本文整理汇总了C++中script_value_to_float函数的典型用法代码示例。如果您正苦于以下问题:C++ script_value_to_float函数的具体用法?C++ script_value_to_float怎么用?C++ script_value_to_float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script_value_to_float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: js_map_object_nearest_player_skip_self_func
JSValueRef js_map_object_nearest_player_skip_self_func(JSContextRef cx,JSObjectRef func,JSObjectRef j_obj,size_t argc,const JSValueRef argv[],JSValueRef *exception)
{
int min_dist,max_dist;
float ang,ang_sweep;
d3pnt pnt;
obj_type *obj;
ang=-1;
ang_sweep=360;
if (!script_check_param_count(cx,func,argc,5,exception)) return(script_null_to_value(cx));
script_value_to_point(cx,argv[0],&pnt);
if (!script_is_value_null(cx,argv[1])) ang=script_value_to_float(cx,argv[1]);
if (!script_is_value_null(cx,argv[2])) ang_sweep=script_value_to_float(cx,argv[2]);
min_dist=script_value_to_int(cx,argv[3]);
max_dist=script_value_to_int(cx,argv[4]);
// find object
obj=object_find_nearest(&pnt,NULL,-1,-1,ang,ang_sweep,min_dist,max_dist,TRUE,script_get_attached_object_uid(j_obj));
if (obj==NULL) return(script_int_to_value(cx,-1));
return(script_int_to_value(cx,obj->idx));
}
示例2: js_map_object_nearest_skip_object_id_func
JSValueRef js_map_object_nearest_skip_object_id_func(JSContextRef cx,JSObjectRef func,JSObjectRef j_obj,size_t argc,const JSValueRef argv[],JSValueRef *exception)
{
int type,min_dist,max_dist;
char *name_ptr,name[name_str_len];
float ang,ang_sweep;
d3pnt pnt;
obj_type *obj;
name_ptr=NULL;
type=-1;
ang=-1;
ang_sweep=360;
if (!script_check_param_count(cx,func,argc,8,exception)) return(script_null_to_value(cx));
script_value_to_point(cx,argv[0],&pnt);
if (!script_is_value_null(cx,argv[1])) {
script_value_to_string(cx,argv[1],name,name_str_len);
name_ptr=name;
}
if (!script_is_value_null(cx,argv[2])) type=script_value_to_int(cx,argv[2])-sd_object_type_player;
if (!script_is_value_null(cx,argv[3])) ang=script_value_to_float(cx,argv[3]);
if (!script_is_value_null(cx,argv[4])) ang_sweep=script_value_to_float(cx,argv[4]);
min_dist=script_value_to_int(cx,argv[5]);
max_dist=script_value_to_int(cx,argv[6]);
// find object
obj=object_find_nearest(&pnt,name_ptr,type,-1,ang,ang_sweep,min_dist,max_dist,FALSE,script_value_to_int(cx,argv[7]));
if (obj==NULL) return(script_int_to_value(cx,-1));
return(script_int_to_value(cx,obj->idx));
}
示例3: js_map_object_nearest_team_func
JSValueRef js_map_object_nearest_team_func(JSContextRef cx,JSObjectRef func,JSObjectRef j_obj,size_t argc,const JSValueRef argv[],JSValueRef *exception)
{
int min_dist,max_dist,team_idx;
float ang,ang_sweep;
d3pnt pnt;
obj_type *obj;
ang=-1;
ang_sweep=360;
if (!script_check_param_count(cx,func,argc,6,exception)) return(script_null_to_value(cx));
script_value_to_point(cx,argv[0],&pnt);
team_idx=script_value_to_int(cx,argv[1])-sd_team_none;
if (!script_is_value_null(cx,argv[2])) ang=script_value_to_float(cx,argv[2]);
if (!script_is_value_null(cx,argv[3])) ang_sweep=script_value_to_float(cx,argv[3]);
min_dist=script_value_to_int(cx,argv[4]);
max_dist=script_value_to_int(cx,argv[5]);
// find object
obj=object_find_nearest(&pnt,NULL,-1,team_idx,ang,ang_sweep,min_dist,max_dist,FALSE,-1);
if (obj==NULL) return(script_int_to_value(cx,-1));
return(script_int_to_value(cx,obj->idx));
}
示例4: js_multiplayer_bot_get_from_min_max_func
JSBool js_multiplayer_bot_get_from_min_max_func(JSContext *cx,JSObject *j_obj,uintN argc,jsval *argv,jsval *rval)
{
float skill,min,max;
min=script_value_to_float(argv[0]);
max=script_value_to_float(argv[1]);
skill=(float)setup.network.bot.skill;
*rval=script_float_to_value(min+(((max-min)*skill)/4.0f));
return(JS_TRUE);
}
