本文整理汇总了C++中LTARRAYSIZE函数的典型用法代码示例。如果您正苦于以下问题:C++ LTARRAYSIZE函数的具体用法?C++ LTARRAYSIZE怎么用?C++ LTARRAYSIZE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LTARRAYSIZE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: LTARRAYSIZE
void LightBase::Load(ILTMessage_Read *pMsg, uint32 dwLoadFlags)
{
if (!pMsg)
return;
ILTMessage_Read& cMsg = *pMsg;
m_vColor = cMsg.ReadLTVector();
m_vDirectionalDims = cMsg.ReadLTVector();
m_vTranslucentColor = cMsg.ReadLTVector();
m_vSpecularColor = cMsg.ReadLTVector();
m_fLightRadius = cMsg.Readfloat();
m_fIntensityScale = cMsg.Readfloat();
m_eLightType = (EEngineLightType)cMsg.Readuint8();
m_fSpotFovX = cMsg.Readfloat();
m_fSpotFovY = cMsg.Readfloat();
m_fSpotNearClip = cMsg.Readfloat();
m_eLightLOD = (EEngineLOD)cMsg.Readuint8();
m_eWorldShadowsLOD = (EEngineLOD)cMsg.Readuint8();
m_eObjectShadowsLOD = (EEngineLOD)cMsg.Readuint8();
char pszTextureBuffer[MAX_PATH + 1];
cMsg.ReadString(pszTextureBuffer, LTARRAYSIZE(pszTextureBuffer));
m_sLightTexture = pszTextureBuffer;
cMsg.ReadString(pszTextureBuffer, LTARRAYSIZE(pszTextureBuffer));
m_sLightAttenuationTexture = pszTextureBuffer;
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:29,代码来源:LightBase.cpp
示例2: defined
// Launches the end splash screen.
bool LaunchApplication::LaunchEndSplashScreen( )
{
#if defined(PLATFORM_WIN32)
if( !g_pLTIStringEdit->DoesIDExist(g_pLTDBStringEdit, "EndSplashURL" ))
return false;
char szEndSplashURL[MAX_PATH*2] = "";
LTStrCpy( szEndSplashURL, MPW2A( LoadString( "EndSplashURL" )).c_str(), LTARRAYSIZE( szEndSplashURL ));
if( LTStrEmpty( szEndSplashURL ))
return false;
char szExe[MAX_PATH] = "";
uint32 nExeSize = LTARRAYSIZE( szExe );
AssocQueryString(ASSOCF_NOTRUNCATE,
ASSOCSTR_EXECUTABLE,
".htm",
"open",
szExe,
( DWORD* )&nExeSize);
return LaunchFromString( szExe, szEndSplashURL, true, true );
#else
return false;
#endif
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:27,代码来源:ClientUtilities.cpp
示例3: LTARRAYSIZE
void CAIGoalStunned::DeactivateGoal()
{
super::DeactivateGoal();
// Disable the flashlight of whoever stunned me.
CAIWMFact factQuery;
factQuery.SetFactType( kFact_Desire );
factQuery.SetDesireType( kDesire_Stunned );
CAIWMFact* pFact = m_pAI->GetAIWorkingMemory()->FindWMFact( factQuery );
if( pFact )
{
// Enable the flashlight after some delay.
char szName[64];
HOBJECT hStunner = pFact->GetTargetObject();
ILTBaseClass* pStunner = g_pLTServer->HandleToObject( hStunner );
g_pLTServer->GetObjectName( hStunner, szName, LTARRAYSIZE(szName) );
float fDelay = g_pAIDB->GetMiscFloat( FLASHLIGHT_DISABLE_TIME );
char szCommand[128];
LTSNPrintF( szCommand, LTARRAYSIZE( szCommand ), "delay %.2f (msg %s (FLASHLIGHT ENABLE))", fDelay, szName );
g_pCmdMgr->QueueCommand( szCommand, m_pAI, pStunner );
}
// Clear the knowledge of reacting to getting stunned.
