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C++ Cvar_Update函数代码示例

本文整理汇总了C++中Cvar_Update函数的典型用法代码示例。如果您正苦于以下问题:C++ Cvar_Update函数的具体用法?C++ Cvar_Update怎么用?C++ Cvar_Update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Cvar_Update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: G_UpdateCvars

/*
=================
G_UpdateCvars
=================
*/
void G_UpdateCvars() 
{
	int			i;
	cvarTable_t	*cv;
	bool remapped = false;

	for( i = 0, cv = gameCvarTable ; i < gameCvarTableSize ; i++, cv++ )
	{
		if( cv->vmCvar ) 
		{
			Cvar_Update( cv->vmCvar );

			if( cv->modificationCount != cv->vmCvar->modificationCount )
			{
				cv->modificationCount = cv->vmCvar->modificationCount;

				if( cv->trackChange ) 
				{
					SV_GameSendServerCommand( -1, va("print \"Server: %s changed to %s\n\"", 
						cv->cvarName, cv->vmCvar->string ) );
				}

				if( cv->teamShader ) 
					remapped = true;
			}
		}
	}
	if( remapped ) 
		G_RemapTeamShaders();
}
开发者ID:osfpsproject,项目名称:MF2,代码行数:35,代码来源:g_main.c

示例2: Cvar_Register

void Cvar_Register( vmCvar_t *vmCvar, const char *varName, const char *defaultValue, int flags )
{
	cvar_t* cv = Cvar_Get( varName, defaultValue, flags );
	if ( !vmCvar )
		return;

	vmCvar->handle = cv - cvar_indexes;
	vmCvar->modificationCount = -1;
	Cvar_Update( vmCvar );
}
开发者ID:DaTa-,项目名称:cnq3x,代码行数:10,代码来源:cvar.cpp

示例3: Cvar_Register

/*
=====================
Cvar_Register

basically a slightly modified Cvar_Get for the interpreted modules
=====================
*/
void Cvar_Register(vmCvar_t *vmCvar, const char *varName, const char *defaultValue, int flags)
{
	cvar_t	*cv;

	// There is code in Cvar_Get to prevent CVAR_ROM cvars being changed by the
	// user. In other words CVAR_ARCHIVE and CVAR_ROM are mutually exclusive
	// flags. Unfortunately some historical game code (including single player
	// baseq3) sets both flags. We unset CVAR_ROM for such cvars.
	if ((flags & (CVAR_ARCHIVE | CVAR_ROM)) == (CVAR_ARCHIVE | CVAR_ROM)) {
		Com_DPrintf( S_COLOR_YELLOW "WARNING: Unsetting CVAR_ROM from cvar '%s', "
			"since it is also CVAR_ARCHIVE\n", varName );
		flags &= ~CVAR_ROM;
	}

	// Don't allow VM to specific a different creator or other internal flags.
	if ( flags & CVAR_USER_CREATED ) {
		Com_DPrintf( S_COLOR_YELLOW "WARNING: VM tried to set CVAR_USER_CREATED on cvar '%s'\n", varName );
		flags &= ~CVAR_USER_CREATED;
	}
	if ( flags & CVAR_SERVER_CREATED ) {
		Com_DPrintf( S_COLOR_YELLOW "WARNING: VM tried to set CVAR_SERVER_CREATED on cvar '%s'\n", varName );
		flags &= ~CVAR_SERVER_CREATED;
	}
	if ( flags & CVAR_PROTECTED ) {
		Com_DPrintf( S_COLOR_YELLOW "WARNING: VM tried to set CVAR_PROTECTED on cvar '%s'\n", varName );
		flags &= ~CVAR_PROTECTED;
	}
	if ( flags & CVAR_MODIFIED ) {
		Com_DPrintf( S_COLOR_YELLOW "WARNING: VM tried to set CVAR_MODIFIED on cvar '%s'\n", varName );
		flags &= ~CVAR_MODIFIED;
	}
	if ( flags & CVAR_NONEXISTENT ) {
		Com_DPrintf( S_COLOR_YELLOW "WARNING: VM tried to set CVAR_NONEXISTENT on cvar '%s'\n", varName );
		flags &= ~CVAR_NONEXISTENT;
	}

	cv = Cvar_FindVar(varName);

	// Don't modify cvar if it's protected.
	if ( cv && ( cv->flags & CVAR_PROTECTED ) ) {
		Com_DPrintf( S_COLOR_YELLOW "WARNING: VM tried to register protected cvar '%s' with value '%s'%s\n",
			varName, defaultValue, ( flags & ~cv->flags ) != 0 ? " and new flags" : "" );
	} else {
		cv = Cvar_Get(varName, defaultValue, flags | CVAR_VM_CREATED);
	}

	if (!vmCvar)
		return;

	vmCvar->handle = cv - cvar_indexes;
	vmCvar->modificationCount = -1;
	Cvar_Update( vmCvar );
}
开发者ID:MAN-AT-ARMS,项目名称:ioq3,代码行数:60,代码来源:cvar.c

示例4: Cvar_Register

void Cvar_Register(vmCvar_t *vmCvar, const char *varName, const char *defaultValue, int flags) {
	// if the cvar was created by a script, it won't have the correct flags
	cvar_t* cv = Cvar_Get(varName, defaultValue, flags);

	if (!vmCvar) {
		return;
	}

	if (cv->index == -1) {
		cv->index = vmCvarTable.size();
		vmCvarTable.push_back(cv);
	}

	vmCvar->handle = cv->index;
	vmCvar->modificationCount = -1;
	Cvar_Update(vmCvar);
}
开发者ID:Gireen,项目名称:Unvanquished,代码行数:17,代码来源:cvar.cpp

示例5: Cvar_Register

/*
=====================
Cvar_Register

basically a slightly modified Cvar_Get for the interpreted modules
=====================
*/
void	Cvar_Register( vmCvar_t *vmCvar, const char *varName, const char *defaultValue, uint32_t flags ) {
	cvar_t	*cv;

