本文整理汇总了C++中GetClientVoiceMgr函数的典型用法代码示例。如果您正苦于以下问题:C++ GetClientVoiceMgr函数的具体用法?C++ GetClientVoiceMgr怎么用?C++ GetClientVoiceMgr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GetClientVoiceMgr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: 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();
}
开发者ID:6779660,项目名称:halflife,代码行数:32,代码来源:entity.cpp
示例2: HUD_Frame
void EXPORT HUD_Frame( double time )
{
IN_Commands();
ServersThink( time );
GetClientVoiceMgr()->Frame(time);
}
开发者ID:ChunHungLiu,项目名称:halflife,代码行数:8,代码来源:cdll_int.cpp
示例3: HUD_Frame
void CL_DLLEXPORT HUD_Frame( double time )
{
gEngfuncs.VGui_ViewportPaintBackground(HUD_GetRect());
ServersThink( time );
GetClientVoiceMgr()->Frame(time);
}
开发者ID:Hammermaps-DEV,项目名称:SOHL-V1.0-Refresh,代码行数:8,代码来源:cdll_int.cpp
示例4: HUD_Frame
void DLLEXPORT HUD_Frame( double time )
{
ServersThink( time );
#ifndef NO_VGUI
GetClientVoiceMgr()->Frame(time);
#endif
}
开发者ID:HoLyCoWzOrZ,项目名称:sing-engine,代码行数:8,代码来源:cdll_int.cpp
示例5: HUD_Frame
void CL_DLLEXPORT HUD_Frame( double time )
{
// RecClHudFrame(time);
ServersThink( time );
GetClientVoiceMgr()->Frame(time);
}
开发者ID:Chuvi-w,项目名称:CSSDK,代码行数:8,代码来源:cdll_int.cpp
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;
}
开发者ID:Arkshine,项目名称:NS,代码行数:18,代码来源:vgui_ScorePanel.cpp
示例7: IN_ScoreUp
void IN_ScoreUp(void)
{
KeyUp(&in_score);
if ( gViewPortInterface )
{
gViewPortInterface->ShowPanel( PANEL_SCOREBOARD, false );
GetClientVoiceMgr()->StopSquelchMode();
}
}
开发者ID:xsopher,项目名称:VinHax,代码行数:9,代码来源:in_main.cpp
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();
}
}
开发者ID:jimbomcb,项目名称:BirdPoop-Src,代码行数:9,代码来源:in_main.cpp
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();
}
开发者ID:NoFreeWill,项目名称:MultiplayerSource,代码行数:18,代码来源:entity.cpp
示例10: GetClientModeNormal
void CTFModeManager::Init()
{
g_pClientMode = GetClientModeNormal();
PanelMetaClassMgr()->LoadMetaClassDefinitionFile( SCREEN_FILE );
// Load the objects.txt file.
LoadObjectInfos( ::filesystem );
GetClientVoiceMgr()->SetHeadLabelOffset( 40 );
}
开发者ID:Axitonium,项目名称:SourceEngine2007,代码行数:11,代码来源:clientmode_tf.cpp
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 );
}
开发者ID:gamenew09,项目名称:SourceSDK2010,代码行数:12,代码来源:clientmode_sdk.cpp
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();
}
开发者ID:Au-heppa,项目名称:swarm-sdk,代码行数:12,代码来源:hud_voicestatus.cpp
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();
}
开发者ID:oskarlh,项目名称:HLEnhanced,代码行数:20,代码来源:entity.cpp
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();
}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:18,代码来源:cdll_client_int.cpp
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;
}
}
}
}
开发者ID:Arkshine,项目名称:NS,代码行数:16,代码来源:vgui_ScorePanel.cpp
示例16: GetBounds
void CHudVoiceSelfStatus::Paint()
{
if( !m_pVoiceIcon )
return;
int x, y, w, h;
GetBounds( x, y, w, h );
C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
if ( player &&
GetClientVoiceMgr()->IsLocalPlayerSpeakingAboveThreshold( player->GetSplitScreenPlayerSlot() ) )
{
m_clrIcon[3] = 255;
}
else
{
// NOTE: Merge issue. This number should either be 0 or 255, dunno!
