本文整理汇总了C++中GameServer函数的典型用法代码示例。如果您正苦于以下问题:C++ GameServer函数的具体用法?C++ GameServer怎么用?C++ GameServer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GameServer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: str_copy
void CServer::ProcessClientPacket(CNetChunk *pPacket)
{
int ClientID = pPacket->m_ClientID;
NETADDR Addr;
CUnpacker Unpacker;
Unpacker.Reset(pPacket->m_pData, pPacket->m_DataSize);
// unpack msgid and system flag
int Msg = Unpacker.GetInt();
int Sys = Msg&1;
Msg >>= 1;
if(Unpacker.Error())
return;
if(Sys)
{
// system message
if(Msg == NETMSG_INFO)
{
if(m_aClients[ClientID].m_State == CClient::STATE_AUTH)
{
char aVersion[64];
str_copy(aVersion, Unpacker.GetString(CUnpacker::SANITIZE_CC), 64);
bool CustClt = str_comp(aVersion, GameServer()->NetVersionCust()) == 0;
dbg_msg("es", "%s client connected!", CustClt?"cust":"vanilla");
if(!CustClt && str_comp(aVersion, GameServer()->NetVersion()) != 0)
{
// wrong version
char aReason[256];
str_format(aReason, sizeof(aReason), "Wrong version. Server is running '%s' and client '%s'", GameServer()->NetVersion(), aVersion);
m_NetServer.Drop(ClientID, aReason);
return;
}
const char *pPassword = Unpacker.GetString(CUnpacker::SANITIZE_CC);
if(g_Config.m_Password[0] != 0 && str_comp(g_Config.m_Password, pPassword) != 0)
{
// wrong password
m_NetServer.Drop(ClientID, "Wrong password");
return;
}
m_aClients[ClientID].m_State = CClient::STATE_CONNECTING;
m_aClients[ClientID].m_CustClt = CustClt;
SendMap(ClientID);
}
}
else if(Msg == NETMSG_REQUEST_MAP_DATA)
{
int Chunk = Unpacker.GetInt();
int ChunkSize = 1024-128;
int Offset = Chunk * ChunkSize;
int Last = 0;
// drop faulty map data requests
if(Chunk < 0 || Offset > m_CurrentMapSize)
return;
if(Offset+ChunkSize >= m_CurrentMapSize)
{
ChunkSize = m_CurrentMapSize-Offset;
if(ChunkSize < 0)
ChunkSize = 0;
Last = 1;
}
CMsgPacker Msg(NETMSG_MAP_DATA);
Msg.AddInt(Last);
Msg.AddInt(m_CurrentMapCrc);
Msg.AddInt(Chunk);
Msg.AddInt(ChunkSize);
Msg.AddRaw(&m_pCurrentMapData[Offset], ChunkSize);
SendMsgEx(&Msg, MSGFLAG_VITAL|MSGFLAG_FLUSH, ClientID, true);
if(g_Config.m_Debug)
{
char aBuf[256];
str_format(aBuf, sizeof(aBuf), "sending chunk %d with size %d", Chunk, ChunkSize);
Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "server", aBuf);
}
}
else if(Msg == NETMSG_READY)
{
if(m_aClients[ClientID].m_State == CClient::STATE_CONNECTING)
{
Addr = m_NetServer.ClientAddr(ClientID);
char aAddrStr[NETADDR_MAXSTRSIZE];
net_addr_str(&Addr, aAddrStr, sizeof(aAddrStr));
char aBuf[256];
str_format(aBuf, sizeof(aBuf), "player is ready. ClientID=%x addr=%s", ClientID, aAddrStr);
Console()->Print(IConsole::OUTPUT_LEVEL_ADDINFO, "server", aBuf);
m_aClients[ClientID].m_State = CClient::STATE_READY;
GameServer()->OnClientConnected(ClientID);
SendConnectionReady(ClientID);
}
}
else if(Msg == NETMSG_ENTERGAME)
{
//.........这里部分代码省略.........
开发者ID:vanyagod,项目名称:FNG-Sam-za-seb9,代码行数:101,代码来源:server.cpp
示例2: GetPos
void CProjectile::Tick()
{
float Pt = (Server()->Tick()-m_StartTick-1)/(float)Server()->TickSpeed();
float Ct = (Server()->Tick()-m_StartTick)/(float)Server()->TickSpeed();
vec2 PrevPos = GetPos(Pt);
vec2 CurPos = GetPos(Ct);
int Collide = GameServer()->Collision()->IntersectLine(PrevPos, CurPos, &CurPos, 0);
CCharacter *OwnerChar = GameServer()->GetPlayerChar(m_Owner);
CCharacter *TargetChr = GameServer()->m_World.IntersectCharacter(PrevPos, CurPos, 6.0f, CurPos, OwnerChar);
m_LifeSpan--;
if(TargetChr || Collide || m_LifeSpan < 0 || GameLayerClipped(CurPos))
{
int EventID = GameServer()->m_pLua->m_pEventListener->CreateEventStack();
GameServer()->m_pLua->m_pEventListener->GetParameters(EventID)->FindFree()->Set(m_Owner);
GameServer()->m_pLua->m_pEventListener->GetParameters(EventID)->FindFree()->Set(m_Weapon);
GameServer()->m_pLua->m_pEventListener->GetParameters(EventID)->FindFree()->Set(CurPos.x);
GameServer()->m_pLua->m_pEventListener->GetParameters(EventID)->FindFree()->Set(CurPos.y);
GameServer()->m_pLua->m_pEventListener->GetParameters(EventID)->FindFree()->Set(m_StartTick);
GameServer()->m_pLua->m_pEventListener->GetParameters(EventID)->FindFree()->Set(m_Direction.x);
GameServer()->m_pLua->m_pEventListener->GetParameters(EventID)->FindFree()->Set(m_Direction.y);
if (TargetChr)
GameServer()->m_pLua->m_pEventListener->GetParameters(EventID)->FindFree()->Set(TargetChr->GetPlayer()->GetCID());
else
GameServer()->m_pLua->m_pEventListener->GetParameters(EventID)->FindFree()->Set(-1);
GameServer()->m_pLua->m_pEventListener->GetParameters(EventID)->FindFree()->Set(Collide);
GameServer()->m_pLua->m_pEventListener->GetParameters(EventID)->FindFree()->Set(m_ID);
GameServer()->m_pLua->m_pEventListener->OnEvent("OnProjectileDestroy");
if (GameServer()->m_pLua->m_pEventListener->GetReturns(EventID)->m_aVars[0].IsNumeric() && GameServer()->m_pLua->m_pEventListener->GetReturns(EventID)->m_aVars[0].GetInteger() == 1)
return;
if(m_LifeSpan >= 0 || m_Weapon == WEAPON_GRENADE)
GameServer()->CreateSound(CurPos, m_SoundImpact);
if(m_Explosive && GameServer()->m_pLua->m_pEventListener->GetReturns(EventID)->m_aVars[1].GetInteger() == 0)
GameServer()->CreateExplosion(CurPos, m_Owner, m_Weapon, false);
else if(TargetChr)
TargetChr->TakeDamage(m_Direction * max(0.001f, m_Force), m_Damage, m_Owner, m_Weapon);
GameServer()->m_World.DestroyEntity(this);
}
}
开发者ID:BugsBunny1605,项目名称:N-Client,代码行数:46,代码来源:projectile.cpp
示例3: CHAR
void CGameControllerOpenFNG::HandleSacr(int Killer, int Victim, int ShrineTeam)
{//assertion: Killer >= 0, victim anyways
CCharacter *pVictim = CHAR(Victim);
if (!pVictim) //due to HandleFreeze, i suspect this COULD also possibly happen.
