本文整理汇总了C++中MsgDev函数的典型用法代码示例。如果您正苦于以下问题:C++ MsgDev函数的具体用法?C++ MsgDev怎么用?C++ MsgDev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MsgDev函数的20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,您的评价将有助于我们的系统推荐出更棒的C++代码示例。
示例1: Cmd_ForwardToServer
/*
===================
Cmd_ForwardToServer
adds the current command line as a clc_stringcmd to the client message.
things like godmode, noclip, etc, are commands directed to the server,
so when they are typed in at the console, they will need to be forwarded.
===================
*/
void Cmd_ForwardToServer( void )
{
char str[MAX_CMD_BUFFER];
if( cls.demoplayback )
{
if( !Q_stricmp( Cmd_Argv( 0 ), "pause" ))
cl.refdef.paused ^= 1;
return;
}
if( cls.state != ca_connected && cls.state != ca_active )
{
MsgDev( D_INFO, "Can't \"%s\", not connected\n", Cmd_Argv( 0 ));
return; // not connected
}
BF_WriteByte( &cls.netchan.message, clc_stringcmd );
str[0] = 0;
if( Q_stricmp( Cmd_Argv( 0 ), "cmd" ))
{
Q_strcat( str, Cmd_Argv( 0 ));
Q_strcat( str, " " );
}
if( Cmd_Argc() > 1 )
Q_strcat( str, Cmd_Args( ));
else Q_strcat( str, "\n" );
BF_WriteString( &cls.netchan.message, str );
}
开发者ID:ShaunNoWay,项目名称:xash3d,代码行数:41,代码来源:cmd.c
示例2: SCR_InstallParticlePalette
void SCR_InstallParticlePalette( void )
{
rgbdata_t *pic;
int i;
// first check 'palette.lmp' then 'palette.pal'
pic = FS_LoadImage( "gfx/palette.lmp", NULL, 0 );
if( !pic ) pic = FS_LoadImage( "gfx/palette.pal", NULL, 0 );
// NOTE: imagelib required this fakebuffer for loading internal palette
if( !pic ) pic = FS_LoadImage( "#valve.pal", ((byte *)&i), 768 );
if( pic )
{
for( i = 0; i < 256; i++ )
{
clgame.palette[i][0] = pic->palette[i*4+0];
clgame.palette[i][1] = pic->palette[i*4+1];
clgame.palette[i][2] = pic->palette[i*4+2];
}
FS_FreeImage( pic );
}
else
{
for( i = 0; i < 256; i++ )
{
clgame.palette[i][0] = i;
clgame.palette[i][1] = i;
clgame.palette[i][2] = i;
}
MsgDev( D_WARN, "CL_InstallParticlePalette: failed. Force to grayscale\n" );
}
}
开发者ID:Solexid,项目名称:xash3d,代码行数:33,代码来源:cl_scrn.c
示例3: CL_NextDemo
/*
==================
CL_NextDemo
Called when a demo or cinematic finishes
If the "nextdemo" cvar is set, that command will be issued
==================
*/
qboolean CL_NextDemo( void )
{
string str;
if( cls.demonum == -1 )
return false; // don't play demos
S_StopAllSounds();
if( !cls.demos[cls.demonum][0] || cls.demonum == MAX_DEMOS )
{
cls.demonum = 0;
if( !cls.demos[cls.demonum][0] )
{
MsgDev( D_INFO, "no demos listed with startdemos\n" );
cls.demonum = -1;
return false;
}
}
Q_snprintf( str, MAX_STRING, "playdemo %s\n", cls.demos[cls.demonum] );
Cbuf_InsertText( str );
cls.demonum++;
return true;
}
开发者ID:Reedych,项目名称:xash3d,代码行数:34,代码来源:cl_demo.c
示例4: SV_InitPhysicsAPI
/*
===============
SV_InitPhysicsAPI
Initialize server external physics
===============
*/
qboolean SV_InitPhysicsAPI( void )
{
#ifdef _DEDICATED
return false;
#else
static PHYSICAPI pPhysIface;
pPhysIface = (PHYSICAPI)Com_GetProcAddress( svgame.hInstance, "Server_GetPhysicsInterface" );
if( pPhysIface )
{
if( pPhysIface( SV_PHYSICS_INTERFACE_VERSION, &gPhysicsAPI, &svgame.physFuncs ))