	// There is code in Cvar_Get to prevent CVAR_ROM cvars being changed by the user. In other words CVAR_ARCHIVE and
	//	CVAR_ROM are mutually exclusive flags. Unfortunately some historical game code (including single player baseq3)
	//	sets both flags. We unset CVAR_ROM for such cvars.
	if ((flags & (CVAR_ARCHIVE | CVAR_ROM)) == (CVAR_ARCHIVE | CVAR_ROM)) {
		Com_DPrintf( S_COLOR_YELLOW "WARNING: Unsetting CVAR_ROM cvar '%s', since it is also CVAR_ARCHIVE\n", varName );
		flags &= ~CVAR_ROM;
	}

	cv = Cvar_Get( varName, defaultValue, flags | CVAR_VM_CREATED );
	if ( !vmCvar ) {
		return;
	}
	vmCvar->handle = cv - cvar_indexes;
	vmCvar->modificationCount = -1;
	Cvar_Update( vmCvar );
}
开发者ID:TheSil,项目名称:WhoracleMod,代码行数:26,代码来源:cvar.cpp

示例6: CLWM_UISystemCalls

//	The ui module is making a system call
qintptr CLWM_UISystemCalls( qintptr* args ) {
	switch ( args[ 0 ] ) {
	case WMUI_ERROR:
		common->Error( "%s", ( char* )VMA( 1 ) );
		return 0;

	case WMUI_PRINT:
		common->Printf( "%s", ( char* )VMA( 1 ) );
		return 0;

	case WMUI_MILLISECONDS:
		return Sys_Milliseconds();

	case WMUI_CVAR_REGISTER:
		Cvar_Register( ( vmCvar_t* )VMA( 1 ), ( char* )VMA( 2 ), ( char* )VMA( 3 ), args[ 4 ] );
		return 0;

	case WMUI_CVAR_UPDATE:
		Cvar_Update( ( vmCvar_t* )VMA( 1 ) );
		return 0;

	case WMUI_CVAR_SET:
		Cvar_Set( ( char* )VMA( 1 ), ( char* )VMA( 2 ) );
		return 0;

	case WMUI_CVAR_VARIABLEVALUE:
		return FloatAsInt( Cvar_VariableValue( ( char* )VMA( 1 ) ) );

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

	case WMUI_CVAR_SETVALUE:
		Cvar_SetValue( ( char* )VMA( 1 ), VMF( 2 ) );
		return 0;

	case WMUI_CVAR_RESET:
		Cvar_Reset( ( char* )VMA( 1 ) );
		return 0;

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

	case WMUI_CVAR_INFOSTRINGBUFFER:
		Cvar_InfoStringBuffer( args[ 1 ], MAX_INFO_STRING_Q3, ( char* )VMA( 2 ), args[ 3 ] );
		return 0;

	case WMUI_ARGC:
		return Cmd_Argc();

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

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

	case WMUI_FS_FOPENFILE:
		return FS_FOpenFileByMode( ( char* )VMA( 1 ), ( fileHandle_t* )VMA( 2 ), ( fsMode_t )args[ 3 ] );

	case WMUI_FS_READ:
		FS_Read( VMA( 1 ), args[ 2 ], args[ 3 ] );
		return 0;

	case WMUI_FS_WRITE:
		FS_Write( VMA( 1 ), args[ 2 ], args[ 3 ] );
		return 0;

	case WMUI_FS_FCLOSEFILE:
		FS_FCloseFile( args[ 1 ] );
		return 0;

	case WMUI_FS_DELETEFILE:
		return FS_Delete( ( char* )VMA( 1 ) );

	case WMUI_FS_GETFILELIST:
		return FS_GetFileList( ( char* )VMA( 1 ), ( char* )VMA( 2 ), ( char* )VMA( 3 ), args[ 4 ] );

	case WMUI_R_REGISTERMODEL:
		return R_RegisterModel( ( char* )VMA( 1 ) );

	case WMUI_R_REGISTERSKIN:
		return R_RegisterSkin( ( char* )VMA( 1 ) );

	case WMUI_R_REGISTERSHADERNOMIP:
		return R_RegisterShaderNoMip( ( char* )VMA( 1 ) );

	case WMUI_R_CLEARSCENE:
		R_ClearScene();
		return 0;

	case WMUI_R_ADDREFENTITYTOSCENE:
		CLWM_AddRefEntityToScene( ( wmrefEntity_t* )VMA( 1 ) );
		return 0;

	case WMUI_R_ADDPOLYTOSCENE:
		R_AddPolyToScene( args[ 1 ], args[ 2 ], ( polyVert_t* )VMA( 3 ), 1 );
//.........这里部分代码省略.........
开发者ID:janisl,项目名称:jlquake,代码行数:101,代码来源:ui.cpp