{
D("no pVictim in HandleSacr(%d, %d, %d)", Killer, Victim, ShrineTeam);
return;
}
int FailTeam = pVictim->GetPlayer()->GetTeam();
bool Wrong = ShrineTeam != -1 && FailTeam == ShrineTeam;
m_aTeamscore[1-FailTeam] += Wrong?CFG(WrongSacrTeamscore):(ShrineTeam == -1 ? CFG(SacrTeamscore) : CFG(RightSacrTeamscore));
if (!Wrong)
{
if (CFG(SacrSound) == 1)
GameServer()->CreateSoundGlobal(SOUND_CTF_CAPTURE);
else if (CFG(SacrSound) == 2)
GameServer()->CreateSound(pVictim->m_Pos, SOUND_CTF_CAPTURE);
}
if (((Wrong && CFG(WrongSacrTeamscore)) || (!Wrong && (ShrineTeam == -1 ? CFG(SacrTeamscore) : CFG(RightSacrTeamscore)))) && CFG(SacrBroadcast))
{
char aBuf[64];
str_format(aBuf, sizeof aBuf, "%s sacrificed%s (%+d)", GetTeamName(1-FailTeam), Wrong?" in wrong shrine":(ShrineTeam == -1 ? "" : ", pleasing their gods"),
Wrong?CFG(WrongSacrTeamscore):(ShrineTeam == -1 ? CFG(SacrTeamscore):CFG(RightSacrTeamscore)));
m_Broadcast.Update(-1, aBuf, CFG(BroadcastTime) * TS);
}
CPlayer *pPlKiller = TPLAYER(Killer);
CPlayer *pPlVictim = TPLAYER(Victim);
if (!pPlKiller || !pVictim)
return;
pPlKiller->m_Score += Wrong ? CFG(WrongSacrScore)
: (ShrineTeam == -1 ? CFG(SacrScore)
: CFG(RightSacrScore));
pPlVictim->m_Score += Wrong ? CFG(WrongSacrScoreVic)
: (ShrineTeam == -1 ? CFG(SacrScoreVic)
: CFG(RightSacrScoreVic));
SendFreezeKill(Killer, Victim, WEAPON_NINJA);
if (Wrong && pPlKiller->GetCharacter() && CFG(PunishWrongSacr))
{
pPlKiller->GetCharacter()->Freeze(CFG(PunishWrongSacr) * TS);
GS->CreateSound(pPlKiller->GetCharacter()->m_Pos, SOUND_PLAYER_PAIN_LONG);
GS->SendChatTarget(pPlKiller->GetCID(), "The gods are not pleased with this sacrifice!");
}
if (!Wrong && pPlKiller->GetCharacter())
pPlKiller->GetCharacter()->SetEmote(EMOTE_HAPPY, TICK + TS * 2);
if (pPlKiller->GetCharacter() && CFG(SacrLoltext) && ((!Wrong && CFG(SacrScore)) || (Wrong && CFG(WrongSacrScore))))
{
char aBuf[64];
str_format(aBuf, sizeof aBuf, "%+d", Wrong?CFG(WrongSacrScore):(ShrineTeam == -1 ? CFG(SacrScore) : CFG(RightSacrScore)));
GS->CreateLolText(pPlKiller->GetCharacter(), false, vec2(0.f, -50.f), vec2(0.f, 0.f), 50, aBuf);
}
if(!Wrong && pPlKiller->GetCharacter())
GameServer()->GetPlayerChar(Killer)->AddSpree();
}
开发者ID:FallenKN,项目名称:openfng,代码行数:67,代码来源:openfng.cpp
示例4: frandom
int CGameControllerMOD::ChooseInfectedClass(CPlayer* pPlayer)
{
float random = frandom();
float TotalProbInfectedClass = m_TotalProbInfectedClass;
//Get information about existing infected
int nbInfected = 0;
bool thereIsAWitch = false;
bool thereIsAnUndead = false;
for(int i = 0; i < MAX_CLIENTS; i++)
{
CPlayer *pPlayer = GameServer()->m_apPlayers[i];
if(!pPlayer) continue;
if(pPlayer->GetTeam() == TEAM_SPECTATORS) continue;
if(pPlayer->IsInfected()) nbInfected++;
if(pPlayer->GetClass() == PLAYERCLASS_WITCH) thereIsAWitch = true;
if(pPlayer->GetClass() == PLAYERCLASS_UNDEAD) thereIsAnUndead = true;
}
//Check if hunters are enabled
bool hunterEnabled = true;
if(Server()->GetClassAvailability(PLAYERCLASS_HUNTER) == 0)
{
TotalProbInfectedClass -= m_ClassProbability[PLAYERCLASS_HUNTER];
hunterEnabled = false;
}
//Check if ghost are enabled
bool ghostEnabled = true;
if(Server()->GetClassAvailability(PLAYERCLASS_GHOST) == 0)
{
TotalProbInfectedClass -= m_ClassProbability[PLAYERCLASS_GHOST];
ghostEnabled = false;
}
//Check if spider are enabled
bool spiderEnabled = true;
if(Server()->GetClassAvailability(PLAYERCLASS_SPIDER) == 0)
{
TotalProbInfectedClass -= m_ClassProbability[PLAYERCLASS_SPIDER];
spiderEnabled = false;
}
//Check if boomers are enabled
bool boomerEnabled = true;
if(Server()->GetClassAvailability(PLAYERCLASS_BOOMER) == 0)
{
TotalProbInfectedClass -= m_ClassProbability[PLAYERCLASS_BOOMER];
boomerEnabled = false;
}
//Check if undeads are enabled
