本文整理汇总了C++中ConVarRef::GetBool方法的典型用法代码示例。如果您正苦于以下问题:C++ ConVarRef::GetBool方法的具体用法?C++ ConVarRef::GetBool怎么用?C++ ConVarRef::GetBool使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类ConVarRef
的用法示例。
在下文中一共展示了ConVarRef::GetBool方法的10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: BlackBox_Record
void BlackBox_Record( const char *type, const char *pFormat, ... )
{
static ConVarRef blackbox( "blackbox" );
if ( IsX360() )
return;
if ( !blackbox.IsValid() || !blackbox.GetBool() )
return;
int type_num;
for ( type_num = 0; type_num < blackboxrecorder->GetTypeCount(); type_num++ )
{
if ( !V_strcasecmp( blackboxrecorder->GetTypeName( type_num ), type ) )
break;
}
if ( type_num >= blackboxrecorder->GetTypeCount() )
{
Msg( "Invalid blackbox type: %s\n", type );
return;
}
char szMessage[1024];
va_list marker;
va_start( marker, pFormat);
Q_vsnprintf( szMessage, sizeof( szMessage ), pFormat, marker);
va_end( marker );
//Msg( "Record: %s: %s\n", type, szMessage );
blackboxrecorder->Record( type_num, szMessage );
}
示例2: ApplySchemeSettings
//=============================================================================
void LoadingProgress::ApplySchemeSettings( IScheme *pScheme )
{
// will cause the controls to be instanced
BaseClass::ApplySchemeSettings( pScheme );
SetPaintBackgroundEnabled( true );
// now have controls, can now do further initing
m_bValid = true;
// find or create pattern
// purposely not freeing these, not worth the i/o hitch for something so small
const char *pImageName = "vgui/loadingbar";
m_textureID_LoadingBar = vgui::surface()->DrawGetTextureId( pImageName );
if ( m_textureID_LoadingBar == -1 )
{
m_textureID_LoadingBar = vgui::surface()->CreateNewTextureID();
vgui::surface()->DrawSetTextureFile( m_textureID_LoadingBar, pImageName, true, false );
}
// find or create pattern
// purposely not freeing these, not worth the i/o hitch for something so small
pImageName = "vgui/loadingbar_bg";
m_textureID_LoadingBarBG = vgui::surface()->DrawGetTextureId( pImageName );
if ( m_textureID_LoadingBarBG == -1 )
{
m_textureID_LoadingBarBG = vgui::surface()->CreateNewTextureID();
vgui::surface()->DrawSetTextureFile( m_textureID_LoadingBarBG, pImageName, true, false );
}
// need to get the default image loaded now
// find or create pattern
// Purposely not freeing these, need this image to be resident always. We flip to
// this image on a sign out during loading and cannot bring it into existence then.
#if defined ( SUPPORT_DEFAULT_LOADING_POSTER )
if ( m_pDefaultPosterDataKV )
{
static ConVarRef mat_xbox_iswidescreen( "mat_xbox_iswidescreen" );
bool bIsWidescreen = mat_xbox_iswidescreen.GetBool();
bool bFullscreenPoster = m_pDefaultPosterDataKV->GetBool( "fullscreen", false );
const char *pszPosterImage = ( bFullscreenPoster && bIsWidescreen ) ? m_pDefaultPosterDataKV->GetString( "posterImage_widescreen" ) : m_pDefaultPosterDataKV->GetString( "posterImage" );
// have to do this to mimic what the bowels of the scheme manager does with bitmaps
bool bPrependVguiFix = V_strnicmp( pszPosterImage, "vgui", 4 ) != 0;
CFmtStr sPosterImageFmt( "%s%s", ( bPrependVguiFix ? "vgui/" : "" ), pszPosterImage );
pszPosterImage = sPosterImageFmt;
m_textureID_DefaultPosterImage = vgui::surface()->DrawGetTextureId( pszPosterImage );
