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C++ CIN_DrawCinematic函数代码示例

本文整理汇总了C++中CIN_DrawCinematic函数的典型用法代码示例。如果您正苦于以下问题:C++ CIN_DrawCinematic函数的具体用法?C++ CIN_DrawCinematic怎么用?C++ CIN_DrawCinematic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CIN_DrawCinematic函数的15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,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: CL_CgameSystemCalls


//.........这里部分代码省略.........
		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) );
		return 0;

	case CG_CIN_PLAYCINEMATIC:
	  return CIN_PlayCinematic(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( VMA(1), VMA(2), VMA(3) );
		return 0;

/*
	case CG_LOADCAMERA:
		return loadCamera(VMA(1));

	case CG_STARTCAMERA:
		startCamera(args[1]);
		return 0;

	case CG_GETCAMERAINFO:
		return getCameraInfo(args[1], VMA(2), VMA(3));
*/
	case CG_GET_ENTITY_TOKEN:
		return re.GetEntityToken( VMA(1), args[2] );
	case CG_R_INPVS:
		return re.inPVS( VMA(1), VMA(2) );

	default:
	        assert(0);
		Com_Error( ERR_DROP, "Bad cgame system trap: %ld", (long int) args[0] );
	}
	return 0;
}
开发者ID:BruceJohnJennerLawso,项目名称:quake3,代码行数:101,代码来源:cl_cgame.c

示例2: CL_UISystemCalls


//.........这里部分代码省略.........

	case UI_GET_CDKEY:
		CLUI_GetCDKey( VMA(1), args[2] );
		return 0;

	case UI_SET_CDKEY:
		CLUI_SetCDKey( VMA(1) );
		return 0;
	
	case UI_SET_PBCLSTATUS:
		return 0;	

	case UI_R_REGISTERFONT:
		re.RegisterFont( VMA(1), args[2], VMA(3));
		return 0;

	case UI_MEMSET:
		Com_Memset( VMA(1), args[2], args[3] );
		return 0;

	case UI_MEMCPY:
		Com_Memcpy( VMA(1), VMA(2), args[3] );
		return 0;

	case UI_STRNCPY:
		return (int)strncpy( VMA(1), VMA(2), args[3] );

	case UI_SIN:
		return FloatAsInt( sin( VMF(1) ) );

	case UI_COS:
		return FloatAsInt( cos( VMF(1) ) );

	case UI_ATAN2:
		return FloatAsInt( atan2( VMF(1), VMF(2) ) );

	case UI_SQRT:
		return FloatAsInt( sqrt( VMF(1) ) );

	case UI_FLOOR:
		return FloatAsInt( floor( VMF(1) ) );

	case UI_CEIL:
		return FloatAsInt( ceil( VMF(1) ) );

	case UI_PC_ADD_GLOBAL_DEFINE:
		return botlib_export->PC_AddGlobalDefine( VMA(1) );
	case UI_PC_LOAD_SOURCE:
		return botlib_export->PC_LoadSourceHandle( VMA(1) );
	case UI_PC_FREE_SOURCE:
		return botlib_export->PC_FreeSourceHandle( args[1] );
	case UI_PC_READ_TOKEN:
		return botlib_export->PC_ReadTokenHandle( args[1], VMA(2) );
	case UI_PC_SOURCE_FILE_AND_LINE:
		return botlib_export->PC_SourceFileAndLine( args[1], VMA(2), VMA(3) );

	case UI_S_STOPBACKGROUNDTRACK:
		S_StopBackgroundTrack();
		return 0;
	case UI_S_STARTBACKGROUNDTRACK:
		S_StartBackgroundTrack( VMA(1), VMA(2));
		return 0;

	case UI_REAL_TIME:
		return Com_RealTime( VMA(1) );

	case UI_CIN_PLAYCINEMATIC:
	  Com_DPrintf("UI_CIN_PlayCinematic\n");
	  return CIN_PlayCinematic(VMA(1), args[2], args[3], args[4], args[5], args[6]);

	case UI_CIN_STOPCINEMATIC:
	  return CIN_StopCinematic(args[1]);

	case UI_CIN_RUNCINEMATIC:
	  return CIN_RunCinematic(args[1]);

	case UI_CIN_DRAWCINEMATIC:
	  CIN_DrawCinematic(args[1]);
	  return 0;

	case UI_CIN_SETEXTENTS:
	  CIN_SetExtents(args[1], args[2], args[3], args[4], args[5]);
	  return 0;

	case UI_R_REMAP_SHADER:
		re.RemapShader( VMA(1), VMA(2), VMA(3) );
		return 0;

	case UI_VERIFY_CDKEY:
		return CL_CDKeyValidate(VMA(1), VMA(2));


		
	default:
		Com_Error( ERR_DROP, "Bad UI system trap: %i", args[0] );

