本文整理汇总了C++中CIN_StopCinematic函数的典型用法代码示例。如果您正苦于以下问题:C++ CIN_StopCinematic函数的具体用法?C++ CIN_StopCinematic怎么用?C++ CIN_StopCinematic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_StopCinematic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: CIN_PlayAllFrames
/*********
CIN_PlayAllFrames
arg - bink video filename
x - x origin for movie
y - y origin for movie
w - width of the movie
h - height of the movie
systemBits - bit rate for movie
keyBreakAllowed - if true, button press will end playback
Plays the target movie in full
*********/
bool CIN_PlayAllFrames( const char *arg, int x, int y, int w, int h, int systemBits, bool keyBreakAllowed )
{
bool retval;
Key_ClearStates();
// PC hack
qbInGameCinematicOnStandBy = qfalse;
#ifdef XBOX_DEMO
// When run from CDX, we can pause the timer during cutscenes:
extern void Demo_TimerPause( bool bPaused );
Demo_TimerPause( true );
#endif
int Handle = CIN_PlayCinematic(arg, x, y, w, h, systemBits, NULL);
if (Handle != -1)
{
while (CIN_RunCinematic(Handle) == FMV_PLAY && !(keyBreakAllowed && kg.anykeydown))
{
SCR_UpdateScreen ();
IN_Frame ();
Com_EventLoop ();
}
#ifdef _XBOX
// while (CIN_RunCinematic(Handle) == FMV_PLAY && !(keyBreakAllowed && !kg.anykeydown))
// {
// SCR_UpdateScreen ();
// IN_Frame ();
// Com_EventLoop ();
// }
#endif
CIN_StopCinematic(Handle);
}
#ifdef XBOX_DEMO
Demo_TimerPause( false );
#endif
retval =(keyBreakAllowed && kg.anykeydown);
Key_ClearStates();
// Soooper hack! Game ends up running for a couple frames after this cutscene. We don't want it to!
if( Q_stricmp(arg, "ja08") == 0 )
{
// Filth. Don't call Present until this gets cleared.
extern bool connectSwapOverride;
connectSwapOverride = true;
}
return retval;
}
示例2: 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;
}
示例3: 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;
}
示例4: CL_CgameSystemCalls
//.........这里部分代码省略.........
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_KEY_GETOVERSTRIKEMODE:
return Key_GetOverstrikeMode();
case CG_KEY_SETOVERSTRIKEMODE:
Key_SetOverstrikeMode( args[ 1 ] );
return 0;
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_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(args[1], VMA(2));
return 0;
case CG_STARTCAMERA:
//if(args[1] == 0)
//{ // CAM_PRIMARY
// cl.cameraMode = qtrue;
//}
//startCamera(args[1], args[2]);
return 0;
case CG_STOPCAMERA:
//if(args[1] == 0)
//{ // CAM_PRIMARY
// cl.cameraMode = qfalse;
示例5: 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;
}
示例6: CL_UISystemCalls
//.........这里部分代码省略.........
case UI_PARSE_ADD_GLOBAL_DEFINE:
return Parse_AddGlobalDefine( VMA( 1 ) );
case UI_PARSE_LOAD_SOURCE:
return Parse_LoadSourceHandle( VMA( 1 ) );
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 ] );
示例7: 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;
}
示例8: CL_CgameSystemCalls
//.........这里部分代码省略.........
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:
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]);
示例9: SCR_StopCinematic
/*********
SCR_StopCinematic
*********/
void SCR_StopCinematic(qboolean bAllowRefusal /* = qfalse */)
{
CIN_StopCinematic(currentHandle);
}
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;
}
示例11: CIN_RunCinematic
/********
CIN_RunCinematic
handle - Ensure that the supplied cinematic is the one running
return - FMV status
Fetch and decompress the pending frame
*********/
e_status CIN_RunCinematic (int handle)
{
if (handle < 0 || handle >= cinNumFiles || !cinFiles[handle].w)
{
assert( 0 );
return FMV_EOF;
}
// If we weren't playing a movie, or playing the wrong one - start up
if (handle != currentHandle)
{
bool shader = cinFiles[handle].bits & CIN_shader;
CIN_StopCinematic(currentHandle);
if (!bVideo.Start(
va("%s%s.bik",
shader ? SHADER_VIDEO_PATH : XBOX_VIDEO_PATH,
cinFiles[handle].filename),
cinFiles[handle].x, cinFiles[handle].y,
cinFiles[handle].w, cinFiles[handle].h))
{
return FMV_EOF;
}
if (cinFiles[handle].bits & CIN_loop)
{
bVideo.SetLooping(true);
}
else
{
bVideo.SetLooping(false);
}
if (cinFiles[handle].bits & CIN_silent)
{
bVideo.SetMasterVolume(0);
}
else
{
bVideo.SetMasterVolume(16384); //32768); // Default Bink volume
}
if (!shader)
{
previousState = cls.state;
cls.state = CA_CINEMATIC;
}
currentHandle = handle;
}
// Normal case does nothing here
if(bVideo.GetStatus() == NS_BV_STOPPED)
{
return FMV_EOF;
}
else
{
return FMV_PLAY;
}
}
示例12: CL_CgameSystemCalls
//.........这里部分代码省略.........
re.G2API_ListBones( (CGhoul2Info *) VMA(1), args[2]);
return 0;
case CG_G2_HAVEWEGHOULMODELS:
return re.G2API_HaveWeGhoul2Models( *((CGhoul2Info_v *)VMA(1)) );
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:
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;
}
示例14: CL_CgameSystemCalls
//.........这里部分代码省略.........
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:
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) );
示例15: 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;
}