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自学教程:C++ FloatAsInt函数代码示例

51自学网 2021-06-01 20:47:30
  C++
这篇教程C++ FloatAsInt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FloatAsInt函数的典型用法代码示例。如果您正苦于以下问题:C++ FloatAsInt函数的具体用法?C++ FloatAsInt怎么用?C++ FloatAsInt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FloatAsInt函数的18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: trap_Cvar_VariableValue

float trap_Cvar_VariableValue( const char *var_name ) {	int temp;//	temp = syscall( UI_CVAR_VARIABLEVALUE, var_name );	temp = FloatAsInt( Cvar_VariableValue(var_name) );	return (*(float*)&temp);}
开发者ID:3ddy,项目名称:Jedi-Academy,代码行数:7,


示例2: CL_CgameSystemCalls

//.........这里部分代码省略.........		return CL_GetUserCmd(args[1], VMA(2));	case CG_SETUSERCMDVALUE:		CL_SetUserCmdValue(args[1], args[2], VMF(3), args[4]);		return 0;	case CG_SETCLIENTLERPORIGIN:		CL_SetClientLerpOrigin(VMF(1), VMF(2), VMF(3));		return 0;	case CG_MEMORY_REMAINING:		return Hunk_MemoryRemaining();	case CG_KEY_ISDOWN:		return Key_IsDown(args[1]);	case CG_KEY_GETCATCHER:		return Key_GetCatcher();	case CG_KEY_SETCATCHER:		// Don't allow the cgame module to close the console		Key_SetCatcher(args[1] | (Key_GetCatcher() & KEYCATCH_CONSOLE));		return 0;	case CG_KEY_GETKEY:		return Key_GetKey(VMA(1));	case CG_KEY_GETOVERSTRIKEMODE:		return Key_GetOverstrikeMode();	case CG_KEY_SETOVERSTRIKEMODE:		Key_SetOverstrikeMode(args[1]);		return 0;	case CG_MEMSET:		return (intptr_t)memset(VMA(1), args[2], args[3]);	case CG_MEMCPY:		return (intptr_t)memcpy(VMA(1), VMA(2), args[3]);	case CG_STRNCPY:		return (intptr_t)strncpy(VMA(1), VMA(2), args[3]);	case CG_SIN:		return FloatAsInt(sin(VMF(1)));	case CG_COS:		return FloatAsInt(cos(VMF(1)));	case CG_ATAN2:		return FloatAsInt(atan2(VMF(1), VMF(2)));	case CG_SQRT:		return FloatAsInt(sqrt(VMF(1)));	case CG_FLOOR:		return FloatAsInt(floor(VMF(1)));	case CG_CEIL:		return FloatAsInt(ceil(VMF(1)));	case CG_ACOS:		return FloatAsInt(Q_acos(VMF(1)));	case CG_PC_ADD_GLOBAL_DEFINE:		return botlib_export->PC_AddGlobalDefine(VMA(1));	case CG_PC_LOAD_SOURCE:		return botlib_export->PC_LoadSourceHandle(VMA(1));	case CG_PC_FREE_SOURCE:		return botlib_export->PC_FreeSourceHandle(args[1]);	case CG_PC_READ_TOKEN:		return botlib_export->PC_ReadTokenHandle(args[1], VMA(2));	case CG_PC_SOURCE_FILE_AND_LINE:		return botlib_export->PC_SourceFileAndLine(args[1], VMA(2), VMA(3));	case CG_PC_UNREAD_TOKEN:		botlib_export->PC_UnreadLastTokenHandle(args[1]);		return 0;	case CG_S_STOPBACKGROUNDTRACK:		S_StopBackgroundTrack();		return 0;	case CG_REAL_TIME:
开发者ID:Mailaender,项目名称:etlegacy,代码行数:67,


示例3: 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4: CLWS_CgameSystemCalls