if ( m_textureID_DefaultPosterImage == -1 )
{
m_textureID_DefaultPosterImage = vgui::surface()->CreateNewTextureID();
vgui::surface()->DrawSetTextureFile( m_textureID_DefaultPosterImage, pszPosterImage, true, false );
}
}
#endif
SetupControlStates();
}
示例3: OnThink
void CHudMapFinishedDialog::OnThink()
{
BaseClass::OnThink();
static ConVarRef hvel("mom_hud_speedometer_hvel");
m_iVelocityType = hvel.GetBool();
m_pPlayReplayButton->SetVisible(!m_bIsGhost);
m_pRunUploadStatus->SetVisible(!m_bIsGhost);
m_pRunSaveStatus->SetVisible(!m_bIsGhost);
CMOMSpectatorGUI *pPanel = dynamic_cast<CMOMSpectatorGUI*>(gViewPortInterface->FindPanelByName(PANEL_SPECGUI));
if (pPanel && pPanel->IsVisible())
SetMouseInputEnabled(pPanel->IsMouseInputEnabled());
}
示例4: OnGameFrameStart
void OnGameFrameStart()
{
g_MapzoneEdit.Update();
if (!g_Timer.GotCaughtCheating())
{
ConVarRef cheatsRef = ConVarRef("sv_cheats");
if (cheatsRef.GetBool())
{
g_Timer.SetCheating(true);
g_Timer.Stop(false);
}
}
}
示例5: RenderVideo
void CReplayRenderer::RenderVideo()
{
#if _DEBUG
static ConVarRef replay_fake_render( "replay_fake_render" );
if ( replay_fake_render.IsValid() && replay_fake_render.GetBool() )
return;
#endif
if ( !engine->IsInGame() )
return;
if ( !m_LayoffResult.IsValid() )
return;
CompositeAndLayoffFrame( m_nFrame++ );
}
示例6: CheckFriendlyFire
//Check friendly fire rules to see if a player should be hit
//Returns true if damage should be dealt, false if it should not
bool CDHLProjectile::CheckFriendlyFire( CBaseEntity* pEnt )
{
if ( DHLRules()->IsTeamplay() )
{
if ( pEnt->IsPlayer() )
{
CDHL_Player* pPlayer = ToDHLPlayer( pEnt );
if ( pPlayer && m_pShooter )
{
if ( pPlayer->GetTeamNumber() == m_pShooter->GetTeamNumber() )
{
static ConVarRef ffVar("mp_friendlyfire");
if ( ffVar.GetBool() )
return false;
}
}
}
}
return true;
}
示例7: SetupPoster
//=============================================================================
void LoadingProgress::SetupPoster( void )
{
int i;
bool bNamesVisible = false;
vgui::ImagePanel *pPoster = dynamic_cast< vgui::ImagePanel* >( FindChildByName( "Poster" ) );
if ( pPoster )
{
#if !defined( _X360 )
int screenWide, screenTall;
surface()->GetScreenSize( screenWide, screenTall );
float aspectRatio = (float)screenWide/(float)screenTall;
bool bIsWidescreen = aspectRatio >= 1.5999f;
#else
static ConVarRef mat_xbox_iswidescreen( "mat_xbox_iswidescreen" );
bool bIsWidescreen = mat_xbox_iswidescreen.GetBool();
#endif
/* const char *pszPosterImage;
int nChosenLoadingImage = RandomInt( 1, 4 );
switch( nChosenLoadingImage )
{
case 1: pszPosterImage = ( m_bFullscreenPoster && bIsWidescreen ) ? "swarm/loading/BGFX01_wide" : "swarm/loading/BGFX01"; break;
case 2: pszPosterImage = ( m_bFullscreenPoster && bIsWidescreen ) ? "swarm/loading/BGFX02_wide" : "swarm/loading/BGFX02"; break;
case 3: pszPosterImage = ( m_bFullscreenPoster && bIsWidescreen ) ? "swarm/loading/BGFX03_wide" : "swarm/loading/BGFX03"; break;
case 4:
default: pszPosterImage = ( m_bFullscreenPoster && bIsWidescreen ) ? "swarm/loading/BGFX04_wide" : "swarm/loading/BGFX04"; break;
}*/
char pszPosterImage[MAX_PATH];
V_snprintf( pszPosterImage, sizeof( pszPosterImage ), ( m_bFullscreenPoster && bIsWidescreen ) ?
