/** * @sa S_Shutdown * @sa S_Restart_f */ void S_Init (void) { SDL_version version; char drivername[MAX_VAR]; Com_Printf("\n------- sound initialization -------\n"); OBJZERO(s_env); snd_init = Cvar_Get("snd_init", "1", CVAR_ARCHIVE, "Should the sound renderer get initialized"); snd_init->modified = false; /* don't restart right away */ Cmd_AddCommand("snd_restart", S_Restart_f, "Restart the sound renderer"); if (!snd_init->integer) { Com_Printf("not initializing.\n"); Cmd_AddCommand("music_change", Cmd_Dummy_f, "Dummy command if sound is disabled"); Cvar_Get("snd_music", "PsymongN3", 0, "Background music track"); return; } cl_soundSysPool = Mem_CreatePool("Client: Sound system"); snd_distance_scale = Cvar_Get("snd_distance_scale", "0.1", 0, "Sound distance scale"); snd_volume = Cvar_Get("snd_volume", "0.7", CVAR_ARCHIVE, "Sound volume - default is 0.7"); snd_rate = Cvar_Get("snd_rate", "44100", CVAR_ARCHIVE, "Hz value for sound renderer - default is 44100"); snd_chunkbufsize = Cvar_Get("snd_chunkbufsize", "1024", CVAR_ARCHIVE, "The sound buffer chunk size"); /* set volumes to be changed so they are applied again for next sound/music playing */ /** @todo implement the volume change for already loaded sample chunks */ snd_volume->modified = true; Cmd_AddCommand("snd_play", S_Play_f, "Plays a sound fx file. Pass path relative to base/sound without file extension"); Cmd_AddParamCompleteFunction("snd_play", S_CompleteSounds); if (SDL_WasInit(SDL_INIT_AUDIO) == 0) { if (SDL_Init(SDL_INIT_AUDIO) < 0) { Com_Printf("S_Init: %s.\n", SDL_GetError()); return; } } MIX_VERSION(&version) Com_Printf("SDL_mixer version: %d.%d.%d\n", version.major, version.minor, version.patch); Com_Printf("... requested audio rate: %i\n", snd_rate->integer); if (Mix_OpenAudio(snd_rate->integer, MIX_DEFAULT_FORMAT, MIX_DEFAULT_CHANNELS, snd_chunkbufsize->integer) == -1) { Com_Printf("S_Init: %s\n", Mix_GetError()); return; } if (Mix_QuerySpec(&s_env.rate, &s_env.format, &s_env.numChannels) == 0) { Com_Printf("S_Init: %s\n", Mix_GetError()); return; } if (SDL_AudioDriverName(drivername, sizeof(drivername)) == NULL) Q_strncpyz(drivername, "(UNKNOWN)", sizeof(drivername)); Com_Printf("... driver: '%s'\n", drivername); if (Mix_AllocateChannels(MAX_CHANNELS) != MAX_CHANNELS) { Com_Printf("S_Init: %s\n", Mix_GetError()); return; } Mix_ChannelFinished(S_FreeChannel); Com_Printf("... audio rate: %i\n", s_env.rate); Com_Printf("... audio channels: %i\n", s_env.numChannels); #if COMPARE_VERSION(1, 2, 10) if (!(Mix_Init(MIX_INIT_OGG) & MIX_INIT_OGG)) Com_Printf("... could not load ogg vorbis support\n"); else Com_Printf("... loaded ogg vorbis support\n"); #endif s_env.initialized = true; M_Init(); }
void FMod_Init (void) { int lastid; Cmd_AddCommand("f_modified", FMod_Response); memset (check_models, 0, sizeof (check_models)); lastid = FMod_AddModel ("progs/armor.mdl", FMOD_DM | FMOD_TF, progs_armor_mdl_FMOD_DM_FMOD_TF); FMod_AddModelAlt(lastid, &mdlhash_debug_armor); FMod_AddModelAlt(lastid, &mdlhash_ruohis_armor); FMod_AddModelAlt(lastid, &mdlhash_plaguespak_armor); lastid = FMod_AddModel ("progs/backpack.mdl", FMOD_DM | FMOD_TF, progs_backpack_mdl_FMOD_DM_FMOD_TF); FMod_AddModelAlt(lastid, &mdlhash_debug_backpack); FMod_AddModel ("progs/bolt2.mdl", FMOD_DM | FMOD_TF, progs_bolt2_mdl_FMOD_DM_FMOD_TF); FMod_AddModel ("progs/end1.mdl", FMOD_DM | FMOD_TF, progs_end1_mdl_FMOD_DM_FMOD_TF); lastid = FMod_AddModel ("progs/end2.mdl", FMOD_DM | FMOD_TF, progs_end2_mdl_FMOD_DM_FMOD_TF); FMod_AddModelAlt(lastid, &mdlhash_unknown_end2); lastid = FMod_AddModel ("progs/end3.mdl", FMOD_DM | FMOD_TF, progs_end3_mdl_FMOD_DM_FMOD_TF); FMod_AddModelAlt(lastid, &mdlhash_unknown_end3); lastid = FMod_AddModel ("progs/end4.mdl", FMOD_DM | FMOD_TF, progs_end4_mdl_FMOD_DM_FMOD_TF); FMod_AddModelAlt(lastid, &mdlhash_unknown_end4); FMod_AddModel ("progs/eyes.mdl", FMOD_DM | FMOD_TF, progs_eyes_mdl_FMOD_DM_FMOD_TF); lastid = FMod_AddModel ("progs/g_light.mdl", FMOD_DM | FMOD_TF, progs_g_light_mdl_FMOD_DM_FMOD_TF); FMod_AddModelAlt(lastid, &mdlhash_debug_g_light); FMod_AddModelAlt(lastid, &mdlhash_plaguespak_g_light); lastid = FMod_AddModel ("progs/g_nail.mdl", FMOD_DM | FMOD_TF, progs_g_nail_mdl_FMOD_DM_FMOD_TF); FMod_AddModelAlt(lastid, &mdlhash_debug_g_nail); FMod_AddModelAlt(lastid, &mdlhash_plaguespak_g_nail); lastid = FMod_AddModel ("progs/g_nail2.mdl", FMOD_DM | FMOD_TF, progs_g_nail2_mdl_FMOD_DM_FMOD_TF); FMod_AddModelAlt(lastid, &mdlhash_debug_g_nail2); FMod_AddModelAlt(lastid, &mdlhash_plaguespak_g_nail2); lastid = FMod_AddModel ("progs/g_rock.mdl", FMOD_DM | FMOD_TF, progs_g_rock_mdl_FMOD_DM_FMOD_TF); FMod_AddModelAlt(lastid, &mdlhash_debug_g_rock); FMod_AddModelAlt(lastid, &mdlhash_plaguespak_g_rock); lastid = FMod_AddModel ("progs/g_rock2.mdl", FMOD_DM | FMOD_TF, progs_g_rock2_mdl_FMOD_DM_FMOD_TF); FMod_AddModelAlt(lastid, &mdlhash_debug_g_rock2); FMod_AddModelAlt(lastid, &mdlhash_plaguespak_g_rock2); lastid = FMod_AddModel ("progs/g_shot.mdl", FMOD_DM | FMOD_TF, progs_g_shot_mdl_FMOD_DM_FMOD_TF); FMod_AddModelAlt(lastid, &mdlhash_debug_g_shot); FMod_AddModelAlt(lastid, &mdlhash_plaguespak_g_shot); lastid = FMod_AddModel ("progs/gib1.mdl", FMOD_DM | FMOD_TF, progs_gib1_mdl_FMOD_DM_FMOD_TF); FMod_AddModelAlt(lastid, &mdlhash_debug_gib1); lastid = FMod_AddModel ("progs/gib2.mdl", FMOD_DM | FMOD_TF, progs_gib2_mdl_FMOD_DM_FMOD_TF); FMod_AddModelAlt(lastid, &mdlhash_debug_gib2); lastid = FMod_AddModel ("progs/gib3.mdl", FMOD_DM | FMOD_TF, progs_gib3_mdl_FMOD_DM_FMOD_TF); FMod_AddModelAlt(lastid, &mdlhash_debug_gib3); lastid = FMod_AddModel ("progs/grenade.mdl", FMOD_DM | FMOD_TF, progs_grenade_mdl_FMOD_DM_FMOD_TF); FMod_AddModelAlt(lastid, &mdlhash_debug_grenade); FMod_AddModelAlt(lastid, &mdlhash_plaguespak_grenade); lastid = FMod_AddModel ("progs/invisibl.mdl", FMOD_DM | FMOD_TF, progs_invisibl_mdl_FMOD_DM_FMOD_TF); FMod_AddModelAlt(lastid, &mdlhash_debug_invisibl); lastid = FMod_AddModel ("progs/invulner.mdl", FMOD_DM | FMOD_TF, progs_invulner_mdl_FMOD_DM_FMOD_TF); FMod_AddModelAlt(lastid, &mdlhash_debug_invulner); lastid = FMod_AddModel ("progs/missile.mdl", FMOD_DM | FMOD_TF, progs_missile_mdl_FMOD_DM_FMOD_TF); FMod_AddModelAlt(lastid, &mdlhash_debug_missile); FMod_AddModelAlt(lastid, &mdlhash_plaguespak_missile); lastid = FMod_AddModel ("progs/quaddama.mdl", FMOD_DM | FMOD_TF, progs_quaddama_mdl_FMOD_DM_FMOD_TF); FMod_AddModelAlt(lastid, &mdlhash_debug_quaddama); lastid = FMod_AddModel ("progs/s_spike.mdl", FMOD_DM | FMOD_TF, progs_s_spike_mdl_FMOD_DM_FMOD_TF); FMod_AddModelAlt(lastid, &mdlhash_debug_s_spike); FMod_AddModelAlt(lastid, &mdlhash_plaguespak_s_spike); lastid = FMod_AddModel ("progs/spike.mdl", FMOD_DM | FMOD_TF, progs_spike_mdl_FMOD_DM_FMOD_TF); FMod_AddModelAlt(lastid, &mdlhash_debug_spike); FMod_AddModelAlt(lastid, &mdlhash_plaguespak_spike); FMod_AddModel ("progs/suit.mdl", FMOD_DM | FMOD_TF, progs_suit_mdl_FMOD_DM_FMOD_TF); FMod_AddModel ("progs/player.mdl", FMOD_DM, progs_player_mdl_FMOD_DM); FMod_AddModel ("progs/player.mdl", FMOD_TF, progs_player_mdl_FMOD_TF); FMod_AddModel ("progs/tf_flag.mdl", FMOD_TF, progs_tf_flag_mdl_FMOD_TF); FMod_AddModel ("progs/turrbase.mdl", FMOD_TF, progs_turrbase_mdl_FMOD_TF); FMod_AddModel ("progs/turrgun.mdl", FMOD_TF, progs_turrgun_mdl_FMOD_TF); FMod_AddModel ("progs/disp.mdl", FMOD_TF, progs_disp_mdl_FMOD_TF); FMod_AddModel ("progs/tf_stan.mdl", FMOD_TF, progs_tf_stan_mdl_FMOD_TF); FMod_AddModel ("progs/hgren2.mdl", FMOD_TF, progs_hgren2_mdl_FMOD_TF); // gren1 FMod_AddModel ("progs/grenade2.mdl", FMOD_TF, progs_grenade2_mdl_FMOD_TF); // gren2 FMod_AddModel ("progs/detpack.mdl", FMOD_TF, progs_detpack_mdl_FMOD_TF); // detpack FMod_AddModel ("progs/s_bubble.spr", FMOD_DM | FMOD_TF, progs_s_bubble_spr_FMOD_DM_FMOD_TF); FMod_AddModel ("progs/s_explod.spr", FMOD_DM | FMOD_TF, progs_s_explod_spr_FMOD_DM_FMOD_TF); FMod_AddModel ("maps/b_bh100.bsp", FMOD_DM | FMOD_TF, maps_b_bh100_bsp_FMOD_DM_FMOD_TF); FMod_AddModel ("sound/buttons/airbut1.wav", FMOD_DM | FMOD_TF, sound_buttons_airbut1_wav_FMOD_DM_FMOD_TF); FMod_AddModel ("sound/items/armor1.wav", FMOD_DM | FMOD_TF, sound_items_armor1_wav_FMOD_DM_FMOD_TF); FMod_AddModel ("sound/items/damage.wav", FMOD_DM | FMOD_TF, sound_items_damage_wav_FMOD_DM_FMOD_TF); FMod_AddModel ("sound/items/damage2.wav", FMOD_DM | FMOD_TF, sound_items_damage2_wav_FMOD_DM_FMOD_TF); FMod_AddModel ("sound/items/damage3.wav", FMOD_DM | FMOD_TF, sound_items_damage3_wav_FMOD_DM_FMOD_TF); FMod_AddModel ("sound/items/health1.wav", FMOD_DM | FMOD_TF, sound_items_health1_wav_FMOD_DM_FMOD_TF); FMod_AddModel ("sound/items/inv1.wav", FMOD_DM | FMOD_TF, sound_items_inv1_wav_FMOD_DM_FMOD_TF); FMod_AddModel ("sound/items/inv2.wav", FMOD_DM | FMOD_TF, sound_items_inv2_wav_FMOD_DM_FMOD_TF); FMod_AddModel ("sound/items/inv3.wav", FMOD_DM | FMOD_TF, sound_items_inv3_wav_FMOD_DM_FMOD_TF); FMod_AddModel ("sound/items/itembk2.wav", FMOD_DM | FMOD_TF, sound_items_itembk2_wav_FMOD_DM_FMOD_TF); FMod_AddModel ("sound/player/land.wav", FMOD_DM | FMOD_TF, sound_player_land_wav_FMOD_DM_FMOD_TF); FMod_AddModel ("sound/player/land2.wav", FMOD_DM | FMOD_TF, sound_player_land2_wav_FMOD_DM_FMOD_TF); FMod_AddModel ("sound/misc/outwater.wav", FMOD_DM | FMOD_TF, sound_misc_outwater_wav_FMOD_DM_FMOD_TF); FMod_AddModel ("sound/weapons/pkup.wav", FMOD_DM | FMOD_TF, sound_weapons_pkup_wav_FMOD_DM_FMOD_TF); FMod_AddModel ("sound/player/plyrjmp8.wav", FMOD_DM | FMOD_TF, sound_player_plyrjmp8_wav_FMOD_DM_FMOD_TF); FMod_AddModel ("sound/items/protect.wav", FMOD_DM | FMOD_TF, sound_items_protect_wav_FMOD_DM_FMOD_TF); FMod_AddModel ("sound/items/protect2.wav", FMOD_DM | FMOD_TF, sound_items_protect2_wav_FMOD_DM_FMOD_TF); FMod_AddModel ("sound/items/protect3.wav", FMOD_DM | FMOD_TF, sound_items_protect3_wav_FMOD_DM_FMOD_TF); FMod_AddModel ("sound/misc/water1.wav", FMOD_DM | FMOD_TF, sound_misc_water1_wav_FMOD_DM_FMOD_TF); FMod_AddModel ("sound/misc/water2.wav", FMOD_DM | FMOD_TF, sound_misc_water2_wav_FMOD_DM_FMOD_TF); FMod_AddModel ("gfx/colormap.lmp", FMOD_DM | FMOD_TF, gfx_colormap_lmp_FMOD_DM_FMOD_TF); FMod_AddModel ("gfx/palette.lmp", FMOD_DM | FMOD_TF, gfx_palette_lmp_FMOD_DM_FMOD_TF); }
