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自学教程:C++ FStrEq函数代码示例

51自学网 2021-06-01 20:43:48
  C++
这篇教程C++ FStrEq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FStrEq函数的典型用法代码示例。如果您正苦于以下问题:C++ FStrEq函数的具体用法?C++ FStrEq怎么用?C++ FStrEq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FStrEq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: FStrEq

bool CNewRecharge::KeyValue( const char *szKeyName, const char *szValue ){	if (	FStrEq(szKeyName, "style") ||				FStrEq(szKeyName, "height") ||				FStrEq(szKeyName, "value1") ||				FStrEq(szKeyName, "value2") ||				FStrEq(szKeyName, "value3"))	{	}	else if (FStrEq(szKeyName, "dmdelay"))	{		m_iReactivate = atoi(szValue);	}	else	{		return BaseClass::KeyValue( szKeyName, szValue );	}	return true;}
开发者ID:RaraFolf,项目名称:FIREFIGHT-RELOADED-src-sdk-2013,代码行数:20,


示例2: strtol

void CElectrifiedWire::KeyValue( KeyValueData* pkvd ){	if( FStrEq( pkvd->szKeyName, "sparkfrequency" ) )	{		m_iTipSparkFrequency = strtol( pkvd->szValue, nullptr, 10 );		pkvd->fHandled = true;	}	else if( FStrEq( pkvd->szKeyName, "bodysparkfrequency" ) )	{		m_iBodySparkFrequency = strtol( pkvd->szValue, nullptr, 10 );		pkvd->fHandled = true;	}	else if( FStrEq( pkvd->szKeyName, "lightningfrequency" ) )	{		m_iLightningFrequency = strtol( pkvd->szValue, nullptr, 10 );		pkvd->fHandled = true;	}	else if( FStrEq( pkvd->szKeyName, "xforce" ) )	{		m_iXJoltForce = strtol( pkvd->szValue, nullptr, 10 );		pkvd->fHandled = true;	}	else if( FStrEq( pkvd->szKeyName, "yforce" ) )	{		m_iYJoltForce = strtol( pkvd->szValue, nullptr, 10 );		pkvd->fHandled = true;	}	else if( FStrEq( pkvd->szKeyName, "zforce" ) )	{		m_iZJoltForce = strtol( pkvd->szValue, nullptr, 10 );		pkvd->fHandled = true;	}	else		BaseClass::KeyValue( pkvd );}
开发者ID:oskarlh,项目名称:HLEnhanced,代码行数:41,


示例3: if

int CSqueakGrenade::IRelationship( CBaseEntity *pTarget ) {	if ( gameplayMods::snarkFriendlyToPlayer.isActive() ) {		if ( FStrEq( "player", STRING( pTarget->pev->classname ) ) ) {			return R_AL;		} else if (			FStrEq( "monster_bullchicken", STRING( pTarget->pev->classname ) ) ||			FStrEq( "monster_alien_grunt", STRING( pTarget->pev->classname ) ) ||			FStrEq( "monster_alien_slave", STRING( pTarget->pev->classname ) )		) {			return R_DL;		}	}	if ( gameplayMods::snarkFriendlyToAllies.isActive() &&			FStrEq( "monster_scientist", STRING( pTarget->pev->classname ) ) ||			FStrEq( "monster_barney", STRING( pTarget->pev->classname ) )	) {		return R_AL;	}	return CGrenade::IRelationship( pTarget );}
开发者ID:suXinjke,项目名称:HalfPayne,代码行数:22,


