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C++ aCvar_c::getFloat方法代码示例

本文整理汇总了C++中aCvar_c::getFloat方法的典型用法代码示例。如果您正苦于以下问题:C++ aCvar_c::getFloat方法的具体用法?C++ aCvar_c::getFloat怎么用?C++ aCvar_c::getFloat使用的例子?那么恭喜您, 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aCvar_c的用法示例。


在下文中一共展示了aCvar_c::getFloat方法的3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:

		virtual void setupProjection3D( const projDef_s* pd )
		{
			if ( pd == 0 )
			{
				projDef.setDefaults();
			}
			else
			{
				projDef = *pd;
			}
			if ( rf_forceZFar.getFloat() >= 0.f )
			{
				projDef.zFar = rf_forceZFar.getFloat();
			}
		}
开发者ID:OnlyTheGhosts,项目名称:OWEngine,代码行数:15,代码来源:rf_api.cpp

示例2: CG_RunTestEmitter

void CG_RunTestEmitter()
{
	if ( cg_testEmitter.getStr()[0] == 0 || cg_testEmitter.getStr()[0] == '0' )
	{
		CG_FreeTestEmitter();
		return;
	}
	class particleDeclAPI_i* pDecl = g_declMgr->registerParticleDecl( cg_testEmitter.getStr() );
	if ( pDecl == 0 )
	{
		CG_FreeTestEmitter();
		return;
	}
	if ( cg_testEmitterInstance == 0 )
	{
		cg_testEmitterInstance = new emitterD3_c;
		rf->addCustomRenderObject( cg_testEmitterInstance );
		cg_testEmitterInstance->setOrigin( cg.refdefViewOrigin + cg.refdefViewAxis.getForward()*cg_testEmitter_cameraDistance.getFloat() );
	}
	else
	{
		if ( cg_testEmitter_attachToCamera.getInt() )
		{
			cg_testEmitterInstance->setOrigin( cg.refdefViewOrigin + cg.refdefViewAxis.getForward()*cg_testEmitter_cameraDistance.getFloat() );
		}
	}
	cg_testEmitterInstance->setParticleDecl( pDecl );
	
}
开发者ID:OnlyTheGhosts,项目名称:OWEngine,代码行数:29,代码来源:cg_testEmitter.cpp

示例3: CG_RunViewModel


//.........这里部分代码省略.........
	}
	//g_core->Print("Player velocity: %f %f %f\n",cg.snap->ps.velocity.x,cg.snap->ps.velocity.y,cg.snap->ps.velocity.z);
	
	// calculate viewmodel bobbing offset based on player velocity
	viewModelMovement.setConfig( viewModelMovementConfig );
	viewModelMovement.calcViewModelOffset( cg.snap->ps.isOnGround(), cg.snap->ps.velocity, cg.refdefViewAngles, cg.frametime * 0.001f );
	const vec3_c& currentMovement = viewModelMovement.getCurrentMovement();
	localOfs += currentMovement;
	if ( cg_printViewModelBobbingOffset.getInt() )
	{
		g_core->Print( "Viewmodel bobbing movement: %f %f %f\n", currentMovement.x, currentMovement.y, currentMovement.z );
	}
	
	if ( cg_printCurViewModelName.getInt() )
	{
		g_core->Print( "Current viewmodel name: %s\n", viewModel->getName() );
	}
	if ( cg_printCurViewModelAnimationCount.getInt() )
	{
		g_core->Print( "Current viewmodel animation count: %i\n", viewModel->getNumAnims() );
	}
	if ( cg_printCurViewModelBoneNames.getInt() )
	{
		g_core->Print( "Current viewmodel %s bonenames:\n", viewModel->getName() );
		viewModel->printBoneNames();
	}
	
	CG_AllocViewModelEntity();
	
	vec3_c origin = cg.refdefViewOrigin;
	vec3_c angles = cg.refdefViewAngles;
	
	// apply extra gun offset
	localOfs.x += cg_gunX.getFloat();
	localOfs.y += cg_gunY.getFloat();
	localOfs.z += cg_gunZ.getFloat();
	
	// apply extra gun rotation
	localRot.x += cg_gunRotX.getFloat();
	localRot.y += cg_gunRotY.getFloat();
	localRot.z += cg_gunRotZ.getFloat();
	
	if ( localRot.isNull() == false )
	{
		matrix_c m;
		m.fromAngles( angles );
		m.rotateX( localRot.x );
		m.rotateY( localRot.y );
		m.rotateZ( localRot.z );
		angles = m.getAngles();
	}
	
	// add local offset to hand origin
	origin.vectorMA( origin, cg.refdefViewAxis[0], localOfs.x );
	origin.vectorMA( origin, cg.refdefViewAxis[1], localOfs.y );
	origin.vectorMA( origin, cg.refdefViewAxis[2], localOfs.z );
	
	// always update viewmodel position
	cg_viewModelEntity->setOrigin( origin );
	cg_viewModelEntity->setAngles( angles );
	cg_viewModelEntity->setFirstPersonOnly( true );
	// set viewmodel model
	//rModelAPI_i *viewModel = rf->registerModel("models/testweapons/xrealMachinegun/machinegun_view.md5mesh");
	cg_viewModelEntity->setModel( viewModel );
	int viewModelAnimFlags;
	if ( stricmp( cg_forceViewModelAnimationFlags.getStr(), "none" ) )
开发者ID:OnlyTheGhosts,项目名称:OWEngine,代码行数:67,代码来源:cg_viewModel.cpp


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