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C++ WI_updateAnimatedBack函数代码示例

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

void WI_updateNoState(void)
{
    WI_updateAnimatedBack();

    if (!--cnt)
        G_WorldDone();
}
开发者ID:gamebytes,项目名称:doomretro,代码行数:7,代码来源:wi_stuff.c

示例2: WI_updateShowNextLoc

void WI_updateShowNextLoc(void)
{
    WI_updateAnimatedBack();

    if (!--cnt || acceleratestage)
	WI_initNoState();
    else
	snl_pointeron = (cnt & 31) < 20;
}
开发者ID:hiro2233,项目名称:libspmp8k-1,代码行数:9,代码来源:wi_stuff.c

示例3: WI_updateNoState

void WI_updateNoState ()
{
	WI_updateAnimatedBack();

	if (!--cnt)
	{
		WI_End();
		G_WorldDone();
	}
}
开发者ID:doomtech,项目名称:zdoom-old,代码行数:10,代码来源:wi_stuff.cpp

示例4: WI_updateShowNextLoc

void WI_updateShowNextLoc(void)
{
    WI_updateAnimatedBack();

    if (!--::g->cnt || ::g->acceleratestage) {
		WI_initNoState();
		DoomLib::ShowXToContinue( false );
	} else {
		::g->snl_pointeron = (::g->cnt & 31) < 20;
	}
}
开发者ID:469486139,项目名称:DOOM-3-BFG,代码行数:11,代码来源:wi_stuff.cpp

示例5: WI_updateNoState

void WI_updateNoState(void) {

    WI_updateAnimatedBack();

    if (!--::g->cnt) {
		// Unload data
		WI_End();
		G_WorldDone();
    }

	DoomLib::ActivateGame();
}
开发者ID:469486139,项目名称:DOOM-3-BFG,代码行数:12,代码来源:wi_stuff.cpp

示例6: WI_updateNoState

void WI_updateNoState (void)
{
    WI_updateAnimatedBack();

    // denis - let the server decide when to load the next map
    if(serverside)
    {
        if (!--cnt)
        {
            WI_End();
            G_WorldDone();
        }
    }
}
开发者ID:JohnnyonFlame,项目名称:odamex,代码行数:14,代码来源:wi_stuff.cpp

示例7: WI_updateNoState

void WI_updateNoState(void)
{

	WI_updateAnimatedBack();

	if(!--cnt)
	{
		if(IS_CLIENT)
			return;
		WI_End();
		G_WorldDone();
	}

}
开发者ID:amitahire,项目名称:development,代码行数:14,代码来源:wi_stuff.c

示例8: WI_updateNoState

void WI_updateNoState(void) {

    WI_updateAnimatedBack();

    if (!--cnt)
    {
        // Don't call WI_End yet.  G_WorldDone doesnt immediately
        // change gamestate, so WI_Drawer is still going to get
        // run until that happens.  If we do that after WI_End
        // (which unloads all the graphics), we're in trouble.
        //WI_End();
        G_WorldDone();
    }

}
开发者ID:paulguy,项目名称:chocolate-doom,代码行数:15,代码来源:wi_stuff.c

示例9: WI_updateNetgameStats

void WI_updateNetgameStats (void)
{

    unsigned int i;
    int fsum;
    BOOL stillticking;

    WI_updateAnimatedBack();

    if (acceleratestage && ng_state != 10)
    {
        acceleratestage = 0;

        for (i=0 ; i<players.size(); i++)
        {
            if (!players[i].ingame())
                continue;

            cnt_kills_c[i] = plrs[i].skills;
            cnt_items_c[i] = plrs[i].sitems;
            cnt_secret_c[i] = plrs[i].ssecret;

            if (dofrags)
                cnt_frags_c[i] = WI_fragSum (players[i]);
        }
        S_Sound (CHAN_INTERFACE, "weapons/rocklx", 1, ATTN_NONE);
        ng_state = 10;
    }

    if (ng_state == 2)
    {
        if (!(bcnt&3))
            S_Sound (CHAN_INTERFACE, "weapons/pistol", 1, ATTN_NONE);