m_clrIcon[3] = 0;
}
m_pVoiceIcon->DrawSelf( 0, 0, w, h, m_clrIcon );
}
开发者ID:Au-heppa,项目名称:swarm-sdk,代码行数:22,代码来源:hud_voicestatus.cpp
示例17: getApp
void ScorePanel::FillGrid()
{
CSchemeManager *pSchemes = gViewPort->GetSchemeManager();
SchemeHandle_t hScheme = pSchemes->getSchemeHandle("Scoreboard Text");
SchemeHandle_t hTitleScheme = pSchemes->getSchemeHandle("Scoreboard Title Text");
SchemeHandle_t hSmallScheme = pSchemes->getSchemeHandle("Scoreboard Small Text");
SchemeHandle_t hTinyScheme = pSchemes->getSchemeHandle("Scoreboard Tiny Text");
Font *sfont = pSchemes->getFont(hScheme);
Font *tfont = pSchemes->getFont(hTitleScheme);
Font *smallfont = pSchemes->getFont(hSmallScheme);
Font *tinyfont = pSchemes->getFont(hTinyScheme);
// update highlight position
int x, y;
getApp()->getCursorPos(x, y);
cursorMoved(x, y, this);
// remove highlight row if we're not in squelch mode
if (!GetClientVoiceMgr()->IsInSquelchMode())
{
m_iHighlightRow = -1;
}
bool bNextRowIsGap = false;
for(int row=0; row < NUM_ROWS; row++)
{
CGrid *pGridRow = &m_PlayerGrids[row];
pGridRow->SetRowUnderline(0, false, 0, 0, 0, 0, 0);
if(row >= m_iRows)
{
for(int col=0; col < NUM_COLUMNS; col++)
m_PlayerEntries[col][row].setVisible(false);
continue;
}
bool bRowIsGap = false;
if (bNextRowIsGap)
{
bNextRowIsGap = false;
bRowIsGap = true;
}
// Get the player's data
int theSortedRow = m_iSortedRows[row];
hud_player_info_t* pl_info = &g_PlayerInfoList[theSortedRow];
extra_player_info_t* theExtraPlayerInfo = &g_PlayerExtraInfo[theSortedRow];
int thePlayerClass = theExtraPlayerInfo->playerclass;
short theTeamNumber = theExtraPlayerInfo->teamnumber;
string theCustomIcon = (string)theExtraPlayerInfo->customicon;
// puzl: 0001073
short thePlayerAuthentication = theExtraPlayerInfo->auth;
bool thePlayerIsDead = false;
switch( thePlayerClass )
{
case PLAYERCLASS_DEAD_MARINE:
case PLAYERCLASS_DEAD_ALIEN:
case PLAYERCLASS_REINFORCING:
thePlayerIsDead = true;
break;
}
// Code to test DEBUG
#if 0
#ifdef DEBUG
extern int gGlobalDebugAuth;
thePlayerAuthentication = 1;
thePlayerAuthentication <<= gGlobalDebugAuth;
#endif
#endif
team_info_t* team_info = &g_TeamInfo[m_iSortedRows[row]];
int theColorIndex = theTeamNumber % iNumberOfTeamColors;
int theLocalPlayerTeam = 0;
if(gEngfuncs.GetLocalPlayer())
{
theLocalPlayerTeam = gEngfuncs.GetLocalPlayer()->curstate.team;
}
for(int col=0; col < NUM_COLUMNS; col++)
{
CLabelHeader *pLabel = &m_PlayerEntries[col][row];
pLabel->setVisible(true);
pLabel->setText2("");
pLabel->setImage(NULL);
pLabel->setFont(sfont);
pLabel->setTextOffset(0, 0);
int rowheight = 13;
if (ScreenHeight() > 480)
{
rowheight = YRES(rowheight);
}
else
{
//.........这里部分代码省略.........
