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自学教程:C++ FS_FOpenFileByMode函数代码示例

51自学网 2021-06-01 20:43:34
  C++
这篇教程C++ FS_FOpenFileByMode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FS_FOpenFileByMode函数的典型用法代码示例。如果您正苦于以下问题:C++ FS_FOpenFileByMode函数的具体用法?C++ FS_FOpenFileByMode怎么用?C++ FS_FOpenFileByMode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FS_FOpenFileByMode函数的29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: FS_FOpenFileByMode

CGenericParser2 *Com_ParseTextFile(const char *file, bool cleanFirst, bool writeable){	fileHandle_t	f;	int				length = 0;	char			*buf = 0, *bufParse = 0;	CGenericParser2 *parse;	length = FS_FOpenFileByMode( file, &f, FS_READ );	if (!f || !length)			{		return 0;	}	buf = new char [length + 1];	FS_Read( buf, length, f );	FS_FCloseFile( f );	buf[length] = 0;	bufParse = buf;	parse = new CGenericParser2;	if (!parse->Parse(&bufParse, cleanFirst, writeable))	{		delete parse;		parse = 0;	}	delete[] buf;	return parse;}
开发者ID:CairnTrenor,项目名称:OpenJK,代码行数:31,


示例2: ME_LoadOverviewAndEntities

static bool ME_LoadOverviewAndEntities( char *filename,										mission_overview_t* overview,										mission_vehicle_t* vehs, 										mission_groundInstallation_t* gis){	int					len;	fileHandle_t		f;	char				inbuffer[MAX_MISSION_TEXT];	// open the file, fill it into buffer and close it, afterwards parse it	len = FS_FOpenFileByMode( filename, &f, FS_READ );	if ( !f ) 	{		Com_Printf( va( S_COLOR_RED "file not found: %s/n", filename ) );		return false;	}	if ( len >= MAX_MISSION_TEXT ) 	{		Com_Printf( va( S_COLOR_RED "file too large: %s is %i, max allowed is %i", filename, len, MAX_MISSION_TEXT ) );		FS_FCloseFile( f );		return false;	}	FS_Read2( inbuffer, len, f );	inbuffer[len] = 0;	FS_FCloseFile( f );	Com_Printf( va(S_COLOR_GREEN "Successfully opened mission script: %s/n", filename) );	MF_ParseMissionScripts(inbuffer, overview, vehs, gis);	return true;}
开发者ID:MilitaryForces,项目名称:MilitaryForces,代码行数:33,


示例3: getNumberOfFrames

intMd3Utils::getNumberOfFrames( std::string const& fileName ){	fileHandle_t file;		if( FS_FOpenFileByMode( fileName.c_str(), &file, FS_READ ) >= 0 ) 	{		int frames = getNumberOfFrames( file );		FS_FCloseFile( file );		return frames;	}	Com_Printf( "Unable to open file %s/n", fileName.c_str() );	return 0;}
开发者ID:MilitaryForces,项目名称:MilitaryForces,代码行数:16,


示例4: getTagInfo

boolMd3Utils::getTagInfo( std::string const& filename,					  std::string const& tagname,					  md3Tag_t& tag ){	bool success = false;	fileHandle_t file;	if( FS_FOpenFileByMode(filename.c_str(), &file, FS_READ) >= 0 ) 		 success = getTagInfo( file, tagname, tag );	else		Com_Error(ERR_FATAL, "Unable to open file %s/n", filename.c_str() );	FS_FCloseFile(file);	return success;}
开发者ID:MilitaryForces,项目名称:MilitaryForces,代码行数:17,


示例5: getTagsContaining

intMd3Utils::getTagsContaining( std::string const& filename, 							 std::string const& str,							 std::vector<md3Tag_t>& tagList ){	int found = 0;	fileHandle_t file;	if( FS_FOpenFileByMode(filename.c_str(), &file, FS_READ) >= 0 ) 		 found = getTagsContaining( file, str, tagList );	else		Com_Error(ERR_FATAL, "Unable to open file %s/n", filename.c_str() );	FS_FCloseFile(file);	return found;}
开发者ID:MilitaryForces,项目名称:MilitaryForces,代码行数:17,


