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自学教程:C++ Com_RealTime函数代码示例

51自学网 2021-06-01 20:12:36
  C++
这篇教程C++ Com_RealTime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Com_RealTime函数的典型用法代码示例。如果您正苦于以下问题:C++ Com_RealTime函数的具体用法?C++ Com_RealTime怎么用?C++ Com_RealTime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Com_RealTime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: CL_WriteClientChatLog

/*==================CL_WriteClientChatLog==================*/void CL_WriteClientChatLog( char *text ) {	if ( cl_logs && cl_logs->integer ) 	{		if ( LogFileOpened == qfalse || !LogFileHandle ) 		{			CL_OpenClientLog();		}		if ( FS_Initialized() && LogFileOpened == qtrue ) 		{			if( cl.serverTime > 0 )			{				// varibles				char NoColorMsg[MAXPRINTMSG];				char Timestamp[ 60 ];				char LogText[ 60 + MAXPRINTMSG ];				if( cl_logs->integer == 1 )				{					//just do 3 stars to seperate from normal logging stuff					Q_strncpyz( Timestamp, "***", sizeof( Timestamp ) );				} 				else if ( cl_logs->integer == 2 ) 				{					//just game time					//do timestamp prep					sprintf( Timestamp, "[%d:%02d]", cl.serverTime / 60000, ( cl.serverTime / 1000 ) % 60 ); //server Time									} 				else if ( cl_logs->integer == 3 )				{					//just system time					//do timestamp prep					//get current time/date info					qtime_t now;					Com_RealTime( &now );					sprintf( Timestamp, "[%d:%02d]", now.tm_hour, now.tm_min ); //server Time				} 				else if( cl_logs->integer == 4 )				{					//all the data					//do timestamp prep					//get current time/date info					qtime_t now;					Com_RealTime( &now );					sprintf( Timestamp, "[%d:%02d][%d:%02d]", now.tm_hour, now.tm_min, cl.serverTime / 60000, ( cl.serverTime / 1000 ) % 60 ); //server Time				}				//decolor the string				Q_strncpyz( NoColorMsg, text, sizeof(NoColorMsg) );				Q_CleanStr( NoColorMsg );				//prepare text for log				sprintf( LogText, "%s%s/n", Timestamp, NoColorMsg ); //thing to write to log				//write to the file				FS_Write( LogText, strlen( LogText ), LogFileHandle );				//flush the file so we can see the data				FS_ForceFlush( LogFileHandle );			}		}	}}
开发者ID:AlienHoboken,项目名称:Unvanquished,代码行数:64,


示例2: Con_DrawInput

/*================Con_DrawInputDraw the editline after a ] prompt================*/void Con_DrawInput( void ){	int     y;	char    prompt[ MAX_STRING_CHARS ];	vec4_t  color;	qtime_t realtime;	if ( cls.state != CA_DISCONNECTED && !( cls.keyCatchers & KEYCATCH_CONSOLE ) )	{		return;	}	Com_RealTime( &realtime );	y = con.vislines - ( SCR_ConsoleFontCharHeight() * 2 ) + 2;	Com_sprintf( prompt,  sizeof( prompt ), "^0[^3%02d%c%02d^0]^7 %s", realtime.tm_hour, ( realtime.tm_sec & 1 ) ? ':' : ' ', realtime.tm_min, cl_consolePrompt->string );	color[ 0 ] = 1.0f;	color[ 1 ] = 1.0f;	color[ 2 ] = 1.0f;	color[ 3 ] = ( scr_conUseOld->integer ? 1.0f : con.displayFrac * 2.0f );	SCR_DrawSmallStringExt( con.xadjust + cl_conXOffset->integer, y + 10, prompt, color, qfalse, qfalse );	Q_CleanStr( prompt );	Field_Draw( &g_consoleField, con.xadjust + cl_conXOffset->integer + SCR_ConsoleFontStringWidth( prompt, strlen( prompt ) ), y + 10, qtrue, qtrue, color[ 3 ] );}
开发者ID:Sixthly,项目名称:Unvanquished,代码行数:35,


示例3: SV_NameServerDemo

/*Generate unique name for a new server demo file.(We pretend there are no race conditions.)*/static void SV_NameServerDemo(char *filename, int length, const client_t *client){        qtime_t time;        char playername[64];        Com_DPrintf("SV_NameServerDemo/n");        Com_RealTime(&time);        Q_strncpyz(playername, client->name, sizeof(playername));        SVD_CleanPlayerName(playername);        do {                // TODO: really this should contain something identifying                // the server instance it came from; but we could be on                // (multiple) IPv4 and IPv6 interfaces; in the end, some                // kind of server guid may be more appropriate; mission?                // TODO: when the string gets too long (what exactly is                // the limit?) it get's cut off at the end ruining the                // file extension                Com_sprintf(                        filename, length-1, "serverdemos/%.4d-%.2d-%.2d_%.2d-%.2d-%.2d_%s_%d.dm_%d",                        time.tm_year+1900, time.tm_mon, time.tm_mday,                        time.tm_hour, time.tm_min, time.tm_sec,                        playername,                        Sys_Milliseconds(),                        PROTOCOL_VERSION                );                filename[length-1] = '/0';        } while (FS_FileExists(filename));}
开发者ID:promolic1,项目名称:iourt-fru,代码行数:34,


示例4: CON_UpdateClock

/*==================CON_UpdateClockUpdate the clock==================*/static void CON_UpdateClock(void){	qtime_t realtime;	Com_RealTime(&realtime);	werase(clockwin);	CON_ColorPrint(clockwin, va("^0[^3%02d%c%02d^0]^7 ", realtime.tm_hour, (realtime.tm_sec & 1) ? ':' : ' ', realtime.tm_min), qtrue);	wnoutrefresh(clockwin);}
开发者ID:redrumrobot,项目名称:korx,代码行数:15,


示例5: SCR_DrawClock

/*=================SCR_DrawClock=================*/static void SCR_DrawClock( void ) {	qtime_t	myTime;	char	string[16];	if (Cvar_VariableValue ("cl_drawclock")) {		Com_RealTime( &myTime );		Com_sprintf( string, sizeof ( string ), "%02i:%02i:%02i", myTime.tm_hour, myTime.tm_min, myTime.tm_sec );		SCR_DrawStringExt( 320 - strlen( string ) * 4, 11, 8, string, g_color_table[ColorIndex(COLOR_CYAN)], qtrue, qfalse );	}}
开发者ID:undeadzy,项目名称:deprecated_openarena_0.8.5,代码行数:14,


示例6: Com_RealTime

// Standard naming for screenshots/demosstatic char *demoAutoGenerateDefaultFilename(void) {	qtime_t ct;	const char *pszServerInfo = cl.gameState.stringData + cl.gameState.stringOffsets[CS_SERVERINFO];		Com_RealTime(&ct);	return va("%d-%02d-%02d-%02d%02d%02d-%s",								1900+ct.tm_year, ct.tm_mon+1,ct.tm_mday,								ct.tm_hour, ct.tm_min, ct.tm_sec,								COM_SkipPath(Info_ValueForKey(pszServerInfo, "mapname")));}
开发者ID:Daggolin,项目名称:jk2mv,代码行数:11,


示例7: SV_NameServerDemo

/*Generate unique name for a new server demo file.(We pretend there are no race conditions.)*/static void SV_NameServerDemo(char *filename, int length, const client_t *client, char *fn) {    qtime_t time;    char playername[32];    char demoName[64]; //@Barbatos    Com_DPrintf("SV_NameServerDemo/n");    Com_RealTime(&time);    Q_strncpyz(playername, client->name, sizeof(playername));    SVD_CleanPlayerName(playername);    if (fn != NULL) {        Q_strncpyz(demoName, fn, sizeof(demoName));        #ifdef USE_DEMO_FORMAT_42            Q_snprintf(filename, length-1, "%s/%s.urtdemo", sv_demofolder->string, demoName );            if (FS_FileExists(filename)) {                Q_snprintf(filename, length-1, "%s/%s_%d.urtdemo", sv_demofolder->string, demoName, Sys_Milliseconds() );            }        #else            Q_snprintf(filename, length-1, "%s/%s.dm_%d", sv_demofolder->string, demoName , PROTOCOL_VERSION );            if (FS_FileExists(filename)) {                Q_snprintf(filename, length-1, "%s/%s_%d.dm_%d", sv_demofolder->string, demoName, Sys_Milliseconds() , PROTOCOL_VERSION );            }        #endif    } else {        #ifdef USE_DEMO_FORMAT_42            Q_snprintf(                filename, length-1, "%s/%.4d-%.2d-%.2d_%.2d-%.2d-%.2d_%s_%d.urtdemo",                sv_demofolder->string, time.tm_year+1900, time.tm_mon + 1, time.tm_mday,                time.tm_hour, time.tm_min, time.tm_sec,                playername,                Sys_Milliseconds()            );        #else            Q_snprintf(                filename, length-1, "%s/%.4d-%.2d-%.2d_%.2d-%.2d-%.2d_%s_%d.dm_%d",                sv_demofolder->string, time.tm_year+1900, time.tm_mon + 1, time.tm_mday,                time.tm_hour, time.tm_min, time.tm_sec,                playername,                Sys_Milliseconds(),                PROTOCOL_VERSION            );        #endif        filename[length-1] = '/0';        if (FS_FileExists(filename)) {            filename[0] = 0;            return;        }    }}
开发者ID:CoolOppo,项目名称:ioq3-for-UrbanTerror-4,代码行数:58,


