本文整理汇总了C++中CL_GetGlconfig函数的典型用法代码示例。如果您正苦于以下问题:C++ CL_GetGlconfig函数的具体用法?C++ CL_GetGlconfig怎么用?C++ CL_GetGlconfig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CL_GetGlconfig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.........
case CG_R_SETGLOBALFOG:
re.SetGlobalFog(args[1], args[2], VMF(3), VMF(4), VMF(5), VMF(6));
return 0;
case CG_R_RENDERSCENE:
re.RenderScene(VMA(1));
return 0;
case CG_R_SAVEVIEWPARMS:
re.SaveViewParms();
return 0;
case CG_R_RESTOREVIEWPARMS:
re.RestoreViewParms();
return 0;
case CG_R_SETCOLOR:
re.SetColor(VMA(1));
return 0;
case CG_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 CG_R_DRAWROTATEDPIC:
re.DrawRotatedPic(VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), args[9], VMF(10));
return 0;
case CG_R_DRAWSTRETCHPIC_GRADIENT:
re.DrawStretchPicGradient(VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), args[9], VMA(10), args[11]);
return 0;
case CG_R_DRAW2DPOLYS:
re.Add2dPolys(VMA(1), args[2], args[3]);
return 0;
case CG_R_MODELBOUNDS:
re.ModelBounds(args[1], VMA(2), VMA(3));
return 0;
case CG_R_LERPTAG:
return re.LerpTag(VMA(1), VMA(2), VMA(3), args[4]);
case CG_GETGLCONFIG:
CL_GetGlconfig(VMA(1));
return 0;
case CG_GETGAMESTATE:
CL_GetGameState(VMA(1));
return 0;
case CG_GETCURRENTSNAPSHOTNUMBER:
CL_GetCurrentSnapshotNumber(VMA(1), VMA(2));
return 0;
case CG_GETSNAPSHOT:
return CL_GetSnapshot(args[1], VMA(2));
case CG_GETSERVERCOMMAND:
return CL_GetServerCommand(args[1]);
case CG_GETCURRENTCMDNUMBER:
return CL_GetCurrentCmdNumber();
case CG_GETUSERCMD:
return CL_GetUserCmd(args[1], VMA(2));
case CG_SETUSERCMDVALUE:
CL_SetUserCmdValue(args[1], args[2], VMF(3), args[4]);
return 0;
case CG_SETCLIENTLERPORIGIN:
CL_SetClientLerpOrigin(VMF(1), VMF(2), VMF(3));
return 0;
case CG_MEMORY_REMAINING:
return Hunk_MemoryRemaining();
case CG_KEY_ISDOWN:
return Key_IsDown(args[1]);
case CG_KEY_GETCATCHER:
return Key_GetCatcher();
case CG_KEY_SETCATCHER:
// Don't allow the cgame module to close the console
Key_SetCatcher(args[1] | (Key_GetCatcher() & KEYCATCH_CONSOLE));
return 0;
case CG_KEY_GETKEY:
示例2: CL_CgameSystemCalls
//.........这里部分代码省略.........
return 0;
case CG_R_ADDREFENTITYTOSCENE:
re.AddRefEntityToScene( VMA(1) );
return 0;
case CG_R_ADDPOLYTOSCENE:
re.AddPolyToScene( args[1], args[2], VMA(3), 1 );
return 0;
case CG_R_ADDPOLYSTOSCENE:
re.AddPolyToScene( args[1], args[2], VMA(3), args[4] );
return 0;
case CG_R_LIGHTFORPOINT:
return re.LightForPoint( VMA(1), VMA(2), VMA(3), VMA(4) );
case CG_R_ADDLIGHTTOSCENE:
re.AddLightToScene( VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) );
return 0;
case CG_R_ADDADDITIVELIGHTTOSCENE:
re.AddAdditiveLightToScene( VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) );
return 0;
case CG_R_RENDERSCENE:
re.RenderScene( VMA(1) );
return 0;
case CG_R_SETCOLOR:
re.SetColor( VMA(1) );
return 0;
case CG_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 CG_R_MODELBOUNDS:
re.ModelBounds( args[1], VMA(2), VMA(3) );
return 0;
case CG_R_LERPTAG:
return re.LerpTag( VMA(1), args[2], args[3], args[4], VMF(5), VMA(6) );
case CG_GETGLCONFIG:
CL_GetGlconfig( VMA(1) );
return 0;
case CG_GETGAMESTATE:
CL_GetGameState( VMA(1) );
return 0;
case CG_GETCURRENTSNAPSHOTNUMBER:
CL_GetCurrentSnapshotNumber( VMA(1), VMA(2) );
return 0;
case CG_GETSNAPSHOT:
return CL_GetSnapshot( args[1], VMA(2) );
case CG_GETSERVERCOMMAND:
return CL_GetServerCommand( args[1] );
case CG_GETCURRENTCMDNUMBER:
return CL_GetCurrentCmdNumber();
case CG_GETUSERCMD:
return CL_GetUserCmd( args[1], VMA(2) );
case CG_SETUSERCMDVALUE:
CL_SetUserCmdValue( args[1], VMF(2) );
return 0;
case CG_MEMORY_REMAINING:
return Hunk_MemoryRemaining();
case CG_KEY_ISDOWN:
return Key_IsDown( args[1] );
case CG_KEY_GETCATCHER:
return Key_GetCatcher();
case CG_KEY_SETCATCHER:
// 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) );
示例3: CL_UISystemCalls
//.........这里部分代码省略.........
