Beispiel #1
0
void S_ClearBuffer (void)
{
    int		clear;

#ifdef _WIN32
    if (!sound_started || !shm || (!shm->buffer && !pDSBuf))
#else
    if (!sound_started || !shm || !shm->buffer)
#endif
        return;

    if (shm->samplebits == 8)
        clear = 0x80;
    else
        clear = 0;

#ifdef _WIN32
    if (pDSBuf)
    {
        DWORD	dwSize;
        DWORD	*pData;
        int		reps;
        HRESULT	hresult;

        reps = 0;

		while ((hresult = pDSBuf->lpVtbl->Lock(pDSBuf, 0, gSndBufSize, (void**)&pData, &dwSize, NULL, NULL, 0)) != DS_OK)
        {
            if (hresult != DSERR_BUFFERLOST)
            {
                Con_Printf ("S_ClearBuffer: DS::Lock Sound Buffer Failed\n");
                S_Shutdown ();
                return;
            }

            if (++reps > 10000)
            {
                Con_Printf ("S_ClearBuffer: DS: couldn't restore buffer\n");
                S_Shutdown ();
                return;
            }
        }

        memset(pData, clear, shm->samples * shm->samplebits/8);

        pDSBuf->lpVtbl->Unlock(pDSBuf, pData, dwSize, NULL, 0);

    }
    else
#endif

    {
        memset(shm->buffer, clear, shm->samples * shm->samplebits/8);
    }
}
Beispiel #2
0
/*
====================
SndSys_LockRenderBuffer

Get the exclusive lock on "snd_renderbuffer"
====================
*/
qboolean SndSys_LockRenderBuffer (void)
{
#ifdef SUPPORTDIRECTX
	int reps;
	HRESULT hresult;
	DWORD	dwStatus;

	if (pDSBuf)
	{
		// if the buffer was lost or stopped, restore it and/or restart it
		if (IDirectSoundBuffer_GetStatus (pDSBuf, &dwStatus) != DS_OK)
			Con_Print("Couldn't get sound buffer status\n");

		if (dwStatus & DSBSTATUS_BUFFERLOST)
		{
			Con_Print("DSound buffer is lost!!\n");
			IDirectSoundBuffer_Restore (pDSBuf);
		}

		if (!(dwStatus & DSBSTATUS_PLAYING))
			IDirectSoundBuffer_Play(pDSBuf, 0, 0, DSBPLAY_LOOPING);

		reps = 0;

		while ((hresult = IDirectSoundBuffer_Lock(pDSBuf, 0, gSndBufSize, (LPVOID*)&dsound_pbuf, &dsound_dwSize, (LPVOID*)&dsound_pbuf2, &dsound_dwSize2, 0)) != DS_OK)
		{
			if (hresult != DSERR_BUFFERLOST)
			{
				Con_Print("S_LockBuffer: DS: Lock Sound Buffer Failed\n");
				S_Shutdown ();
				S_Startup ();
				return false;
			}

			if (++reps > 10000)
			{
				Con_Print("S_LockBuffer: DS: couldn't restore buffer\n");
				S_Shutdown ();
				S_Startup ();
				return false;
			}
		}

		if ((void*)dsound_pbuf != snd_renderbuffer->ring)
			Sys_Error("SndSys_LockRenderBuffer: the ring address has changed!!!\n");
		return true;
	}
#endif

	return wav_init;
}
Beispiel #3
0
/**
 * @brief Restart the sound subsystem so it can pick up new parameters and flush all sounds
 * @sa S_Shutdown
 * @sa S_Init
 */
static void S_Restart_f (void)
{
    Com_Printf("Restarting sound\n");
    S_Shutdown();
    S_Init();
    S_LoadSamples();
}
Beispiel #4
0
/*
 * Restart the sound subsystem so it can pick up
 * new parameters and flush all sounds
 */
void
CL_Snd_Restart_f(void)
{
	S_Shutdown();
	S_Init();
	CL_RegisterSounds();
}
Beispiel #5
0
void
CL_Shutdown(void)
{
	static qboolean isdown = false;

	if (isdown)
	{
		printf("recursive shutdown\n");
		return;
	}

	isdown = true;

	CL_WriteConfiguration();

	Key_WriteConsoleHistory();

#ifdef CDA
	CDAudio_Shutdown();
#endif
#ifdef OGG
	OGG_Stop();
#endif
	S_Shutdown();
	IN_Shutdown();
	VID_Shutdown();
}
Beispiel #6
0
/*
===============
CL_Shutdown

