void CGameContext::ConTuneReset(IConsole::IResult *pResult, void *pUserData)
{
	CGameContext *pSelf = (CGameContext *)pUserData;
	CTuningParams TuningParams;
	*pSelf->Tuning() = TuningParams;
	pSelf->SendTuningParams(-1);
	pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "tuning", "Tuning reset");
}
Example #2
0
void CGameContext::ConTuneReset(IConsole::IResult *pResult, void *pUserData)
{
	CGameContext *pSelf = (CGameContext *)pUserData;
	CTuningParams p;
	*pSelf->Tuning() = p;
	pSelf->SendTuningParams(-1);
	dbg_msg("tuning", "Tuning reset");
}
Example #3
0
void CGameContext::ConTuneParam(IConsole::IResult *pResult, void *pUserData)
{
	CGameContext *pSelf = (CGameContext *)pUserData;
	const char *pParamName = pResult->GetString(0);
	float NewValue = pResult->GetFloat(1);

	if(pSelf->Tuning()->Set(pParamName, NewValue))
	{
		dbg_msg("tuning", "%s changed to %.2f", pParamName, NewValue);
		pSelf->SendTuningParams(-1);
	}
	else
		dbg_msg("tuning", "No such tuning parameter");
}
void CGameContext::ConTuneParam(IConsole::IResult *pResult, void *pUserData)
{
	CGameContext *pSelf = (CGameContext *)pUserData;
	const char *pParamName = pResult->GetString(0);
	float NewValue = pResult->GetFloat(1);

	if(pSelf->Tuning()->Set(pParamName, NewValue))
	{
		char aBuf[256];
		str_format(aBuf, sizeof(aBuf), "%s changed to %.2f", pParamName, NewValue);
		pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "tuning", aBuf);
		pSelf->SendTuningParams(-1);
	}
	else
		pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "tuning", "No such tuning parameter");
}