{
MsgDev( D_AICONSOLE, "SV_LoadProgs: ^2initailized extended PhysicAPI ^7ver. %i\n", SV_PHYSICS_INTERFACE_VERSION );
if( svgame.physFuncs.SV_CheckFeatures != NULL )
{
// grab common engine features (it will be shared across the network)
host.features = svgame.physFuncs.SV_CheckFeatures();
Host_PrintEngineFeatures ();
}
return true;
}
// make sure what physic functions is cleared
Q_memset( &svgame.physFuncs, 0, sizeof( svgame.physFuncs ));
return false; // just tell user about problems
}
// physic interface is missed
return true;
#endif
}
开发者ID:Xash3DLinux,项目名称:xash3dlinux,代码行数:40,代码来源:sv_phys.c
示例5: GL_SelectTexture
/*
=================
GL_SelectTexture
=================
*/
void GL_SelectTexture( GLint tmu )
{
if( !GL_Support( GL_ARB_MULTITEXTURE ))
return;
// don't allow negative texture units
if( tmu < 0 ) return;
if( tmu >= GL_MaxTextureUnits( ))
{
MsgDev( D_ERROR, "GL_SelectTexture: bad tmu state %i\n", tmu );
return;
}
if( glState.activeTMU == tmu )
return;
glState.activeTMU = tmu;
if( pglActiveTextureARB )
{
pglActiveTextureARB( tmu + GL_TEXTURE0_ARB );
if( tmu < glConfig.max_texture_coords )
pglClientActiveTextureARB( tmu + GL_TEXTURE0_ARB );
}
#ifndef __ANDROID__
else if( pglSelectTextureSGIS )
{
pglSelectTextureSGIS( tmu + GL_TEXTURE0_SGIS );
}
#endif
}
开发者ID:mittorn,项目名称:xash3d,代码行数:38,代码来源:gl_backend.c
示例6: Sys_InitLog
/*
===============================================================================
SYSTEM LOG
===============================================================================
*/
void Sys_InitLog( void )
{
const char *mode;
if( host.change_game )
mode = "a";
else mode = "w";
// print log to stdout
printf( "=================================================================================\n" );
printf( "\t%s (build %i) started at %s\n", s_wcd.title, Q_buildnum(), Q_timestamp( TIME_FULL ));
printf( "=================================================================================\n" );
s_wcd.logfileno = -1;
// create log if needed
if( s_wcd.log_active )
{
s_wcd.logfile = fopen( s_wcd.log_path, mode );
if( !s_wcd.logfile ) MsgDev( D_ERROR, "Sys_InitLog: can't create log file %s\n", s_wcd.log_path );
else s_wcd.logfileno = fileno( s_wcd.logfile );
fprintf( s_wcd.logfile, "=================================================================================\n" );
fprintf( s_wcd.logfile, "\t%s (build %i) started at %s\n", s_wcd.title, Q_buildnum(), Q_timestamp( TIME_FULL ));
fprintf( s_wcd.logfile, "=================================================================================\n" );
}
}
开发者ID:adamixik,项目名称:xash3d,代码行数:33,代码来源:sys_con.c
示例7: VGUI_UploadTexture
/*
================
VGUI_UploadTexture
Upload texture into video memory
================
*/
void VGUI_UploadTexture( int id, const char *buffer, int width, int height )
{
rgbdata_t r_image;
char texName[32];
if( id <= 0 || id >= VGUI_MAX_TEXTURES )
{
MsgDev( D_ERROR, "VGUI_UploadTexture: bad texture %i. Ignored\n", id );
return;
}
Q_snprintf( texName, sizeof( texName ), "*vgui%i", id );