        stillticking = false;

        for (i=0 ; i<players.size() ; i++)
        {
            if (!players[i].ingame())
                continue;

            cnt_kills_c[i] += 2;

            if (cnt_kills_c[i] > plrs[i].skills)
                cnt_kills_c[i] = plrs[i].skills;
            else
                stillticking = true;
        }

        if (!stillticking)
        {
            S_Sound (CHAN_INTERFACE, "weapons/rocklx", 1, ATTN_NONE);
            ng_state++;
        }
    }
    else if (ng_state == 4)
    {
        if (!(bcnt&3))
            S_Sound (CHAN_INTERFACE, "weapons/pistol", 1, ATTN_NONE);

        stillticking = false;

        for (i=0 ; i<players.size() ; i++)
        {
            if (!players[i].ingame())
                continue;

            cnt_items_c[i] += 2;
            if (cnt_items_c[i] > plrs[i].sitems)
                cnt_items_c[i] = plrs[i].sitems;
            else
                stillticking = true;
        }
        if (!stillticking)
        {
            S_Sound (CHAN_INTERFACE, "weapons/rocklx", 1, ATTN_NONE);
            ng_state++;
        }
    }
    else if (ng_state == 6)
    {
        if (!(bcnt&3))
            S_Sound (CHAN_INTERFACE, "weapons/pistol", 1, ATTN_NONE);

        stillticking = false;

        for (i=0 ; i<players.size() ; i++)
        {
            if (!players[i].ingame())
                continue;

            cnt_secret_c[i] += 2;

            if (cnt_secret_c[i] > plrs[i].ssecret)
                cnt_secret_c[i] = plrs[i].ssecret;
            else
                stillticking = true;
        }

        if (!stillticking)
//.........这里部分代码省略.........
开发者ID:JohnnyonFlame,项目名称:odamex,代码行数:101,代码来源:wi_stuff.cpp

示例10: WI_updateNetgameStats

void WI_updateNetgameStats(void)
{
	int     i;
	int     fsum;
	boolean stillticking;

	WI_updateAnimatedBack();

	if(acceleratestage && ng_state != 10)
	{
		acceleratestage = 0;
		for(i = 0; i < NUM_TEAMS; i++)
		{
			//if (!players[i].plr->ingame) continue;
			cnt_kills[i] = (teaminfo[i].kills * 100) / wbs->maxkills;
			cnt_items[i] = (teaminfo[i].items * 100) / wbs->maxitems;
			cnt_secret[i] = (teaminfo[i].secret * 100) / wbs->maxsecret;

			if(dofrags)
				cnt_frags[i] = teaminfo[i].totalfrags;	//WI_fragSum(i);
		}
		S_LocalSound(sfx_barexp, 0);
		ng_state = 10;
	}

	if(ng_state == 2)
	{
		if(!(bcnt & 3))
			S_LocalSound(sfx_pistol, 0);
		stillticking = false;

		for(i = 0; i < NUM_TEAMS; i++)
		{
			//if (!players[i].plr->ingame) continue;

			cnt_kills[i] += 2;

			if(cnt_kills[i] >= (teaminfo[i].kills * 100) / wbs->maxkills)
				cnt_kills[i] = (teaminfo[i].kills * 100) / wbs->maxkills;
			else
				stillticking = true;
		}
		if(!stillticking)
		{
			S_LocalSound(sfx_barexp, 0);
			ng_state++;
		}
	}
	else if(ng_state == 4)
	{
		if(!(bcnt & 3))
			S_LocalSound(sfx_pistol, 0);
		stillticking = false;

		for(i = 0; i < NUM_TEAMS; i++)
		{
			//if (!players[i].plr->ingame) continue;

			cnt_items[i] += 2;
			if(cnt_items[i] >= (teaminfo[i].items * 100) / wbs->maxitems)
				cnt_items[i] = (teaminfo[i].items * 100) / wbs->maxitems;
			else
				stillticking = true;
		}
		if(!stillticking)
		{
			S_LocalSound(sfx_barexp, 0);
			ng_state++;
		}
	}
	else if(ng_state == 6)
	{
		if(!(bcnt & 3))
			S_LocalSound(sfx_pistol, 0);

