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本文整理汇总了C++中GetClientVoiceMgr函数的典型用法代码示例。如果您正苦于以下问题:C++ GetClientVoiceMgr函数的具体用法?C++ GetClientVoiceMgr怎么用?C++ GetClientVoiceMgr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GetClientVoiceMgr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: HUD_CreateEntities/*=========================HUD_CreateEntities Gives us a chance to add additional entities to the render this frame=========================*/void EXPORT HUD_CreateEntities( void ){ // e.g., create a persistent cl_entity_t somewhere. // Load an appropriate model into it ( gEngfuncs.CL_LoadModel ) // Call gEngfuncs.CL_CreateVisibleEntity to add it to the visedicts list/*#if defined( TEST_IT ) MoveModel();#endif#if defined( TRACE_TEST ) TraceModel();#endif*//* Particles();*//* TempEnts();*/ // Add in any game specific objects Game_AddObjects(); GetClientVoiceMgr()->CreateEntities();}
开发者ID:6779660,项目名称:halflife,代码行数:32,
示例2: HUD_Framevoid EXPORT HUD_Frame( double time ){ IN_Commands(); ServersThink( time ); GetClientVoiceMgr()->Frame(time);}
开发者ID:ChunHungLiu,项目名称:halflife,代码行数:8,
示例3: HUD_Framevoid CL_DLLEXPORT HUD_Frame( double time ){ gEngfuncs.VGui_ViewportPaintBackground(HUD_GetRect()); ServersThink( time ); GetClientVoiceMgr()->Frame(time);}
开发者ID:Hammermaps-DEV,项目名称:SOHL-V1.0-Refresh,代码行数:8,
示例4: HUD_Framevoid DLLEXPORT HUD_Frame( double time ){ ServersThink( time );#ifndef NO_VGUI GetClientVoiceMgr()->Frame(time);#endif}
开发者ID:HoLyCoWzOrZ,项目名称:sing-engine,代码行数:8,
示例5: HUD_Framevoid CL_DLLEXPORT HUD_Frame( double time ){// RecClHudFrame(time); ServersThink( time ); GetClientVoiceMgr()->Frame(time);}
开发者ID:Chuvi-w,项目名称:CSSDK,代码行数:8,
示例6: GetClientVoiceMgrbool ScorePanel::SetSquelchMode(bool inMode){ bool theSuccess = false; if(inMode && !GetClientVoiceMgr()->IsInSquelchMode()) { GetClientVoiceMgr()->StartSquelchMode(); m_HitTestPanel.setVisible(false); theSuccess = true; } else if(!inMode && GetClientVoiceMgr()->IsInSquelchMode()) { GetClientVoiceMgr()->StopSquelchMode(); theSuccess = true; } return theSuccess;}
开发者ID:Arkshine,项目名称:NS,代码行数:18,
示例7: IN_ScoreUpvoid IN_ScoreUp(void){ KeyUp(&in_score); if ( gViewPortInterface ) { gViewPortInterface->ShowPanel( PANEL_SCOREBOARD, false ); GetClientVoiceMgr()->StopSquelchMode(); }}
开发者ID:xsopher,项目名称:VinHax,代码行数:9,
示例8: IN_ScoreUpvoid IN_ScoreUp( const CCommand &args ){ KeyUp( &in_score, args[1] ); if ( gViewPortInterface ) { gViewPortInterface->ShowPanel( PANEL_SCOREBOARD, false ); GetClientVoiceMgr()->StopSquelchMode(); }}
开发者ID:jimbomcb,项目名称:BirdPoop-Src,代码行数:9,
示例9: HUD_CreateEntities/*=========================HUD_CreateEntities Gives us a chance to add additional entities to the render this frame=========================*/void DLLEXPORT HUD_CreateEntities( void ){ // e.g., create a persistent cl_entity_t somewhere. // Load an appropriate model into it ( gEngfuncs.CL_LoadModel ) // Call gEngfuncs.CL_CreateVisibleEntity to add it to the visedicts list // Add in any game specific objects Game_AddObjects(); GetClientVoiceMgr()->CreateEntities();}
开发者ID:NoFreeWill,项目名称:MultiplayerSource,代码行数:18,
示例10: GetClientModeNormalvoid CTFModeManager::Init(){ g_pClientMode = GetClientModeNormal(); PanelMetaClassMgr()->LoadMetaClassDefinitionFile( SCREEN_FILE ); // Load the objects.txt file. LoadObjectInfos( ::filesystem ); GetClientVoiceMgr()->SetHeadLabelOffset( 40 );}
开发者ID:Axitonium,项目名称:SourceEngine2007,代码行数:11,
示例11: ACTIVE_SPLITSCREEN_PLAYER_GUARDvoid CSDKModeManager::Init(){ for( int i = 0; i < MAX_SPLITSCREEN_PLAYERS; ++i ) { ACTIVE_SPLITSCREEN_PLAYER_GUARD( i ); g_pClientMode[ i ] = GetClientModeNormal(); } PanelMetaClassMgr()->LoadMetaClassDefinitionFile( SCREEN_FILE ); GetClientVoiceMgr()->SetHeadLabelOffset( 40 );}