idKeyInput::KeynumToStringBuf(args[1], (char*)VMA(2), args[3]);
return 0;
case UI_KEY_GETBINDINGBUF:
idKeyInput::GetBindingBuf(args[1], (char*)VMA(2), args[3]);
return 0;
case UI_KEY_SETBINDING:
idKeyInput::SetBinding(args[1], (char*)VMA(2));
return 0;
case UI_KEY_BINDINGTOKEYS:
idKeyInput::GetBindingByString((char*)VMA(1), (int*)VMA(2), (int*)VMA(3));
return 0;
case UI_KEY_ISDOWN:
return idKeyInput::IsDown(args[1]);
case UI_KEY_GETOVERSTRIKEMODE:
return idKeyInput::GetOverstrikeMode();
case UI_KEY_SETOVERSTRIKEMODE:
idKeyInput::SetOverstrikeMode((bool)args[1]);
return 0;
case UI_KEY_CLEARSTATES:
idKeyInput::ClearStates();
return 0;
case UI_KEY_GETCATCHER:
return idKeyInput::GetCatcher();
case UI_KEY_SETCATCHER:
idKeyInput::SetCatcher(args[1]);
return 0;
case UI_GETCLIPBOARDDATA:
GetClipboardData((char*)VMA(1), args[2]);
return 0;
case UI_GETCLIENTSTATE:
GetClientState((uiClientState_t*)VMA(1));
return 0;
case UI_GETGLCONFIG:
CL_GetGlconfig((glconfig_t*)VMA(1));
return 0;
case UI_GETCONFIGSTRING:
return GetConfigString(args[1], (char*)VMA(2), args[3]);
case UI_LAN_LOADCACHEDSERVERS:
LAN_LoadCachedServers();
return 0;
case UI_LAN_SAVECACHEDSERVERS:
LAN_SaveServersToCache();
return 0;
case UI_LAN_ADDSERVER:
return LAN_AddServer(args[1], (char*)VMA(2), (char*)VMA(3));
case UI_LAN_REMOVESERVER:
LAN_RemoveServer(args[1], (char*)VMA(2));
return 0;
case UI_LAN_GETPINGQUEUECOUNT:
return LAN_GetPingQueueCount();
case UI_LAN_CLEARPING:
LAN_ClearPing(args[1]);
return 0;
case UI_LAN_GETPING:
LAN_GetPing(args[1], (char*)VMA(2), args[3], (int*)VMA(4));
return 0;
case UI_LAN_GETPINGINFO:
LAN_GetPingInfo(args[1], (char*)VMA(2), args[3]);
return 0;
case UI_LAN_GETSERVERCOUNT:
return LAN_GetServerCount(args[1]);
case UI_LAN_GETSERVERADDRESSSTRING:
LAN_GetServerAddressString(args[1], args[2], (char*)VMA(3), args[4]);
return 0;
case UI_LAN_GETSERVERINFO:
LAN_GetServerInfo(args[1], args[2], (char*)VMA(3), args[4]);
示例4: CL_UISystemCalls
//.........这里部分代码省略.........
