本文整理汇总了C++中game_import_t::DPrintf方法的典型用法代码示例。如果您正苦于以下问题:C++ game_import_t::DPrintf方法的具体用法?C++ game_import_t::DPrintf怎么用?C++ game_import_t::DPrintf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类game_import_t
的用法示例。
在下文中一共展示了game_import_t::DPrintf方法的5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: Com_Printf
void Com_Printf (const char* msg, ...)
{
va_list argptr;
char text[1024];
va_start(argptr, msg);
Q_vsnprintf(text, sizeof(text), msg, argptr);
va_end(argptr);
gi.DPrintf("%s", text);
}
示例2: G_RunFrame
/**
* @sa SV_RunGameFrame
* @sa G_MatchEndTrigger
* @sa AI_Run
* @return true if game reaches its end - false otherwise
*/
static bool G_RunFrame (void)
{
level.framenum++;
/* server is running at 10 fps */
level.time = level.framenum * SERVER_FRAME_SECONDS;
/* this doesn't belong here, but it works */
if (!level.routed) {
level.routed = true;
G_CompleteRecalcRouting();
}
/* still waiting for other players */
if (!G_MatchIsRunning()) {
if (sv_maxteams->modified) {
/* inform the client */
gi.ConfigString(CS_MAXTEAMS, "%i", sv_maxteams->integer);
sv_maxteams->modified = false;
}
}
if (G_IsMultiPlayer()) {
if (sv_roundtimelimit->modified) {
/* some played around here - restart the count down */
level.roundstartTime = level.time;
/* don't allow smaller values here */
if (sv_roundtimelimit->integer < 30 && sv_roundtimelimit->integer > 0) {
gi.DPrintf("The minimum value for sv_roundtimelimit is 30\n");
gi.Cvar_Set("sv_roundtimelimit", "30");
}
sv_roundtimelimit->modified = false;
}
G_CheckForceEndRound();
}
/* end this game? */
if (G_MatchDoEnd())
return true;
CheckNeedPass();
/* run ai */
AI_Run();
/* not all teams are spawned or game has already ended */
if (G_MatchIsRunning())
G_EdictsThink();
G_SendBoundingBoxes();
return false;
}
示例3: G_Shutdown
/**
* @brief Free the tags TAG_LEVEL and TAG_GAME
* @sa Mem_FreeTags
*/
static void G_Shutdown (void)
{
gi.DPrintf("==== ShutdownGame ====\n");
AIL_Shutdown();
if (logstatsfile)
fclose(logstatsfile);
logstatsfile = nullptr;
G_FreeTags(TAG_LEVEL);
G_FreeTags(TAG_GAME);
G_FreeAllInventory();
Com_Printf("Used inventory slots in game on shutdown: %i\n", game.invi.GetUsedSlots());
}
示例4: Com_DPrintf
void Com_DPrintf (int level, const char* msg, ...)
{
va_list argptr;
char text[1024];
/* don't confuse non-developers with techie stuff... */
if (!developer || developer->integer == 0)
return;
if (!(developer->integer & level))
return;
va_start(argptr, msg);
Q_vsnprintf(text, sizeof(text), msg, argptr);
va_end(argptr);
gi.DPrintf("%s", text);
}
示例5: G_Init
/**
* @brief This will be called when the game library is first loaded
* @note only happens when a new game/map is started
*/
static void G_Init (void)
{
gi.DPrintf("==== InitGame ====\n");
/* noset vars */
sv_dedicated = gi.Cvar_Get("sv_dedicated", "0", CVAR_SERVERINFO | CVAR_NOSET, "Is this a dedicated server?");
/* latched vars */
sv_cheats = gi.Cvar_Get("sv_cheats", "0", CVAR_SERVERINFO | CVAR_LATCH, "Activate cheats");
gi.Cvar_Get("gamename", GAMEVERSION, CVAR_SERVERINFO | CVAR_LATCH, nullptr);
gi.Cvar_Get("gamedate", __DATE__, CVAR_SERVERINFO | CVAR_LATCH, nullptr);
developer = gi.Cvar_Get("developer", "0", 0, "Print out a lot of developer debug messages - useful to track down bugs");
logstats = gi.Cvar_Get("logstats", "1", CVAR_ARCHIVE, "Server logfile output for kills");