===============
*/
void CL_Shutdown( void )
{
	MsgDev( D_INFO, "CL_Shutdown()\n" );

	if( cls.initialized && !host.crashed )
	{
		Host_WriteOpenGLConfig ();
		Host_WriteVideoConfig ();
	}
	IN_TouchShutdown();
	CL_CloseDemoHeader();
	IN_Shutdown ();
	Mobile_Destroy();

	SCR_Shutdown ();
	if( cls.initialized ) 
	{
		CL_UnloadProgs ();
		cls.initialized = false;
	}

	FS_Delete( "demoheader.tmp" ); // remove tmp file
	SCR_FreeCinematic (); // release AVI's *after* client.dll because custom renderer may use them
	S_Shutdown ();
	R_Shutdown ();
}
Beispiel #7
0
void
CL_Shutdown(void)
{
	static qboolean isdown = false;

	if (isdown)
	{
		printf("recursive shutdown\n");
		return;
	}

	isdown = true;

#ifdef USE_CURL
	CL_HTTP_Cleanup(true);
#endif

	CL_WriteConfiguration();

	Key_WriteConsoleHistory();

	OGG_Stop();

	S_Shutdown();
	IN_Shutdown();
	VID_Shutdown();
}
Beispiel #8
0
void Host_Shutdown(void) {
    static bool isdown = false;

    if (isdown) {
        printf("recursive shutdown\n");
        return;
    }
    isdown = true;

    // keep Con_Printf from trying to update the screen
    scr_disabled_for_loading = true;

    Host_WriteConfiguration();

    CDAudio_Shutdown();
    NET_Shutdown();
    S_Shutdown();
    IN_Shutdown();
    NN_deinit();

    TextureManager::clearAllTextures();
    Alias::shutdown();
    Cmd::shutdown();
    CVar::shutdown();
    MemoryObj::Flush(MemoryObj::ZONE);

    if (cls.state != ca_dedicated) {
        VID_Shutdown();
    }
    if (con_debuglog) {
        Con_CloseDebugLog();
    }
}
Beispiel #9
0
/*
===============
Host_Shutdown

FIXME: this is a callback from Sys_Quit and Sys_Error.  It would be better
to run quit through here before the final handoff to the sys code.
===============
*/
void Host_Shutdown(void)
{
	static qboolean isdown = false;
	
	if (isdown)
	{
		printf ("recursive shutdown\n");
		return;
	}
	isdown = true;

// keep Con_Printf from trying to update the screen
	scr_disabled_for_loading = true;

	Host_WriteConfiguration (); 

	// jkrige - fmod sound system (music)
	//CDAudio_Shutdown ();
	// jkrige - fmod sound system (music)

	NET_Shutdown ();

	// jkrige - fmod sound system (system)
	FMOD_Shutdown();
	// jkrige - fmod sound system (system)

	S_Shutdown();
	IN_Shutdown ();

	if (cls.state != ca_dedicated)
	{
		VID_Shutdown();
	}
}
Beispiel #10
0
/**
 * @brief Saves configuration file and shuts the client systems down
 * @todo this is a callback from @c Sys_Quit and @c Com_Error. It would be better
 * to run quit through here before the final handoff to the sys code.
 * @sa Sys_Quit
 * @sa CL_Init
 */
void CL_Shutdown (void)
{
	if (isdown) {
		printf("recursive shutdown\n");
		return;
	}
	isdown = true;

	/* remove cvar feedback */
	for (const cvar_t* var = Cvar_GetFirst(); var; var = var->next) {
		if (var->flags & CVAR_R_CONTEXT)
			Cvar_UnRegisterChangeListener(var->name, CL_RContextCvarChange);
		if (var->flags & CVAR_R_IMAGES)
			Cvar_UnRegisterChangeListener(var->name, CL_RImagesCvarChange);
	}

	GAME_SetMode(nullptr);
	GAME_UnloadGame();
	CL_HTTP_Cleanup();
	Irc_Shutdown();
	Con_SaveConsoleHistory();
	Key_WriteBindings("keys.cfg");
	S_Shutdown();
	R_Shutdown();
	UI_Shutdown();
	CIN_Shutdown();
	SEQ_Shutdown();
	GAME_Shutdown();
	CL_LanguageShutdown();
	TOTD_Shutdown();
	SCR_Shutdown();
}
/*
===============
Host_Shutdown