//.........这里部分代码省略.........		CLWS_GetCurrentSnapshotNumber( ( int* )VMA( 1 ), ( int* )VMA( 2 ) );		return 0;	case WSCG_GETSNAPSHOT:		return CLWS_GetSnapshot( args[ 1 ], ( wssnapshot_t* )VMA( 2 ) );	case WSCG_GETSERVERCOMMAND:		return CLT3_GetServerCommand( args[ 1 ] );	case WSCG_GETCURRENTCMDNUMBER:		return CLT3_GetCurrentCmdNumber();	case WSCG_GETUSERCMD:		return CLWS_GetUserCmd( args[ 1 ], ( wsusercmd_t* )VMA( 2 ) );	case WSCG_SETUSERCMDVALUE:		CLWS_SetUserCmdValue( args[ 1 ], args[ 2 ], VMF( 3 ), args[ 4 ] );				//----(SA)	modified	// NERVE - SMF - added fourth arg [cld]		return 0;	case WSCG_MEMORY_REMAINING:		return 0x4000000;	case WSCG_KEY_ISDOWN:		return Key_IsDown( args[ 1 ] );	case WSCG_KEY_GETCATCHER:		return Key_GetCatcher();	case WSCG_KEY_SETCATCHER:		KeyQ3_SetCatcher( args[ 1 ] );		return 0;	case WSCG_KEY_GETKEY:		return Key_GetKey( ( char* )VMA( 1 ) );	case WSCG_MEMSET:		return ( qintptr )memset( VMA( 1 ), args[ 2 ], args[ 3 ] );	case WSCG_MEMCPY:		return ( qintptr )memcpy( VMA( 1 ), VMA( 2 ), args[ 3 ] );	case WSCG_STRNCPY:		String::NCpy( ( char* )VMA( 1 ), ( char* )VMA( 2 ), args[ 3 ] );		return args[ 1 ];	case WSCG_SIN:		return FloatAsInt( sin( VMF( 1 ) ) );	case WSCG_COS:		return FloatAsInt( cos( VMF( 1 ) ) );	case WSCG_ATAN2:		return FloatAsInt( atan2( VMF( 1 ), VMF( 2 ) ) );	case WSCG_SQRT:		return FloatAsInt( sqrt( VMF( 1 ) ) );	case WSCG_FLOOR:		return FloatAsInt( floor( VMF( 1 ) ) );	case WSCG_CEIL:		return FloatAsInt( ceil( VMF( 1 ) ) );	case WSCG_ACOS:		return FloatAsInt( idMath::ACos( VMF( 1 ) ) );	case WSCG_PC_ADD_GLOBAL_DEFINE:		return PC_AddGlobalDefine( ( char* )VMA( 1 ) );	case WSCG_PC_LOAD_SOURCE:		return PC_LoadSourceHandle( ( char* )VMA( 1 ) );	case WSCG_PC_FREE_SOURCE:		return PC_FreeSourceHandle( args[ 1 ] );	case WSCG_PC_READ_TOKEN:		return PC_ReadTokenHandleQ3( args[ 1 ], ( q3pc_token_t* )VMA( 2 ) );	case WSCG_PC_SOURCE_FILE_AND_LINE:		return PC_SourceFileAndLine( args[ 1 ], ( char* )VMA( 2 ), ( int* )VMA( 3 ) );	case WSCG_S_STOPBACKGROUNDTRACK:		S_StopBackgroundTrack();		return 0;	case WSCG_REAL_TIME:		return Com_RealTime( ( qtime_t* )VMA( 1 ) );	case WSCG_SNAPVECTOR:		Sys_SnapVector( ( float* )VMA( 1 ) );
开发者ID:janisl,项目名称:jlquake,代码行数:67,


示例5: 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6: 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7: 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8: SV_GameSystemCalls