void SV_InitOperatorCommands(void) { Cmd_AddCommand("heartbeat", SV_Heartbeat_f); Cmd_AddCommand("kick", SV_Kick_f); Cmd_AddCommand("status", SV_Status_f); Cmd_AddCommand("serverinfo", SV_Serverinfo_f); Cmd_AddCommand("dumpuser", SV_DumpUser_f); Cmd_AddCommand("map", SV_Map_f); Cmd_AddCommand("demomap", SV_DemoMap_f); Cmd_AddCommand("gamemap", SV_GameMap_f); Cmd_AddCommand("setmaster", SV_SetMaster_f); if (dedicated->value) { Cmd_AddCommand("say", SV_ConSay_f); } Cmd_AddCommand("serverrecord", SV_ServerRecord_f); Cmd_AddCommand("serverstop", SV_ServerStop_f); Cmd_AddCommand("save", SV_Savegame_f); Cmd_AddCommand("load", SV_Loadgame_f); Cmd_AddCommand("killserver", SV_KillServer_f); Cmd_AddCommand("sv", SV_ServerCommand_f); }
/* ============ CL_InitInput ============ */ void CL_InitInput(void) { Cmd_AddCommand("+moveup", IN_UpDown); Cmd_AddCommand("-moveup", IN_UpUp); Cmd_AddCommand("+movedown", IN_DownDown); Cmd_AddCommand("-movedown", IN_DownUp); Cmd_AddCommand("+left", IN_LeftDown); Cmd_AddCommand("-left", IN_LeftUp); Cmd_AddCommand("+right", IN_RightDown); Cmd_AddCommand("-right", IN_RightUp); Cmd_AddCommand("+forward", IN_ForwardDown); Cmd_AddCommand("-forward", IN_ForwardUp); Cmd_AddCommand("+back", IN_BackDown); Cmd_AddCommand("-back", IN_BackUp); Cmd_AddCommand("+lookup", IN_LookupDown); Cmd_AddCommand("-lookup", IN_LookupUp); Cmd_AddCommand("+lookdown", IN_LookdownDown); Cmd_AddCommand("-lookdown", IN_LookdownUp); Cmd_AddCommand("+strafe", IN_StrafeDown); Cmd_AddCommand("-strafe", IN_StrafeUp); Cmd_AddCommand("+moveleft", IN_MoveleftDown); Cmd_AddCommand("-moveleft", IN_MoveleftUp); Cmd_AddCommand("+moveright", IN_MoverightDown); Cmd_AddCommand("-moveright", IN_MoverightUp); Cmd_AddCommand("+speed", IN_SpeedDown); Cmd_AddCommand("-speed", IN_SpeedUp); Cmd_AddCommand("+attack", IN_Button0Down); // ---- id (primary firing) Cmd_AddCommand("-attack", IN_Button0Up); Cmd_AddCommand("+button1", IN_Button1Down); Cmd_AddCommand("-button1", IN_Button1Up); Cmd_AddCommand("+useitem", IN_UseItemDown); Cmd_AddCommand("-useitem", IN_UseItemUp); Cmd_AddCommand("+salute", IN_Button3Down); Cmd_AddCommand("-salute", IN_Button3Up); Cmd_AddCommand("+activate", IN_ActivateDown); Cmd_AddCommand("-activate", IN_ActivateUp); Cmd_AddCommand("+prone", IN_ProneDown); Cmd_AddCommand("-prone", IN_ProneUp); Cmd_AddCommand("+sprint", IN_SprintDown); Cmd_AddCommand("-sprint", IN_SprintUp); // wolf buttons Cmd_AddCommand("+attack2", IN_Wbutton0Down); // secondary firing Cmd_AddCommand("-attack2", IN_Wbutton0Up); Cmd_AddCommand("+zoom", IN_ZoomDown); Cmd_AddCommand("-zoom", IN_ZoomUp); Cmd_AddCommand("+reload", IN_ReloadDown); Cmd_AddCommand("-reload", IN_ReloadUp); Cmd_AddCommand("+leanleft", IN_LeanLeftDown); Cmd_AddCommand("-leanleft", IN_LeanLeftUp); Cmd_AddCommand("+leanright", IN_LeanRightDown); Cmd_AddCommand("-leanright", IN_LeanRightUp); Cmd_AddCommand("+mlook", IN_MLookDown); Cmd_AddCommand("-mlook", IN_MLookUp); Cmd_AddCommand("help", IN_Help); cl_nodelta = Cvar_Get("cl_nodelta", "0", 0); cl_debugMove = Cvar_Get("cl_debugMove", "0", 0); }
