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C++ VMF函数代码示例

本文整理汇总了C++中VMF函数的典型用法代码示例。如果您正苦于以下问题:C++ VMF函数的具体用法?C++ VMF怎么用?C++ VMF使用的例子?那么, 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VMF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_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2: CL_CgameSystemCalls


//.........这里部分代码省略.........
	case CG_S_ADDLOOPINGSOUND:
		// FIXME handling of looping sounds changed
		S_AddLoopingSound(VMA(1), VMA(2), args[3], args[4], args[5], args[6]);
		return 0;
	case CG_S_ADDREALLOOPINGSOUND:
		S_AddRealLoopingSound(VMA(1), VMA(2), args[3], args[4], args[5], args[6]);
		return 0;
	case CG_S_STOPSTREAMINGSOUND:
		S_StopEntStreamingSound(args[1]);
		return 0;
	case CG_S_UPDATEENTITYPOSITION:
		S_UpdateEntityPosition(args[1], VMA(2));
		return 0;
	// talking animations
	case CG_S_GETVOICEAMPLITUDE:
		return S_GetVoiceAmplitude(args[1]);

	case CG_S_GETSOUNDLENGTH:
		return S_GetSoundLength(args[1]);

	// for looped sound starts
	case CG_S_GETCURRENTSOUNDTIME:
		return S_GetCurrentSoundTime();

	case CG_S_RESPATIALIZE:
		S_Respatialize(args[1], VMA(2), VMA(3), args[4]);
		return 0;
	case CG_S_REGISTERSOUND:
		return S_RegisterSound(VMA(1), args[2]);
	case CG_S_STARTBACKGROUNDTRACK:
		S_StartBackgroundTrack(VMA(1), VMA(2), args[3]);    // added fadeup time
		return 0;
	case CG_S_FADESTREAMINGSOUND:
		S_FadeStreamingSound(VMF(1), args[2], args[3]);     // added music/all-streaming options
		return 0;
	case CG_S_STARTSTREAMINGSOUND:
		return S_StartStreamingSound(VMA(1), VMA(2), args[3], args[4], args[5]);
	case CG_R_LOADWORLDMAP:
		re.LoadWorld(VMA(1));
		return 0;
	case CG_R_REGISTERMODEL:
		return re.RegisterModel(VMA(1));
	case CG_R_REGISTERSKIN:
		return re.RegisterSkin(VMA(1));
	case CG_R_GETSKINMODEL:
		return re.GetSkinModel(args[1], VMA(2), VMA(3));
	case CG_R_GETMODELSHADER:
		return re.GetShaderFromModel(args[1], args[2], args[3]);
	case CG_R_REGISTERSHADER:
		return re.RegisterShader(VMA(1));
	case CG_R_REGISTERSHADERNOMIP:
		return re.RegisterShaderNoMip(VMA(1));
	case CG_R_REGISTERFONT:
		re.RegisterFont(VMA(1), args[2], VMA(3));
		return 0;
	case CG_R_CLEARSCENE:
		re.ClearScene();
		return 0;
	case CG_R_ADDREFENTITYTOSCENE:
		re.AddRefEntityToScene(VMA(1));
		return 0;
	case CG_R_ADDPOLYTOSCENE:
		re.AddPolyToScene(args[1], args[2], VMA(3));
		return 0;
	case CG_R_ADDPOLYSTOSCENE:
		re.AddPolysToScene(args[1], args[2], VMA(3), args[4]);
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: 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4: CLWS_CgameSystemCalls