示例7: CLWS_CgameSystemCalls

//	The cgame module is making a system call
qintptr CLWS_CgameSystemCalls( qintptr* args ) {
	switch ( args[ 0 ] ) {
	case WSCG_PRINT:
		common->Printf( "%s", ( char* )VMA( 1 ) );
		return 0;
	case WSCG_ERROR:
		common->Error( "%s", ( char* )VMA( 1 ) );
		return 0;
	case WSCG_MILLISECONDS:
		return Sys_Milliseconds();
	case WSCG_CVAR_REGISTER:
		Cvar_Register( ( vmCvar_t* )VMA( 1 ), ( char* )VMA( 2 ), ( char* )VMA( 3 ), args[ 4 ] );
		return 0;
	case WSCG_CVAR_UPDATE:
		Cvar_Update( ( vmCvar_t* )VMA( 1 ) );
		return 0;
	case WSCG_CVAR_SET:
		Cvar_Set( ( char* )VMA( 1 ), ( char* )VMA( 2 ) );
		return 0;
	case WSCG_CVAR_VARIABLESTRINGBUFFER:
		Cvar_VariableStringBuffer( ( char* )VMA( 1 ), ( char* )VMA( 2 ), args[ 3 ] );
		return 0;
	case WSCG_ARGC:
		return Cmd_Argc();
	case WSCG_ARGV:
		Cmd_ArgvBuffer( args[ 1 ], ( char* )VMA( 2 ), args[ 3 ] );
		return 0;
	case WSCG_ARGS:
		Cmd_ArgsBuffer( ( char* )VMA( 1 ), args[ 2 ] );
		return 0;
	case WSCG_FS_FOPENFILE:
		return FS_FOpenFileByMode( ( char* )VMA( 1 ), ( fileHandle_t* )VMA( 2 ), ( fsMode_t )args[ 3 ] );
	case WSCG_FS_READ:
		FS_Read( VMA( 1 ), args[ 2 ], args[ 3 ] );
		return 0;
	case WSCG_FS_WRITE:
		return FS_Write( VMA( 1 ), args[ 2 ], args[ 3 ] );
	case WSCG_FS_FCLOSEFILE:
		FS_FCloseFile( args[ 1 ] );
		return 0;
	case WSCG_SENDCONSOLECOMMAND:
		Cbuf_AddText( ( char* )VMA( 1 ) );
		return 0;
	case WSCG_ADDCOMMAND:
		CLT3_AddCgameCommand( ( char* )VMA( 1 ) );
		return 0;
	case WSCG_REMOVECOMMAND:
		Cmd_RemoveCommand( ( char* )VMA( 1 ) );
		return 0;
	case WSCG_SENDCLIENTCOMMAND:
		CL_AddReliableCommand( ( char* )VMA( 1 ) );
		return 0;
	case WSCG_UPDATESCREEN:
		SCR_UpdateScreen();
		return 0;
	case WSCG_CM_LOADMAP:
		CLT3_CM_LoadMap( ( char* )VMA( 1 ) );
		return 0;
	case WSCG_CM_NUMINLINEMODELS:
		return CM_NumInlineModels();
	case WSCG_CM_INLINEMODEL:
		return CM_InlineModel( args[ 1 ] );
	case WSCG_CM_TEMPBOXMODEL:
		return CM_TempBoxModel( ( float* )VMA( 1 ), ( float* )VMA( 2 ), false );
	case WSCG_CM_TEMPCAPSULEMODEL:
		return CM_TempBoxModel( ( float* )VMA( 1 ), ( float* )VMA( 2 ), true );
	case WSCG_CM_POINTCONTENTS:
		return CM_PointContentsQ3( ( float* )VMA( 1 ), args[ 2 ] );
	case WSCG_CM_TRANSFORMEDPOINTCONTENTS:
		return CM_TransformedPointContentsQ3( ( float* )VMA( 1 ), args[ 2 ], ( float* )VMA( 3 ), ( float* )VMA( 4 ) );
	case WSCG_CM_BOXTRACE:
		CM_BoxTraceQ3( ( q3trace_t* )VMA( 1 ), ( float* )VMA( 2 ), ( float* )VMA( 3 ), ( float* )VMA( 4 ), ( float* )VMA( 5 ), args[ 6 ], args[ 7 ], false );
		return 0;
	case WSCG_CM_TRANSFORMEDBOXTRACE:
		CM_TransformedBoxTraceQ3( ( q3trace_t* )VMA( 1 ), ( float* )VMA( 2 ), ( float* )VMA( 3 ), ( float* )VMA( 4 ), ( float* )VMA( 5 ), args[ 6 ], args[ 7 ], ( float* )VMA( 8 ), ( float* )VMA( 9 ), false );
		return 0;
	case WSCG_CM_CAPSULETRACE:
		CM_BoxTraceQ3( ( q3trace_t* )VMA( 1 ), ( float* )VMA( 2 ), ( float* )VMA( 3 ), ( float* )VMA( 4 ), ( float* )VMA( 5 ), args[ 6 ], args[ 7 ], true );
		return 0;
	case WSCG_CM_TRANSFORMEDCAPSULETRACE:
		CM_TransformedBoxTraceQ3( ( q3trace_t* )VMA( 1 ), ( float* )VMA( 2 ), ( float* )VMA( 3 ), ( float* )VMA( 4 ), ( float* )VMA( 5 ), args[ 6 ], args[ 7 ], ( float* )VMA( 8 ), ( float* )VMA( 9 ), true );
		return 0;
	case WSCG_CM_MARKFRAGMENTS:
		return R_MarkFragmentsWolf( args[ 1 ], ( const vec3_t* )VMA( 2 ), ( float* )VMA( 3 ), args[ 4 ], ( float* )VMA( 5 ), args[ 6 ], ( markFragment_t* )VMA( 7 ) );
	case WSCG_S_STARTSOUND:
		S_StartSound( ( float* )VMA( 1 ), args[ 2 ], args[ 3 ], args[ 4 ], 0.5 );
		return 0;
	case WSCG_S_STARTSOUNDEX:
		S_StartSoundEx( ( float* )VMA( 1 ), args[ 2 ], args[ 3 ], args[ 4 ], args[ 5 ], 127 );
		return 0;
	case WSCG_S_STARTLOCALSOUND:
		S_StartLocalSound( args[ 1 ], args[ 2 ], 127 );
		return 0;
	case WSCG_S_CLEARLOOPINGSOUNDS:
		CLWS_ClearLoopingSounds( args[ 1 ] );
		return 0;
	case WSCG_S_ADDLOOPINGSOUND:
		// FIXME MrE: handling of looping sounds changed
		S_AddLoopingSound( args[ 1 ], ( float* )VMA( 2 ), ( float* )VMA( 3 ), args[ 4 ], args[ 5 ], args[ 6 ], 0 );
//.........这里部分代码省略.........
开发者ID:janisl,项目名称:jlquake,代码行数:101,代码来源:cgame.cpp

示例8: CL_CgameSystemCalls

/*
====================
CL_CgameSystemCalls

The cgame module is making a system call
====================
*/
intptr_t CL_CgameSystemCalls( intptr_t *args )
{
	switch ( args[ 0 ] )
	{
		case CG_PRINT:
			Com_Printf( "%s", ( char * ) VMA( 1 ) );
			return 0;

		case CG_ERROR:
			Com_Error( ERR_DROP, "%s", ( char * ) VMA( 1 ) );

		case CG_MILLISECONDS:
			return Sys_Milliseconds();

		case CG_CVAR_REGISTER:
			Cvar_Register( VMA( 1 ), VMA( 2 ), VMA( 3 ), args[ 4 ] );
			return 0;

		case CG_CVAR_UPDATE:
			Cvar_Update( VMA( 1 ) );
			return 0;

		case CG_CVAR_SET:
			Cvar_Set( VMA( 1 ), VMA( 2 ) );
			return 0;