示例4: InitIcons

//-----------------------------------------------------------------------------// Purpose: //-----------------------------------------------------------------------------void CHudControlPointIcons::FireGameEvent( IGameEvent *event ){	const char *eventname = event->GetName();	C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();	if ( FStrEq( "controlpoint_initialized", eventname ) )	{		// Create our control points		InitIcons();		return;	}	if ( FStrEq( "controlpoint_updateimages", eventname ) )	{		// Update the images of our control point icons		int iIndex = event->GetInt( "index" );		if ( iIndex == -1 )		{			for (int i = 0; i < m_Icons.Count(); i++)			{				m_Icons[i]->UpdateImage();			}		}		else		{			// Only invalidate the specified cap point			for (int i = 0; i < m_Icons.Count(); i++)			{				if ( m_Icons[i]->GetCapIndex() == iIndex )				{					m_Icons[i]->UpdateImage();				}			}		}		UpdateProgressBarFor( iIndex );		return;	}	if ( FStrEq( "controlpoint_updatelayout", eventname ) )	{		// Update the layout of our control point icons		int iIndex = event->GetInt( "index" );		if ( iIndex == -1 )		{			InvalidateLayout();		}		else		{			// Only invalidate the specified cap point			for (int i = 0; i < m_Icons.Count(); i++)			{				if ( m_Icons[i]->GetCapIndex() == iIndex )				{					m_Icons[i]->InvalidateLayout();				}			}		}		UpdateProgressBarFor( iIndex );		return;	}	if ( FStrEq( "controlpoint_updatecapping", eventname ) )	{		// Update the capping status of our control point icons		int iIndex = event->GetInt( "index" );		if ( iIndex == -1 )		{			for (int i = 0; i < m_Icons.Count(); i++)			{				m_Icons[i]->UpdateCapImage();			}		}		else		{			// Only invalidate the specified cap point			for (int i = 0; i < m_Icons.Count(); i++)			{				if ( m_Icons[i]->GetCapIndex() == iIndex )				{					m_Icons[i]->UpdateCapImage();				}			}		}		UpdateProgressBarFor( iIndex );		return;	}	if ( FStrEq( "controlpoint_starttouch", eventname ) )	{		int iPlayer = event->GetInt( "player" );		if ( pPlayer && iPlayer == pPlayer->entindex() )		{			m_iCurrentCP = event->GetInt( "area" );			UpdateProgressBarFor( m_iCurrentCP );		}	}//.........这里部分代码省略.........
开发者ID:0xFEEDC0DE64,项目名称:UltraGame,代码行数:101,


示例5: ParseKeyValue

	virtual void ParseKeyValue( void *pData, const char *pKey, const char *pValue )	{		breakmodel_t *pModel = (breakmodel_t *)pData;		if ( !strcmpi( pKey, "model" ) )		{			ParseModelName( pModel, pValue );		}		else if (!strcmpi( pKey, "ragdoll" ) )		{			ParseModelName( pModel, pValue );			pModel->isRagdoll = true;		}		else if (!strcmpi( pKey, "motiondisabled" ) )		{			pModel->isMotionDisabled = true;		}		else if ( !strcmpi( pKey, "offset" ) )		{			UTIL_StringToVector( pModel->offset.Base(), pValue );		}		else if ( !strcmpi( pKey, "health" ) )		{			pModel->health = atof(pValue);		}		else if ( !strcmpi( pKey, "fadetime" ) )		{			pModel->fadeTime = atof(pValue);			if ( !m_wroteCollisionGroup )			{				pModel->collisionGroup = COLLISION_GROUP_DEBRIS;			}		}		else if ( !strcmpi( pKey, "fademindist" ) )		{			pModel->fadeMinDist = atof(pValue);		}		else if ( !strcmpi( pKey, "fademaxdist" ) )		{			pModel->fadeMaxDist = atof(pValue);		}		else if ( !strcmpi( pKey, "debris" ) )		{			pModel->collisionGroup = atoi(pValue) > 0 ? COLLISION_GROUP_DEBRIS : COLLISION_GROUP_INTERACTIVE;			m_wroteCollisionGroup = true;		}		else if ( !strcmpi( pKey, "burst" ) )		{			pModel->burstScale = atof( pValue );		}		else if ( !strcmpi( pKey, "placementbone" ) )		{			Q_strncpy( pModel->placementName, pValue, sizeof(pModel->placementName) );			pModel->placementIsBone = true;		}		else if ( !strcmpi( pKey, "placementattachment" ) )		{			Q_strncpy( pModel->placementName, pValue, sizeof(pModel->placementName) );			pModel->placementIsBone = false;		}		else if ( !strcmpi( pKey, "multiplayer_break" ) )		{			if ( FStrEq( pValue, "server" ) )			{				pModel->mpBreakMode = MULTIPLAYER_BREAK_SERVERSIDE;			}			else if ( FStrEq( pValue, "client" ) )			{				pModel->mpBreakMode = MULTIPLAYER_BREAK_CLIENTSIDE;			}		}		else if ( !strcmpi( pKey, "velocity" ) )		{			UTIL_StringToVector( pModel->velocity.Base(), pValue );		}	}
开发者ID:Adidasman1,项目名称:source-sdk-2013,代码行数:75,