Key_SetBinding( args[1], VMA(2) );
return 0;
case UI_KEY_ISDOWN:
return Key_IsDown( args[1] );
case UI_KEY_GETOVERSTRIKEMODE:
return Key_GetOverstrikeMode();
case UI_KEY_SETOVERSTRIKEMODE:
Key_SetOverstrikeMode( args[1] );
return 0;
case UI_KEY_CLEARSTATES:
Key_ClearStates();
return 0;
case UI_KEY_GETCATCHER:
return Key_GetCatcher();
case UI_KEY_SETCATCHER:
Key_SetCatcher( args[1] );
return 0;
case UI_GETCLIPBOARDDATA:
GetClipboardData( VMA(1), args[2] );
return 0;
case UI_GETCLIENTSTATE:
GetClientState( VMA(1) );
return 0;
case UI_GETGLCONFIG:
CL_GetGlconfig( VMA(1) );
return 0;
case UI_GETCONFIGSTRING:
return GetConfigString( args[1], VMA(2), args[3] );
case UI_LAN_LOADCACHEDSERVERS:
LAN_LoadCachedServers();
return 0;
case UI_LAN_SAVECACHEDSERVERS:
LAN_SaveServersToCache();
return 0;
case UI_LAN_ADDSERVER:
return LAN_AddServer(args[1], VMA(2), VMA(3));
case UI_LAN_REMOVESERVER:
LAN_RemoveServer(args[1], VMA(2));
return 0;
case UI_LAN_GETPINGQUEUECOUNT:
return LAN_GetPingQueueCount();
case UI_LAN_CLEARPING:
LAN_ClearPing( args[1] );
return 0;
case UI_LAN_GETPING:
LAN_GetPing( args[1], VMA(2), args[3], VMA(4) );
return 0;
case UI_LAN_GETPINGINFO:
示例5: CL_UISystemCalls
//.........这里部分代码省略.........
Key_SetBinding( args[1], (const char *)VMA(2) );
return 0;
case UI_KEY_ISDOWN:
return Key_IsDown( args[1] );
case UI_KEY_GETOVERSTRIKEMODE:
return Key_GetOverstrikeMode();
case UI_KEY_SETOVERSTRIKEMODE:
Key_SetOverstrikeMode( (qboolean)args[1] );
return 0;
case UI_KEY_CLEARSTATES:
Key_ClearStates();
return 0;
case UI_KEY_GETCATCHER:
return Key_GetCatcher();
case UI_KEY_SETCATCHER:
Key_SetCatcher( args[1] );
return 0;
case UI_GETCLIPBOARDDATA:
GetClipboardData( (char *)VMA(1), args[2] );
return 0;
case UI_GETCLIENTSTATE:
GetClientState( (uiClientState_t *)VMA(1) );
return 0;
case UI_GETGLCONFIG:
CL_GetGlconfig( (glconfig_t *)VMA(1) );
return 0;
case UI_GETCONFIGSTRING:
return GetConfigString( args[1], (char *)VMA(2), args[3] );
case UI_LAN_LOADCACHEDSERVERS:
LAN_LoadCachedServers();
return 0;
case UI_LAN_SAVECACHEDSERVERS:
LAN_SaveServersToCache();
return 0;
case UI_LAN_ADDSERVER:
return LAN_AddServer(args[1], (const char *)VMA(2), (const char *)VMA(3));
case UI_LAN_REMOVESERVER:
LAN_RemoveServer(args[1], (const char *)VMA(2));
return 0;
case UI_LAN_GETPINGQUEUECOUNT:
return LAN_GetPingQueueCount();
case UI_LAN_CLEARPING:
LAN_ClearPing( args[1] );
return 0;
case UI_LAN_GETPING:
LAN_GetPing( args[1], (char *)VMA(2), args[3], (int *)VMA(4) );
return 0;
case UI_LAN_GETPINGINFO:
示例6: CL_CgameSystemCalls
//.........这里部分代码省略.........
case CG_R_SETCOLOR:
re.SetColor( VMA( 1 ) );
return 0;
// Tremulous
case CG_R_SETCLIPREGION:
re.SetClipRegion( VMA( 1 ) );
return 0;
case CG_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 CG_R_DRAWROTATEDPIC:
re.DrawRotatedPic( VMF( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), VMF( 6 ), VMF( 7 ), VMF( 8 ), args[ 9 ], VMF( 10 ) );
return 0;
case CG_R_DRAWSTRETCHPIC_GRADIENT:
re.DrawStretchPicGradient( VMF( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), VMF( 6 ), VMF( 7 ), VMF( 8 ), args[ 9 ], VMA( 10 ), args[ 11 ] );
return 0;
case CG_R_DRAW2DPOLYS:
re.Add2dPolys( VMA( 1 ), args[ 2 ], args[ 3 ] );
return 0;
case CG_R_MODELBOUNDS:
re.ModelBounds( args[ 1 ], VMA( 2 ), VMA( 3 ) );
return 0;
case CG_R_LERPTAG:
return re.LerpTag( VMA( 1 ), VMA( 2 ), VMA( 3 ), args[ 4 ] );
case CG_GETGLCONFIG:
CL_GetGlconfig( VMA( 1 ) );
return 0;
case CG_GETGAMESTATE:
CL_GetGameState( VMA( 1 ) );
return 0;
case CG_GETCURRENTSNAPSHOTNUMBER:
CL_GetCurrentSnapshotNumber( VMA( 1 ), VMA( 2 ) );
return 0;
case CG_GETSNAPSHOT:
return CL_GetSnapshot( args[ 1 ], VMA( 2 ) );
case CG_GETSERVERCOMMAND:
return CL_GetServerCommand( args[ 1 ] );
case CG_GETCURRENTCMDNUMBER:
return CL_GetCurrentCmdNumber();
case CG_GETUSERCMD:
return CL_GetUserCmd( args[ 1 ], VMA( 2 ) );
case CG_SETUSERCMDVALUE:
CL_SetUserCmdValue( args[ 1 ], args[ 2 ], VMF( 3 ), args[ 4 ] );
return 0;
case CG_SETCLIENTLERPORIGIN:
CL_SetClientLerpOrigin( VMF( 1 ), VMF( 2 ), VMF( 3 ) );
return 0;
case CG_MEMORY_REMAINING:
return Hunk_MemoryRemaining();
示例7: CL_UISystemCalls
//.........这里部分代码省略.........