/* ============ CL_RegisterInput ============ */ void CL_RegisterInput( void ) { Cmd_AddCommand ("centerview",IN_CenterView); Cmd_AddCommand ("+moveup",IN_UpDown); Cmd_AddCommand ("-moveup",IN_UpUp); Cmd_AddCommand ("+movedown",IN_DownDown); Cmd_AddCommand ("-movedown",IN_DownUp); Cmd_AddCommand ("+left",IN_LeftDown); Cmd_AddCommand ("-left",IN_LeftUp); Cmd_AddCommand ("+right",IN_RightDown); Cmd_AddCommand ("-right",IN_RightUp); Cmd_AddCommand ("+forward",IN_ForwardDown); Cmd_AddCommand ("-forward",IN_ForwardUp); Cmd_AddCommand ("+back",IN_BackDown); Cmd_AddCommand ("-back",IN_BackUp); Cmd_AddCommand ("+lookup", IN_LookupDown); Cmd_AddCommand ("-lookup", IN_LookupUp); Cmd_AddCommand ("+lookdown", IN_LookdownDown); Cmd_AddCommand ("-lookdown", IN_LookdownUp); Cmd_AddCommand ("+strafe", IN_StrafeDown); Cmd_AddCommand ("-strafe", IN_StrafeUp); Cmd_AddCommand ("+moveleft", IN_MoveleftDown); Cmd_AddCommand ("-moveleft", IN_MoveleftUp); Cmd_AddCommand ("+moveright", IN_MoverightDown); Cmd_AddCommand ("-moveright", IN_MoverightUp); Cmd_AddCommand ("+speed", IN_SpeedDown); Cmd_AddCommand ("-speed", IN_SpeedUp); Cmd_AddCommand ("+attack", IN_AttackDown); Cmd_AddCommand ("-attack", IN_AttackUp); Cmd_AddCommand ("+use", IN_UseDown); Cmd_AddCommand ("-use", IN_UseUp); Cmd_AddCommand ("impulse", IN_Impulse); Cmd_AddCommand ("+klook", IN_KLookDown); Cmd_AddCommand ("-klook", IN_KLookUp); Cmd_AddCommand( "+mlook", IN_MLookDown ); Cmd_AddCommand( "-mlook", IN_MLookUp ); Cmd_AddCommand( "in_restart", IN_Restart_f ); cl_nodelta = Cvar_Get ("cl_nodelta", "0", 0); cl_maxpackets = Cvar_Get( "cl_maxpackets", "30", 0 ); cl_fuzzhack = Cvar_Get( "cl_fuzzhack", "0", 0 ); cl_packetdup = Cvar_Get( "cl_packetdup", "1", 0 ); #ifdef _DEBUG cl_showpackets = Cvar_Get( "cl_showpackets", "0", 0 ); #endif cl_instantpacket = Cvar_Get( "cl_instantpacket", "1", 0 ); cl_batchcmds = Cvar_Get( "cl_batchcmds", "1", 0 ); cl_upspeed = Cvar_Get ( "cl_upspeed", "200", 0 ); cl_forwardspeed = Cvar_Get ( "cl_forwardspeed", "200", 0 ); cl_sidespeed = Cvar_Get ( "cl_sidespeed", "200", 0 ); cl_yawspeed = Cvar_Get ( "cl_yawspeed", "140", 0 ); cl_pitchspeed = Cvar_Get ( "cl_pitchspeed", "150", CVAR_CHEAT ); cl_anglespeedkey = Cvar_Get ( "cl_anglespeedkey", "1.5", CVAR_CHEAT ); cl_run = Cvar_Get( "cl_run", "1", CVAR_ARCHIVE ); freelook = Cvar_Get( "freelook", "0", CVAR_ARCHIVE ); lookspring = Cvar_Get ( "lookspring", "0", CVAR_ARCHIVE ); lookstrafe = Cvar_Get ( "lookstrafe", "0", CVAR_ARCHIVE ); sensitivity = Cvar_Get ( "sensitivity", "3", CVAR_ARCHIVE ); m_pitch = Cvar_Get ( "m_pitch", "0.022", CVAR_ARCHIVE ); m_yaw = Cvar_Get ( "m_yaw", "0.022", 0 ); m_forward = Cvar_Get ( "m_forward", "1", 0 ); m_side = Cvar_Get ( "m_side", "1", 0 ); m_filter = Cvar_Get( "m_filter", "0", 0 ); m_accel = Cvar_Get( "m_accel", "0", 0 ); m_autosens = Cvar_Get( "m_autosens", "0", 0 ); }
/* ================= S_Init ================= */ void S_Init(void) { cvar_t *cv; qboolean started = qfalse; Com_Printf("------ Initializing Sound ------\n"); s_volume = Cvar_Get("s_volume", "0.8", CVAR_ARCHIVE); s_musicVolume = Cvar_Get("s_musicvolume", "0.25", CVAR_ARCHIVE); s_muted = Cvar_Get("s_muted", "0", CVAR_ROM); s_doppler = Cvar_Get("s_doppler", "1", CVAR_ARCHIVE); s_backend = Cvar_Get("s_backend", "", CVAR_ROM); s_muteWhenMinimized = Cvar_Get("s_muteWhenMinimized", "0", CVAR_ARCHIVE); s_muteWhenUnfocused = Cvar_Get("s_muteWhenUnfocused", "0", CVAR_ARCHIVE); cv = Cvar_Get("s_initsound", "1", 0); if(!cv->integer) { Com_Printf("Sound disabled.