bool undeadEnabled = true;
if(nbInfected < 2 || thereIsAnUndead || (Server()->GetClassAvailability(PLAYERCLASS_UNDEAD) == 0) || !pPlayer->m_WasHumanThisRound)
{
TotalProbInfectedClass -= m_ClassProbability[PLAYERCLASS_UNDEAD];
undeadEnabled = false;
}
//Check if witches are enabled
bool witchEnabled = true;
if(nbInfected < 2 || thereIsAWitch || (Server()->GetClassAvailability(PLAYERCLASS_WITCH) == 0) || !pPlayer->m_WasHumanThisRound)
{
TotalProbInfectedClass -= m_ClassProbability[PLAYERCLASS_WITCH];
witchEnabled = false;
}
random *= TotalProbInfectedClass;
//Find the random class
if(undeadEnabled)
{
random -= m_ClassProbability[PLAYERCLASS_UNDEAD];
if(random < 0.0f)
{
GameServer()->SendBroadcast_Language(-1, "The undead is coming!");
GameServer()->CreateSoundGlobal(SOUND_CTF_CAPTURE);
return PLAYERCLASS_UNDEAD;
}
}
if(witchEnabled)
{
random -= m_ClassProbability[PLAYERCLASS_WITCH];
if(random < 0.0f)
{
GameServer()->SendBroadcast_Language(-1, "The witch is coming!");
GameServer()->CreateSoundGlobal(SOUND_CTF_CAPTURE);
return PLAYERCLASS_WITCH;
}
}
if(boomerEnabled)
{
random -= m_ClassProbability[PLAYERCLASS_BOOMER];
if(random < 0.0f)
{
return PLAYERCLASS_BOOMER;
//.........这里部分代码省略.........
开发者ID:KingteEGER,项目名称:teeworlds-infclass,代码行数:101,代码来源:mod.cpp
示例5: GameServer
void CMercenaryBomb::Reset()
{
GameServer()->m_World.DestroyEntity(this);
}
开发者ID:necropotame,项目名称:teeworlds-infclass,代码行数:4,代码来源:merc-bomb.cpp
示例6: GameServer
void CGameControllerMOD::Tick()
{
IGameController::Tick();
m_HumanCounter = 0;
m_InfectedCounter = 0;
//Count type of players
for(int i = 0; i < MAX_CLIENTS; i ++)
{
CPlayer *pPlayer = GameServer()->m_apPlayers[i];
if(!pPlayer) continue;
if(pPlayer->GetTeam() == TEAM_SPECTATORS) continue;
if(pPlayer->IsInfected()) m_InfectedCounter++;
else m_HumanCounter++;
}
m_InfectedStarted = false;
//If the game can start ...
if(m_GameOverTick == -1 && m_HumanCounter + m_InfectedCounter >= 2)
{
//If the infection started
if(m_RoundStartTick + Server()->TickSpeed()*10 < Server()->Tick())
{
m_InfectedStarted = true;
for(int i = 0; i < MAX_CLIENTS; i ++)
{
CPlayer *pPlayer = GameServer()->m_apPlayers[i];
if(!pPlayer) continue;
if(pPlayer->GetTeam() == TEAM_SPECTATORS)
{
pPlayer->StartInfection();
}
else if(pPlayer->GetClass() == PLAYERCLASS_NONE)
{
pPlayer->SetClass(ChooseHumanClass(pPlayer));
if(pPlayer->GetCharacter())
pPlayer->GetCharacter()->IncreaseArmor(10);
}
}
//If needed, infect players
int nbInfectedNeeded = 2;
if(m_InfectedCounter + m_HumanCounter < 4)
{
nbInfectedNeeded = 1;
}
while(m_InfectedCounter < nbInfectedNeeded)
{
float InfectionProb = 1.0/static_cast<float>(m_HumanCounter);
float random = frandom();
//Fair infection
bool FairInfectionFound = false;
for(int i = 0; i < MAX_CLIENTS; i ++)
{
CPlayer *pPlayer = GameServer()->m_apPlayers[i];
if(!pPlayer) continue;
if(pPlayer->GetTeam() == TEAM_SPECTATORS) continue;
if(pPlayer->IsInfected()) continue;
if(!Server()->IsClientInfectedBefore(i))
{
Server()->InfecteClient(i);
GameServer()->m_apPlayers[i]->StartInfection();
m_InfectedCounter++;
m_HumanCounter--;
GameServer()->SendChatTarget_Language_s(-1, "%s has been infected", Server()->ClientName(i));
FairInfectionFound = true;
break;
}
}
//Unfair infection
if(!FairInfectionFound)
{
for(int i = 0; i < MAX_CLIENTS; i ++)
{
CPlayer *pPlayer = GameServer()->m_apPlayers[i];
if(!pPlayer) continue;
if(pPlayer->GetTeam() == TEAM_SPECTATORS) continue;
if(pPlayer->IsInfected()) continue;
if(random < InfectionProb)
{
Server()->InfecteClient(i);
GameServer()->m_apPlayers[i]->StartInfection();
m_InfectedCounter++;
m_HumanCounter--;
GameServer()->SendChatTarget_Language_s(-1, "%s has been infected", Server()->ClientName(i));
//.........这里部分代码省略.........
