) { G_DriveATST( ent, NULL ); } }//.........这里部分代码省略.........
开发者ID:PJayB,项目名称:jk2src,代码行数:101,
示例13: ClientCommand/*=================ClientCommand=================*/void ClientCommand( int clientNum ) { gentity_t *ent; const char *cmd; ent = g_entities + clientNum; if ( !ent->client ) { return; // not fully in game yet } cmd = gi.argv(0); if (Q_stricmp (cmd, "spawn") == 0) { Cmd_Spawn( ent ); return; } if (Q_stricmp (cmd, "give") == 0) Cmd_Give_f (ent); else if (Q_stricmp (cmd, "god") == 0) Cmd_God_f (ent); else if (Q_stricmp (cmd, "undying") == 0) Cmd_Undying_f (ent); else if (Q_stricmp (cmd, "notarget") == 0) Cmd_Notarget_f (ent); else if (Q_stricmp (cmd, "noclip") == 0) { Cmd_Noclip_f (ent); } else if (Q_stricmp (cmd, "kill") == 0) { if ( !CheatsOk( ent ) ) { return; } Cmd_Kill_f (ent); } else if (Q_stricmp (cmd, "levelshot") == 0) Cmd_LevelShot_f (ent); else if (Q_stricmp (cmd, "where") == 0) Cmd_Where_f (ent); else if (Q_stricmp (cmd, "setviewpos") == 0) Cmd_SetViewpos_f( ent ); else if (Q_stricmp (cmd, "setobjective") == 0) Cmd_SetObjective_f( ent ); else if (Q_stricmp (cmd, "viewobjective") == 0) Cmd_ViewObjective_f( ent ); else if (Q_stricmp (cmd, "force_throw") == 0) { ent = G_GetSelfForPlayerCmd(); ForceThrow( ent, qfalse ); } else if (Q_stricmp (cmd, "force_pull") == 0) { ent = G_GetSelfForPlayerCmd(); ForceThrow( ent, qtrue ); } else if (Q_stricmp (cmd, "force_speed") == 0) { ent = G_GetSelfForPlayerCmd(); ForceSpeed( ent ); } else if (Q_stricmp (cmd, "force_heal") == 0) { ent = G_GetSelfForPlayerCmd(); ForceHeal( ent ); } else if (Q_stricmp (cmd, "force_grip") == 0) { ent = G_GetSelfForPlayerCmd(); ForceGrip( ent ); } else if (Q_stricmp (cmd, "force_distract") == 0) { ent = G_GetSelfForPlayerCmd(); ForceTelepathy( ent ); } else if (Q_stricmp (cmd, "force_rage") == 0) { ent = G_GetSelfForPlayerCmd(); ForceRage(ent); } else if (Q_stricmp (cmd, "force_protect") == 0) { ent = G_GetSelfForPlayerCmd(); ForceProtect(ent); } else if (Q_stricmp (cmd, "force_absorb") == 0) { ent = G_GetSelfForPlayerCmd(); ForceAbsorb(ent); } else if (Q_stricmp (cmd, "force_sight") == 0) { ent = G_GetSelfForPlayerCmd();//.........这里部分代码省略.........
开发者ID:archSeer,项目名称:OpenJK,代码行数:101,
示例14: Cmd_Give_f/*==================Cmd_Give_fGive items to a client==================*/void Cmd_Give_f (gentity_t *ent){ char *name; gitem_t *it; int i; qboolean give_all; gentity_t *it_ent; trace_t trace; if ( !CheatsOk( ent ) ) { return; } name = ConcatArgs( 1 ); if (Q_stricmp(name, "all") == 0) give_all = qtrue; else give_all = qfalse; if (give_all || Q_stricmp( name, "health") == 0) { ent->health = ent->client->ps.stats[STAT_MAX_HEALTH]; if (!give_all) return; } if (give_all || Q_stricmp(name, "weapons") == 0) { ent->client->ps.stats[STAT_WEAPONS] = (1 << WP_NUM_WEAPONS) - 1 - ( 1 << WP_GRAPPLING_HOOK ) - ( 1 << WP_NONE ); if (!give_all) return; } if (give_all || Q_stricmp(name, "ammo") == 0) { for ( i = 0 ; i < MAX_WEAPONS ; i++ ) { ent->client->ps.ammo[i] = 999; } if (!give_all) return; } if (give_all || Q_stricmp(name, "armor") == 0) { ent->client->ps.stats[STAT_ARMOR] = 200; if (!give_all) return; } if (Q_stricmp(name, "excellent") == 0) { ent->client->ps.persistant[PERS_EXCELLENT_COUNT]++; return; } if (Q_stricmp(name, "impressive") == 0) { ent->client->ps.persistant[PERS_IMPRESSIVE_COUNT]++; return; } if (Q_stricmp(name, "gauntletaward") == 0) { ent->client->ps.persistant[PERS_GAUNTLET_FRAG_COUNT]++; return; } if (Q_stricmp(name, "defend") == 0) { ent->client->ps.persistant[PERS_DEFEND_COUNT]++; return; } if (Q_stricmp(name, "assist") == 0) { ent->client->ps.persistant[PERS_ASSIST_COUNT]++; return; } // spawn a specific item right on the player if ( !give_all ) { it = BG_FindItem (name); if (!it) { return; } it_ent = G_Spawn(); VectorCopy( ent->r.currentOrigin, it_ent->s.origin ); it_ent->classname = it->classname; G_SpawnItem (it_ent, it); FinishSpawningItem(it_ent ); memset( &trace, 0, sizeof( trace ) ); Touch_Item (it_ent, ent, &trace); if (it_ent->inuse) { G_FreeEntity( it_ent ); } }}
开发者ID:MasaMune692,项目名称:alcexamples,代码行数:99,
注:本文中的CheatsOk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++ Check函数代码示例 C++ ChatHandler函数代码示例 |