示例8: CL_OpenClientLog

/*==================CL_OpenClientLog==================*/void CL_OpenClientLog(void) {	if( cl_logs && cl_logs->integer ) {		if( FS_Initialized() && LogFileOpened == qfalse ) {			char FileLocation[ 255 ];			char *nowString;			//get current time/date info			qtime_t now;			Com_RealTime( &now );			nowString = va( "%04d-%02d-%02d", 1900 + now.tm_year, 1 + now.tm_mon, now.tm_mday );			sprintf(FileLocation,"logs/%s.log", nowString );			LogFileHandle = FS_FOpenFileAppend( FileLocation ); //open file with filename as date			LogFileOpened = qtrue; //var to tell if files open		}	}}
开发者ID:Amanieu,项目名称:tremfusion,代码行数:20,


示例9: SV_WriteAttackLog

void SV_WriteAttackLog(const char *log){	if (attHandle > 0)	{		char    string[512]; // 512 chars seem enough here		qtime_t time;		Com_RealTime(&time);		Com_sprintf(string, sizeof(string), "%i/%i/%i %i:%i:%i %s", 1900 + time.tm_year, time.tm_mday, time.tm_mon + 1, time.tm_hour, time.tm_min, time.tm_sec, log);		FS_Write(string, strlen(string), attHandle);	}	else	{		Com_Printf("%s", log);	}}
开发者ID:scenna,项目名称:etlegacy,代码行数:16,


示例10: Con_DrawInput

/*================Con_DrawInputDraw the editline after a ] prompt================*/void Con_DrawInput( int linePosition, float overrideAlpha ){	char    prompt[ MAX_STRING_CHARS ];	vec4_t  color;	qtime_t realtime;	Com_RealTime( &realtime );	Com_sprintf( prompt,  sizeof( prompt ), "^0[^3%02d%c%02d^0]^7 %s", realtime.tm_hour, ( realtime.tm_sec & 1 ) ? ':' : ' ', realtime.tm_min, con_prompt->string );	color[ 0 ] = 1.0f;	color[ 1 ] = 1.0f;	color[ 2 ] = 1.0f;	color[ 3 ] = consoleState.currentAlphaFactor * overrideAlpha;	SCR_DrawSmallStringExt( consoleState.margin.sides + consoleState.padding.sides, linePosition, prompt, color, qfalse, qfalse );	Q_CleanStr( prompt );	Field_Draw( g_consoleField, consoleState.margin.sides + consoleState.padding.sides + SCR_ConsoleFontStringWidth( prompt, strlen( prompt ) ), linePosition, qtrue, qtrue, color[ 3 ] );}
开发者ID:TWal,项目名称:Unvanquished,代码行数:26,


示例11: SCR_DrawClock

/*=================SCR_DrawClock=================*/void SCR_DrawClock(void) {    int 		color, fontsize, posx, posy, hour;    char 		string[16];    qtime_t		myTime;    color = cl_drawclockcolor->integer;    fontsize = cl_drawclockfontsize->integer;    posx = cl_drawclockposx->integer;    posy = cl_drawclockposy->integer;    if (cl_drawclock->integer) {        Com_RealTime(&myTime);        hour = myTime.tm_hour;        if (cl_drawclock12->integer)            hour = hourTo12(hour);        Com_sprintf(string, sizeof(string), "%02i:%02i", hour, myTime.tm_min);        SCR_DrawCondensedString(posx * 10, posy * 10, fontsize, string, g_color_table[color], qtrue);    }}
开发者ID:joesitton,项目名称:ioq3-for-UrbanTerror-4,代码行数:25,


示例12: SCR_DrawClock

/////////////////////////////////////////////////////////////////////// Name        : SCR_DrawClock// Description : Draw the clock/////////////////////////////////////////////////////////////////////void SCR_DrawClock(void) {        qtime_t now;    char    string[16];       // if we are not supposed to draw the clock    if (!Cvar_VariableValue("cl_drawClock")) {        return;    }        // if 2D drawing is disabled    if (!Cvar_VariableValue("cg_draw2D")) {        return;    }        // if we are paused    if (Cvar_VariableValue("cl_paused")) {        return;    }        Com_RealTime(&now);    Com_sprintf(string, sizeof(string), "%02i:%02i:%02i", now.tm_hour, now.tm_min, now.tm_sec);    SCR_DrawStringExt(320 - (SCR_GetSmallStringWidth(string) / 2), 15, SMALLCHAR_WIDTH, string, g_color_table[7], qtrue);}
开发者ID:danielepantaleone,项目名称:ioq3-UrT,代码行数:28,


示例13: SV_GameSystemCalls

//.........这里部分代码省略.........		case G_ADJUST_AREA_PORTAL_STATE:			SV_AdjustAreaPortalState((sharedEntity_t*)VMA(1),(bool)args[2]);			return 0;		case G_AREAS_CONNECTED:			return CM_AreasConnected(args[1], args[2]);		case G_UPDATE_SHARED_CONFIG:			SV_UpdateSharedConfig( args[1], (char*)VMA(2) );			return 0;		case G_BOT_ALLOCATE_CLIENT:			return SV_BotAllocateClient(args[1]);		case G_BOT_FREE_CLIENT:			SV_BotFreeClient(args[1]);			return 0;		case G_GET_USERCMD:			SV_GetUsercmd(args[1], (usercmd_t*)VMA(2));			return 0;		case G_GET_ENTITY_TOKEN: {			const char     *s;			s = COM_Parse(&sv.entityParsePoint);			Q_strncpyz((char*)VMA(1), s, args[2]);			if(!sv.entityParsePoint && !s[0]) {				return false;			} else {				return true;			}		}		case G_DEBUG_POLYGON_CREATE:			return BotImport_DebugPolygonCreate(args[1], args[2], (vec3_t*)VMA(3));		case G_DEBUG_POLYGON_DELETE:			BotImport_DebugPolygonDelete(args[1]);			return 0;		case G_REAL_TIME:			return Com_RealTime((qtime_t*)VMA(1));		case G_SNAPVECTOR:			Q_SnapVector((float*)VMA(1));			return 0;		case G_SEND_GAMESTAT:			SV_MasterGameStat( (char*)VMA(1) );			return 0;		case G_ADDCOMMAND:			Cmd_AddCommand( (char*)VMA(1), NULL, (char*)VMA(3) );			return 0;		case G_REMOVECOMMAND:			Cmd_RemoveCommand( (char*)VMA(1) );			return 0;		case G_GETTAG:			return SV_GetTag(args[1], args[2], (char*)VMA(3), (orientation_t*)VMA(4));		case G_REGISTERTAG:			return SV_LoadTag((char*)VMA(1));		case G_REGISTERSOUND:			return S_RegisterSound((char*)VMA(1), (bool)args[2]);		case G_GET_SOUND_LENGTH:			return S_GetSoundLength(args[1]);		case G_PARSE_ADD_GLOBAL_DEFINE:			return Parse_AddGlobalDefine( (char*)VMA(1) );		case G_PARSE_LOAD_SOURCE:			return Parse_LoadSourceHandle( (char*)VMA(1) );		case G_PARSE_FREE_SOURCE:			return Parse_FreeSourceHandle( args[1] );		case G_PARSE_READ_TOKEN:			return Parse_ReadTokenHandle( args[1], (pc_token_t*)VMA(2) );		case G_PARSE_SOURCE_FILE_AND_LINE:			return Parse_SourceFileAndLine( args[1], (char*)VMA(2), (int*)VMA(3) );		case BOTLIB_SETUP:			return SV_BotLibSetup();
开发者ID:TheDushan,项目名称:OpenWolf,代码行数:67,