Q_memset( &r_image, 0, sizeof( r_image ));
r_image.width = width;
r_image.height = height;
r_image.type = PF_RGBA_32;
r_image.size = r_image.width * r_image.height * 4;
r_image.flags = IMAGE_HAS_COLOR|IMAGE_HAS_ALPHA;
r_image.buffer = (byte *)buffer;
g_textures[id] = GL_LoadTextureInternal( texName, &r_image, TF_IMAGE, false );
GL_SetTextureType( g_textures[id], TEX_VGUI );
g_iBoundTexture = id;
}
开发者ID:Fograin,项目名称:hl-subsmod-ex,代码行数:32,代码来源:vgui_draw.c
示例8: Key_EnumCmds_f
void Key_EnumCmds_f( void )
{
file_t *f;
FS_AllowDirectPaths( true );
if( FS_FileExists( "../help.txt", false ))
{
Msg( "help.txt already exist\n" );
FS_AllowDirectPaths( false );
return;
}
f = FS_Open( "../help.txt", "w", false );
if( f )
{
FS_Printf( f, "//=======================================================================\n");
FS_Printf( f, "//\t\t\tCopyright XashXT Group %s ©\n", Q_timestamp( TIME_YEAR_ONLY ));
FS_Printf( f, "//\t\thelp.txt - xash commands and console variables\n");
FS_Printf( f, "//=======================================================================\n");
FS_Printf( f, "\n\n\t\t\tconsole variables\n\n");
Cvar_LookupVars( 0, NULL, f, Cmd_WriteHelp );
FS_Printf( f, "\n\n\t\t\tconsole commands\n\n");
Cmd_LookupCmds( NULL, f, Cmd_WriteHelp );
FS_Printf( f, "\n\n");
FS_Close( f );
Msg( "help.txt created\n" );
}
else MsgDev( D_ERROR, "Couldn't write help.txt.\n");
FS_AllowDirectPaths( false );
}
开发者ID:GAMELASTER,项目名称:xash3d,代码行数:31,代码来源:con_utils.c
示例9: CL_InitClientMove
/*
===============
CL_InitClientMove
===============
*/
void CL_InitClientMove( void )
{
int i;
Pmove_Init ();
clgame.pmove->server = false; // running at client
clgame.pmove->movevars = &clgame.movevars;
clgame.pmove->runfuncs = false;
Mod_SetupHulls( clgame.player_mins, clgame.player_maxs );
// enumerate client hulls
for( i = 0; i < MAX_MAP_HULLS; i++ )
{
if( clgame.dllFuncs.pfnGetHullBounds( i, clgame.player_mins[i], clgame.player_maxs[i] ))
MsgDev( D_NOTE, "CL: hull%i, player_mins: %g %g %g, player_maxs: %g %g %g\n", i,
clgame.player_mins[i][0], clgame.player_mins[i][1], clgame.player_mins[i][2],
clgame.player_maxs[i][0], clgame.player_maxs[i][1], clgame.player_maxs[i][2] );
}
Q_memcpy( clgame.pmove->player_mins, clgame.player_mins, sizeof( clgame.player_mins ));
Q_memcpy( clgame.pmove->player_maxs, clgame.player_maxs, sizeof( clgame.player_maxs ));
// common utilities
clgame.pmove->PM_Info_ValueForKey = Info_ValueForKey;
clgame.pmove->PM_Particle = pfnParticle;
clgame.pmove->PM_TestPlayerPosition = pfnTestPlayerPosition;
clgame.pmove->Con_NPrintf = Con_NPrintf;
clgame.pmove->Con_DPrintf = Con_DPrintf;
clgame.pmove->Con_Printf = Con_Printf;
clgame.pmove->Sys_FloatTime = Sys_DoubleTime;
clgame.pmove->PM_StuckTouch = pfnStuckTouch;
clgame.pmove->PM_PointContents = pfnPointContents;
clgame.pmove->PM_TruePointContents = pfnTruePointContents;
clgame.pmove->PM_HullPointContents = pfnHullPointContents;
clgame.pmove->PM_PlayerTrace = pfnPlayerTrace;
clgame.pmove->PM_TraceLine = pfnTraceLine;
clgame.pmove->RandomLong = Com_RandomLong;
clgame.pmove->RandomFloat = Com_RandomFloat;