		stillticking = false;

		for(i = 0; i < NUM_TEAMS; i++)
		{
			//if (!players[i].plr->ingame) continue;

			cnt_secret[i] += 2;

			if(cnt_secret[i] >= (teaminfo[i].secret * 100) / wbs->maxsecret)
				cnt_secret[i] = (teaminfo[i].secret * 100) / wbs->maxsecret;
			else
				stillticking = true;
		}
		if(!stillticking)
		{
			S_LocalSound(sfx_barexp, 0);
			ng_state += 1 + 2 * !dofrags;
		}
	}
	else if(ng_state == 8)
	{
		if(!(bcnt & 3))
			S_LocalSound(sfx_pistol, 0);

		stillticking = false;
//.........这里部分代码省略.........
开发者ID:amitahire,项目名称:development,代码行数:101,代码来源:wi_stuff.c

示例11: WI_updateNetgameStats

void WI_updateNetgameStats(void)
{

    int		i;
    int		fsum;
    
    boolean	stillticking;

    WI_updateAnimatedBack();

    if (acceleratestage && ng_state != 10)
    {
	acceleratestage = 0;

	for (i=0 ; i<MAXPLAYERS ; i++)
	{
	    if (!playeringame[i])
		continue;

	    cnt_kills[i] = (plrs[i].skills * 100) / wbs->maxkills;
	    cnt_items[i] = (plrs[i].sitems * 100) / wbs->maxitems;
	    cnt_secret[i] = (plrs[i].ssecret * 100) / wbs->maxsecret;

	    if (dofrags)
		cnt_frags[i] = WI_fragSum(i);
	}
	S_StartSound(0, sfx_barexp);
	ng_state = 10;
    }

    if (ng_state == 2)
    {
	if (!(bcnt&3))
	    S_StartSound(0, sfx_pistol);

	stillticking = false;

	for (i=0 ; i<MAXPLAYERS ; i++)
	{
	    if (!playeringame[i])
		continue;

	    cnt_kills[i] += 2;

	    if (cnt_kills[i] >= (plrs[i].skills * 100) / wbs->maxkills)
		cnt_kills[i] = (plrs[i].skills * 100) / wbs->maxkills;
	    else
		stillticking = true;
	}
	
	if (!stillticking)
	{
	    S_StartSound(0, sfx_barexp);
	    ng_state++;
	}
    }
    else if (ng_state == 4)
    {
	if (!(bcnt&3))
	    S_StartSound(0, sfx_pistol);

	stillticking = false;

	for (i=0 ; i<MAXPLAYERS ; i++)
	{
	    if (!playeringame[i])
		continue;

	    cnt_items[i] += 2;
	    if (cnt_items[i] >= (plrs[i].sitems * 100) / wbs->maxitems)
		cnt_items[i] = (plrs[i].sitems * 100) / wbs->maxitems;
	    else
		stillticking = true;
	}
	if (!stillticking)
	{
	    S_StartSound(0, sfx_barexp);
	    ng_state++;
	}
    }
    else if (ng_state == 6)
    {
	if (!(bcnt&3))
	    S_StartSound(0, sfx_pistol);

	stillticking = false;

	for (i=0 ; i<MAXPLAYERS ; i++)
	{
	    if (!playeringame[i])
		continue;

	    cnt_secret[i] += 2;

	    if (cnt_secret[i] >= (plrs[i].ssecret * 100) / wbs->maxsecret)
		cnt_secret[i] = (plrs[i].ssecret * 100) / wbs->maxsecret;
	    else
		stillticking = true;
	}
	
//.........这里部分代码省略.........
开发者ID:hiro2233,项目名称:libspmp8k-1,代码行数:101,代码来源:wi_stuff.c