"../console/%s_widescreen" : "../console/%s", m_pChapterInfo->GetString( "map" ) );
// if the image was cached this will just hook it up, otherwise it will load it
pPoster->SetImage( pszPosterImage );
if ( pPoster->GetImage() )
{
bNamesVisible = true;
}
}
bool bIsLocalized = false;
#ifdef _X360
bIsLocalized = XBX_IsLocalized();
#else
char uilanguage[ 64 ];
engine->GetUILanguage( uilanguage, sizeof( uilanguage ) );
if ( Q_stricmp( uilanguage, "english" ) )
{
bIsLocalized = true;
}
#endif
SetControlVisible( "LocalizedCampaignName", false );
SetControlVisible( "LocalizedCampaignTagline", false );
wchar_t szPlayerNames[MAX_PATH];
Q_memset( szPlayerNames, 0, sizeof( szPlayerNames ) );
int nNumNames = 0;
for ( i=0;i<NUM_LOADING_CHARACTERS;i++ )
{
if ( !m_PlayerNames[i] || !m_PlayerNames[i][0] )
{
continue;
}
if ( nNumNames != 0 )
{
wcsncat( szPlayerNames, L", ", sizeof( szPlayerNames ) );
}
wchar_t szName[64];
if ( m_PlayerNames[i] && m_PlayerNames[i][0] == '#' )
{
wchar_t *pName = g_pVGuiLocalize->Find( m_PlayerNames[i] );
if ( pName == NULL )
{
g_pVGuiLocalize->ConvertANSIToUnicode( m_PlayerNames[i], szName, sizeof( szPlayerNames ) );
}
else
{
Q_wcsncpy( szName, pName, sizeof( szName ) );
}
nNumNames++;
}
else
{
g_pVGuiLocalize->ConvertANSIToUnicode( m_PlayerNames[i], szName, sizeof( szPlayerNames ) );
nNumNames++;
}
wcsncat( szPlayerNames, szName, sizeof( szPlayerNames ) );
}
if ( nNumNames != 0 )
{
wcsncat( szPlayerNames, L".", sizeof( szPlayerNames ) );
}
//.........这里部分代码省略.........
示例8: DrawFogOfWarBlendedPass
void DrawFogOfWarBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
IShaderShadow* pShaderShadow, FogOfWarBlendedPassVars_t &info, VertexCompressionType_t vertexCompression )
{
bool bVertexLitGeneric = false;
bool bHasFlashlight = false;
SHADOW_STATE
{
bool hasBaseAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_BASEALPHAENVMAPMASK );
bool bHasSelfIllum = (!bHasFlashlight || IsX360() ) && IS_FLAG_SET( MATERIAL_VAR_SELFILLUM );
bool bIsAlphaTested = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0;
// Reset shadow state manually since we're drawing from two materials
pShader->SetInitialShadowState();
// Set stream format (note that this shader supports compression)
unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_FORMAT_COMPRESSED;
int nTexCoordCount = 1;
int userDataSize = 0;
pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );
// Vertex Shader
DECLARE_STATIC_VERTEX_SHADER( fogofwar_blended_pass_vs20 );
SET_STATIC_VERTEX_SHADER_COMBO( FOW, true );
SET_STATIC_VERTEX_SHADER( fogofwar_blended_pass_vs20 );
// Pixel Shader
DECLARE_STATIC_PIXEL_SHADER( fogofwar_blended_pass_ps20b );
SET_STATIC_PIXEL_SHADER_COMBO( BASEALPHAENVMAPMASK, hasBaseAlphaEnvmapMask );
SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, bHasSelfIllum );
SET_STATIC_PIXEL_SHADER_COMBO( FOW, true );
SET_STATIC_PIXEL_SHADER( fogofwar_blended_pass_ps20b );
pShader->DefaultFog();
// Textures
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
//pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true );
// Blending
pShader->EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
pShaderShadow->EnableAlphaTest( bIsAlphaTested );
pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GREATER, 0.0f );
}
DYNAMIC_STATE
{
// Decide if this pass should be drawn
static ConVarRef sv_fogofwar("sv_fogofwar");
//static ConVarRef sv_fogofwar_tilesize("sv_fogofwar_tilesize");
if( !sv_fogofwar.GetBool() )
{
pShader->Draw( false );
return;
}
// Reset render state manually since we're drawing from two materials
pShaderAPI->SetDefaultState();
// Set Vertex Shader Combos
DECLARE_DYNAMIC_VERTEX_SHADER( fogofwar_blended_pass_vs20 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
SET_DYNAMIC_VERTEX_SHADER( fogofwar_blended_pass_vs20 );
// Set Vertex Shader Constants
//pShader->SetAmbientCubeDynamicStateVertexShader();
// Set Pixel Shader Combos
DECLARE_DYNAMIC_PIXEL_SHADER( fogofwar_blended_pass_ps20b );
SET_DYNAMIC_PIXEL_SHADER( fogofwar_blended_pass_ps20b );
// Bind textures
pShader->BindTexture( SHADER_SAMPLER0, info.m_nBaseTexture );
pShader->BindTexture( SHADER_SAMPLER1, info.m_nFogOfWarTexture );
// Set Pixel Shader Constants
//pShader->SetModulationPixelShaderDynamicState_LinearColorSpace( 1 );
float eyePos[4];
pShaderAPI->GetWorldSpaceCameraPosition( eyePos );
pShaderAPI->SetPixelShaderConstant( 0, eyePos, 1 );
bool bWriteDepthToAlpha = pShaderAPI->ShouldWriteDepthToDestAlpha();
bool bWriteWaterFogToAlpha = false;
bool bHasVertexAlpha = bVertexLitGeneric ? false : IS_FLAG_SET( MATERIAL_VAR_VERTEXALPHA );
float fPixelFogType = pShaderAPI->GetPixelFogCombo() == 1 ? 1 : 0;
float fWriteDepthToAlpha = bWriteDepthToAlpha && IsPC() ? 1 : 0;
float fWriteWaterFogToDestAlpha = bWriteWaterFogToAlpha ? 1 : 0;
float fVertexAlpha = bHasVertexAlpha ? 1 : 0;
// Controls for lerp-style paths through shader code (bump and non-bump have use different register)
float vShaderControls[4] = { fPixelFogType, fWriteDepthToAlpha, fWriteWaterFogToDestAlpha, fVertexAlpha };
pShaderAPI->SetPixelShaderConstant( 1, vShaderControls, 1 );
pShaderAPI->SetPixelShaderFogParams(2);
//.........这里部分代码省略.........
