本文整理汇总了C++中G_FindConfigstringIndex函数的典型用法代码示例。如果您正苦于以下问题:C++ G_FindConfigstringIndex函数的具体用法?C++ G_FindConfigstringIndex怎么用?C++ G_FindConfigstringIndex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G_FindConfigstringIndex函数的14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_StringIndex
int G_StringIndex( const char* string ) {
return G_FindConfigstringIndex( string, CS_STRINGS, MAX_CSSTRINGS, qtrue );
}
示例2: FinishSpawningItem
/*
================
FinishSpawningItem
Traces down to find where an item should rest, instead of letting them
free fall from their spawn points
================
*/
void FinishSpawningItem( gentity_t *ent ) {
trace_t tr;
vec3_t dest;
vec3_t maxs;
if ( ent->spawnflags & 1 ) { // suspended
VectorSet( ent->r.mins, -ITEM_RADIUS, -ITEM_RADIUS, -ITEM_RADIUS );
VectorSet( ent->r.maxs, ITEM_RADIUS, ITEM_RADIUS, ITEM_RADIUS );
VectorCopy( ent->r.maxs, maxs );
} else
{
// Rafael
// had to modify this so that items would spawn in shelves
VectorSet( ent->r.mins, -ITEM_RADIUS, -ITEM_RADIUS, 0 );
VectorSet( ent->r.maxs, ITEM_RADIUS, ITEM_RADIUS, ITEM_RADIUS );
VectorCopy( ent->r.maxs, maxs );
maxs[2] /= 2;
}
ent->r.contents = CONTENTS_TRIGGER | CONTENTS_ITEM;
ent->touch = Touch_Item_Auto;
ent->s.eType = ET_ITEM;
ent->s.modelindex = ent->item - bg_itemlist; // store item number in modelindex
ent->s.otherEntityNum2 = 0; // DHM - Nerve :: takes modelindex2's place in signaling a dropped item
//----(SA) we don't use this (yet, anyway) so I'm taking it so you can specify a model for treasure items and clipboards
// ent->s.modelindex2 = 0; // zero indicates this isn't a dropped item
if ( ent->model ) {
ent->s.modelindex2 = G_ModelIndex( ent->model );
}
// if clipboard, add the menu name string to the client's configstrings
if ( ent->item->giType == IT_CLIPBOARD ) {
if ( !ent->message ) {
ent->s.density = G_FindConfigstringIndex( "clip_test", CS_CLIPBOARDS, MAX_CLIPBOARD_CONFIGSTRINGS, qtrue );
} else {
ent->s.density = G_FindConfigstringIndex( ent->message, CS_CLIPBOARDS, MAX_CLIPBOARD_CONFIGSTRINGS, qtrue );
}
ent->touch = Touch_Item; // no auto-pickup, only activate
} else if ( ent->item->giType == IT_HOLDABLE ) {
if ( ent->item->giTag >= HI_BOOK1 && ent->item->giTag <= HI_BOOK3 ) {
G_FindConfigstringIndex( va( "hbook%d", ent->item->giTag - HI_BOOK1 ), CS_CLIPBOARDS, MAX_CLIPBOARD_CONFIGSTRINGS, qtrue );
}
ent->touch = Touch_Item; // no auto-pickup, only activate
}
//----(SA) added
if ( ent->item->giType == IT_TREASURE ) {
ent->touch = Touch_Item; // no auto-pickup, only activate
}
//----(SA) end
// using an item causes it to respawn
ent->use = Use_Item;
//----(SA) moved this up so it happens for suspended items too (and made it a function)
G_SetAngle( ent, ent->s.angles );
if ( ent->spawnflags & 1 ) { // suspended
G_SetOrigin( ent, ent->s.origin );
} else {
VectorSet( dest, ent->s.origin[0], ent->s.origin[1], ent->s.origin[2] - 4096 );
trap_Trace( &tr, ent->s.origin, ent->r.mins, maxs, dest, ent->s.number, MASK_SOLID );
if ( tr.startsolid ) {
vec3_t temp;
VectorCopy( ent->s.origin, temp );
temp[2] -= ITEM_RADIUS;
VectorSet( dest, ent->s.origin[0], ent->s.origin[1], ent->s.origin[2] - 4096 );
trap_Trace( &tr, temp, ent->r.mins, maxs, dest, ent->s.number, MASK_SOLID );
}
#if 0
// drop to floor
VectorSet( dest, ent->s.origin[0], ent->s.origin[1], ent->s.origin[2] - 4096 );
trap_Trace( &tr, ent->s.origin, ent->r.mins, maxs, dest, ent->s.number, MASK_SOLID );
#endif
if ( tr.startsolid ) {
G_Printf( "FinishSpawningItem: %s startsolid at %s\n", ent->classname, vtos( ent->s.origin ) );
G_FreeEntity( ent );
return;
}
// allow to ride movers
ent->s.groundEntityNum = tr.entityNum;
//.........这里部分代码省略.........