/* max. players per team (original quake) */
sv_maxplayersperteam = gi.Cvar_Get("sv_maxplayersperteam", "8", CVAR_SERVERINFO | CVAR_LATCH, "How many players (humans) may a team have");
/* max. soldiers per team */
sv_maxsoldiersperteam = gi.Cvar_Get("sv_maxsoldiersperteam", "4", CVAR_ARCHIVE | CVAR_SERVERINFO, "How many soldiers may one team have");
/* max soldiers per player */
sv_maxsoldiersperplayer = gi.Cvar_Get("sv_maxsoldiersperplayer", DOUBLEQUOTE(MAX_ACTIVETEAM), CVAR_ARCHIVE | CVAR_SERVERINFO, "How many soldiers one player is able to control in a given team");
/* enable moralestates in multiplayer */
sv_enablemorale = gi.Cvar_Get("sv_enablemorale", "1", CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_LATCH, "Enable morale behaviour for actors");
sv_roundtimelimit = gi.Cvar_Get("sv_roundtimelimit", "90", CVAR_ARCHIVE | CVAR_SERVERINFO, "Timelimit in seconds for multiplayer rounds");
sv_roundtimelimit->modified = false;
sv_maxentities = gi.Cvar_Get("sv_maxentities", "1024", CVAR_LATCH, nullptr);
sv_maxteams = gi.Cvar_Get("sv_maxteams", "2", CVAR_SERVERINFO, "How many teams for current running map");
sv_maxteams->modified = false;
/* change anytime vars */
password = gi.Cvar_Get("password", "", CVAR_USERINFO, nullptr);
sv_needpass = gi.Cvar_Get("sv_needpass", "0", CVAR_SERVERINFO, nullptr);
sv_filterban = gi.Cvar_Get("sv_filterban", "1", 0, nullptr);
sv_ai = gi.Cvar_Get("sv_ai", "1", 0, "Activate or deativate the ai");
sv_teamplay = gi.Cvar_Get("sv_teamplay", "0", CVAR_ARCHIVE | CVAR_LATCH | CVAR_SERVERINFO, "Is teamplay activated? see sv_maxclients, sv_maxplayersperteam, sv_maxsoldiersperteam and sv_maxsoldiersperplayer");
/* how many connected clients */
sv_maxclients = gi.Cvar_Get("sv_maxclients", "1", CVAR_SERVERINFO, "If sv_maxclients is 1 we are in singleplayer - otherwise we are mutliplayer mode (see sv_teamplay)");
sv_shot_origin = gi.Cvar_Get("sv_shot_origin", "8", 0, "Assumed distance of muzzle from model");
sv_send_edicts = gi.Cvar_Get("sv_send_edicts", "0", CVAR_ARCHIVE | CVAR_CHEAT, "Send server side edicts for client display like triggers");
sv_hurtaliens = gi.Cvar_Get("sv_hurtaliens", "0", CVAR_SERVERINFO, "Spawn hurt aliens");
ai_alienteam = gi.Cvar_Get("ai_alienteam", "ortnok", 0, "Alien team");
ai_civilianteam = gi.Cvar_Get("ai_civilianteam", "europe", 0, "Civilian team");
/* this cvar is set in singleplayer via campaign definition */
ai_equipment = gi.Cvar_Get("ai_equipment", "multiplayer_alien", 0, "Initial equipment definition for aliens");
/* aliens in singleplayer (can differ each mission) */
ai_singleplayeraliens = gi.Cvar_Get("ai_singleplayeraliens", "30", 0, "How many aliens in this battle (singleplayer)");
/* civilians for singleplayer */
ai_numcivilians = gi.Cvar_Get("ai_numcivilians", "10", 0, "How many civilians in this battle");
/* aliens in multiplayer */
ai_multiplayeraliens = gi.Cvar_Get("ai_multiplayeraliens", "8", CVAR_ARCHIVE, "How many (ai controlled) actors in this battle (multiplayer)");
mob_death = gi.Cvar_Get("mob_death", "10", CVAR_LATCH|CVAR_NOSET, nullptr);
mob_wound = gi.Cvar_Get("mob_wound", "0.1", CVAR_LATCH|CVAR_NOSET, nullptr);
mob_shoot = gi.Cvar_Get("mob_shoot", "0.1", CVAR_LATCH|CVAR_NOSET, nullptr);
mof_watching = gi.Cvar_Get("mof_watching", "1.7", CVAR_LATCH|CVAR_NOSET, nullptr);