开发者ID:KingteEGER,项目名称:teeworlds-infclass,代码行数:101,代码来源:mod.cpp
示例7: Server
void CPlayer::Tick()
{
if(!IsDummy() && !Server()->ClientIngame(m_ClientID))
return;
Server()->SetClientScore(m_ClientID, m_Score);
// do latency stuff
{
IServer::CClientInfo Info;
if(Server()->GetClientInfo(m_ClientID, &Info))
{
m_Latency.m_Accum += Info.m_Latency;
m_Latency.m_AccumMax = max(m_Latency.m_AccumMax, Info.m_Latency);
m_Latency.m_AccumMin = min(m_Latency.m_AccumMin, Info.m_Latency);
}
// each second
if(Server()->Tick()%Server()->TickSpeed() == 0)
{
m_Latency.m_Avg = m_Latency.m_Accum/Server()->TickSpeed();
m_Latency.m_Max = m_Latency.m_AccumMax;
m_Latency.m_Min = m_Latency.m_AccumMin;
m_Latency.m_Accum = 0;
m_Latency.m_AccumMin = 1000;
m_Latency.m_AccumMax = 0;
}
}
if(m_pCharacter && !m_pCharacter->IsAlive())
{
delete m_pCharacter;
m_pCharacter = 0;
}
if(!GameServer()->m_pController->IsGamePaused())
{
if(!m_pCharacter && m_Team == TEAM_SPECTATORS && m_SpectatorID == SPEC_FREEVIEW)
m_ViewPos -= vec2(clamp(m_ViewPos.x-m_LatestActivity.m_TargetX, -500.0f, 500.0f), clamp(m_ViewPos.y-m_LatestActivity.m_TargetY, -400.0f, 400.0f));
if(!m_pCharacter && m_DieTick+Server()->TickSpeed()*3 <= Server()->Tick() && !m_DeadSpecMode)
Respawn();
if(m_pCharacter)
{
if(m_pCharacter->IsAlive())
m_ViewPos = m_pCharacter->m_Pos;
}
else if(m_Spawning && m_RespawnTick <= Server()->Tick())
TryRespawn();
if(!m_DeadSpecMode && m_LastActionTick != Server()->Tick())
++m_InactivityTickCounter;
}
else
{
++m_RespawnTick;
++m_DieTick;
++m_ScoreStartTick;
++m_LastActionTick;
++m_TeamChangeTick;
}
}
开发者ID:KingteEGER,项目名称:teeworlds,代码行数:62,代码来源:player.cpp
示例8: GameServer
void CPickup::Tick()
{
// wait for respawn
if(m_SpawnTick > 0)
{
if(Server()->Tick() > m_SpawnTick)
{
// respawn
m_SpawnTick = -1;
if(m_Type == POWERUP_WEAPON)
GameServer()->CreateSound(m_Pos, SOUND_WEAPON_SPAWN);
}
else
return;
}
// Check if a player intersected us
CCharacter *pChr = GameServer()->m_World.ClosestCharacter(m_Pos, 20.0f, 0);
if(pChr && pChr->IsAlive())
{
// player picked us up, is someone was hooking us, let them go
int RespawnTime = -1;
switch (m_Type)
{
case POWERUP_HEALTH:
if(pChr->IncreaseHealth(1))
{
GameServer()->CreateSound(m_Pos, SOUND_PICKUP_HEALTH);
RespawnTime = g_pData->m_aPickups[m_Type].m_Respawntime;
}
break;
case POWERUP_ARMOR:
if(pChr->IncreaseArmor(1))
{
GameServer()->CreateSound(m_Pos, SOUND_PICKUP_ARMOR);
RespawnTime = g_pData->m_aPickups[m_Type].m_Respawntime;
}
break;
case POWERUP_WEAPON:
if(m_Subtype >= 0 && m_Subtype < NUM_WEAPONS)
{
if(pChr->GiveWeapon(m_Subtype, 10))
{
RespawnTime = g_pData->m_aPickups[m_Type].m_Respawntime;
if(m_Subtype == WEAPON_GRENADE)
GameServer()->CreateSound(m_Pos, SOUND_PICKUP_GRENADE);
else if(m_Subtype == WEAPON_SHOTGUN)
GameServer()->CreateSound(m_Pos, SOUND_PICKUP_SHOTGUN);
else if(m_Subtype == WEAPON_RIFLE)
GameServer()->CreateSound(m_Pos, SOUND_PICKUP_SHOTGUN);
if(pChr->GetPlayer())
GameServer()->SendWeaponPickup(pChr->GetPlayer()->GetCID(), m_Subtype);
}
}
break;
case POWERUP_NINJA:
{
// activate ninja on target player
pChr->GiveNinja();
RespawnTime = g_pData->m_aPickups[m_Type].m_Respawntime;
// loop through all players, setting their emotes
CEntity *apEnts[64];
int Num = GameServer()->m_World.FindEntities(vec2(0, 0), 1000000, apEnts, 64, NETOBJTYPE_CHARACTER);
for (int i = 0; i < Num; ++i)
{
CCharacter *pC = static_cast<CCharacter *>(apEnts[i]);
if (pC != pChr)
pC->SetEmote(EMOTE_SURPRISE, Server()->Tick() + Server()->TickSpeed());
}
pChr->SetEmote(EMOTE_ANGRY, Server()->Tick() + 1200 * Server()->TickSpeed() / 1000);
break;
}
default:
break;
};
if(RespawnTime >= 0)
{
dbg_msg("game", "pickup player='%d:%s' item=%d/%d",
pChr->GetPlayer()->GetCID(), Server()->ClientName(pChr->GetPlayer()->GetCID()), m_Type, m_Subtype);
m_SpawnTick = Server()->Tick() + Server()->TickSpeed() * RespawnTime;
}
}
}
开发者ID:Danyl12,项目名称:teeworlds,代码行数:93,代码来源:pickup.cpp
示例9: mem_zero
void CDragger::Move()
{
if (m_Target && (!m_Target->IsAlive() || (m_Target->IsAlive()
&& (m_Target->m_Super || m_Target->IsPaused()
|| (m_Layer == LAYER_SWITCH && m_Number
&& !GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[m_Target->Team()])))))