clgame.pmove->PM_GetModelType = pfnGetModelType;
clgame.pmove->PM_GetModelBounds = pfnGetModelBounds;
clgame.pmove->PM_HullForBsp = pfnHullForBsp;
clgame.pmove->PM_TraceModel = pfnTraceModel;
clgame.pmove->COM_FileSize = COM_FileSize;
clgame.pmove->COM_LoadFile = COM_LoadFile;
clgame.pmove->COM_FreeFile = COM_FreeFile;
clgame.pmove->memfgets = COM_MemFgets;
clgame.pmove->PM_PlaySound = pfnPlaySound;
clgame.pmove->PM_TraceTexture = pfnTraceTexture;
clgame.pmove->PM_PlaybackEventFull = pfnPlaybackEventFull;
clgame.pmove->PM_PlayerTraceEx = pfnPlayerTraceEx;
clgame.pmove->PM_TestPlayerPositionEx = pfnTestPlayerPositionEx;
clgame.pmove->PM_TraceLineEx = pfnTraceLineEx;
clgame.pmove->PM_TraceSurface = pfnTraceSurface;
// initalize pmove
clgame.dllFuncs.pfnPlayerMoveInit( clgame.pmove );
}
开发者ID:adamixik,项目名称:xash3d,代码行数:65,代码来源:cl_pmove.c
示例10: FS_FileExtension
/*
================
FS_OpenStream
open and reading basic info from sound stream
================
*/
stream_t *FS_OpenStream( const char *filename )
{
const char *ext = FS_FileExtension( filename );
string path, loadname;
qboolean anyformat = true;
const streamfmt_t *format;
stream_t *stream;
Sound_Reset(); // clear old streaminfo
Q_strncpy( loadname, filename, sizeof( loadname ));
if( Q_stricmp( ext, "" ))
{
// we needs to compare file extension with list of supported formats
// and be sure what is real extension, not a filename with dot
for( format = sound.streamformat; format && format->formatstring; format++ )
{
if( !Q_stricmp( format->ext, ext ))
{
FS_StripExtension( loadname );
anyformat = false;
break;
}
}
}
// now try all the formats in the selected list
for( format = sound.streamformat; format && format->formatstring; format++)
{
if( anyformat || !Q_stricmp( ext, format->ext ))
{
Q_sprintf( path, format->formatstring, loadname, "", format->ext );
if(( stream = format->openfunc( path )) != NULL )
{
stream->format = format;
return stream; // done
}
}
}
if( !sound.streamformat || sound.streamformat->ext == NULL )
MsgDev( D_NOTE, "FS_OpenStream: soundlib offline\n" );
else MsgDev( D_NOTE, "FS_OpenStream: couldn't open \"%s\"\n", loadname );
return NULL;
}
开发者ID:Xash3DLinux,项目名称:xash3dlinux,代码行数:53,代码来源:snd_main.c
示例11: Host_WriteOpenGLConfig
/*
===============
Host_WriteOpenGLConfig
save opengl variables into opengl.cfg
===============
*/
void Host_WriteOpenGLConfig( void )
{
file_t *f;
MsgDev( D_NOTE, "Host_WriteGLConfig()\n" );
f = FS_Open( "opengl.cfg", "w", false );
if( f )
{
FS_Printf( f, "//=======================================================================\n" );
FS_Printf( f, "//\t\t\tCopyright XashXT Group %s ©\n", Q_timestamp( TIME_YEAR_ONLY ));
FS_Printf( f, "//\t\t opengl.cfg - archive of opengl extension cvars\n");
FS_Printf( f, "//=======================================================================\n" );
Cmd_WriteOpenGLVariables( f );
FS_Close( f );
}
else MsgDev( D_ERROR, "can't update opengl.cfg.\n" );
}
开发者ID:ShaunNoWay,项目名称:xash3d,代码行数:24,代码来源:con_utils.c
示例12: CL_ParseStatusMessage
/*
=================
CL_ParseStatusMessage