		case CG_CVAR_VARIABLESTRINGBUFFER:
			VM_CheckBlock( args[2], args[3], "CVARVSB" );
			Cvar_VariableStringBuffer( VMA( 1 ), VMA( 2 ), args[ 3 ] );
			return 0;

		case CG_CVAR_LATCHEDVARIABLESTRINGBUFFER:
			VM_CheckBlock( args[2], args[3], "CVARLVSB" );
			Cvar_LatchedVariableStringBuffer( VMA( 1 ), VMA( 2 ), args[ 3 ] );
			return 0;

		case CG_ARGC:
			return Cmd_Argc();

		case CG_ARGV:
			VM_CheckBlock( args[2], args[3], "ARGV" );
			Cmd_ArgvBuffer( args[ 1 ], VMA( 2 ), args[ 3 ] );
			return 0;

		case CG_ARGS:
			VM_CheckBlock( args[1], args[2], "ARGS" );
			Cmd_ArgsBuffer( VMA( 1 ), args[ 2 ] );
			return 0;

		case CG_LITERAL_ARGS:
			// FIXME
			VM_CheckBlock( args[1], args[2], "LARGS" );
			Cmd_LiteralArgsBuffer( VMA( 1 ), args[ 2 ] );
//                      Cmd_ArgsBuffer(VMA(1), args[2]);
			return 0;

		case CG_GETDEMOSTATE:
			return CL_DemoState();

		case CG_GETDEMOPOS:
			return CL_DemoPos();

		case CG_FS_FOPENFILE:
			return FS_FOpenFileByMode( VMA( 1 ), VMA( 2 ), args[ 3 ] );

		case CG_FS_READ:
			VM_CheckBlock( args[1], args[2], "FSREAD" );
			FS_Read2( VMA( 1 ), args[ 2 ], args[ 3 ] );
			return 0;

		case CG_FS_WRITE:
			VM_CheckBlock( args[1], args[2], "FSWRITE" );
			return FS_Write( VMA( 1 ), args[ 2 ], args[ 3 ] );

		case CG_FS_FCLOSEFILE:
			FS_FCloseFile( args[ 1 ] );
			return 0;

		case CG_FS_GETFILELIST:
			VM_CheckBlock( args[3], args[4], "FSGFL" );
			return FS_GetFileList( VMA( 1 ), VMA( 2 ), VMA( 3 ), args[ 4 ] );

		case CG_FS_DELETEFILE:
			return FS_Delete( VMA( 1 ) );

		case CG_SENDCONSOLECOMMAND:
			Cbuf_AddText( VMA( 1 ) );
			return 0;

		case CG_ADDCOMMAND:
			CL_AddCgameCommand( VMA( 1 ) );
			return 0;

//.........这里部分代码省略.........
开发者ID:Sixthly,项目名称:Unvanquished,代码行数:101,代码来源:cl_cgame.c

示例9: 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", (char *)VMA(1));
			return 0;
		case UI_PRINT:
			Com_Printf("%s", (char *)VMA(1));
			return 0;
		case UI_MILLISECONDS:
			return Sys_Milliseconds();
		case UI_CVAR_REGISTER:
			Cvar_Register((vmCvar_t*)VMA(1), (char*)VMA(2), (char*)VMA(3), args[4]);
			return 0;
		case UI_CVAR_UPDATE:
			Cvar_Update((vmCvar_t*)VMA(1));
			return 0;
		case UI_CVAR_SET:
			Cvar_Set((char*)VMA(1), (char*)VMA(2));
			return 0;
		case UI_CVAR_VARIABLEVALUE:
			return FloatAsInt(Cvar_VariableValue((char*)VMA(1)));
		case UI_CVAR_VARIABLESTRINGBUFFER:
			Cvar_VariableStringBuffer((char*)VMA(1), (char*)VMA(2), args[3]);
			return 0;
		case UI_CVAR_LATCHEDVARIABLESTRINGBUFFER:
			Cvar_LatchedVariableStringBuffer((char*)VMA(1), (char*)VMA(2), args[3]);
			return 0;
		case UI_CVAR_SETVALUE:
			Cvar_SetValue((char*)VMA(1), VMF(2));
			return 0;
		case UI_CVAR_RESET:
			Cvar_Reset((char*)VMA(1));
			return 0;
		case UI_CVAR_CREATE:
			Cvar_Get((char*)VMA(1), (char*)VMA(2), args[3], (char*)VMA(4));
			return 0;
		case UI_CVAR_INFOSTRINGBUFFER:
			Cvar_InfoStringBuffer(args[1], (char*)VMA(2), args[3]);
			return 0;
		case UI_ARGC:
			return Cmd_Argc();
		case UI_ARGV:
			Cmd_ArgvBuffer(args[1], (char*)VMA(2), args[3]);
			return 0;
		case UI_CMD_EXECUTETEXT:
			Cbuf_ExecuteText(args[1], (char*)VMA(2));
			return 0;
		case UI_ADDCOMMAND:
			Cmd_AddCommand((char*)VMA(1), NULL, (char*)VMA(3));
			return 0;
		case UI_FS_FOPENFILE:
			return FS_FOpenFileByMode((char*)VMA(1), (fileHandle_t*)VMA( 2 ), (fsMode_t)args[3] );
		case UI_FS_READ:
			FS_Read2(VMA(1), args[2], args[3]);
			return 0;
		case UI_FS_WRITE:
			FS_Write(VMA(1), args[2], args[3]);
			return 0;
		case UI_FS_FCLOSEFILE:
			FS_FCloseFile(args[1]);
			return 0;
		case UI_FS_DELETEFILE:
			return FS_Delete((char*)VMA(1));
		case UI_FS_GETFILELIST:
			return FS_GetFileList((char*)VMA(1), (char*)VMA(2), (char*)VMA(3), args[4]);
		case UI_FS_SEEK:
			return FS_Seek( args[1], args[2], args[3] );
		case UI_R_REGISTERMODEL:
			return re.RegisterModel((char*)VMA(1));
		case UI_R_REGISTERSKIN:
			return re.RegisterSkin((char*)VMA(1));
		case UI_R_REGISTERSHADERNOMIP:
			return re.RegisterShaderNoMip((char*)VMA(1));
		case UI_R_CLEARSCENE:
			re.ClearScene();
			return 0;
		case UI_R_ADDREFENTITYTOSCENE:
			re.AddRefEntityToScene((refEntity_t*)VMA(1));
			return 0;
		case UI_R_ADDPOLYTOSCENE:
			re.AddPolyToScene(args[1], args[2], (polyVert_t*)VMA(3));
			return 0;
		case UI_R_ADDPOLYSTOSCENE:
			re.AddPolysToScene(args[1], args[2], (polyVert_t*)VMA(3), args[4]);
			return 0;
		case UI_R_ADDLIGHTTOSCENE:
			re.AddLightToScene((vec_t*)VMA(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), args[7], args[8]);
			return 0;
		case UI_R_ADDCORONATOSCENE:
			re.AddCoronaToScene((vec_t*)VMA(1), VMF(2), VMF(3), VMF(4), VMF(5), args[6], (bool)args[7]);
			return 0;
		case UI_R_RENDERSCENE:
			re.RenderScene((refdef_t*)VMA(1));
//.........这里部分代码省略.........
开发者ID:TheDushan,项目名称:OpenWolf,代码行数:101,代码来源:cl_ui.cpp