示例6: SquadRecruit

//=========================================================//// SquadRecruit(), get some monsters of my classification and// link them as a group.  returns the group size////=========================================================int CSquadMonster :: SquadRecruit( int searchRadius, int maxMembers ){    int squadCount;    int iMyClass = Classify();// cache this monster's class    // Don't recruit if I'm already in a group    if ( InSquad() )        return 0;    if ( maxMembers < 2 )        return 0;    // I am my own leader    m_hSquadLeader = this;    squadCount = 1;    CBaseEntity *pEntity = NULL;    if ( !FStringNull( pev->netname ) )    {        // I have a netname, so unconditionally recruit everyone else with that name.        pEntity = UTIL_FindEntityByString( pEntity, "netname", STRING( pev->netname ) );        while ( pEntity )        {            CSquadMonster *pRecruit = pEntity->MySquadMonsterPointer();            if ( pRecruit )            {                if ( !pRecruit->InSquad() && pRecruit->Classify() == iMyClass && pRecruit != this )                {                    // minimum protection here against user error.in worldcraft.                    if (!SquadAdd( pRecruit ))                        break;                    squadCount++;                }            }            pEntity = UTIL_FindEntityByString( pEntity, "netname", STRING( pev->netname ) );        }    }    else    {        while ((pEntity = UTIL_FindEntityInSphere( pEntity, pev->origin, searchRadius )) != NULL)        {            CSquadMonster *pRecruit = pEntity->MySquadMonsterPointer( );            if ( pRecruit && pRecruit != this && pRecruit->IsAlive() && !pRecruit->m_pCine )            {                // Can we recruit this guy?                if ( !pRecruit->InSquad() && pRecruit->Classify() == iMyClass &&                        ( (iMyClass != CLASS_ALIEN_MONSTER) || FStrEq(STRING(pev->classname), STRING(pRecruit->pev->classname))) &&                        FStringNull( pRecruit->pev->netname ) )                {                    TraceResult tr;                    UTIL_TraceLine( pev->origin + pev->view_ofs, pRecruit->pev->origin + pev->view_ofs, ignore_monsters, pRecruit->edict(), &tr );// try to hit recruit with a traceline.                    if ( tr.flFraction == 1.0 )                    {                        if (!SquadAdd( pRecruit ))                            break;                        squadCount++;                    }                }            }        }    }    // no single member squads    if (squadCount == 1)    {        m_hSquadLeader = NULL;    }    return squadCount;}
开发者ID:jlecorre,项目名称:hlinvasion,代码行数:82,