示例3: G_CharacterIndex
int G_CharacterIndex( const char *name ) {
return G_FindConfigstringIndex (name, CS_CHARACTERS, MAX_CHARACTERS, qtrue);
}
示例4: G_ParticleSystemIndex
//TA: added ParticleSystemIndex
int G_ParticleSystemIndex( char *name )
{
return G_FindConfigstringIndex( name, CS_PARTICLE_SYSTEMS, MAX_GAME_PARTICLE_SYSTEMS, qtrue );
}
示例5: G_SkinIndex
int G_SkinIndex( const char *name ) {
return G_FindConfigstringIndex (name, CS_SKINS, MAX_CS_SKINS, qtrue);
}
示例6: G_BSPIndex
int G_BSPIndex( char *name )
{
return G_FindConfigstringIndex (name, CS_BSP_MODELS, MAX_SUB_BSP, qtrue);
}
示例7: G_SoundIndex
int G_SoundIndex( const char *name ) {
char stripped[MAX_QPATH];
COM_StripExtension(name, stripped);
return G_FindConfigstringIndex (stripped, CS_SOUNDS, MAX_SOUNDS, qtrue);
}
示例8: G_LocationIndex
int G_LocationIndex( const char *name )
{
return G_FindConfigstringIndex( name, CS_LOCATIONS, MAX_LOCATIONS, qtrue );
}
示例9: G_ReverbEffectIndex
int G_ReverbEffectIndex( const char *name )
{
return G_FindConfigstringIndex( name, CS_REVERB_EFFECTS+1, MAX_REVERB_EFFECTS-1, qtrue );
}
示例10: G_GradingTextureIndex
/**
* searches for a the grading texture with the given name among the configstrings and returns the index
* if it wasn't found it will add the texture to the configstrings, send these to the client and return the new index
*
* the first one at CS_GRADING_TEXTURES is always the global one, so we start searching from CS_GRADING_TEXTURES+1
*/
int G_GradingTextureIndex( const char *name )
{
return G_FindConfigstringIndex( name, CS_GRADING_TEXTURES+1, MAX_GRADING_TEXTURES-1, qtrue );
}
示例11: G_ModelIndex
int G_ModelIndex( char *name ) {
return G_FindConfigstringIndex (name, CS_MODELS, MAX_MODELS, qtrue);
}
示例12: G_ShaderIndex
int G_ShaderIndex( char *name ) {
return G_FindConfigstringIndex (name, CS_SHADERS, MAX_CS_SHADERS, qtrue);
}
示例13: G_SoundIndex
int G_SoundIndex( const char *name ) {
return G_FindConfigstringIndex (name, CS_SOUNDS, MAX_SOUNDS, qtrue);
}
示例14: SP_CreateRain
void SP_CreateRain( gentity_t *ent )
{
// Different Types Of Rain
//-------------------------
if (ent->spawnflags & 1)
{
G_FindConfigstringIndex("lightrain", CS_WORLD_FX, MAX_WORLD_FX, qtrue);
}
else if (ent->spawnflags & 2)
{
G_FindConfigstringIndex("rain", CS_WORLD_FX, MAX_WORLD_FX, qtrue);
}
else if (ent->spawnflags & 4)
{
G_FindConfigstringIndex("heavyrain", CS_WORLD_FX, MAX_WORLD_FX, qtrue);
// Automatically Get Heavy Fog
//-----------------------------
G_FindConfigstringIndex("heavyrainfog", CS_WORLD_FX, MAX_WORLD_FX, qtrue );
// Automatically Get Lightning & Thunder
//---------------------------------------
ent->spawnflags |= 64;
}
else if (ent->spawnflags & 8)
{
G_EffectIndex( "world/acid_fizz" );
G_FindConfigstringIndex("acidrain", CS_WORLD_FX, MAX_WORLD_FX, qtrue);
}
// OUTSIDE SHAKE
//===============
if (ent->spawnflags & 16)
{
G_FindConfigstringIndex("outsideShake", CS_WORLD_FX, MAX_WORLD_FX, qtrue);
}
// MISTY FOG
//===========
if (ent->spawnflags & 32)
{
G_FindConfigstringIndex("fog", CS_WORLD_FX, MAX_WORLD_FX, qtrue );
}
// LIGHTNING
//===========
if (ent->spawnflags & 64)
{
G_SoundIndex("sound/ambience/thunder1");
G_SoundIndex("sound/ambience/thunder2");
G_SoundIndex("sound/ambience/thunder3");
G_SoundIndex("sound/ambience/thunder4");
G_SoundIndex("sound/ambience/thunder_close1");
G_SoundIndex("sound/ambience/thunder_close2");
G_EffectIndex( "env/huge_lightning" );
ent->e_ThinkFunc = thinkF_fx_rain_think;
ent->nextthink = level.time + Q_irand(4000, 8000);
if (!G_SpawnVector( "flashcolor", "200 200 200", ent->pos3))
{
VectorSet(ent->pos3, 200, 200, 200);
}
VectorClear(ent->pos2); // the "off" color
G_SpawnInt("flashdelay", "12000", &ent->delay);
G_SpawnInt("chanceflicker", "2", &ent->attackDebounceTime);
G_SpawnInt("chancesound", "3", &ent->pushDebounceTime);
G_SpawnInt("chanceeffect", "4", &ent->aimDebounceTime);
}
}