Handle a reply from a info
=================
*/
void CL_ParseStatusMessage( netadr_t from, sizebuf_t *msg )
{
char *s;
s = BF_ReadString( msg );
MsgDev( D_NOTE, "Got info string: %s\n", s );
UI_AddServerToList( from, s );
}
开发者ID:Reedych,项目名称:xash3d,代码行数:15,代码来源:cl_main.c
示例13: CL_ReadRawNetworkData
qboolean CL_ReadRawNetworkData( byte *buffer, size_t *length )
{
int msglen = 0;
ASSERT( buffer != NULL );
ASSERT( length != NULL );
*length = 0; // assume we fail
FS_Read( cls.demofile, &msglen, sizeof( int ));
if( msglen < 0 )
{
MsgDev( D_ERROR, "Demo message length < 0\n" );
CL_DemoCompleted();
return false;
}
if( msglen < 8 )
{
MsgDev( D_NOTE, "read runt demo message\n" );
}
if( msglen > NET_MAX_PAYLOAD )
{
MsgDev( D_ERROR, "Demo message %i > %i\n", msglen, NET_MAX_PAYLOAD );
CL_DemoCompleted();
return false;
}
if( msglen > 0 )
{
if( FS_Read( cls.demofile, buffer, msglen ) != msglen )
{
MsgDev( D_ERROR, "Error reading demo message data\n" );
CL_DemoCompleted();
return false;
}
}
*length = msglen;
if( cls.state != ca_active )
Cbuf_Execute();
return true;
}
开发者ID:nekonomicon,项目名称:xash3d,代码行数:46,代码来源:cl_demo.c
示例14: Host_WriteVideoConfig
/*
===============
Host_WriteVideoConfig
save render variables into video.cfg
===============
*/
void Host_WriteVideoConfig( void )
{
file_t *f;
MsgDev( D_NOTE, "Host_WriteVideoConfig()\n" );
f = FS_Open( "video.cfg", "w", false );
if( f )
{
FS_Printf( f, "//=======================================================================\n" );
FS_Printf( f, "//\t\t\tCopyright XashXT Group %s ©\n", Q_timestamp( TIME_YEAR_ONLY ));
FS_Printf( f, "//\t\tvideo.cfg - archive of renderer variables\n");
FS_Printf( f, "//=======================================================================\n" );
Cmd_WriteRenderVariables( f );
FS_Close( f );
}
else MsgDev( D_ERROR, "can't update video.cfg.\n" );
}
开发者ID:ShaunNoWay,项目名称:xash3d,代码行数:24,代码来源:con_utils.c
示例15: SV_CheckAllEnts
/*
================
SV_CheckAllEnts
================
*/
void SV_CheckAllEnts( void )
{
edict_t *e;
int i;
if( !sv_check_errors->integer || sv.state != ss_active )
return;
// check edicts errors
for( i = svgame.globals->maxClients + 1; i < svgame.numEntities; i++ )
{
e = EDICT_NUM( i );
// DEBUG: check 'gamestate' for using by mods
if( e->v.gamestate != 0 )
{
MsgDev( D_INFO, "Entity %s[%i] uses gamestate %i\n", SV_ClassName( e ), NUM_FOR_EDICT( e ), e->v.gamestate );
}
if( e->free && e->pvPrivateData != NULL )
{
MsgDev( D_ERROR, "Freed entity %s (%i) has private data.\n", SV_ClassName( e ), i );
continue;
}
if( !SV_IsValidEdict( e ))
continue;
if( !e->v.pContainingEntity || e->v.pContainingEntity != e )
{
MsgDev( D_ERROR, "Entity %s (%i) has invalid container, fixed.\n", SV_ClassName( e ), i );
e->v.pContainingEntity = e;
continue;
}
if( !e->pvPrivateData || !Mem_IsAllocatedExt( svgame.mempool, e->pvPrivateData ))
{
MsgDev( D_ERROR, "Entity %s (%i) trashed private data.\n", SV_ClassName( e ), i );
e->pvPrivateData = NULL;
continue;
}
SV_CheckVelocity( e );
}
}
开发者ID:THE-Swank,项目名称:xash3d,代码行数:50,代码来源:sv_phys.c
示例16: GL_CheckExtension
/*
=================
