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自学教程:C++ CheatsOk函数代码示例

51自学网 2021-06-01 20:10:11
  C++
这篇教程C++ CheatsOk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_f

void 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。


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