return 0;
case UI_KEY_GETBINDINGBUF:
Key_GetBindingBuf(args[1], VMA(2), args[3]);
return 0;
case UI_KEY_SETBINDING:
Key_SetBinding(args[1], VMA(2));
return 0;
case UI_KEY_BINDINGTOKEYS:
Key_GetBindingByString(VMA(1), VMA(2), VMA(3));
return 0;
case UI_KEY_ISDOWN:
return Key_IsDown(args[1]);
case UI_KEY_GETOVERSTRIKEMODE:
return Key_GetOverstrikeMode();
case UI_KEY_SETOVERSTRIKEMODE:
Key_SetOverstrikeMode((qboolean)args[1]);
return 0;
case UI_KEY_CLEARSTATES:
Key_ClearStates();
return 0;
case UI_KEY_GETCATCHER:
return Key_GetCatcher();
case UI_KEY_SETCATCHER:
// Don't allow the ui module to close the console
Key_SetCatcher(args[1] | (Key_GetCatcher() & KEYCATCH_CONSOLE));
return 0;
case UI_GETCLIPBOARDDATA:
GetClipboardData(VMA(1), args[2]);
return 0;
case UI_GETCLIENTSTATE:
GetClientState(VMA(1));
return 0;
case UI_GETGLCONFIG:
CL_GetGlconfig(VMA(1));
return 0;
case UI_GETCONFIGSTRING:
return GetConfigString(args[1], VMA(2), args[3]);
case UI_LAN_LOADCACHEDSERVERS:
LAN_LoadCachedServers();
return 0;
case UI_LAN_SAVECACHEDSERVERS:
//LAN_SaveServersToFile(); // now done on add/remove fav server so we no longer save LAN favs on shutdown & restart
return 0;
case UI_LAN_ADDSERVER:
return LAN_AddServer(args[1], VMA(2), VMA(3));
case UI_LAN_REMOVESERVER:
LAN_RemoveServer(args[1], VMA(2));
return 0;
case UI_LAN_GETPINGQUEUECOUNT:
return LAN_GetPingQueueCount();
case UI_LAN_CLEARPING:
LAN_ClearPing(args[1]);
return 0;
case UI_LAN_GETPING:
LAN_GetPing(args[1], VMA(2), args[3], VMA(4));
return 0;
case UI_LAN_GETPINGINFO:
LAN_GetPingInfo(args[1], VMA(2), args[3]);
return 0;
case UI_LAN_GETSERVERCOUNT:
return LAN_GetServerCount(args[1]);
case UI_LAN_GETSERVERADDRESSSTRING:
LAN_GetServerAddressString(args[1], args[2], VMA(3), args[4]);
return 0;
case UI_LAN_GETSERVERINFO:
LAN_GetServerInfo(args[1], args[2], VMA(3), args[4]);
示例8: CL_UISystemCalls
//.........这里部分代码省略.........