m_Target = 0;
mem_zero(m_SoloEnts, sizeof(m_SoloEnts));
CCharacter *TempEnts[MAX_CLIENTS];
int Num = GameServer()->m_World.FindEntities(m_Pos, g_Config.m_SvDraggerRange,
(CEntity**) m_SoloEnts, MAX_CLIENTS, CGameWorld::ENTTYPE_CHARACTER);
mem_copy(TempEnts, m_SoloEnts, sizeof(TempEnts));
int Id = -1;
int MinLen = 0;
CCharacter *Temp;
for (int i = 0; i < Num; i++)
{
Temp = m_SoloEnts[i];
if (Temp->Team() != m_CaughtTeam)
{
m_SoloEnts[i] = 0;
continue;
}
if (m_Layer == LAYER_SWITCH && m_Number
&& !GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[Temp->Team()])
{
m_SoloEnts[i] = 0;
continue;
}
int Res =
m_NW ? GameServer()->Collision()->IntersectNoLaserNW(m_Pos,
Temp->m_Pos, 0, 0) :
GameServer()->Collision()->IntersectNoLaser(m_Pos,
Temp->m_Pos, 0, 0);
if (Res == 0)
{
int Len = length(Temp->m_Pos - m_Pos);
if (MinLen == 0 || MinLen > Len)
{
MinLen = Len;
Id = i;
}
if (!Temp->Teams()->m_Core.GetSolo(Temp->GetPlayer()->GetCID()))
m_SoloEnts[i] = 0;
}
else
{
m_SoloEnts[i] = 0;
}
}
if (!m_Target)
m_Target = Id != -1 ? TempEnts[Id] : 0;
if (m_Target)
{
for (int i = 0; i < MAX_CLIENTS; i++)
{
if (m_SoloEnts[i] == m_Target)
m_SoloEnts[i] = 0;
}
}
}
开发者ID:BannZay,项目名称:ddnet,代码行数:68,代码来源:dragger.cpp
示例10: GameServer
void CDragger::Drag()
{
if (m_Target)
{
CCharacter *Target = m_Target;
for (int i = -1; i < MAX_CLIENTS; i++)
{
if (i >= 0)
Target = m_SoloEnts[i];
if (!Target)
continue;
int Res = 0;
if (!m_NW)
Res = GameServer()->Collision()->IntersectNoLaser(m_Pos,
Target->m_Pos, 0, 0);
else
Res = GameServer()->Collision()->IntersectNoLaserNW(m_Pos,
Target->m_Pos, 0, 0);
if (Res || length(m_Pos - Target->m_Pos) > g_Config.m_SvDraggerRange)
{
Target = 0;
if (i == -1)
m_Target = 0;
else
m_SoloEnts[i] = 0;
}
else if (length(m_Pos - Target->m_Pos) > 28)
{
vec2 Temp = Target->Core()->m_Vel
+ (normalize(m_Pos - Target->m_Pos) * m_Strength);
if (Temp.x > 0
&& ((Target->m_TileIndex == TILE_STOP
&& Target->m_TileFlags == ROTATION_270)
|| (Target->m_TileIndexL == TILE_STOP
&& Target->m_TileFlagsL == ROTATION_270)
|| (Target->m_TileIndexL == TILE_STOPS
&& (Target->m_TileFlagsL == ROTATION_90
|| Target->m_TileFlagsL
== ROTATION_270))
|| (Target->m_TileIndexL == TILE_STOPA)
|| (Target->m_TileFIndex == TILE_STOP
&& Target->m_TileFFlags == ROTATION_270)
|| (Target->m_TileFIndexL == TILE_STOP
&& Target->m_TileFFlagsL == ROTATION_270)
|| (Target->m_TileFIndexL == TILE_STOPS
&& (Target->m_TileFFlagsL == ROTATION_90
|| Target->m_TileFFlagsL
== ROTATION_270))
|| (Target->m_TileFIndexL == TILE_STOPA)
|| (Target->m_TileSIndex == TILE_STOP
&& Target->m_TileSFlags == ROTATION_270)
|| (Target->m_TileSIndexL == TILE_STOP
&& Target->m_TileSFlagsL == ROTATION_270)
|| (Target->m_TileSIndexL == TILE_STOPS
&& (Target->m_TileSFlagsL == ROTATION_90
|| Target->m_TileSFlagsL
== ROTATION_270))
|| (Target->m_TileSIndexL == TILE_STOPA)))
Temp.x = 0;
if (Temp.x < 0
&& ((Target->m_TileIndex == TILE_STOP
&& Target->m_TileFlags == ROTATION_90)
|| (Target->m_TileIndexR == TILE_STOP
&& Target->m_TileFlagsR == ROTATION_90)
|| (Target->m_TileIndexR == TILE_STOPS
&& (Target->m_TileFlagsR == ROTATION_90
|| Target->m_TileFlagsR
== ROTATION_270))
|| (Target->m_TileIndexR == TILE_STOPA)
|| (Target->m_TileFIndex == TILE_STOP
&& Target->m_TileFFlags == ROTATION_90)
|| (Target->m_TileFIndexR == TILE_STOP
&& Target->m_TileFFlagsR == ROTATION_90)
|| (Target->m_TileFIndexR == TILE_STOPS
&& (Target->m_TileFFlagsR == ROTATION_90
|| Target->m_TileFFlagsR
== ROTATION_270))
|| (Target->m_TileFIndexR == TILE_STOPA)
|| (Target->m_TileSIndex == TILE_STOP
&& Target->m_TileSFlags == ROTATION_90)
|| (Target->m_TileSIndexR == TILE_STOP
&& Target->m_TileSFlagsR == ROTATION_90)
|| (Target->m_TileSIndexR == TILE_STOPS
&& (Target->m_TileSFlagsR == ROTATION_90
|| Target->m_TileSFlagsR
== ROTATION_270))
|| (Target->m_TileSIndexR == TILE_STOPA)))
Temp.x = 0;
if (Temp.y < 0
&& ((Target->m_TileIndex == TILE_STOP
&& Target->m_TileFlags == ROTATION_180)
|| (Target->m_TileIndexB == TILE_STOP
&& Target->m_TileFlagsB == ROTATION_180)
|| (Target->m_TileIndexB == TILE_STOPS
&& (Target->m_TileFlagsB == ROTATION_0
|| Target->m_TileFlagsB
== ROTATION_180))
//.........这里部分代码省略.........