	}

	return 0;
}
开发者ID:he110world,项目名称:quake3-ios,代码行数:101,代码来源:cl_ui.c

示例3: CL_CgameSystemCalls


//.........这里部分代码省略.........
		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:
		return Com_RealTime(VMA(1));
	case CG_SNAPVECTOR:
		Sys_SnapVector(VMA(1));
		return 0;

	case CG_CIN_PLAYCINEMATIC:
		return CIN_PlayCinematic(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(VMA(1), VMA(2), VMA(3));
		return 0;

	case CG_TESTPRINTINT:
		Com_Printf("%s%li\n", (char *)VMA(1), (long)args[2]);
		return 0;
	case CG_TESTPRINTFLOAT:
		Com_Printf("%s%f\n", (char *)VMA(1), VMF(2));
		return 0;

	case CG_GET_ENTITY_TOKEN:
		return re.GetEntityToken(VMA(1), args[2]);

	case CG_INGAME_POPUP:
		if (cls.state == CA_ACTIVE && !clc.demoplaying)
		{
			if (uivm)     // can be called as the system is shutting down
			{
				VM_Call(uivm, UI_SET_ACTIVE_MENU, args[1]);
			}
		}
		return 0;

	case CG_KEY_GETBINDINGBUF:
		Key_GetBindingBuf(args[1], VMA(2), args[3]);
开发者ID:Mailaender,项目名称:etlegacy,代码行数:67,代码来源:cl_cgame.c

示例4: CLWM_UISystemCalls


//.........这里部分代码省略.........

	case WMUI_R_REGISTERFONT:
		R_RegisterFont( ( char* )VMA( 1 ), args[ 2 ], ( fontInfo_t* )VMA( 3 ) );
		return 0;

	case WMUI_MEMSET:
		return ( qintptr )memset( VMA( 1 ), args[ 2 ], args[ 3 ] );

	case WMUI_MEMCPY:
		return ( qintptr )memcpy( VMA( 1 ), VMA( 2 ), args[ 3 ] );

	case WMUI_STRNCPY:
		String::NCpy( ( char* )VMA( 1 ), ( char* )VMA( 2 ), args[ 3 ] );
		return args[ 1 ];

	case WMUI_SIN:
		return FloatAsInt( sin( VMF( 1 ) ) );

	case WMUI_COS:
		return FloatAsInt( cos( VMF( 1 ) ) );

	case WMUI_ATAN2:
		return FloatAsInt( atan2( VMF( 1 ), VMF( 2 ) ) );

	case WMUI_SQRT:
		return FloatAsInt( sqrt( VMF( 1 ) ) );

	case WMUI_FLOOR:
		return FloatAsInt( floor( VMF( 1 ) ) );

	case WMUI_CEIL:
		return FloatAsInt( ceil( VMF( 1 ) ) );

	case WMUI_PC_ADD_GLOBAL_DEFINE:
		return PC_AddGlobalDefine( ( char* )VMA( 1 ) );
	case WMUI_PC_LOAD_SOURCE:
		return PC_LoadSourceHandle( ( char* )VMA( 1 ) );
	case WMUI_PC_FREE_SOURCE:
		return PC_FreeSourceHandle( args[ 1 ] );
	case WMUI_PC_READ_TOKEN:
		return PC_ReadTokenHandleQ3( args[ 1 ], ( q3pc_token_t* )VMA( 2 ) );
	case WMUI_PC_SOURCE_FILE_AND_LINE:
		return PC_SourceFileAndLine( args[ 1 ], ( char* )VMA( 2 ), ( int* )VMA( 3 ) );

	case WMUI_S_STOPBACKGROUNDTRACK:
		S_StopBackgroundTrack();
		return 0;
	case WMUI_S_STARTBACKGROUNDTRACK:
		S_StartBackgroundTrack( ( char* )VMA( 1 ), ( char* )VMA( 2 ), 0 );
		return 0;

	case WMUI_REAL_TIME:
		return Com_RealTime( ( qtime_t* )VMA( 1 ) );

	case WMUI_CIN_PLAYCINEMATIC:
		return CIN_PlayCinematicStretched( ( char* )VMA( 1 ), args[ 2 ], args[ 3 ], args[ 4 ], args[ 5 ], args[ 6 ] );

	case WMUI_CIN_STOPCINEMATIC:
		return CIN_StopCinematic( args[ 1 ] );

	case WMUI_CIN_RUNCINEMATIC:
		return CIN_RunCinematic( args[ 1 ] );

	case WMUI_CIN_DRAWCINEMATIC:
		CIN_DrawCinematic( args[ 1 ] );
		return 0;

	case WMUI_CIN_SETEXTENTS:
		CIN_SetExtents( args[ 1 ], args[ 2 ], args[ 3 ], args[ 4 ], args[ 5 ] );
		return 0;

	case WMUI_R_REMAP_SHADER:
		R_RemapShader( ( char* )VMA( 1 ), ( char* )VMA( 2 ), ( char* )VMA( 3 ) );
		return 0;

	case WMUI_VERIFY_CDKEY:
		return CLT3_CDKeyValidate( ( char* )VMA( 1 ), ( char* )VMA( 2 ) );

	case WMUI_CL_GETLIMBOSTRING:
		return CLT3_GetLimboString( args[ 1 ], ( char* )VMA( 2 ) );

	case WMUI_CL_TRANSLATE_STRING:
		CL_TranslateString( ( char* )VMA( 1 ), ( char* )VMA( 2 ) );
		return 0;

	case WMUI_CHECKAUTOUPDATE:
		return 0;

	case WMUI_GET_AUTOUPDATE:
		return 0;

	case WMUI_OPENURL:
		CLT3_OpenURL( ( const char* )VMA( 1 ) );
		return 0;

	default:
		common->Error( "Bad UI system trap: %i", static_cast<int>( args[ 0 ] ) );
	}
	return 0;
}
开发者ID:janisl,项目名称:jlquake,代码行数:101,代码来源:ui.cpp