示例10: 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", ( char * ) VMA( 1 ) );

		case UI_PRINT:
			Com_Printf( "%s", ( char * ) VMA( 1 ) );
			return 0;

		case UI_MILLISECONDS:
			return Sys_Milliseconds();

		case UI_CVAR_REGISTER:
			Cvar_Register( VMA( 1 ), VMA( 2 ), VMA( 3 ), args[ 4 ] );
			return 0;

		case UI_CVAR_UPDATE:
			Cvar_Update( VMA( 1 ) );
			return 0;

		case UI_CVAR_SET:
			Cvar_Set( VMA( 1 ), VMA( 2 ) );
			return 0;

		case UI_CVAR_VARIABLEVALUE:
			return FloatAsInt( Cvar_VariableValue( VMA( 1 ) ) );

		case UI_CVAR_VARIABLESTRINGBUFFER:
			VM_CheckBlock( args[2], args[3], "CVARVSB" );
			Cvar_VariableStringBuffer( VMA( 1 ), VMA( 2 ), args[ 3 ] );
			return 0;

		case UI_CVAR_LATCHEDVARIABLESTRINGBUFFER:
			VM_CheckBlock( args[2], args[3], "CVARLVSB" );
			Cvar_LatchedVariableStringBuffer( VMA( 1 ), VMA( 2 ), args[ 3 ] );
			return 0;

		case UI_CVAR_SETVALUE:
			Cvar_SetValue( VMA( 1 ), VMF( 2 ) );
			return 0;

		case UI_CVAR_RESET:
			Cvar_Reset( VMA( 1 ) );
			return 0;

		case UI_CVAR_CREATE:
			Cvar_Get( VMA( 1 ), VMA( 2 ), args[ 3 ] );
			return 0;

		case UI_CVAR_INFOSTRINGBUFFER:
			VM_CheckBlock( args[2], args[3], "CVARISB" );
			Cvar_InfoStringBuffer( args[ 1 ], VMA( 2 ), args[ 3 ] );
			return 0;

		case UI_ARGC:
			return Cmd_Argc();

		case UI_ARGV:
			VM_CheckBlock( args[2], args[3], "ARGV" );
			Cmd_ArgvBuffer( args[ 1 ], VMA( 2 ), args[ 3 ] );
			return 0;

		case UI_CMD_EXECUTETEXT:
			Cbuf_ExecuteText( args[ 1 ], VMA( 2 ) );
			return 0;

		case UI_ADDCOMMAND:
			Cmd_AddCommand( VMA( 1 ), NULL );
			return 0;

		case UI_FS_FOPENFILE:
			return FS_FOpenFileByMode( VMA( 1 ), VMA( 2 ), args[ 3 ] );

		case UI_FS_READ:
			VM_CheckBlock( args[1], args[2], "FSREAD" );
			FS_Read2( VMA( 1 ), args[ 2 ], args[ 3 ] );
			return 0;

		case UI_FS_WRITE:
			VM_CheckBlock( args[1], args[2], "FSWRITE" );
			FS_Write( VMA( 1 ), args[ 2 ], args[ 3 ] );
			return 0;

		case UI_FS_FCLOSEFILE:
			FS_FCloseFile( args[ 1 ] );
			return 0;

		case UI_FS_DELETEFILE:
			return FS_Delete( VMA( 1 ) );

		case UI_FS_GETFILELIST:
//.........这里部分代码省略.........
开发者ID:ghostmod,项目名称:Unvanquished,代码行数:101,代码来源:cl_ui.c

示例11: CL_UISystemCalls

/*
====================
CL_UISystemCalls

The ui module is making a system call
====================
*/
int CL_UISystemCalls( int *args ) {
	switch( args[0] ) {
	case UI_ERROR:
		Com_Error( ERR_DROP, "%s", VMA(1) );
		return 0;

	case UI_PRINT:
		Com_Printf( "%s", VMA(1) );
		return 0;

	case UI_MILLISECONDS:
		return Sys_Milliseconds();

	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_UPDATE:
		Cvar_Update( (vmCvar_t *)VMA(1) );
		return 0;

	case UI_CVAR_SET:
		Cvar_Set( (const char *)VMA(1), (const char *)VMA(2) );
		return 0;

	case UI_CVAR_VARIABLEVALUE:
		return FloatAsInt( Cvar_VariableValue( (const char *)VMA(1) ) );

	case UI_CVAR_VARIABLESTRINGBUFFER:
		Cvar_VariableStringBuffer( (const char *)VMA(1), (char *)VMA(2), args[3] );
		return 0;

	case UI_CVAR_SETVALUE:
		Cvar_SetValue( (const char *)VMA(1), VMF(2) );
		return 0;

	case UI_CVAR_RESET:
		Cvar_Reset( (const char *)VMA(1) );
		return 0;

	case UI_CVAR_CREATE:
		Cvar_Get( (const char *)VMA(1), (const char *)VMA(2), args[3] );
		return 0;

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

	case UI_ARGC:
		return Cmd_Argc();