示例6: SV_SetExpectedHunkUsage

/*====================SV_SetExpectedHunkUsage  Sets com_expectedhunkusage, so the client knows how to draw the percentage bar====================*/void SV_SetExpectedHunkUsage( char *mapname ){	int  handle;	char *memlistfile = "hunkusage.dat";	char *buf;	char *buftrav;	char *token;	int  len;	len = FS_FOpenFileByMode( memlistfile, &handle, FS_READ );	if ( len >= 0 )	{		// the file exists, so read it in, strip out the current entry for this map, and save it out, so we can append the new value		buf = ( char * ) Z_Malloc( len + 1 );		memset( buf, 0, len + 1 );		FS_Read( ( void * ) buf, len, handle );		FS_FCloseFile( handle );		// now parse the file, filtering out the current map		buftrav = buf;		while ( ( token = COM_Parse( &buftrav ) ) != NULL && token[ 0 ] )		{			if ( !Q_stricmp( token, mapname ) )			{				// found a match				token = COM_Parse( &buftrav );  // read the size				if ( token && token[ 0 ] )				{					// this is the usage					com_expectedhunkusage = atoi( token );					Z_Free( buf );					return;				}			}		}		Z_Free( buf );	}	// just set it to a negative number,so the cgame knows not to draw the percent bar	com_expectedhunkusage = -1;}
开发者ID:SHOVELL,项目名称:Unvanquished,代码行数:53,


示例7: SV_LogPrintf

/////////////////////////////////////////////////////////////////////// SV_LogPrintf/////////////////////////////////////////////////////////////////////void QDECL SV_LogPrintf(const char *fmt, ...) {	va_list       argptr;    fileHandle_t  file;    fsMode_t      mode;    char          *logfile;    char          buffer[MAX_STRING_CHARS];    int           min, tens, sec;    int           logsync;	// retrieve the logfile name	logfile = Cvar_VariableString("g_log");	if (!logfile[0]) {		return;	}	// retrieve the writing mode	logsync = Cvar_VariableIntegerValue("g_logSync");	mode = logsync ? FS_APPEND_SYNC : FS_APPEND;	// opening the log file	FS_FOpenFileByMode(logfile, &file, mode);	if (!file) {		return;	}	// get current level time	sec = sv.time / 1000;	min = sec / 60;	sec -= min * 60;	tens = sec / 10;	sec -= tens * 10;	// prepend current level time	Com_sprintf(buffer, sizeof(buffer), "%3i:%i%i ", min, tens, sec);	// get the arguments	va_start(argptr, fmt);	vsprintf(buffer + 7, fmt, argptr);	va_end(argptr);	// write in the log file	FS_Write(buffer, strlen(buffer), file);	FS_FCloseFile(file);}
开发者ID:pedrxd,项目名称:MinModUrT,代码行数:48,


示例8: getModelDimensions

boolMd3Utils::getModelDimensions( std::string const& filename,							  vec3_t& mins,							  vec3_t& maxs,							  int checkFrame ){	bool success = false;	fileHandle_t file;	if( FS_FOpenFileByMode(filename.c_str(), &file, FS_READ) >= 0 ) 		 success = getModelDimensions( file, mins, maxs, checkFrame );	else		Com_Error(ERR_FATAL, "Unable to open file %s/n", filename.c_str() );	FS_FCloseFile(file);	return success;}
开发者ID:MilitaryForces,项目名称:MilitaryForces,代码行数:18,


示例9: RunFrame

void RunFrame( void ){	try	{		// run the game		Com_Frame();	}	catch ( CWolfException *we )	{		char         buffer[ 2048 ];		fileHandle_t handle;		/*    *buffer = '/0';		                we->BuildErrorMessage(  buffer, sizeof( buffer ) );		                MessageBox( g_hWnd, buffer, "Error!", MB_OK | MB_ICONEXCLAMATION );*/		*buffer = '/0';		Q_strcat( buffer, sizeof( buffer ), g_Version );		Q_strcat( buffer, sizeof( buffer ), "/r/n" );		we->BuildDump( buffer, sizeof( buffer ) );		we->BuildRegisters( buffer, sizeof( buffer ) );		we->BuildStackTrace( buffer, sizeof( buffer ) );		Q_strcat( buffer, sizeof( buffer ), "/r/n" );		FS_FOpenFileByMode( "crash.log", &handle, FS_APPEND );		if ( handle )		{			FS_Write( buffer, strlen( buffer ), handle );			FS_FCloseFile( handle );		}		delete we;		throw;	}}
开发者ID:Asvarox,项目名称:Unvanquished,代码行数:42,