m_pAI->GetAIWorldState()->SetWSProp( kWSK_ReactedToWorldStateEvent, m_pAI->m_hObject, kWST_ENUM_AIWorldStateEvent, kWSE_Invalid );
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:30,代码来源:AIGoalStunned.cpp
示例4: switch
void ClientVoteMgr::HandleVotePass()
{
wchar_t wszMsg[256] = L"";
switch(m_CurrentVote.m_eVoteType)
{
case eVote_Kick:
FormatString("Vote_Pass_Kick",wszMsg,LTARRAYSIZE(wszMsg),m_sTargetName.c_str());
g_pGameMsgs->AddMessage(wszMsg);
break;
case eVote_TeamKick:
FormatString("Vote_Pass_TeamKick",wszMsg,LTARRAYSIZE(wszMsg),m_sTargetName.c_str());
g_pGameMsgs->AddMessage(wszMsg);
break;
case eVote_Ban:
FormatString("Vote_Pass_Ban",wszMsg,LTARRAYSIZE(wszMsg),m_sTargetName.c_str());
g_pGameMsgs->AddMessage(wszMsg);
break;
case eVote_NextRound:
g_pGameMsgs->AddMessage( LoadString("Vote_Pass_NextRound") );
break;
case eVote_NextMap:
g_pGameMsgs->AddMessage( LoadString("Vote_Pass_NextMap") );
break;
case eVote_SelectMap:
FormatString("Vote_Pass_SelectMap",wszMsg,LTARRAYSIZE(wszMsg),m_sTargetName.c_str());
g_pGameMsgs->AddMessage(wszMsg);
break;
}
ClearVote();
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:33,代码来源:ClientVoteMgr.cpp
示例5: EnterCriticalSection
void CLoadingScreen::ClientContentTransferCompletedNotification()
{
// No need to update content info if a different screen is being rendered...
if( m_pRenderScreen )
return;
EnterCriticalSection(&m_MissionUpdate);
// rebuild and reinitialize the mission database
g_pMissionDB->Reset();
g_pMissionDB->Init(DB_Default_File);
g_pMissionDB->CreateMPDB();
char szPath[MAX_PATH*2];
LTFileOperations::GetUserDirectory(szPath, LTARRAYSIZE(szPath));
LTStrCat( szPath, MDB_MP_File, LTARRAYSIZE( szPath ));
g_pMissionDB->Init(szPath);
m_CurrentFileName.SetString(L"");
m_CurrentFileTime.SetString(L"");
m_FilesLeft.SetString(L"");
m_TotalTime.SetString(L"");
UpdateCurrentBar(1.0f);
UpdateTotalBar(1.0f);
m_bContentTransfer = false;
LeaveCriticalSection(&m_MissionUpdate);
Update();
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:31,代码来源:LoadingScreen.cpp
示例6: LTSNPrintF
uint32 LTProfileUtils::ReadUint32(const char* pszSectionName,
const char* pszKeyName,
uint32 nDefault,
const char* pszFileName)
{
char szValue[64];
LTSNPrintF( szValue, LTARRAYSIZE( szValue ), "%d", nDefault );
ReadString( pszSectionName, pszKeyName, szValue, szValue, LTARRAYSIZE( szValue ), pszFileName);
return ( uint32 )atoi( szValue );
}
开发者ID:xfw5,项目名称:Fear-SDK-1.08,代码行数:11,代码来源:linux_ltprofileutils.cpp
示例7: FormatString
void CScreenHostOptionFile::UpdateName()
{
CUserProfile* pProfile = g_pProfileMgr->GetCurrentProfile();
wchar_t wszBuffer[MAX_PATH*2];
const wchar_t* wszFriendlyName = CHostOptionsMapMgr::Instance().GetFriendlyNameFromFileName( pProfile->m_sServerOptionsFile.c_str() );
if( wszFriendlyName )
FormatString( "IDS_CURRENT_OPTIONFILE", wszBuffer, LTARRAYSIZE(wszBuffer), wszFriendlyName);
else
FormatString( "IDS_CURRENT_OPTIONFILE", wszBuffer, LTARRAYSIZE(wszBuffer), MPA2W(pProfile->m_sServerOptionsFile.c_str( )).c_str( ));
m_pCurrent->SetString( wszBuffer );
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:13,代码来源:ScreenHostOptionFile.cpp
示例8: LTARRAYSIZE
bool BanIPMgr_Impl::ReadBans( )
{
// build the file name by prepending the user directory
char szFilename[MAX_PATH];
LTFileOperations::GetUserDirectory(szFilename, LTARRAYSIZE(szFilename));
LTStrCat(szFilename, szBanFile, LTARRAYSIZE(szFilename));
// Check if there is a file to read.