\n"); } else { S_CodecInit(); Cmd_AddCommand("play", S_Play_f); Cmd_AddCommand("music", S_Music_f); Cmd_AddCommand("stopmusic", S_StopMusic_f); Cmd_AddCommand("s_list", S_SoundList); Cmd_AddCommand("s_stop", S_StopAllSounds); Cmd_AddCommand("s_info", S_SoundInfo); cv = Cvar_Get("s_useOpenAL", "1", CVAR_ARCHIVE); if(cv->integer) { //OpenAL started = S_AL_Init(&si); Cvar_Set("s_backend", "OpenAL"); } if(!started) { started = S_Base_Init(&si); Cvar_Set("s_backend", "base"); } if(started) { if(!S_ValidSoundInterface(&si)) { Com_Error(ERR_FATAL, "Sound interface invalid."); } S_SoundInfo(); Com_Printf("Sound initialization successful.\n"); } else { Com_Printf("Sound initialization failed.\n"); } } Com_Printf("--------------------------------\n"); }
void MP3_Init(void) { XMMS_LoadLibrary(); if (!MP3_IsActive()) return; Cmd_AddCommand("xmms_prev", MP3_Prev_f); Cmd_AddCommand("xmms_play", MP3_PlayTrackNum_f); Cmd_AddCommand("xmms_pause", MP3_Pause_f); Cmd_AddCommand("xmms_stop", MP3_Stop_f); Cmd_AddCommand("xmms_next", MP3_Next_f); Cmd_AddCommand("xmms_fforward", MP3_FastForward_f); Cmd_AddCommand("xmms_rewind", MP3_Rewind_f); Cmd_AddCommand("xmms_fadeout", MP3_FadeOut_f); Cmd_AddCommand("xmms_shuffle", MP3_Shuffle_f); Cmd_AddCommand("xmms_repeat", MP3_Repeat_f); Cmd_AddCommand("xmms_volume", MP3_SetVolume_f ); Cmd_AddCommand("xmms_playlist", MP3_PrintPlaylist_f); Cmd_AddCommand("xmms_songinfo", MP3_SongInfo_f); Cmd_AddCommand("xmms_start", MP3_Execute_f); xmms_dir = Cvar_Get("xmms_dir", "/usr/local/bin", CVAR_ARCHIVE); xmms_session = Cvar_Get("xmms_session", "0", CVAR_ARCHIVE); xmms_messages = Cvar_Get("xmms_messages", "0", CVAR_ARCHIVE); Cmd_AddMacro( "cursong", MP3_SongTitle_m ); }
/* ============ CL_InitInput ============ */ void CL_InitInput (void) { Cmd_AddCommand ("+moveup",IN_UpDown); Cmd_AddCommand ("-moveup",IN_UpUp); Cmd_AddCommand ("+movedown",IN_DownDown); Cmd_AddCommand ("-movedown",IN_DownUp); Cmd_AddCommand ("+left",IN_LeftDown); Cmd_AddCommand ("-left",IN_LeftUp); Cmd_AddCommand ("+right",IN_RightDown); Cmd_AddCommand ("-right",IN_RightUp); Cmd_AddCommand ("+forward",IN_ForwardDown); Cmd_AddCommand ("-forward",IN_ForwardUp); Cmd_AddCommand ("+back",IN_BackDown); Cmd_AddCommand ("-back",IN_BackUp); Cmd_AddCommand ("+lookup", IN_LookupDown); Cmd_AddCommand ("-lookup", IN_LookupUp); Cmd_AddCommand ("+lookdown", IN_LookdownDown); Cmd_AddCommand ("-lookdown", IN_LookdownUp); Cmd_AddCommand ("+strafe", IN_StrafeDown); Cmd_AddCommand ("-strafe", IN_StrafeUp); Cmd_AddCommand ("+moveleft", IN_MoveleftDown); Cmd_AddCommand ("-moveleft", IN_MoveleftUp); Cmd_AddCommand ("+moveright", IN_MoverightDown); Cmd_AddCommand ("-moveright", IN_MoverightUp); Cmd_AddCommand ("+speed", IN_SpeedDown); Cmd_AddCommand ("-speed", IN_SpeedUp); Cmd_AddCommand ("+attack", IN_AttackDown); Cmd_AddCommand ("-attack", IN_AttackUp); Cmd_AddCommand ("+use", IN_UseDown); Cmd_AddCommand ("-use", IN_UseUp); Cmd_AddCommand ("+jump", IN_JumpDown); Cmd_AddCommand ("-jump", IN_JumpUp); Cmd_AddCommand ("impulse", IN_Impulse); Cmd_AddCommand ("+klook", IN_KLookDown); Cmd_AddCommand ("-klook", IN_KLookUp); Cmd_AddCommand ("+mlook", IN_MLookDown); Cmd_AddCommand ("-mlook", IN_MLookUp); Cvar_RegisterVariable (&cl_nodelta); }