开发者ID:gamenew09,项目名称:SourceSDK2010,代码行数:12,
示例12: ShouldDrawbool CHudVoiceSelfStatus::ShouldDraw(){ C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); if ( !player ) return false; if ( GetClientVoiceMgr()->IsLocalPlayerSpeaking( player->GetSplitScreenPlayerSlot() ) == false ) return false; return CHudElement::ShouldDraw(); }
开发者ID:Au-heppa,项目名称:swarm-sdk,代码行数:12,
示例13: HUD_CreateEntities/*=========================HUD_CreateEntities Gives us a chance to add additional entities to the render this frame=========================*/void DLLEXPORT HUD_CreateEntities( void ){#if defined( BEAM_TEST ) Beams();#endif Bench_AddObjects(); // Add in any game specific objects Game_AddObjects(); GetClientVoiceMgr()->CreateEntities();}
开发者ID:oskarlh,项目名称:HLEnhanced,代码行数:20,
示例14: GetClientVoiceMgr//-----------------------------------------------------------------------------// Purpose: Called when shared data gets changed, allows dll to modify data// Input : bActive - //-----------------------------------------------------------------------------void CHLClient::HudUpdate( bool bActive ){ float frametime = gpGlobals->frametime; GetClientVoiceMgr()->Frame( frametime ); gHUD.UpdateHud( bActive ); IGameSystem::UpdateAllSystems( frametime ); // I don't think this is necessary any longer, but I will leave it until // I can check into this further. C_BaseTempEntity::CheckDynamicTempEnts();}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:18,
示例15: cursorMovedvoid ScorePanel::cursorMoved(int x, int y, Panel *panel){ if (GetClientVoiceMgr()->IsInSquelchMode()) { // look for which cell the mouse is currently over for (int i = 0; i < NUM_ROWS; i++) { int row, col; if (m_PlayerGrids[i].getCellAtPoint(x, y, row, col)) { MouseOverCell(i, col); return; } } }}
开发者ID:Arkshine,项目名称:NS,代码行数:16,
示例16: GetBoundsvoid CHudVoiceSelfStatus::Paint(){ if( !m_pVoiceIcon ) return; int x, y, w, h; GetBounds( x, y, w, h ); C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); if ( player && GetClientVoiceMgr()->IsLocalPlayerSpeakingAboveThreshold( player->GetSplitScreenPlayerSlot() ) ) { m_clrIcon[3] = 255; } else { // NOTE: Merge issue. This number should either be 0 or 255, dunno! m_clrIcon[3] = 0; } m_pVoiceIcon->DrawSelf( 0, 0, w, h, m_clrIcon );}
开发者ID:Au-heppa,项目名称:swarm-sdk,代码行数:22,
示例17: getAppvoid ScorePanel::FillGrid(){ CSchemeManager *pSchemes = gViewPort->GetSchemeManager(); SchemeHandle_t hScheme = pSchemes->getSchemeHandle("Scoreboard Text"); SchemeHandle_t hTitleScheme = pSchemes->getSchemeHandle("Scoreboard Title Text"); SchemeHandle_t hSmallScheme = pSchemes->getSchemeHandle("Scoreboard Small Text"); SchemeHandle_t hTinyScheme = pSchemes->getSchemeHandle("Scoreboard Tiny Text"); Font *sfont = pSchemes->getFont(hScheme); Font *tfont = pSchemes->getFont(hTitleScheme); Font *smallfont = pSchemes->getFont(hSmallScheme); Font *tinyfont = pSchemes->getFont(hTinyScheme); // update highlight position int x, y; getApp()->getCursorPos(x, y); cursorMoved(x, y, this); // remove highlight row if we're not in squelch mode if (!GetClientVoiceMgr()->IsInSquelchMode()) { m_iHighlightRow = -1; } bool bNextRowIsGap = false; for(int row=0; row < NUM_ROWS; row++) { CGrid *pGridRow = &m_PlayerGrids[row]; pGridRow->SetRowUnderline(0, false, 0, 0, 0, 0, 0); if(row >= m_iRows) { for(int col=0; col < NUM_COLUMNS; col++) m_PlayerEntries[col][row].setVisible(false); continue; } bool bRowIsGap = false; if (bNextRowIsGap) { bNextRowIsGap = false; bRowIsGap = true; } // Get the player's data int theSortedRow = m_iSortedRows[row]; hud_player_info_t* pl_info = &g_PlayerInfoList[theSortedRow]; extra_player_info_t* theExtraPlayerInfo = &g_PlayerExtraInfo[theSortedRow]; int