mof_teamkill = gi.Cvar_Get("mof_teamkill", "2.0", CVAR_LATCH|CVAR_NOSET, nullptr);
mof_civilian = gi.Cvar_Get("mof_civilian", "0.3", CVAR_LATCH|CVAR_NOSET, nullptr);
mof_enemy = gi.Cvar_Get("mof_ememy", "0.5", CVAR_LATCH|CVAR_NOSET, nullptr);
mor_pain = gi.Cvar_Get("mof_pain", "3.6", CVAR_LATCH|CVAR_NOSET, nullptr);
/* everyone gets this times morale damage */
mor_default = gi.Cvar_Get("mor_default", "0.3", CVAR_LATCH|CVAR_NOSET, "Everyone gets this times morale damage");
/* at this distance the following two get halved (exponential scale) */
mor_distance = gi.Cvar_Get("mor_distance", "120", CVAR_LATCH|CVAR_NOSET, "At this distance the following two get halved (exponential scale)");
/* at this distance the following two get halved (exponential scale) */
mor_victim = gi.Cvar_Get("mor_victim", "0.7", CVAR_LATCH|CVAR_NOSET, "At this distance the following two get halved (exponential scale)");
/* at this distance the following two get halved (exponential scale) */
mor_attacker = gi.Cvar_Get("mor_attacker", "0.3", CVAR_LATCH|CVAR_NOSET, "At this distance the following two get halved (exponential scale)");
/* how much the morale depends on the size of the damaged team */
mon_teamfactor = gi.Cvar_Get("mon_teamfactor", "0.6", CVAR_LATCH|CVAR_NOSET, "How much the morale depends on the size of the damaged team");
mor_regeneration = gi.Cvar_Get("mor_regeneration", "15", CVAR_LATCH|CVAR_NOSET, nullptr);
mor_shaken = gi.Cvar_Get("mor_shaken", "50", CVAR_LATCH|CVAR_NOSET, nullptr);
mor_panic = gi.Cvar_Get("mor_panic", "30", CVAR_LATCH|CVAR_NOSET, nullptr);
mor_brave = gi.Cvar_Get("mor_brave", "85", CVAR_LATCH|CVAR_NOSET, nullptr);
m_sanity = gi.Cvar_Get("m_sanity", "1.0", CVAR_LATCH|CVAR_NOSET, nullptr);
m_rage = gi.Cvar_Get("m_rage", "0.6", CVAR_LATCH|CVAR_NOSET, nullptr);
m_rage_stop = gi.Cvar_Get("m_rage_stop", "2.0", CVAR_LATCH|CVAR_NOSET, nullptr);
m_panic_stop = gi.Cvar_Get("m_panic_stop", "1.0", CVAR_LATCH|CVAR_NOSET, nullptr);
g_endlessaliens = gi.Cvar_Get("g_endlessaliens", "0", CVAR_LATCH|CVAR_SERVERINFO, "Spawn endless aliens");
g_ailua = gi.Cvar_Get("g_ailua", "0", 0, "Activate or deactivate the LUA AI");
g_aihumans = gi.Cvar_Get("g_aihumans", "0", CVAR_DEVELOPER, "Activate or deactivate the ai for human actors");
g_aidebug = gi.Cvar_Get("g_aidebug", "0", CVAR_DEVELOPER|CVAR_CHEAT, "All AI actors are visible");
g_drawtraces = gi.Cvar_Get("g_drawtraces", "0", CVAR_DEVELOPER, "All traces will be rendered");
g_nodamage = gi.Cvar_Get("g_nodamage", "0", CVAR_DEVELOPER|CVAR_CHEAT, "No damage in developer mode");
g_notu = gi.Cvar_Get("g_notu", "0", CVAR_DEVELOPER|CVAR_CHEAT, "No TU costs while performing any action");
g_actorspeed = gi.Cvar_Get("g_actorspeed", "1.0", CVAR_ARCHIVE|CVAR_SERVERINFO, "Moving speed of the actor");
g_lastseen = gi.Cvar_Get("g_lastseen", "20", CVAR_ARCHIVE|CVAR_SERVERINFO, "Quit the match if no player was seen in this amount of rounds");
g_nospawn = gi.Cvar_Get("g_nospawn", "0", CVAR_DEVELOPER|CVAR_CHEAT, "Do not spawn a soldier");
/* flood control */
flood_msgs = gi.Cvar_Get("flood_msgs", "4", 0, nullptr);
flood_persecond = gi.Cvar_Get("flood_persecond", "4", 0, nullptr);
flood_waitdelay = gi.Cvar_Get("flood_waitdelay", "10", 0, "Delay until someone is unlocked from talking again");
//.........这里部分代码省略.........