示例14: CLWM_UISystemCalls

//.........这里部分代码省略.........	case WMUI_R_REGISTERFONT:		R_RegisterFont( ( char* )VMA( 1 ), args[ 2 ], ( fontInfo_t* )VMA( 3 ) );		return 0;	case WMUI_MEMSET:		return ( qintptr )memset( VMA( 1 ), args[ 2 ], args[ 3 ] );	case WMUI_MEMCPY:		return ( qintptr )memcpy( VMA( 1 ), VMA( 2 ), args[ 3 ] );	case WMUI_STRNCPY:		String::NCpy( ( char* )VMA( 1 ), ( char* )VMA( 2 ), args[ 3 ] );		return args[ 1 ];	case WMUI_SIN:		return FloatAsInt( sin( VMF( 1 ) ) );	case WMUI_COS:		return FloatAsInt( cos( VMF( 1 ) ) );	case WMUI_ATAN2:		return FloatAsInt( atan2( VMF( 1 ), VMF( 2 ) ) );	case WMUI_SQRT:		return FloatAsInt( sqrt( VMF( 1 ) ) );	case WMUI_FLOOR:		return FloatAsInt( floor( VMF( 1 ) ) );	case WMUI_CEIL:		return FloatAsInt( ceil( VMF( 1 ) ) );	case WMUI_PC_ADD_GLOBAL_DEFINE:		return PC_AddGlobalDefine( ( char* )VMA( 1 ) );	case WMUI_PC_LOAD_SOURCE:		return PC_LoadSourceHandle( ( char* )VMA( 1 ) );	case WMUI_PC_FREE_SOURCE:		return PC_FreeSourceHandle( args[ 1 ] );	case WMUI_PC_READ_TOKEN:		return PC_ReadTokenHandleQ3( args[ 1 ], ( q3pc_token_t* )VMA( 2 ) );	case WMUI_PC_SOURCE_FILE_AND_LINE:		return PC_SourceFileAndLine( args[ 1 ], ( char* )VMA( 2 ), ( int* )VMA( 3 ) );	case WMUI_S_STOPBACKGROUNDTRACK:		S_StopBackgroundTrack();		return 0;	case WMUI_S_STARTBACKGROUNDTRACK:		S_StartBackgroundTrack( ( char* )VMA( 1 ), ( char* )VMA( 2 ), 0 );		return 0;	case WMUI_REAL_TIME:		return Com_RealTime( ( qtime_t* )VMA( 1 ) );	case WMUI_CIN_PLAYCINEMATIC:		return CIN_PlayCinematicStretched( ( char* )VMA( 1 ), args[ 2 ], args[ 3 ], args[ 4 ], args[ 5 ], args[ 6 ] );	case WMUI_CIN_STOPCINEMATIC:		return CIN_StopCinematic( args[ 1 ] );	case WMUI_CIN_RUNCINEMATIC:		return CIN_RunCinematic( args[ 1 ] );	case WMUI_CIN_DRAWCINEMATIC:		CIN_DrawCinematic( args[ 1 ] );		return 0;	case WMUI_CIN_SETEXTENTS:		CIN_SetExtents( args[ 1 ], args[ 2 ], args[ 3 ], args[ 4 ], args[ 5 ] );		return 0;	case WMUI_R_REMAP_SHADER:		R_RemapShader( ( char* )VMA( 1 ), ( char* )VMA( 2 ), ( char* )VMA( 3 ) );		return 0;	case WMUI_VERIFY_CDKEY:		return CLT3_CDKeyValidate( ( char* )VMA( 1 ), ( char* )VMA( 2 ) );	case WMUI_CL_GETLIMBOSTRING:		return CLT3_GetLimboString( args[ 1 ], ( char* )VMA( 2 ) );	case WMUI_CL_TRANSLATE_STRING:		CL_TranslateString( ( char* )VMA( 1 ), ( char* )VMA( 2 ) );		return 0;	case WMUI_CHECKAUTOUPDATE:		return 0;	case WMUI_GET_AUTOUPDATE:		return 0;	case WMUI_OPENURL:		CLT3_OpenURL( ( const char* )VMA( 1 ) );		return 0;	default:		common->Error( "Bad UI system trap: %i", static_cast<int>( args[ 0 ] ) );	}	return 0;}
开发者ID:janisl,项目名称:jlquake,代码行数:101,


示例15: CL_CgameSystemCalls

//.........这里部分代码省略.........        case CG_KEY_KEYNUMTOSTRINGBUF:            Key_KeynumToStringBuf( args[1], (char*)VMA(2), args[3] );            return 0;        case CG_KEY_GETBINDINGBUF:            Key_GetBindingBuf( args[1], (char*)VMA(2), args[3] );            return 0;        case CG_KEY_SETBINDING:            Key_SetBinding( args[1], (const char*)VMA(2) );            return 0;        case CG_PARSE_ADD_GLOBAL_DEFINE:            return Parse_AddGlobalDefine( (char*)VMA(1) );        case CG_PARSE_LOAD_SOURCE:            return Parse_LoadSourceHandle( (const char*)VMA(1) );        case CG_PARSE_FREE_SOURCE:            return Parse_FreeSourceHandle( args[1] );        case CG_PARSE_READ_TOKEN:            return Parse_ReadTokenHandle( args[1], (pc_token_t*)VMA(2) );        case CG_PARSE_SOURCE_FILE_AND_LINE:            return Parse_SourceFileAndLine( args[1], (char*)VMA(2), (int*)VMA(3) );        case CG_KEY_SETOVERSTRIKEMODE:            Key_SetOverstrikeMode( (bool)args[1] );            return 0;        case CG_KEY_GETOVERSTRIKEMODE:            return Key_GetOverstrikeMode( );        case CG_FIELD_COMPLETELIST:            Field_CompleteList( (char*)VMA(1) );            return 0;        case CG_MEMSET:            ::memset( VMA(1), args[2], args[3] );            return 0;        case CG_MEMCPY:            ::memcpy( VMA(1), VMA(2), args[3] );            return 0;        case CG_STRNCPY:            safe_strncpy( (char*)VMA(1), (const char*)VMA(2), args[3] );            return args[1];        case CG_SIN:            return FloatAsInt( sin( VMF(1) ) );        case CG_COS:            return FloatAsInt( cos( VMF(1) ) );        case CG_ATAN2:            return FloatAsInt( atan2( VMF(1), VMF(2) ) );        case CG_SQRT:            return FloatAsInt( sqrt( VMF(1) ) );        case CG_FLOOR:            return FloatAsInt( floor( VMF(1) ) );        case CG_CEIL:            return FloatAsInt( ceil( VMF(1) ) );        case CG_ACOS:            return FloatAsInt( Q_acos( VMF(1) ) );        case CG_S_STOPBACKGROUNDTRACK:            S_StopBackgroundTrack();            return 0;        case CG_REAL_TIME:            return Com_RealTime( (qtime_t*)VMA(1) );        case CG_SNAPVECTOR:            Q_SnapVector((float*)VMA(1));            return 0;        case CG_CIN_PLAYCINEMATIC:            return CIN_PlayCinematic((const char*)VMA(1), args[2], args[3], args[4], args[5], args[6]);        case CG_CIN_STOPCINEMATIC:            return CIN_StopCinematic(args[1]);        case CG_CIN_RUNCINEMATIC:            return CIN_RunCinematic(args[1]);        case CG_CIN_DRAWCINEMATIC:            CIN_DrawCinematic(args[1]);            return 0;        case CG_CIN_SETEXTENTS:            CIN_SetExtents(args[1], args[2], args[3], args[4], args[5]);            return 0;        case CG_R_REMAP_SHADER:            re.RemapShader( (const char*)VMA(1), (const char*)VMA(2), (const char*)VMA(3) );            return 0;        case CG_GET_ENTITY_TOKEN:            return re.GetEntityToken( (char*)VMA(1), args[2] );        case CG_R_INPVS:            return re.inPVS( (const float*)VMA(1), (const float*)VMA(2) );        default:            assert(0);            Com_Error( ERR_DROP, "Bad cgame system trap: %ld", (long int) args[0] );    }	return 0;}
开发者ID:wtfbbqhax,项目名称:tremulous,代码行数:101,


示例16: SV_SpawnServer

//.........这里部分代码省略.........	Cvar_Set( "sv_serverid", va("%i", sv.serverId ) );	// clear physics interaction links	SV_ClearWorld ();		// media configstring setting should be done during	// the loading stage, so connected clients don't have	// to load during actual gameplay	sv.state = SS_LOADING;	// load and spawn all other entities	SV_InitGameProgs();	// run a few frames to allow everything to settle	for (i = 0;i < 3; i++)	{		VM_Call (gvm, GAME_RUN_FRAME, sv.time);		sv.time += 100;		svs.time += 100;	}	// create a baseline for more efficient communications	SV_CreateBaseline ();	for (i=0 ; i<sv_maxclients->integer ; i++) {		// send the new gamestate to all connected clients		if (svs.clients[i].state >= CS_CONNECTED) {			char	*denied;			// connect the client again			denied = VM_ExplicitArgPtr( gvm, VM_Call( gvm, GAME_CLIENT_CONNECT, i, qfalse ) );	// firstTime = qfalse			if ( denied ) {				// this generally shouldn't happen, because the client				// was connected before the level change				SV_DropClient( &svs.clients[i], denied );			} else {				// when we get the next packet from a connected client,				// the new gamestate will be sent				svs.clients[i].state = CS_CONNECTED;			}		}	}		// run another frame to allow things to look at all the players	VM_Call (gvm, GAME_RUN_FRAME, sv.time);	sv.time += 100;	svs.time += 100;	// if a dedicated server we need to touch the cgame because it could be in a	// seperate pk3 file and the client will need to load the latest cgame.qvm	if ( com_dedicated->integer ) {		SV_TouchCGame();	}	// the server sends these to the clients so they will only	// load pk3s also loaded at the server	Cvar_Set( "sv_paks", sv_pure->integer ? FS_LoadedPakChecksums() : "" );	Cvar_Set( "sv_pakNames", sv_pure->integer ? FS_LoadedPakNames() : "" );	// the server sends these to the clients so they can figure	// out which pk3s should be auto-downloaded	p = FS_ReferencedPakChecksums();	Cvar_Set( "sv_referencedPaks", p );	p = FS_ReferencedPakNames();	Cvar_Set( "sv_referencedPakNames", p );	// save systeminfo and serverinfo strings	Q_strncpyz( systemInfo, Cvar_InfoString_Big( CVAR_SYSTEMINFO ), sizeof( systemInfo ) );	cvar_modifiedFlags &= ~CVAR_SYSTEMINFO;	SV_SetConfigstring( CS_SYSTEMINFO, systemInfo );	SV_SetConfigstring( CS_SERVERINFO, Cvar_InfoString( CVAR_SERVERINFO ) );	cvar_modifiedFlags &= ~CVAR_SERVERINFO;	// any media configstring setting now should issue a warning	// and any configstring changes should be reliably transmitted	// to all clients	sv.state = SS_GAME;	// send a heartbeat now so the master will get up to date info	SV_Heartbeat_f();	Hunk_SetMark();	Com_Printf ("-----------------------------------/n");	// start recording a demo	if ( sv_autoDemo->integer ) {		qtime_t	now;		Com_RealTime( &now );		Cbuf_AddText( va( "demo_record %04d%02d%02d%02d%02d%02d-%s/n",			1900 + now.tm_year,			1 + now.tm_mon,			now.tm_mday,			now.tm_hour,			now.tm_min,			now.tm_sec,			server ) );	}}
开发者ID:Amanieu,项目名称:tremfusion,代码行数:101,