示例12: WI_updateNetgameStats

// ====================================================================
// WI_updateNetgameStats
// Purpose: Calculate coop stats as we display them with noise and fury
// Args:    none
// Returns: void
// Comment: This stuff sure is complicated for what it does
//
void WI_updateNetgameStats(void)
{
    int   i;
    int   fsum;

    bool stillticking;

    WI_updateAnimatedBack();

    if (acceleratestage && ng_state != 10)
    {
        acceleratestage = 0;

        for (i=0 ; i<MAXPLAYERS ; i++)
        {
            if (!playeringame[i])
                continue;

            cnt_kills[i] = (plrs[i].skills * 100) / wbs->maxkills;
            cnt_items[i] = (plrs[i].sitems * 100) / wbs->maxitems;

            // killough 2/22/98: Make secrets = 100% if maxsecret = 0:
            cnt_secret[i] = wbs->maxsecret ?
                            (plrs[i].ssecret * 100) / wbs->maxsecret : 100;
            if (dofrags)
                cnt_frags[i] = WI_fragSum(i);  // we had frags
        }
        S_StartSound(0, sfx_barexp);  // bang
        ng_state = 10;
    }

    if (ng_state == 2)
    {
        if (!(bcnt&3))
            S_StartSound(0, sfx_pistol);  // pop

        stillticking = false;

        for (i=0 ; i<MAXPLAYERS ; i++)
        {
            if (!playeringame[i])
                continue;

            cnt_kills[i] += 2;

            if (cnt_kills[i] >= (plrs[i].skills * 100) / wbs->maxkills)
                cnt_kills[i] = (plrs[i].skills * 100) / wbs->maxkills;
            else
                stillticking = true; // still got stuff to tally
        }

        if (!stillticking)
        {
            S_StartSound(0, sfx_barexp);
            ng_state++;
        }
    }
    else if (ng_state == 4)
    {
        if (!(bcnt&3))
            S_StartSound(0, sfx_pistol);

        stillticking = false;

        for (i=0 ; i<MAXPLAYERS ; i++)
        {
            if (!playeringame[i])
                continue;

            cnt_items[i] += 2;
            if (cnt_items[i] >= (plrs[i].sitems * 100) / wbs->maxitems)
                cnt_items[i] = (plrs[i].sitems * 100) / wbs->maxitems;
            else
                stillticking = true;
        }

        if (!stillticking)
        {
            S_StartSound(0, sfx_barexp);
            ng_state++;
        }
    }
    else if (ng_state == 6)
    {
        if (!(bcnt&3))
            S_StartSound(0, sfx_pistol);

        stillticking = false;

        for (i=0 ; i<MAXPLAYERS ; i++)
        {
            if (!playeringame[i])
                continue;
//.........这里部分代码省略.........
开发者ID:Hitechcomputergeek,项目名称:wiidoom,代码行数:101,代码来源:wi_stuff.c

示例13: WI_updateNetgameStats

void WI_updateNetgameStats ()
{

	int i;
	int fsum;
	BOOL stillticking;

	WI_updateAnimatedBack ();

	if (acceleratestage && ng_state != 10)
	{
		acceleratestage = 0;

		for (i=0 ; i<MAXPLAYERS ; i++)
		{
			if (!playeringame[i])
				continue;

			cnt_kills[i] = plrs[i].skills;
			cnt_items[i] = plrs[i].sitems;
			cnt_secret[i] = plrs[i].ssecret;

			if (dofrags)
				cnt_frags[i] = WI_fragSum (i);
		}
		S_Sound (CHAN_VOICE, NEXTSTAGE, 1, ATTN_NONE);
		ng_state = 10;
	}

	if (ng_state == 2)
	{
		if (!(bcnt&3))
			S_Sound (CHAN_VOICE, "weapons/pistol", 1, ATTN_NONE);

		stillticking = false;

		for (i=0 ; i<MAXPLAYERS ; i++)
		{
			if (!playeringame[i])
				continue;

			cnt_kills[i] += 2;

			if (cnt_kills[i] > plrs[i].skills)
				cnt_kills[i] = plrs[i].skills;
			else
				stillticking = true;
		}
		