开发者ID:Arkshine,项目名称:NS,代码行数:101,代码来源:vgui_ScorePanel.cpp
示例18: Init
// This is called every time the DLL is loaded
void CHud :: Init( void )
{
HOOK_MESSAGE( Logo );
HOOK_MESSAGE( ResetHUD );
HOOK_MESSAGE( GameMode );
HOOK_MESSAGE( InitHUD );
HOOK_MESSAGE( SetFOV );
HOOK_MESSAGE( Concuss );
HOOK_MESSAGE( ScoreInfo );
HOOK_MESSAGE( TeamScore );
HOOK_MESSAGE( TeamInfo );
// Discwar
HOOK_MESSAGE( StartRnd );
HOOK_MESSAGE( EndRnd );
HOOK_MESSAGE( Powerup );
HOOK_MESSAGE( Reward );
HOOK_MESSAGE( Frozen );
HOOK_COMMAND( "+commandmenu", OpenCommandMenu );
HOOK_COMMAND( "-commandmenu", CloseCommandMenu );
m_iLogo = 0;
m_iFOV = 0;
CVAR_CREATE( "zoom_sensitivity_ratio", "1.2", 0 );
default_fov = CVAR_CREATE( "default_fov", "90", 0 );
m_pCvarStealMouse = CVAR_CREATE( "hud_capturemouse", "1", FCVAR_ARCHIVE );
cl_lw = gEngfuncs.pfnGetCvarPointer( "cl_lw" );
m_pSpriteList = NULL;
// Clear any old HUD list
if ( m_pHudList )
{
HUDLIST *pList;
while ( m_pHudList )
{
pList = m_pHudList;
m_pHudList = m_pHudList->pNext;
free( pList );
}
m_pHudList = NULL;
}
// In case we get messages before the first update -- time will be valid
m_flTime = 1.0;
m_Ammo.Init();
m_Health.Init();
m_Geiger.Init();
m_Train.Init();
m_Battery.Init();
m_Flash.Init();
m_Message.Init();
m_StatusBar.Init();
m_DeathNotice.Init();
m_AmmoSecondary.Init();
m_TextMessage.Init();
m_StatusIcons.Init();
m_SayText.Init();
m_Menu.Init();
GetClientVoiceMgr()->Init(&g_VoiceStatusHelper, (vgui::Panel**)&gViewPort);
ServersInit();
MsgFunc_ResetHUD(0, 0, NULL );
}
开发者ID:NoFreeWill,项目名称:MultiplayerSource,代码行数:72,代码来源:hud.cpp
示例19: InitCRTMemDebug
//.........这里部分代码省略.........
)
{
return false;
}
g_pMaterialSystemHardwareConfig = materials->GetHardwareConfig( MATERIALSYSTEM_HARDWARECONFIG_INTERFACE_VERSION, NULL );
if( !g_pMaterialSystemHardwareConfig )
{
return false;
}
SetScreenSize();
// Hook up the gaussian random number generator
s_GaussianRandomStream.AttachToStream( random );
// Initialize the console variables.
ConCommandBaseMgr::OneTimeInit(&g_ConVarAccessor);
if(!Initializer::InitializeAllObjects())
return false;
if(!g_ParticleMgr.Init(8192, materials))
return false;
// load used game events
gameeventmanager->LoadEventsFromFile("resource/gameevents.res");
if(!VGui_Startup( appSystemFactory ))
return false;
g_pMatSystemSurface = (IMatSystemSurface*)vgui::surface()->QueryInterface( MAT_SYSTEM_SURFACE_INTERFACE_VERSION );
if (!g_pMatSystemSurface)
return false;
// Add the client systems.
// Client Leaf System has to be initialized first, since DetailObjectSystem uses it
IGameSystem::Add( GameStringSystem() );
IGameSystem::Add( ClientLeafSystem() );
IGameSystem::Add( DetailObjectSystem() );
IGameSystem::Add( ViewportClientSystem() );
IGameSystem::Add( ClientEffectPrecacheSystem() );
IGameSystem::Add( g_pClientShadowMgr );
IGameSystem::Add( ClientThinkList() );
IGameSystem::Add( ClientSoundscapeSystem() );
#if defined( CLIENT_DLL ) && defined( COPY_CHECK_STRESSTEST )
IGameSystem::Add( GetPredictionCopyTester() );
#endif
modemanager->Init( );
gHUD.Init();
g_pClientMode->Init();
if( !IGameSystem::InitAllSystems() )
return false;
g_pClientMode->Enable();
view->Init();
vieweffects->Init();
C_BaseTempEntity::PrecacheTempEnts();
input->Init_All();
VGui_CreateGlobalPanels();
InitSmokeFogOverlay();
C_TerrainMod_Init();
// Register user messages..