case UI_KEY_SETOVERSTRIKEMODE:
Key_SetOverstrikeMode( args[ 1 ] );
return 0;
case UI_KEY_CLEARSTATES:
Key_ClearStates();
return 0;
case UI_KEY_GETCATCHER:
return Key_GetCatcher();
case UI_KEY_SETCATCHER:
Key_SetCatcher( args[ 1 ] );
return 0;
case UI_GETCLIPBOARDDATA:
VM_CheckBlock( args[1], args[2], "UIGCD" );
if ( cl_allowPaste->integer )
{
CL_GetClipboardData( VMA( 1 ), args[ 2 ], args[ 3 ] );
}
else
{
( (char *) VMA( 1 ) )[0] = '\0';
}
return 0;
case UI_GETCLIENTSTATE:
GetClientState( VMA( 1 ) );
return 0;
case UI_GETGLCONFIG:
CL_GetGlconfig( VMA( 1 ) );
return 0;
case UI_GETCONFIGSTRING:
VM_CheckBlock( args[2], args[3], "UIGCS" );
return GetConfigString( args[ 1 ], VMA( 2 ), args[ 3 ] );
case UI_LAN_LOADCACHEDSERVERS:
LAN_LoadCachedServers();
return 0;
case UI_LAN_SAVECACHEDSERVERS:
LAN_SaveServersToCache();
return 0;
case UI_LAN_ADDSERVER:
return LAN_AddServer( args[ 1 ], VMA( 2 ), VMA( 3 ) );
case UI_LAN_REMOVESERVER:
LAN_RemoveServer( args[ 1 ], VMA( 2 ) );
return 0;
case UI_LAN_GETPINGQUEUECOUNT:
return LAN_GetPingQueueCount();
case UI_LAN_CLEARPING:
LAN_ClearPing( args[ 1 ] );
return 0;
case UI_LAN_GETPING:
VM_CheckBlock( args[2], args[3], "UILANGP" );
LAN_GetPing( args[ 1 ], VMA( 2 ), args[ 3 ], VMA( 4 ) );
return 0;
示例9: CL_CgameSystemCalls
//.........这里部分代码省略.........
return 0;
case CG_R_ADDPOLYTOSCENE:
re.AddPolyToScene( (qhandle_t)args[1], args[2], (const polyVert_t*)VMA(3), 1 );
return 0;
case CG_R_ADDPOLYSTOSCENE:
re.AddPolyToScene( (qhandle_t)args[1], args[2], (const polyVert_t*)VMA(3), args[4] );
return 0;
case CG_R_LIGHTFORPOINT:
return re.LightForPoint( (float*)VMA(1), (float*)VMA(2), (float*)VMA(3), (float*)VMA(4) );
case CG_R_ADDLIGHTTOSCENE:
re.AddLightToScene( (const float*)VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) );
return 0;
case CG_R_ADDADDITIVELIGHTTOSCENE:
re.AddAdditiveLightToScene( (const float*)VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) );
return 0;
case CG_R_RENDERSCENE:
re.RenderScene( (const refdef_t*)VMA(1) );
return 0;
case CG_R_SETCOLOR:
re.SetColor( (const float*)VMA(1) );
return 0;
case CG_R_SETCLIPREGION:
re.SetClipRegion( (const float*)VMA(1) );
return 0;
case CG_R_DRAWSTRETCHPIC:
re.DrawStretchPic( VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), (qhandle_t)args[9] );
return 0;
case CG_R_MODELBOUNDS:
re.ModelBounds( (qhandle_t)args[1], (float*)VMA(2), (float*)VMA(3) );
return 0;
case CG_R_LERPTAG:
return re.LerpTag( (orientation_t*)VMA(1), args[2], args[3], args[4], VMF(5), (const char*)VMA(6) );
case CG_GETGLCONFIG:
CL_GetGlconfig( (glconfig_t*)VMA(1) );
return 0;
case CG_GETGAMESTATE:
CL_GetGameState( (gameState_t*)VMA(1) );
return 0;
case CG_GETCURRENTSNAPSHOTNUMBER:
CL_GetCurrentSnapshotNumber( (int*)VMA(1), (int*)VMA(2) );
return 0;
case CG_GETSNAPSHOT:
return CL_GetSnapshot( args[1], (snapshot_t*)VMA(2) );
case CG_GETSERVERCOMMAND:
return CL_GetServerCommand( args[1] );
case CG_GETCURRENTCMDNUMBER:
return CL_GetCurrentCmdNumber();
case CG_GETUSERCMD:
return CL_GetUserCmd( args[1], (usercmd_t*)VMA(2) );
case CG_SETUSERCMDVALUE:
CL_SetUserCmdValue( args[1], VMF(2) );
return 0;
case CG_MEMORY_REMAINING:
return Hunk_MemoryRemaining();
case CG_KEY_ISDOWN:
return Key_IsDown( args[1] );
case CG_KEY_GETCATCHER:
return Key_GetCatcher();
case CG_KEY_SETCATCHER:
// don't allow the cgame module to toggle the console
Key_SetCatcher( ( args[1] & ~KEYCATCH_CONSOLE ) | ( Key_GetCatcher() & KEYCATCH_CONSOLE ) );
return 0;
case CG_KEY_GETKEY:
return Key_GetKey( (const char*)VMA(1) );
case CG_GETDEMOSTATE:
示例10: trap_GetGlconfig
void trap_GetGlconfig( glconfig_t *glconfig )
{
// syscall( UI_GETGLCONFIG, glconfig );
CL_GetGlconfig( glconfig );
}
示例11: CL_CgameSystemCalls
//.........这里部分代码省略.........