示例7: RadioCreate

bool RadioCreate( edict_t *pEntity ){	// Create the radio and stick to the wall	entvars_t *pPev = VARS( pEntity );	if (pPev->iuser1 > 0) return 0;	// make sure we dont already have a radio	int radiocount = 0;	int i = 1;	char *pClassname;	edict_t *frontEnt;	for (i; i < 1025; i++) {		frontEnt = INDEXENT ( i );		if (frontEnt) {			pClassname =  (char *)STRING(frontEnt->v.classname); 			if (FStrEq("building_radio", pClassname)) {				if (frontEnt->v.euser4 == pEntity) 				{					radiocount++;				}			}		}	}		if (AdminLoggedIn[ENTINDEX(pEntity)] == 0)	{		if (radiocount >= 2) {			ClientPrint( pPev, HUD_PRINTTALK, "* Cant have more than 2 radios!/n");			return 0;		}	}	UTIL_MakeVectors( pPev->v_angle + pPev->punchangle );	Vector vecSrc	 = GetGunPosition( pEntity );	Vector vecAiming = gpGlobals->v_forward;	TraceResult tr;	UTIL_TraceLine( vecSrc, vecSrc + vecAiming * 128, dont_ignore_monsters, pEntity , &tr );	if (tr.flFraction < 1.0 || AdminLoggedIn[ENTINDEX(pEntity)])	{				if (tr.pHit && !(tr.pHit->v.flags & FL_CONVEYOR) && (FStrEq((char *)STRING(tr.pHit->v.classname), "worldspawn") || FStrEq((char *)STRING(tr.pHit->v.classname), "func_wall") || AdminLoggedIn[ENTINDEX(pEntity)] || FStrEq((char *)STRING(tr.pHit->v.classname), "building_dancemachine")))	// Make sure it isnt a conveyor!		{			Vector angles = UTIL_VecToAngles( tr.vecPlaneNormal );			if ((angles.x > 30 || angles.x < -30) && AdminLoggedIn[ENTINDEX(pEntity)] == 0)			{				ClientPrint( pPev, HUD_PRINTTALK, "* Can't place radios on floors or cielings!/n");				return 0;			}			// Create the camera here!			Vector vecOri = tr.vecEndPos + tr.vecPlaneNormal * 14;			//Vector vecOri = tr.vecEndPos + tr.vecPlaneNormal * 15;			int maxdist = (int)CVAR_GET_FLOAT("sa_radiospread");			// make sure we arent placing it within 400 units of another radio			for (i=1; i < 1025; i++) {				frontEnt = INDEXENT ( i );				if (frontEnt) {					pClassname =  (char *)STRING(frontEnt->v.classname); 					if (FStrEq("building_radio", pClassname)) {												if ((frontEnt->v.origin - vecOri).Length() < maxdist && AdminLoggedIn[ENTINDEX(pEntity)] == 0)						{							ClientPrint( pPev, HUD_PRINTTALK, "* Can't place a radio so close to another radio!/n");							return 0;						}					}				}			}			KeyValueData	kvd;						//edict_t *pent = CREATE_ENTITY();			//edict_t *pent = CREATE_NAMED_ENTITY(MAKE_STRING("info_target"));			edict_t *tEntity;			tEntity = CREATE_NAMED_ENTITY(MAKE_STRING("info_target"));					entvars_t *pRunOnPev;			pRunOnPev =  VARS(tEntity);						char buf[80];			sprintf( buf, "%s", "building_radio");			// Set the KEYVALUES here!			kvd.fHandled = FALSE;//.........这里部分代码省略.........
开发者ID:Landokane,项目名称:avc,代码行数:101,


示例8: ALERT

// make the entity enter a scripted sequencevoid CCineMonster::PossessEntity(void){	CBaseEntity * pEntity = m_hTargetEnt;	CBaseMonster *pTarget = NULL;	if(pEntity)		pTarget = pEntity->MyMonsterPointer();	if(pTarget)	{// FindEntity() just checked this!#if 0		if ( !pTarget->CanPlaySequence(  FCanOverrideState() ) )		{			ALERT( at_aiconsole, "Can't possess entity %s/n", STRING(pTarget->pev->classname) );			return;		}#endif		pTarget->m_pGoalEnt   = this;		pTarget->m_pCine      = this;		pTarget->m_hTargetEnt = this;		m_saved_movetype = pTarget->pev->movetype;		m_saved_solid    = pTarget->pev->solid;		m_saved_effects  = pTarget->pev->effects;		pTarget->pev->effects |= pev->effects;		switch(m_fMoveTo)		{		case 0:			pTarget->m_scriptState = SCRIPT_WAIT;			break;		case 1:			pTarget->m_scriptState = SCRIPT_WALK_TO_MARK;			DelayStart(1);			break;		case 2:			pTarget->m_scriptState = SCRIPT_RUN_TO_MARK;			DelayStart(1);			break;		case 4:			UTIL_SetOrigin(pTarget->pev, pev->origin);			pTarget->pev->ideal_yaw = pev->angles.y;			pTarget->pev->avelocity = Vector(0, 0, 0);			pTarget->pev->velocity  = Vector(0, 0, 0);			pTarget->pev->effects |= EF_NOINTERP;			pTarget->pev->angles.y = pev->angles.y;			pTarget->m_scriptState = SCRIPT_WAIT;			m_startTime            = gpGlobals->time + 1E6;			// UNDONE: Add a flag to do this so people can fixup physics after teleporting monsters			//			pTarget->pev->flags &= ~FL_ONGROUND;			break;		}		//		ALERT( at_aiconsole, "/"%s/" found and used (INT: %s)/n", STRING( pTarget->pev->targetname ), FBitSet(pev->spawnflags, SF_SCRIPT_NOINTERRUPT)?"No":"Yes" );		pTarget->m_IdealMonsterState = MONSTERSTATE_SCRIPT;		if(m_iszIdle)		{			StartSequence(pTarget, m_iszIdle, FALSE);			if(FStrEq(STRING(m_iszIdle), STRING(m_iszPlay)))			{				pTarget->pev->framerate = 0;			}		}	}}
开发者ID:Sh1ft0x0EF,项目名称:HLSDKRevamp,代码行数:70,


