当前位置: 首页>>代码示例>>C++>>正文


C++ FloatAsInt函数代码示例

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

float trap_Cvar_VariableValue( const char *var_name ) 
{
	int temp;
//	temp = syscall( UI_CVAR_VARIABLEVALUE, var_name );
	temp = FloatAsInt( Cvar_VariableValue(var_name) );
	return (*(float*)&temp);
}
开发者ID:3ddy,项目名称:Jedi-Academy,代码行数:7,代码来源:ui_syscalls.cpp

示例2: CL_CgameSystemCalls


//.........这里部分代码省略.........
		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:
		return Key_GetKey(VMA(1));

	case CG_KEY_GETOVERSTRIKEMODE:
		return Key_GetOverstrikeMode();
	case CG_KEY_SETOVERSTRIKEMODE:
		Key_SetOverstrikeMode(args[1]);
		return 0;

	case CG_MEMSET:
		return (intptr_t)memset(VMA(1), args[2], args[3]);
	case CG_MEMCPY:
		return (intptr_t)memcpy(VMA(1), VMA(2), args[3]);
	case CG_STRNCPY:
		return (intptr_t)strncpy(VMA(1), VMA(2), args[3]);
	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_PC_UNREAD_TOKEN:
		botlib_export->PC_UnreadLastTokenHandle(args[1]);
		return 0;

	case CG_S_STOPBACKGROUNDTRACK:
		S_StopBackgroundTrack();
		return 0;

	case CG_REAL_TIME:
开发者ID:Mailaender,项目名称:etlegacy,代码行数:67,代码来源:cl_cgame.c

示例3: 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4: CLWS_CgameSystemCalls


//.........这里部分代码省略.........
		CLWS_GetCurrentSnapshotNumber( ( int* )VMA( 1 ), ( int* )VMA( 2 ) );
		return 0;
	case WSCG_GETSNAPSHOT:
		return CLWS_GetSnapshot( args[ 1 ], ( wssnapshot_t* )VMA( 2 ) );
	case WSCG_GETSERVERCOMMAND:
		return CLT3_GetServerCommand( args[ 1 ] );
	case WSCG_GETCURRENTCMDNUMBER:
		return CLT3_GetCurrentCmdNumber();
	case WSCG_GETUSERCMD:
		return CLWS_GetUserCmd( args[ 1 ], ( wsusercmd_t* )VMA( 2 ) );
	case WSCG_SETUSERCMDVALUE:
		CLWS_SetUserCmdValue( args[ 1 ], args[ 2 ], VMF( 3 ), args[ 4 ] );				//----(SA)	modified	// NERVE - SMF - added fourth arg [cld]
		return 0;
	case WSCG_MEMORY_REMAINING:
		return 0x4000000;
	case WSCG_KEY_ISDOWN:
		return Key_IsDown( args[ 1 ] );
	case WSCG_KEY_GETCATCHER:
		return Key_GetCatcher();
	case WSCG_KEY_SETCATCHER:
		KeyQ3_SetCatcher( args[ 1 ] );
		return 0;
	case WSCG_KEY_GETKEY:
		return Key_GetKey( ( char* )VMA( 1 ) );

	case WSCG_MEMSET:
		return ( qintptr )memset( VMA( 1 ), args[ 2 ], args[ 3 ] );
	case WSCG_MEMCPY:
		return ( qintptr )memcpy( VMA( 1 ), VMA( 2 ), args[ 3 ] );
	case WSCG_STRNCPY:
		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 ) );
开发者ID:janisl,项目名称:jlquake,代码行数:67,代码来源:cgame.cpp

示例5: 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6: 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7: 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8: SV_GameSystemCalls