FIXME: this is a callback from Sys_Quit and Sys_Error.  It would be better
to run quit through here before the final handoff to the sys code.
===============
*/
void Host_Shutdown(void)
{
	static qboolean isdown = false;

	if (isdown)
	{
		printf ("recursive shutdown\n");
		return;
	}
	isdown = true;

// keep Con_Printf from trying to update the screen
	scr_disabled_for_loading = true;

	Host_WriteConfiguration ();
#ifdef PROQUAKE_EXTENSION
	IPLog_WriteLog ();	// JPG 1.05 - ip loggging
#endif
	if (con_initialized)
		History_Shutdown ();

	CDAudio_Shutdown ();
	NET_Shutdown ();
	S_Shutdown();
	IN_Shutdown ();

	if (cls.state != ca_dedicated)
	{
		VID_Shutdown();
	}
}
Beispiel #12
0
/*
===============
Host_Shutdown

FIXME: this is a callback from Sys_Quit and Sys_Error.  It would be better
to run quit through here before the final handoff to the sys code.
===============
*/
void
Host_Shutdown(void)
{
    static qboolean isdown = false;

    if (isdown) {
	printf("recursive shutdown\n");
	return;
    }
    isdown = true;

// keep Con_Printf from trying to update the screen
    scr_disabled_for_loading = true;

    Host_WriteConfiguration();

    CDAudio_Shutdown();
    NET_Shutdown();
    BGM_Shutdown();
    S_Shutdown();
    IN_Shutdown();

    if (cls.state != ca_dedicated) {
	VID_Shutdown();
    }
}
Beispiel #13
0
DWORD *
DSOUND_LockBuffer(qboolean lockit)
{
	int         reps;

	static DWORD 	dwSize;
	static DWORD 	dwSize2;
	static DWORD	*pbuf1;
	static DWORD	*pbuf2;
	HRESULT     	hresult;

	if (!pDSBuf)
		return NULL;

	if (lockit) {
		reps = 0;
		while ((hresult = IDirectSoundBuffer_Lock (pDSBuf, 0, gSndBufSize,
		(LPVOID *) & pbuf1, &dwSize,
		(LPVOID *) & pbuf2, &dwSize2,0)) != DS_OK) {
			if (hresult != DSERR_BUFFERLOST) {
				Con_Printf
					("S_TransferStereo16: DS::Lock Sound Buffer Failed\n");
				S_Shutdown ();
				S_Startup ();
				return NULL;
			}

			if (++reps > 10000) {
				Con_Printf
					("S_TransferStereo16: DS: couldn't restore buffer\n");
				S_Shutdown ();
				S_Startup ();
				return NULL;
			}
		}
	} else {
		IDirectSoundBuffer_Unlock (pDSBuf, pbuf1, dwSize, NULL, 0);
		pbuf1=NULL;
		pbuf2=NULL;
		dwSize=0;
		dwSize2=0;
	}
	return(pbuf1);
}
void I_Error (char *error, ...)
{
    va_list	argptr;

    if (already_quitting)
    {
        fprintf(stderr, "Warning: recursive call to I_Error detected.\n");
        exit(-1);
    }
    else
    {
        already_quitting = true;
    }
    
    // Message first.
    va_start(argptr, error);
    fprintf(stderr, "\nError: ");
    vfprintf(stderr, error, argptr);
    fprintf(stderr, "\n");
    va_end(argptr);
    fflush(stderr);

    // Shutdown. Here might be other errors.

    if (demorecording)
    {
	G_CheckDemoStatus();
    }

    D_QuitNetGame ();
    I_ShutdownGraphics();
    S_Shutdown();
    
#ifdef _WIN32
    // On Windows, pop up a dialog box with the error message.
    {
        char msgbuf[512];
        wchar_t wmsgbuf[512];

        va_start(argptr, error);
        memset(msgbuf, 0, sizeof(msgbuf));
        vsnprintf(msgbuf, sizeof(msgbuf) - 1, error, argptr);
        va_end(argptr);

        MultiByteToWideChar(CP_ACP, 0,
                            msgbuf, strlen(msgbuf) + 1,
                            wmsgbuf, sizeof(wmsgbuf));