//.........这里部分代码省略.........
	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 );
		return 0;
	case WSCG_S_STOPSTREAMINGSOUND:
		S_StopEntStreamingSound( args[ 1 ] );
		return 0;
	case WSCG_S_STOPLOOPINGSOUND:
		// RF, not functional anymore, since we reverted to old looping code
		return 0;
	case WSCG_S_UPDATEENTITYPOSITION:
		S_UpdateEntityPosition( args[ 1 ], ( float* )VMA( 2 ) );
		return 0;
	case WSCG_S_GETVOICEAMPLITUDE:
		return S_GetVoiceAmplitude( args[ 1 ] );
	case WSCG_S_RESPATIALIZE:
		S_Respatialize( args[ 1 ], ( float* )VMA( 2 ), ( vec3_t* )VMA( 3 ), args[ 4 ] );
		return 0;
	case WSCG_S_REGISTERSOUND:
		return S_RegisterSound( ( char* )VMA( 1 ) );
	case WSCG_S_STARTBACKGROUNDTRACK:
		S_StartBackgroundTrack( ( char* )VMA( 1 ), ( char* )VMA( 2 ), args[ 3 ] );			//----(SA)	added fadeup time
		return 0;
	case WSCG_S_FADESTREAMINGSOUND:
		S_FadeStreamingSound( VMF( 1 ), args[ 2 ], args[ 3 ] );		//----(SA)	added music/all-streaming options
		return 0;
	case WSCG_S_STARTSTREAMINGSOUND:
		S_StartStreamingSound( ( char* )VMA( 1 ), ( char* )VMA( 2 ), args[ 3 ], args[ 4 ], args[ 5 ] );
		return 0;
	case WSCG_S_FADEALLSOUNDS:
		S_FadeAllSounds( VMF( 1 ), args[ 2 ], false );			//----(SA)	added
		return 0;
	case WSCG_R_LOADWORLDMAP:
		R_LoadWorld( ( char* )VMA( 1 ) );
		return 0;
	case WSCG_R_REGISTERMODEL:
		return R_RegisterModel( ( char* )VMA( 1 ) );
	case WSCG_R_REGISTERSKIN:
		return R_RegisterSkin( ( char* )VMA( 1 ) );
	case WSCG_R_GETSKINMODEL:
		return R_GetSkinModel( args[ 1 ], ( char* )VMA( 2 ), ( char* )VMA( 3 ) );
	case WSCG_R_GETMODELSHADER:
		return R_GetShaderFromModel( args[ 1 ], args[ 2 ], args[ 3 ] );
	case WSCG_R_REGISTERSHADER:
		return R_RegisterShader( ( char* )VMA( 1 ) );
	case WSCG_R_REGISTERFONT:
		R_RegisterFont( ( char* )VMA( 1 ), args[ 2 ], ( fontInfo_t* )VMA( 3 ) );
	case WSCG_R_REGISTERSHADERNOMIP:
		return R_RegisterShaderNoMip( ( char* )VMA( 1 ) );
	case WSCG_R_CLEARSCENE:
		R_ClearScene();
		return 0;
	case WSCG_R_ADDREFENTITYTOSCENE:
		CLWS_AddRefEntityToScene( ( wsrefEntity_t* )VMA( 1 ) );
		return 0;
	case WSCG_R_ADDPOLYTOSCENE:
		R_AddPolyToScene( args[ 1 ], args[ 2 ], ( polyVert_t* )VMA( 3 ), 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: 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_CgameSystemCalls


//.........这里部分代码省略.........
		return re.RegisterSkin( VMA( 1 ) );

		//----(SA)	added
	case CG_R_GETSKINMODEL:
		return re.GetSkinModel( args[1], VMA( 2 ), VMA( 3 ) );
	case CG_R_GETMODELSHADER:
		return re.GetShaderFromModel( args[1], args[2], args[3] );
		//----(SA)	end

	case CG_R_REGISTERSHADER:
		return re.RegisterShader( VMA( 1 ) );
	case CG_R_REGISTERFONT:
		re.RegisterFont( VMA( 1 ), args[2], VMA( 3 ) );
		return 0;
	case CG_R_REGISTERSHADERNOMIP:
		return re.RegisterShaderNoMip( VMA( 1 ) );
	case CG_R_CLEARSCENE:
		re.ClearScene();
		return 0;
	case CG_R_ADDREFENTITYTOSCENE:
		re.AddRefEntityToScene( VMA( 1 ) );
		return 0;
	case CG_R_ADDPOLYTOSCENE:
		re.AddPolyToScene( args[1], args[2], VMA( 3 ) );
		return 0;
		// Ridah
	case CG_R_ADDPOLYSTOSCENE:
		re.AddPolysToScene( args[1], args[2], VMA( 3 ), args[4] );
		return 0;
		// done.
//	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 ), 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 ) );
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8: SV_GameSystemCalls