return 0;
case CG_R_MODELBOUNDS:
re.ModelBounds( args[1], (float *) VMA(2), (float *) VMA(3) );
return 0;
case CG_R_LERPTAG:
re.LerpTag( (orientation_t *) VMA(1), args[2], args[3], args[4], VMF(5), (const char *) VMA(6) );
return 0;
case CG_R_DRAWROTATEPIC:
re.DrawRotatePic( VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), VMF(9), args[10] );
return 0;
case CG_R_DRAWROTATEPIC2:
re.DrawRotatePic2( VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), VMF(9), args[10] );
return 0;
case CG_R_SETRANGEFOG:
// FIXME: Figure out if this is how it's done in MP :S --eez
/*if (tr.rangedFog <= 0.0f)
{
g_oldRangedFog = tr.rangedFog;
}
tr.rangedFog = VMF(1);
if (tr.rangedFog == 0.0f && g_oldRangedFog)
{ //restore to previous state if applicable
tr.rangedFog = g_oldRangedFog;
}*/
re.SetRangedFog( VMF( 1 ) );
return 0;
case CG_R_LA_GOGGLES:
re.LAGoggles();
return 0;
case CG_R_SCISSOR:
re.Scissor( VMF(1), VMF(2), VMF(3), VMF(4));
return 0;
case CG_GETGLCONFIG:
CL_GetGlconfig( (glconfig_t *) VMA(1) );
return 0;
case CG_GETGAMESTATE:
CL_GetGameState( (gameState_t *) VMA(1) );
return 0;
case CG_GETCURRENTSNAPSHOTNUMBER:
CL_GetCurrentSnapshotNumber( (int *) VMA(1), (int *) VMA(2) );
return 0;
case CG_GETSNAPSHOT:
return CL_GetSnapshot( args[1], (snapshot_t *) VMA(2) );
case CG_GETDEFAULTSTATE:
return CL_GetDefaultState(args[1], (entityState_t *)VMA(2));
case CG_GETSERVERCOMMAND:
return CL_GetServerCommand( args[1] );
case CG_GETCURRENTCMDNUMBER:
return CL_GetCurrentCmdNumber();
case CG_GETUSERCMD:
return CL_GetUserCmd( args[1], (usercmd_s *) VMA(2) );
case CG_SETUSERCMDVALUE:
CL_SetUserCmdValue( args[1], VMF(2), VMF(3), VMF(4) );
return 0;
case CG_SETUSERCMDANGLES:
CL_SetUserCmdAngles( VMF(1), VMF(2), VMF(3) );
return 0;
case COM_SETORGANGLES:
Com_SetOrgAngles((float *)VMA(1),(float *)VMA(2));
return 0;
/*
Ghoul2 Insert Start
*/
示例12: CL_UISystemCalls
//.........这里部分代码省略.........
return 0;
case UI_KEY_ISDOWN:
return Key_IsDown( args[1] );
case UI_KEY_GETOVERSTRIKEMODE:
return Key_GetOverstrikeMode();
case UI_KEY_SETOVERSTRIKEMODE:
Key_SetOverstrikeMode( args[1] );
return 0;
case UI_KEY_CLEARSTATES:
Key_ClearStates();
return 0;
case UI_KEY_GETCATCHER:
return Key_GetCatcher();
case UI_KEY_SETCATCHER:
// Don't allow the ui module to close the console
Key_SetCatcher( args[1] | ( Key_GetCatcher( ) & KEYCATCH_CONSOLE ) );
return 0;
case UI_GETCLIPBOARDDATA:
CL_GetClipboardData( VMA(1), args[2] );
return 0;
case UI_GETCLIENTSTATE:
GetClientState( VMA(1) );
return 0;
case UI_GETGLCONFIG:
CL_GetGlconfig( VMA(1) );
return 0;
case UI_GETCONFIGSTRING:
return GetConfigString( args[1], VMA(2), args[3] );
case UI_LAN_LOADCACHEDSERVERS:
LAN_LoadCachedServers();
return 0;
case UI_LAN_SAVECACHEDSERVERS:
LAN_SaveServersToCache();
return 0;
case UI_LAN_ADDSERVER:
return LAN_AddServer(args[1], VMA(2), VMA(3));
case UI_LAN_REMOVESERVER:
LAN_RemoveServer(args[1], VMA(2));
return 0;
case UI_LAN_GETPINGQUEUECOUNT:
return LAN_GetPingQueueCount();
case UI_LAN_CLEARPING:
LAN_ClearPing( args[1] );
return 0;
case UI_LAN_GETPING:
LAN_GetPing( args[1], VMA(2), args[3], VMA(4) );
return 0;
case UI_LAN_GETPINGINFO:
示例13: CL_CgameSystemCalls
//.........这里部分代码省略.........