        MessageBoxW(NULL, wmsgbuf, L"Error", MB_OK);
    }
#endif

    // abort();

    exit(-1);
}
Beispiel #15
0
/*
==============
SNDDMA_BeginPainting

Makes sure dma.buffer is valid
===============
*/
void SNDDMA_BeginPainting(void)
{
	int             reps;
	DWORD           dwSize2;
	DWORD          *pbuf, *pbuf2;
	HRESULT         hresult;
	DWORD           dwStatus;

	if(!pDSBuf)
	{
		return;
	}

	// if the buffer was lost or stopped, restore it and/or restart it
	if(pDSBuf->lpVtbl->GetStatus(pDSBuf, &dwStatus) != DS_OK)
	{
		Com_Printf("Couldn't get sound buffer status\n");
	}

	if(dwStatus & DSBSTATUS_BUFFERLOST)
	{
		pDSBuf->lpVtbl->Restore(pDSBuf);
	}

	if(!(dwStatus & DSBSTATUS_PLAYING))
	{
		pDSBuf->lpVtbl->Play(pDSBuf, 0, 0, DSBPLAY_LOOPING);
	}

	// lock the dsound buffer

	reps = 0;
	dma.buffer = NULL;

	while((hresult = pDSBuf->lpVtbl->Lock(pDSBuf, 0, gSndBufSize, &pbuf, &locksize, &pbuf2, &dwSize2, 0)) != DS_OK)
	{
		if(hresult != DSERR_BUFFERLOST)
		{
			Com_Printf("SNDDMA_BeginPainting: Lock failed with error '%s'\n", DSoundError(hresult));
			S_Shutdown();
			return;
		}
		else
		{
			pDSBuf->lpVtbl->Restore(pDSBuf);
		}

		if(++reps > 2)
		{
			return;
		}
	}
	dma.buffer = (unsigned char *)pbuf;
}
Beispiel #16
0
/*
 * S_Restart_f
 */
static void S_Restart_f(void) {

	S_Shutdown();

	S_Init();

	cls.loading = 1;

	S_LoadMedia();

	cls.loading = 0;
}
Beispiel #17
0
/*
 * Restart the sound subsystem so it can pick up
 * new parameters and flush all sounds
 */
void
CL_Snd_Restart_f(void)
{
	OGG_SaveState();

	S_Shutdown();
	S_Init();

	CL_RegisterSounds();

	OGG_InitTrackList();
	OGG_RecoverState();
}
Beispiel #18
0
/*
================
S_Restart
================
*/
void S_Restart (void)
{
	int		i;

	S_Shutdown ();

	// flush all sounds
	for (i = 0; i < num_sfx; i++) {
		if (known_sfx[i].cache.data)
			Cache_Free (&known_sfx[i].cache);
	}

	S_Init ();
}
Beispiel #19
0
void I_Error (char *error, ...)
{ 
    va_list     argptr;
    char        string[1024];
    
    fcntl (0, F_SETFL, fcntl (0, F_GETFL, 0) & ~FNDELAY);
    va_start (argptr,error);
    vsprintf (string,error,argptr);
    va_end (argptr);
	fprintf(stderr, "Error: %s\n", string);
	S_Shutdown();
	VID_Shutdown();
	exit(-1);
} 
Beispiel #20
0
static void *ds7_lock(struct SoundCard *sc)
{
	struct dspriv *p = sc->driverprivate;

	int		reps;
	DWORD	dwSize,dwSize2;
	DWORD	*pbuf2;
	HRESULT	hresult;

	reps = 0;

	while ((hresult = p->pDSBuf->lpVtbl->Lock(p->pDSBuf, 0, p->gSndBufSize, &sc->buffer, &p->lockedsize, 
								   &pbuf2, &dwSize2, 0)) != DS_OK)
	{
		if (hresult != DSERR_BUFFERLOST)
		{
			Com_Printf("dsound7: Lock Sound Buffer Failed\n");
#if 0
			S_Shutdown ();
			S_Startup ();
#endif
			return NULL;
		}

		if (++reps > 10000)
		{
			Com_Printf("dsound7: couldn't restore buffer\n");
#if 0
			S_Shutdown ();
			S_Startup ();
#endif
			return NULL;
		}
	}
	return sc->buffer;
}
void Sys_Reboot( const char *reason )
{
	LAUNCH_DATA ld;
	const char *path = NULL;

	memset( &ld, 0, sizeof(ld) );