//.........这里部分代码省略.........
			return S_GetSoundLength(args[1]);
		case G_PARSE_ADD_GLOBAL_DEFINE:
			return Parse_AddGlobalDefine( (char*)VMA(1) );
		case G_PARSE_LOAD_SOURCE:
			return Parse_LoadSourceHandle( (char*)VMA(1) );
		case G_PARSE_FREE_SOURCE:
			return Parse_FreeSourceHandle( args[1] );
		case G_PARSE_READ_TOKEN:
			return Parse_ReadTokenHandle( args[1], (pc_token_t*)VMA(2) );
		case G_PARSE_SOURCE_FILE_AND_LINE:
			return Parse_SourceFileAndLine( args[1], (char*)VMA(2), (int*)VMA(3) );
		case BOTLIB_SETUP:
			return SV_BotLibSetup();
		case BOTLIB_SHUTDOWN:
			return SV_BotLibShutdown();
		case BOTLIB_LIBVAR_SET:
			return botlib_export->BotLibVarSet((char*)VMA(1), (char*)VMA(2));
		case BOTLIB_LIBVAR_GET:
			return botlib_export->BotLibVarGet((char*)VMA(1), (char*)VMA(2), args[3]);
		case BOTLIB_PC_ADD_GLOBAL_DEFINE:
			return Parse_AddGlobalDefine( (char*)VMA(1) );
		case BOTLIB_PC_LOAD_SOURCE:
			return Parse_LoadSourceHandle((char*)VMA(1));
		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] );
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_CgameSystemCalls


//.........这里部分代码省略.........
            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( (const float*)VMA(1), (const float*)VMA(2), false );
        case CG_CM_TEMPCAPSULEMODEL:
            return CM_TempBoxModel( (const float*)VMA(1), (const float*)VMA(2), true );
        case CG_CM_POINTCONTENTS:
            return CM_PointContents( (const float*)VMA(1), args[2] );
        case CG_CM_TRANSFORMEDPOINTCONTENTS:
            return CM_TransformedPointContents( (const float*)VMA(1), (clipHandle_t)args[2],
                                                (const float*)VMA(3), (const float*)VMA(4) );
        case CG_CM_BOXTRACE:
            CM_BoxTrace( (trace_t*)VMA(1), (const float*)VMA(2), (const float*)VMA(3),
                         (float*)VMA(4), (float*)VMA(5), (clipHandle_t)args[6], args[7], TT_AABB );
            return 0;
        case CG_CM_CAPSULETRACE:
            CM_BoxTrace( (trace_t*)VMA(1), (const float*)VMA(2), (const float*)VMA(3),
                         (float*)VMA(4), (float*)VMA(5), (clipHandle_t)args[6], args[7], TT_CAPSULE );
            return 0;
        case CG_CM_TRANSFORMEDBOXTRACE:
            CM_TransformedBoxTrace( (trace_t*)VMA(1), (const float*)VMA(2), (const float*)VMA(3),
                                    (float*)VMA(4), (float*)VMA(5), (clipHandle_t)args[6], args[7],
                                    (const float*)VMA(8), (const float*)VMA(9), TT_AABB );
            return 0;
        case CG_CM_TRANSFORMEDCAPSULETRACE:
            CM_TransformedBoxTrace( (trace_t*)VMA(1), (const float*)VMA(2), (const float*)VMA(3),
                                    (float*)VMA(4), (float*)VMA(5), (clipHandle_t)args[6], args[7],
                                    (const float*)VMA(8), (const float*)VMA(9), TT_CAPSULE );
            return 0;
        case CG_CM_BISPHERETRACE:
            CM_BiSphereTrace( (trace_t*)VMA(1), (const float*)VMA(2), (const float*)VMA(3), VMF(4), VMF(5), (clipHandle_t)args[6], args[7] );
            return 0;
        case CG_CM_TRANSFORMEDBISPHERETRACE:
            CM_TransformedBiSphereTrace( (trace_t*)VMA(1), (const float*)VMA(2), (const float*)VMA(3),
                                         VMF(4), VMF(5), (clipHandle_t)args[6], args[7], (const float*)VMA(8) );
            return 0;
        case CG_CM_MARKFRAGMENTS:
            {
            float (&arg2)[3][3] = *reinterpret_cast<float (*)[3][3]>(VMA(2));
            return re.MarkFragments( args[1], arg2, (const float*)VMA(3), args[4], (float*)VMA(5), args[6], (markFragment_t*)VMA(7) );
            }
        case CG_S_STARTSOUND:
            S_StartSound( (float*)VMA(1), args[2], args[3], (sfxHandle_t)args[4] );
            return 0;
        case CG_S_STARTLOCALSOUND:
            S_StartLocalSound( (sfxHandle_t)args[1], args[2] );
            return 0;
        case CG_S_CLEARLOOPINGSOUNDS:
            S_ClearLoopingSounds( (bool)args[1] );
            return 0;
        case CG_S_ADDLOOPINGSOUND:
            S_AddLoopingSound( args[1], (const float*)VMA(2), (const float*)VMA(3), (sfxHandle_t)args[4] );
            return 0;
        case CG_S_ADDREALLOOPINGSOUND:
            S_AddRealLoopingSound( args[1], (const float*)VMA(2), (const float*)VMA(3), (sfxHandle_t)args[4] );
            return 0;
        case CG_S_STOPLOOPINGSOUND:
            S_StopLoopingSound( args[1] );
            return 0;
        case CG_S_UPDATEENTITYPOSITION:
            S_UpdateEntityPosition( args[1], (const float*)VMA(2) );
            return 0;
        case CG_S_RESPATIALIZE:
开发者ID:wtfbbqhax,项目名称:tremulous,代码行数:67,代码来源:cl_cgame.cpp