//.........这里部分代码省略.........		case BOTLIB_PC_FREE_SOURCE:			return Parse_FreeSourceHandle(args[1]);		case BOTLIB_PC_READ_TOKEN:			return Parse_ReadTokenHandle(args[1], (pc_token_t*)VMA(2));		case BOTLIB_PC_SOURCE_FILE_AND_LINE:			return Parse_SourceFileAndLine(args[1], (char*)VMA(2), (int*)VMA(3));		case BOTLIB_PC_UNREAD_TOKEN:			Parse_UnreadLastTokenHandle(args[1]);			return 0;		case BOTLIB_START_FRAME:			return botlib_export->BotLibStartFrame(VMF(1));		case BOTLIB_LOAD_MAP:			return botlib_export->BotLibLoadMap((char*)VMA(1));		case BOTLIB_UPDATENTITY:			return botlib_export->BotLibUpdateEntity(args[1], (bot_entitystate_t*)VMA(2));		case BOTLIB_TEST:			return botlib_export->Test( args[1], (char*)VMA(2), (float*)VMA(3), (float*)VMA(4) );		case BOTLIB_GET_SNAPSHOT_ENTITY:			return SV_BotGetSnapshotEntity(args[1], args[2]);		case BOTLIB_GET_CONSOLE_MESSAGE:			return SV_BotGetConsoleMessage(args[1], (char*)VMA(2), args[3]);		case BOTLIB_USER_COMMAND:			SV_ClientThink(&svs.clients[args[1]], (usercmd_t*)VMA(2));			return 0;		case BOTLIB_AAS_ENTITY_INFO:			botlib_export->aas.AAS_EntityInfo(args[1], (aas_entityinfo_s*)VMA(2));			return 0;		case BOTLIB_AAS_INITIALIZED:			return botlib_export->aas.AAS_Initialized();		case BOTLIB_AAS_PRESENCE_TYPE_BOUNDING_BOX:			botlib_export->aas.AAS_PresenceTypeBoundingBox( args[1], (float*)VMA(2), (float*)VMA(3) );			return 0;		case BOTLIB_AAS_TIME:			return FloatAsInt(botlib_export->aas.AAS_Time());		case BOTLIB_AAS_SETCURRENTWORLD:			botlib_export->aas.AAS_SetCurrentWorld(args[1]);			return 0;		case BOTLIB_AAS_POINT_AREA_NUM:			return botlib_export->aas.AAS_PointAreaNum( (float*)VMA(1) );		case BOTLIB_AAS_TRACE_AREAS:			return botlib_export->aas.AAS_TraceAreas( (float*)VMA(1), (float*)VMA(2), (int*)VMA(3), (vec3_t*)VMA(4), args[5] );		case BOTLIB_AAS_BBOX_AREAS:			return botlib_export->aas.AAS_BBoxAreas( (float*)VMA(1), (float*)VMA(2), (int*)VMA(3), args[4] );		case BOTLIB_AAS_AREA_CENTER:			botlib_export->aas.AAS_AreaCenter(args[1], (float*)VMA(2));			return 0;		case BOTLIB_AAS_AREA_WAYPOINT:			return botlib_export->aas.AAS_AreaWaypoint(args[1], (float*)VMA(2));		case BOTLIB_AAS_POINT_CONTENTS:			return botlib_export->aas.AAS_PointContents((float*)VMA(1));		case BOTLIB_AAS_NEXT_BSP_ENTITY:			return botlib_export->aas.AAS_NextBSPEntity(args[1]);		case BOTLIB_AAS_VALUE_FOR_BSP_EPAIR_KEY:			return botlib_export->aas.AAS_ValueForBSPEpairKey(args[1], (char*)VMA(2), (char*)VMA(3), args[4]);		case BOTLIB_AAS_VECTOR_FOR_BSP_EPAIR_KEY:			return botlib_export->aas.AAS_VectorForBSPEpairKey(args[1], (char*)VMA(2), (float*)VMA(3));		case BOTLIB_AAS_FLOAT_FOR_BSP_EPAIR_KEY:			return botlib_export->aas.AAS_FloatForBSPEpairKey(args[1], (char*)VMA(2), (float*)VMA(3));		case BOTLIB_AAS_INT_FOR_BSP_EPAIR_KEY:			return botlib_export->aas.AAS_IntForBSPEpairKey(args[1], (char*)VMA(2), (int*)VMA(3));		case BOTLIB_AAS_AREA_REACHABILITY:			return botlib_export->aas.AAS_AreaReachability(args[1]);		case BOTLIB_AAS_AREA_LADDER:			return botlib_export->aas.AAS_AreaLadder(args[1]);		case BOTLIB_AAS_AREA_TRAVEL_TIME_TO_GOAL_AREA:			return botlib_export->aas.AAS_AreaTravelTimeToGoalArea(args[1], (float*)VMA(2), args[3], args[4]);
开发者ID:TheDushan,项目名称:OpenWolf,代码行数:67,


示例9: 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10: CL_CgameSystemCalls

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


示例11: 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12: CL_CgameSystemCalls

//.........这里部分代码省略.........	case CG_GETSERVERCOMMAND:		return CL_GetServerCommand( args[1] );	case CG_GETCURRENTCMDNUMBER:		return CL_GetCurrentCmdNumber();	case CG_GETUSERCMD:		return CL_GetUserCmd( args[1], VMA(2) );	case CG_SETUSERCMDVALUE:		CL_SetUserCmdValue( args[1], VMF(2) );		return 0;	case CG_MEMORY_REMAINING:		return Hunk_MemoryRemaining();  case CG_KEY_ISDOWN:		return Key_IsDown( args[1] );  case CG_KEY_GETCATCHER:		return Key_GetCatcher();  case CG_KEY_SETCATCHER:		Key_SetCatcher( args[1] );    return 0;  case CG_KEY_GETKEY:		return Key_GetKey( VMA(1) );	case CG_MEMSET:		Com_Memset( VMA(1), args[2], args[3] );		return 0;	case CG_MEMCPY:		Com_Memcpy( VMA(1), VMA(2), args[3] );		return 0;	case CG_STRNCPY:		strncpy( VMA(1), VMA(2), args[3] );		return args[1];	case CG_SIN:		return FloatAsInt( sin( VMF(1) ) );	case CG_COS:		return FloatAsInt( cos( VMF(1) ) );	case CG_ATAN2:		return FloatAsInt( atan2( VMF(1), VMF(2) ) );	case CG_SQRT:		return FloatAsInt( sqrt( VMF(1) ) );	case CG_FLOOR:		return FloatAsInt( floor( VMF(1) ) );	case CG_CEIL:		return FloatAsInt( ceil( VMF(1) ) );	case CG_ACOS:	return FloatAsInt( Q_acos( VMF(1) ) );	case CG_FMOD:	return FloatAsInt( fmod( VMF(1),VMF(2) ) );	case CG_POW:	return FloatAsInt( pow( VMF(1),VMF(2) ) );	case CG_ATAN:	return FloatAsInt( atan( VMF(1) ) );	case CG_TAN:	return FloatAsInt( tan( VMF(1)) );	case CG_PC_ADD_GLOBAL_DEFINE:		return botlib_export->PC_AddGlobalDefine( VMA(1) );	case CG_PC_LOAD_SOURCE:		return botlib_export->PC_LoadSourceHandle( VMA(1) );	case CG_PC_FREE_SOURCE:		return botlib_export->PC_FreeSourceHandle( args[1] );	case CG_PC_READ_TOKEN:		return botlib_export->PC_ReadTokenHandle( args[1], VMA(2) );	case CG_PC_SOURCE_FILE_AND_LINE:		return botlib_export->PC_SourceFileAndLine( args[1], VMA(2), VMA(3) );	case CG_S_STOPBACKGROUNDTRACK:		S_StopBackgroundTrack();		return 0;	case CG_REAL_TIME:
开发者ID:ballju,项目名称:SpaceTrader-GPL-1.1.14,代码行数:67,


示例13: CL_CgameSystemCalls

//.........这里部分代码省略.........		return CL_GetServerCommand( args[1] );	case CG_GETCURRENTCMDNUMBER:		return CL_GetCurrentCmdNumber();	case CG_GETUSERCMD:		return CL_GetUserCmd( args[1], VMA(2) );	case CG_SETUSERCMDVALUE:		CL_SetUserCmdValue( args[1], VMF(2) );		return 0;	case CG_MEMORY_REMAINING:		return Hunk_MemoryRemaining();  case CG_KEY_ISDOWN:		return Key_IsDown( args[1] );  case CG_KEY_GETCATCHER:		return Key_GetCatcher();  case CG_KEY_SETCATCHER:		// Don't allow the cgame module to close the console		Key_SetCatcher( args[1] | ( Key_GetCatcher( ) & KEYCATCH_CONSOLE ) );    return 0;  case CG_KEY_GETKEY:		return Key_GetKey( VMA(1) );	case CG_MEMSET:		Com_Memset( VMA(1), args[2], args[3] );		return 0;	case CG_MEMCPY:		Com_Memcpy( VMA(1), VMA(2), args[3] );		return 0;	case CG_STRNCPY:		strncpy( VMA(1), VMA(2), args[3] );		return args[1];	case CG_SIN:		return FloatAsInt( sin( VMF(1) ) );	case CG_COS:		return FloatAsInt( cos( VMF(1) ) );	case CG_ATAN2:		return FloatAsInt( atan2( VMF(1), VMF(2) ) );	case CG_SQRT:		return FloatAsInt( sqrt( VMF(1) ) );	case CG_FLOOR:		return FloatAsInt( floor( VMF(1) ) );	case CG_CEIL:		return FloatAsInt( ceil( VMF(1) ) );	case CG_ACOS:		return FloatAsInt( Q_acos( VMF(1) ) );	case CG_PC_ADD_GLOBAL_DEFINE:		return botlib_export->PC_AddGlobalDefine( VMA(1) );	case CG_PC_LOAD_SOURCE:		return botlib_export->PC_LoadSourceHandle( VMA(1) );	case CG_PC_FREE_SOURCE:		return botlib_export->PC_FreeSourceHandle( args[1] );	case CG_PC_READ_TOKEN:		return botlib_export->PC_ReadTokenHandle( args[1], VMA(2) );	case CG_PC_SOURCE_FILE_AND_LINE:		return botlib_export->PC_SourceFileAndLine( args[1], VMA(2), VMA(3) );	case CG_S_STOPBACKGROUNDTRACK:		S_StopBackgroundTrack();		return 0;	case CG_REAL_TIME:		return Com_RealTime( VMA(1) );	case CG_SNAPVECTOR:		Sys_SnapVector( VMA(1) );
开发者ID:BruceJohnJennerLawso,项目名称:quake3,代码行数:67,


示例14: CL_CgameSystemCalls

//.........这里部分代码省略.........	case CG_GETUSERCMD:		return CL_GetUserCmd( args[1], VMA( 2 ) );	case CG_SETUSERCMDVALUE:		CL_SetUserCmdValue( args[1], args[2], VMF( 3 ), args[4], args[5] );		return 0;	case CG_SETCLIENTLERPORIGIN:		CL_SetClientLerpOrigin( VMF( 1 ), VMF( 2 ), VMF( 3 ) );		return 0;	case CG_MEMORY_REMAINING:		return Hunk_MemoryRemaining();	case CG_KEY_ISDOWN:		return Key_IsDown( args[1] );	case CG_KEY_GETCATCHER:		return Key_GetCatcher();	case CG_KEY_SETCATCHER:		// Don't allow the cgame module to close the console		Key_SetCatcher( args[1] | ( Key_GetCatcher( ) & KEYCATCH_CONSOLE ) );		return 0;	case CG_KEY_GETKEY:		return Key_GetKey( VMA( 1 ) );	case CG_MEMSET:		Com_Memset( VMA(1), args[2], args[3] );		return args[1];	case CG_MEMCPY:		Com_Memcpy( VMA(1), VMA(2), args[3] );		return args[1];	case CG_STRNCPY:		strncpy( VMA(1), VMA(2), args[3] );		return args[1];	case CG_SIN:		return FloatAsInt( sin( VMF( 1 ) ) );	case CG_COS:		return FloatAsInt( cos( VMF( 1 ) ) );	case CG_ATAN2:		return FloatAsInt( atan2( VMF( 1 ), VMF( 2 ) ) );	case CG_SQRT:		return FloatAsInt( sqrt( VMF( 1 ) ) );	case CG_FLOOR:		return FloatAsInt( floor( VMF( 1 ) ) );	case CG_CEIL:		return FloatAsInt( ceil( VMF( 1 ) ) );	case CG_ACOS:		return FloatAsInt( Q_acos( VMF( 1 ) ) );	case CG_PC_ADD_GLOBAL_DEFINE:		return botlib_export->PC_AddGlobalDefine( VMA( 1 ) );	case CG_PC_LOAD_SOURCE:		return botlib_export->PC_LoadSourceHandle( VMA( 1 ) );	case CG_PC_FREE_SOURCE:		return botlib_export->PC_FreeSourceHandle( args[1] );	case CG_PC_READ_TOKEN:		return botlib_export->PC_ReadTokenHandle( args[1], VMA( 2 ) );	case CG_PC_SOURCE_FILE_AND_LINE:		return botlib_export->PC_SourceFileAndLine( args[1], VMA( 2 ), VMA( 3 ) );	case CG_S_STOPBACKGROUNDTRACK:		S_StopBackgroundTrack();		return 0;	case CG_REAL_TIME:		return Com_RealTime( VMA( 1 ) );	case CG_SNAPVECTOR:		Q_SnapVector(VMA(1));
开发者ID:MAN-AT-ARMS,项目名称:iortcw-archive,代码行数:67,


示例15: 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16: 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17: 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18: 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,



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