示例5: CLWS_CgameSystemCalls


//.........这里部分代码省略.........
		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 ) );
		return 0;

	case WSCG_SENDMOVESPEEDSTOGAME:
		SVWS_SendMoveSpeedsToGame( args[ 1 ], ( char* )VMA( 2 ) );
		return 0;

	case WSCG_CIN_PLAYCINEMATIC:
		return CIN_PlayCinematicStretched( ( char* )VMA( 1 ), args[ 2 ], args[ 3 ], args[ 4 ], args[ 5 ], args[ 6 ] );
	case WSCG_CIN_STOPCINEMATIC:
		return CIN_StopCinematic( args[ 1 ] );
	case WSCG_CIN_RUNCINEMATIC:
		return CIN_RunCinematic( args[ 1 ] );
	case WSCG_CIN_DRAWCINEMATIC:
		CIN_DrawCinematic( args[ 1 ] );
		return 0;
	case WSCG_CIN_SETEXTENTS:
		CIN_SetExtents( args[ 1 ], args[ 2 ], args[ 3 ], args[ 4 ], args[ 5 ] );
		return 0;

	case WSCG_R_REMAP_SHADER:
		R_RemapShader( ( char* )VMA( 1 ), ( char* )VMA( 2 ), ( char* )VMA( 3 ) );
		return 0;

	case WSCG_TESTPRINTINT:
		common->Printf( "%s%i\n", ( char* )VMA( 1 ), static_cast<int>( args[ 2 ] ) );
		return 0;
	case WSCG_TESTPRINTFLOAT:
		common->Printf( "%s%f\n", ( char* )VMA( 1 ), VMF( 2 ) );
		return 0;

	case WSCG_LOADCAMERA:
		return loadCamera( args[ 1 ], ( char* )VMA( 2 ) );
	case WSCG_STARTCAMERA:
		CLWS_StartCamera( args[ 1 ], args[ 2 ] );
		return 0;
	case WSCG_STOPCAMERA:
		CLWS_StopCamera( args[ 1 ] );
		return 0;
	case WSCG_GETCAMERAINFO:
		return getCameraInfo( args[ 1 ], args[ 2 ], ( float* )VMA( 3 ), ( float* )VMA( 4 ), ( float* )VMA( 5 ) );

	case WSCG_GET_ENTITY_TOKEN:
		return R_GetEntityToken( ( char* )VMA( 1 ), args[ 2 ] );

	case WSCG_INGAME_POPUP:
		CLWS_InGamePopup( ( char* )VMA( 1 ) );
		return 0;

	case WSCG_INGAME_CLOSEPOPUP:
		UIT3_KeyEvent( K_ESCAPE, true );
		return 0;

	case WSCG_LIMBOCHAT:
		CLT3_AddToLimboChat( ( char* )VMA( 1 ) );
		return 0;

	case WSCG_GETMODELINFO:
		return SVWS_GetModelInfo( args[ 1 ], ( char* )VMA( 2 ), ( animModelInfo_t** )VMA( 3 ) );

	default:
		common->Error( "Bad cgame system trap: %i", static_cast<int>( args[ 0 ] ) );
	}
	return 0;
}
开发者ID:janisl,项目名称:jlquake,代码行数:101,代码来源:cgame.cpp

示例6: CL_UISystemCalls


//.........这里部分代码省略.........

		case UI_PARSE_FREE_SOURCE:
			return Parse_FreeSourceHandle( args[ 1 ] );

		case UI_PARSE_READ_TOKEN:
			return Parse_ReadTokenHandle( args[ 1 ], VMA( 2 ) );

		case UI_PARSE_SOURCE_FILE_AND_LINE:
			return Parse_SourceFileAndLine( args[ 1 ], VMA( 2 ), VMA( 3 ) );

		case UI_S_STOPBACKGROUNDTRACK:
			S_StopBackgroundTrack();
			return 0;

		case UI_S_STARTBACKGROUNDTRACK:
			//S_StartBackgroundTrack(VMA(1), VMA(2), args[3]);  //----(SA) added fadeup time
			S_StartBackgroundTrack( VMA( 1 ), VMA( 2 ) );
			return 0;

		case UI_REAL_TIME:
			return Com_RealTime( VMA( 1 ) );

		case UI_CIN_PLAYCINEMATIC:
			Com_DPrintf( "UI_CIN_PlayCinematic\n" );
			return CIN_PlayCinematic( VMA( 1 ), args[ 2 ], args[ 3 ], args[ 4 ], args[ 5 ], args[ 6 ] );

		case UI_CIN_STOPCINEMATIC:
			return CIN_StopCinematic( args[ 1 ] );

		case UI_CIN_RUNCINEMATIC:
			return CIN_RunCinematic( args[ 1 ] );

