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();
}
示例2: WI_updateShowNextLoc
void WI_updateShowNextLoc(void)
{
WI_updateAnimatedBack();
if (!--cnt || acceleratestage)
WI_initNoState();
else
snl_pointeron = (cnt & 31) < 20;
}
示例3: WI_updateNoState
void WI_updateNoState ()
{
WI_updateAnimatedBack();
if (!--cnt)
{
WI_End();
G_WorldDone();
}
}
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;
}
}
示例5: WI_updateNoState
void WI_updateNoState(void) {
WI_updateAnimatedBack();
if (!--::g->cnt) {
// Unload data
WI_End();
G_WorldDone();
}
DoomLib::ActivateGame();
}
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();
}
}
}
示例7: WI_updateNoState
void WI_updateNoState(void)
{
WI_updateAnimatedBack();
if(!--cnt)
{
if(IS_CLIENT)
return;
WI_End();
G_WorldDone();
}
}
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();
}
}
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.........
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.........
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.........
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.........
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.........
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.........
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.........