if( !LTFileOperations::FileExists( szFilename ))
return true;
// read in the current set of bans
return LTFileOperations::ParseTextFile(szFilename, ReadBansProcessLineFn, this);
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:14,代码来源:BanIPMgr.cpp
示例9: DrawPrimSetRGBA
// Render the control
void CLTGUIFillFrame::Render()
{
if( !IsVisible() )
return;
// fill with a background color
LT_POLYG4 polyBackground;
DrawPrimSetRGBA( polyBackground, m_nBackgroundColor );
DrawPrimSetXYWH( polyBackground, GetPos().x, GetPos().y, GetWidth(), GetHeight() );
g_pDrawPrim->SetRenderMode(eLTDrawPrimRenderMode_Modulate_Translucent);
g_pDrawPrim->DrawPrim( &polyBackground );
// render the border
if( m_nFrameWidth )
{
// set up the render state
g_pDrawPrim->SetRenderMode(eLTDrawPrimRenderMode_Modulate_NoBlend);
for (int f = 0;f < LTARRAYSIZE(m_Frame); ++f)
DrawPrimSetRGBA(m_Frame[f],GetCurrentColor());
// draw our frames
if( (m_nBorderFlags & eBorder_Left) )
g_pDrawPrim->DrawPrim( &m_Frame[0], 1 );
if( (m_nBorderFlags & eBorder_Top) )
g_pDrawPrim->DrawPrim( &m_Frame[1], 1 );
if( (m_nBorderFlags & eBorder_Right) )
g_pDrawPrim->DrawPrim( &m_Frame[2], 1 );
if( (m_nBorderFlags & eBorder_Bottom) )
g_pDrawPrim->DrawPrim( &m_Frame[3], 1 );
}
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:33,代码来源:ltguifillframe.cpp
示例10: AIError
void AIError(const char* szFormat, ...)
{
#ifndef _FINAL
// jeffo 03/03/04:
// Do NOT require DebugLevel to be 1, or LD will never see their errors!!
//if (GetConsoleInt("DebugLevel",0) < 1 ) return;
static char szBuffer[4096];
va_list val;
va_start(val, szFormat);
LTVSNPrintF(szBuffer, LTARRAYSIZE(szBuffer), szFormat, val);
va_end(val);
// Check that the pointer is valid before use is attempted,
// as if this is called in a WorldEdit crash, the LTServer pointer
// is no where near existing. This is NOT an error condition, just
// an unfortunate side effect of WorldEdit and the engine using the same
// GameServer.dll file for different situations.
if ( g_pLTServer )
{
g_pLTServer->CPrint("AI ERROR: %s", szBuffer);
}
#endif
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:25,代码来源:AIUtils.cpp
示例11: DisableCollisions
void CClientMeleeCollisionController::DisableCollisions()
{
for ( int iEachCollider = 0; iEachCollider < LTARRAYSIZE(m_MeleeColliders); ++iEachCollider )
{
m_MeleeColliders[iEachCollider].m_bDisableRequest = true;
}
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:7,代码来源:ClientMeleeCollisionController.cpp
示例12: ResetCollisionData
void CClientMeleeCollisionController::ResetCollisionData()
{
for ( int iEachCollider = 0; iEachCollider < LTARRAYSIZE(m_MeleeColliders); ++iEachCollider )
{
ResetCollider( m_MeleeColliders[iEachCollider] );
}
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:7,代码来源:ClientMeleeCollisionController.cpp
示例13: Update
void CClientMeleeCollisionController::Update()
{
for ( int iEachCollider = 0; iEachCollider < LTARRAYSIZE(m_MeleeColliders); ++iEachCollider )
{
UpdateCollider( m_MeleeColliders[iEachCollider] );
}
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:7,代码来源:ClientMeleeCollisionController.cpp
示例14: FindDamageWho
// Converts the damagewho string in the damage to an enum.