		case UI_CIN_DRAWCINEMATIC:
			CIN_DrawCinematic( args[ 1 ] );
			return 0;

		case UI_CIN_SETEXTENTS:
			CIN_SetExtents( args[ 1 ], args[ 2 ], args[ 3 ], args[ 4 ], args[ 5 ] );
			return 0;

		case UI_R_REMAP_SHADER:
			re.RemapShader( VMA( 1 ), VMA( 2 ), VMA( 3 ) );
			return 0;

		case UI_GETHUNKDATA:
			Com_GetHunkInfo( VMA( 1 ), VMA( 2 ) );
			return 0;

		case UI_QUOTESTRING:
			Cmd_QuoteStringBuffer( VMA( 1 ), VMA( 2 ), args[ 3 ] );
			return 0;

#if defined( USE_REFENTITY_ANIMATIONSYSTEM )

		case UI_R_REGISTERANIMATION:
			return re.RegisterAnimation( VMA( 1 ) );

		case UI_R_BUILDSKELETON:
			return re.BuildSkeleton( VMA( 1 ), args[ 2 ], args[ 3 ], args[ 4 ], VMF( 5 ), args[ 6 ] );

		case UI_R_BLENDSKELETON:
			return re.BlendSkeleton( VMA( 1 ), VMA( 2 ), VMF( 3 ) );

		case UI_R_BONEINDEX:
			return re.BoneIndex( args[ 1 ], VMA( 2 ) );
开发者ID:ghostmod,项目名称:Unvanquished,代码行数:66,代码来源:cl_ui.c

示例7: CL_UISystemCalls


//.........这里部分代码省略.........
			return Parse_FreeSourceHandle( args[1] );
		case UI_PARSE_READ_TOKEN:
			return Parse_ReadTokenHandle( args[1], (pc_token_t*)VMA(2) );
		case UI_PARSE_SOURCE_FILE_AND_LINE:
			return Parse_SourceFileAndLine( args[1], (char*)VMA(2), (int*)VMA(3) );
		case UI_PC_ADD_GLOBAL_DEFINE:
			return Parse_AddGlobalDefine((char*)VMA(1));
		case UI_PC_REMOVE_ALL_GLOBAL_DEFINES:
			Parse_RemoveAllGlobalDefines();
			return 0;
		case UI_PC_LOAD_SOURCE:
			return Parse_LoadSourceHandle((char*)VMA(1));
		case UI_PC_FREE_SOURCE:
			return Parse_FreeSourceHandle(args[1]);
		case UI_PC_READ_TOKEN:
			return Parse_ReadTokenHandle(args[1], (pc_token_t*)VMA(2));
		case UI_PC_SOURCE_FILE_AND_LINE:
			return Parse_SourceFileAndLine(args[1], (char*)VMA(2), (int*)VMA(3));
		case UI_PC_UNREAD_TOKEN:
			Parse_UnreadLastTokenHandle(args[1]);
			return 0;
		case UI_S_STOPBACKGROUNDTRACK:
			S_StopBackgroundTrack();
			return 0;
		case UI_S_STARTBACKGROUNDTRACK:
			//S_StartBackgroundTrack(VMA(1), VMA(2), args[3]);	//----(SA) added fadeup time
			S_StartBackgroundTrack( (char*)VMA(1), (char*)VMA(2));
			return 0;
		case UI_REAL_TIME:
			return Com_RealTime((qtime_t*)VMA(1));
		case UI_CIN_PLAYCINEMATIC:
			Com_DPrintf("UI_CIN_PlayCinematic\n");
			return CIN_PlayCinematic((char*)VMA(1), args[2], args[3], args[4], args[5], args[6]);
		case UI_CIN_STOPCINEMATIC:
			return CIN_StopCinematic(args[1]);
		case UI_CIN_RUNCINEMATIC:
			return CIN_RunCinematic(args[1]);
		case UI_CIN_DRAWCINEMATIC:
			CIN_DrawCinematic(args[1]);
			return 0;
		case UI_CIN_SETEXTENTS:
			CIN_SetExtents(args[1], args[2], args[3], args[4], args[5]);
			return 0;
		case UI_R_REMAP_SHADER:
			re.RemapShader((char*)VMA(1), (char*)VMA(2), (char*)VMA(3));
			return 0;
		case UI_CL_GETLIMBOSTRING:
			return CL_GetLimboString(args[1], (char*)VMA(2));
		case UI_CL_TRANSLATE_STRING:
			CL_TranslateString((char*)VMA(1), (char*)VMA(2));
			return 0;
		case UI_CHECKAUTOUPDATE:
#if !defined(UPDATE_SERVER)
			CL_CheckAutoUpdate();
#endif
			return 0;
		case UI_GET_AUTOUPDATE:
#if !defined(UPDATE_SERVER)
			CL_GetAutoUpdate();
#endif
			return 0;
		case UI_OPENURL:
			CL_OpenURL((char *)VMA(1));
			return 0;
		case UI_GETHUNKDATA:
			Com_GetHunkInfo((int*)VMA(1), (int*)VMA(2));
			return 0;
#if defined(USE_REFENTITY_ANIMATIONSYSTEM)
		case UI_R_REGISTERANIMATION:
			return re.RegisterAnimation((char *)VMA(1));
		case UI_R_BUILDSKELETON:
			return re.BuildSkeleton((refSkeleton_t*)VMA(1), args[2], args[3], args[4], VMF(5), (bool)args[6]);
		case UI_R_BLENDSKELETON:
			return re.BlendSkeleton((refSkeleton_t*)VMA(1), (refSkeleton_t*)VMA(2), VMF(3));
		case UI_R_BONEINDEX:
			return re.BoneIndex(args[1], (char *)VMA(2));
		case UI_R_ANIMNUMFRAMES:
			return re.AnimNumFrames(args[1]);
		case UI_R_ANIMFRAMERATE:
			return re.AnimFrameRate(args[1]);
#endif
		case UI_GETGLCONFIG2:
			CL_GetGlconfig2((glconfig2_t*)VMA(1));
			return 0;
		case UI_CON_GETTEXT:
			UI_Con_GetText( (char *)VMA( 1 ), args[2], args[3] );
			return 0;
		case UI_CVAR_VARIABLEINT:
			return Cvar_VariableIntegerValue( (char *)VMA(1) );
		case UI_R_DRAWSPRITE: {
				float * uv = (float*)VMA(5);
				re.DrawStretchPic(VMF(1), VMF(2), VMF(3), VMF(4), uv[0], uv[1], uv[2], uv[3], args[6]);
			} return 0;
		default:
			Com_Error( ERR_DROP, "Bad UI system trap: %ld", (long int) args[0] );