thePlayerClass = theExtraPlayerInfo->playerclass; short theTeamNumber = theExtraPlayerInfo->teamnumber; string theCustomIcon = (string)theExtraPlayerInfo->customicon;// puzl: 0001073 short thePlayerAuthentication = theExtraPlayerInfo->auth; bool thePlayerIsDead = false; switch( thePlayerClass ) { case PLAYERCLASS_DEAD_MARINE: case PLAYERCLASS_DEAD_ALIEN: case PLAYERCLASS_REINFORCING: thePlayerIsDead = true; break; } // Code to test DEBUG#if 0 #ifdef DEBUG extern int gGlobalDebugAuth; thePlayerAuthentication = 1; thePlayerAuthentication <<= gGlobalDebugAuth; #endif#endif team_info_t* team_info = &g_TeamInfo[m_iSortedRows[row]]; int theColorIndex = theTeamNumber % iNumberOfTeamColors; int theLocalPlayerTeam = 0; if(gEngfuncs.GetLocalPlayer()) { theLocalPlayerTeam = gEngfuncs.GetLocalPlayer()->curstate.team; } for(int col=0; col < NUM_COLUMNS; col++) { CLabelHeader *pLabel = &m_PlayerEntries[col][row]; pLabel->setVisible(true); pLabel->setText2(""); pLabel->setImage(NULL); pLabel->setFont(sfont); pLabel->setTextOffset(0, 0); int rowheight = 13; if (ScreenHeight() > 480) { rowheight = YRES(rowheight); } else {//.........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18: Init// This is called every time the DLL is loadedvoid CHud :: Init( void ){ HOOK_MESSAGE( Logo ); HOOK_MESSAGE( ResetHUD ); HOOK_MESSAGE( GameMode ); HOOK_MESSAGE( InitHUD ); HOOK_MESSAGE( SetFOV ); HOOK_MESSAGE( Concuss ); HOOK_MESSAGE( ScoreInfo ); HOOK_MESSAGE( TeamScore ); HOOK_MESSAGE( TeamInfo ); // Discwar HOOK_MESSAGE( StartRnd ); HOOK_MESSAGE( EndRnd ); HOOK_MESSAGE( Powerup ); HOOK_MESSAGE( Reward ); HOOK_MESSAGE( Frozen ); HOOK_COMMAND( "+commandmenu", OpenCommandMenu ); HOOK_COMMAND( "-commandmenu", CloseCommandMenu ); m_iLogo = 0; m_iFOV = 0; CVAR_CREATE( "zoom_sensitivity_ratio", "1.2", 0 ); default_fov = CVAR_CREATE( "default_fov", "90", 0 ); m_pCvarStealMouse = CVAR_CREATE( "hud_capturemouse", "1", FCVAR_ARCHIVE ); cl_lw = gEngfuncs.pfnGetCvarPointer( "cl_lw" ); m_pSpriteList = NULL; // Clear any old HUD list if ( m_pHudList ) { HUDLIST *pList; while ( m_pHudList ) { pList = m_pHudList; m_pHudList = m_pHudList->pNext; free( pList ); } m_pHudList = NULL; } // In case we get messages before the first update -- time will be valid m_flTime = 1.0; m_Ammo.Init(); m_Health.Init(); m_Geiger.Init(); m_Train.Init(); m_Battery.Init(); m_Flash.Init(); m_Message.Init(); m_StatusBar.Init(); m_DeathNotice.Init(); m_AmmoSecondary.Init(); m_TextMessage.Init(); m_StatusIcons.Init(); m_SayText.Init(); m_Menu.Init(); GetClientVoiceMgr()->Init(&g_VoiceStatusHelper, (vgui::Panel**)&gViewPort); ServersInit(); MsgFunc_ResetHUD(0, 0, NULL );}
开发者ID:NoFreeWill,项目名称:MultiplayerSource,代码行数:72,
示例19: InitCRTMemDebug//.........这里部分代码省略......... ) { return false; } g_pMaterialSystemHardwareConfig = materials->GetHardwareConfig( MATERIALSYSTEM_HARDWARECONFIG_INTERFACE_VERSION, NULL ); if( !g_pMaterialSystemHardwareConfig ) { return false; } SetScreenSize(); // Hook up the gaussian random number generator s_GaussianRandomStream.AttachToStream( random ); // Initialize the console variables. ConCommandBaseMgr::OneTimeInit(&g_ConVarAccessor); if(!Initializer::InitializeAllObjects()) return false; if(!g_ParticleMgr.Init(8192, materials)) return false; // load used game events gameeventmanager->LoadEventsFromFile("resource/gameevents.res"); if(!VGui_Startup( appSystemFactory )) return false; g_pMatSystemSurface = (IMatSystemSurface*)vgui::surface()->QueryInterface( MAT_SYSTEM_SURFACE_INTERFACE_VERSION ); if (!g_pMatSystemSurface) return false; // Add the client systems. // Client Leaf System has to be initialized first, since DetailObjectSystem uses it