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

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

	case UI_FS_FOPENFILE:
		return FS_FOpenFileByMode( (const char *)VMA(1), (int *)VMA(2), (fsMode_t)args[3] );

	case UI_FS_READ:
		FS_Read2( VMA(1), args[2], args[3] );
		return 0;

	case UI_FS_WRITE:
		FS_Write( VMA(1), args[2], args[3] );
		return 0;

	case UI_FS_FCLOSEFILE:
		FS_FCloseFile( args[1] );
		return 0;

	case UI_FS_GETFILELIST:
		return FS_GetFileList( (const char *)VMA(1), (const char *)VMA(2), (char *)VMA(3), args[4] );

	case UI_R_REGISTERMODEL:
		return re.RegisterModel( (const char *)VMA(1) );

	case UI_R_REGISTERSKIN:
		return re.RegisterSkin( (const char *)VMA(1) );

	case UI_R_REGISTERSHADERNOMIP:
		return re.RegisterShaderNoMip( (const char *)VMA(1) );

	case UI_R_CLEARSCENE:
		re.ClearScene();
		return 0;

	case UI_R_ADDREFENTITYTOSCENE:
		re.AddRefEntityToScene( (const refEntity_t *)VMA(1) );
		return 0;
//.........这里部分代码省略.........
开发者ID:Boothand,项目名称:jk2mp,代码行数:101,代码来源:cl_ui.cpp

示例12: CL_CgameSystemCalls

/*
====================
CL_CgameSystemCalls

The cgame module is making a system call
====================
*/
intptr_t CL_CgameSystemCalls( intptr_t *args ) {
	switch( args[0] ) {
	case CG_PRINT:
		Com_Printf( "%s", (const char*)VMA(1) );
		return 0;
	case CG_ERROR:
		Com_Error( ERR_DROP, "%s", (const char*)VMA(1) );
		return 0;
	case CG_MILLISECONDS:
		return Sys_Milliseconds();
	case CG_CVAR_REGISTER:
		Cvar_Register( VMA(1), VMA(2), VMA(3), args[4] ); 
		return 0;
	case CG_CVAR_UPDATE:
		Cvar_Update( VMA(1) );
		return 0;
	case CG_CVAR_SET:
		Cvar_Set( VMA(1), VMA(2) );
		return 0;
	case CG_CVAR_VARIABLESTRINGBUFFER:
		Cvar_VariableStringBuffer( VMA(1), VMA(2), args[3] );
		return 0;
	case CG_ARGC:
		return Cmd_Argc();
	case CG_ARGV:
		Cmd_ArgvBuffer( args[1], VMA(2), args[3] );
		return 0;
	case CG_ARGS:
		Cmd_ArgsBuffer( VMA(1), args[2] );
		return 0;
	case CG_FS_FOPENFILE:
		return FS_FOpenFileByMode( VMA(1), VMA(2), args[3] );
	case CG_FS_READ:
		FS_Read2( VMA(1), args[2], args[3] );
		return 0;
	case CG_FS_WRITE:
		FS_Write( VMA(1), args[2], args[3] );
		return 0;
	case CG_FS_FCLOSEFILE:
		FS_FCloseFile( args[1] );
		return 0;
	case CG_FS_SEEK:
		return FS_Seek( args[1], args[2], args[3] );
	case CG_SENDCONSOLECOMMAND:
		Cbuf_AddText( VMA(1) );
		return 0;
	case CG_ADDCOMMAND:
		CL_AddCgameCommand( VMA(1) );
		return 0;
	case CG_REMOVECOMMAND:
		Cmd_RemoveCommand( VMA(1) );
		return 0;
	case CG_SENDCLIENTCOMMAND:
		CL_AddReliableCommand( VMA(1) );
		return 0;
	case CG_UPDATESCREEN:
		// this is used during lengthy level loading, so pump message loop
//		Com_EventLoop();	// FIXME: if a server restarts here, BAD THINGS HAPPEN!
// We can't call Com_EventLoop here, a restart will crash and this _does_ happen
// if there is a map change while we are downloading at pk3.
// ZOID
		SCR_UpdateScreen();
		return 0;
	case CG_CM_LOADMAP:
		CL_CM_LoadMap( VMA(1) );
		return 0;
	case CG_CM_NUMINLINEMODELS:
		return CM_NumInlineModels();
	case CG_CM_INLINEMODEL:
		return CM_InlineModel( args[1] );
	case CG_CM_TEMPBOXMODEL:
		return CM_TempBoxModel( VMA(1), VMA(2), /*int capsule*/ qfalse );
	case CG_CM_TEMPCAPSULEMODEL:
		return CM_TempBoxModel( VMA(1), VMA(2), /*int capsule*/ qtrue );
	case CG_CM_POINTCONTENTS:
		return CM_PointContents( VMA(1), args[2] );
	case CG_CM_TRANSFORMEDPOINTCONTENTS:
		return CM_TransformedPointContents( VMA(1), args[2], VMA(3), VMA(4) );
	case CG_CM_BOXTRACE:
		CM_BoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qfalse );
		return 0;
	case CG_CM_CAPSULETRACE:
		CM_BoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qtrue );
		return 0;
	case CG_CM_TRANSFORMEDBOXTRACE:
		CM_TransformedBoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], VMA(8), VMA(9), /*int capsule*/ qfalse );
		return 0;
	case CG_CM_TRANSFORMEDCAPSULETRACE:
		CM_TransformedBoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], VMA(8), VMA(9), /*int capsule*/ qtrue );
		return 0;
	case CG_CM_MARKFRAGMENTS:
		return re.MarkFragments( args[1], VMA(2), VMA(3), args[4], VMA(5), args[6], VMA(7) );
	case CG_S_STARTSOUND:
//.........这里部分代码省略.........
开发者ID:BruceJohnJennerLawso,项目名称:quake3,代码行数:101,代码来源:cl_cgame.c