static DamageWho FindDamageWho( HATTRIBUTE hStruct )
{
// Initialize our search table.
struct StringToEnum
{
CParsedMsg::CToken m_tokString;
DamageWho m_eEnum;
};
static StringToEnum table[] =
{
{ "ME", eDamageWho_Me },
{ "THEM", eDamageWho_Them },
{ "BOTH", eDamageWho_Both },
};
static uint32 nTableCount = LTARRAYSIZE( table );
// Find the string location and return the enum.
CParsedMsg::CToken tokValue = DATABASE_CATEGORY( CollisionProperty ).GETSTRUCTATTRIB( Damage, hStruct, 0, DamageWho );
for( uint32 i = 0; i < nTableCount; i++ )
{
if( table[i].m_tokString == tokValue )
return table[i].m_eEnum;
}
return eDamageWho_Me;
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:27,代码来源:ServerPhysicsCollisionMgr.cpp
示例15: PreHook_EditStringList
LTRESULT SpecialMovePlugin::PreHook_EditStringList( const char* szRezPath,
const char* szPropName,
char** aszStrings,
uint32* pcStrings,
const uint32 cMaxStrings,
const uint32 cMaxStringLength)
{
if (LTStrIEquals("Animation", szPropName))
{
for (int i = 0; i < AnimPropUtils::Count(); i++)
{
const char* pszAnim = AnimPropUtils::String(EnumAnimProp(i));
if (LTSubStrIEquals(pszAnim, SPECIALMOVE_PREFIX, LTARRAYSIZE(SPECIALMOVE_PREFIX)-1))
{
LTStrCpy(aszStrings[(*pcStrings)++], pszAnim, cMaxStringLength);
}
}
return LT_OK;
}
else if (LTStrIEquals("ActivationType", szPropName))
{
if( CategoryPlugin::Instance().PopulateStringList( DATABASE_CATEGORY( Activate ).GetCategory(),
aszStrings, pcStrings, cMaxStrings, cMaxStringLength ))
{
return LT_OK;
}
}
return LT_UNSUPPORTED;
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:30,代码来源:SpecialMove.cpp
示例16: LTARRAYSIZE
void CScreenHostOptionFile::Delete(const wchar_t* pwsName)
{
char szPath[MAX_PATH*2];
const char* szFileName = CHostOptionsMapMgr::Instance().GetFileNameFromFriendlyName( pwsName );
if( szFileName )
GameModeMgr::Instance( ).GetOptionsFilePath( szFileName, szPath, LTARRAYSIZE( szPath ));
else
GameModeMgr::Instance( ).GetOptionsFilePath( MPW2A( pwsName ).c_str( ), szPath, LTARRAYSIZE( szPath ));
LTFileOperations::DeleteFile( szPath );
CHostOptionsMapMgr::Instance().Delete( pwsName );
CreateFileList();
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:16,代码来源:ScreenHostOptionFile.cpp
示例17: LTStrCpy
BaseClass *SpawnObject(char const* pszSpawn, const LTVector& vPos, const LTRotation& rRot)
{
if (!g_pLTServer || !pszSpawn) return NULL;
// Make a local copy, since we change it.
char szSpawn[2048];
LTStrCpy( szSpawn, pszSpawn, LTARRAYSIZE(szSpawn) );
// Pull the class name out of the spawn string...
char* pszClassName = strtok(szSpawn, " ");
if (!pszClassName) return NULL;
HCLASS hClass = g_pLTServer->GetClass(pszClassName);
if (!hClass) return NULL;
ObjectCreateStruct theStruct;
theStruct.m_Pos = vPos;
theStruct.m_Rotation = rRot;
// Set the string to be the rest of the string...
char* pszProps = strtok(NULL, "");
// Allocate an object...