GL_CheckExtension
=================
*/
void GL_CheckExtension( const char *name, const dllfunc_t *funcs, const char *cvarname, int r_ext )
{
const dllfunc_t *func;
convar_t *parm;
MsgDev( D_NOTE, "GL_CheckExtension: %s ", name );
if( cvarname )
{
// system config disable extensions
parm = Cvar_Get( cvarname, "1", CVAR_GLCONFIG, va( "enable or disable %s", name ));
if( parm->integer == 0 || ( gl_extensions->integer == 0 && r_ext != GL_OPENGL_110 ))
{
MsgDev( D_NOTE, "- disabled\n" );
GL_SetExtension( r_ext, 0 );
return; // nothing to process at
}
GL_SetExtension( r_ext, 1 );
}
if(( name[2] == '_' || name[3] == '_' ) && !Q_strstr( glConfig.extensions_string, name ))
{
GL_SetExtension( r_ext, false ); // update render info
MsgDev( D_NOTE, "- ^1failed\n" );
return;
}
// clear exports
for( func = funcs; func && func->name; func++ )
*func->func = NULL;
GL_SetExtension( r_ext, true ); // predict extension state
for( func = funcs; func && func->name != NULL; func++ )
{
// functions are cleared before all the extensions are evaluated
if(!(*func->func = (void *)GL_GetProcAddress( func->name )))
GL_SetExtension( r_ext, false ); // one or more functions are invalid, extension will be disabled
}
if( GL_Support( r_ext ))
MsgDev( D_NOTE, "- ^2enabled\n" );
else MsgDev( D_NOTE, "- ^1failed\n" );
}
开发者ID:DeadZoneLuna,项目名称:xash3d,代码行数:50,代码来源:gl_vidnt.c
示例17: GL_UpdateContext
/*
=================
GL_UpdateContext
=================
*/
qboolean GL_UpdateContext( void )
{
if(!( SDL_GL_MakeCurrent( host.hWnd, glw_state.context ) ) )
{
MsgDev(D_ERROR, "GL_UpdateContext: %s", SDL_GetError());
return GL_DeleteContext();
}
return true;
}
开发者ID:THE-Swank,项目名称:xash3d,代码行数:14,代码来源:gl_sdl_static.c
示例18: GL_UpdateSwapInterval
/*
===============
GL_UpdateSwapInterval
===============
*/
void GL_UpdateSwapInterval( void )
{
if( gl_swapInterval->modified )
{
gl_swapInterval->modified = false;
if( SDL_GL_SetSwapInterval( gl_swapInterval->integer ) )
MsgDev( D_ERROR, "SDL_GL_SetSwapInterval: %s\n", SDL_GetError( ) );
}
}
开发者ID:THE-Swank,项目名称:xash3d,代码行数:14,代码来源:gl_sdl.c
示例19: CL_StartupDemoHeader
/*
====================
CL_StartupDemoHeader
spooling demo header in case
we record a demo on this level
====================
*/
void CL_StartupDemoHeader( void )
{
if( cls.demoheader )
{
FS_Close( cls.demoheader );
}
// Note: this is replacing tmpfile()
cls.demoheader = FS_Open( "demoheader.tmp", "w+b", true );
if( !cls.demoheader )
{
MsgDev( D_ERROR, "couldn't open temporary header file.\n" );
return;
}
MsgDev( D_INFO, "Spooling demo header.\n" );
}
开发者ID:nekonomicon,项目名称:xash3d,代码行数:26,代码来源:cl_demo.c
示例20: FS_FreeSound
/*
================
Sound_FreeSound
free WAV buffer
================
*/
void FS_FreeSound( wavdata_t *pack )
{
if( pack )
{
if( pack->buffer ) Mem_Free( pack->buffer );
Mem_Free( pack );
}
else MsgDev( D_WARN, "FS_FreeSound: trying to free NULL sound\n" );
}
开发者ID:Xash3DLinux,项目名称:xash3dlinux,代码行数:16,代码来源:snd_main.c
注:本文中的MsgDev函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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