//.........这里部分代码省略.........
		case BOTLIB_PC_FREE_SOURCE:
			return Parse_FreeSourceHandle(args[1]);
		case BOTLIB_PC_READ_TOKEN:
			return Parse_ReadTokenHandle(args[1], (pc_token_t*)VMA(2));
		case BOTLIB_PC_SOURCE_FILE_AND_LINE:
			return Parse_SourceFileAndLine(args[1], (char*)VMA(2), (int*)VMA(3));
		case BOTLIB_PC_UNREAD_TOKEN:
			Parse_UnreadLastTokenHandle(args[1]);
			return 0;
		case BOTLIB_START_FRAME:
			return botlib_export->BotLibStartFrame(VMF(1));
		case BOTLIB_LOAD_MAP:
			return botlib_export->BotLibLoadMap((char*)VMA(1));
		case BOTLIB_UPDATENTITY:
			return botlib_export->BotLibUpdateEntity(args[1], (bot_entitystate_t*)VMA(2));
		case BOTLIB_TEST:
			return botlib_export->Test( args[1], (char*)VMA(2), (float*)VMA(3), (float*)VMA(4) );
		case BOTLIB_GET_SNAPSHOT_ENTITY:
			return SV_BotGetSnapshotEntity(args[1], args[2]);
		case BOTLIB_GET_CONSOLE_MESSAGE:
			return SV_BotGetConsoleMessage(args[1], (char*)VMA(2), args[3]);
		case BOTLIB_USER_COMMAND:
			SV_ClientThink(&svs.clients[args[1]], (usercmd_t*)VMA(2));
			return 0;
		case BOTLIB_AAS_ENTITY_INFO:
			botlib_export->aas.AAS_EntityInfo(args[1], (aas_entityinfo_s*)VMA(2));
			return 0;
		case BOTLIB_AAS_INITIALIZED:
			return botlib_export->aas.AAS_Initialized();
		case BOTLIB_AAS_PRESENCE_TYPE_BOUNDING_BOX:
			botlib_export->aas.AAS_PresenceTypeBoundingBox( args[1], (float*)VMA(2), (float*)VMA(3) );
			return 0;
		case BOTLIB_AAS_TIME:
			return FloatAsInt(botlib_export->aas.AAS_Time());
		case BOTLIB_AAS_SETCURRENTWORLD:
			botlib_export->aas.AAS_SetCurrentWorld(args[1]);
			return 0;
		case BOTLIB_AAS_POINT_AREA_NUM:
			return botlib_export->aas.AAS_PointAreaNum( (float*)VMA(1) );
		case BOTLIB_AAS_TRACE_AREAS:
			return botlib_export->aas.AAS_TraceAreas( (float*)VMA(1), (float*)VMA(2), (int*)VMA(3), (vec3_t*)VMA(4), args[5] );
		case BOTLIB_AAS_BBOX_AREAS:
			return botlib_export->aas.AAS_BBoxAreas( (float*)VMA(1), (float*)VMA(2), (int*)VMA(3), args[4] );
		case BOTLIB_AAS_AREA_CENTER:
			botlib_export->aas.AAS_AreaCenter(args[1], (float*)VMA(2));
			return 0;
		case BOTLIB_AAS_AREA_WAYPOINT:
			return botlib_export->aas.AAS_AreaWaypoint(args[1], (float*)VMA(2));
		case BOTLIB_AAS_POINT_CONTENTS:
			return botlib_export->aas.AAS_PointContents((float*)VMA(1));
		case BOTLIB_AAS_NEXT_BSP_ENTITY:
			return botlib_export->aas.AAS_NextBSPEntity(args[1]);
		case BOTLIB_AAS_VALUE_FOR_BSP_EPAIR_KEY:
			return botlib_export->aas.AAS_ValueForBSPEpairKey(args[1], (char*)VMA(2), (char*)VMA(3), args[4]);
		case BOTLIB_AAS_VECTOR_FOR_BSP_EPAIR_KEY:
			return botlib_export->aas.AAS_VectorForBSPEpairKey(args[1], (char*)VMA(2), (float*)VMA(3));
		case BOTLIB_AAS_FLOAT_FOR_BSP_EPAIR_KEY:
			return botlib_export->aas.AAS_FloatForBSPEpairKey(args[1], (char*)VMA(2), (float*)VMA(3));
		case BOTLIB_AAS_INT_FOR_BSP_EPAIR_KEY:
			return botlib_export->aas.AAS_IntForBSPEpairKey(args[1], (char*)VMA(2), (int*)VMA(3));
		case BOTLIB_AAS_AREA_REACHABILITY:
			return botlib_export->aas.AAS_AreaReachability(args[1]);
		case BOTLIB_AAS_AREA_LADDER:
			return botlib_export->aas.AAS_AreaLadder(args[1]);
		case BOTLIB_AAS_AREA_TRAVEL_TIME_TO_GOAL_AREA:
			return botlib_export->aas.AAS_AreaTravelTimeToGoalArea(args[1], (float*)VMA(2), args[3], args[4]);
开发者ID:TheDushan,项目名称:OpenWolf,代码行数:67,代码来源:sv_game.cpp