示例9: ClientCommand

// Use CMD_ARGV,  CMD_ARGV, and CMD_ARGC to get pointers the character string command.void ClientCommand( edict_t *pEntity ){	const char *pcmd = CMD_ARGV(0);	const char *pstr;	// Is the client spawned yet?	if ( !pEntity->pvPrivateData )		return;	entvars_t *pev = &pEntity->v;	if ( FStrEq(pcmd, "say" ) )	{		Host_Say( pEntity, 0 );	}	else if ( FStrEq(pcmd, "say_team" ) )	{		Host_Say( pEntity, 1 );	}	else if ( FStrEq(pcmd, "fullupdate" ) )	{		GetClassPtr((CBasePlayer *)pev)->ForceClientDllUpdate(); 	}	else if ( FStrEq(pcmd, "give" ) )	{		if ( g_flWeaponCheat != 0.0)		{			int iszItem = ALLOC_STRING( CMD_ARGV(1) );	// Make a copy of the classname			GetClassPtr((CBasePlayer *)pev)->GiveNamedItem( STRING(iszItem) );		}	}	else if ( FStrEq(pcmd, "fire") )	{		if ( g_flWeaponCheat != 0.0)		{			CBaseEntity *pPlayer = CBaseEntity::Instance(pEntity);			if (CMD_ARGC() > 1)			{				FireTargets(CMD_ARGV(1), pPlayer, pPlayer, USE_TOGGLE, 0);			}			else			{				TraceResult tr;				UTIL_MakeVectors(pev->v_angle);				UTIL_TraceLine(					pev->origin + pev->view_ofs,					pev->origin + pev->view_ofs + gpGlobals->v_forward * 1000,					dont_ignore_monsters, pEntity, &tr				);				if (tr.pHit)				{					CBaseEntity *pHitEnt = CBaseEntity::Instance(tr.pHit);					if (pHitEnt)					{						pHitEnt->Use(pPlayer, pPlayer, USE_TOGGLE, 0);						ClientPrint( &pEntity->v, HUD_PRINTCONSOLE, UTIL_VarArgs( "Fired %s /"%s/"/n", STRING(pHitEnt->pev->classname), STRING(pHitEnt->pev->targetname) ) );					}				}			}		}	}	else if ( FStrEq(pcmd, "drop" ) )	{		// player is dropping an item. 		GetClassPtr((CBasePlayer *)pev)->DropPlayerItem((char *)CMD_ARGV(1));	}	else if ( FStrEq(pcmd, "fov" ) )	{		if ( g_flWeaponCheat && CMD_ARGC() > 1)		{			GetClassPtr((CBasePlayer *)pev)->m_iFOV = atoi( CMD_ARGV(1) );		}		else		{			CLIENT_PRINTF( pEntity, print_console, UTIL_VarArgs( "/"fov/" is /"%d/"/n", (int)GetClassPtr((CBasePlayer *)pev)->m_iFOV ) );		}	}	else if ( FStrEq(pcmd, "use" ) )	{		GetClassPtr((CBasePlayer *)pev)->SelectItem((char *)CMD_ARGV(1));	}	else if (((pstr = strstr(pcmd, "weapon_")) != NULL)  && (pstr == pcmd))	{		GetClassPtr((CBasePlayer *)pev)->SelectItem(pcmd);	}	else if (FStrEq(pcmd, "lastinv" ))	{		GetClassPtr((CBasePlayer *)pev)->SelectLastItem();	}	else if ( FStrEq( pcmd, "spectate" ) && (pev->flags & FL_PROXY) )	// added for proxy support	{		CBasePlayer * pPlayer = GetClassPtr((CBasePlayer *)pev);		edict_t *pentSpawnSpot = g_pGameRules->GetPlayerSpawnSpot( pPlayer );		pPlayer->StartObserver( pev->origin, VARS(pentSpawnSpot)->angles);	}	else if ( g_pGameRules->ClientCommand( GetClassPtr((CBasePlayer *)pev), pcmd ) )	{//.........这里部分代码省略.........
开发者ID:zenithght,项目名称:xash3d,代码行数:101,