示例17: CL_ParseSnapshot

/*================CL_ParseSnapshotIf the snapshot is parsed properly, it will be copied tocl.snap and saved in cl.snapshots[].  If the snapshot is invalidfor any reason, no changes to the state will be made at all.================*/void CL_ParseSnapshot( msg_t *msg ){	int          len;	clSnapshot_t *old;	clSnapshot_t newSnap;	int          deltaNum;	int          oldMessageNum;	int          i, packetNum;	// get the reliable sequence acknowledge number	// NOTE: now sent with all server to client messages	//clc.reliableAcknowledge = MSG_ReadLong( msg );	// read in the new snapshot to a temporary buffer	// we will only copy to cl.snap if it is valid	Com_Memset( &newSnap, 0, sizeof( newSnap ) );	// we will have read any new server commands in this	// message before we got to svc_snapshot	newSnap.serverCommandNum = clc.serverCommandSequence;	newSnap.serverTime = MSG_ReadLong( msg );	// if we were just unpaused, we can only *now* really let the	// change come into effect or the client hangs.	cl_paused->modified = 0;	newSnap.messageNum = clc.serverMessageSequence;	deltaNum = MSG_ReadByte( msg );	if ( !deltaNum )	{		newSnap.deltaNum = -1;	}	else	{		newSnap.deltaNum = newSnap.messageNum - deltaNum;	}	newSnap.snapFlags = MSG_ReadByte( msg );	// If the frame is delta compressed from data that we	// no longer have available, we must suck up the rest of	// the frame, but not use it, then ask for a non-compressed	// message	if ( newSnap.deltaNum <= 0 )	{		newSnap.valid = qtrue; // uncompressed frame		old = NULL;		if ( clc.demorecording )		{			clc.demowaiting = qfalse; // we can start recording now//          if(cl_autorecord->integer) {//              Cvar_Set( "g_synchronousClients", "0" );//          }		}		else		{			if ( cl_autorecord->integer /*&& Cvar_VariableValue( "g_synchronousClients") */ )			{				char    name[ 256 ];				char    mapname[ MAX_QPATH ];				char    *period;				qtime_t time;				Com_RealTime( &time );				Q_strncpyz( mapname, cl.mapname, MAX_QPATH );				for ( period = mapname; *period; period++ )				{					if ( *period == '.' )					{						*period = '/0';						break;					}				}				for ( period = mapname; *period; period++ )				{					if ( *period == '/' )					{						break;					}				}				if ( *period )				{					period++;//.........这里部分代码省略.........
开发者ID:justhacking,项目名称:Unvanquished,代码行数:101,


示例18: CL_CgameSystemCalls

//.........这里部分代码省略.........		return Key_IsDown( args[1] );  case CG_KEY_GETCATCHER:		return Key_GetCatcher();  case CG_KEY_SETCATCHER:		// Don't allow the cgame module to close the console		Key_SetCatcher( args[1] | ( Key_GetCatcher( ) & KEYCATCH_CONSOLE ) );    return 0;  case CG_KEY_GETKEY:		return Key_GetKey( VMA(1) );	case CG_MEMSET:		Com_Memset( VMA(1), args[2], args[3] );		return 0;	case CG_MEMCPY:		Com_Memcpy( VMA(1), VMA(2), args[3] );		return 0;	case CG_STRNCPY:		strncpy( VMA(1), VMA(2), args[3] );		return args[1];	case CG_SIN:		return FloatAsInt( sin( VMF(1) ) );	case CG_COS:		return FloatAsInt( cos( VMF(1) ) );	case CG_ATAN2:		return FloatAsInt( atan2( VMF(1), VMF(2) ) );	case CG_SQRT:		return FloatAsInt( sqrt( VMF(1) ) );	case CG_FLOOR:		return FloatAsInt( floor( VMF(1) ) );	case CG_CEIL:		return FloatAsInt( ceil( VMF(1) ) );	case CG_ACOS:		return FloatAsInt( Q_acos( VMF(1) ) );	case CG_PC_ADD_GLOBAL_DEFINE:		return botlib_export->PC_AddGlobalDefine( VMA(1) );	case CG_PC_LOAD_SOURCE:		return botlib_export->PC_LoadSourceHandle( VMA(1) );	case CG_PC_FREE_SOURCE:		return botlib_export->PC_FreeSourceHandle( args[1] );	case CG_PC_READ_TOKEN:		return botlib_export->PC_ReadTokenHandle( args[1], VMA(2) );	case CG_PC_SOURCE_FILE_AND_LINE:		return botlib_export->PC_SourceFileAndLine( args[1], VMA(2), VMA(3) );	case CG_S_STOPBACKGROUNDTRACK:		S_StopBackgroundTrack();		return 0;	case CG_REAL_TIME:		return Com_RealTime( VMA(1) );	case CG_SNAPVECTOR:		Sys_SnapVector( VMA(1) );		return 0;	case CG_CIN_PLAYCINEMATIC:	  return CIN_PlayCinematic(VMA(1), args[2], args[3], args[4], args[5], args[6]);	case CG_CIN_STOPCINEMATIC:	  return CIN_StopCinematic(args[1]);	case CG_CIN_RUNCINEMATIC:	  return CIN_RunCinematic(args[1]);	case CG_CIN_DRAWCINEMATIC:	  CIN_DrawCinematic(args[1]);	  return 0;	case CG_CIN_SETEXTENTS:	  CIN_SetExtents(args[1], args[2], args[3], args[4], args[5]);	  return 0;	case CG_R_REMAP_SHADER:		re.RemapShader( VMA(1), VMA(2), VMA(3) );		return 0;/*	case CG_LOADCAMERA:		return loadCamera(VMA(1));	case CG_STARTCAMERA:		startCamera(args[1]);		return 0;	case CG_GETCAMERAINFO:		return getCameraInfo(args[1], VMA(2), VMA(3));*/	case CG_GET_ENTITY_TOKEN:		return re.GetEntityToken( VMA(1), args[2] );	case CG_R_INPVS:		return re.inPVS( VMA(1), VMA(2) );	default:	        assert(0);		Com_Error( ERR_DROP, "Bad cgame system trap: %ld", (long int) args[0] );	}	return 0;}
开发者ID:BruceJohnJennerLawso,项目名称:quake3,代码行数:101,


示例19: CL_UISystemCalls

//.........这里部分代码省略.........	case UI_GET_CDKEY:		CLUI_GetCDKey( VMA(1), args[2] );		return 0;	case UI_SET_CDKEY:		CLUI_SetCDKey( VMA(1) );		return 0;		case UI_SET_PBCLSTATUS:		return 0;		case UI_R_REGISTERFONT:		re.RegisterFont( VMA(1), args[2], VMA(3));		return 0;	case UI_MEMSET:		Com_Memset( VMA(1), args[2], args[3] );		return 0;	case UI_MEMCPY:		Com_Memcpy( VMA(1), VMA(2), args[3] );		return 0;	case UI_STRNCPY:		return (int)strncpy( VMA(1), VMA(2), args[3] );	case UI_SIN:		return FloatAsInt( sin( VMF(1) ) );	case UI_COS:		return FloatAsInt( cos( VMF(1) ) );	case UI_ATAN2:		return FloatAsInt( atan2( VMF(1), VMF(2) ) );	case UI_SQRT:		return FloatAsInt( sqrt( VMF(1) ) );	case UI_FLOOR:		return FloatAsInt( floor( VMF(1) ) );	case UI_CEIL:		return FloatAsInt( ceil( VMF(1) ) );	case UI_PC_ADD_GLOBAL_DEFINE:		return botlib_export->PC_AddGlobalDefine( VMA(1) );	case UI_PC_LOAD_SOURCE:		return botlib_export->PC_LoadSourceHandle( VMA(1) );	case UI_PC_FREE_SOURCE:		return botlib_export->PC_FreeSourceHandle( args[1] );	case UI_PC_READ_TOKEN:		return botlib_export->PC_ReadTokenHandle( args[1], VMA(2) );	case UI_PC_SOURCE_FILE_AND_LINE:		return botlib_export->PC_SourceFileAndLine( args[1], VMA(2), VMA(3) );	case UI_S_STOPBACKGROUNDTRACK:		S_StopBackgroundTrack();		return 0;	case UI_S_STARTBACKGROUNDTRACK:		S_StartBackgroundTrack( VMA(1), VMA(2));		return 0;	case UI_REAL_TIME:		return Com_RealTime( VMA(1) );	case UI_CIN_PLAYCINEMATIC:	  Com_DPrintf("UI_CIN_PlayCinematic/n");	  return CIN_PlayCinematic(VMA(1), args[2], args[3], args[4], args[5], args[6]);	case UI_CIN_STOPCINEMATIC:	  return CIN_StopCinematic(args[1]);	case UI_CIN_RUNCINEMATIC:	  return CIN_RunCinematic(args[1]);	case UI_CIN_DRAWCINEMATIC:	  CIN_DrawCinematic(args[1]);	  return 0;	case UI_CIN_SETEXTENTS:	  CIN_SetExtents(args[1], args[2], args[3], args[4], args[5]);	  return 0;	case UI_R_REMAP_SHADER:		re.RemapShader( VMA(1), VMA(2), VMA(3) );		return 0;	case UI_VERIFY_CDKEY:		return CL_CDKeyValidate(VMA(1), VMA(2));			default:		Com_Error( ERR_DROP, "Bad UI system trap: %i", args[0] );	}	return 0;}
开发者ID:he110world,项目名称:quake3-ios,代码行数:101,


示例20: sizeof

char *demoAutoFormat(const char* name) {		const	char *format;	qboolean haveTag = qfalse;	static char	outBuf[512];	int			outIndex = 0;	int			outLeft = sizeof(outBuf) - 1;		int t = 0;	char timeStamps[MAX_QPATH] = "";	qtime_t ct;	char playerName[MAX_QPATH], *mapName = COM_SkipPath(Info_ValueForKey((cl.gameState.stringData + cl.gameState.stringOffsets[CS_SERVERINFO]), "mapname"));	Q_strncpyz(playerName, Info_ValueForKey((cl.gameState.stringData + cl.gameState.stringOffsets[CS_PLAYERS+cl.snap.ps.clientNum]), "n"), sizeof(playerName));	Q_CleanStr(playerName, qtrue);	Com_RealTime(&ct);		format = cl_autoDemoFormat->string;	if (!format || !format[0]) {		if (!name || !name[0]) {			format = "%t";		} else {			format = "%n_%t";		}	}	while (*format && outLeft  > 0) {		if (haveTag) {			char ch = *format++;			haveTag = qfalse;			switch (ch) {			case 'd':		//date				Com_sprintf( outBuf + outIndex, outLeft, "%d-%02d-%02d-%02d%02d%02d",								1900+ct.tm_year, ct.tm_mon+1,ct.tm_mday,								ct.tm_hour, ct.tm_min, ct.tm_sec);				outIndex += strlen( outBuf + outIndex );				break;			case 'm':		//map				Com_sprintf( outBuf + outIndex, outLeft, "%s", mapName);				outIndex += strlen( outBuf + outIndex );				break;			case 'n':		//custom demo name				Com_sprintf( outBuf + outIndex, outLeft, "%s", name);				outIndex += strlen( outBuf + outIndex );				break;			case 'p':		//current player name				Com_sprintf( outBuf + outIndex, outLeft, "%s", playerName);				outIndex += strlen( outBuf + outIndex );				break;			case 't':		//timestamp				while (demoAuto.timeStamps[t] && t < MAX_TIMESTAMPS) {					int min = demoAuto.timeStamps[t] / 60000;					int sec = (demoAuto.timeStamps[t] / 1000) % 60;					if (t == 0) {						Com_sprintf(timeStamps, sizeof(timeStamps), "%02d%02d", min, sec);					} else {						Com_sprintf(timeStamps, sizeof(timeStamps), "%s_%02d%02d", timeStamps, min, sec);					}					t++;				}				Com_sprintf( outBuf + outIndex, outLeft, "%s", timeStamps);				outIndex += strlen( outBuf + outIndex );				break;			case '%':				outBuf[outIndex++] = '%';				break;			default:				continue;			}			outLeft = sizeof(outBuf) - outIndex - 1;			continue;		}		if (*format == '%') {			haveTag = qtrue;			format++;			continue;		}		outBuf[outIndex++] = *format++;		outLeft = sizeof(outBuf) - outIndex - 1;	}	outBuf[ outIndex ] = 0;	return outBuf;}
开发者ID:Daggolin,项目名称:jk2mv,代码行数:82,


示例21: CL_CgameSystemCalls

//.........这里部分代码省略.........		strncpy( VMA(1), VMA(2), args[3] );		return args[1];	case CG_SIN:		return FloatAsInt( sin( VMF( 1 ) ) );	case CG_COS:		return FloatAsInt( cos( VMF( 1 ) ) );	case CG_ATAN2:		return FloatAsInt( atan2( VMF( 1 ), VMF( 2 ) ) );	case CG_SQRT:		return FloatAsInt( sqrt( VMF( 1 ) ) );	case CG_FLOOR:		return FloatAsInt( floor( VMF( 1 ) ) );	case CG_CEIL:		return FloatAsInt( ceil( VMF( 1 ) ) );	case CG_ACOS:		return FloatAsInt( Q_acos( VMF( 1 ) ) );	case CG_PC_ADD_GLOBAL_DEFINE:		return botlib_export->PC_AddGlobalDefine( VMA( 1 ) );	case CG_PC_LOAD_SOURCE:		return botlib_export->PC_LoadSourceHandle( VMA( 1 ) );	case CG_PC_FREE_SOURCE:		return botlib_export->PC_FreeSourceHandle( args[1] );	case CG_PC_READ_TOKEN:		return botlib_export->PC_ReadTokenHandle( args[1], VMA( 2 ) );	case CG_PC_SOURCE_FILE_AND_LINE:		return botlib_export->PC_SourceFileAndLine( args[1], VMA( 2 ), VMA( 3 ) );	case CG_S_STOPBACKGROUNDTRACK:		S_StopBackgroundTrack();		return 0;	case CG_REAL_TIME:		return Com_RealTime( VMA( 1 ) );	case CG_SNAPVECTOR:		Q_SnapVector(VMA(1));		return 0;	case CG_SENDMOVESPEEDSTOGAME:		SV_SendMoveSpeedsToGame( args[1], VMA( 2 ) );		return 0;	case CG_CIN_PLAYCINEMATIC:		return CIN_PlayCinematic( VMA( 1 ), args[2], args[3], args[4], args[5], args[6] );	case CG_CIN_STOPCINEMATIC:		return CIN_StopCinematic( args[1] );	case CG_CIN_RUNCINEMATIC:		return CIN_RunCinematic( args[1] );	case CG_CIN_DRAWCINEMATIC:		CIN_DrawCinematic( args[1] );		return 0;	case CG_CIN_SETEXTENTS:		CIN_SetExtents( args[1], args[2], args[3], args[4], args[5] );		return 0;	case CG_R_REMAP_SHADER:		re.RemapShader( VMA( 1 ), VMA( 2 ), VMA( 3 ) );		return 0;	case CG_TESTPRINTINT://		Com_Printf( "%s%i/n", (const char*)VMA( 1 ), args[2] );		return 0;
开发者ID:MAN-AT-ARMS,项目名称:iortcw-archive,代码行数:67,


示例22: CL_UISystemCalls

//.........这里部分代码省略.........        return LAN_ServerIsVisible(args[1], args[2]);    case UI_LAN_UPDATEVISIBLEPINGS:        return LAN_UpdateVisiblePings(args[1]);    case UI_LAN_RESETPINGS:        LAN_ResetPings(args[1]);        return 0;    case UI_LAN_SERVERSTATUS:        return LAN_GetServerStatus(VMA(1), VMA(2), args[3]);    case UI_LAN_SERVERISINFAVORITELIST:        return LAN_ServerIsInFavoriteList(args[1], args[2]);    case UI_LAN_COMPARESERVERS:        return LAN_CompareServers(args[1], args[2], args[3], args[4], args[5]);    case UI_MEMORY_REMAINING:        return Hunk_MemoryRemaining();    case UI_R_REGISTERFONT:        re.RegisterFont(VMA(1), args[2], VMA(3), (args[4] == qtrue));        return 0;    case UI_MEMSET:        return (intptr_t)memset(VMA(1), args[2], args[3]);    case UI_MEMCPY:        return (intptr_t)memcpy(VMA(1), VMA(2), args[3]);    case UI_STRNCPY:        return (intptr_t)strncpy(VMA(1), VMA(2), args[3]);    case UI_SIN:        return FloatAsInt(sin(VMF(1)));    case UI_COS:        return FloatAsInt(cos(VMF(1)));    case UI_ATAN2:        return FloatAsInt(atan2(VMF(1), VMF(2)));    case UI_SQRT:        return FloatAsInt(sqrt(VMF(1)));    case UI_FLOOR:        return FloatAsInt(floor(VMF(1)));    case UI_CEIL:        return FloatAsInt(ceil(VMF(1)));    case UI_PC_ADD_GLOBAL_DEFINE:        return botlib_export->PC_AddGlobalDefine(VMA(1));    case UI_PC_REMOVE_ALL_GLOBAL_DEFINES:        botlib_export->PC_RemoveAllGlobalDefines();        return 0;    case UI_PC_LOAD_SOURCE:        return botlib_export->PC_LoadSourceHandle(VMA(1));    case UI_PC_FREE_SOURCE:        return botlib_export->PC_FreeSourceHandle(args[1]);    case UI_PC_READ_TOKEN:        return botlib_export->PC_ReadTokenHandle(args[1], VMA(2));    case UI_PC_SOURCE_FILE_AND_LINE:        return botlib_export->PC_SourceFileAndLine(args[1], VMA(2), VMA(3));    case UI_PC_UNREAD_TOKEN:        botlib_export->PC_UnreadLastTokenHandle(args[1]);        return 0;    case UI_S_STOPBACKGROUNDTRACK:        S_StopBackgroundTrack();        return 0;    case UI_S_STARTBACKGROUNDTRACK:        S_StartBackgroundTrack(VMA(1), VMA(2), args[3]); // added fadeup time        return 0;    case UI_REAL_TIME:        return Com_RealTime(VMA(1));    case UI_CIN_PLAYCINEMATIC:        Com_DPrintf("UI_CIN_PlayCinematic/n");        return CIN_PlayCinematic(VMA(1), args[2], args[3], args[4], args[5], args[6]);    case UI_CIN_STOPCINEMATIC:        return CIN_StopCinematic(args[1]);    case UI_CIN_RUNCINEMATIC:        return CIN_RunCinematic(args[1]);    case UI_CIN_DRAWCINEMATIC:        CIN_DrawCinematic(args[1]);        return 0;    case UI_CIN_SETEXTENTS:        CIN_SetExtents(args[1], args[2], args[3], args[4], args[5]);        return 0;    case UI_R_REMAP_SHADER:        re.RemapShader(VMA(1), VMA(2), VMA(3));        return 0;    case UI_CL_GETLIMBOSTRING:        return CL_GetLimboString(args[1], VMA(2));    case UI_CL_TRANSLATE_STRING:        CL_TranslateStringMod(VMA(1), VMA(2));        return 0;    case UI_CHECKAUTOUPDATE:        CL_RequestMasterData(qfalse);        return 0;    case UI_GET_AUTOUPDATE:        Com_GetAutoUpdate();        return 0;    case UI_OPENURL:        CL_OpenURL((const char *)VMA(1));        return 0;    case UI_GETHUNKDATA:        Com_GetHunkInfo(VMA(1), VMA(2));        return 0;    // obsolete    case UI_SET_PBCLSTATUS:    case UI_SET_PBSVSTATUS:        return 0;    default:        Com_Error(ERR_DROP, "Bad UI system trap: %ld", (long int) args[0]);    }}
开发者ID:etlegacy,项目名称:etlegacy,代码行数:101,


示例23: CLWS_CgameSystemCalls

//.........这里部分代码省略.........		String::NCpy( ( char* )VMA( 1 ), ( char* )VMA( 2 ), args[ 3 ] );		return args[ 1 ];	case WSCG_SIN:		return FloatAsInt( sin( VMF( 1 ) ) );	case WSCG_COS:		return FloatAsInt( cos( VMF( 1 ) ) );	case WSCG_ATAN2:		return FloatAsInt( atan2( VMF( 1 ), VMF( 2 ) ) );	case WSCG_SQRT:		return FloatAsInt( sqrt( VMF( 1 ) ) );	case WSCG_FLOOR:		return FloatAsInt( floor( VMF( 1 ) ) );	case WSCG_CEIL:		return FloatAsInt( ceil( VMF( 1 ) ) );	case WSCG_ACOS:		return FloatAsInt( idMath::ACos( VMF( 1 ) ) );	case WSCG_PC_ADD_GLOBAL_DEFINE:		return PC_AddGlobalDefine( ( char* )VMA( 1 ) );	case WSCG_PC_LOAD_SOURCE:		return PC_LoadSourceHandle( ( char* )VMA( 1 ) );	case WSCG_PC_FREE_SOURCE:		return PC_FreeSourceHandle( args[ 1 ] );	case WSCG_PC_READ_TOKEN:		return PC_ReadTokenHandleQ3( args[ 1 ], ( q3pc_token_t* )VMA( 2 ) );	case WSCG_PC_SOURCE_FILE_AND_LINE:		return PC_SourceFileAndLine( args[ 1 ], ( char* )VMA( 2 ), ( int* )VMA( 3 ) );	case WSCG_S_STOPBACKGROUNDTRACK:		S_StopBackgroundTrack();		return 0;	case WSCG_REAL_TIME:		return Com_RealTime( ( qtime_t* )VMA( 1 ) );	case WSCG_SNAPVECTOR:		Sys_SnapVector( ( float* )VMA( 1 ) );		return 0;	case WSCG_SENDMOVESPEEDSTOGAME:		SVWS_SendMoveSpeedsToGame( args[ 1 ], ( char* )VMA( 2 ) );		return 0;	case WSCG_CIN_PLAYCINEMATIC:		return CIN_PlayCinematicStretched( ( char* )VMA( 1 ), args[ 2 ], args[ 3 ], args[ 4 ], args[ 5 ], args[ 6 ] );	case WSCG_CIN_STOPCINEMATIC:		return CIN_StopCinematic( args[ 1 ] );	case WSCG_CIN_RUNCINEMATIC:		return CIN_RunCinematic( args[ 1 ] );	case WSCG_CIN_DRAWCINEMATIC:		CIN_DrawCinematic( args[ 1 ] );		return 0;	case WSCG_CIN_SETEXTENTS:		CIN_SetExtents( args[ 1 ], args[ 2 ], args[ 3 ], args[ 4 ], args[ 5 ] );		return 0;	case WSCG_R_REMAP_SHADER:		R_RemapShader( ( char* )VMA( 1 ), ( char* )VMA( 2 ), ( char* )VMA( 3 ) );		return 0;	case WSCG_TESTPRINTINT:		common->Printf( "%s%i/n", ( char* )VMA( 1 ), static_cast<int>( args[ 2 ] ) );		return 0;	case WSCG_TESTPRINTFLOAT:		common->Printf( "%s%f/n", ( char* )VMA( 1 ), VMF( 2 ) );		return 0;
开发者ID:janisl,项目名称:jlquake,代码行数:66,


示例24: CL_CgameSystemCalls

//.........这里部分代码省略.........		return FloatAsInt( sin( VMF(1) ) );	case CG_COS:		return FloatAsInt( cos( VMF(1) ) );	case CG_ATAN2:		return FloatAsInt( atan2( VMF(1), VMF(2) ) );	case CG_SQRT:		return FloatAsInt( sqrt( VMF(1) ) );	case CG_FLOOR:		return FloatAsInt( floor( VMF(1) ) );	case CG_CEIL:		return FloatAsInt( ceil( VMF(1) ) );	case CG_ACOS:	return FloatAsInt( Q_acos( VMF(1) ) );	case CG_FMOD:	return FloatAsInt( fmod( VMF(1),VMF(2) ) );	case CG_POW:	return FloatAsInt( pow( VMF(1),VMF(2) ) );	case CG_ATAN:	return FloatAsInt( atan( VMF(1) ) );	case CG_TAN:	return FloatAsInt( tan( VMF(1)) );	case CG_PC_ADD_GLOBAL_DEFINE:		return botlib_export->PC_AddGlobalDefine( VMA(1) );	case CG_PC_LOAD_SOURCE:		return botlib_export->PC_LoadSourceHandle( VMA(1) );	case CG_PC_FREE_SOURCE:		return botlib_export->PC_FreeSourceHandle( args[1] );	case CG_PC_READ_TOKEN:		return botlib_export->PC_ReadTokenHandle( args[1], VMA(2) );	case CG_PC_SOURCE_FILE_AND_LINE:		return botlib_export->PC_SourceFileAndLine( args[1], VMA(2), VMA(3) );	case CG_S_STOPBACKGROUNDTRACK:		S_StopBackgroundTrack();		return 0;	case CG_REAL_TIME:		return Com_RealTime( VMA(1) );	case CG_SNAPVECTOR:		Sys_SnapVector( VMA(1) );		return 0;	case CG_UPDATEGAMESTATE:		return CL_UpdateGameState( VMA(1) );	case CG_CIN_PLAYCINEMATIC:	  return CIN_PlayCinematic(VMA(1), args[2], args[3], args[4], args[5], args[6]);	case CG_CIN_STOPCINEMATIC:	  return CIN_StopCinematic(args[1]);	case CG_CIN_RUNCINEMATIC:	  return CIN_RunCinematic(args[1]);	case CG_CIN_DRAWCINEMATIC:	  CIN_DrawCinematic(args[1]);	  return 0;	case CG_CIN_SETEXTENTS:	  CIN_SetExtents(args[1], args[2], args[3], args[4], args[5]);	  return 0;	case CG_R_REMAP_SHADER:		//ToDo: remove this trap		return 0;/*	case CG_LOADCAMERA:		return loadCamera(VMA(1));
开发者ID:ballju,项目名称:SpaceTrader-GPL-1.1.14,代码行数:66,