	}

	return 0;
}
开发者ID:TheDushan,项目名称:OpenWolf,代码行数:101,代码来源:cl_ui.cpp

示例8: CL_CgameSystemCalls


//.........这里部分代码省略.........
	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));
		return 0;

	case CG_SENDMOVESPEEDSTOGAME:
		SV_SendMoveSpeedsToGame( args[1], VMA( 2 ) );
		return 0;

	case CG_CIN_PLAYCINEMATIC:
		return CIN_PlayCinematic( 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( VMA( 1 ), VMA( 2 ), VMA( 3 ) );
		return 0;

	case CG_TESTPRINTINT:
//		Com_Printf( "%s%i\n", (const char*)VMA( 1 ), args[2] );
		return 0;
	case CG_TESTPRINTFLOAT:
//		Com_Printf( "%s%f\n", (const char*)VMA( 1 ), VMF( 2 ) );
		return 0;

	case CG_LOADCAMERA:
		return loadCamera( args[1], VMA( 2 ) );

	case CG_STARTCAMERA:
		startCamera( args[1], args[2] );
		return 0;

	case CG_GETCAMERAINFO:
		return getCameraInfo( args[1], args[2], VMA( 3 ), VMA( 4 ), VMA( 5 ) );

	case CG_GET_ENTITY_TOKEN:
		return re.GetEntityToken( VMA( 1 ), args[2] );

	case CG_INGAME_POPUP:
		if ( clc.state == CA_ACTIVE && !clc.demoplaying ) {
开发者ID:MAN-AT-ARMS,项目名称:iortcw-archive,代码行数:67,代码来源:cl_cgame.c

示例9: CL_UISystemCalls


//.........这里部分代码省略.........
	case UI_SIN:
		return FloatAsInt( sin( VMF(1) ) );

	case UI_COS:
		return FloatAsInt( cos( VMF(1) ) );

	case UI_ATAN2:
		return FloatAsInt( atan2( VMF(1), VMF(2) ) );

	case UI_SQRT:
		return FloatAsInt( sqrt( VMF(1) ) );

	case UI_FLOOR:
		return FloatAsInt( floor( VMF(1) ) );

	case UI_CEIL:
		return FloatAsInt( ceil( VMF(1) ) );

	case UI_PC_ADD_GLOBAL_DEFINE:
		return botlib_export->PC_AddGlobalDefine( (char *)VMA(1) );
	case UI_PC_LOAD_SOURCE:
		return botlib_export->PC_LoadSourceHandle( (const char *)VMA(1) );
	case UI_PC_FREE_SOURCE:
		return botlib_export->PC_FreeSourceHandle( args[1] );
	case UI_PC_READ_TOKEN:
		return botlib_export->PC_ReadTokenHandle( args[1], (struct pc_token_s *)VMA(2) );
	case UI_PC_SOURCE_FILE_AND_LINE:
		return botlib_export->PC_SourceFileAndLine( args[1], (char *)VMA(2), (int *)VMA(3) );
	case UI_PC_LOAD_GLOBAL_DEFINES:
		return botlib_export->PC_LoadGlobalDefines ( (char *)VMA(1) );
	case UI_PC_REMOVE_ALL_GLOBAL_DEFINES:
		botlib_export->PC_RemoveAllGlobalDefines ( );
		return 0;

	case UI_S_STOPBACKGROUNDTRACK:
		S_StopBackgroundTrack();
		return 0;
	case UI_S_STARTBACKGROUNDTRACK:
		S_StartBackgroundTrack( (const char *)VMA(1), (const char *)VMA(2), qfalse);
		return 0;