示例10: Q_SplitString

//--------------------------------------------------------------------------------------------------------------void BuyState::OnUpdate( CCSBot *me ){	char cmdBuffer[256];	// wait for a Navigation Mesh	if (!TheNavMesh->IsLoaded())		return;	// apparently we cant buy things in the first few seconds, so wait a bit	if (m_isInitialDelay)	{		const float waitToBuyTime = 0.25f;		if (gpGlobals->curtime - me->GetStateTimestamp() < waitToBuyTime)			return;		m_isInitialDelay = false;	}	// if we're done buying and still in the freeze period, wait	if (m_doneBuying)	{		if (CSGameRules()->IsMultiplayer() && CSGameRules()->IsFreezePeriod())		{			// make sure we're locked and loaded			me->EquipBestWeapon( MUST_EQUIP );			me->Reload();			me->ResetStuckMonitor();			return;		}		me->Idle();		return;	}	// If we're supposed to buy a specific weapon for debugging, do so and then bail	const char *cheatWeaponString = bot_loadout.GetString();	if ( cheatWeaponString && *cheatWeaponString )	{		CUtlVector<char*, CUtlMemory<char*> > loadout;		Q_SplitString( cheatWeaponString, " ", loadout );		for ( int i=0; i<loadout.Count(); ++i )		{			const char *item = loadout[i];			if ( FStrEq( item, "vest" ) )			{				me->GiveNamedItem( "item_kevlar" );			}			else if ( FStrEq( item, "vesthelm" ) )			{				me->GiveNamedItem( "item_assaultsuit" );			}			else if ( FStrEq( item, "defuser" ) )			{				if ( me->GetTeamNumber() == TEAM_CT )				{					me->GiveDefuser();				}			}			else if ( FStrEq( item, "nvgs" ) )			{				me->m_bHasNightVision = true;			}			else if ( FStrEq( item, "primammo" ) )			{				me->AttemptToBuyAmmo( 0 );			}			else if ( FStrEq( item, "secammo" ) )			{				me->AttemptToBuyAmmo( 1 );			}			else			{				me->GiveWeapon( item );			}		}		m_doneBuying = true;		return;	}	if (!me->IsInBuyZone())	{		m_doneBuying = true;		CONSOLE_ECHO( "%s bot spawned outside of a buy zone (%d, %d, %d)/n",						(me->GetTeamNumber() == TEAM_CT) ? "CT" : "Terrorist",						(int)me->GetAbsOrigin().x,						(int)me->GetAbsOrigin().y,						(int)me->GetAbsOrigin().z );		return;	}	// try to buy some weapons	const float buyInterval = 0.02f;	if (gpGlobals->curtime - me->GetStateTimestamp() > buyInterval)	{		me->m_stateTimestamp = gpGlobals->curtime;		bool isPreferredAllDisallowed = true;//.........这里部分代码省略.........
开发者ID:Axitonium,项目名称:SourceEngine2007,代码行数:101,