示例10: 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11: CL_CgameSystemCalls


//.........这里部分代码省略.........
		//	legally during level start where normally the internal s_soundStarted check would return. So ok to hit this.
		if (!cls.cgameStarted){
			return 0;
		}
		S_AddLoopingSound( args[1], (const float *) VMA(2), (const float *) VMA(3), args[4], (soundChannel_t)args[5] );
		return 0;
	case CG_S_UPDATEENTITYPOSITION:
		S_UpdateEntityPosition( args[1], (const float *) VMA(2) );
		return 0;
	case CG_S_RESPATIALIZE:
		S_Respatialize( args[1], (const float *) VMA(2), (float(*)[3]) VMA(3), args[4] );
		return 0;
	case CG_S_REGISTERSOUND:
		return S_RegisterSound( (const char *) VMA(1) );
	case CG_S_STARTBACKGROUNDTRACK:
		S_StartBackgroundTrack( (const char *) VMA(1), (const char *) VMA(2), args[3]);
		return 0;
	case CG_S_GETSAMPLELENGTH:
		return S_GetSampleLengthInMilliSeconds(  args[1]);
	case CG_R_LOADWORLDMAP:
		re.LoadWorld( (const char *) VMA(1) );
		return 0; 
	case CG_R_REGISTERMODEL:
		return re.RegisterModel( (const char *) VMA(1) );
	case CG_R_REGISTERSKIN:
		return re.RegisterSkin( (const char *) VMA(1) );
	case CG_R_REGISTERSHADER:
		return re.RegisterShader( (const char *) VMA(1) );
	case CG_R_REGISTERSHADERNOMIP:
		return re.RegisterShaderNoMip( (const char *) VMA(1) );
	case CG_R_REGISTERFONT:
		return re.RegisterFont( (const char *) VMA(1) );
	case CG_R_FONTSTRLENPIXELS:
		return re.Font_StrLenPixels( (const char *) VMA(1), args[2], VMF(3) );
	case CG_R_FONTSTRLENCHARS:
		return re.Font_StrLenChars( (const char *) VMA(1) );
	case CG_R_FONTHEIGHTPIXELS:
		return re.Font_HeightPixels( args[1], VMF(2) );
	case CG_R_FONTDRAWSTRING:
		re.Font_DrawString(args[1],args[2], (const char *) VMA(3), (float*)args[4], args[5], args[6], VMF(7));
		return 0;
	case CG_LANGUAGE_ISASIAN:
		return re.Language_IsAsian();
	case CG_LANGUAGE_USESSPACES:
		return re.Language_UsesSpaces();
	case CG_ANYLANGUAGE_READFROMSTRING:
		return re.AnyLanguage_ReadCharFromString( (char *) VMA(1), (int *) VMA(2), (qboolean *) VMA(3) );
	case CG_ANYLANGUAGE_READFROMSTRING2:
		return re.AnyLanguage_ReadCharFromString2( (char **) VMA(1), (qboolean *) VMA(3) );
	case CG_R_SETREFRACTIONPROP:
		*(re.tr_distortionAlpha()) = VMF(1);
		*(re.tr_distortionStretch()) = VMF(2);
		*(re.tr_distortionPrePost()) = (qboolean)args[3];
		*(re.tr_distortionNegate()) = (qboolean)args[4];
		return 0;
	case CG_R_CLEARSCENE:
		re.ClearScene();
		return 0;
	case CG_R_ADDREFENTITYTOSCENE:
		re.AddRefEntityToScene( (const refEntity_t *) VMA(1) );
		return 0;