	case UI_REAL_TIME:
		return Com_RealTime( (struct qtime_s *)VMA(1) );

	case UI_CIN_PLAYCINEMATIC:
	  Com_DPrintf("UI_CIN_PlayCinematic\n");
	  return CIN_PlayCinematic((const char *)VMA(1), args[2], args[3], args[4], args[5], args[6]);

	case UI_CIN_STOPCINEMATIC:
	  return CIN_StopCinematic(args[1]);

	case UI_CIN_RUNCINEMATIC:
	  return CIN_RunCinematic(args[1]);

	case UI_CIN_DRAWCINEMATIC:
	  CIN_DrawCinematic(args[1]);
	  return 0;

	case UI_CIN_SETEXTENTS:
	  CIN_SetExtents(args[1], args[2], args[3], args[4], args[5]);
	  return 0;

	case UI_R_REMAP_SHADER:
		re.RemapShader( (const char *)VMA(1), (const char *)VMA(2), (const char *)VMA(3) );
		return 0;

#ifdef USE_CD_KEY
	case UI_VERIFY_CDKEY:
		return CL_CDKeyValidate((const char *)VMA(1), (const char *)VMA(2));
#endif // USE_CD_KEY

	case UI_SP_REGISTER:
		return !!SP_Register((const char *)VMA(1),SP_REGISTER_MENU);

	case UI_SP_GETSTRINGTEXTSTRING:
		const char* text;

		assert(VMA(1));
		assert(VMA(2));
		text = SP_GetStringTextString((const char *) VMA(1));
		Q_strncpyz( (char *) VMA(2), text, args[3] );
		return qtrue;

/*
Ghoul2 Insert Start
*/
	case UI_G2_ANGLEOVERRIDE:
		return G2API_SetBoneAngles(*((CGhoul2Info_v *)VMA(1)), args[2], (const char *)VMA(3), (float *)VMA(4), args[5],
							 (const Eorientations) args[6], (const Eorientations) args[7], (const Eorientations) args[8],
							 (qhandle_t *)VMA(9), args[10], args[11] );
/*
Ghoul2 Insert End
*/
	default:
		Com_Error( ERR_DROP, "Bad UI system trap: %i", args[0] );

	}

	return 0;
}
开发者ID:Boothand,项目名称:jk2mp,代码行数:101,代码来源:cl_ui.cpp

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,代码来源:cl_cgame.cpp

示例11: CL_UISystemCalls


//.........这里部分代码省略.........
        return LAN_ServerIsVisible(args[1], args[2]);
    case UI_LAN_UPDATEVISIBLEPINGS:
        return LAN_UpdateVisiblePings(args[1]);
    case UI_LAN_RESETPINGS:
        LAN_ResetPings(args[1]);
        return 0;
    case UI_LAN_SERVERSTATUS:
        return LAN_GetServerStatus(VMA(1), VMA(2), args[3]);
    case UI_LAN_SERVERISINFAVORITELIST:
        return LAN_ServerIsInFavoriteList(args[1], args[2]);
    case UI_LAN_COMPARESERVERS:
        return LAN_CompareServers(args[1], args[2], args[3], args[4], args[5]);
    case UI_MEMORY_REMAINING:
        return Hunk_MemoryRemaining();
    case UI_R_REGISTERFONT:
        re.RegisterFont(VMA(1), args[2], VMA(3), (args[4] == qtrue));
        return 0;
    case UI_MEMSET:
        return (intptr_t)memset(VMA(1), args[2], args[3]);
    case UI_MEMCPY:
        return (intptr_t)memcpy(VMA(1), VMA(2), args[3]);
    case UI_STRNCPY:
        return (intptr_t)strncpy(VMA(1), VMA(2), args[3]);
    case UI_SIN:
        return FloatAsInt(sin(VMF(1)));
    case UI_COS:
        return FloatAsInt(cos(VMF(1)));
    case UI_ATAN2:
        return FloatAsInt(atan2(VMF(1), VMF(2)));
    case UI_SQRT:
        return FloatAsInt(sqrt(VMF(1)));
    case UI_FLOOR:
        return FloatAsInt(floor(VMF(1)));
    case UI_CEIL:
        return FloatAsInt(ceil(VMF(1)));
    case UI_PC_ADD_GLOBAL_DEFINE:
        return botlib_export->PC_AddGlobalDefine(VMA(1));
    case UI_PC_REMOVE_ALL_GLOBAL_DEFINES:
        botlib_export->PC_RemoveAllGlobalDefines();
        return 0;
    case UI_PC_LOAD_SOURCE:
        return botlib_export->PC_LoadSourceHandle(VMA(1));
    case UI_PC_FREE_SOURCE:
        return botlib_export->PC_FreeSourceHandle(args[1]);
    case UI_PC_READ_TOKEN:
        return botlib_export->PC_ReadTokenHandle(args[1], VMA(2));
    case UI_PC_SOURCE_FILE_AND_LINE:
        return botlib_export->PC_SourceFileAndLine(args[1], VMA(2), VMA(3));
    case UI_PC_UNREAD_TOKEN:
        botlib_export->PC_UnreadLastTokenHandle(args[1]);
        return 0;
    case UI_S_STOPBACKGROUNDTRACK:
        S_StopBackgroundTrack();
        return 0;
    case UI_S_STARTBACKGROUNDTRACK:
        S_StartBackgroundTrack(VMA(1), VMA(2), args[3]); // added fadeup time
        return 0;
    case UI_REAL_TIME:
        return Com_RealTime(VMA(1));
    case UI_CIN_PLAYCINEMATIC:
        Com_DPrintf("UI_CIN_PlayCinematic\n");
        return CIN_PlayCinematic(VMA(1), args[2], args[3], args[4], args[5], args[6]);
    case UI_CIN_STOPCINEMATIC:
        return CIN_StopCinematic(args[1]);
    case UI_CIN_RUNCINEMATIC:
        return CIN_RunCinematic(args[1]);
    case UI_CIN_DRAWCINEMATIC:
        CIN_DrawCinematic(args[1]);
        return 0;
    case UI_CIN_SETEXTENTS:
        CIN_SetExtents(args[1], args[2], args[3], args[4], args[5]);
        return 0;
    case UI_R_REMAP_SHADER:
        re.RemapShader(VMA(1), VMA(2), VMA(3));
        return 0;
    case UI_CL_GETLIMBOSTRING:
        return CL_GetLimboString(args[1], VMA(2));
    case UI_CL_TRANSLATE_STRING:
        CL_TranslateStringMod(VMA(1), VMA(2));
        return 0;
    case UI_CHECKAUTOUPDATE:
        CL_RequestMasterData(qfalse);
        return 0;
    case UI_GET_AUTOUPDATE:
        Com_GetAutoUpdate();
        return 0;
    case UI_OPENURL:
        CL_OpenURL((const char *)VMA(1));
        return 0;
    case UI_GETHUNKDATA:
        Com_GetHunkInfo(VMA(1), VMA(2));
        return 0;
    // obsolete
    case UI_SET_PBCLSTATUS:
    case UI_SET_PBSVSTATUS:
        return 0;
    default:
        Com_Error(ERR_DROP, "Bad UI system trap: %ld", (long int) args[0]);
    }
}
开发者ID:etlegacy,项目名称:etlegacy,代码行数:101,代码来源:cl_ui.c