示例11: LoadMaps

//---------------------------------------------------------------------------------// Purpose: Load maps into memory//---------------------------------------------------------------------------------void	LoadMaps(const char *map_being_loaded){		FileHandle_t file_handle;	char	base_filename[512];	char	map_name[128];	bool	map_is_in_map_cycle;	bool	found_match;	// Don't call FreeMaps() !!!!	FreeList((void **) &map_list, &map_list_size);	FreeList((void **) &votemap_list, &votemap_list_size);	FreeList((void **) &map_in_cycle_list, &map_in_cycle_list_size);	FreeList((void **) &map_not_in_cycle_list, &map_not_in_cycle_list_size);	FindMapCVars();//	MMsg("************ LOADING MAP LISTS *************/n");	override_changelevel = 0;//	MMsg("Loading Map [%s]/n", map_being_loaded);	Q_strcpy(current_map, map_being_loaded);	// Update last maps list	last_map_index ++;	if (last_map_index == MAX_LAST_MAPS)	{		last_map_index = 0;	}	Q_strcpy(last_map_list[last_map_index].map_name, current_map);	time_t current_time;	time(&current_time);	last_map_list[last_map_index].start_time = current_time;	SetChangeLevelReason("");	Q_strcpy(last_map_list[last_map_index].end_reason, "");	// Reset force map stuff, mani_map_cycle_mode will set these if necessary	// when server.cfg is run	Q_strcpy(forced_nextmap,"");	override_changelevel = 0;	override_setnextmap = false;	// Get nextmap on level change	file_handle = filesystem->Open (mapcyclefile->GetString(),"rt",NULL);	if (file_handle == NULL)	{//		MMsg("Failed to load %s/n", mapcyclefile->GetString());		Q_strcpy(next_map, map_being_loaded);		mani_nextmap.SetValue(next_map);		AddToList((void **) &map_in_cycle_list, sizeof(map_t), &map_in_cycle_list_size);		Q_strcpy(map_in_cycle_list[map_in_cycle_list_size - 1].map_name, map_being_loaded);	}	else	{//		MMsg("Mapcycle list [%s]/n", mapcyclefile->GetString());		while (filesystem->ReadLine (map_name, sizeof(map_name), file_handle) != NULL)		{			if (!ParseLine(map_name, true, false))			{				continue;			}			if (engine->IsMapValid(map_name) == 0) 			{//				MMsg("/n*** Map [%s] is not a valid map !!! *****/n", map_name);				continue;			}			AddToList((void **) &map_in_cycle_list, sizeof(map_t), &map_in_cycle_list_size);			Q_strcpy(map_in_cycle_list[map_in_cycle_list_size - 1].map_name, map_name);			map_in_cycle_list[map_in_cycle_list_size - 1].selected_for_vote = false;//			MMsg("[%s] ", map_name);		}//		MMsg("/n");		filesystem->Close(file_handle);	}		// Check if this map is in the map cycle	map_is_in_map_cycle = false;	for (int i = 0; i < map_in_cycle_list_size; i ++)	{		if (FStrEq(map_in_cycle_list[i].map_name, current_map))		{			map_is_in_map_cycle = true;			break;		}	}	if (!map_is_in_map_cycle)	{//.........这里部分代码省略.........
开发者ID:gunslinger23,项目名称:maniadminplugin,代码行数:101,