开发者ID:BannZay,项目名称:ddnet,代码行数:101,代码来源:dragger.cpp
示例11: Server
void CDragger::Snap(int SnappingClient)
{
if (((CGameControllerDDRace*) GameServer()->m_pController)->m_Teams.GetTeamState(
m_CaughtTeam) == CGameTeams::TEAMSTATE_EMPTY)
return;
CCharacter *Target = m_Target;
for (int i = 0; i < MAX_CLIENTS; i++)
{
if (m_SoloIDs[i] == -1)
break;
Server()->SnapFreeID(m_SoloIDs[i]);
m_SoloIDs[i] = -1;
}
int pos = 0;
for (int i = -1; i < MAX_CLIENTS; i++)
{
if (i >= 0)
{
Target = m_SoloEnts[i];
if (!Target)
continue;
}
if (Target)
{
if (NetworkClipped(SnappingClient, m_Pos)
&& NetworkClipped(SnappingClient, Target->m_Pos))
continue;
}
else if (NetworkClipped(SnappingClient, m_Pos))
continue;
CCharacter * Char = GameServer()->GetPlayerChar(SnappingClient);
if(SnappingClient > -1 && (GameServer()->m_apPlayers[SnappingClient]->GetTeam() == -1
|| GameServer()->m_apPlayers[SnappingClient]->IsPaused())
&& GameServer()->m_apPlayers[SnappingClient]->m_SpectatorID != SPEC_FREEVIEW)
Char = GameServer()->GetPlayerChar(GameServer()->m_apPlayers[SnappingClient]->m_SpectatorID);
int Tick = (Server()->Tick() % Server()->TickSpeed()) % 11;
if (Char && Char->IsAlive()
&& (m_Layer == LAYER_SWITCH && m_Number
&& !GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[Char->Team()]
&& (!Tick)))
continue;
if (Char && Char->IsAlive())
{
if (Char->Team() != m_CaughtTeam)
continue;
}
else
{
// send to spectators only active draggers and some inactive from team 0
if (!((Target && Target->IsAlive()) || m_CaughtTeam == 0))
continue;
}
if (Char && Char->IsAlive() && Target && Target->IsAlive() && Target->GetPlayer()->GetCID() != Char->GetPlayer()->GetCID() && !Char->GetPlayer()->m_ShowOthers &&
(Char->Teams()->m_Core.GetSolo(SnappingClient) || Char->Teams()->m_Core.GetSolo(Target->GetPlayer()->GetCID())))
{
continue;
}
CNetObj_Laser *obj;
if (i == -1)
{
obj = static_cast<CNetObj_Laser *>(Server()->SnapNewItem(
NETOBJTYPE_LASER, m_ID, sizeof(CNetObj_Laser)));
}
else
{
m_SoloIDs[pos] = Server()->SnapNewID();
obj = static_cast<CNetObj_Laser *>(Server()->SnapNewItem( // TODO: Have to free IDs again?
NETOBJTYPE_LASER, m_SoloIDs[pos], sizeof(CNetObj_Laser)));
pos++;
}
if (!obj)
continue;
obj->m_X = (int)m_Pos.x;
obj->m_Y = (int)m_Pos.y;
if (Target)
{
obj->m_FromX = (int)Target->m_Pos.x;
obj->m_FromY = (int)Target->m_Pos.y;
}
else
{
obj->m_FromX = (int)m_Pos.x;
obj->m_FromY = (int)m_Pos.y;
}
int StartTick = m_EvalTick;
//.........这里部分代码省略.........
开发者ID:BannZay,项目名称:ddnet,代码行数:101,代码来源:dragger.cpp
示例12: DirtyVisibility
void CDigitanksEntity::Think()
{
BaseClass::Think();
if (m_flNextDirtyOrigin > 0 && GameServer()->GetGameTime() > m_flNextDirtyOrigin)
{
DirtyVisibility();
m_flNextDirtyOrigin = 0;
}
if (m_flNextDirtyArea > 0 && GameServer()->GetGameTime() > m_flNextDirtyArea)
{
CDigitanksEntity* pOther = this;
while (true)
{
pOther = CBaseEntity::FindClosest<CDigitanksEntity>(GetGlobalOrigin(), pOther);
if (!pOther)
break;
if (pOther == this)
continue;
if (pOther->Distance(GetGlobalOrigin()) > VisibleRange() + DigitanksGame()->FogPenetrationDistance())
break;
pOther->DirtyVisibility();
}
m_flNextDirtyArea = 0;
}
if (GameNetwork()->IsHost() && !IsAlive() && GameServer()->GetGameTime() > m_flTimeKilled + 1.0f)
{
GameServer()->Delete(this);
if (DigitanksGame()->GetTerrain()->IsPointOverHole(GetGlobalOrigin()))
{
CWreckage* pWreckage = CreateWreckage();
if (pWreckage)
{
pWreckage->FellIntoHole();
if (DigitanksGame()->GetGameType() == GAMETYPE_ARTILLERY)
pWreckage->SetScale(2);
}
}
else if (DigitanksGame()->GetGameType() == GAMETYPE_ARTILLERY)
{
switch (RandomInt(0, 8))
{
case 0:
case 6:
case 7:
case 8:
default:
{
for (size_t i = 0; i < 8; i++)
{
CDebris* pDebris = GameServer()->Create<CDebris>("CDebris");
pDebris->SetGlobalOrigin(GetGlobalOrigin());
}
CWreckage* pWreckage = CreateWreckage();
pWreckage->SetScale(2);
DigitanksGame()->GetOverheadCamera()->Shake(GetGlobalOrigin(), 3);
break;
}
case 1:
{
CProjectile* pProjectile = GameServer()->Create<CLargeShell>("CLargeShell");
pProjectile->SetOwner(NULL);
pProjectile->SetGlobalOrigin(GetGlobalOrigin());
pProjectile->Explode();
break;
}
case 2:
{
CProjectile* pProjectile = GameServer()->Create<CAOEShell>("CAOEShell");
pProjectile->SetOwner(NULL);
pProjectile->SetGlobalOrigin(GetGlobalOrigin());
pProjectile->Explode();
break;
}
case 3:
{
CProjectile* pProjectile = GameServer()->Create<CClusterBomb>("CClusterBomb");
pProjectile->SetOwner(NULL);
pProjectile->SetGlobalOrigin(GetGlobalOrigin());
pProjectile->Explode();
break;
}
case 4:
//.........这里部分代码省略.........