示例5: js_proj_action_bounce_func
JSValueRef js_proj_action_bounce_func(JSContextRef cx,JSObjectRef func,JSObjectRef j_obj,size_t argc,const JSValueRef argv[],JSValueRef *exception)
{
float min_ymove,reduce;
proj_type *proj;
if (!script_check_param_count(cx,func,argc,2,exception)) return(script_null_to_value(cx));
proj=proj_get_attach(j_obj);
if (proj==NULL) return(script_null_to_value(cx));
min_ymove=script_value_to_float(cx,argv[0]);
reduce=script_value_to_float(cx,argv[1]);
projectile_bounce(proj,min_ymove,reduce,FALSE);
return(script_null_to_value(cx));
}
示例6: js_proj_action_seek_func
JSValueRef js_proj_action_seek_func(JSContextRef cx,JSObjectRef func,JSObjectRef j_obj,size_t argc,const JSValueRef argv[],JSValueRef *exception)
{
proj_type *proj;
obj_type *to_obj;
if (!script_check_param_count(cx,func,argc,3,exception)) return(script_null_to_value(cx));
proj=proj_get_attach(j_obj);
if (proj==NULL) return(script_null_to_value(cx));
to_obj=script_find_obj_from_uid_arg(cx,argv[0],exception);
if (to_obj==NULL) return(script_null_to_value(cx));
projectile_seek(proj,to_obj,script_value_to_float(cx,argv[1]),script_value_to_float(cx,argv[2]));
return(script_null_to_value(cx));
}
示例7: js_obj_thrust_set_maxSpeed
JSBool js_obj_thrust_set_maxSpeed(JSContext *cx,JSObject *j_obj,jsval id,jsval *vp)
{
obj_type *obj;
obj=object_find_uid(js.attach.thing_uid);
obj->thrust.max_speed=script_value_to_float(*vp);
return(JS_TRUE);
}
示例8: js_obj_forward_speed_set_decelerationAir
bool js_obj_forward_speed_set_decelerationAir(JSContextRef cx,JSObjectRef j_obj,JSStringRef name,JSValueRef vp,JSValueRef *exception)
{
obj_type *obj;
obj=object_get_attach(j_obj);
obj->forward_move.air_decelerate=fabsf(script_value_to_float(cx,vp));
return(TRUE);
}
示例9: js_obj_vert_speed_set_flySlop
JSBool js_obj_vert_speed_set_flySlop(JSContext *cx,JSObject *j_obj,jsval id,jsval *vp)
{
obj_type *obj;
obj=object_find_uid(js.attach.thing_uid);
obj->vert_move.slop=fabsf(script_value_to_float(*vp));
return(JS_TRUE);
}
示例10: js_obj_turn_speed_set_key
JSBool js_obj_turn_speed_set_key(JSContext *cx,JSObject *j_obj,jsval id,jsval *vp)
{
obj_type *obj;
obj=object_find_uid(js.attach.thing_uid);
obj->turn.key_speed=fabsf(script_value_to_float(*vp));
return(JS_TRUE);
}
示例11: js_obj_health_set_fallDamageFactor
JSBool js_obj_health_set_fallDamageFactor(JSContext *cx,JSObject *j_obj,jsval id,jsval *vp)
{
obj_type *obj;
obj=object_find_uid(js.attach.thing_uid);
obj->fall.damage_factor=script_value_to_float(*vp);
return(JS_TRUE);
}
示例12: js_weap_hand_angle_set_z
bool js_weap_hand_angle_set_z(JSContextRef cx,JSObjectRef j_obj,JSStringRef name,JSValueRef vp,JSValueRef *exception)
{
weapon_type *weap;
weap=weapon_get_attach(j_obj);
weap->hand.ang.z=script_value_to_float(cx,vp);
return(TRUE);
}
示例13: js_proj_action_set_auto_bounceReduce
bool js_proj_action_set_auto_bounceReduce(JSContextRef cx,JSObjectRef j_obj,JSStringRef name,JSValueRef vp,JSValueRef *exception)
{
proj_setup_type *proj_setup;
proj_setup=proj_setup_get_attach(j_obj);
if (proj_setup!=NULL) proj_setup->action.bounce_reduce=script_value_to_float(cx,vp);
return(TRUE);
}
示例14: js_weap_zoom_set_lookFactor
JSBool js_weap_zoom_set_lookFactor(JSContext *cx,JSObject *j_obj,jsval id,jsval *vp)
{
weapon_type *weap;
weap=weapon_find_uid(js.attach.thing_uid);
weap->zoom.look_factor=script_value_to_float(*vp);
return(JS_TRUE);
}
示例15: js_weap_crosshair_pickup_color_set_blue
JSBool js_weap_crosshair_pickup_color_set_blue(JSContext *cx,JSObject *j_obj,jsval id,jsval *vp)
{
weapon_type *weap;
weap=weapon_find_uid(js.attach.thing_uid);
weap->crosshair.pickup_col.b=script_value_to_float(*vp);
return(JS_TRUE);
}