	if (!Q_stricmp(reason, "new_account"))
	{
		PLD_LAUNCH_DASHBOARD pDash	= (PLD_LAUNCH_DASHBOARD) &ld;
		pDash->dwReason				= XLD_LAUNCH_DASHBOARD_NEW_ACCOUNT_SIGNUP;
		path						= NULL;
	}
	else if (!Q_stricmp(reason, "net_config"))
	{
		PLD_LAUNCH_DASHBOARD pDash	= (PLD_LAUNCH_DASHBOARD) &ld;
		pDash->dwReason				= XLD_LAUNCH_DASHBOARD_NETWORK_CONFIGURATION;
		path						= NULL;
	}
	else if (!Q_stricmp(reason, "manage_account"))
	{
		PLD_LAUNCH_DASHBOARD pDash	= (PLD_LAUNCH_DASHBOARD) &ld;
		pDash->dwReason				= XLD_LAUNCH_DASHBOARD_ACCOUNT_MANAGEMENT;
		path						= NULL;
	}
	else if (!Q_stricmp(reason, "singleplayer"))
	{
		path = "d:\\default.xbe";
		strcpy((char *)&ld.Data[0], LAUNCH_MAGIC);
	}
	else
	{
		Com_Error( ERR_FATAL, "Unknown reboot code %s\n", reason );
	}

	// Title should not be doing ANYTHING in the background.
	// Shutting down sound ensures that the sound thread is gone
	S_Shutdown();
	// Similarly, kill off the streaming thread
	extern void Sys_StreamShutdown(void);
	Sys_StreamShutdown();

	XLaunchNewImage(path, &ld);

	// This function should not return!
	Com_Error( ERR_FATAL, "ERROR: XLaunchNewImage returned\n" );
}
Beispiel #22
0
void S_ClearBuffer (void)
{
	int clear;

#ifdef _WIN32
	if (!shm || (!shm->buffer && !pDSBuf))
#else
	if (!shm || !shm->buffer)
#endif
		return;

	clear = (shm->format.width == 2) ? 0x80 : 0;

#ifdef _WIN32
	if (pDSBuf) {
		DWORD dwSize;
		DWORD *pData;
		int reps;
		HRESULT hresult;

		reps = 0;

		while ((hresult = pDSBuf->lpVtbl->Lock(pDSBuf, 0, gSndBufSize, &pData, &dwSize, NULL, NULL, 0)) != DS_OK) {
			if (hresult != DSERR_BUFFERLOST) {
				Com_Printf ("S_ClearBuffer: Lock failed with error '%s'\n", DSoundError(hresult));
				S_Shutdown ();
				return;
			} else {
				pDSBuf->lpVtbl->Restore (pDSBuf);
			}

			if (++reps > 2)
				return;
		}

		memset(pData, clear, shm->bufferlength);

		pDSBuf->lpVtbl->Unlock(pDSBuf, pData, dwSize, NULL, 0);

	} else
#endif
	{
		memset(shm->buffer, clear, shm->bufferlength);
	}
}
Beispiel #23
0
/*
=================
CL_Snd_Restart_f

Restart the sound subsystem
The cgame and game must also be forced to restart because
handles will be invalid
=================
*/
void CL_Snd_Restart_f( void ) {
	S_Shutdown();

	S_Init();

//	CL_Vid_Restart_f();

	extern qboolean	s_soundMuted;
	s_soundMuted = qfalse;		// we can play again

	S_RestartMusic();

	extern void S_ReloadAllUsedSounds(void);
	S_ReloadAllUsedSounds();

	extern void AS_ParseSets(void);
	AS_ParseSets();
}
Beispiel #24
0
/*
===============
Host_Shutdown

FIXME: this is a callback from Sys_Quit and Sys_Error.  It would be better
to run quit through here before the final handoff to the sys code.
===============
*/
void Host_Shutdown(void)
{
    static qboolean isdown = false;

    if (isdown) {
	printf("recursive shutdown\n");
	return;
    }
    isdown = true;

    Host_WriteConfiguration();

    CDAudio_Shutdown();
    NET_Shutdown();
    S_Shutdown();
    IN_Shutdown();
    if (host_basepal)
	VID_Shutdown();
}
Beispiel #25
0
void
S_ClearBuffer(void)
{
    int err;
    int clear;

    if (!sound_started || !shm)
	return;

    err = SNDDMA_LockBuffer();
    if (err) {
	S_Shutdown();
	return;
    }

    clear = (shm->samplebits == 8) ? 0x80 : 0;
    memset(shm->buffer, clear, shm->samples * shm->samplebits / 8);
    SNDDMA_UnlockBuffer();
}
Beispiel #26
0
/*
===============
CL_Shutdown