示例12: ASSERT

// Create a custom particle system.  Create a new template instead of reading// one off disk.voidAvHCustomParticleSystemEntity::KeyValue( KeyValueData* inPkvd ){	// Read tag with ps name and create a new template using it	if(FStrEq(inPkvd->szKeyName, kpscSystemName))	{		// Custom particle systems shouldn't be specifying a system in the .ps to use		ASSERT(false);	}	else if(FStrEq(inPkvd->szKeyName, kpscGenSource) || FStrEq(inPkvd->szKeyName, "particleGenerationSource"))	{		char* theEntityName = inPkvd->szValue;		this->GetCustomTemplate()->SetGenerationEntityName(theEntityName);		inPkvd->fHandled = TRUE;	}	else if(FStrEq(inPkvd->szKeyName, kpscGenShape) || FStrEq(inPkvd->szKeyName, "particleGenerationShape"))	{		int theGenerationShape = 0;		if(sscanf(inPkvd->szValue, "%d", &theGenerationShape))		{			ShapeType theShape = PS_Point;			switch(theGenerationShape)			{			case 4:				theShape = PS_Box;				break;			case 5:				theShape = PS_Sphere;				break;			case 8:				theShape = PS_Blob;				break;			}			this->GetCustomTemplate()->SetGenerationShape(theShape);			inPkvd->fHandled = TRUE;		}	}	else if(FStrEq(inPkvd->szKeyName, kpscSprite) || FStrEq(inPkvd->szKeyName, "particleSprite"))	{								   		// relative path to sprite		string theSpriteName(inPkvd->szValue);		this->GetCustomTemplate()->SetSprite(theSpriteName);		inPkvd->fHandled = TRUE;	}	else if(FStrEq(inPkvd->szKeyName, kpscSpriteNumFrames) || FStrEq(inPkvd->szKeyName, "particleSpriteNumFrames"))	{		// int number of frames		int theNumFrames = 0;		if(sscanf(inPkvd->szValue, "%d", &theNumFrames) == 1)		{			this->GetCustomTemplate()->SetNumSpriteFrames(theNumFrames);			inPkvd->fHandled = TRUE;		}	}	else if(FStrEq(inPkvd->szKeyName, kpscGenShapeParams) || FStrEq(inPkvd->szKeyName, "particleGenerationShapeParams"))	{		float theParameter = 0;		if(sscanf(inPkvd->szValue, "%f", &theParameter) == 1)		{			this->GetCustomTemplate()->SetGenerationEntityParameter(theParameter);			inPkvd->fHandled = TRUE;		}	}	else if(FStrEq(inPkvd->szKeyName, kpscNumParticles) || FStrEq(inPkvd->szKeyName, "particleNumParticles"))	{		// max particles, or density		int theNumParticles = 0;		if(sscanf(inPkvd->szValue, "%d", &theNumParticles) == 1)		{		 	this->GetCustomTemplate()->SetMaxParticles(theNumParticles);			inPkvd->fHandled = TRUE;		}	}	else if(FStrEq(inPkvd->szKeyName, kpscGenRate) || FStrEq(inPkvd->szKeyName, "particleGenerationRate"))	{		// num particles per second		int theNumParticles = 0;		if(sscanf(inPkvd->szValue, "%d", &theNumParticles) == 1)		{			this->GetCustomTemplate()->SetGenerationRate(theNumParticles);			inPkvd->fHandled = TRUE;		}	}	else if(FStrEq(inPkvd->szKeyName, kpscSize) || FStrEq(inPkvd->szKeyName, "particleSize"))	{		// float particle size		float theParticleSize = 0;		if(sscanf(inPkvd->szValue, "%f", &theParticleSize) == 1)		{			this->GetCustomTemplate()->SetParticleSize(theParticleSize);			inPkvd->fHandled = TRUE;		}	}	else if(FStrEq(inPkvd->szKeyName, kpscSystemLifetime) || FStrEq(inPkvd->szKeyName, "particleSystemLifetime"))	{		// string system lifetime		float theLifetime = -1;		if(sscanf(inPkvd->szValue, "%f", &theLifetime) == 1)//.........这里部分代码省略.........
开发者ID:Arkshine,项目名称:NS,代码行数:101,


示例13: CMD_ARGV

/* <36ace2> ../cstrike/dlls/bot/cs_bot_manager.cpp:484 */void CCSBotManager::__MAKE_VHOOK(ServerCommand)(const char *pcmd){	if (!m_bServerActive || !UTIL_IsGame("czero"))		return;	char buffer[400];	const char *msg = CMD_ARGV(1);	if (FStrEq(pcmd, "bot_about"))	{		Q_sprintf(buffer, "/n--------------------------------------------------------------------------/nThe Official Counter-Strike Bot V%d.%02d/nCreated by Michael S. Booth/nWeb: www.turtlerockstudios.com//csbot/nE-mail: [email
C++ FString函数代码示例
C++ FSpMakeFSRef函数代码示例
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