IGameSystem::Add( GameStringSystem() ); IGameSystem::Add( ClientLeafSystem() ); IGameSystem::Add( DetailObjectSystem() ); IGameSystem::Add( ViewportClientSystem() ); IGameSystem::Add( ClientEffectPrecacheSystem() ); IGameSystem::Add( g_pClientShadowMgr ); IGameSystem::Add( ClientThinkList() ); IGameSystem::Add( ClientSoundscapeSystem() );#if defined( CLIENT_DLL ) && defined( COPY_CHECK_STRESSTEST ) IGameSystem::Add( GetPredictionCopyTester() );#endif modemanager->Init( ); gHUD.Init(); g_pClientMode->Init(); if( !IGameSystem::InitAllSystems() ) return false; g_pClientMode->Enable(); view->Init(); vieweffects->Init(); C_BaseTempEntity::PrecacheTempEnts(); input->Init_All(); VGui_CreateGlobalPanels(); InitSmokeFogOverlay(); C_TerrainMod_Init(); // Register user messages.. CUserMessageRegister::RegisterAll(); ClientVoiceMgr_Init(); // Embed voice status icons inside chat element { CHudChat *chatElement = GET_HUDELEMENT( CHudChat ); vgui::VPANEL parent = enginevgui->GetPanel( PANEL_CLIENTDLL ); if ( chatElement ) { parent = chatElement->GetVoiceArea()->GetVPanel(); } GetClientVoiceMgr()->Init( &g_VoiceStatusHelper, parent ); } if ( !PhysicsDLLInit( physicsFactory ) ) return false; g_pGameSaveRestoreBlockSet->AddBlockHandler( GetEntitiySaveRestoreBlockHandler() ); g_pGameSaveRestoreBlockSet->AddBlockHandler( GetPhysSaveRestoreBlockHandler() ); return true;}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:101,
示例20: getAppvoid ScorePanel::FillGrid(){ CSchemeManager *pSchemes = gViewPort->GetSchemeManager(); SchemeHandle_t hScheme = pSchemes->getSchemeHandle("Scoreboard Text"); SchemeHandle_t hTitleScheme = pSchemes->getSchemeHandle("Scoreboard Title Text"); SchemeHandle_t hSmallScheme = pSchemes->getSchemeHandle("Scoreboard Small Text"); Font *sfont = pSchemes->getFont(hScheme); Font *tfont = pSchemes->getFont(hTitleScheme); /* Font *smallfont = */ pSchemes->getFont(hSmallScheme); int i = 0; // update highlight position int x, y; getApp()->getCursorPos(x, y); cursorMoved(x, y, this); // remove highlight row if we're not in squelch mode if (!GetClientVoiceMgr()->IsInSquelchMode()) { m_iHighlightRow = -1; } for(int row=0; row < NUM_ROWS; row++) { CGrid *pGridRow = &m_PlayerGrids[row]; pGridRow->SetRowUnderline(0, false, 0, 0, 0, 0, 0); if(row >= m_iRows) { for(int col=0; col < NUM_COLUMNS; col++) m_PlayerEntries[col][row].setVisible(false); continue; } for(int col=0; col < NUM_COLUMNS; col++) { CLabelHeader *pLabel = &m_PlayerEntries[col][row]; pLabel->setVisible(true); pLabel->setText2(""); pLabel->setImage(NULL); pLabel->setFont(sfont); pLabel->setTextOffset(0, 0); int rowheight = 13; if (ScreenHeight > 480) { rowheight = YRES(rowheight); } else { // more tweaking, make sure icons fit at low res rowheight = 15; } pLabel->setSize(pLabel->getWide(), rowheight); pLabel->setBgColor(0, 0, 0, 255); char sz[128]; hud_player_info_t *pl_info = NULL; team_info_t *team_info = NULL; if (m_iIsATeam[row] == TEAM_SPECTATORS) { pLabel->setText(" "); continue; } else if ( m_iIsATeam[row] == TEAM_YES ) { // Get the team's data team_info = &g_TeamInfo[ m_iSortedRows[row] ]; // team color text for team names pLabel->setFgColor( iTeamColors[team_info->teamnumber % 5][0], iTeamColors[team_info->teamnumber % 5][1], iTeamColors[team_info->teamnumber % 5][2], 0 ); // different height for team header rows rowheight = 20; if (ScreenHeight >= 480) { rowheight = YRES(rowheight); } pLabel->setSize(pLabel->getWide(), rowheight); pLabel->setFont(tfont); pGridRow->SetRowUnderline( 0, true, YRES(3), iTeamColors[team_info->teamnumber % 5][0], iTeamColors[team_info->teamnumber % 5][1], iTeamColors[team_info->teamnumber % 5][2], 0 ); } else if ( m_iIsATeam[row] == TEAM_SPECTATORS ) { // grey text for spectators//.........这里部分代码省略.........