开发者ID:BSVino,项目名称:Digitanks,代码行数:101,代码来源:digitanksentity.cpp
示例13: c
void CDigitanksEntity::OnRender(CGameRenderingContext* pContext) const
{
BaseClass::OnRender(pContext);
if (GameServer()->GetRenderer()->IsRenderingTransparent() && IsImprisoned())
{
CGameRenderingContext c(GameServer()->GetRenderer(), true);
c.SetBackCulling(false);
c.SetBlend(BLEND_ADDITIVE);
c.Scale(GetBoundingRadius(), GetBoundingRadius(), GetBoundingRadius());
c.Rotate((float)GameServer()->GetGameTime() * 90, Vector(0, 0, 1));
float flVisibility = GetVisibility() * 0.6f;
c.UseProgram("scroll");
c.SetUniform("iTexture", 0);
c.SetUniform("flAlpha", flVisibility);
c.SetUniform("flTime", (float)-GameServer()->GetGameTime());
c.SetUniform("flSpeed", 1.0f);
c.RenderModel(m_iCageModel, this);
}
if (GameServer()->GetRenderer()->IsRenderingTransparent() && IsImprisoned())
{
CGameRenderingContext c(GameServer()->GetRenderer(), true);
c.SetBackCulling(false);
c.SetBlend(BLEND_ADDITIVE);
c.Scale(GetBoundingRadius()+1, GetBoundingRadius()+1, GetBoundingRadius()+1);
c.Rotate(-(float)GameServer()->GetGameTime() * 90, Vector(0, 0, 1));
float flVisibility = GetVisibility() * 0.6f;
c.UseProgram("scroll");
c.SetUniform("iTexture", 0);
c.SetUniform("flAlpha", flVisibility);
c.SetUniform("flTime", (float)-GameServer()->GetGameTime());
c.SetUniform("flSpeed", 1.0f);
c.RenderModel(m_iCageModel);
}
if (!GameServer()->GetRenderer()->IsRenderingTransparent())
return;
if (!DigitanksGame()->GetTerrain()->GetBit(CTerrain::WorldToArraySpace(GetGlobalOrigin().x), CTerrain::WorldToArraySpace(GetGlobalOrigin().y), TB_TREE))
return;
if (GetVisibility() < 0.6f)
return;
CGameRenderingContext c(GameServer()->GetRenderer(), true);
c.SetBlend(BLEND_NONE);
c.SetAlpha(1);
c.BindTexture(0);
TStubbed("Tank outlines in trees");
/*
// Draw outlines of objects in trees.
glPushAttrib( GL_ALL_ATTRIB_BITS );
glDisable( GL_TEXTURE_2D );
glEnable( GL_POLYGON_OFFSET_FILL );
glPolygonOffset( -3.5f, -3.5f );
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glDepthMask(true);
glEnable(GL_DEPTH_TEST);
pContext->RenderModel(GetModel());
glDisable( GL_POLYGON_OFFSET_FILL );
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask(false);
glEnable(GL_DEPTH_TEST);
glLineWidth( 2.0f );
glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
glColor3ubv( Color(0, 0, 0) );
pContext->RenderModel(GetModel());
glPopAttrib();
*/
}
开发者ID:BSVino,项目名称:Digitanks,代码行数:81,代码来源:digitanksentity.cpp
示例14: GameServer
void CCharacter::Destroy()
{
GameServer()->m_World.m_Core.m_apCharacters[m_pPlayer->GetCID()] = 0;
m_Alive = false;
}
开发者ID:CoolerMAN,项目名称:tdtw,代码行数:5,代码来源:character.cpp
示例15: GameServer
void CLaser::Reset()
{
GameServer()->m_World.DestroyEntity(this);
}
开发者ID:Bloodwork28,项目名称:teeworlds-uTown,代码行数:4,代码来源:laser.cpp
示例16: IGameController
CGameControllerMOD::CGameControllerMOD(class CGameContext *pGameServer)
: IGameController(pGameServer)
{
m_pGameType = "InfClass";
srand (time(0));
m_TotalProbInfectedClass = 0.0;
m_ClassProbability[PLAYERCLASS_SMOKER] = 1.0f;
m_TotalProbInfectedClass += m_ClassProbability[PLAYERCLASS_SMOKER];
m_ClassProbability[PLAYERCLASS_HUNTER] = 0.6666f * m_ClassProbability[PLAYERCLASS_SMOKER];
m_TotalProbInfectedClass += m_ClassProbability[PLAYERCLASS_HUNTER];
m_ClassProbability[PLAYERCLASS_BOOMER] = 0.6666f * m_ClassProbability[PLAYERCLASS_SMOKER];
m_TotalProbInfectedClass += m_ClassProbability[PLAYERCLASS_BOOMER];
m_ClassProbability[PLAYERCLASS_GHOST] = 0.25f * m_ClassProbability[PLAYERCLASS_SMOKER];
m_TotalProbInfectedClass += m_ClassProbability[PLAYERCLASS_GHOST];
m_ClassProbability[PLAYERCLASS_SPIDER] = 0.25f * m_ClassProbability[PLAYERCLASS_SMOKER];
m_TotalProbInfectedClass += m_ClassProbability[PLAYERCLASS_SPIDER];
m_ClassProbability[PLAYERCLASS_WITCH] = 0.25f * m_ClassProbability[PLAYERCLASS_SMOKER];
m_TotalProbInfectedClass += m_ClassProbability[PLAYERCLASS_WITCH];
m_ClassProbability[PLAYERCLASS_UNDEAD] = 0.20f * m_ClassProbability[PLAYERCLASS_SMOKER];
m_TotalProbInfectedClass += m_ClassProbability[PLAYERCLASS_UNDEAD];
m_TotalProbHumanClass = 0.0;
m_ClassProbability[PLAYERCLASS_ENGINEER] = 1.0f;
m_TotalProbHumanClass += m_ClassProbability[PLAYERCLASS_ENGINEER];