示例12: CL_CgameSystemCalls


//.........这里部分代码省略.........
	case CG_G2_SETMODELS:
		re.G2API_SetGhoul2ModelIndexes( *((CGhoul2Info_v *)VMA(1)),(qhandle_t *)VMA(2),(qhandle_t *)VMA(3));
		return 0;

/*
Ghoul2 Insert End
*/

	case CG_R_GET_LIGHT_STYLE:
		re.GetLightStyle(args[1], (byte*) VMA(2) );
		return 0;
	case CG_R_SET_LIGHT_STYLE:
		re.SetLightStyle(args[1], args[2] );
		return 0;

	case CG_R_GET_BMODEL_VERTS:
		re.GetBModelVerts( args[1], (float (*)[3])VMA(2), (float *)VMA(3) );
		return 0;
	
	case CG_R_WORLD_EFFECT_COMMAND:
		re.WorldEffectCommand( (const char *) 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], (const char *) VMA(7));

	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_Z_MALLOC:
		return (intptr_t)Z_Malloc(args[1], (memtag_t) args[2], qfalse);

	case CG_Z_FREE:
		Z_Free((void *) VMA(1));
		return 0;

	case CG_UI_SETACTIVE_MENU:
		UI_SetActiveMenu((const char *) VMA(1),NULL);
		return 0;

	case CG_UI_MENU_OPENBYNAME:
		Menus_OpenByName((const char *) VMA(1));
		return 0;

	case CG_UI_MENU_RESET:
		Menu_Reset();
		return 0;

	case CG_UI_MENU_NEW:
		Menu_New((char *) VMA(1));
		return 0;

	case CG_UI_PARSE_INT:
		PC_ParseInt((int *) VMA(1));
		return 0;
开发者ID:Delfin1,项目名称:OpenJK,代码行数:67,代码来源:cl_cgame.cpp

示例13: CL_UISystemCalls


//.........这里部分代码省略.........

	case UI_LAN_GETSERVERPING:
		return LAN_GetServerPing( args[1], args[2] );

	case UI_LAN_MARKSERVERVISIBLE:
		LAN_MarkServerVisible( args[1], args[2], args[3] );
		return 0;

	case UI_LAN_SERVERISVISIBLE:
		return LAN_ServerIsVisible( args[1], args[2] );

	case UI_LAN_UPDATEVISIBLEPINGS:
		return LAN_UpdateVisiblePings( args[1] );

	case UI_LAN_RESETPINGS:
		LAN_ResetPings( args[1] );
		return 0;

	case UI_LAN_SERVERSTATUS:
		return LAN_GetServerStatus( VMA(1), VMA(2), args[3] );

	case UI_LAN_COMPARESERVERS:
		return LAN_CompareServers( args[1], args[2], args[3], args[4], args[5] );

	case UI_MEMORY_REMAINING:
		return Hunk_MemoryRemaining();

	case UI_R_REGISTERFONT:
		re.RegisterFont( VMA(1), args[2], VMA(3));
		return 0;

