这篇教程C++ G_FindConfigstringIndex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G_FindConfigstringIndex函数的典型用法代码示例。如果您正苦于以下问题:C++ G_FindConfigstringIndex函数的具体用法?C++ G_FindConfigstringIndex怎么用?C++ G_FindConfigstringIndex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G_FindConfigstringIndex函数的14个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。 示例1: G_StringIndexint G_StringIndex( const char* string ) { return G_FindConfigstringIndex( string, CS_STRINGS, MAX_CSSTRINGS, qtrue );}
开发者ID:acqu,项目名称:wet-sdk-plus,代码行数:3,
示例2: FinishSpawningItem/*================FinishSpawningItemTraces down to find where an item should rest, instead of letting themfree fall from their spawn points================*/void FinishSpawningItem( gentity_t *ent ) { trace_t tr; vec3_t dest; vec3_t maxs; if ( ent->spawnflags & 1 ) { // suspended VectorSet( ent->r.mins, -ITEM_RADIUS, -ITEM_RADIUS, -ITEM_RADIUS ); VectorSet( ent->r.maxs, ITEM_RADIUS, ITEM_RADIUS, ITEM_RADIUS ); VectorCopy( ent->r.maxs, maxs ); } else { // Rafael // had to modify this so that items would spawn in shelves VectorSet( ent->r.mins, -ITEM_RADIUS, -ITEM_RADIUS, 0 ); VectorSet( ent->r.maxs, ITEM_RADIUS, ITEM_RADIUS, ITEM_RADIUS ); VectorCopy( ent->r.maxs, maxs ); maxs[2] /= 2; } ent->r.contents = CONTENTS_TRIGGER | CONTENTS_ITEM; ent->touch = Touch_Item_Auto; ent->s.eType = ET_ITEM; ent->s.modelindex = ent->item - bg_itemlist; // store item number in modelindex ent->s.otherEntityNum2 = 0; // DHM - Nerve :: takes modelindex2's place in signaling a dropped item//----(SA) we don't use this (yet, anyway) so I'm taking it so you can specify a model for treasure items and clipboards// ent->s.modelindex2 = 0; // zero indicates this isn't a dropped item if ( ent->model ) { ent->s.modelindex2 = G_ModelIndex( ent->model ); } // if clipboard, add the menu name string to the client's configstrings if ( ent->item->giType == IT_CLIPBOARD ) { if ( !ent->message ) { ent->s.density = G_FindConfigstringIndex( "clip_test", CS_CLIPBOARDS, MAX_CLIPBOARD_CONFIGSTRINGS, qtrue ); } else { ent->s.density = G_FindConfigstringIndex( ent->message, CS_CLIPBOARDS, MAX_CLIPBOARD_CONFIGSTRINGS, qtrue ); } ent->touch = Touch_Item; // no auto-pickup, only activate } else if ( ent->item->giType == IT_HOLDABLE ) { if ( ent->item->giTag >= HI_BOOK1 && ent->item->giTag <= HI_BOOK3 ) { G_FindConfigstringIndex( va( "hbook%d", ent->item->giTag - HI_BOOK1 ), CS_CLIPBOARDS, MAX_CLIPBOARD_CONFIGSTRINGS, qtrue ); } ent->touch = Touch_Item; // no auto-pickup, only activate }//----(SA) added if ( ent->item->giType == IT_TREASURE ) { ent->touch = Touch_Item; // no auto-pickup, only activate }//----(SA) end // using an item causes it to respawn ent->use = Use_Item;//----(SA) moved this up so it happens for suspended items too (and made it a function) G_SetAngle( ent, ent->s.angles ); if ( ent->spawnflags & 1 ) { // suspended G_SetOrigin( ent, ent->s.origin ); } else { VectorSet( dest, ent->s.origin[0], ent->s.origin[1], ent->s.origin[2] - 4096 ); trap_Trace( &tr, ent->s.origin, ent->r.mins, maxs, dest, ent->s.number, MASK_SOLID ); if ( tr.startsolid ) { vec3_t temp; VectorCopy( ent->s.origin, temp ); temp[2] -= ITEM_RADIUS; VectorSet( dest, ent->s.origin[0], ent->s.origin[1], ent->s.origin[2] - 4096 ); trap_Trace( &tr, temp, ent->r.mins, maxs, dest, ent->s.number, MASK_SOLID ); }#if 0 // drop to floor VectorSet( dest, ent->s.origin[0], ent->s.origin[1], ent->s.origin[2] - 4096 ); trap_Trace( &tr, ent->s.origin, ent->r.mins, maxs, dest, ent->s.number, MASK_SOLID );#endif if ( tr.startsolid ) { G_Printf( "FinishSpawningItem: %s startsolid at %s/n", ent->classname, vtos( ent->s.origin ) ); G_FreeEntity( ent ); return; } // allow to ride movers ent->s.groundEntityNum = tr.entityNum;//.........这里部分代码省略.........