示例10: LoadScriptFile

script_t* LoadScriptFile( const char* filename ) {	char pathname[ MAX_QPATH ];	if ( String::Length( basefolder ) ) {		String::Sprintf( pathname, sizeof ( pathname ), "%s/%s", basefolder, filename );	} else {		String::Sprintf( pathname, sizeof ( pathname ), "%s", filename );	}	fileHandle_t fp;	int length = FS_FOpenFileByMode( pathname, &fp, FS_READ );	if ( !fp ) {		return NULL;	}	void* buffer = Mem_ClearedAlloc( sizeof ( script_t ) + length + 1 );	script_t* script = ( script_t* )buffer;	Com_Memset( script, 0, sizeof ( script_t ) );	String::Cpy( script->filename, filename );	script->buffer = ( char* )buffer + sizeof ( script_t );	script->buffer[ length ] = 0;	script->length = length;	//pointer in script buffer	script->script_p = script->buffer;	//pointer in script buffer before reading token	script->lastscript_p = script->buffer;	//pointer to end of script buffer	script->end_p = &script->buffer[ length ];	//set if there's a token available in script->token	script->tokenavailable = 0;	script->line = 1;	script->lastline = 1;	SetScriptPunctuations( script, NULL );	FS_Read( script->buffer, length, fp );	FS_FCloseFile( fp );	return script;}
开发者ID:janisl,项目名称:jlquake,代码行数:38,


示例11: Com_ParseTextFile

bool Com_ParseTextFile(const char *file, class CGenericParser2 &parser, bool cleanFirst){	fileHandle_t	f;	int				length = 0;	char			*buf = 0, *bufParse = 0;	length = FS_FOpenFileByMode( file, &f, FS_READ );	if (!f || !length)			{		return false;	}	buf = new char [length + 1];	FS_Read( buf, length, f );	buf[length] = 0;	bufParse = buf;	parser.Parse(&bufParse, cleanFirst);	delete[] buf;	FS_FCloseFile( f );	return true;}
开发者ID:CairnTrenor,项目名称:OpenJK,代码行数:24,


示例12: SV_InitAttackLog

void SV_InitAttackLog(){	if (sv_protectLog->string[0] == '/0')	{		Com_Printf("Not logging server attacks to disk./n");	}	else	{		// in sync so admins can check this at runtime		FS_FOpenFileByMode(sv_protectLog->string, &attHandle, FS_APPEND_SYNC);		if (attHandle <= 0)		{			Com_Printf("WARNING: Couldn't open server attack logfile %s/n", sv_protectLog->string);		}		else		{			Com_Printf("Logging server attacks to %s/n", sv_protectLog->string);			SV_WriteAttackLog("-------------------------------------------------------------------------------/n");			SV_WriteAttackLog("Start server attack log/n");			SV_WriteAttackLog("-------------------------------------------------------------------------------/n");		}	}}
开发者ID:scenna,项目名称:etlegacy,代码行数:24,


示例13: 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14: variation

/*====================CL_UpdateLevelHunkUsage  This updates the "hunkusage.dat" file with the current map and it's hunk usage count  This is used for level loading, so we can show a percentage bar dependant on the amount  of hunk memory allocated so far  This will be slightly inaccurate if some settings like sound quality are changed, but these  things should only account for a small variation (hopefully)====================*/void CL_UpdateLevelHunkUsage(void){	int  handle;	char *memlistfile = "hunkusage.dat";	char outstr[256];	int  len, memusage;	memusage = Cvar_VariableIntegerValue("com_hunkused");	len = FS_FOpenFileByMode(memlistfile, &handle, FS_READ);	if (len >= 0)     // the file exists, so read it in, strip out the current entry for this map, and save it out, so we can append the new value	{		char *buftrav, *outbuftrav;		char *outbuf;		char *token;		char *buf = (char *)Z_Malloc(len + 1);		memset(buf, 0, len + 1);		outbuf = (char *)Z_Malloc(len + 1);		memset(outbuf, 0, len + 1);		FS_Read((void *)buf, len, handle);		FS_FCloseFile(handle);		// now parse the file, filtering out the current map		buftrav       = buf;		outbuftrav    = outbuf;		outbuftrav[0] = '/0';		while ((token = COM_Parse(&buftrav)) != NULL && token[0])		{			if (!Q_stricmp(token, cl.mapname))			{				// found a match				token = COM_Parse(&buftrav); // read the size				if (token && token[0])				{					if (atoi(token) == memusage) // if it is the same, abort this process					{						Z_Free(buf);						Z_Free(outbuf);						return;					}				}			}			else // send it to the outbuf			{				Q_strcat(outbuftrav, len + 1, token);				Q_strcat(outbuftrav, len + 1, " ");				token = COM_Parse(&buftrav);    // read the size				if (token && token[0])				{					Q_strcat(outbuftrav, len + 1, token);					Q_strcat(outbuftrav, len + 1, "/n");				}				else				{					Com_Error(ERR_DROP, "hunkusage.dat file is corrupt");				}			}		}		handle = FS_FOpenFileWrite(memlistfile);		if (handle < 0)		{			Com_Error(ERR_DROP, "cannot create %s", memlistfile);		}		// input file is parsed, now output to the new file		len = strlen(outbuf);		if (FS_Write((void *)outbuf, len, handle) != len)		{			Com_Error(ERR_DROP, "cannot write to %s", memlistfile);		}		FS_FCloseFile(handle);		Z_Free(buf);		Z_Free(outbuf);	}	// now append the current map to the current file	FS_FOpenFileByMode(memlistfile, &handle, FS_APPEND);	if (handle < 0)	{		Com_Error(ERR_DROP, "cannot write to hunkusage.dat, check disk full");	}	Com_sprintf(outstr, sizeof(outstr), "%s %i/n", cl.mapname, memusage);	FS_Write(outstr, strlen(outstr), handle);	FS_FCloseFile(handle);//.........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15: 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16: 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17: 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18: 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19: 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20: 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21: 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22: 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23: 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24: 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25: 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26: 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27: G_InitGame