开发者ID:Skumek,项目名称:hlsdk,代码行数:101,
示例21: HUD_Framevoid DLLEXPORT HUD_Frame( double time ){ ServersThink( time ); GetClientVoiceMgr()->Frame(time);}
开发者ID:JoelTroch,项目名称:am_src_30jan2011,代码行数:6,
示例22: HUD_VoiceStatusvoid DLLEXPORT HUD_VoiceStatus(int entindex, qboolean bTalking){ GetClientVoiceMgr()->UpdateSpeakerStatus(entindex, bTalking);}
开发者ID:JoelTroch,项目名称:am_src_30jan2011,代码行数:4,
示例23: VidInit//.........这里部分代码省略......... // Only load this once if ( !m_pSpriteList ) { // we need to load the hud.txt, and all sprites within m_pSpriteList = SPR_GetList("sprites/hud.txt", &m_iSpriteCountAllRes); if (m_pSpriteList) { // count the number of sprites of the appropriate res m_iSpriteCount = 0; client_sprite_t *p = m_pSpriteList; int j; for ( j = 0; j < m_iSpriteCountAllRes; j++ ) { if ( p->iRes == m_iRes ) m_iSpriteCount++; p++; } // allocated memory for sprite handle arrays m_rghSprites = new HSPRITE[m_iSpriteCount]; m_rgrcRects = new wrect_t[m_iSpriteCount]; m_rgszSpriteNames = new char[m_iSpriteCount * MAX_SPRITE_NAME_LENGTH]; p = m_pSpriteList; int index = 0; for ( j = 0; j < m_iSpriteCountAllRes; j++ ) { if ( p->iRes == m_iRes ) { char sz[256]; sprintf(sz, "sprites/%s.spr", p->szSprite); m_rghSprites[index] = SPR_Load(sz); m_rgrcRects[index] = p->rc; strncpy( &m_rgszSpriteNames[index * MAX_SPRITE_NAME_LENGTH], p->szName, MAX_SPRITE_NAME_LENGTH ); index++; } p++; } } } else { // we have already have loaded the sprite reference from hud.txt, but // we need to make sure all the sprites have been loaded (we've gone through a transition, or loaded a save game) client_sprite_t *p = m_pSpriteList; int index = 0; for ( int j = 0; j < m_iSpriteCountAllRes; j++ ) { if ( p->iRes == m_iRes ) { char sz[256]; sprintf( sz, "sprites/%s.spr", p->szSprite ); m_rghSprites[index] = SPR_Load(sz); index++; } p++; } } // assumption: number_1, number_2, etc, are all listed and loaded sequentially m_HUD_number_0 = GetSpriteIndex( "number_0" ); m_iFontHeight = m_rgrcRects[m_HUD_number_0].bottom - m_rgrcRects[m_HUD_number_0].top; m_Ammo.VidInit(); m_Health.VidInit(); m_Spectator.VidInit(); m_Geiger.VidInit(); m_Train.VidInit(); m_Battery.VidInit(); m_Flash.VidInit(); m_Message.VidInit(); m_StatusBar.VidInit(); m_DeathNotice.VidInit(); m_SayText.VidInit(); m_Menu.VidInit(); m_AmmoSecondary.VidInit(); m_TextMessage.VidInit(); m_StatusIcons.VidInit(); m_Countdown.VidInit(); m_Crosshairs.VidInit(); m_CTF.VidInit(); m_Debug.VidInit(); m_Location.VidInit(); m_NextMap.VidInit(); m_PlayerId.VidInit(); m_Scores.VidInit(); m_Settings.VidInit(); m_Speedometer.VidInit(); m_SuddenDeath.VidInit(); m_Timeout.VidInit(); m_Timer.VidInit(); m_Vote.VidInit(); m_Watermark.VidInit(); GetClientVoiceMgr()->VidInit();}
开发者ID:YaLTeR,项目名称:OpenAG,代码行数:101,
示例24: GetClientVoiceMgrbool CHudVoiceSelfStatus::ShouldDraw(){ return GetClientVoiceMgr()->IsLocalPlayerSpeaking();}
开发者ID:Axitonium,项目名称:SourceEngine2007,代码行数:4,
示例25: Init//.........这里部分代码省略......... HOOK_MESSAGE( Detpack ); HOOK_MESSAGE( MOTD ); HOOK_MESSAGE( BuildSt ); HOOK_MESSAGE( RandomPC ); HOOK_MESSAGE( ServerName ); HOOK_MESSAGE( ScoreInfo ); HOOK_MESSAGE( TeamScore ); HOOK_MESSAGE( TeamInfo ); HOOK_MESSAGE( Spectator ); HOOK_MESSAGE( AllowSpec ); HOOK_MESSAGE( SpecFade ); HOOK_MESSAGE( ResetFade ); // VGUI Menus HOOK_MESSAGE( VGUIMenu ); HOOK_MESSAGE( CheatCheck ); HOOK_MESSAGE( WhString ); HOOK_MESSAGE( SpikeCheck ); HOOK_MESSAGE( CRC32 ); HOOK_MESSAGE( PlaySound ); CVAR_CREATE( "hud_classautokill", "1", FCVAR_ARCHIVE | FCVAR_USERINFO ); // controls whether or not to suicide immediately on TF class switch CVAR_CREATE( "hud_takesshots", "0", FCVAR_ARCHIVE ); // controls whether or not to automatically take screenshots at the end of a round // Implemented server-side, needs to be registered client-side. CVAR_CREATE( "cl_autowepswitch", "1", FCVAR_ARCHIVE | FCVAR_USERINFO | FCVAR_CLIENTDLL ); // This has to be called cl_righthand (there's some stuff compiled into the engine), // and also from my tests it has to be 0 for normal and 1 for left-handed. cl_righthand = CVAR_CREATE( "cl_righthand", "0", FCVAR_ARCHIVE ); m_iLogo = 0; m_iFOV = 0; CVAR_CREATE( "zoom_sensitivity_ratio", "1.2", 0 ); default_fov = CVAR_CREATE( "default_fov", "90", 0 ); m_pCvarStealMouse = CVAR_CREATE( "hud_capturemouse", "1", FCVAR_ARCHIVE ); m_pCvarDraw = CVAR_CREATE( "hud_draw", "1", FCVAR_ARCHIVE ); m_pCvarDrawDeathNoticesAlways = CVAR_CREATE( "cl_draw_deathnotices_always", "0", FCVAR_ARCHIVE ); m_pCvarColor = CVAR_CREATE( "hud_color", "", FCVAR_ARCHIVE ); cl_lw = gEngfuncs.pfnGetCvarPointer( "cl_lw" ); m_pSpriteList = NULL; // Clear any old HUD list if ( m_pHudList ) { HUDLIST *pList; while ( m_pHudList ) { pList = m_pHudList; m_pHudList = m_pHudList->pNext; free( pList ); } m_pHudList = NULL; } // In case we get messages before the first update -- time will be valid m_flTime = 1.0; m_Ammo.Init(); m_Health.Init(); m_SayText.Init(); m_Spectator.Init(); m_Geiger.Init(); m_Train.Init(); m_Battery.Init(); m_Flash.Init(); m_Message.Init(); m_StatusBar.Init(); m_DeathNotice.Init(); m_AmmoSecondary.Init(); m_TextMessage.Init(); m_StatusIcons.Init(); m_Countdown.Init(); m_Crosshairs.Init(); m_CTF.Init(); m_Debug.Init(); m_Location.Init(); m_NextMap.Init(); m_PlayerId.Init(); m_Scores.Init(); m_Settings.Init(); m_Speedometer.Init(); m_SuddenDeath.Init(); m_Timeout.Init(); m_Timer.Init(); m_Vote.Init(); m_Watermark.Init(); GetClientVoiceMgr()->Init(&g_VoiceStatusHelper, (vgui::Panel**)&gViewPort); m_Menu.Init(); ServersInit(); MsgFunc_ResetHUD(0, 0, NULL );}
开发者ID:YaLTeR,项目名称:OpenAG,代码行数:101,
示例26: IsPlayerGameVoiceMuted // ingame voice manipulation virtual bool IsPlayerGameVoiceMuted(int playerIndex) { if (GetClientVoiceMgr()) return GetClientVoiceMgr()->IsPlayerBlocked(playerIndex); return false; }
开发者ID:Chuvi-w,项目名称:CSSDK,代码行数:7,
示例27: Init// This is called every time the DLL is loadedvoid CHud :: Init( void ){ HOOK_MESSAGE( Logo ); HOOK_MESSAGE( ResetHUD ); HOOK_MESSAGE( GameMode ); HOOK_MESSAGE( InitHUD ); HOOK_MESSAGE( ViewMode ); HOOK_MESSAGE( SetFOV ); HOOK_MESSAGE( Concuss ); // TFFree CommandMenu HOOK_COMMAND( "+commandmenu", OpenCommandMenu ); HOOK_COMMAND( "-commandmenu", CloseCommandMenu ); HOOK_COMMAND( "ForceCloseCommandMenu", ForceCloseCommandMenu ); HOOK_COMMAND( "special", InputPlayerSpecial ); HOOK_COMMAND( "togglebrowser", ToggleServerBrowser ); HOOK_MESSAGE( ValClass ); HOOK_MESSAGE( TeamNames ); HOOK_MESSAGE( Feign ); HOOK_MESSAGE( Detpack ); HOOK_MESSAGE( MOTD ); HOOK_MESSAGE( BuildSt ); HOOK_MESSAGE( RandomPC ); HOOK_MESSAGE( ServerName ); HOOK_MESSAGE( ScoreInfo ); HOOK_MESSAGE( TeamScore ); HOOK_MESSAGE( TeamInfo ); HOOK_MESSAGE( Spectator ); HOOK_MESSAGE( AllowSpec ); HOOK_MESSAGE( SpecFade ); HOOK_MESSAGE( ResetFade ); // VGUI Menus HOOK_MESSAGE( VGUIMenu ); CVAR_CREATE( "hud_classautokill", "1", FCVAR_ARCHIVE | FCVAR_USERINFO ); // controls whether or not to suicide immediately on TF class switch CVAR_CREATE( "hud_takesshots", "0", FCVAR_ARCHIVE ); // controls