示例13: SV_GameSystemCalls

/*
====================
SV_GameSystemCalls

The module is making a system call
====================
*/
intptr_t SV_GameSystemCalls(intptr_t * args) {
	switch (args[0]) {
		case G_PRINT:
			Com_Printf("%s", (char *)VMA(1));
			return 0;
		case G_ERROR:
			Com_Error(ERR_DROP, "%s", (char *)VMA(1));
			return 0;
		case G_MILLISECONDS:
			return Sys_Milliseconds();
		case G_CVAR_REGISTER:
			Cvar_Register((vmCvar_t*)VMA(1), (char*)VMA(2), (char*)VMA(3), args[4]);
			return 0;
		case G_CVAR_UPDATE:
			Cvar_Update((vmCvar_t*)VMA(1));
			return 0;
		case G_CVAR_SET:
			Cvar_Set((const char *)VMA(1), (const char *)VMA(2));
			return 0;
		case G_CVAR_VARIABLE_INTEGER_VALUE:
			return Cvar_VariableIntegerValue((const char *)VMA(1));
		case G_CVAR_VARIABLE_STRING_BUFFER:
			Cvar_VariableStringBuffer((char *)VMA(1), (char*)VMA(2), args[3]);
			return 0;
		case G_CVAR_LATCHEDVARIABLESTRINGBUFFER:
			Cvar_LatchedVariableStringBuffer((char *)VMA(1), (char*)VMA(2), args[3]);
			return 0;
		case G_ARGC:
			return Cmd_Argc();
		case G_ARGV:
			Cmd_ArgvBuffer(args[1], (char*)VMA(2), args[3]);
			return 0;
		case G_SEND_CONSOLE_COMMAND:
			Cbuf_ExecuteText(args[1], (char *)VMA(2));
			return 0;
		case G_FS_FOPEN_FILE:
			return FS_FOpenFileByMode((char *)VMA(1), (fileHandle_t*)VMA(2), (fsMode_t)args[3]);
		case G_FS_READ:
			FS_Read2(VMA(1), args[2], args[3]);
			return 0;
		case G_FS_WRITE:
			return FS_Write(VMA(1), args[2], args[3]);
		case G_FS_RENAME:
			FS_Rename((char *)VMA(1), (char *)VMA(2));
			return 0;
		case G_FS_FCLOSE_FILE:
			FS_FCloseFile(args[1]);
			return 0;
		case G_FS_GETFILELIST:
			return FS_GetFileList((char *)VMA(1), (char *)VMA(2), (char*)VMA(3), args[4]);
		case G_LOCATE_GAME_DATA:
			SV_LocateGameData((sharedEntity_t*)VMA(1), args[2], args[3], (playerState_t*)VMA(4), args[5]);
			return 0;
		case G_DROP_CLIENT:
			SV_GameDropClient(args[1], (char*)VMA(2), args[3]);
			return 0;
		case G_SEND_SERVER_COMMAND:
			SV_GameSendServerCommand(args[1], (char*)VMA(2));
			return 0;
		case G_LINKENTITY:
			SV_LinkEntity((sharedEntity_t*)VMA(1));
			return 0;
		case G_UNLINKENTITY:
			SV_UnlinkEntity((sharedEntity_t*)VMA(1));
			return 0;
		case G_ENTITIES_IN_BOX:
			return SV_AreaEntities((float*)VMA(1), (float*)VMA(2), (int*)VMA(3), args[4]);
		case G_ENTITY_CONTACT:
			return SV_EntityContact((float*)VMA(1), (float*)VMA(2), (sharedEntity_t*)VMA(3), TT_AABB);
		case G_ENTITY_CONTACTCAPSULE:
			return SV_EntityContact((float*)VMA(1), (float*)VMA(2), (sharedEntity_t*)VMA(3), TT_CAPSULE);
		case G_TRACE:
			SV_Trace((trace_t*)VMA(1), (float*)VMA(2), (float*)VMA(3), (float*)VMA(4), (float*)VMA(5), args[6], args[7], TT_AABB);
			return 0;
		case G_TRACECAPSULE:
			SV_Trace((trace_t*)VMA(1), (float*)VMA(2), (float*)VMA(3), (float*)VMA(4), (float*)VMA(5), args[6], args[7], TT_CAPSULE);
			return 0;
		case G_POINT_CONTENTS:
			return SV_PointContents((float*)VMA(1), args[2]);
		case G_SET_BRUSH_MODEL:
			SV_SetBrushModel((sharedEntity_t*)VMA(1), (char*)VMA(2));
			return 0;
		case G_IN_PVS:
			return SV_inPVS((float*)VMA(1), (float*)VMA(2));
		case G_IN_PVS_IGNORE_PORTALS:
			return SV_inPVSIgnorePortals((float*)VMA(1), (float*)VMA(2));
		case G_SET_CONFIGSTRING:
			SV_SetConfigstring(args[1], (char*)VMA(2));
			return 0;
		case G_GET_CONFIGSTRING:
			SV_GetConfigstring(args[1], (char*)VMA(2), args[3]);
			return 0;
		case G_SET_CONFIGSTRING_RESTRICTIONS:
//.........这里部分代码省略.........
开发者ID:TheDushan,项目名称:OpenWolf,代码行数:101,代码来源:sv_game.cpp

示例14: CL_UISystemCalls

/*
====================
CL_UISystemCalls

The ui module is making a system call
====================
*/
int CL_UISystemCalls( int *args ) {
	switch( args[0] ) {
	case UI_ERROR:
		Com_Error( ERR_DROP, "%s", VMA(1) );
		return 0;

	case UI_PRINT:
		Com_Printf( "%s", VMA(1) );
		return 0;

	case UI_MILLISECONDS:
		return Sys_Milliseconds();

	case UI_CVAR_REGISTER:
		Cvar_Register( VMA(1), VMA(2), VMA(3), args[4] ); 
		return 0;

	case UI_CVAR_UPDATE:
		Cvar_Update( VMA(1) );
		return 0;

	case UI_CVAR_SET:
		Cvar_Set( VMA(1), VMA(2) );
		return 0;

	case UI_CVAR_VARIABLEVALUE:
		return FloatAsInt( Cvar_VariableValue( VMA(1) ) );

	case UI_CVAR_VARIABLESTRINGBUFFER:
		Cvar_VariableStringBuffer( VMA(1), VMA(2), args[3] );
		return 0;

	case UI_CVAR_SETVALUE:
		Cvar_SetValue( VMA(1), VMF(2) );
		return 0;

	case UI_CVAR_RESET:
		Cvar_Reset( VMA(1) );
		return 0;

	case UI_CVAR_CREATE:
		Cvar_Get( VMA(1), VMA(2), args[3] );
		return 0;

	case UI_CVAR_INFOSTRINGBUFFER:
		Cvar_InfoStringBuffer( args[1], VMA(2), args[3] );
		return 0;