re.DrawStretchPic( VMF(1), VMF(2), VMF(3), VMF(4), NULL, VMF(5), VMF(6), VMF(7), VMF(8), args[9] );
return 0;
case CG_R_SHAPECREATE:
{
curve_t * c = VMA(1);
int n = args[3];
int i;
for ( i=0; i<n; i++ ) {
c->pts = (vec2_t*)VM_ArgPtr((intptr_t)c->pts);
c->uvs = (vec2_t*)VM_ArgPtr((intptr_t)c->uvs);
c->colors = (vec4_t*)VM_ArgPtr((intptr_t)c->colors);
c->indices = (short*)VM_ArgPtr((intptr_t)c->indices );
}
return re.ShapeCreate( c, VMA( 2 ), n );
}
case CG_R_SHAPEDRAW:
re.ShapeDraw( args[1], args[2], VMA( 3 ) );
return 0;
case CG_R_RENDERTEXT:
CL_RenderText( VMA(1), VMF(2), VMA(3), VMA(4), args[5], (args[6])>>16, args[6]&0xFFFF, args[7], args[8], 0, args[9], VMA(10) );
return 0;
case CG_R_GETFONT:
memcpy( VMA(3), re.GetFontFromFontSet( args[1], VMF(2) ), sizeof(fontInfo_t) );
return 0;
case CG_R_ROUNDRECT:
SCR_FillRect( VMF(1), VMF(2), VMF(3), VMF(4), VMA(5), args[6] );
return 0;
case CG_R_MODELBOUNDS:
re.ModelBounds( args[1], VMA(2), VMA(3) );
return 0;
case CG_R_LERPTAG:
return re.LerpTag( VMA(1), args[2], args[3], args[4], VMF(5), VMA(6) );
case CG_GETGLCONFIG:
CL_GetGlconfig( VMA(1) );
return 0;
case CG_GETGAMESTATE:
CL_GetGameState( VMA(1) );
return 0;
case CG_GETCURRENTSNAPSHOTNUMBER:
CL_GetCurrentSnapshotNumber( VMA(1), VMA(2) );
return 0;
case CG_GETSNAPSHOT:
return CL_GetSnapshot( args[1], VMA(2) );
case CG_GETSERVERCOMMAND:
return CL_GetServerCommand( args[1] );
case CG_GETCURRENTCMDNUMBER:
return CL_GetCurrentCmdNumber();
case CG_GETUSERCMD:
return CL_GetUserCmd( args[1], VMA(2) );
case CG_SETUSERCMDVALUE:
CL_SetUserCmdValue( args[1], VMF(2) );
return 0;
case CG_MEMORY_REMAINING:
return Hunk_MemoryRemaining();
case CG_KEY_ISDOWN:
return Key_IsDown( args[1] );
case CG_KEY_GETCATCHER:
return Key_GetCatcher();
case CG_KEY_SETCATCHER:
Key_SetCatcher( args[1] );
return 0;
case CG_KEY_GETKEY:
return Key_GetKey( VMA(1) );
示例14: CL_UISystemCalls
/*
====================
CL_UISystemCalls
The ui module is making a system call
====================
*/
intptr_t CL_UISystemCalls( intptr_t *args )
{
switch( args[0] )
{
case UI_ERROR:
Com_Error( ERR_DROP, "%s", VMA(1) );
return 0;
case UI_CVAR_REGISTER:
Cvar_Register( (vmCvar_t *)VMA(1),(const char *) VMA(2),(const char *) VMA(3), args[4] );
return 0;
case UI_CVAR_SET:
Cvar_Set( (const char *) VMA(1), (const char *) VMA(2) );
return 0;
case UI_CVAR_SETVALUE:
Cvar_SetValue( (const char *) VMA(1), VMF(2) );
return 0;
case UI_CVAR_UPDATE:
Cvar_Update( (vmCvar_t *) VMA(1) );
return 0;
case UI_R_REGISTERMODEL:
return re.RegisterModel((const char *) VMA(1) );
case UI_R_REGISTERSHADERNOMIP:
return re.RegisterShaderNoMip((const char *) VMA(1) );
case UI_GETGLCONFIG:
CL_GetGlconfig( ( glconfig_t *) VMA(1) );
return 0;
case UI_CMD_EXECUTETEXT:
Cbuf_ExecuteText( args[1], (const char *) VMA(2) );
return 0;
case UI_CVAR_VARIABLEVALUE:
return FloatAsInt( Cvar_VariableValue( (const char *) VMA(1) ) );
case UI_FS_GETFILELIST:
return FS_GetFileList( (const char *) VMA(1), (const char *) VMA(2), (char *) VMA(3), args[4] );
case UI_KEY_SETCATCHER:
Key_SetCatcher( args[1] );
return 0;
case UI_KEY_CLEARSTATES:
Key_ClearStates();
return 0;
case UI_R_SETCOLOR:
re.SetColor( (const float *) VMA(1) );