	case UI_MEMSET:
		Com_Memset( VMA(1), args[2], args[3] );
		return 0;

	case UI_MEMCPY:
		Com_Memcpy( VMA(1), VMA(2), args[3] );
		return 0;

	case UI_STRNCPY:
		strncpy( VMA(1), VMA(2), args[3] );
		return args[1];

	case UI_SIN:
		return FloatAsInt( sin( VMF(1) ) );

	case UI_COS:
		return FloatAsInt( cos( VMF(1) ) );

	case UI_ATAN2:
		return FloatAsInt( atan2( VMF(1), VMF(2) ) );

	case UI_SQRT:
		return FloatAsInt( sqrt( VMF(1) ) );

	case UI_FLOOR:
		return FloatAsInt( floor( VMF(1) ) );

	case UI_CEIL:
		return FloatAsInt( ceil( VMF(1) ) );

	case UI_S_STOPBACKGROUNDTRACK:
		S_StopBackgroundTrack();
		return 0;
	case UI_S_STARTBACKGROUNDTRACK:
		S_StartBackgroundTrack( VMA(1), VMA(2));
		return 0;

	case UI_REAL_TIME:
		return Com_RealTime( VMA(1) );

	case UI_CIN_PLAYCINEMATIC:
	  Com_DPrintf("UI_CIN_PlayCinematic\n");
	  return CIN_PlayCinematic(VMA(1), args[2], args[3], args[4], args[5], args[6]);

	case UI_CIN_STOPCINEMATIC:
	  return CIN_StopCinematic(args[1]);

	case UI_CIN_RUNCINEMATIC:
	  return CIN_RunCinematic(args[1]);

	case UI_CIN_DRAWCINEMATIC:
	  CIN_DrawCinematic(args[1]);
	  return 0;

	case UI_CIN_SETEXTENTS:
	  CIN_SetExtents(args[1], args[2], args[3], args[4], args[5]);
	  return 0;

	case UI_R_REMAP_SHADER:
		re.RemapShader( VMA(1), VMA(2), VMA(3) );
		return 0;
		
	default:
		Com_Error( ERR_DROP, "Bad UI system trap: %ld", (long int) args[0] );

	}

	return 0;
}
开发者ID:Aravind7z,项目名称:zeq2lite,代码行数:101,代码来源:cl_ui.c

示例14: CL_CgameSystemCalls


//.........这里部分代码省略.........
		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) );
		return 0;

	case CG_UPDATEGAMESTATE:
		return CL_UpdateGameState( VMA(1) );

	case CG_CIN_PLAYCINEMATIC:
	  return CIN_PlayCinematic(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:
		//ToDo: remove this trap
		return 0;

/*
	case CG_LOADCAMERA:
		return loadCamera(VMA(1));

	case CG_STARTCAMERA:
		startCamera(args[1]);
		return 0;

	case CG_GETCAMERAINFO:
		return getCameraInfo(args[1], VMA(2), VMA(3));
*/
	case CG_GET_ENTITY_TOKEN:
		return re.GetEntityToken( VMA(1), args[2] );
	case CG_R_INPVS:
		return re.inPVS( VMA(1), VMA(2) );


	case CG_Q_rand:
		return Rand_NextUInt32( &cl.db.rand );


	case CG_SQL_LOADDB:
开发者ID:ballju,项目名称:SpaceTrader-GPL-1.1.14,代码行数:67,代码来源:cl_cgame.c

示例15: CL_UISystemCalls


//.........这里部分代码省略.........

	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:
		S_StartLocalSound( args[1], args[2] );
		return 0;

//	case UI_R_REGISTERFONT:
//		re.RegisterFont( VMA(1), args[2], VMA(3));
//		return 0;

	case UI_CIN_PLAYCINEMATIC:
	  Com_DPrintf("UI_CIN_PlayCinematic\n");
	  return CIN_PlayCinematic((const char *)VMA(1), args[2], args[3], args[4], args[5], args[6], (const char *)VMA(7));

	case UI_CIN_STOPCINEMATIC:
	  return CIN_StopCinematic(args[1]);

	case UI_CIN_RUNCINEMATIC:
	  return CIN_RunCinematic(args[1]);

	case UI_CIN_DRAWCINEMATIC:
	  CIN_DrawCinematic(args[1]);
	  return 0;

	case UI_KEY_SETBINDING:
		Key_SetBinding( args[1], (const char *) VMA(2) );
		return 0;

	case UI_KEY_KEYNUMTOSTRINGBUF:
		Key_KeynumToStringBuf( args[1],(char *) VMA(2), args[3] );
		return 0;

	case UI_CIN_SETEXTENTS:
	  CIN_SetExtents(args[1], args[2], args[3], args[4], args[5]);
	  return 0;

	case UI_KEY_GETBINDINGBUF:
		Key_GetBindingBuf( args[1], (char *) VMA(2), args[3] );
		return 0;


	default:
		Com_Error( ERR_DROP, "Bad UI system trap: %i", args[0] );

	}

	return 0;
}
开发者ID:Elfmagi,项目名称:OpenJK,代码行数:101,代码来源:cl_ui.cpp


注:本文中的CIN_DrawCinematic函数示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,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。