CUserMessageRegister::RegisterAll();
ClientVoiceMgr_Init();
// Embed voice status icons inside chat element
{
CHudChat *chatElement = GET_HUDELEMENT( CHudChat );
vgui::VPANEL parent = enginevgui->GetPanel( PANEL_CLIENTDLL );
if ( chatElement )
{
parent = chatElement->GetVoiceArea()->GetVPanel();
}
GetClientVoiceMgr()->Init( &g_VoiceStatusHelper, parent );
}
if ( !PhysicsDLLInit( physicsFactory ) )
return false;
g_pGameSaveRestoreBlockSet->AddBlockHandler( GetEntitiySaveRestoreBlockHandler() );
g_pGameSaveRestoreBlockSet->AddBlockHandler( GetPhysSaveRestoreBlockHandler() );
return true;
}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:101,代码来源:cdll_client_int.cpp
示例20: getApp
void ScorePanel::FillGrid()
{
CSchemeManager *pSchemes = gViewPort->GetSchemeManager();
SchemeHandle_t hScheme = pSchemes->getSchemeHandle("Scoreboard Text");
SchemeHandle_t hTitleScheme = pSchemes->getSchemeHandle("Scoreboard Title Text");
SchemeHandle_t hSmallScheme = pSchemes->getSchemeHandle("Scoreboard Small Text");
Font *sfont = pSchemes->getFont(hScheme);
Font *tfont = pSchemes->getFont(hTitleScheme);
/* Font *smallfont = */
pSchemes->getFont(hSmallScheme);
int i = 0;
// update highlight position
int x, y;
getApp()->getCursorPos(x, y);
cursorMoved(x, y, this);
// remove highlight row if we're not in squelch mode
if (!GetClientVoiceMgr()->IsInSquelchMode())
{
m_iHighlightRow = -1;
}
for(int row=0; row < NUM_ROWS; row++)
{
CGrid *pGridRow = &m_PlayerGrids[row];
pGridRow->SetRowUnderline(0, false, 0, 0, 0, 0, 0);
if(row >= m_iRows)
{
for(int col=0; col < NUM_COLUMNS; col++)
m_PlayerEntries[col][row].setVisible(false);
continue;
}
for(int col=0; col < NUM_COLUMNS; col++)
{
CLabelHeader *pLabel = &m_PlayerEntries[col][row];
pLabel->setVisible(true);
pLabel->setText2("");
pLabel->setImage(NULL);
pLabel->setFont(sfont);
pLabel->setTextOffset(0, 0);
int rowheight = 13;
if (ScreenHeight > 480)
{
rowheight = YRES(rowheight);
}
else
{
// more tweaking, make sure icons fit at low res
rowheight = 15;
}
pLabel->setSize(pLabel->getWide(), rowheight);
pLabel->setBgColor(0, 0, 0, 255);
char sz[128];
hud_player_info_t *pl_info = NULL;
team_info_t *team_info = NULL;
if (m_iIsATeam[row] == TEAM_SPECTATORS)
{
pLabel->setText(" ");
continue;
}
else if ( m_iIsATeam[row] == TEAM_YES )
{
// Get the team's data
team_info = &g_TeamInfo[ m_iSortedRows[row] ];
// team color text for team names
pLabel->setFgColor( iTeamColors[team_info->teamnumber % 5][0],
iTeamColors[team_info->teamnumber % 5][1],
iTeamColors[team_info->teamnumber % 5][2],
0 );
// different height for team header rows
rowheight = 20;
if (ScreenHeight >= 480)
{
rowheight = YRES(rowheight);
}
pLabel->setSize(pLabel->getWide(), rowheight);
pLabel->setFont(tfont);
pGridRow->SetRowUnderline( 0,
true,
YRES(3),
iTeamColors[team_info->teamnumber % 5][0],
iTeamColors[team_info->teamnumber % 5][1],
iTeamColors[team_info->teamnumber % 5][2],
0 );
}
else if ( m_iIsATeam[row] == TEAM_SPECTATORS )
{
// grey text for spectators
//.........这里部分代码省略.........
开发者ID:Skumek,项目名称:hlsdk,代码行数:101,代码来源:vgui_ScorePanel.cpp
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