示例9: Joystick_Advanced
//-----------------------------------------------------------------------------
// Purpose: Advanced joystick setup
//-----------------------------------------------------------------------------
void CInput::Joystick_Advanced(void)
{
// called whenever an update is needed
int i;
DWORD dwTemp;
if ( IsX360() )
{
// Xbox always uses a joystick
in_joystick.SetValue( 1 );
}
// Initialize all the maps
for ( i = 0; i < MAX_JOYSTICK_AXES; i++ )
{
m_rgAxes[i].AxisMap = GAME_AXIS_NONE;
m_rgAxes[i].ControlMap = JOY_ABSOLUTE_AXIS;
}
if ( !joy_advanced.GetBool() )
{
// default joystick initialization
// 2 axes only with joystick control
m_rgAxes[JOY_AXIS_X].AxisMap = GAME_AXIS_YAW;
m_rgAxes[JOY_AXIS_Y].AxisMap = GAME_AXIS_FORWARD;
}
else
{
if ( Q_stricmp( joy_name.GetString(), "joystick") != 0 )
{
// notify user of advanced controller
Msg( "Using joystick '%s' configuration\n", joy_name.GetString() );
}
// advanced initialization here
// data supplied by user via joy_axisn cvars
dwTemp = ( joy_movement_stick.GetBool() ) ? (DWORD)joy_advaxisu.GetInt() : (DWORD)joy_advaxisx.GetInt();
m_rgAxes[JOY_AXIS_X].AxisMap = dwTemp & 0x0000000f;
m_rgAxes[JOY_AXIS_X].ControlMap = dwTemp & JOY_RELATIVE_AXIS;
DescribeJoystickAxis( "JOY_AXIS_X", &m_rgAxes[JOY_AXIS_X] );
dwTemp = ( joy_movement_stick.GetBool() ) ? (DWORD)joy_advaxisr.GetInt() : (DWORD)joy_advaxisy.GetInt();
m_rgAxes[JOY_AXIS_Y].AxisMap = dwTemp & 0x0000000f;
m_rgAxes[JOY_AXIS_Y].ControlMap = dwTemp & JOY_RELATIVE_AXIS;
DescribeJoystickAxis( "JOY_AXIS_Y", &m_rgAxes[JOY_AXIS_Y] );
dwTemp = (DWORD)joy_advaxisz.GetInt();
m_rgAxes[JOY_AXIS_Z].AxisMap = dwTemp & 0x0000000f;
m_rgAxes[JOY_AXIS_Z].ControlMap = dwTemp & JOY_RELATIVE_AXIS;
DescribeJoystickAxis( "JOY_AXIS_Z", &m_rgAxes[JOY_AXIS_Z] );
dwTemp = ( joy_movement_stick.GetBool() ) ? (DWORD)joy_advaxisy.GetInt() : (DWORD)joy_advaxisr.GetInt();
m_rgAxes[JOY_AXIS_R].AxisMap = dwTemp & 0x0000000f;
m_rgAxes[JOY_AXIS_R].ControlMap = dwTemp & JOY_RELATIVE_AXIS;
DescribeJoystickAxis( "JOY_AXIS_R", &m_rgAxes[JOY_AXIS_R] );
dwTemp = ( joy_movement_stick.GetBool() ) ? (DWORD)joy_advaxisx.GetInt() : (DWORD)joy_advaxisu.GetInt();
m_rgAxes[JOY_AXIS_U].AxisMap = dwTemp & 0x0000000f;
m_rgAxes[JOY_AXIS_U].ControlMap = dwTemp & JOY_RELATIVE_AXIS;
DescribeJoystickAxis( "JOY_AXIS_U", &m_rgAxes[JOY_AXIS_U] );
dwTemp = (DWORD)joy_advaxisv.GetInt();
m_rgAxes[JOY_AXIS_V].AxisMap = dwTemp & 0x0000000f;
m_rgAxes[JOY_AXIS_V].ControlMap = dwTemp & JOY_RELATIVE_AXIS;
DescribeJoystickAxis( "JOY_AXIS_V", &m_rgAxes[JOY_AXIS_V] );
Msg( "Advanced Joystick settings initialized\n" );
}
// If we have an xcontroller, load the cfg file if it hasn't been loaded.
