本文整理匯總了C++中GetClientVoiceMgr函數的典型用法代碼示例。如果您正苦於以下問題:C++ GetClientVoiceMgr函數的具體用法?C++ GetClientVoiceMgr怎麽用?C++ GetClientVoiceMgr使用的例子?那麽, 這裏精選的函數代碼示例或許可以為您提供幫助。
在下文中一共展示了GetClientVoiceMgr函數的15個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的C++代碼示例。
示例1: HUD_CreateEntities
/*
=========================
HUD_CreateEntities
Gives us a chance to add additional entities to the render this frame
=========================
*/
void EXPORT HUD_CreateEntities( void )
{
// e.g., create a persistent cl_entity_t somewhere.
// Load an appropriate model into it ( gEngfuncs.CL_LoadModel )
// Call gEngfuncs.CL_CreateVisibleEntity to add it to the visedicts list
/*
#if defined( TEST_IT )
MoveModel();
#endif
#if defined( TRACE_TEST )
TraceModel();
#endif
*/
/*
Particles();
*/
/*
TempEnts();
*/
// Add in any game specific objects
Game_AddObjects();
GetClientVoiceMgr()->CreateEntities();
}
示例2: HUD_Frame
void EXPORT HUD_Frame( double time )
{
IN_Commands();
ServersThink( time );
GetClientVoiceMgr()->Frame(time);
}
示例3: HUD_Frame
void CL_DLLEXPORT HUD_Frame( double time )
{
gEngfuncs.VGui_ViewportPaintBackground(HUD_GetRect());
ServersThink( time );
GetClientVoiceMgr()->Frame(time);
}
示例4: HUD_Frame
void DLLEXPORT HUD_Frame( double time )
{
ServersThink( time );
#ifndef NO_VGUI
GetClientVoiceMgr()->Frame(time);
#endif
}
示例5: HUD_Frame
void CL_DLLEXPORT HUD_Frame( double time )
{
// RecClHudFrame(time);
ServersThink( time );
GetClientVoiceMgr()->Frame(time);
}
示例6: GetClientVoiceMgr
bool ScorePanel::SetSquelchMode(bool inMode)
{
bool theSuccess = false;
if(inMode && !GetClientVoiceMgr()->IsInSquelchMode())
{
GetClientVoiceMgr()->StartSquelchMode();
m_HitTestPanel.setVisible(false);
theSuccess = true;
}
else if(!inMode && GetClientVoiceMgr()->IsInSquelchMode())
{
GetClientVoiceMgr()->StopSquelchMode();
theSuccess = true;
}
return theSuccess;
}
示例7: IN_ScoreUp
void IN_ScoreUp(void)
{
KeyUp(&in_score);
if ( gViewPortInterface )
{
gViewPortInterface->ShowPanel( PANEL_SCOREBOARD, false );
GetClientVoiceMgr()->StopSquelchMode();
}
}
示例8: IN_ScoreUp
void IN_ScoreUp( const CCommand &args )
{
KeyUp( &in_score, args[1] );
if ( gViewPortInterface )
{
gViewPortInterface->ShowPanel( PANEL_SCOREBOARD, false );
GetClientVoiceMgr()->StopSquelchMode();
}
}
示例9: HUD_CreateEntities
/*
=========================
HUD_CreateEntities
Gives us a chance to add additional entities to the render this frame
=========================
*/
void DLLEXPORT HUD_CreateEntities( void )
{
// e.g., create a persistent cl_entity_t somewhere.
// Load an appropriate model into it ( gEngfuncs.CL_LoadModel )
// Call gEngfuncs.CL_CreateVisibleEntity to add it to the visedicts list
// Add in any game specific objects
Game_AddObjects();
GetClientVoiceMgr()->CreateEntities();
}
示例10: GetClientModeNormal
void CTFModeManager::Init()
{
g_pClientMode = GetClientModeNormal();
PanelMetaClassMgr()->LoadMetaClassDefinitionFile( SCREEN_FILE );
// Load the objects.txt file.
LoadObjectInfos( ::filesystem );
GetClientVoiceMgr()->SetHeadLabelOffset( 40 );
}
示例11: ACTIVE_SPLITSCREEN_PLAYER_GUARD
void CSDKModeManager::Init()
{
for( int i = 0; i < MAX_SPLITSCREEN_PLAYERS; ++i )
{
ACTIVE_SPLITSCREEN_PLAYER_GUARD( i );
g_pClientMode[ i ] = GetClientModeNormal();
}
PanelMetaClassMgr()->LoadMetaClassDefinitionFile( SCREEN_FILE );
GetClientVoiceMgr()->SetHeadLabelOffset( 40 );
}
示例12: ShouldDraw
bool CHudVoiceSelfStatus::ShouldDraw()
{
C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
if ( !player )
return false;
if ( GetClientVoiceMgr()->IsLocalPlayerSpeaking( player->GetSplitScreenPlayerSlot() ) == false )
return false;
return CHudElement::ShouldDraw();
}
示例13: HUD_CreateEntities
/*
=========================
HUD_CreateEntities
Gives us a chance to add additional entities to the render this frame
=========================
*/
void DLLEXPORT HUD_CreateEntities( void )
{
#if defined( BEAM_TEST )
Beams();
#endif
Bench_AddObjects();
// Add in any game specific objects
Game_AddObjects();
GetClientVoiceMgr()->CreateEntities();
}
示例14: GetClientVoiceMgr
//-----------------------------------------------------------------------------
// Purpose: Called when shared data gets changed, allows dll to modify data
// Input : bActive -
//-----------------------------------------------------------------------------
void CHLClient::HudUpdate( bool bActive )
{
float frametime = gpGlobals->frametime;
GetClientVoiceMgr()->Frame( frametime );
gHUD.UpdateHud( bActive );
IGameSystem::UpdateAllSystems( frametime );
// I don't think this is necessary any longer, but I will leave it until
// I can check into this further.
C_BaseTempEntity::CheckDynamicTempEnts();
}
示例15: cursorMoved
void ScorePanel::cursorMoved(int x, int y, Panel *panel)
{
if (GetClientVoiceMgr()->IsInSquelchMode())
{
// look for which cell the mouse is currently over
for (int i = 0; i < NUM_ROWS; i++)
{
int row, col;
if (m_PlayerGrids[i].getCellAtPoint(x, y, row, col))
{
MouseOverCell(i, col);
return;
}
}
}
}