开发者ID:Justasic,项目名称:RTCW-MP,代码行数:101,
示例3: G_CharacterIndexint G_CharacterIndex( const char *name ) { return G_FindConfigstringIndex (name, CS_CHARACTERS, MAX_CHARACTERS, qtrue);}
开发者ID:acqu,项目名称:wet-sdk-plus,代码行数:3,
示例4: G_ParticleSystemIndex//TA: added ParticleSystemIndexint G_ParticleSystemIndex( char *name ){ return G_FindConfigstringIndex( name, CS_PARTICLE_SYSTEMS, MAX_GAME_PARTICLE_SYSTEMS, qtrue );}
开发者ID:AlienHoboken,项目名称:Tremulous-X-Server-Gold,代码行数:5,
示例5: G_SkinIndexint G_SkinIndex( const char *name ) { return G_FindConfigstringIndex (name, CS_SKINS, MAX_CS_SKINS, qtrue);}
开发者ID:acqu,项目名称:wet-sdk-plus,代码行数:3,
示例6: G_BSPIndexint G_BSPIndex( char *name ){ return G_FindConfigstringIndex (name, CS_BSP_MODELS, MAX_SUB_BSP, qtrue);}
开发者ID:kikili,项目名称:OpenJK,代码行数:4,
示例7: G_SoundIndexint G_SoundIndex( const char *name ) { char stripped[MAX_QPATH]; COM_StripExtension(name, stripped); return G_FindConfigstringIndex (stripped, CS_SOUNDS, MAX_SOUNDS, qtrue);}
开发者ID:blaenk,项目名称:jedioutcast,代码行数:6,
示例8: G_LocationIndexint G_LocationIndex( const char *name ){ return G_FindConfigstringIndex( name, CS_LOCATIONS, MAX_LOCATIONS, qtrue );}
开发者ID:Foe-of-Eternity,项目名称:Unvanquished,代码行数:4,
示例9: G_ReverbEffectIndexint G_ReverbEffectIndex( const char *name ){ return G_FindConfigstringIndex( name, CS_REVERB_EFFECTS+1, MAX_REVERB_EFFECTS-1, qtrue );}
开发者ID:Foe-of-Eternity,项目名称:Unvanquished,代码行数:4,
示例10: G_GradingTextureIndex/** * searches for a the grading texture with the given name among the configstrings and returns the index * if it wasn't found it will add the texture to the configstrings, send these to the client and return the new index * * the first one at CS_GRADING_TEXTURES is always the global one, so we start searching from CS_GRADING_TEXTURES+1 */int G_GradingTextureIndex( const char *name ){ return G_FindConfigstringIndex( name, CS_GRADING_TEXTURES+1, MAX_GRADING_TEXTURES-1, qtrue );}
开发者ID:Foe-of-Eternity,项目名称:Unvanquished,代码行数:10,
示例11: G_ModelIndexint G_ModelIndex( char *name ) { return G_FindConfigstringIndex (name, CS_MODELS, MAX_MODELS, qtrue);}
开发者ID:leakcim1324,项目名称:ETrun,代码行数:3,
示例12: G_ShaderIndexint G_ShaderIndex( char *name ) { return G_FindConfigstringIndex (name, CS_SHADERS, MAX_CS_SHADERS, qtrue);}
开发者ID:acqu,项目名称:wet-sdk-plus,代码行数:3,
示例13: G_SoundIndexint G_SoundIndex( const char *name ) { return G_FindConfigstringIndex (name, CS_SOUNDS, MAX_SOUNDS, qtrue);}
开发者ID:leakcim1324,项目名称:ETrun,代码行数:3,
示例14: SP_CreateRainvoid SP_CreateRain( gentity_t *ent ){ // Different Types Of Rain //------------------------- if (ent->spawnflags & 1) { G_FindConfigstringIndex("lightrain", CS_WORLD_FX, MAX_WORLD_FX, qtrue); } else if (ent->spawnflags & 2) { G_FindConfigstringIndex("rain", CS_WORLD_FX, MAX_WORLD_FX, qtrue); } else if (ent->spawnflags & 4) { G_FindConfigstringIndex("heavyrain", CS_WORLD_FX, MAX_WORLD_FX, qtrue); // Automatically Get Heavy Fog //----------------------------- G_FindConfigstringIndex("heavyrainfog", CS_WORLD_FX, MAX_WORLD_FX, qtrue ); // Automatically Get Lightning & Thunder //--------------------------------------- ent->spawnflags |= 64; } else if (ent->spawnflags & 8) { G_EffectIndex( "world/acid_fizz" ); G_FindConfigstringIndex("acidrain", CS_WORLD_FX, MAX_WORLD_FX, qtrue); } // OUTSIDE SHAKE //=============== if (ent->spawnflags & 16) { G_FindConfigstringIndex("outsideShake", CS_WORLD_FX, MAX_WORLD_FX, qtrue); } // MISTY FOG //=========== if (ent->spawnflags & 32) { G_FindConfigstringIndex("fog", CS_WORLD_FX, MAX_WORLD_FX, qtrue ); } // LIGHTNING //=========== if (ent->spawnflags & 64) { G_SoundIndex("sound/ambience/thunder1"); G_SoundIndex("sound/ambience/thunder2"); G_SoundIndex("sound/ambience/thunder3"); G_SoundIndex("sound/ambience/thunder4"); G_SoundIndex("sound/ambience/thunder_close1"); G_SoundIndex("sound/ambience/thunder_close2"); G_EffectIndex( "env/huge_lightning" ); ent->e_ThinkFunc = thinkF_fx_rain_think; ent->nextthink = level.time + Q_irand(4000, 8000); if (!G_SpawnVector( "flashcolor", "200 200 200", ent->pos3)) { VectorSet(ent->pos3, 200, 200, 200); } VectorClear(ent->pos2); // the "off" color G_SpawnInt("flashdelay", "12000", &ent->delay); G_SpawnInt("chanceflicker", "2", &ent->attackDebounceTime); G_SpawnInt("chancesound", "3", &ent->pushDebounceTime); G_SpawnInt("chanceeffect", "4", &ent->aimDebounceTime); }}
开发者ID:Hasimir,项目名称:jedi-academy-1,代码行数:71,
注:本文中的G_FindConfigstringIndex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。 C++ G_FreeEdict函数代码示例 C++ G_Find函数代码示例 |