===============
*/
void CL_Shutdown( void ) {
	static qboolean recursive = qfalse;
	
	if ( !com_cl_running || !com_cl_running->integer ) {
		return;
	}

	Com_Printf( "----- CL_Shutdown -----\n" );

	if ( recursive ) {
		printf ("recursive shutdown\n");
		return;
	}
	recursive = qtrue;

	CL_ShutdownUI();
	CL_Disconnect();

	S_Shutdown();
	CL_ShutdownRef();

#ifdef _IMMERSION
	CL_ShutdownFF();
#endif // _IMMERSION
	Cmd_RemoveCommand ("cmd");
	Cmd_RemoveCommand ("configstrings");
	Cmd_RemoveCommand ("clientinfo");
	Cmd_RemoveCommand ("snd_restart");
	Cmd_RemoveCommand ("vid_restart");
	Cmd_RemoveCommand ("disconnect");
	Cmd_RemoveCommand ("cinematic");	
	Cmd_RemoveCommand ("ingamecinematic");
	Cmd_RemoveCommand ("pause");

	Cvar_Set( "cl_running", "0" );

	recursive = qfalse;

	memset( &cls, 0, sizeof( cls ) );

	Com_Printf( "-----------------------\n" );
}
Beispiel #27
0
/*
===============
CL_Shutdown

===============
*/
void CL_Shutdown( void )
{
	// already freed
	if( !cls.initialized ) return;
	cls.initialized = false;

	MsgDev( D_INFO, "CL_Shutdown()\n" );

	Host_WriteOpenGLConfig ();
	Host_WriteVideoConfig ();

	CL_CloseDemoHeader();
	IN_Shutdown ();
	SCR_Shutdown ();
	CL_UnloadProgs ();

	SCR_FreeCinematic (); // release AVI's *after* client.dll because custom renderer may use them
	S_Shutdown ();
	R_Shutdown ();
}
Beispiel #28
0
void I_Quit (void)
{
    D_QuitNetGame ();
    G_CheckDemoStatus();
    S_Shutdown();

    if (!screensaver_mode)
    {
        M_SaveDefaults ();
    }

    I_ShutdownGraphics();

    if (show_endoom && !testcontrols && !screensaver_mode)
    {
        I_Endoom();
    }

    exit(0);
}
Beispiel #29
0
/**
 * Return to default system state.
 */
void Sys_Shutdown(void)
{
    // We are now shutting down.
    appShutdown = true;

    // Time to unload *everything*.
    if(App_GameLoaded())
        Con_Execute(CMDS_DDAY, "unload", true, false);

    Net_Shutdown();
    // Let's shut down sound first, so Windows' HD-hogging doesn't jam
    // the MUS player (would produce horrible bursts of notes).
    S_Shutdown();
#ifdef __CLIENT__
    GL_Shutdown();
    DD_ClearEvents();
#endif

    DD_DestroyGames();
}
Beispiel #30
0
/*
===============
CL_Shutdown

===============
*/
void CL_Shutdown( void ) {
	static qboolean recursive = qfalse;

	if ( !com_cl_running || !com_cl_running->integer ) {
		return;
	}

	Com_Printf( "----- CL_Shutdown -----\n" );

	if ( recursive ) {
		Com_Printf( "WARNING: Recursive shutdown\n" );
		return;
	}
	recursive = qtrue;

	CL_ShutdownUI();
	CL_Disconnect();

	S_Shutdown();
	CL_ShutdownRef(qfalse);

	Cmd_RemoveCommand ("cmd");
	Cmd_RemoveCommand ("configstrings");
	Cmd_RemoveCommand ("clientinfo");
	Cmd_RemoveCommand ("snd_restart");
	Cmd_RemoveCommand ("vid_restart");
	Cmd_RemoveCommand ("disconnect");
	Cmd_RemoveCommand ("cinematic");
	Cmd_RemoveCommand ("ingamecinematic");
	Cmd_RemoveCommand ("uimenu");
	Cmd_RemoveCommand ("datapad");
	Cmd_RemoveCommand ("endscreendissolve");

	Cvar_Set( "cl_running", "0" );

	recursive = qfalse;

	memset( &cls, 0, sizeof( cls ) );

	Com_Printf( "-----------------------\n" );
}