		if (!stillticking)
		{
			S_Sound (CHAN_VOICE, NEXTSTAGE, 1, ATTN_NONE);
			ng_state++;
		}
	}
	else if (ng_state == 4)
	{
		if (!(bcnt&3))
			S_Sound (CHAN_VOICE, "weapons/pistol", 1, ATTN_NONE);

		stillticking = false;

		for (i=0 ; i<MAXPLAYERS ; i++)
		{
			if (!playeringame[i])
				continue;

			cnt_items[i] += 2;
			if (cnt_items[i] > plrs[i].sitems)
				cnt_items[i] = plrs[i].sitems;
			else
				stillticking = true;
		}
		if (!stillticking)
		{
			S_Sound (CHAN_VOICE, NEXTSTAGE, 1, ATTN_NONE);
			ng_state++;
		}
	}
	else if (ng_state == 6)
	{
		if (!(bcnt&3))
			S_Sound (CHAN_VOICE, "weapons/pistol", 1, ATTN_NONE);

		stillticking = false;

		for (i=0 ; i<MAXPLAYERS ; i++)
		{
			if (!playeringame[i])
				continue;

			cnt_secret[i] += 2;

			if (cnt_secret[i] > plrs[i].ssecret)
				cnt_secret[i] = plrs[i].ssecret;
			else
				stillticking = true;
		}
		
		if (!stillticking)
//.........这里部分代码省略.........
开发者ID:doomtech,项目名称:zdoom-old,代码行数:101,代码来源:wi_stuff.cpp

示例14: WI_updateDeathmatchStats

void WI_updateDeathmatchStats(void)
{

    int		i;
    int		j;
    
    qboolean	stillticking;

    WI_updateAnimatedBack();

    if (::g->acceleratestage && ::g->dm_state != 4)
    {
	::g->acceleratestage = 0;

	for (i=0 ; i<MAXPLAYERS ; i++)
	{
	    if (::g->playeringame[i])
	    {
		for (j=0 ; j<MAXPLAYERS ; j++)
		    if (::g->playeringame[j])
			::g->dm_frags[i][j] = plrs[i].frags[j];

		::g->dm_totals[i] = WI_fragSum(i);
	    }
	}
	

	S_StartSound(0, sfx_barexp);
	::g->dm_state = 4;
    }

    
    if (::g->dm_state == 2)
    {
	if (!(::g->bcnt&3))
	    S_StartSound(0, sfx_pistol);
	
	stillticking = false;

	for (i=0 ; i<MAXPLAYERS ; i++)
	{
	    if (::g->playeringame[i])
	    {
		for (j=0 ; j<MAXPLAYERS ; j++)
		{
		    if (::g->playeringame[j]
			&& ::g->dm_frags[i][j] != plrs[i].frags[j])
		    {
			if (plrs[i].frags[j] < 0)
			    ::g->dm_frags[i][j]--;
			else
			    ::g->dm_frags[i][j]++;

			if (::g->dm_frags[i][j] > 99)
			    ::g->dm_frags[i][j] = 99;

			if (::g->dm_frags[i][j] < -99)
			    ::g->dm_frags[i][j] = -99;
			
			stillticking = true;
		    }
		}
		::g->dm_totals[i] = WI_fragSum(i);

		if (::g->dm_totals[i] > 99)
		    ::g->dm_totals[i] = 99;
		
		if (::g->dm_totals[i] < -99)
		    ::g->dm_totals[i] = -99;
	    }
	    
	}
	if (!stillticking)
	{
	    S_StartSound(0, sfx_barexp);
	    ::g->dm_state++;
	}

    }
    else if (::g->dm_state == 4)
    {
		if (::g->acceleratestage)
		{
			if ( !::g->demoplayback && ( ::g->usergame || ::g->netgame ) ) {
					// This sound plays repeatedly after a player continues at the end of a deathmatch,
					// and sounds bad. Quick fix is to just not play it.
					//S_StartSound(0, sfx_slop);