m_ClassProbability[PLAYERCLASS_SOLDIER] = 1.0f;
m_TotalProbHumanClass += m_ClassProbability[PLAYERCLASS_SOLDIER];
m_ClassProbability[PLAYERCLASS_MERCENARY] = 1.0f;
m_TotalProbHumanClass += m_ClassProbability[PLAYERCLASS_MERCENARY];
m_ClassProbability[PLAYERCLASS_SNIPER] = 1.0f;
m_TotalProbHumanClass += m_ClassProbability[PLAYERCLASS_SNIPER];
m_ClassProbability[PLAYERCLASS_SCIENTIST] = 0.5f;
m_TotalProbHumanClass += m_ClassProbability[PLAYERCLASS_SCIENTIST];
m_ClassProbability[PLAYERCLASS_NINJA] = 0.5f;
m_TotalProbHumanClass += m_ClassProbability[PLAYERCLASS_NINJA];
m_ClassProbability[PLAYERCLASS_MEDIC] = 0.5f;
m_TotalProbHumanClass += m_ClassProbability[PLAYERCLASS_MEDIC];
m_GrowingMap = 0;
m_ExplosionStarted = false;
m_MapWidth = GameServer()->Collision()->GetWidth();
m_MapHeight = GameServer()->Collision()->GetHeight();
m_GrowingMap = new int[m_MapWidth*m_MapHeight];
m_HumanCounter = 0;
m_InfectedCounter = 0;
m_InfectedStarted = false;
for(int j=0; j<m_MapHeight; j++)
{
for(int i=0; i<m_MapWidth; i++)
{
vec2 TilePos = vec2(16.0f, 16.0f) + vec2(i*32.0f, j*32.0f);
if(GameServer()->Collision()->CheckPoint(TilePos))
{
m_GrowingMap[j*m_MapWidth+i] = 4;
}
else
{
m_GrowingMap[j*m_MapWidth+i] = 1;
}
}
}
}
开发者ID:KingteEGER,项目名称:teeworlds-infclass,代码行数:79,代码来源:mod.cpp
示例17: Tick
void CLaser::Tick()
{
if(Server()->Tick() > m_EvalTick+(Server()->TickSpeed()*GameServer()->Tuning()->m_LaserBounceDelay)/1000.0f)
DoBounce();
}
开发者ID:Bloodwork28,项目名称:teeworlds-uTown,代码行数:5,代码来源:laser.cpp
示例18: sizeof
void CGameControllerMOD::Snap(int SnappingClient)
{
CNetObj_GameInfo *pGameInfoObj = (CNetObj_GameInfo *)Server()->SnapNewItem(NETOBJTYPE_GAMEINFO, 0, sizeof(CNetObj_GameInfo));
if(!pGameInfoObj)
return;
pGameInfoObj->m_GameFlags = m_GameFlags;
pGameInfoObj->m_GameStateFlags = 0;
if(m_GameOverTick != -1)
pGameInfoObj->m_GameStateFlags |= GAMESTATEFLAG_GAMEOVER;
if(m_SuddenDeath)
pGameInfoObj->m_GameStateFlags |= GAMESTATEFLAG_SUDDENDEATH;
if(GameServer()->m_World.m_Paused)
pGameInfoObj->m_GameStateFlags |= GAMESTATEFLAG_PAUSED;
pGameInfoObj->m_RoundStartTick = m_RoundStartTick;
pGameInfoObj->m_WarmupTimer = m_Warmup;
pGameInfoObj->m_ScoreLimit = g_Config.m_SvScorelimit;
pGameInfoObj->m_TimeLimit = g_Config.m_SvTimelimit;
pGameInfoObj->m_RoundNum = (str_length(g_Config.m_SvMaprotation) && g_Config.m_SvRoundsPerMap) ? g_Config.m_SvRoundsPerMap : 0;
pGameInfoObj->m_RoundCurrent = m_RoundCount+1;
//Generate class mask
int ClassMask = 0;
{
int Defender = 0;
int Medic = 0;
int Support = 0;
for(int i = 0; i < MAX_CLIENTS; i ++)
{
CPlayer *pPlayer = GameServer()->m_apPlayers[i];
if(!pPlayer) continue;
if(pPlayer->GetTeam() == TEAM_SPECTATORS) continue;
switch(pPlayer->GetClass())
{
case PLAYERCLASS_NINJA:
case PLAYERCLASS_MERCENARY:
case PLAYERCLASS_SNIPER:
Support++;
break;
case PLAYERCLASS_ENGINEER:
case PLAYERCLASS_SOLDIER:
case PLAYERCLASS_SCIENTIST:
Defender++;
break;
case PLAYERCLASS_MEDIC:
Medic++;
break;
}
}
if(Defender < g_Config.m_InfDefenderLimit)
ClassMask |= CMapConverter::MASK_DEFENDER;
if(Medic < g_Config.m_InfMedicLimit)
ClassMask |= CMapConverter::MASK_MEDIC;
if(Support < g_Config.m_InfSupportLimit)
ClassMask |= CMapConverter::MASK_SUPPORT;
}
if(GameServer()->m_apPlayers[SnappingClient] && GameServer()->m_apPlayers[SnappingClient]->m_InClassChooserMenu)
{
int Item = GameServer()->m_apPlayers[SnappingClient]->m_MenuClassChooserItem;
int Timer = ((CMapConverter::TIMESHIFT_MENUCLASS + (Item+1) + ClassMask*CMapConverter::TIMESHIFT_MENUCLASS_MASK)*60 + 30)*Server()->TickSpeed();
pGameInfoObj->m_RoundStartTick = Server()->Tick() - Timer;
pGameInfoObj->m_TimeLimit = 0;
}
CNetObj_GameData *pGameDataObj = (CNetObj_GameData *)Server()->SnapNewItem(NETOBJTYPE_GAMEDATA, 0, sizeof(CNetObj_GameData));
if(!pGameDataObj)
return;
//Search for witch
for(int i = 0; i < MAX_CLIENTS; i++)
{
CPlayer *pPlayer = GameServer()->m_apPlayers[i];
if(!pPlayer) continue;
if(pPlayer->GetTeam() == TEAM_SPECTATORS) continue;
if(pPlayer->GetClass() == PLAYERCLASS_WITCH)
{
pGameDataObj->m_FlagCarrierRed = i;
}
}
pGameDataObj->m_FlagCarrierBlue = FLAG_ATSTAND;
}
开发者ID:KingteEGER,项目名称:teeworlds-infclass,代码行数:92,代码来源:mod.cpp
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