static ConVarRef var( "joy_xcontroller_found" );
if ( var.IsValid() && var.GetBool() && in_joystick.GetBool() )
{
if ( joy_xcontroller_cfg_loaded.GetInt() < 2 )
{
engine->ClientCmd_Unrestricted( "exec 360controller.cfg" );
if ( IsLinux () )
{
engine->ClientCmd_Unrestricted( "exec 360controller-linux.cfg" );
}
joy_xcontroller_cfg_loaded.SetValue( 2 );
}
}
else if ( joy_xcontroller_cfg_loaded.GetInt() > 0 )
{
engine->ClientCmd_Unrestricted( "exec undo360controller.cfg" );
joy_xcontroller_cfg_loaded.SetValue( 0 );
}
}
示例10: OverrideView
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pSetup -
//-----------------------------------------------------------------------------
void ClientModeSDKNormal::OverrideView( CViewSetup *pSetup )
{
QAngle camAngles;
// Let the player override the view.
C_SDKPlayer *pPlayer = (C_SDKPlayer*)C_BasePlayer::GetLocalPlayer();
if(!pPlayer)
return;
pPlayer->OverrideView( pSetup );
if( ::input->CAM_IsThirdPerson() )
{
Vector cam_ofs;
::input->CAM_GetCameraOffset( cam_ofs );
camAngles[ PITCH ] = cam_ofs[ PITCH ];
camAngles[ YAW ] = cam_ofs[ YAW ];
camAngles[ ROLL ] = 0;
Vector camForward, camRight, camUp;
AngleVectors( camAngles, &camForward, &camRight, &camUp );
VectorMA( pSetup->origin, -cam_ofs[ ROLL ], camForward, pSetup->origin );
static ConVarRef c_thirdpersonshoulder( "c_thirdpersonshoulder" );
if ( c_thirdpersonshoulder.GetBool() )
{
static ConVarRef c_thirdpersonshoulderoffset( "c_thirdpersonshoulderoffset" );
static ConVarRef c_thirdpersonshoulderheight( "c_thirdpersonshoulderheight" );
static ConVarRef c_thirdpersonshoulderaimdist( "c_thirdpersonshoulderaimdist" );
// add the shoulder offset to the origin in the cameras right vector
VectorMA( pSetup->origin, c_thirdpersonshoulderoffset.GetFloat(), camRight, pSetup->origin );
// add the shoulder height to the origin in the cameras up vector
VectorMA( pSetup->origin, c_thirdpersonshoulderheight.GetFloat(), camUp, pSetup->origin );
// adjust the yaw to the aim-point
camAngles[ YAW ] += RAD2DEG( atan(c_thirdpersonshoulderoffset.GetFloat() / (c_thirdpersonshoulderaimdist.GetFloat() + cam_ofs[ ROLL ])) );
// adjust the pitch to the aim-point
camAngles[ PITCH ] += RAD2DEG( atan(c_thirdpersonshoulderheight.GetFloat() / (c_thirdpersonshoulderaimdist.GetFloat() + cam_ofs[ ROLL ])) );
}
// Override angles from third person camera
VectorCopy( camAngles, pSetup->angles );
}
else if (::input->CAM_IsOrthographic())
{
pSetup->m_bOrtho = true;
float w, h;
::input->CAM_OrthographicSize( w, h );
w *= 0.5f;
h *= 0.5f;
pSetup->m_OrthoLeft = -w;
pSetup->m_OrthoTop = -h;
pSetup->m_OrthoRight = w;
pSetup->m_OrthoBottom = h;
}
}