/*============G_InitGame============*/void G_InitGame( int levelTime, int randomSeed ) {	Com_Printf ("------- Game Initialization -------/n");	Com_Printf ("gamename: %s/n", GAME_IDENTIFIER);	Com_Printf ("gamedate: %s/n",  __DATE__ );	Com_Printf ("mf version: %s/n", MF_VERSION );	srand( randomSeed );	G_RegisterCvars();	G_ProcessIPBans();	G_InitMemory();	// MFQ3: set the game version into a server var (that can be viewed as server-info)	Cvar_Set( "mf_version", MF_VERSION );	// MFQ3: (for now) always set the 'g_synchronousClients' var to 0, as setting to 1	// causes glitching/flickering with the models#pragma message( "g_synchronousClients is always being set to 0 in G_InitGame()" )	Cvar_Set( "g_synchronousClients", "0" );	// set some level globals	//memset( &level, 0, sizeof( level ) );	theLevel.resetAll();	theLevel.time_ = levelTime;	theLevel.startTime_ = levelTime;	//level.snd_fry = G_SoundIndex("sound/player/fry.wav");	// FIXME standing in lava / slime	if ( g_gametype.integer != GT_SINGLE_PLAYER && g_gametype.integer != GT_MISSION_EDITOR &&			g_log.string[0] ) 	{		if ( g_logSync.integer ) 			FS_FOpenFileByMode( g_log.string, &theLevel.logFile_, FS_APPEND_SYNC );		else			FS_FOpenFileByMode( g_log.string, &theLevel.logFile_, FS_APPEND );		if ( !theLevel.logFile_ )			Com_Printf( "WARNING: Couldn't open logfile: %s/n", g_log.string );		else 		{			char serverinfo[MAX_INFO_STRING];			SV_GetServerinfo( serverinfo, sizeof( serverinfo ) );			G_LogPrintf("------------------------------------------------------------/n" );			G_LogPrintf("InitGame: %s/n", serverinfo );		}	} 	else		Com_Printf( "Not logging to disk./n" );	G_InitWorldSession();	// initialize all entities for this game	//memset( g_entities, 0, MAX_GENTITIES * sizeof(g_entities[0]) );	//level.gentities = g_entities;	// initialize all clients for this game	theLevel.maxclients_ = g_maxclients.integer;	//memset( g_clients, 0, MAX_CLIENTS * sizeof(g_clients[0]) );	//level.clients = g_clients;	// set client fields on player ents#pragma message("cant do this with the new system.... find solution!!")	//for( int i=1 ; i <= theLevel.maxclients_ ; i++ ) 	//{	//	//g_entities[i].client = level.clients + i;	//	reinterpret_cast<GameEntity*>(theLevel.gameEntities_.at(i))->client_ = theLevel.clients_.at(i);	//}	// always leave room for the max number of clients,	// even if they aren't all used, so numbers inside that	// range are NEVER anything but clients	//theLevel.num_entities_ = 0;//MAX_CLIENTS;	// let the server system know where the entites are//	SV_LocateGameData( (void*)level.gentities, level.num_entities, sizeof( gentity_t ), //		&level.clients[0].ps, sizeof( level.clients[0] ) );	theLevel.setServerGameData();//	SV_LocateGameData( &theLevel.gameEntities_, &theLevel.clients_ );	ClearRegisteredItems();	// MFQ3 data	MF_LoadAllVehicleData();	//DataManager::getInstance().createAllData();	// parse the key/value pairs and spawn gentities	G_SpawnEntitiesFromString();	// general initialization	G_FindTeams();//.........这里部分代码省略.........
开发者ID:osfpsproject,项目名称:MF2,代码行数:101,


示例28: CL_UISystemCalls

//.........这里部分代码省略.........	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_SHADERNAMEFROMINDEX:		{			char *gameMem = (char *)VMA(1);			const char *retMem = re.ShaderNameFromIndex(args[2]);			if (retMem)			{				strcpy(gameMem, retMem);
开发者ID:entdark,项目名称:jaMME,代码行数:67,


示例29: 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,



注:本文中的FS_FOpenFileByMode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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