whether or not to automatically take screenshots at the end of a round m_iLogo = 0; m_iFOV = 0; CVAR_CREATE( "zoom_sensitivity_ratio", "1.2", 0 ); default_fov = CVAR_CREATE( "default_fov", "90", 0 ); m_pCvarStealMouse = CVAR_CREATE( "hud_capturemouse", "1", FCVAR_ARCHIVE ); m_pCvarDraw = CVAR_CREATE( "hud_draw", "1", FCVAR_ARCHIVE ); cl_lw = gEngfuncs.pfnGetCvarPointer( "cl_lw" ); m_pSpriteList = NULL; // Clear any old HUD list if ( m_pHudList ) { HUDLIST *pList; while ( m_pHudList ) { pList = m_pHudList; m_pHudList = m_pHudList->pNext; free( pList ); } m_pHudList = NULL; } // In case we get messages before the first update -- time will be valid m_flTime = 1.0; m_Ammo.Init(); m_Health.Init(); m_SayText.Init(); m_Spectator.Init(); m_Geiger.Init(); m_Train.Init(); m_Battery.Init(); m_Flash.Init(); m_Message.Init(); m_StatusBar.Init(); m_DeathNotice.Init(); m_AmmoSecondary.Init(); m_TextMessage.Init(); m_StatusIcons.Init(); GetClientVoiceMgr()->Init(&g_VoiceStatusHelper, (vgui::Panel**)&gViewPort); m_Menu.Init(); ServersInit(); CSoundEngine::GetInstance()->Init(); MsgFunc_ResetHUD(0, 0, NULL );}
开发者ID:RichardRohac,项目名称:hl-amnesia-src,代码行数:94,
示例28: getAppvoid ScorePanel::FillGrid(){ CSchemeManager *pSchemes = gViewPort->GetSchemeManager(); SchemeHandle_t hScheme = pSchemes->getSchemeHandle("Scoreboard Text"); SchemeHandle_t hTitleScheme = pSchemes->getSchemeHandle("Scoreboard Title Text"); SchemeHandle_t hSmallScheme = pSchemes->getSchemeHandle("Scoreboard Small Text"); Font *sfont = pSchemes->getFont(hScheme); Font *tfont = pSchemes->getFont(hTitleScheme); Font *smallfont = pSchemes->getFont(hSmallScheme); // update highlight position int x, y; getApp()->getCursorPos(x, y); cursorMoved(x, y, this); // remove highlight row if we're not in squelch mode if (!GetClientVoiceMgr()->IsInSquelchMode()) { m_iHighlightRow = -1; } bool bNextRowIsGap = false; for(int row=0; row < NUM_ROWS; row++) { CGrid *pGridRow = &m_PlayerGrids[row]; pGridRow->SetRowUnderline(0, false, 0, 0, 0, 0, 0); if(row >= m_iRows) { for(int col=0; col < NUM_COLUMNS; col++) m_PlayerEntries[col][row].setVisible(false); continue; } bool bRowIsGap = false; if (bNextRowIsGap) { bNextRowIsGap = false; bRowIsGap = true; } for(int col=0; col < NUM_COLUMNS; col++) { CLabelHeader *pLabel = &m_PlayerEntries[col][row]; pLabel->setVisible(true); pLabel->setText2(""); pLabel->setImage(NULL); pLabel->setFont(sfont); pLabel->setTextOffset(0, 0); int rowheight = 13; if (ScreenHeight > 480) { rowheight = YRES(rowheight); } else { // more tweaking, make sure icons fit at low res rowheight = 15; } pLabel->setSize(pLabel->getWide(), rowheight); pLabel->setBgColor(0, 0, 0, 255); char sz[128]; hud_player_info_t *pl_info = NULL; team_info_t *team_info = NULL; if (m_iIsATeam[row] == TEAM_BLANK) { pLabel->setText(" "); continue; } else if ( m_iIsATeam[row] == TEAM_YES ) { // Get the team's data team_info = &g_TeamInfo[ m_iSortedRows[row] ]; // team color text for team names pLabel->setFgColor( iTeamColors[team_info->teamnumber % iNumberOfTeamColors][0], iTeamColors[team_info->teamnumber % iNumberOfTeamColors][1], iTeamColors[team_info->teamnumber % iNumberOfTeamColors][2], 0 ); // different height for team header rows rowheight = 20; if (ScreenHeight >= 480) { rowheight = YRES(rowheight); } pLabel->setSize(pLabel->getWide(), rowheight); pLabel->setFont(tfont); pGridRow->SetRowUnderline( 0, true, YRES(3), iTeamColors[team_info->teamnumber % iNumberOfTeamColors][0],//.........这里部分代码省略.........