	case CG_R_INPVS:
		return re.R_inPVS((float *) VMA(1), (float *) VMA(2));

	case CG_R_GETLIGHTING:
开发者ID:Delfin1,项目名称:OpenJK,代码行数:67,代码来源:cl_cgame.cpp

示例12: 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13: CL_CgameSystemCalls


//.........这里部分代码省略.........
			return re.BuildPose( args[1], VMA( 2 ), args[3], VMA( 4 ), args[5], NULL, 0, NULL, 0, &trans, 1 );
		}
	
	case CG_R_BUILDPOSE2:
		return re.BuildPose( args[1], VMA( 2 ), 2, VMA( 3 ), 2, VMA( 4 ), 2, VMA( 5 ), 2, VMA( 6 ), 2 );

	case CG_R_BUILDPOSE3:
		return re.BuildPose( args[1], VMA( 2 ), 1, 0, 0, VMA( 3 ), 1, 0, 0, VMA( 4 ), 1 );

	case CG_R_LERPTAGFROMPOSE:
		return re.LerpTagFromPose( VMA( 1 ), args[2], args[3], VMA( 4 ) );
	
	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_MENUBEGINSURF:
		re.MenuBeginSurf( args[1] );
		return 0;

	case CG_R_MENUENDSURF:
		re.MenuEndSurf();
		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), 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;
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14: CL_CgameSystemCalls


//.........这里部分代码省略.........
	case CG_S_REGISTERSOUND:
		return S_RegisterSound( VMA(1), args[2] );
	case CG_S_STARTBACKGROUNDTRACK:
		S_StartBackgroundTrack( VMA(1), VMA(2) );
		return 0;
	case CG_R_LOADWORLDMAP:
		re.LoadWorld( VMA(1) );
		return 0; 
	case CG_R_REGISTERMODEL:
		return re.RegisterModel( VMA(1) );
	case CG_R_REGISTERSKIN:
		return re.RegisterSkin( VMA(1) );
	case CG_R_REGISTERSHADER:
		return re.RegisterShader( VMA(1) );
	case CG_R_REGISTERSHADERNOMIP:
		return re.RegisterShaderNoMip( VMA(1) );
	case CG_R_REGISTERFONT:
		re.RegisterFont( VMA(1), args[2], VMA(3));
	case CG_R_CLEARSCENE:
		re.ClearScene();
		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:
开发者ID:BruceJohnJennerLawso,项目名称:quake3,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
====================
*/
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


注:本文中的VMF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。