// interrupt handler. this just adds a quit event to the queue. static void interrupt(CArch::ESignal, void* data) { CEventQueue* events = reinterpret_cast<CEventQueue*>(data); events->addEvent(CEvent(CEvent::kQuit)); }
//----------------------------------------------------------------------------- // Purpose: Dumps the contents of the Entity I/O event queue to the console. //----------------------------------------------------------------------------- void CC_DumpEventQueue() { if ( !UTIL_IsCommandIssuedByServerAdmin() ) return; g_EventQueue.Dump(); }
void Restore( IRestore *pRestore, bool createPlayers ) { if ( m_fDoLoad ) { g_EventQueue.Restore( *pRestore ); } }
int Save( ISave &save ) { if ( !BaseClass::Save(save) ) return 0; // save out the message queue return g_EventQueue.Save( save ); }
int Restore( IRestore &restore ) { if ( !BaseClass::Restore(restore) ) return 0; // restore the event queue int iReturn = g_EventQueue.Restore( restore ); // Now remove myself, because the CEventQueue_SaveRestoreBlockHandler // will handle future saves. UTIL_Remove( this ); return iReturn; }
void Save( ISave *pSave ) { g_EventQueue.Save( *pSave ); }
void ServiceEventQueue( void ) { VPROF("ServiceEventQueue()"); g_EventQueue.ServiceEvents(); }
//----------------------------------------------------------------------------- // Purpose: Dumps the contents of the Entity I/O event queue to the console. //----------------------------------------------------------------------------- void CC_DumpEventQueue() { g_EventQueue.Dump(); }