示例9: CL_UISystemCalls

/**
 * @brief The ui module is making a system call
 * @param[in] args
 * @return
 */
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_SetSafe(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_LATCHEDVARIABLESTRINGBUFFER:
        Cvar_LatchedVariableStringBuffer(VMA(1), VMA(2), args[3]);
        return 0;
    case UI_CVAR_SETVALUE:
        Cvar_SetValueSafe(VMA(1), VMF(2));
        return 0;
    case UI_CVAR_RESET:
        Cvar_Reset(VMA(1));
        return 0;
    case UI_CVAR_CREATE:
        Cvar_Register(NULL, 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:
        if (args[1] == EXEC_NOW
                && (!strncmp(VMA(2), "snd_restart", 11)
                    || !strncmp(VMA(2), "vid_restart", 11)
                    || !strncmp(VMA(2), "quit", 5)))
        {
            Com_Printf(S_COLOR_YELLOW "turning EXEC_NOW '%.11s' into EXEC_INSERT\n", (const char *)VMA(2));
            args[1] = EXEC_INSERT;
        }
        Cbuf_ExecuteText(args[1], VMA(2));
        return 0;
    case UI_ADDCOMMAND:
        Cmd_AddCommand(VMA(1));
        return 0;
    case UI_FS_FOPENFILE:
        return FS_FOpenFileByMode(VMA(1), VMA(2), (fsMode_t)args[3]);
    case UI_FS_READ:
        FS_Read(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(VMA(1));
    case UI_FS_GETFILELIST:
        return FS_GetFileList(VMA(1), VMA(2), VMA(3), args[4]);
    case UI_R_REGISTERMODEL:
        return re.RegisterModel(VMA(1));
    case UI_R_REGISTERSKIN:
        return re.RegisterSkin(VMA(1));
    case UI_R_REGISTERSHADERNOMIP:
        return re.RegisterShaderNoMip(VMA(1));
    case UI_R_CLEARSCENE:
        re.ClearScene();
        return 0;
    case UI_R_ADDREFENTITYTOSCENE:
        re.AddRefEntityToScene(VMA(1));
        return 0;
    case UI_R_ADDPOLYTOSCENE:
        re.AddPolyToScene(args[1], args[2], VMA(3));
        return 0;
    case UI_R_ADDPOLYSTOSCENE:
        re.AddPolysToScene(args[1], args[2], VMA(3), args[4]);
        return 0;
    case UI_R_ADDLIGHTTOSCENE:
        // new dlight code
        re.AddLightToScene(VMA(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), args[7], args[8]);
//.........这里部分代码省略.........
开发者ID:etlegacy,项目名称:etlegacy,代码行数:101,代码来源:cl_ui.c

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

/*
====================
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", (const char*)VMA(1) );
		return 0;

	case UI_PRINT:
		Com_Printf( "%s", (const 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_SetSafe( 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_SetValueSafe( 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:
		if(args[1] == EXEC_NOW
		&& (!strncmp(VMA(2), "snd_restart", 11)
		|| !strncmp(VMA(2), "vid_restart", 11)
		|| !strncmp(VMA(2), "quit", 5)))
		{
			Com_Printf (S_COLOR_YELLOW "turning EXEC_NOW '%.11s' into EXEC_INSERT\n", (const char*)VMA(2));
			args[1] = EXEC_INSERT;
		}
		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_R_REGISTERMODEL:
		return re.RegisterModel( VMA(1) );

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

	case UI_R_REGISTERSHADERNOMIP:
		return re.RegisterShaderNoMip( VMA(1) );
//.........这里部分代码省略.........
开发者ID:Aravind7z,项目名称:zeq2lite,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_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) );



	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_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:
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13: CL_CgameSystemCalls


//.........这里部分代码省略.........
		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) );



	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) );
开发者ID:BruceJohnJennerLawso,项目名称:quake3,代码行数:67,代码来源:cl_cgame.c

示例14: CL_CgameSystemCalls


//.........这里部分代码省略.........
	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:
		return Key_GetKey( VMA( 1 ) );



	case CG_MEMSET:
		Com_Memset( VMA(1), args[2], args[3] );
		return args[1];
	case CG_MEMCPY:
		Com_Memcpy( VMA(1), VMA(2), args[3] );
		return args[1];
	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:
		Q_SnapVector(VMA(1));
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15: 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.........
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FloatAsInt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。