CASW_EquipItem* CASW_EquipmentList::GetItemForSlot( int iWpnSlot, int index ) { if ( iWpnSlot > 1 ) return GetExtra( index ); else return GetRegular( index ); }
void DWENTRY DWBeginStruct( dw_client cli, dw_handle struct_hdl, dw_size_t size, const char * name, dw_addr_offset start_scope, uint flags ) { abbrev_code abbrev; dw_st kind; start_scope = start_scope; SetHandleLocation( cli, struct_hdl ); kind = GetExtra( cli, struct_hdl )->structure.kind; abbrev = 0; switch( kind ){ case DW_ST_CLASS: abbrev = AB_CLASS_TYPE; break; case DW_ST_STRUCT: abbrev = AB_STRUCT_TYPE; break; case DW_ST_UNION: abbrev = AB_UNION_TYPE; break; } DestroyExtra( cli, struct_hdl ); abbrev |= AB_SIBLING | AB_START_REF; emitCommonTypeInfo( cli, abbrev , name, flags ); /* AT_byte_size */ InfoULEB128( cli, size ); EndDIE( cli ); StartChildren( cli ); }
int APIENTRY WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { g_hInstance = hInstance; Register( "Main", WndProc ); HWND hWnd = CreateMain( "Main", "window" ); Register( "CHILD", DefWindowProc ); HWND hChild1 = CreateChild( "CHILD", "C1", hWnd ); HWND hChild2 = CreateChild( "CHILD", "C2", hWnd ); Display( hWnd ); MoveWindow( hChild1, 300, 100, 200, 200, TRUE ); MoveWindow( hChild2, 500, 100, 200, 200, TRUE ); SetExtra( hChild1 ); GetExtra( hChild2 ); Message( ); return 0; }
void CASW_EquipmentList::LoadTextures() { if (m_bLoadedTextures) return; m_bLoadedTextures = true; char buffer[256]; for (int i=0;i<m_Regular.Count();i++) { int t = vgui::surface()->CreateNewTextureID(); CASW_EquipItem* pItem = GetRegular(i); if (pItem) { CASW_WeaponInfo* pWeaponData = GetWeaponDataFor(pItem->m_EquipClass); gWR.LoadWeaponSprites(LookupWeaponInfoSlot(pItem->m_EquipClass)); // make sure we load in it's .txt + sprites now too Q_snprintf(buffer, 256, "vgui/%s", pWeaponData->szEquipIcon); vgui::surface()->DrawSetTextureFile( t, buffer, true, false); } else { // need to load an error texture? } m_iRegularTexture.AddToTail(t); } for (int i=0;i<m_Extra.Count();i++) { int t = vgui::surface()->CreateNewTextureID(); CASW_EquipItem* pItem = GetExtra(i); if (pItem) { CASW_WeaponInfo* pWeaponData = GetWeaponDataFor(pItem->m_EquipClass); gWR.LoadWeaponSprites(LookupWeaponInfoSlot(pItem->m_EquipClass)); // make sure we load in it's .txt + sprites now too Q_snprintf(buffer, 256, "vgui/%s", pWeaponData->szEquipIcon); vgui::surface()->DrawSetTextureFile( t, buffer, true, false); } else { // need to load an error texture? } m_iExtraTexture.AddToTail(t); } }
void CompStr::GetLog(LogCompStr& log) { FOOTMARK(); log.dwCursorPos = dwCursorPos; log.dwDeltaStart = dwDeltaStart; log.comp_read_attr.assign(GetCompReadAttr(), GetCompReadAttr() + dwCompReadAttrLen); log.comp_read_clause.assign(GetCompReadClause(), GetCompReadClause() + dwCompReadClauseLen / sizeof(DWORD)); log.comp_read_str.assign(GetCompReadStr(), dwCompReadStrLen); log.comp_attr.assign(GetCompAttr(), GetCompAttr() + dwCompAttrLen); log.comp_clause.assign(GetCompClause(), GetCompClause() + dwCompClauseLen / sizeof(DWORD)); log.comp_str.assign(GetCompStr(), dwCompStrLen); log.result_read_clause.assign(GetResultReadClause(), GetResultReadClause() + dwResultReadClauseLen / sizeof(DWORD)); log.result_read_str.assign(GetResultReadStr(), dwResultReadStrLen); log.result_clause.assign(GetResultClause(), GetResultClause() + dwResultClauseLen / sizeof(DWORD)); log.result_str.assign(GetResultStr(), dwResultStrLen); COMPSTREXTRA *extra = GetExtra(); if (extra && extra->dwSignature == 0xDEADFACE) { extra->GetLog(log.extra); log.fix(); } }
char *GetComment() const { return GetExtra() + xtraLen; }