return 0;
case UI_R_DRAWSTRETCHPIC:
re.DrawStretchPic( VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), args[9] );
return 0;
case UI_CVAR_VARIABLESTRINGBUFFER:
Cvar_VariableStringBuffer( (const char *) VMA(1), (char *) VMA(2), args[3] );
return 0;
case UI_R_MODELBOUNDS:
re.ModelBounds( args[1], (float *) VMA(2),(float *) VMA(3) );
return 0;
case UI_R_CLEARSCENE:
re.ClearScene();
return 0;
// case UI_KEY_GETOVERSTRIKEMODE:
// return Key_GetOverstrikeMode();
// return 0;
// case UI_PC_READ_TOKEN:
// return PC_ReadTokenHandle( args[1], VMA(2) );
// case UI_PC_SOURCE_FILE_AND_LINE:
// return PC_SourceFileAndLine( args[1], VMA(2), VMA(3) );
case UI_KEY_GETCATCHER:
return Key_GetCatcher();
case UI_MILLISECONDS:
return Sys_Milliseconds();
case UI_S_REGISTERSOUND:
return S_RegisterSound((const char *) VMA(1));
case UI_S_STARTLOCALSOUND:
//.........这里部分代码省略.........
示例15: CL_CgameSystemCalls
//.........这里部分代码省略.........
case CG_R_ADDLIGHTTOSCENE:
re.AddLightToScene( VMA( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), args[6] );
return 0;
// case CG_R_ADDADDITIVELIGHTTOSCENE:
// re.AddAdditiveLightToScene( VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) );
// return 0;
case CG_R_ADDCORONATOSCENE:
re.AddCoronaToScene( VMA( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), args[6], args[7] );
return 0;
case CG_R_SETFOG:
re.SetFog( args[1], args[2], args[3], VMF( 4 ), VMF( 5 ), VMF( 6 ), VMF( 7 ) );
return 0;
case CG_R_RENDERSCENE:
re.RenderScene( VMA( 1 ) );
return 0;
case CG_R_SETCOLOR:
re.SetColor( VMA( 1 ) );
return 0;
case CG_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 CG_R_DRAWROTATEDPIC:
re.DrawRotatedPic( VMF( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), VMF( 6 ), VMF( 7 ), VMF( 8 ), args[9], VMF( 10 ) );
return 0;
case CG_R_DRAWSTRETCHPIC_GRADIENT:
re.DrawStretchPicGradient( VMF( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), VMF( 6 ), VMF( 7 ), VMF( 8 ), args[9], VMA( 10 ), args[11] );
return 0;
case CG_R_MODELBOUNDS:
re.ModelBounds( args[1], VMA( 2 ), VMA( 3 ) );
return 0;
case CG_R_LERPTAG:
return re.LerpTag( VMA( 1 ), VMA( 2 ), VMA( 3 ), args[4] );
case CG_GETGLCONFIG:
CL_GetGlconfig( VMA( 1 ) );
return 0;
case CG_GETGAMESTATE:
CL_GetGameState( VMA( 1 ) );
return 0;
case CG_GETCURRENTSNAPSHOTNUMBER:
CL_GetCurrentSnapshotNumber( VMA( 1 ), VMA( 2 ) );
return 0;
case CG_GETSNAPSHOT:
return CL_GetSnapshot( args[1], VMA( 2 ) );
case CG_GETSERVERCOMMAND:
return CL_GetServerCommand( args[1] );
case CG_GETCURRENTCMDNUMBER:
return CL_GetCurrentCmdNumber();
case CG_GETUSERCMD:
return CL_GetUserCmd( args[1], VMA( 2 ) );
case CG_SETUSERCMDVALUE:
CL_SetUserCmdValue( args[1], args[2], VMF( 3 ), args[4], args[5] );
return 0;
case CG_SETCLIENTLERPORIGIN:
CL_SetClientLerpOrigin( VMF( 1 ), VMF( 2 ), VMF( 3 ) );
return 0;
case CG_MEMORY_REMAINING:
return Hunk_MemoryRemaining();
case CG_KEY_ISDOWN:
return Key_IsDown( args[1] );
case CG_KEY_GETCATCHER:
return Key_GetCatcher();
case CG_KEY_SETCATCHER:
// Don't allow the cgame module to close the console
Key_SetCatcher( args[1] | ( Key_GetCatcher( ) & KEYCATCH_CONSOLE ) );
return 0;
case CG_KEY_GETKEY: