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自学教程:C++ Cvar_Update函数代码示例

51自学网 2021-06-01 20:16:40
  C++
这篇教程C++ Cvar_Update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_Update函数的典型用法代码示例。如果您正苦于以下问题:C++ Cvar_Update函数的具体用法?C++ Cvar_Update怎么用?C++ Cvar_Update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_Update函数的24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: G_UpdateCvars

/*=================G_UpdateCvars=================*/void G_UpdateCvars() {	int			i;	cvarTable_t	*cv;	bool remapped = false;	for( i = 0, cv = gameCvarTable ; i < gameCvarTableSize ; i++, cv++ )	{		if( cv->vmCvar ) 		{			Cvar_Update( cv->vmCvar );			if( cv->modificationCount != cv->vmCvar->modificationCount )			{				cv->modificationCount = cv->vmCvar->modificationCount;				if( cv->trackChange ) 				{					SV_GameSendServerCommand( -1, va("print /"Server: %s changed to %s/n/"", 						cv->cvarName, cv->vmCvar->string ) );				}				if( cv->teamShader ) 					remapped = true;			}		}	}	if( remapped ) 		G_RemapTeamShaders();}
开发者ID:osfpsproject,项目名称:MF2,代码行数:35,


示例2: Cvar_Register

void Cvar_Register( vmCvar_t *vmCvar, const char *varName, const char *defaultValue, int flags ){	cvar_t* cv = Cvar_Get( varName, defaultValue, flags );	if ( !vmCvar )		return;	vmCvar->handle = cv - cvar_indexes;	vmCvar->modificationCount = -1;	Cvar_Update( vmCvar );}
开发者ID:DaTa-,项目名称:cnq3x,代码行数:10,


示例3: Cvar_Register

/*=====================Cvar_Registerbasically a slightly modified Cvar_Get for the interpreted modules=====================*/void Cvar_Register(vmCvar_t *vmCvar, const char *varName, const char *defaultValue, int flags){	cvar_t	*cv;	// There is code in Cvar_Get to prevent CVAR_ROM cvars being changed by the	// user. In other words CVAR_ARCHIVE and CVAR_ROM are mutually exclusive	// flags. Unfortunately some historical game code (including single player	// baseq3) sets both flags. We unset CVAR_ROM for such cvars.	if ((flags & (CVAR_ARCHIVE | CVAR_ROM)) == (CVAR_ARCHIVE | CVAR_ROM)) {		Com_DPrintf( S_COLOR_YELLOW "WARNING: Unsetting CVAR_ROM from cvar '%s', "			"since it is also CVAR_ARCHIVE/n", varName );		flags &= ~CVAR_ROM;	}	// Don't allow VM to specific a different creator or other internal flags.	if ( flags & CVAR_USER_CREATED ) {		Com_DPrintf( S_COLOR_YELLOW "WARNING: VM tried to set CVAR_USER_CREATED on cvar '%s'/n", varName );		flags &= ~CVAR_USER_CREATED;	}	if ( flags & CVAR_SERVER_CREATED ) {		Com_DPrintf( S_COLOR_YELLOW "WARNING: VM tried to set CVAR_SERVER_CREATED on cvar '%s'/n", varName );		flags &= ~CVAR_SERVER_CREATED;	}	if ( flags & CVAR_PROTECTED ) {		Com_DPrintf( S_COLOR_YELLOW "WARNING: VM tried to set CVAR_PROTECTED on cvar '%s'/n", varName );		flags &= ~CVAR_PROTECTED;	}	if ( flags & CVAR_MODIFIED ) {		Com_DPrintf( S_COLOR_YELLOW "WARNING: VM tried to set CVAR_MODIFIED on cvar '%s'/n", varName );		flags &= ~CVAR_MODIFIED;	}	if ( flags & CVAR_NONEXISTENT ) {		Com_DPrintf( S_COLOR_YELLOW "WARNING: VM tried to set CVAR_NONEXISTENT on cvar '%s'/n", varName );		flags &= ~CVAR_NONEXISTENT;	}	cv = Cvar_FindVar(varName);	// Don't modify cvar if it's protected.	if ( cv && ( cv->flags & CVAR_PROTECTED ) ) {		Com_DPrintf( S_COLOR_YELLOW "WARNING: VM tried to register protected cvar '%s' with value '%s'%s/n",			varName, defaultValue, ( flags & ~cv->flags ) != 0 ? " and new flags" : "" );	} else {		cv = Cvar_Get(varName, defaultValue, flags | CVAR_VM_CREATED);	}	if (!vmCvar)		return;	vmCvar->handle = cv - cvar_indexes;	vmCvar->modificationCount = -1;	Cvar_Update( vmCvar );}
开发者ID:MAN-AT-ARMS,项目名称:ioq3,代码行数:60,


示例4: Cvar_Register

void Cvar_Register(vmCvar_t *vmCvar, const char *varName, const char *defaultValue, int flags) {	// if the cvar was created by a script, it won't have the correct flags	cvar_t* cv = Cvar_Get(varName, defaultValue, flags);	if (!vmCvar) {		return;	}	if (cv->index == -1) {		cv->index = vmCvarTable.size();		vmCvarTable.push_back(cv);	}	vmCvar->handle = cv->index;	vmCvar->modificationCount = -1;	Cvar_Update(vmCvar);}
开发者ID:Gireen,项目名称:Unvanquished,代码行数:17,


示例5: Cvar_Register

/*=====================Cvar_Registerbasically a slightly modified Cvar_Get for the interpreted modules=====================*/void	Cvar_Register( vmCvar_t *vmCvar, const char *varName, const char *defaultValue, uint32_t flags ) {	cvar_t	*cv;	// There is code in Cvar_Get to prevent CVAR_ROM cvars being changed by the user. In other words CVAR_ARCHIVE and	//	CVAR_ROM are mutually exclusive flags. Unfortunately some historical game code (including single player baseq3)	//	sets both flags. We unset CVAR_ROM for such cvars.	if ((flags & (CVAR_ARCHIVE | CVAR_ROM)) == (CVAR_ARCHIVE | CVAR_ROM)) {		Com_DPrintf( S_COLOR_YELLOW "WARNING: Unsetting CVAR_ROM cvar '%s', since it is also CVAR_ARCHIVE/n", varName );		flags &= ~CVAR_ROM;	}	cv = Cvar_Get( varName, defaultValue, flags | CVAR_VM_CREATED );	if ( !vmCvar ) {		return;	}	vmCvar->handle = cv - cvar_indexes;	vmCvar->modificationCount = -1;	Cvar_Update( vmCvar );}
开发者ID:TheSil,项目名称:WhoracleMod,代码行数:26,


示例6: CLWM_UISystemCalls

//	The ui module is making a system callqintptr CLWM_UISystemCalls( qintptr* args ) {	switch ( args[ 0 ] ) {	case WMUI_ERROR:		common->Error( "%s", ( char* )VMA( 1 ) );		return 0;	case WMUI_PRINT:		common->Printf( "%s", ( char* )VMA( 1 ) );		return 0;	case WMUI_MILLISECONDS:		return Sys_Milliseconds();	case WMUI_CVAR_REGISTER:		Cvar_Register( ( vmCvar_t* )VMA( 1 ), ( char* )VMA( 2 ), ( char* )VMA( 3 ), args[ 4 ] );		return 0;	case WMUI_CVAR_UPDATE:		Cvar_Update( ( vmCvar_t* )VMA( 1 ) );		return 0;	case WMUI_CVAR_SET:		Cvar_Set( ( char* )VMA( 1 ), ( char* )VMA( 2 ) );		return 0;	case WMUI_CVAR_VARIABLEVALUE:		return FloatAsInt( Cvar_VariableValue( ( char* )VMA( 1 ) ) );	case WMUI_CVAR_VARIABLESTRINGBUFFER:		Cvar_VariableStringBuffer( ( char* )VMA( 1 ), ( char* )VMA( 2 ), args[ 3 ] );		return 0;	case WMUI_CVAR_SETVALUE:		Cvar_SetValue( ( char* )VMA( 1 ), VMF( 2 ) );		return 0;	case WMUI_CVAR_RESET:		Cvar_Reset( ( char* )VMA( 1 ) );		return 0;	case WMUI_CVAR_CREATE:		Cvar_Get( ( char* )VMA( 1 ), ( char* )VMA( 2 ), args[ 3 ] );		return 0;	case WMUI_CVAR_INFOSTRINGBUFFER:		Cvar_InfoStringBuffer( args[ 1 ], MAX_INFO_STRING_Q3, ( char* )VMA( 2 ), args[ 3 ] );		return 0;	case WMUI_ARGC:		return Cmd_Argc();	case WMUI_ARGV:		Cmd_ArgvBuffer( args[ 1 ], ( char* )VMA( 2 ), args[ 3 ] );		return 0;	case WMUI_CMD_EXECUTETEXT:		Cbuf_ExecuteText( args[ 1 ], ( char* )VMA( 2 ) );		return 0;	case WMUI_FS_FOPENFILE:		return FS_FOpenFileByMode( ( char* )VMA( 1 ), ( fileHandle_t* )VMA( 2 ), ( fsMode_t )args[ 3 ] );	case WMUI_FS_READ:		FS_Read( VMA( 1 ), args[ 2 ], args[ 3 ] );		return 0;	case WMUI_FS_WRITE:		FS_Write( VMA( 1 ), args[ 2 ], args[ 3 ] );		return 0;	case WMUI_FS_FCLOSEFILE:		FS_FCloseFile( args[ 1 ] );		return 0;	case WMUI_FS_DELETEFILE:		return FS_Delete( ( char* )VMA( 1 ) );	case WMUI_FS_GETFILELIST:		return FS_GetFileList( ( char* )VMA( 1 ), ( char* )VMA( 2 ), ( char* )VMA( 3 ), args[ 4 ] );	case WMUI_R_REGISTERMODEL:		return R_RegisterModel( ( char* )VMA( 1 ) );	case WMUI_R_REGISTERSKIN:		return R_RegisterSkin( ( char* )VMA( 1 ) );	case WMUI_R_REGISTERSHADERNOMIP:		return R_RegisterShaderNoMip( ( char* )VMA( 1 ) );	case WMUI_R_CLEARSCENE:		R_ClearScene();		return 0;	case WMUI_R_ADDREFENTITYTOSCENE:		CLWM_AddRefEntityToScene( ( wmrefEntity_t* )VMA( 1 ) );		return 0;	case WMUI_R_ADDPOLYTOSCENE:		R_AddPolyToScene( args[ 1 ], args[ 2 ], ( polyVert_t* )VMA( 3 ), 1 );//.........这里部分代码省略.........
开发者ID:janisl,项目名称:jlquake,代码行数:101,


示例7: CLWS_CgameSystemCalls

//	The cgame module is making a system callqintptr CLWS_CgameSystemCalls( qintptr* args ) {	switch ( args[ 0 ] ) {	case WSCG_PRINT:		common->Printf( "%s", ( char* )VMA( 1 ) );		return 0;	case WSCG_ERROR:		common->Error( "%s", ( char* )VMA( 1 ) );		return 0;	case WSCG_MILLISECONDS:		return Sys_Milliseconds();	case WSCG_CVAR_REGISTER:		Cvar_Register( ( vmCvar_t* )VMA( 1 ), ( char* )VMA( 2 ), ( char* )VMA( 3 ), args[ 4 ] );		return 0;	case WSCG_CVAR_UPDATE:		Cvar_Update( ( vmCvar_t* )VMA( 1 ) );		return 0;	case WSCG_CVAR_SET:		Cvar_Set( ( char* )VMA( 1 ), ( char* )VMA( 2 ) );		return 0;	case WSCG_CVAR_VARIABLESTRINGBUFFER:		Cvar_VariableStringBuffer( ( char* )VMA( 1 ), ( char* )VMA( 2 ), args[ 3 ] );		return 0;	case WSCG_ARGC:		return Cmd_Argc();	case WSCG_ARGV:		Cmd_ArgvBuffer( args[ 1 ], ( char* )VMA( 2 ), args[ 3 ] );		return 0;	case WSCG_ARGS:		Cmd_ArgsBuffer( ( char* )VMA( 1 ), args[ 2 ] );		return 0;	case WSCG_FS_FOPENFILE:		return FS_FOpenFileByMode( ( char* )VMA( 1 ), ( fileHandle_t* )VMA( 2 ), ( fsMode_t )args[ 3 ] );	case WSCG_FS_READ:		FS_Read( VMA( 1 ), args[ 2 ], args[ 3 ] );		return 0;	case WSCG_FS_WRITE:		return FS_Write( VMA( 1 ), args[ 2 ], args[ 3 ] );	case WSCG_FS_FCLOSEFILE:		FS_FCloseFile( args[ 1 ] );		return 0;	case WSCG_SENDCONSOLECOMMAND:		Cbuf_AddText( ( char* )VMA( 1 ) );		return 0;	case WSCG_ADDCOMMAND:		CLT3_AddCgameCommand( ( char* )VMA( 1 ) );		return 0;	case WSCG_REMOVECOMMAND:		Cmd_RemoveCommand( ( char* )VMA( 1 ) );		return 0;	case WSCG_SENDCLIENTCOMMAND:		CL_AddReliableCommand( ( char* )VMA( 1 ) );		return 0;	case WSCG_UPDATESCREEN:		SCR_UpdateScreen();		return 0;	case WSCG_CM_LOADMAP:		CLT3_CM_LoadMap( ( char* )VMA( 1 ) );		return 0;	case WSCG_CM_NUMINLINEMODELS:		return CM_NumInlineModels();	case WSCG_CM_INLINEMODEL:		return CM_InlineModel( args[ 1 ] );	case WSCG_CM_TEMPBOXMODEL:		return CM_TempBoxModel( ( float* )VMA( 1 ), ( float* )VMA( 2 ), false );	case WSCG_CM_TEMPCAPSULEMODEL:		return CM_TempBoxModel( ( float* )VMA( 1 ), ( float* )VMA( 2 ), true );	case WSCG_CM_POINTCONTENTS:		return CM_PointContentsQ3( ( float* )VMA( 1 ), args[ 2 ] );	case WSCG_CM_TRANSFORMEDPOINTCONTENTS:		return CM_TransformedPointContentsQ3( ( float* )VMA( 1 ), args[ 2 ], ( float* )VMA( 3 ), ( float* )VMA( 4 ) );	case WSCG_CM_BOXTRACE:		CM_BoxTraceQ3( ( q3trace_t* )VMA( 1 ), ( float* )VMA( 2 ), ( float* )VMA( 3 ), ( float* )VMA( 4 ), ( float* )VMA( 5 ), args[ 6 ], args[ 7 ], false );		return 0;	case WSCG_CM_TRANSFORMEDBOXTRACE:		CM_TransformedBoxTraceQ3( ( q3trace_t* )VMA( 1 ), ( float* )VMA( 2 ), ( float* )VMA( 3 ), ( float* )VMA( 4 ), ( float* )VMA( 5 ), args[ 6 ], args[ 7 ], ( float* )VMA( 8 ), ( float* )VMA( 9 ), false );		return 0;	case WSCG_CM_CAPSULETRACE:		CM_BoxTraceQ3( ( q3trace_t* )VMA( 1 ), ( float* )VMA( 2 ), ( float* )VMA( 3 ), ( float* )VMA( 4 ), ( float* )VMA( 5 ), args[ 6 ], args[ 7 ], true );		return 0;	case WSCG_CM_TRANSFORMEDCAPSULETRACE:		CM_TransformedBoxTraceQ3( ( q3trace_t* )VMA( 1 ), ( float* )VMA( 2 ), ( float* )VMA( 3 ), ( float* )VMA( 4 ), ( float* )VMA( 5 ), args[ 6 ], args[ 7 ], ( float* )VMA( 8 ), ( float* )VMA( 9 ), true );		return 0;	case WSCG_CM_MARKFRAGMENTS:		return R_MarkFragmentsWolf( args[ 1 ], ( const vec3_t* )VMA( 2 ), ( float* )VMA( 3 ), args[ 4 ], ( float* )VMA( 5 ), args[ 6 ], ( markFragment_t* )VMA( 7 ) );	case WSCG_S_STARTSOUND:		S_StartSound( ( float* )VMA( 1 ), args[ 2 ], args[ 3 ], args[ 4 ], 0.5 );		return 0;	case WSCG_S_STARTSOUNDEX:		S_StartSoundEx( ( float* )VMA( 1 ), args[ 2 ], args[ 3 ], args[ 4 ], args[ 5 ], 127 );		return 0;	case WSCG_S_STARTLOCALSOUND:		S_StartLocalSound( args[ 1 ], args[ 2 ], 127 );		return 0;	case WSCG_S_CLEARLOOPINGSOUNDS:		CLWS_ClearLoopingSounds( args[ 1 ] );		return 0;	case WSCG_S_ADDLOOPINGSOUND:		// FIXME MrE: handling of looping sounds changed		S_AddLoopingSound( args[ 1 ], ( float* )VMA( 2 ), ( float* )VMA( 3 ), args[ 4 ], args[ 5 ], args[ 6 ], 0 );//.........这里部分代码省略.........
开发者ID:janisl,项目名称:jlquake,代码行数:101,


示例8: CL_CgameSystemCalls

/*====================CL_CgameSystemCallsThe cgame module is making a system call====================*/intptr_t CL_CgameSystemCalls( intptr_t *args ){	switch ( args[ 0 ] )	{		case CG_PRINT:			Com_Printf( "%s", ( char * ) VMA( 1 ) );			return 0;		case CG_ERROR:			Com_Error( ERR_DROP, "%s", ( char * ) VMA( 1 ) );		case CG_MILLISECONDS:			return Sys_Milliseconds();		case CG_CVAR_REGISTER:			Cvar_Register( VMA( 1 ), VMA( 2 ), VMA( 3 ), args[ 4 ] );			return 0;		case CG_CVAR_UPDATE:			Cvar_Update( VMA( 1 ) );			return 0;		case CG_CVAR_SET:			Cvar_Set( VMA( 1 ), VMA( 2 ) );			return 0;		case CG_CVAR_VARIABLESTRINGBUFFER:			VM_CheckBlock( args[2], args[3], "CVARVSB" );			Cvar_VariableStringBuffer( VMA( 1 ), VMA( 2 ), args[ 3 ] );			return 0;		case CG_CVAR_LATCHEDVARIABLESTRINGBUFFER:			VM_CheckBlock( args[2], args[3], "CVARLVSB" );			Cvar_LatchedVariableStringBuffer( VMA( 1 ), VMA( 2 ), args[ 3 ] );			return 0;		case CG_ARGC:			return Cmd_Argc();		case CG_ARGV:			VM_CheckBlock( args[2], args[3], "ARGV" );			Cmd_ArgvBuffer( args[ 1 ], VMA( 2 ), args[ 3 ] );			return 0;		case CG_ARGS:			VM_CheckBlock( args[1], args[2], "ARGS" );			Cmd_ArgsBuffer( VMA( 1 ), args[ 2 ] );			return 0;		case CG_LITERAL_ARGS:			// FIXME			VM_CheckBlock( args[1], args[2], "LARGS" );			Cmd_LiteralArgsBuffer( VMA( 1 ), args[ 2 ] );//                      Cmd_ArgsBuffer(VMA(1), args[2]);			return 0;		case CG_GETDEMOSTATE:			return CL_DemoState();		case CG_GETDEMOPOS:			return CL_DemoPos();		case CG_FS_FOPENFILE:			return FS_FOpenFileByMode( VMA( 1 ), VMA( 2 ), args[ 3 ] );		case CG_FS_READ:			VM_CheckBlock( args[1], args[2], "FSREAD" );			FS_Read2( VMA( 1 ), args[ 2 ], args[ 3 ] );			return 0;		case CG_FS_WRITE:			VM_CheckBlock( args[1], args[2], "FSWRITE" );			return FS_Write( VMA( 1 ), args[ 2 ], args[ 3 ] );		case CG_FS_FCLOSEFILE:			FS_FCloseFile( args[ 1 ] );			return 0;		case CG_FS_GETFILELIST:			VM_CheckBlock( args[3], args[4], "FSGFL" );			return FS_GetFileList( VMA( 1 ), VMA( 2 ), VMA( 3 ), args[ 4 ] );		case CG_FS_DELETEFILE:			return FS_Delete( VMA( 1 ) );		case CG_SENDCONSOLECOMMAND:			Cbuf_AddText( VMA( 1 ) );			return 0;		case CG_ADDCOMMAND:			CL_AddCgameCommand( VMA( 1 ) );			return 0;//.........这里部分代码省略.........
开发者ID:Sixthly,项目名称:Unvanquished,代码行数:101,


示例9: CL_UISystemCalls

/*====================CL_UISystemCallsThe ui module is making a system call====================*/intptr_t CL_UISystemCalls(intptr_t * args) {	switch (args[0]) {		case UI_ERROR:			Com_Error(ERR_DROP, "%s", (char *)VMA(1));			return 0;		case UI_PRINT:			Com_Printf("%s", (char *)VMA(1));			return 0;		case UI_MILLISECONDS:			return Sys_Milliseconds();		case UI_CVAR_REGISTER:			Cvar_Register((vmCvar_t*)VMA(1), (char*)VMA(2), (char*)VMA(3), args[4]);			return 0;		case UI_CVAR_UPDATE:			Cvar_Update((vmCvar_t*)VMA(1));			return 0;		case UI_CVAR_SET:			Cvar_Set((char*)VMA(1), (char*)VMA(2));			return 0;		case UI_CVAR_VARIABLEVALUE:			return FloatAsInt(Cvar_VariableValue((char*)VMA(1)));		case UI_CVAR_VARIABLESTRINGBUFFER:			Cvar_VariableStringBuffer((char*)VMA(1), (char*)VMA(2), args[3]);			return 0;		case UI_CVAR_LATCHEDVARIABLESTRINGBUFFER:			Cvar_LatchedVariableStringBuffer((char*)VMA(1), (char*)VMA(2), args[3]);			return 0;		case UI_CVAR_SETVALUE:			Cvar_SetValue((char*)VMA(1), VMF(2));			return 0;		case UI_CVAR_RESET:			Cvar_Reset((char*)VMA(1));			return 0;		case UI_CVAR_CREATE:			Cvar_Get((char*)VMA(1), (char*)VMA(2), args[3], (char*)VMA(4));			return 0;		case UI_CVAR_INFOSTRINGBUFFER:			Cvar_InfoStringBuffer(args[1], (char*)VMA(2), args[3]);			return 0;		case UI_ARGC:			return Cmd_Argc();		case UI_ARGV:			Cmd_ArgvBuffer(args[1], (char*)VMA(2), args[3]);			return 0;		case UI_CMD_EXECUTETEXT:			Cbuf_ExecuteText(args[1], (char*)VMA(2));			return 0;		case UI_ADDCOMMAND:			Cmd_AddCommand((char*)VMA(1), NULL, (char*)VMA(3));			return 0;		case UI_FS_FOPENFILE:			return FS_FOpenFileByMode((char*)VMA(1), (fileHandle_t*)VMA( 2 ), (fsMode_t)args[3] );		case UI_FS_READ:			FS_Read2(VMA(1), args[2], args[3]);			return 0;		case UI_FS_WRITE:			FS_Write(VMA(1), args[2], args[3]);			return 0;		case UI_FS_FCLOSEFILE:			FS_FCloseFile(args[1]);			return 0;		case UI_FS_DELETEFILE:			return FS_Delete((char*)VMA(1));		case UI_FS_GETFILELIST:			return FS_GetFileList((char*)VMA(1), (char*)VMA(2), (char*)VMA(3), args[4]);		case UI_FS_SEEK:			return FS_Seek( args[1], args[2], args[3] );		case UI_R_REGISTERMODEL:			return re.RegisterModel((char*)VMA(1));		case UI_R_REGISTERSKIN:			return re.RegisterSkin((char*)VMA(1));		case UI_R_REGISTERSHADERNOMIP:			return re.RegisterShaderNoMip((char*)VMA(1));		case UI_R_CLEARSCENE:			re.ClearScene();			return 0;		case UI_R_ADDREFENTITYTOSCENE:			re.AddRefEntityToScene((refEntity_t*)VMA(1));			return 0;		case UI_R_ADDPOLYTOSCENE:			re.AddPolyToScene(args[1], args[2], (polyVert_t*)VMA(3));			return 0;		case UI_R_ADDPOLYSTOSCENE:			re.AddPolysToScene(args[1], args[2], (polyVert_t*)VMA(3), args[4]);			return 0;		case UI_R_ADDLIGHTTOSCENE:			re.AddLightToScene((vec_t*)VMA(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), args[7], args[8]);			return 0;		case UI_R_ADDCORONATOSCENE:			re.AddCoronaToScene((vec_t*)VMA(1), VMF(2), VMF(3), VMF(4), VMF(5), args[6], (bool)args[7]);			return 0;		case UI_R_RENDERSCENE:			re.RenderScene((refdef_t*)VMA(1));//.........这里部分代码省略.........
开发者ID:TheDushan,项目名称:OpenWolf,代码行数:101,


示例10: CL_UISystemCalls

/*====================CL_UISystemCallsThe ui module is making a system call====================*/intptr_t CL_UISystemCalls( intptr_t *args ){	switch ( args[ 0 ] )	{		case UI_ERROR:			Com_Error( ERR_DROP, "%s", ( char * ) VMA( 1 ) );		case UI_PRINT:			Com_Printf( "%s", ( char * ) VMA( 1 ) );			return 0;		case UI_MILLISECONDS:			return Sys_Milliseconds();		case UI_CVAR_REGISTER:			Cvar_Register( VMA( 1 ), VMA( 2 ), VMA( 3 ), args[ 4 ] );			return 0;		case UI_CVAR_UPDATE:			Cvar_Update( VMA( 1 ) );			return 0;		case UI_CVAR_SET:			Cvar_Set( VMA( 1 ), VMA( 2 ) );			return 0;		case UI_CVAR_VARIABLEVALUE:			return FloatAsInt( Cvar_VariableValue( VMA( 1 ) ) );		case UI_CVAR_VARIABLESTRINGBUFFER:			VM_CheckBlock( args[2], args[3], "CVARVSB" );			Cvar_VariableStringBuffer( VMA( 1 ), VMA( 2 ), args[ 3 ] );			return 0;		case UI_CVAR_LATCHEDVARIABLESTRINGBUFFER:			VM_CheckBlock( args[2], args[3], "CVARLVSB" );			Cvar_LatchedVariableStringBuffer( VMA( 1 ), VMA( 2 ), args[ 3 ] );			return 0;		case UI_CVAR_SETVALUE:			Cvar_SetValue( VMA( 1 ), VMF( 2 ) );			return 0;		case UI_CVAR_RESET:			Cvar_Reset( VMA( 1 ) );			return 0;		case UI_CVAR_CREATE:			Cvar_Get( VMA( 1 ), VMA( 2 ), args[ 3 ] );			return 0;		case UI_CVAR_INFOSTRINGBUFFER:			VM_CheckBlock( args[2], args[3], "CVARISB" );			Cvar_InfoStringBuffer( args[ 1 ], VMA( 2 ), args[ 3 ] );			return 0;		case UI_ARGC:			return Cmd_Argc();		case UI_ARGV:			VM_CheckBlock( args[2], args[3], "ARGV" );			Cmd_ArgvBuffer( args[ 1 ], VMA( 2 ), args[ 3 ] );			return 0;		case UI_CMD_EXECUTETEXT:			Cbuf_ExecuteText( args[ 1 ], VMA( 2 ) );			return 0;		case UI_ADDCOMMAND:			Cmd_AddCommand( VMA( 1 ), NULL );			return 0;		case UI_FS_FOPENFILE:			return FS_FOpenFileByMode( VMA( 1 ), VMA( 2 ), args[ 3 ] );		case UI_FS_READ:			VM_CheckBlock( args[1], args[2], "FSREAD" );			FS_Read2( VMA( 1 ), args[ 2 ], args[ 3 ] );			return 0;		case UI_FS_WRITE:			VM_CheckBlock( args[1], args[2], "FSWRITE" );			FS_Write( VMA( 1 ), args[ 2 ], args[ 3 ] );			return 0;		case UI_FS_FCLOSEFILE:			FS_FCloseFile( args[ 1 ] );			return 0;		case UI_FS_DELETEFILE:			return FS_Delete( VMA( 1 ) );		case UI_FS_GETFILELIST://.........这里部分代码省略.........
开发者ID:ghostmod,项目名称:Unvanquished,代码行数:101,


示例11: CL_UISystemCalls

/*====================CL_UISystemCallsThe ui module is making a system call====================*/int CL_UISystemCalls( int *args ) {	switch( args[0] ) {	case UI_ERROR:		Com_Error( ERR_DROP, "%s", VMA(1) );		return 0;	case UI_PRINT:		Com_Printf( "%s", VMA(1) );		return 0;	case UI_MILLISECONDS:		return Sys_Milliseconds();	case UI_CVAR_REGISTER:		Cvar_Register( (vmCvar_t *)VMA(1), (const char *)VMA(2), (const char *)VMA(3), args[4] ); 		return 0;	case UI_CVAR_UPDATE:		Cvar_Update( (vmCvar_t *)VMA(1) );		return 0;	case UI_CVAR_SET:		Cvar_Set( (const char *)VMA(1), (const char *)VMA(2) );		return 0;	case UI_CVAR_VARIABLEVALUE:		return FloatAsInt( Cvar_VariableValue( (const char *)VMA(1) ) );	case UI_CVAR_VARIABLESTRINGBUFFER:		Cvar_VariableStringBuffer( (const char *)VMA(1), (char *)VMA(2), args[3] );		return 0;	case UI_CVAR_SETVALUE:		Cvar_SetValue( (const char *)VMA(1), VMF(2) );		return 0;	case UI_CVAR_RESET:		Cvar_Reset( (const char *)VMA(1) );		return 0;	case UI_CVAR_CREATE:		Cvar_Get( (const char *)VMA(1), (const char *)VMA(2), args[3] );		return 0;	case UI_CVAR_INFOSTRINGBUFFER:		Cvar_InfoStringBuffer( args[1], (char *)VMA(2), args[3] );		return 0;	case UI_ARGC:		return Cmd_Argc();	case UI_ARGV:		Cmd_ArgvBuffer( args[1], (char *)VMA(2), args[3] );		return 0;	case UI_CMD_EXECUTETEXT:		Cbuf_ExecuteText( args[1], (const char *)VMA(2) );		return 0;	case UI_FS_FOPENFILE:		return FS_FOpenFileByMode( (const char *)VMA(1), (int *)VMA(2), (fsMode_t)args[3] );	case UI_FS_READ:		FS_Read2( VMA(1), args[2], args[3] );		return 0;	case UI_FS_WRITE:		FS_Write( VMA(1), args[2], args[3] );		return 0;	case UI_FS_FCLOSEFILE:		FS_FCloseFile( args[1] );		return 0;	case UI_FS_GETFILELIST:		return FS_GetFileList( (const char *)VMA(1), (const char *)VMA(2), (char *)VMA(3), args[4] );	case UI_R_REGISTERMODEL:		return re.RegisterModel( (const char *)VMA(1) );	case UI_R_REGISTERSKIN:		return re.RegisterSkin( (const char *)VMA(1) );	case UI_R_REGISTERSHADERNOMIP:		return re.RegisterShaderNoMip( (const char *)VMA(1) );	case UI_R_CLEARSCENE:		re.ClearScene();		return 0;	case UI_R_ADDREFENTITYTOSCENE:		re.AddRefEntityToScene( (const refEntity_t *)VMA(1) );		return 0;//.........这里部分代码省略.........
开发者ID:Boothand,项目名称:jk2mp,代码行数:101,


示例12: CL_CgameSystemCalls

/*====================CL_CgameSystemCallsThe cgame module is making a system call====================*/intptr_t CL_CgameSystemCalls( intptr_t *args ) {	switch( args[0] ) {	case CG_PRINT:		Com_Printf( "%s", (const char*)VMA(1) );		return 0;	case CG_ERROR:		Com_Error( ERR_DROP, "%s", (const char*)VMA(1) );		return 0;	case CG_MILLISECONDS:		return Sys_Milliseconds();	case CG_CVAR_REGISTER:		Cvar_Register( VMA(1), VMA(2), VMA(3), args[4] ); 		return 0;	case CG_CVAR_UPDATE:		Cvar_Update( VMA(1) );		return 0;	case CG_CVAR_SET:		Cvar_Set( VMA(1), VMA(2) );		return 0;	case CG_CVAR_VARIABLESTRINGBUFFER:		Cvar_VariableStringBuffer( VMA(1), VMA(2), args[3] );		return 0;	case CG_ARGC:		return Cmd_Argc();	case CG_ARGV:		Cmd_ArgvBuffer( args[1], VMA(2), args[3] );		return 0;	case CG_ARGS:		Cmd_ArgsBuffer( VMA(1), args[2] );		return 0;	case CG_FS_FOPENFILE:		return FS_FOpenFileByMode( VMA(1), VMA(2), args[3] );	case CG_FS_READ:		FS_Read2( VMA(1), args[2], args[3] );		return 0;	case CG_FS_WRITE:		FS_Write( VMA(1), args[2], args[3] );		return 0;	case CG_FS_FCLOSEFILE:		FS_FCloseFile( args[1] );		return 0;	case CG_FS_SEEK:		return FS_Seek( args[1], args[2], args[3] );	case CG_SENDCONSOLECOMMAND:		Cbuf_AddText( VMA(1) );		return 0;	case CG_ADDCOMMAND:		CL_AddCgameCommand( VMA(1) );		return 0;	case CG_REMOVECOMMAND:		Cmd_RemoveCommand( VMA(1) );		return 0;	case CG_SENDCLIENTCOMMAND:		CL_AddReliableCommand( VMA(1) );		return 0;	case CG_UPDATESCREEN:		// this is used during lengthy level loading, so pump message loop//		Com_EventLoop();	// FIXME: if a server restarts here, BAD THINGS HAPPEN!// We can't call Com_EventLoop here, a restart will crash and this _does_ happen// if there is a map change while we are downloading at pk3.// ZOID		SCR_UpdateScreen();		return 0;	case CG_CM_LOADMAP:		CL_CM_LoadMap( VMA(1) );		return 0;	case CG_CM_NUMINLINEMODELS:		return CM_NumInlineModels();	case CG_CM_INLINEMODEL:		return CM_InlineModel( args[1] );	case CG_CM_TEMPBOXMODEL:		return CM_TempBoxModel( VMA(1), VMA(2), /*int capsule*/ qfalse );	case CG_CM_TEMPCAPSULEMODEL:		return CM_TempBoxModel( VMA(1), VMA(2), /*int capsule*/ qtrue );	case CG_CM_POINTCONTENTS:		return CM_PointContents( VMA(1), args[2] );	case CG_CM_TRANSFORMEDPOINTCONTENTS:		return CM_TransformedPointContents( VMA(1), args[2], VMA(3), VMA(4) );	case CG_CM_BOXTRACE:		CM_BoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qfalse );		return 0;	case CG_CM_CAPSULETRACE:		CM_BoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qtrue );		return 0;	case CG_CM_TRANSFORMEDBOXTRACE:		CM_TransformedBoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], VMA(8), VMA(9), /*int capsule*/ qfalse );		return 0;	case CG_CM_TRANSFORMEDCAPSULETRACE:		CM_TransformedBoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], VMA(8), VMA(9), /*int capsule*/ qtrue );		return 0;	case CG_CM_MARKFRAGMENTS:		return re.MarkFragments( args[1], VMA(2), VMA(3), args[4], VMA(5), args[6], VMA(7) );	case CG_S_STARTSOUND://.........这里部分代码省略.........
开发者ID:BruceJohnJennerLawso,项目名称:quake3,代码行数:101,


示例13: SV_GameSystemCalls

/*====================SV_GameSystemCallsThe module is making a system call====================*/intptr_t SV_GameSystemCalls(intptr_t * args) {	switch (args[0]) {		case G_PRINT:			Com_Printf("%s", (char *)VMA(1));			return 0;		case G_ERROR:			Com_Error(ERR_DROP, "%s", (char *)VMA(1));			return 0;		case G_MILLISECONDS:			return Sys_Milliseconds();		case G_CVAR_REGISTER:			Cvar_Register((vmCvar_t*)VMA(1), (char*)VMA(2), (char*)VMA(3), args[4]);			return 0;		case G_CVAR_UPDATE:			Cvar_Update((vmCvar_t*)VMA(1));			return 0;		case G_CVAR_SET:			Cvar_Set((const char *)VMA(1), (const char *)VMA(2));			return 0;		case G_CVAR_VARIABLE_INTEGER_VALUE:			return Cvar_VariableIntegerValue((const char *)VMA(1));		case G_CVAR_VARIABLE_STRING_BUFFER:			Cvar_VariableStringBuffer((char *)VMA(1), (char*)VMA(2), args[3]);			return 0;		case G_CVAR_LATCHEDVARIABLESTRINGBUFFER:			Cvar_LatchedVariableStringBuffer((char *)VMA(1), (char*)VMA(2), args[3]);			return 0;		case G_ARGC:			return Cmd_Argc();		case G_ARGV:			Cmd_ArgvBuffer(args[1], (char*)VMA(2), args[3]);			return 0;		case G_SEND_CONSOLE_COMMAND:			Cbuf_ExecuteText(args[1], (char *)VMA(2));			return 0;		case G_FS_FOPEN_FILE:			return FS_FOpenFileByMode((char *)VMA(1), (fileHandle_t*)VMA(2), (fsMode_t)args[3]);		case G_FS_READ:			FS_Read2(VMA(1), args[2], args[3]);			return 0;		case G_FS_WRITE:			return FS_Write(VMA(1), args[2], args[3]);		case G_FS_RENAME:			FS_Rename((char *)VMA(1), (char *)VMA(2));			return 0;		case G_FS_FCLOSE_FILE:			FS_FCloseFile(args[1]);			return 0;		case G_FS_GETFILELIST:			return FS_GetFileList((char *)VMA(1), (char *)VMA(2), (char*)VMA(3), args[4]);		case G_LOCATE_GAME_DATA:			SV_LocateGameData((sharedEntity_t*)VMA(1), args[2], args[3], (playerState_t*)VMA(4), args[5]);			return 0;		case G_DROP_CLIENT:			SV_GameDropClient(args[1], (char*)VMA(2), args[3]);			return 0;		case G_SEND_SERVER_COMMAND:			SV_GameSendServerCommand(args[1], (char*)VMA(2));			return 0;		case G_LINKENTITY:			SV_LinkEntity((sharedEntity_t*)VMA(1));			return 0;		case G_UNLINKENTITY:			SV_UnlinkEntity((sharedEntity_t*)VMA(1));			return 0;		case G_ENTITIES_IN_BOX:			return SV_AreaEntities((float*)VMA(1), (float*)VMA(2), (int*)VMA(3), args[4]);		case G_ENTITY_CONTACT:			return SV_EntityContact((float*)VMA(1), (float*)VMA(2), (sharedEntity_t*)VMA(3), TT_AABB);		case G_ENTITY_CONTACTCAPSULE:			return SV_EntityContact((float*)VMA(1), (float*)VMA(2), (sharedEntity_t*)VMA(3), TT_CAPSULE);		case G_TRACE:			SV_Trace((trace_t*)VMA(1), (float*)VMA(2), (float*)VMA(3), (float*)VMA(4), (float*)VMA(5), args[6], args[7], TT_AABB);			return 0;		case G_TRACECAPSULE:			SV_Trace((trace_t*)VMA(1), (float*)VMA(2), (float*)VMA(3), (float*)VMA(4), (float*)VMA(5), args[6], args[7], TT_CAPSULE);			return 0;		case G_POINT_CONTENTS:			return SV_PointContents((float*)VMA(1), args[2]);		case G_SET_BRUSH_MODEL:			SV_SetBrushModel((sharedEntity_t*)VMA(1), (char*)VMA(2));			return 0;		case G_IN_PVS:			return SV_inPVS((float*)VMA(1), (float*)VMA(2));		case G_IN_PVS_IGNORE_PORTALS:			return SV_inPVSIgnorePortals((float*)VMA(1), (float*)VMA(2));		case G_SET_CONFIGSTRING:			SV_SetConfigstring(args[1], (char*)VMA(2));			return 0;		case G_GET_CONFIGSTRING:			SV_GetConfigstring(args[1], (char*)VMA(2), args[3]);			return 0;		case G_SET_CONFIGSTRING_RESTRICTIONS://.........这里部分代码省略.........
开发者ID:TheDushan,项目名称:OpenWolf,代码行数:101,


示例14: CL_UISystemCalls

/*====================CL_UISystemCallsThe ui module is making a system call====================*/int CL_UISystemCalls( int *args ) {	switch( args[0] ) {	case UI_ERROR:		Com_Error( ERR_DROP, "%s", VMA(1) );		return 0;	case UI_PRINT:		Com_Printf( "%s", VMA(1) );		return 0;	case UI_MILLISECONDS:		return Sys_Milliseconds();	case UI_CVAR_REGISTER:		Cvar_Register( VMA(1), VMA(2), VMA(3), args[4] ); 		return 0;	case UI_CVAR_UPDATE:		Cvar_Update( VMA(1) );		return 0;	case UI_CVAR_SET:		Cvar_Set( VMA(1), VMA(2) );		return 0;	case UI_CVAR_VARIABLEVALUE:		return FloatAsInt( Cvar_VariableValue( VMA(1) ) );	case UI_CVAR_VARIABLESTRINGBUFFER:		Cvar_VariableStringBuffer( VMA(1), VMA(2), args[3] );		return 0;	case UI_CVAR_SETVALUE:		Cvar_SetValue( VMA(1), VMF(2) );		return 0;	case UI_CVAR_RESET:		Cvar_Reset( VMA(1) );		return 0;	case UI_CVAR_CREATE:		Cvar_Get( VMA(1), VMA(2), args[3] );		return 0;	case UI_CVAR_INFOSTRINGBUFFER:		Cvar_InfoStringBuffer( args[1], VMA(2), args[3] );		return 0;	case UI_ARGC:		return Cmd_Argc();	case UI_ARGV:		Cmd_ArgvBuffer( args[1], VMA(2), args[3] );		return 0;	case UI_CMD_EXECUTETEXT:		Cbuf_ExecuteText( args[1], VMA(2) );		return 0;	case UI_FS_FOPENFILE:		return FS_FOpenFileByMode( VMA(1), VMA(2), args[3] );	case UI_FS_READ:		FS_Read2( VMA(1), args[2], args[3] );		return 0;	case UI_FS_WRITE:		FS_Write( VMA(1), args[2], args[3] );		return 0;	case UI_FS_FCLOSEFILE:		FS_FCloseFile( args[1] );		return 0;	case UI_FS_GETFILELIST:		return FS_GetFileList( VMA(1), VMA(2), VMA(3), args[4] );	case UI_FS_SEEK:		return FS_Seek( args[1], args[2], args[3] );		case UI_R_REGISTERMODEL:#ifdef IOS_NOTYET		GLimp_AcquireGL();		return re.RegisterModel( VMA(1) );		GLimp_ReleaseGL();#else		return re.RegisterModel( VMA(1) );#endif // IOS	case UI_R_REGISTERSKIN:#ifdef IOS_NOTYET		GLimp_AcquireGL();		return re.RegisterSkin( VMA(1) );//.........这里部分代码省略.........
开发者ID:he110world,项目名称:quake3-ios,代码行数:101,


示例15: CL_CgameSystemCalls

intptr_t CL_CgameSystemCalls( intptr_t *args ){	if( cls.cgInterface == 2 && args[0] >= CG_R_SETCLIPREGION && args[0] < CG_MEMSET )    {		if( args[0] < CG_S_STOPBACKGROUNDTRACK - 1 )			args[0] += 1;        else if( args[0] < CG_S_STOPBACKGROUNDTRACK + 4 )			args[0] += CG_PARSE_ADD_GLOBAL_DEFINE - CG_S_STOPBACKGROUNDTRACK + 1;        else if( args[0] < CG_PARSE_ADD_GLOBAL_DEFINE + 4 )			args[0] -= 4;        else if( args[0] >= CG_PARSE_SOURCE_FILE_AND_LINE && args[0] <= CG_S_SOUNDDURATION )			args[0] = CG_PARSE_SOURCE_FILE_AND_LINE - 1337 - args[0] ;	}	switch( args[0] )    {        case CG_PRINT:            Com_Printf( "%s", (const char*)VMA(1) );            return 0;        case CG_ERROR:            if( probingCG )            {                cls.cgInterface = 2; // this is a 1.1.0 cgame                return 0;            }            Com_Error( ERR_DROP, "%s", (const char*)VMA(1) );            return 0;        case CG_MILLISECONDS:            return Sys_Milliseconds();        case CG_CVAR_REGISTER:            Cvar_Register( (vmCvar_t*)VMA(1), (const char*)VMA(2), (const char*)VMA(3), args[4] );             return 0;        case CG_CVAR_UPDATE:            Cvar_Update( (vmCvar_t*)VMA(1) );            return 0;        case CG_CVAR_SET:            Cvar_SetSafe( (const char*)VMA(1), (const char*)VMA(2) );            return 0;        case CG_CVAR_VARIABLESTRINGBUFFER:            Cvar_VariableStringBuffer( (const char*)VMA(1), (char*)VMA(2), args[3] );            return 0;        case CG_ARGC:            return Cmd_Argc();        case CG_ARGV:            Cmd_ArgvBuffer( args[1], (char*)VMA(2), args[3] );            return 0;        case CG_ARGS:            Cmd_ArgsBuffer( (char*)VMA(1), args[2] );            return 0;        case CG_LITERAL_ARGS:            Cmd_LiteralArgsBuffer( (char*)VMA(1), args[2] );            return 0;        case CG_FS_FOPENFILE:            return FS_FOpenFileByMode( (const char*)VMA(1), (fileHandle_t*)VMA(2), (FS_Mode)args[3] );        case CG_FS_READ:            FS_Read( VMA(1), args[2], args[3] );            return 0;        case CG_FS_WRITE:            FS_Write( VMA(1), args[2], args[3] );            return 0;        case CG_FS_FCLOSEFILE:            FS_FCloseFile( args[1] );            return 0;        case CG_FS_SEEK:            return FS_Seek( (fileHandle_t)args[1], args[2], (FS_Origin)args[3] );        case CG_FS_GETFILELIST:            return FS_GetFileList( (const char*)VMA(1), (const char*)VMA(2), (char*)VMA(3), args[4] );        case CG_SENDCONSOLECOMMAND:            Cbuf_AddText( (const char*)VMA(1) );            return 0;        case CG_ADDCOMMAND:	        Cmd_AddCommand( (const char*)VMA(1), NULL );            return 0;        case CG_REMOVECOMMAND:            Cmd_RemoveCommandSafe( (const char*)VMA(1) );            return 0;        case CG_SENDCLIENTCOMMAND:            CL_AddReliableCommand((const char*)VMA(1), false);            return 0;        case CG_UPDATESCREEN:            // this is used during lengthy level loading, so pump message loop            //		Com_EventLoop();	// FIXME: if a server restarts here, BAD THINGS HAPPEN!            // We can't call Com_EventLoop here, a restart will crash and this _does_ happen            // if there is a map change while we are downloading at pk3.            // ZOID            SCR_UpdateScreen();            return 0;        case CG_CM_LOADMAP:            CL_CM_LoadMap( (const char*)VMA(1) );            return 0;        case CG_CM_NUMINLINEMODELS:            return CM_NumInlineModels();        case CG_CM_INLINEMODEL:            return CM_InlineModel( args[1] );        case CG_CM_TEMPBOXMODEL://.........这里部分代码省略.........
开发者ID:wtfbbqhax,项目名称:tremulous,代码行数:101,


示例16: CL_CgameSystemCalls

/*====================CL_CgameSystemCallsThe cgame module is making a system call====================*/intptr_t CL_CgameSystemCalls( intptr_t *args ) {	switch( args[0] ) {	case CG_PRINT:		Com_Printf( "%s", VMA(1) );		return 0;	case CG_FATAL_ERROR:		Com_Error( ERR_DROP, "%s", VMA(1) );		return 0;	case CG_MILLISECONDS:		return Sys_Milliseconds();	case CG_CVAR_REGISTER:		Cvar_Register( VMA(1), VMA(2), VMA(3), args[4] ); 		return 0;	case CG_CVAR_UPDATE:		Cvar_Update( VMA(1) );		return 0;	case CG_CVAR_SET:		Cvar_Set( VMA(1), VMA(2) );		return 0;	case CG_CVAR_VARIABLESTRINGBUFFER:		Cvar_VariableStringBuffer( VMA(1), VMA(2), args[3] );		return 0;	case CG_ARGC:		return Cmd_Argc();	case CG_ARGV:		Cmd_ArgvBuffer( args[1], VMA(2), args[3] );		return 0;	case CG_ARGVI:		return atoi( Cmd_Argv( args[1] ) );	case CG_ARGS:		Cmd_ArgsBuffer( VMA(1), args[2] );		return 0;	case CG_CMD_EXECUTETEXT:		Cbuf_ExecuteText( args[1], VMA(2) );		return 0;	case CG_FS_FOPENFILE:		return FS_FOpenFileByMode( VMA(1), VMA(2), args[3] );	case CG_FS_READ:		FS_Read( VMA(1), args[2], args[3] );		return 0;	case CG_FS_WRITE:		FS_Write( VMA(1), args[2], args[3] );		return 0;	case CG_FS_FCLOSEFILE:		FS_FCloseFile( args[1] );		return 0;	case CG_SENDCONSOLECOMMAND:		Cbuf_AddText( VMA(1) );		return 0;	case CG_FORWARDCOMMAND:		VM_Call( uivm, UI_CONSOLE_COMMAND, cls.realtime );		return 0;	case CG_ADDCOMMAND:		CL_AddCgameCommand( VMA(1) );		return 0;	case CG_REMOVECOMMAND:		Cmd_RemoveCommand( VMA(1) );		return 0;	case CG_SENDCLIENTCOMMAND:		CL_AddReliableCommand( VMA(1) );		return 0;	case CG_UPDATESCREEN:		// this is used during lengthy level loading, so pump message loop//		Com_EventLoop();	// FIXME: if a server restarts here, BAD THINGS HAPPEN!// We can't call Com_EventLoop here, a restart will crash and this _does_ happen// if there is a map change while we are downloading at pk3.// ZOID		SCR_UpdateScreen();		return 0;	case CG_CM_LOADMAP:		CL_CM_LoadMap( VMA(1) );		return 0;	case CG_CM_NUMINLINEMODELS:		return CM_NumInlineModels();	case CG_CM_INLINEMODEL:		return CM_InlineModel( args[1] );	case CG_CM_TEMPBOXMODEL:		return CM_TempBoxModel( VMA(1), VMA(2), /*int capsule*/ qfalse );	case CG_CM_TEMPCAPSULEMODEL:		return CM_TempBoxModel( VMA(1), VMA(2), /*int capsule*/ qtrue );	case CG_CM_POINTCONTENTS:		return CM_PointContents( VMA(1), args[2] );	case CG_CM_TRANSFORMEDPOINTCONTENTS:		return CM_TransformedPointContents( VMA(1), args[2], VMA(3), VMA(4) );	case CG_CM_BOXTRACE:		CM_BoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qfalse );		return 0;	case CG_CM_CAPSULETRACE:		CM_BoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qtrue );		return 0;	case CG_CM_TRANSFORMEDBOXTRACE:		CM_TransformedBoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], VMA(8), VMA(9), /*int capsule*/ qfalse );		return 0;//.........这里部分代码省略.........
开发者ID:ballju,项目名称:SpaceTrader-GPL-1.1.14,代码行数:101,


示例17: CL_UISystemCalls

/*====================CL_UISystemCallsThe ui module is making a system call====================*/intptr_t CL_UISystemCalls( intptr_t *args ) {	switch( args[0] ) {	case UI_ERROR:		Com_Error( ERR_DROP, "%s", (const char*)VMA(1) );		return 0;	case UI_PRINT:		Com_Printf( "%s", (const char*)VMA(1) );		return 0;	case UI_MILLISECONDS:		return Sys_Milliseconds();	case UI_CVAR_REGISTER:		Cvar_Register( VMA(1), VMA(2), VMA(3), args[4] ); 		return 0;	case UI_CVAR_UPDATE:		Cvar_Update( VMA(1) );		return 0;	case UI_CVAR_SET:		Cvar_SetSafe( VMA(1), VMA(2) );		return 0;	case UI_CVAR_VARIABLEVALUE:		return FloatAsInt( Cvar_VariableValue( VMA(1) ) );	case UI_CVAR_VARIABLESTRINGBUFFER:		Cvar_VariableStringBuffer( VMA(1), VMA(2), args[3] );		return 0;	case UI_CVAR_SETVALUE:		Cvar_SetValueSafe( VMA(1), VMF(2) );		return 0;	case UI_CVAR_RESET:		Cvar_Reset( VMA(1) );		return 0;	case UI_CVAR_CREATE:		Cvar_Get( VMA(1), VMA(2), args[3] );		return 0;	case UI_CVAR_INFOSTRINGBUFFER:		Cvar_InfoStringBuffer( args[1], VMA(2), args[3] );		return 0;	case UI_ARGC:		return Cmd_Argc();	case UI_ARGV:		Cmd_ArgvBuffer( args[1], VMA(2), args[3] );		return 0;	case UI_CMD_EXECUTETEXT:		if(args[1] == EXEC_NOW		&& (!strncmp(VMA(2), "snd_restart", 11)		|| !strncmp(VMA(2), "vid_restart", 11)		|| !strncmp(VMA(2), "quit", 5)))		{			Com_Printf (S_COLOR_YELLOW "turning EXEC_NOW '%.11s' into EXEC_INSERT/n", (const char*)VMA(2));			args[1] = EXEC_INSERT;		}		Cbuf_ExecuteText( args[1], VMA(2) );		return 0;	case UI_FS_FOPENFILE:		return FS_FOpenFileByMode( VMA(1), VMA(2), args[3] );	case UI_FS_READ:		FS_Read2( VMA(1), args[2], args[3] );		return 0;	case UI_FS_WRITE:		FS_Write( VMA(1), args[2], args[3] );		return 0;	case UI_FS_FCLOSEFILE:		FS_FCloseFile( args[1] );		return 0;	case UI_FS_GETFILELIST:		return FS_GetFileList( VMA(1), VMA(2), VMA(3), args[4] );		case UI_R_REGISTERMODEL:		return re.RegisterModel( VMA(1) );	case UI_R_REGISTERSKIN:		return re.RegisterSkin( VMA(1) );	case UI_R_REGISTERSHADERNOMIP:		return re.RegisterShaderNoMip( VMA(1) );//.........这里部分代码省略.........
开发者ID:Aravind7z,项目名称:zeq2lite,代码行数:101,


示例18: CL_CgameSystemCalls

intptr_t CL_CgameSystemCalls( intptr_t *args ) {#ifndef __NO_JK2	if( com_jk2 && com_jk2->integer )	{		args[0] = (intptr_t)CL_ConvertJK2SysCall((cgameJK2Import_t)args[0]);	}#endif	switch( args[0] ) {	case CG_PRINT:		Com_Printf( "%s", VMA(1) );		return 0;	case CG_ERROR:		Com_Error( ERR_DROP, S_COLOR_RED"%s", VMA(1) );		return 0;	case CG_MILLISECONDS:		return Sys_Milliseconds();	case CG_CVAR_REGISTER:		Cvar_Register( (vmCvar_t *) VMA(1), (const char *) VMA(2), (const char *) VMA(3), args[4] );		return 0;	case CG_CVAR_UPDATE:		Cvar_Update( (vmCvar_t *) VMA(1) );		return 0;	case CG_CVAR_SET:		Cvar_Set( (const char *) VMA(1), (const char *) VMA(2) );		return 0;	case CG_ARGC:		return Cmd_Argc();	case CG_ARGV:		Cmd_ArgvBuffer( args[1], (char *) VMA(2), args[3] );		return 0;	case CG_ARGS:		Cmd_ArgsBuffer( (char *) VMA(1), args[2] );		return 0;	case CG_FS_FOPENFILE:		return FS_FOpenFileByMode( (const char *) VMA(1), (int *) VMA(2), (fsMode_t) args[3] );	case CG_FS_READ:		FS_Read( VMA(1), args[2], args[3] );		return 0;	case CG_FS_WRITE:		FS_Write( VMA(1), args[2], args[3] );		return 0;	case CG_FS_FCLOSEFILE:		FS_FCloseFile( args[1] );		return 0;	case CG_SENDCONSOLECOMMAND:		Cbuf_AddText( (const char *) VMA(1) );		return 0;	case CG_ADDCOMMAND:		CL_AddCgameCommand( (const char *) VMA(1) );		return 0;	case CG_SENDCLIENTCOMMAND:		CL_AddReliableCommand( (const char *) VMA(1) );		return 0;	case CG_UPDATESCREEN:		// this is used during lengthy level loading, so pump message loop		Com_EventLoop();	// FIXME: if a server restarts here, BAD THINGS HAPPEN!		SCR_UpdateScreen();		return 0;	case CG_RMG_INIT:		/*		if (!com_sv_running->integer)		{	// don't do this if we are connected locally			if (!TheRandomMissionManager)			{				TheRandomMissionManager = new CRMManager;			}			TheRandomMissionManager->SetLandScape( cmg.landScapes[args[1]] );			TheRandomMissionManager->LoadMission(qfalse);			TheRandomMissionManager->SpawnMission(qfalse);			cmg.landScapes[args[1]]->UpdatePatches();		}		*/ //this is SP.. I guess we're always the client and server.//		cl.mRMGChecksum = cm.landScapes[args[1]]->get_rand_seed();		RM_CreateRandomModels(args[1], (const char *)VMA(2));		//cmg.landScapes[args[1]]->rand_seed(cl.mRMGChecksum);		// restore it, in case we do a vid restart		cmg.landScape->rand_seed(cmg.landScape->get_rand_seed());//		TheRandomMissionManager->CreateMap();		return 0;	case CG_CM_REGISTER_TERRAIN:		return CM_RegisterTerrain((const char *)VMA(1), false)->GetTerrainId();	case CG_RE_INIT_RENDERER_TERRAIN:		re.InitRendererTerrain((const char *)VMA(1));		return 0;	case CG_CM_LOADMAP:		CL_CM_LoadMap( (const char *) VMA(1), args[2] );		return 0;	case CG_CM_NUMINLINEMODELS:		return CM_NumInlineModels();	case CG_CM_INLINEMODEL:		return CM_InlineModel( args[1] );	case CG_CM_TEMPBOXMODEL:		return CM_TempBoxModel( (const float *) VMA(1), (const float *) VMA(2) );//, (int) VMA(3) );	case CG_CM_POINTCONTENTS:		return CM_PointContents( (float *)VMA(1), args[2] );	case CG_CM_TRANSFORMEDPOINTCONTENTS:		return CM_TransformedPointContents( (const float *) VMA(1), args[2], (const float *) VMA(3), (const float *) VMA(4) );	case CG_CM_BOXTRACE:		CM_BoxTrace( (trace_t *) VMA(1), (const float *) VMA(2), (const float *) VMA(3), (const float *) VMA(4), (const float *) VMA(5), args[6], args[7] );//.........这里部分代码省略.........
开发者ID:Delfin1,项目名称:OpenJK,代码行数:101,


示例19: CL_CgameSystemCalls

intptr_t CL_CgameSystemCalls(intptr_t *args){	switch (args[0])	{	case CG_PRINT:		Com_Printf("%s", (char *)VMA(1));		return 0;	case CG_ERROR:		Com_Error(ERR_DROP, "%s", (char *)VMA(1));		return 0;	case CG_MILLISECONDS:		return Sys_Milliseconds();	case CG_CVAR_REGISTER:		Cvar_Register(VMA(1), VMA(2), VMA(3), args[4]);		return 0;	case CG_CVAR_UPDATE:		Cvar_Update(VMA(1));		return 0;	case CG_CVAR_SET:		Cvar_SetSafe(VMA(1), VMA(2));		return 0;	case CG_CVAR_VARIABLESTRINGBUFFER:		Cvar_VariableStringBuffer(VMA(1), VMA(2), args[3]);		return 0;	case CG_CVAR_LATCHEDVARIABLESTRINGBUFFER:		Cvar_LatchedVariableStringBuffer(VMA(1), VMA(2), args[3]);		return 0;	case CG_ARGC:		return Cmd_Argc();	case CG_ARGV:		Cmd_ArgvBuffer(args[1], VMA(2), args[3]);		return 0;	case CG_ARGS:		Cmd_ArgsBuffer(VMA(1), args[2]);		return 0;	case CG_FS_FOPENFILE:		return FS_FOpenFileByMode(VMA(1), VMA(2), args[3]);	case CG_FS_READ:		FS_Read(VMA(1), args[2], args[3]);		return 0;	case CG_FS_WRITE:		return FS_Write(VMA(1), args[2], args[3]);	case CG_FS_FCLOSEFILE:		FS_FCloseFile(args[1]);		return 0;	case CG_FS_GETFILELIST:		return FS_GetFileList(VMA(1), VMA(2), VMA(3), args[4]);	case CG_FS_DELETEFILE:		return FS_Delete(VMA(1));	case CG_SENDCONSOLECOMMAND:		Cbuf_AddText(VMA(1));		return 0;	case CG_ADDCOMMAND:		CL_AddCgameCommand(VMA(1));		return 0;	case CG_REMOVECOMMAND:		Cmd_RemoveCommandSafe(VMA(1));		return 0;	case CG_SENDCLIENTCOMMAND:		CL_AddReliableCommand(VMA(1));		return 0;	case CG_UPDATESCREEN:		SCR_UpdateScreen();		return 0;	case CG_CM_LOADMAP:		CL_CM_LoadMap(VMA(1));		return 0;	case CG_CM_NUMINLINEMODELS:		return CM_NumInlineModels();	case CG_CM_INLINEMODEL:		return CM_InlineModel(args[1]);	case CG_CM_TEMPBOXMODEL:		return CM_TempBoxModel(VMA(1), VMA(2), qfalse);	case CG_CM_TEMPCAPSULEMODEL:		return CM_TempBoxModel(VMA(1), VMA(2), qtrue);	case CG_CM_POINTCONTENTS:		return CM_PointContents(VMA(1), args[2]);	case CG_CM_TRANSFORMEDPOINTCONTENTS:		return CM_TransformedPointContents(VMA(1), args[2], VMA(3), VMA(4));	case CG_CM_BOXTRACE:		CM_BoxTrace(VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qfalse);		return 0;	case CG_CM_CAPSULETRACE:		CM_BoxTrace(VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qtrue);		return 0;	case CG_CM_TRANSFORMEDBOXTRACE:		CM_TransformedBoxTrace(VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], VMA(8), VMA(9), /*int capsule*/ qfalse);		return 0;	case CG_CM_TRANSFORMEDCAPSULETRACE:		CM_TransformedBoxTrace(VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], VMA(8), VMA(9), /*int capsule*/ qtrue);		return 0;	case CG_CM_MARKFRAGMENTS:		return re.MarkFragments(args[1], VMA(2), VMA(3), args[4], VMA(5), args[6], VMA(7));	case CG_R_PROJECTDECAL:		re.ProjectDecal(args[1], args[2], VMA(3), VMA(4), VMA(5), args[6], args[7]);		return 0;	case CG_R_CLEARDECALS:		re.ClearDecals();		return 0;//.........这里部分代码省略.........
开发者ID:Mailaender,项目名称:etlegacy,代码行数:101,


示例20: CL_UISystemCalls

/** * @brief The ui module is making a system call * @param[in] args * @return */intptr_t CL_UISystemCalls(intptr_t *args){    switch (args[0])    {    case UI_ERROR:        Com_Error(ERR_DROP, "%s", (char *)VMA(1));    case UI_PRINT:        Com_Printf("%s", (char *)VMA(1));        return 0;    case UI_MILLISECONDS:        return Sys_Milliseconds();    case UI_CVAR_REGISTER:        Cvar_Register(VMA(1), VMA(2), VMA(3), args[4]);        return 0;    case UI_CVAR_UPDATE:        Cvar_Update(VMA(1));        return 0;    case UI_CVAR_SET:        Cvar_SetSafe(VMA(1), VMA(2));        return 0;    case UI_CVAR_VARIABLEVALUE:        return FloatAsInt(Cvar_VariableValue(VMA(1)));    case UI_CVAR_VARIABLESTRINGBUFFER:        Cvar_VariableStringBuffer(VMA(1), VMA(2), args[3]);        return 0;    case UI_CVAR_LATCHEDVARIABLESTRINGBUFFER:        Cvar_LatchedVariableStringBuffer(VMA(1), VMA(2), args[3]);        return 0;    case UI_CVAR_SETVALUE:        Cvar_SetValueSafe(VMA(1), VMF(2));        return 0;    case UI_CVAR_RESET:        Cvar_Reset(VMA(1));        return 0;    case UI_CVAR_CREATE:        Cvar_Register(NULL, VMA(1), VMA(2), args[3]);        return 0;    case UI_CVAR_INFOSTRINGBUFFER:        Cvar_InfoStringBuffer(args[1], VMA(2), args[3]);        return 0;    case UI_ARGC:        return Cmd_Argc();    case UI_ARGV:        Cmd_ArgvBuffer(args[1], VMA(2), args[3]);        return 0;    case UI_CMD_EXECUTETEXT:        if (args[1] == EXEC_NOW                && (!strncmp(VMA(2), "snd_restart", 11)                    || !strncmp(VMA(2), "vid_restart", 11)                    || !strncmp(VMA(2), "quit", 5)))        {            Com_Printf(S_COLOR_YELLOW "turning EXEC_NOW '%.11s' into EXEC_INSERT/n", (const char *)VMA(2));            args[1] = EXEC_INSERT;        }        Cbuf_ExecuteText(args[1], VMA(2));        return 0;    case UI_ADDCOMMAND:        Cmd_AddCommand(VMA(1));        return 0;    case UI_FS_FOPENFILE:        return FS_FOpenFileByMode(VMA(1), VMA(2), (fsMode_t)args[3]);    case UI_FS_READ:        FS_Read(VMA(1), args[2], args[3]);        return 0;    case UI_FS_WRITE:        FS_Write(VMA(1), args[2], args[3]);        return 0;    case UI_FS_FCLOSEFILE:        FS_FCloseFile(args[1]);        return 0;    case UI_FS_DELETEFILE:        return FS_Delete(VMA(1));    case UI_FS_GETFILELIST:        return FS_GetFileList(VMA(1), VMA(2), VMA(3), args[4]);    case UI_R_REGISTERMODEL:        return re.RegisterModel(VMA(1));    case UI_R_REGISTERSKIN:        return re.RegisterSkin(VMA(1));    case UI_R_REGISTERSHADERNOMIP:        return re.RegisterShaderNoMip(VMA(1));    case UI_R_CLEARSCENE:        re.ClearScene();        return 0;    case UI_R_ADDREFENTITYTOSCENE:        re.AddRefEntityToScene(VMA(1));        return 0;    case UI_R_ADDPOLYTOSCENE:        re.AddPolyToScene(args[1], args[2], VMA(3));        return 0;    case UI_R_ADDPOLYSTOSCENE:        re.AddPolysToScene(args[1], args[2], VMA(3), args[4]);        return 0;    case UI_R_ADDLIGHTTOSCENE:        // new dlight code        re.AddLightToScene(VMA(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), args[7], args[8]);//.........这里部分代码省略.........
开发者ID:etlegacy,项目名称:etlegacy,代码行数:101,


示例21: CL_UISystemCalls

/*====================CL_UISystemCallsThe ui module is making a system call====================*/intptr_t CL_UISystemCalls( intptr_t *args ) {	switch( args[0] ) 	{	case UI_ERROR:		Com_Error( ERR_DROP, "%s", VMA(1) );		return 0;	case UI_CVAR_REGISTER:		Cvar_Register( (vmCvar_t *)VMA(1),(const char *) VMA(2),(const char *) VMA(3), args[4] ); 		return 0;	case UI_CVAR_SET:		Cvar_Set( (const char *) VMA(1), (const char *) VMA(2) );		return 0;	case UI_CVAR_SETVALUE:		Cvar_SetValue( (const char *) VMA(1), VMF(2) );		return 0;	case UI_CVAR_UPDATE:		Cvar_Update( (vmCvar_t *) VMA(1) );		return 0;	case UI_R_REGISTERMODEL:		return re.RegisterModel((const char *) VMA(1) );	case UI_R_REGISTERSHADERNOMIP:		return re.RegisterShaderNoMip((const char *) VMA(1) );	case UI_GETGLCONFIG:		CL_GetGlconfig( ( glconfig_t *) VMA(1) );		return 0;	case UI_CMD_EXECUTETEXT:		Cbuf_ExecuteText( args[1], (const char *) VMA(2) );		return 0;	case UI_CVAR_VARIABLEVALUE:		return FloatAsInt( Cvar_VariableValue( (const char *) VMA(1) ) );	case UI_FS_GETFILELIST:		return FS_GetFileList( (const char *) VMA(1), (const char *) VMA(2), (char *) VMA(3), args[4] );	case UI_KEY_SETCATCHER:		Key_SetCatcher( args[1] );		return 0;	case UI_KEY_CLEARSTATES:		Key_ClearStates();		return 0;	case UI_R_SETCOLOR:		re.SetColor( (const float *) VMA(1) );		return 0;	case UI_R_DRAWSTRETCHPIC:		re.DrawStretchPic( VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), args[9] );		return 0;	case UI_CVAR_VARIABLESTRINGBUFFER:		Cvar_VariableStringBuffer( (const char *) VMA(1), (char *) VMA(2), args[3] );		return 0;  case UI_R_MODELBOUNDS:		re.ModelBounds( args[1], (float *) VMA(2),(float *) VMA(3) );		return 0;	case UI_R_CLEARSCENE:		re.ClearScene();		return 0;//	case UI_KEY_GETOVERSTRIKEMODE://		return Key_GetOverstrikeMode();//		return 0;//	case UI_PC_READ_TOKEN://		return PC_ReadTokenHandle( args[1], VMA(2) );		//	case UI_PC_SOURCE_FILE_AND_LINE://		return PC_SourceFileAndLine( args[1], VMA(2), VMA(3) );	case UI_KEY_GETCATCHER:		return Key_GetCatcher();	case UI_MILLISECONDS:		return Sys_Milliseconds();	case UI_S_REGISTERSOUND:		return S_RegisterSound((const char *) VMA(1));	case UI_S_STARTLOCALSOUND://.........这里部分代码省略.........
开发者ID:Elfmagi,项目名称:OpenJK,代码行数:101,


示例22: CL_CgameSystemCalls

/*====================CL_CgameSystemCallsThe cgame module is making a system call====================*/intptr_t CL_CgameSystemCalls( intptr_t *args ) {	switch ( args[0] ) {	case CG_PRINT:		Com_Printf( "%s", (const char*)VMA(1) );		return 0;	case CG_ERROR:		Com_Error( ERR_DROP, "%s", (const char*)VMA(1) );		return 0;	case CG_MILLISECONDS:		return Sys_Milliseconds();	case CG_CVAR_REGISTER:		Cvar_Register( VMA( 1 ), VMA( 2 ), VMA( 3 ), args[4] );		return 0;	case CG_CVAR_UPDATE:		Cvar_Update( VMA( 1 ) );		return 0;	case CG_CVAR_SET:		Cvar_SetSafe( VMA(1), VMA(2) );		return 0;	case CG_CVAR_VARIABLESTRINGBUFFER:		Cvar_VariableStringBuffer( VMA( 1 ), VMA( 2 ), args[3] );		return 0;	case CG_ARGC:		return Cmd_Argc();	case CG_ARGV:		Cmd_ArgvBuffer( args[1], VMA( 2 ), args[3] );		return 0;	case CG_ARGS:		Cmd_ArgsBuffer( VMA( 1 ), args[2] );		return 0;	case CG_FS_FOPENFILE:		return FS_FOpenFileByMode( VMA( 1 ), VMA( 2 ), args[3] );	case CG_FS_READ:		FS_Read( VMA( 1 ), args[2], args[3] );		return 0;	case CG_FS_WRITE:		return FS_Write( VMA( 1 ), args[2], args[3] );	case CG_FS_FCLOSEFILE:		FS_FCloseFile( args[1] );		return 0;	case CG_SENDCONSOLECOMMAND:		Cbuf_AddText( VMA( 1 ) );		return 0;	case CG_ADDCOMMAND:		CL_AddCgameCommand( VMA( 1 ) );		return 0;	case CG_REMOVECOMMAND:		Cmd_RemoveCommandSafe( VMA(1) );		return 0;	case CG_SENDCLIENTCOMMAND:		CL_AddReliableCommand(VMA(1), qfalse);		return 0;	case CG_UPDATESCREEN:		// this is used during lengthy level loading, so pump message loop//		Com_EventLoop();	// FIXME: if a server restarts here, BAD THINGS HAPPEN!// We can't call Com_EventLoop here, a restart will crash and this _does_ happen// if there is a map change while we are downloading at pk3.// ZOID		SCR_UpdateScreen();		return 0;	case CG_CM_LOADMAP:		CL_CM_LoadMap( VMA( 1 ) );		return 0;	case CG_CM_NUMINLINEMODELS:		return CM_NumInlineModels();	case CG_CM_INLINEMODEL:		return CM_InlineModel( args[1] );	case CG_CM_TEMPBOXMODEL:		return CM_TempBoxModel( VMA( 1 ), VMA( 2 ), qfalse );	case CG_CM_TEMPCAPSULEMODEL:		return CM_TempBoxModel( VMA( 1 ), VMA( 2 ), qtrue );	case CG_CM_POINTCONTENTS:		return CM_PointContents( VMA( 1 ), args[2] );	case CG_CM_TRANSFORMEDPOINTCONTENTS:		return CM_TransformedPointContents( VMA( 1 ), args[2], VMA( 3 ), VMA( 4 ) );	case CG_CM_BOXTRACE:		CM_BoxTrace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMA( 4 ), VMA( 5 ), args[6], args[7], /*int capsule*/ qfalse );		return 0;	case CG_CM_TRANSFORMEDBOXTRACE:		CM_TransformedBoxTrace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMA( 4 ), VMA( 5 ), args[6], args[7], VMA( 8 ), VMA( 9 ), /*int capsule*/ qfalse );		return 0;	case CG_CM_CAPSULETRACE:		CM_BoxTrace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMA( 4 ), VMA( 5 ), args[6], args[7], /*int capsule*/ qtrue );		return 0;	case CG_CM_TRANSFORMEDCAPSULETRACE:		CM_TransformedBoxTrace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMA( 4 ), VMA( 5 ), args[6], args[7], VMA( 8 ), VMA( 9 ), /*int capsule*/ qtrue );		return 0;	case CG_CM_MARKFRAGMENTS:		return re.MarkFragments( args[1], VMA( 2 ), VMA( 3 ), args[4], VMA( 5 ), args[6], VMA( 7 ) );	case CG_S_STARTSOUND:		S_StartSound( VMA( 1 ), args[2], args[3], args[4] );		return 0;//----(SA)	added//.........这里部分代码省略.........
开发者ID:MAN-AT-ARMS,项目名称:iortcw-archive,代码行数:101,


示例23: CL_UISystemCalls

/*====================CL_UISystemCallsThe ui module is making a system call====================*/intptr_t CL_UISystemCalls(intptr_t *args) {	switch(args[0]) {	//rww - alright, DO NOT EVER add a GAME/CGAME/UI generic call without adding a trap to match, and	//all of these traps must be shared and have cases in sv_game, cl_cgame, and cl_ui. They must also	//all be in the same order, and start at 100.	case TRAP_MEMSET:		Com_Memset(VMA(1), args[2], args[3]);		return 0;	case TRAP_MEMCPY:		Com_Memcpy(VMA(1), VMA(2), args[3]);		return 0;	case TRAP_STRNCPY:		return (intptr_t)strncpy((char *)VMA(1), (const char *)VMA(2), args[3]);	case TRAP_SIN:		return FloatAsInt(sin(VMF(1)));	case TRAP_COS:		return FloatAsInt(cos(VMF(1)));	case TRAP_ATAN2:		return FloatAsInt(atan2(VMF(1), VMF(2)));	case TRAP_SQRT:		return FloatAsInt(sqrt(VMF(1)));	case TRAP_MATRIXMULTIPLY:		MatrixMultiply((vec3_t *)VMA(1), (vec3_t *)VMA(2), (vec3_t *)VMA(3));		return 0;	case TRAP_ANGLEVECTORS:		AngleVectors((const float *)VMA(1), (float *)VMA(2), (float *)VMA(3), (float *)VMA(4));		return 0;	case TRAP_PERPENDICULARVECTOR:		PerpendicularVector((float *)VMA(1), (const float *)VMA(2));		return 0;	case TRAP_FLOOR:		return FloatAsInt(floor(VMF(1)));	case TRAP_CEIL:		return FloatAsInt(ceil(VMF(1)));	case TRAP_TESTPRINTINT:		return 0;	case TRAP_TESTPRINTFLOAT:		return 0;	case TRAP_ACOS:		return FloatAsInt(Q_acos(VMF(1)));	case TRAP_ASIN:		return FloatAsInt(Q_asin(VMF(1)));	case UI_ERROR:		Com_Error( ERR_DROP, "%s", VMA(1) );		return 0;	case UI_PRINT:		Com_Printf( "%s", VMA(1) );		return 0;	case UI_MILLISECONDS:		return Sys_Milliseconds();	case UI_CVAR_REGISTER:		Cvar_Register( (vmCvar_t *)VMA(1), (const char *)VMA(2), (const char *)VMA(3), args[4] ); 		return 0;	case UI_CVAR_UPDATE:		Cvar_Update( (vmCvar_t *)VMA(1) );		return 0;	case UI_CVAR_SET:		Cvar_Set( (const char *)VMA(1), (const char *)VMA(2) );		return 0;	case UI_CVAR_VARIABLEVALUE:		return FloatAsInt( Cvar_VariableValue( (const char *)VMA(1) ) );	case UI_CVAR_VARIABLESTRINGBUFFER:		Cvar_VariableStringBuffer( (const char *)VMA(1), (char *)VMA(2), args[3] );		return 0;	case UI_CVAR_SETVALUE:		Cvar_SetValue( (const char *)VMA(1), VMF(2) );		return 0;	case UI_CVAR_RESET:		Cvar_Reset( (const char *)VMA(1) );		return 0;	case UI_CVAR_CREATE:		Cvar_Get( (const char *)VMA(1), (const char *)VMA(2), args[3] );		return 0;	case UI_CVAR_INFOSTRINGBUFFER:		Cvar_InfoStringBuffer( args[1], (char *)VMA(2), args[3] );		return 0;	case UI_ARGC:		return Cmd_Argc();	case UI_ARGV:		Cmd_ArgvBuffer( args[1], (char *)VMA(2), args[3] );//.........这里部分代码省略.........
开发者ID:entdark,项目名称:jaMME,代码行数:101,


示例24: CL_UISystemCalls

//BBi//int CL_UISystemCalls( int *args ) {intptr_t CL_UISystemCalls (    intptr_t* args){//BBi	switch ( args[0] ) {	case UI_ERROR:#if !defined RTCW_ET		Com_Error( ERR_DROP, "%s", VMA( 1 ) );#else		Com_Error( ERR_DROP, "%s", (char *)VMA( 1 ) );#endif // RTCW_XX		return 0;	case UI_PRINT:#if !defined RTCW_ET		Com_Printf( "%s", VMA( 1 ) );#else		Com_Printf( "%s", (char *)VMA( 1 ) );#endif // RTCW_XX		return 0;	case UI_MILLISECONDS:		return Sys_Milliseconds();	case UI_CVAR_REGISTER:		Cvar_Register( static_cast<vmCvar_t*> (VMA( 1 )), static_cast<const char*> (VMA( 2 )), static_cast<const char*> (VMA( 3 )), args[4] );		return 0;	case UI_CVAR_UPDATE:		Cvar_Update( static_cast<vmCvar_t*> (VMA( 1 )) );		return 0;	case UI_CVAR_SET:		Cvar_Set( static_cast<const char*> (VMA( 1 )), static_cast<char*> (VMA( 2 )) );		return 0;	case UI_CVAR_VARIABLEVALUE:		return FloatAsInt( Cvar_VariableValue( static_cast<const char*> (VMA( 1 )) ) );	case UI_CVAR_VARIABLESTRINGBUFFER:		Cvar_VariableStringBuffer( static_cast<const char*> (VMA( 1 )), static_cast<char*> (VMA( 2 )), args[3] );		return 0;#if defined RTCW_ET	case UI_CVAR_LATCHEDVARIABLESTRINGBUFFER:		Cvar_LatchedVariableStringBuffer( static_cast<const char*> (VMA( 1 )), static_cast<char*> (VMA( 2 )), args[3] );		return 0;#endif // RTCW_XX	case UI_CVAR_SETVALUE:		Cvar_SetValue( static_cast<const char*> (VMA( 1 )), VMF( 2 ) );		return 0;	case UI_CVAR_RESET:		Cvar_Reset( static_cast<const char*> (VMA( 1 )) );		return 0;	case UI_CVAR_CREATE:		Cvar_Get( static_cast<const char*> (VMA( 1 )), static_cast<char*> (VMA( 2 )), args[3] );		return 0;	case UI_CVAR_INFOSTRINGBUFFER:		Cvar_InfoStringBuffer( args[1], static_cast<char*> (VMA( 2 )), args[3] );		return 0;	case UI_ARGC:		return Cmd_Argc();	case UI_ARGV:		Cmd_ArgvBuffer( args[1], static_cast<char*> (VMA( 2 )), args[3] );		return 0;	case UI_CMD_EXECUTETEXT:		Cbuf_ExecuteText( args[1], static_cast<const char*> (VMA( 2 )) );		return 0;#if defined RTCW_ET	case UI_ADDCOMMAND:		Cmd_AddCommand( static_cast<const char*> (VMA( 1 )), NULL );		return 0;#endif // RTCW_XX	case UI_FS_FOPENFILE:		return FS_FOpenFileByMode( static_cast<const char*> (VMA( 1 )), static_cast<fileHandle_t*> (VMA( 2 )), fsMode_t (args[3]) );	case UI_FS_READ:		FS_Read( VMA( 1 ), args[2], args[3] );		return 0;#if defined RTCW_SP//----(SA)	added	case UI_FS_SEEK:		FS_Seek( args[1], args[2], args[3] );		return 0;//.........这里部分代码省略.........
开发者ID:bibendovsky,项目名称:rtcw,代码行数:101,



注:本文中的Cvar_Update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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