	case UI_ARGC:
		return Cmd_Argc();

	case UI_ARGV:
		Cmd_ArgvBuffer( args[1], VMA(2), args[3] );
		return 0;

	case UI_CMD_EXECUTETEXT:
		Cbuf_ExecuteText( args[1], VMA(2) );
		return 0;

	case UI_FS_FOPENFILE:
		return FS_FOpenFileByMode( VMA(1), VMA(2), args[3] );

	case UI_FS_READ:
		FS_Read2( VMA(1), args[2], args[3] );
		return 0;

	case UI_FS_WRITE:
		FS_Write( VMA(1), args[2], args[3] );
		return 0;

	case UI_FS_FCLOSEFILE:
		FS_FCloseFile( args[1] );
		return 0;

	case UI_FS_GETFILELIST:
		return FS_GetFileList( VMA(1), VMA(2), VMA(3), args[4] );

	case UI_FS_SEEK:
		return FS_Seek( args[1], args[2], args[3] );
	
	case UI_R_REGISTERMODEL:
#ifdef IOS_NOTYET
		GLimp_AcquireGL();
		return re.RegisterModel( VMA(1) );
		GLimp_ReleaseGL();
#else
		return re.RegisterModel( VMA(1) );
#endif // IOS

	case UI_R_REGISTERSKIN:
#ifdef IOS_NOTYET
		GLimp_AcquireGL();
		return re.RegisterSkin( VMA(1) );
//.........这里部分代码省略.........
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15: CL_CgameSystemCalls

intptr_t CL_CgameSystemCalls( intptr_t *args )
{
	if( cls.cgInterface == 2 && args[0] >= CG_R_SETCLIPREGION && args[0] < CG_MEMSET )
    {
		if( args[0] < CG_S_STOPBACKGROUNDTRACK - 1 )
			args[0] += 1;

        else if( args[0] < CG_S_STOPBACKGROUNDTRACK + 4 )
			args[0] += CG_PARSE_ADD_GLOBAL_DEFINE - CG_S_STOPBACKGROUNDTRACK + 1;

        else if( args[0] < CG_PARSE_ADD_GLOBAL_DEFINE + 4 )
			args[0] -= 4;

        else if( args[0] >= CG_PARSE_SOURCE_FILE_AND_LINE && args[0] <= CG_S_SOUNDDURATION )
			args[0] = CG_PARSE_SOURCE_FILE_AND_LINE - 1337 - args[0] ;
	}

	switch( args[0] )
    {
        case CG_PRINT:
            Com_Printf( "%s", (const char*)VMA(1) );
            return 0;
        case CG_ERROR:
            if( probingCG )
            {
                cls.cgInterface = 2; // this is a 1.1.0 cgame
                return 0;
            }
            Com_Error( ERR_DROP, "%s", (const char*)VMA(1) );
            return 0;
        case CG_MILLISECONDS:
            return Sys_Milliseconds();
        case CG_CVAR_REGISTER:
            Cvar_Register( (vmCvar_t*)VMA(1), (const char*)VMA(2), (const char*)VMA(3), args[4] ); 
            return 0;
        case CG_CVAR_UPDATE:
            Cvar_Update( (vmCvar_t*)VMA(1) );
            return 0;
        case CG_CVAR_SET:
            Cvar_SetSafe( (const char*)VMA(1), (const char*)VMA(2) );
            return 0;
        case CG_CVAR_VARIABLESTRINGBUFFER:
            Cvar_VariableStringBuffer( (const char*)VMA(1), (char*)VMA(2), args[3] );
            return 0;
        case CG_ARGC:
            return Cmd_Argc();
        case CG_ARGV:
            Cmd_ArgvBuffer( args[1], (char*)VMA(2), args[3] );
            return 0;
        case CG_ARGS:
            Cmd_ArgsBuffer( (char*)VMA(1), args[2] );
            return 0;
        case CG_LITERAL_ARGS:
            Cmd_LiteralArgsBuffer( (char*)VMA(1), args[2] );
            return 0;

        case CG_FS_FOPENFILE:
            return FS_FOpenFileByMode( (const char*)VMA(1), (fileHandle_t*)VMA(2), (FS_Mode)args[3] );
        case CG_FS_READ:
            FS_Read( VMA(1), args[2], args[3] );
            return 0;
        case CG_FS_WRITE:
            FS_Write( VMA(1), args[2], args[3] );
            return 0;
        case CG_FS_FCLOSEFILE:
            FS_FCloseFile( args[1] );
            return 0;
        case CG_FS_SEEK:
            return FS_Seek( (fileHandle_t)args[1], args[2], (FS_Origin)args[3] );
        case CG_FS_GETFILELIST:
            return FS_GetFileList( (const char*)VMA(1), (const char*)VMA(2), (char*)VMA(3), args[4] );

        case CG_SENDCONSOLECOMMAND:
            Cbuf_AddText( (const char*)VMA(1) );
            return 0;
        case CG_ADDCOMMAND:
	        Cmd_AddCommand( (const char*)VMA(1), NULL );
            return 0;
        case CG_REMOVECOMMAND:
            Cmd_RemoveCommandSafe( (const char*)VMA(1) );
            return 0;
        case CG_SENDCLIENTCOMMAND:
            CL_AddReliableCommand((const char*)VMA(1), false);
            return 0;
        case CG_UPDATESCREEN:
            // this is used during lengthy level loading, so pump message loop
            //		Com_EventLoop();	// FIXME: if a server restarts here, BAD THINGS HAPPEN!
            // We can't call Com_EventLoop here, a restart will crash and this _does_ happen
            // if there is a map change while we are downloading at pk3.
            // ZOID
            SCR_UpdateScreen();
            return 0;
        case CG_CM_LOADMAP:
            CL_CM_LoadMap( (const char*)VMA(1) );
            return 0;
        case CG_CM_NUMINLINEMODELS:
            return CM_NumInlineModels();
        case CG_CM_INLINEMODEL:
            return CM_InlineModel( args[1] );
        case CG_CM_TEMPBOXMODEL:
//.........这里部分代码省略.........
开发者ID:wtfbbqhax,项目名称:tremulous,代码行数:101,代码来源:cl_cgame.cpp


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