					DoomLib::HandleEndMatch();
			}
		}
    }
    else if (::g->dm_state & 1)
    {
		if (!--::g->cnt_pause)
		{
			::g->dm_state++;
			::g->cnt_pause = TICRATE;
		}
    }
//.........这里部分代码省略.........
开发者ID:469486139,项目名称:DOOM-3-BFG,代码行数:101,代码来源:wi_stuff.cpp

示例15: WI_updateStats

void WI_updateStats(void)
{

    WI_updateAnimatedBack();

    if (::g->acceleratestage && ::g->sp_state != 10)
    {
		::g->acceleratestage = 0;
		::g->cnt_kills[0] = (plrs[::g->me].skills * 100) / ::g->wbs->maxkills;
		::g->cnt_items[0] = (plrs[::g->me].sitems * 100) / ::g->wbs->maxitems;
		::g->cnt_secret[0] = (plrs[::g->me].ssecret * 100) / ::g->wbs->maxsecret;
		::g->cnt_time = plrs[::g->me].stime / TICRATE;
		::g->cnt_par = ::g->wbs->partime / TICRATE;
		S_StartSound(0, sfx_barexp);
		::g->sp_state = 10;
    }

    if (::g->sp_state == 2)
    {
		::g->cnt_kills[0] += 2;

		if (!(::g->bcnt&3))
			S_StartSound(0, sfx_pistol);

		if (::g->cnt_kills[0] >= (plrs[::g->me].skills * 100) / ::g->wbs->maxkills)
		{
			::g->cnt_kills[0] = (plrs[::g->me].skills * 100) / ::g->wbs->maxkills;
			S_StartSound(0, sfx_barexp);
			::g->sp_state++;
		}
    }
    else if (::g->sp_state == 4)
    {
		::g->cnt_items[0] += 2;

		if (!(::g->bcnt&3))
			S_StartSound(0, sfx_pistol);

		if (::g->cnt_items[0] >= (plrs[::g->me].sitems * 100) / ::g->wbs->maxitems)
		{
			::g->cnt_items[0] = (plrs[::g->me].sitems * 100) / ::g->wbs->maxitems;
			S_StartSound(0, sfx_barexp);
			::g->sp_state++;
		}
    }
    else if (::g->sp_state == 6)
    {
		::g->cnt_secret[0] += 2;

		if (!(::g->bcnt&3))
			S_StartSound(0, sfx_pistol);

		if (::g->cnt_secret[0] >= (plrs[::g->me].ssecret * 100) / ::g->wbs->maxsecret)
		{
			::g->cnt_secret[0] = (plrs[::g->me].ssecret * 100) / ::g->wbs->maxsecret;
			S_StartSound(0, sfx_barexp);
			::g->sp_state++;
		}
    }

    else if (::g->sp_state == 8)
    {
		if (!(::g->bcnt&3))
			S_StartSound(0, sfx_pistol);

		::g->cnt_time += 3;

		if (::g->cnt_time >= plrs[::g->me].stime / TICRATE)
			::g->cnt_time = plrs[::g->me].stime / TICRATE;

		::g->cnt_par += 3;

		if (::g->cnt_par >= ::g->wbs->partime / TICRATE)
		{
			::g->cnt_par = ::g->wbs->partime / TICRATE;

			if (::g->cnt_time >= plrs[::g->me].stime / TICRATE)
			{
				S_StartSound(0, sfx_barexp);
				::g->sp_state++;
			}
		}
    }
    else if (::g->sp_state == 10)
    {
        if (::g->acceleratestage)
		{
			if ( !::g->demoplayback && ( ::g->usergame || ::g->netgame ) ) {

				S_StartSound(0, sfx_sgcock);

				// need to do this again if they buy it
				localCalculateAchievements(false);

				if (::g->gamemode == commercial) {
					WI_initNoState();
				}
				else{
					WI_initShowNextLoc();
				}
//.........这里部分代码省略.........
开发者ID:469486139,项目名称:DOOM-3-BFG,代码行数:101,代码来源:wi_stuff.cpp


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