开发者ID:ET-NiK,项目名称:amxxgroup,代码行数:101,
示例29: demos/*================CL_CreateMoveSend the intended movement message to the serverif active == 1 then we are 1) not playing back demos ( where our commands are ignored ) and2 ) we have finished signing on to server================*/void DLLEXPORT CL_CreateMove ( float frametime, struct usercmd_s *cmd, int active ){ float spd; vec3_t viewangles; static vec3_t oldangles; if ( active ) { //memset( viewangles, 0, sizeof( vec3_t ) ); //viewangles[ 0 ] = viewangles[ 1 ] = viewangles[ 2 ] = 0.0; gEngfuncs.GetViewAngles( (float *)viewangles ); CL_AdjustAngles ( frametime, viewangles ); memset (cmd, 0, sizeof(*cmd)); gEngfuncs.SetViewAngles( (float *)viewangles ); if ( in_strafe.state & 1 ) { cmd->sidemove += cl_sidespeed->value * CL_KeyState (&in_right); cmd->sidemove -= cl_sidespeed->value * CL_KeyState (&in_left); } cmd->sidemove += cl_sidespeed->value * CL_KeyState (&in_moveright); cmd->sidemove -= cl_sidespeed->value * CL_KeyState (&in_moveleft); cmd->upmove += cl_upspeed->value * CL_KeyState (&in_up); cmd->upmove -= cl_upspeed->value * CL_KeyState (&in_down); if ( !(in_klook.state & 1 ) ) { cmd->forwardmove += cl_forwardspeed->value * CL_KeyState (&in_forward); cmd->forwardmove -= cl_backspeed->value * CL_KeyState (&in_back); } // adjust for speed key if ( in_speed.state & 1 ) { cmd->forwardmove *= cl_movespeedkey->value; cmd->sidemove *= cl_movespeedkey->value; cmd->upmove *= cl_movespeedkey->value; } // clip to maxspeed spd = gEngfuncs.GetClientMaxspeed(); if ( spd != 0.0 ) { // scale the 3 speeds so that the total velocity is not > cl.maxspeed float fmov = sqrt( (cmd->forwardmove*cmd->forwardmove) + (cmd->sidemove*cmd->sidemove) + (cmd->upmove*cmd->upmove) ); if ( fmov > spd ) { float fratio = spd / fmov; cmd->forwardmove *= fratio; cmd->sidemove *= fratio; cmd->upmove *= fratio; } } // Allow mice and other controllers to add their inputs IN_Move ( frametime, cmd ); } cmd->impulse = in_impulse; in_impulse = 0; cmd->weaponselect = g_weaponselect; g_weaponselect = 0; // // set button and flag bits // cmd->buttons = CL_ButtonBits( 1 ); // If they're in a modal dialog, ignore the attack button. if(GetClientVoiceMgr()->IsInSquelchMode()) cmd->buttons &= ~IN_ATTACK; // Using joystick? if ( in_joystick->value ) { if ( cmd->forwardmove > 0 ) { cmd->buttons |= IN_FORWARD; } else if ( cmd->forwardmove < 0 ) { cmd->buttons |= IN_BACK; } }//.........这里部分代码省略.........
开发者ID:BackupTheBerlios,项目名称:csclassic,代码行数:101,
注:本文中的GetClientVoiceMgr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++ GetClientWindow函数代码示例 C++ GetClientSize函数代码示例 |