示例25: CL_CgameSystemCalls

//.........这里部分代码省略.........		return FloatAsInt(sin(VMF(1)));	case CG_COS:		return FloatAsInt(cos(VMF(1)));	case CG_ATAN2:		return FloatAsInt(atan2(VMF(1), VMF(2)));	case CG_SQRT:		return FloatAsInt(sqrt(VMF(1)));	case CG_FLOOR:		return FloatAsInt(floor(VMF(1)));	case CG_CEIL:		return FloatAsInt(ceil(VMF(1)));	case CG_ACOS:		return FloatAsInt(Q_acos(VMF(1)));	case CG_PC_ADD_GLOBAL_DEFINE:		return botlib_export->PC_AddGlobalDefine(VMA(1));	case CG_PC_LOAD_SOURCE:		return botlib_export->PC_LoadSourceHandle(VMA(1));	case CG_PC_FREE_SOURCE:		return botlib_export->PC_FreeSourceHandle(args[1]);	case CG_PC_READ_TOKEN:		return botlib_export->PC_ReadTokenHandle(args[1], VMA(2));	case CG_PC_SOURCE_FILE_AND_LINE:		return botlib_export->PC_SourceFileAndLine(args[1], VMA(2), VMA(3));	case CG_PC_UNREAD_TOKEN:		botlib_export->PC_UnreadLastTokenHandle(args[1]);		return 0;	case CG_S_STOPBACKGROUNDTRACK:		S_StopBackgroundTrack();		return 0;	case CG_REAL_TIME:		return Com_RealTime(VMA(1));	case CG_SNAPVECTOR:		Sys_SnapVector(VMA(1));		return 0;	case CG_CIN_PLAYCINEMATIC:		return CIN_PlayCinematic(VMA(1), args[2], args[3], args[4], args[5], args[6]);	case CG_CIN_STOPCINEMATIC:		return CIN_StopCinematic(args[1]);	case CG_CIN_RUNCINEMATIC:		return CIN_RunCinematic(args[1]);	case CG_CIN_DRAWCINEMATIC:		CIN_DrawCinematic(args[1]);		return 0;	case CG_CIN_SETEXTENTS:		CIN_SetExtents(args[1], args[2], args[3], args[4], args[5]);		return 0;	case CG_R_REMAP_SHADER:		re.RemapShader(VMA(1), VMA(2), VMA(3));		return 0;	case CG_TESTPRINTINT:		Com_Printf("%s%li/n", (char *)VMA(1), (long)args[2]);		return 0;	case CG_TESTPRINTFLOAT:		Com_Printf("%s%f/n", (char *)VMA(1), VMF(2));		return 0;
开发者ID:Mailaender,项目名称:etlegacy,代码行数:66,


示例26: CL_UISystemCalls

//.........这里部分代码省略.........			return Parse_AddGlobalDefine( (char*)VMA(1) );		case UI_PARSE_LOAD_SOURCE:			return Parse_LoadSourceHandle( (char*)VMA(1) );		case UI_PARSE_FREE_SOURCE:			return Parse_FreeSourceHandle( args[1] );		case UI_PARSE_READ_TOKEN:			return Parse_ReadTokenHandle( args[1], (pc_token_t*)VMA(2) );		case UI_PARSE_SOURCE_FILE_AND_LINE:			return Parse_SourceFileAndLine( args[1], (char*)VMA(2), (int*)VMA(3) );		case UI_PC_ADD_GLOBAL_DEFINE:			return Parse_AddGlobalDefine((char*)VMA(1));		case UI_PC_REMOVE_ALL_GLOBAL_DEFINES:			Parse_RemoveAllGlobalDefines();			return 0;		case UI_PC_LOAD_SOURCE:			return Parse_LoadSourceHandle((char*)VMA(1));		case UI_PC_FREE_SOURCE:			return Parse_FreeSourceHandle(args[1]);		case UI_PC_READ_TOKEN:			return Parse_ReadTokenHandle(args[1], (pc_token_t*)VMA(2));		case UI_PC_SOURCE_FILE_AND_LINE:			return Parse_SourceFileAndLine(args[1], (char*)VMA(2), (int*)VMA(3));		case UI_PC_UNREAD_TOKEN:			Parse_UnreadLastTokenHandle(args[1]);			return 0;		case UI_S_STOPBACKGROUNDTRACK:			S_StopBackgroundTrack();			return 0;		case UI_S_STARTBACKGROUNDTRACK:			//S_StartBackgroundTrack(VMA(1), VMA(2), args[3]);	//----(SA) added fadeup time			S_StartBackgroundTrack( (char*)VMA(1), (char*)VMA(2));			return 0;		case UI_REAL_TIME:			return Com_RealTime((qtime_t*)VMA(1));		case UI_CIN_PLAYCINEMATIC:			Com_DPrintf("UI_CIN_PlayCinematic/n");			return CIN_PlayCinematic((char*)VMA(1), args[2], args[3], args[4], args[5], args[6]);		case UI_CIN_STOPCINEMATIC:			return CIN_StopCinematic(args[1]);		case UI_CIN_RUNCINEMATIC:			return CIN_RunCinematic(args[1]);		case UI_CIN_DRAWCINEMATIC:			CIN_DrawCinematic(args[1]);			return 0;		case UI_CIN_SETEXTENTS:			CIN_SetExtents(args[1], args[2], args[3], args[4], args[5]);			return 0;		case UI_R_REMAP_SHADER:			re.RemapShader((char*)VMA(1), (char*)VMA(2), (char*)VMA(3));			return 0;		case UI_CL_GETLIMBOSTRING:			return CL_GetLimboString(args[1], (char*)VMA(2));		case UI_CL_TRANSLATE_STRING:			CL_TranslateString((char*)VMA(1), (char*)VMA(2));			return 0;		case UI_CHECKAUTOUPDATE:#if !defined(UPDATE_SERVER)			CL_CheckAutoUpdate();#endif			return 0;		case UI_GET_AUTOUPDATE:#if !defined(UPDATE_SERVER)			CL_GetAutoUpdate();#endif			return 0;		case UI_OPENURL:
开发者ID:TheDushan,项目名称:OpenWolf,代码行数:67,


示例27: CL_UISystemCalls

//.........这里部分代码省略.........	case UI_SIN:		return FloatAsInt( sin( VMF(1) ) );	case UI_COS:		return FloatAsInt( cos( VMF(1) ) );	case UI_ATAN2:		return FloatAsInt( atan2( VMF(1), VMF(2) ) );	case UI_SQRT:		return FloatAsInt( sqrt( VMF(1) ) );	case UI_FLOOR:		return FloatAsInt( floor( VMF(1) ) );	case UI_CEIL:		return FloatAsInt( ceil( VMF(1) ) );	case UI_PC_ADD_GLOBAL_DEFINE:		return botlib_export->PC_AddGlobalDefine( (char *)VMA(1) );	case UI_PC_LOAD_SOURCE:		return botlib_export->PC_LoadSourceHandle( (const char *)VMA(1) );	case UI_PC_FREE_SOURCE:		return botlib_export->PC_FreeSourceHandle( args[1] );	case UI_PC_READ_TOKEN:		return botlib_export->PC_ReadTokenHandle( args[1], (struct pc_token_s *)VMA(2) );	case UI_PC_SOURCE_FILE_AND_LINE:		return botlib_export->PC_SourceFileAndLine( args[1], (char *)VMA(2), (int *)VMA(3) );	case UI_PC_LOAD_GLOBAL_DEFINES:		return botlib_export->PC_LoadGlobalDefines ( (char *)VMA(1) );	case UI_PC_REMOVE_ALL_GLOBAL_DEFINES:		botlib_export->PC_RemoveAllGlobalDefines ( );		return 0;	case UI_S_STOPBACKGROUNDTRACK:		S_StopBackgroundTrack();		return 0;	case UI_S_STARTBACKGROUNDTRACK:		S_StartBackgroundTrack( (const char *)VMA(1), (const char *)VMA(2), qfalse);		return 0;	case UI_REAL_TIME:		return Com_RealTime( (struct qtime_s *)VMA(1) );	case UI_CIN_PLAYCINEMATIC:	  Com_DPrintf("UI_CIN_PlayCinematic/n");	  return CIN_PlayCinematic((const char *)VMA(1), args[2], args[3], args[4], args[5], args[6]);	case UI_CIN_STOPCINEMATIC:	  return CIN_StopCinematic(args[1]);	case UI_CIN_RUNCINEMATIC:	  return CIN_RunCinematic(args[1]);	case UI_CIN_DRAWCINEMATIC:	  CIN_DrawCinematic(args[1]);	  return 0;	case UI_CIN_SETEXTENTS:	  CIN_SetExtents(args[1], args[2], args[3], args[4], args[5]);	  return 0;	case UI_R_REMAP_SHADER:		re.RemapShader( (const char *)VMA(1), (const char *)VMA(2), (const char *)VMA(3) );		return 0;#ifdef USE_CD_KEY	case UI_VERIFY_CDKEY:		return CL_CDKeyValidate((const char *)VMA(1), (const char *)VMA(2));#endif // USE_CD_KEY	case UI_SP_REGISTER:		return !!SP_Register((const char *)VMA(1),SP_REGISTER_MENU);	case UI_SP_GETSTRINGTEXTSTRING:		const char* text;		assert(VMA(1));		assert(VMA(2));		text = SP_GetStringTextString((const char *) VMA(1));		Q_strncpyz( (char *) VMA(2), text, args[3] );		return qtrue;/*Ghoul2 Insert Start*/	case UI_G2_ANGLEOVERRIDE:		return G2API_SetBoneAngles(*((CGhoul2Info_v *)VMA(1)), args[2], (const char *)VMA(3), (float *)VMA(4), args[5],							 (const Eorientations) args[6], (const Eorientations) args[7], (const Eorientations) args[8],							 (qhandle_t *)VMA(9), args[10], args[11] );/*Ghoul2 Insert End*/	default:		Com_Error( ERR_DROP, "Bad UI system trap: %i", args[0] );	}	return 0;}
开发者ID:Boothand,项目名称:jk2mp,代码行数:101,