return (BaseClass *)g_pLTServer->CreateObjectProps(hClass, &theStruct, pszProps);
}
开发者ID:jordandavidson,项目名称:lithtech,代码行数:25,代码来源:Spawner.cpp
示例18: LTARRAYSIZE
void CCheatMgr::BootPlayer(CParsedMsgW const& cMsg)
{
if (!IsMultiplayerGameClient()) return;
CClientInfoMgr *pCIMgr = g_pGameClientShell->GetInterfaceMgr( )->GetClientInfoMgr();
if (!pCIMgr) return;
if( cMsg.GetArgCount() < 2 )
return;
// The full name of the player might be split between several
// arguments of the message so build the name from all arguments
// except the name of the actual cheat (Arg 1).
wchar_t szPlayerName[MAX_PLAYER_NAME] = {0};
cMsg.ReCreateMsg( szPlayerName, LTARRAYSIZE( szPlayerName ), 1 );
CLIENT_INFO* pInfo = pCIMgr->GetFirstClient();
while (pInfo && LTStrICmp(pInfo->sName.c_str(),szPlayerName) != 0)
pInfo = pInfo->pNext;
if (pInfo)
{
// Tell the server
SendCheatMessage( CHEAT_BOOT, pInfo->nID );
}
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:28,代码来源:CheatMgr.cpp
示例19: GetSound
char* GetSound(CCharacter* pCharacter, EnumAISoundType eSound)
{
/*
if (g_pVersionMgr->IsLowViolence())
{
if ( (eSound == kAIS_Death) || (eSound == kAIS_DeathQuiet) || (eSound == kAIS_Pain) )
{
return BUILD_NOPAIN_WAV;
}
}
*/
if (!pCharacter || !g_pServerSoundMgr) return NULL;
if (eSound == kAIS_InvalidType ) return NULL;
ModelsDB::HMODEL hModel = pCharacter->GetModel();
HRECORD hSoundTemplate = g_pModelsDB->GetModelSoundTemplate(hModel);
if( !hSoundTemplate )
return NULL;
// Look for sounds in a heirarchical manner: First look for the sound in the sound
// template, if it isn't found there look in the parent sound template, and so on...
char szStr[128] = "";
g_pAISoundDB->GetRandomSoundFilename(hSoundTemplate, AISoundUtils::String( eSound ), szStr, sizeof(szStr));
if (!LTStrEmpty(szStr))
{
LTStrCpy(s_FileBuffer, szStr, LTARRAYSIZE(s_FileBuffer));
return s_FileBuffer;
}
return NULL;
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:35,代码来源:AISounds.cpp
示例20: CreateHFont
//given a font info structure, this will convert it to an actual logical font that can be
//used for rendering and other tasks
static HFONT CreateHFont(const CFontInfo& FontInfo)
{
//clear out the logical font structure first
LOGFONTW LogFont;
memset( &LogFont, 0, sizeof( LogFont ));
//now fill in each property
LogFont.lfHeight = FontInfo.m_nHeight;
//setup the weight to be either normal or bold
LogFont.lfWeight = FontInfo.IsStyleSet(CFontInfo::kStyle_Bold) ? FW_BOLD : FW_NORMAL;
//setup any additional styles such as italics, underline, etc.
LogFont.lfItalic = FontInfo.IsStyleSet(CFontInfo::kStyle_Italic);
//now just some standard flags for truetype fonts
LogFont.lfCharSet = FontInfo.m_lfCharSet; // default is machines charset
LogFont.lfOutPrecision = OUT_TT_PRECIS;
LogFont.lfClipPrecision = CLIP_DEFAULT_PRECIS;
LogFont.lfQuality = ANTIALIASED_QUALITY;
LogFont.lfPitchAndFamily = DEFAULT_PITCH;
//and finally copy over the typeface name
LTStrCpy( LogFont.lfFaceName, FontInfo.m_szTypeface, LTARRAYSIZE(LogFont.lfFaceName) );
return ::CreateFontIndirectW(&LogFont);
}
开发者ID:Joincheng,项目名称:lithtech,代码行数:29,代码来源:texturestringimage.cpp
注:本文中的LTARRAYSIZE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。 |
请发表评论