示例28: CL_UISystemCalls

//.........这里部分代码省略.........	case UI_LAN_GETSERVERPING:		return LAN_GetServerPing( args[1], args[2] );	case UI_LAN_MARKSERVERVISIBLE:		LAN_MarkServerVisible( args[1], args[2], args[3] );		return 0;	case UI_LAN_SERVERISVISIBLE:		return LAN_ServerIsVisible( args[1], args[2] );	case UI_LAN_UPDATEVISIBLEPINGS:		return LAN_UpdateVisiblePings( args[1] );	case UI_LAN_RESETPINGS:		LAN_ResetPings( args[1] );		return 0;	case UI_LAN_SERVERSTATUS:		return LAN_GetServerStatus( VMA(1), VMA(2), args[3] );	case UI_LAN_COMPARESERVERS:		return LAN_CompareServers( args[1], args[2], args[3], args[4], args[5] );	case UI_MEMORY_REMAINING:		return Hunk_MemoryRemaining();	case UI_R_REGISTERFONT:		re.RegisterFont( VMA(1), args[2], VMA(3));		return 0;	case UI_MEMSET:		Com_Memset( VMA(1), args[2], args[3] );		return 0;	case UI_MEMCPY:		Com_Memcpy( VMA(1), VMA(2), args[3] );		return 0;	case UI_STRNCPY:		strncpy( VMA(1), VMA(2), args[3] );		return args[1];	case UI_SIN:		return FloatAsInt( sin( VMF(1) ) );	case UI_COS:		return FloatAsInt( cos( VMF(1) ) );	case UI_ATAN2:		return FloatAsInt( atan2( VMF(1), VMF(2) ) );	case UI_SQRT:		return FloatAsInt( sqrt( VMF(1) ) );	case UI_FLOOR:		return FloatAsInt( floor( VMF(1) ) );	case UI_CEIL:		return FloatAsInt( ceil( VMF(1) ) );	case UI_S_STOPBACKGROUNDTRACK:		S_StopBackgroundTrack();		return 0;	case UI_S_STARTBACKGROUNDTRACK:		S_StartBackgroundTrack( VMA(1), VMA(2));		return 0;	case UI_REAL_TIME:		return Com_RealTime( VMA(1) );	case UI_CIN_PLAYCINEMATIC:	  Com_DPrintf("UI_CIN_PlayCinematic/n");	  return CIN_PlayCinematic(VMA(1), args[2], args[3], args[4], args[5], args[6]);	case UI_CIN_STOPCINEMATIC:	  return CIN_StopCinematic(args[1]);	case UI_CIN_RUNCINEMATIC:	  return CIN_RunCinematic(args[1]);	case UI_CIN_DRAWCINEMATIC:	  CIN_DrawCinematic(args[1]);	  return 0;	case UI_CIN_SETEXTENTS:	  CIN_SetExtents(args[1], args[2], args[3], args[4], args[5]);	  return 0;	case UI_R_REMAP_SHADER:		re.RemapShader( VMA(1), VMA(2), VMA(3) );		return 0;			default:		Com_Error( ERR_DROP, "Bad UI system trap: %ld", (long int) args[0] );	}	return 0;}
开发者ID:Aravind7z,项目名称:zeq2lite,代码行数:101,


示例29: CL_UISystemCalls

//.........这里部分代码省略.........	case UI_LANGUAGE_ISASIAN:		return re.Language_IsAsian();	case UI_LANGUAGE_USESSPACES:		return re.Language_UsesSpaces();	case UI_ANYLANGUAGE_READCHARFROMSTRING:		return re.AnyLanguage_ReadCharFromString( (const char *)VMA(1), (int *) VMA(2), (qboolean *) VMA(3) );	case UI_PC_ADD_GLOBAL_DEFINE:		return botlib_export->PC_AddGlobalDefine( (char *)VMA(1) );	case UI_PC_LOAD_SOURCE:		return botlib_export->PC_LoadSourceHandle( (const char *)VMA(1) );	case UI_PC_FREE_SOURCE:		return botlib_export->PC_FreeSourceHandle( args[1] );	case UI_PC_READ_TOKEN:		return botlib_export->PC_ReadTokenHandle( args[1], (struct pc_token_s *)VMA(2) );	case UI_PC_SOURCE_FILE_AND_LINE:		return botlib_export->PC_SourceFileAndLine( args[1], (char *)VMA(2), (int *)VMA(3) );	case UI_PC_LOAD_GLOBAL_DEFINES:		return botlib_export->PC_LoadGlobalDefines ( (char *)VMA(1) );	case UI_PC_REMOVE_ALL_GLOBAL_DEFINES:		botlib_export->PC_RemoveAllGlobalDefines ( );		return 0;	case UI_S_STOPBACKGROUNDTRACK:		S_StopBackgroundTrack();		return 0;	case UI_S_STARTBACKGROUNDTRACK:		S_StartBackgroundTrack( (const char *)VMA(1), (const char *)VMA(2), qfalse);		return 0;	case UI_REAL_TIME:		return Com_RealTime( (struct qtime_s *)VMA(1) );	case UI_CIN_PLAYCINEMATIC:	  Com_DPrintf("UI_CIN_PlayCinematic/n");	  return CIN_PlayCinematic((const char *)VMA(1), args[2], args[3], args[4], args[5], args[6]);	case UI_CIN_STOPCINEMATIC:	  return CIN_StopCinematic(args[1]);	case UI_CIN_RUNCINEMATIC:	  return CIN_RunCinematic(args[1]);	case UI_CIN_DRAWCINEMATIC:	  CIN_DrawCinematic(args[1]);	  return 0;	case UI_CIN_SETEXTENTS:	  CIN_SetExtents(args[1], args[2], args[3], args[4], args[5]);	  return 0;	case UI_R_REMAP_SHADER:		re.RemapShader( (const char *)VMA(1), (const char *)VMA(2), (const char *)VMA(3) );		return 0;	case UI_SP_GETNUMLANGUAGES:		return SE_GetNumLanguages();	case UI_SP_GETLANGUAGENAME:		char *languageName,*holdName;		holdName = ((char *)VMA(2));		languageName = (char *) SE_GetLanguageName((const intptr_t)VMA(1));		Q_strncpyz( holdName, languageName,128 );
开发者ID:entdark,项目名称:jaMME,代码行数:67,


示例30: CL_CgameSystemCalls

//.........这里部分代码省略.........		case CG_SETCLIENTLERPORIGIN:			CL_SetClientLerpOrigin( VMF( 1 ), VMF( 2 ), VMF( 3 ) );			return 0;		case CG_MEMORY_REMAINING:			return Hunk_MemoryRemaining();		case CG_KEY_ISDOWN:			return Key_IsDown( args[ 1 ] );		case CG_KEY_GETCATCHER:			return Key_GetCatcher();		case CG_KEY_SETCATCHER:			Key_SetCatcher( args[ 1 ] );			return 0;		case CG_KEY_GETKEY:			return Key_GetKey( VMA( 1 ) );		case CG_KEY_GETOVERSTRIKEMODE:			return Key_GetOverstrikeMode();		case CG_KEY_SETOVERSTRIKEMODE:			Key_SetOverstrikeMode( args[ 1 ] );			return 0;		case CG_S_STOPBACKGROUNDTRACK:			S_StopBackgroundTrack();			return 0;		case CG_REAL_TIME:			return Com_RealTime( VMA( 1 ) );		case CG_SNAPVECTOR:			Q_SnapVector( VMA( 1 ) );			return 0;		case CG_CIN_PLAYCINEMATIC:			return CIN_PlayCinematic( VMA( 1 ), args[ 2 ], args[ 3 ], args[ 4 ], args[ 5 ], args[ 6 ] );		case CG_CIN_STOPCINEMATIC:			return CIN_StopCinematic( args[ 1 ] );		case CG_CIN_RUNCINEMATIC:			return CIN_RunCinematic( args[ 1 ] );		case CG_CIN_DRAWCINEMATIC:			CIN_DrawCinematic( args[ 1 ] );			return 0;		case CG_CIN_SETEXTENTS:			CIN_SetExtents( args[ 1 ], args[ 2 ], args[ 3 ], args[ 4 ], args[ 5 ] );			return 0;		case CG_R_REMAP_SHADER:			re.RemapShader( VMA( 1 ), VMA( 2 ), VMA( 3 ) );			return 0;		case CG_LOADCAMERA:			//return loadCamera(args[1], VMA(2));			return 0;		case CG_STARTCAMERA:			//if(args[1] == 0)
开发者ID:Sixthly,项目名称:Unvanquished,代码行数:67,



注:本文中的Com_RealTime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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