/* ================== SV_InitOperatorCommands ================== */ void SV_InitOperatorCommands( void ) { Cmd_AddCommand( "heartbeat", SV_Heartbeat_f, "send a heartbeat to the master server" ); Cmd_AddCommand( "kick", SV_Kick_f, "kick a player off the server by number or name" ); Cmd_AddCommand( "status", SV_Status_f, "print server status information" ); Cmd_AddCommand( "serverinfo", SV_ServerInfo_f, "print server settings" ); Cmd_AddCommand( "clientinfo", SV_ClientInfo_f, "print user infostring (player num required)" ); Cmd_AddCommand( "playersonly", SV_PlayersOnly_f, "freezes physics, except for players" ); Cmd_AddCommand( "map", SV_Map_f, "start new level" ); Cmd_AddCommand( "newgame", SV_NewGame_f, "begin new game" ); Cmd_AddCommand( "endgame", SV_EndGame_f, "end current game, takes ending message" ); Cmd_AddCommand( "killgame", SV_KillGame_f, "end current game" ); Cmd_AddCommand( "hazardcourse", SV_HazardCourse_f, "start a Hazard Course" ); Cmd_AddCommand( "changelevel", SV_ChangeLevel_f, "change level" ); Cmd_AddCommand( "changelevel2", SV_ChangeLevel2_f, "change level, in Half-Life style" ); Cmd_AddCommand( "restart", SV_Restart_f, "restart current level" ); Cmd_AddCommand( "reload", SV_Reload_f, "continue from latest save or restart level" ); Cmd_AddCommand( "entpatch", SV_EntPatch_f, "write entity patch to allow external editing" ); Cmd_AddCommand( "edicts_info", SV_EdictsInfo_f, "show info about edicts" ); Cmd_AddCommand( "entity_info", SV_EntityInfo_f, "show more info about edicts" ); Cmd_AddCommand( "save", SV_Save_f, "save the game to a file" ); Cmd_AddCommand( "load", SV_Load_f, "load a saved game file" ); Cmd_AddCommand( "savequick", SV_QuickSave_f, "save the game to the quicksave" ); Cmd_AddCommand( "loadquick", SV_QuickLoad_f, "load a quick-saved game file" ); Cmd_AddCommand( "killsave", SV_DeleteSave_f, "delete a saved game file and saveshot" ); Cmd_AddCommand( "autosave", SV_AutoSave_f, "save the game to 'autosave' file" ); if( host.type == HOST_DEDICATED ) { Cmd_AddCommand( "say", SV_ConSay_f, "send a chat message to everyone on the server" ); Cmd_AddCommand( "killserver", SV_KillServer_f, "shutdown current server" ); } else { Cmd_AddCommand( "map_background", SV_MapBackground_f, "set background map" ); } }
static void Commands_For_Configs_Init (void) { extern void SV_Floodprot_f (void); extern void SV_Floodprotmsg_f (void); extern void TP_MsgTrigger_f (void); extern void TP_MsgFilter_f (void); extern void TP_Took_f (void); extern void TP_Pickup_f (void); extern void TP_Point_f (void); extern void MT_AddMapGroups (void); extern void MT_MapGroup_f (void); extern void MT_AddSkyGroups (void); extern void MT_SkyGroup_f (void); extern void CL_Fog_f (void); extern void SB_SourceUnmarkAll(void); extern void SB_SourceMark(void); extern void LoadConfig_f(void); //disconnect: fix it if i forgot something Cmd_AddCommand ("floodprot", SV_Floodprot_f); Cmd_AddCommand ("floodprotmsg", SV_Floodprotmsg_f); Cmd_AddCommand ("msg_trigger", TP_MsgTrigger_f); Cmd_AddCommand ("filter", TP_MsgFilter_f); Cmd_AddCommand ("tp_took", TP_Took_f); Cmd_AddCommand ("tp_pickup", TP_Pickup_f); Cmd_AddCommand ("tp_point", TP_Point_f); MT_AddMapGroups (); Cmd_AddCommand ("mapgroup", MT_MapGroup_f); MT_AddSkyGroups (); Cmd_AddCommand ("skygroup", MT_SkyGroup_f); Cmd_AddCommand ("fog", CL_Fog_f); Cmd_AddCommand ("allskins", Skin_AllSkins_f); Cmd_AddCommand ("sb_sourceunmarkall", SB_SourceUnmarkAll); Cmd_AddCommand ("sb_sourcemark", SB_SourceMark); Browser_Init2(); }
static void R_RegisterSystemVars (void) { const cmdList_t *commands; r_driver = Cvar_Get("r_driver", "", CVAR_ARCHIVE | CVAR_R_CONTEXT, "You can define the opengl driver you want to use - empty if you want to use the system default"); r_drawentities = Cvar_Get("r_drawentities", "1", 0, "Draw the local entities"); r_drawworld = Cvar_Get("r_drawworld", "1", 0, "Draw the world brushes"); r_isometric = Cvar_Get("r_isometric", "0", CVAR_ARCHIVE, "Draw the world in isometric mode"); r_nocull = Cvar_Get("r_nocull", "0", 0, "Don't perform culling for brushes and entities"); r_anisotropic = Cvar_Get("r_anisotropic", "1", CVAR_ARCHIVE); r_texture_lod = Cvar_Get("r_texture_lod", "0", CVAR_ARCHIVE); r_screenshot_format = Cvar_Get("r_screenshot_format", "jpg", CVAR_ARCHIVE, "png, jpg or tga are valid screenshot formats"); r_screenshot_jpeg_quality = Cvar_Get("r_screenshot_jpeg_quality", "75", CVAR_ARCHIVE, "jpeg quality in percent for jpeg screenshots"); r_threads = Cvar_Get("r_threads", "0", CVAR_ARCHIVE, "Activate threads for the renderer"); r_materials = Cvar_Get("r_materials", "1", CVAR_ARCHIVE, "Activate material subsystem"); r_default_specular = Cvar_Get("r_default_specular", "0.2", CVAR_R_CONTEXT, "Default specular exponent"); r_default_hardness = Cvar_Get("r_default_hardness", "0.2", CVAR_R_CONTEXT, "Default specular brightness"); Cvar_RegisterChangeListener("r_default_specular", R_UpdateDefaultMaterial); Cvar_RegisterChangeListener("r_default_hardness", R_UpdateDefaultMaterial); r_checkerror = Cvar_Get("r_checkerror", "0", CVAR_ARCHIVE, "Check for opengl errors"); r_shadows = Cvar_Get("r_shadows", "1", CVAR_ARCHIVE, "Multiplier for the alpha of the shadows"); r_stencilshadows = Cvar_Get("r_stencilshadows", "0", CVAR_ARCHIVE, "Activate or deactivate stencil shadows"); r_maxtexres = Cvar_Get("r_maxtexres", "2048", CVAR_ARCHIVE | CVAR_R_IMAGES, "The maximum texture resolution UFO should use"); r_texturemode = Cvar_Get("r_texturemode", "GL_LINEAR_MIPMAP_LINEAR", CVAR_ARCHIVE, "change the filtering and mipmapping for textures"); r_texturealphamode = Cvar_Get("r_texturealphamode", "GL_RGBA", CVAR_ARCHIVE); r_texturesolidmode = Cvar_Get("r_texturesolidmode", "GL_RGB", CVAR_ARCHIVE); r_wire = Cvar_Get("r_wire", "0", 0, "Draw the scene in wireframe mode"); r_showbox = Cvar_Get("r_showbox", "0", CVAR_ARCHIVE, "1=Shows model bounding box, 2=show also the brushes bounding boxes"); r_lightmap = Cvar_Get("r_lightmap", "0", CVAR_R_PROGRAMS, "Draw only the lightmap"); r_lightmap->modified = false; r_deluxemap = Cvar_Get("r_deluxemap", "0", CVAR_R_PROGRAMS, "Draw only the deluxemap"); r_deluxemap->modified = false; r_debug_normals = Cvar_Get("r_debug_normals", "0", CVAR_R_PROGRAMS, "Draw dot(normal, light_0 direction)"); r_debug_normals->modified = false; r_debug_tangents = Cvar_Get("r_debug_tangents", "0", CVAR_R_PROGRAMS, "Draw tangent, bitangent, and normal dotted with light dir as RGB espectively"); r_debug_tangents->modified = false; r_debug_lights = Cvar_Get("r_debug_lights", "0", CVAR_ARCHIVE, "Draw active light sources"); r_ext_texture_compression = Cvar_Get("r_ext_texture_compression", "0", CVAR_ARCHIVE | CVAR_R_CONTEXT); r_ext_nonpoweroftwo = Cvar_Get("r_ext_nonpoweroftwo", "1", CVAR_ARCHIVE, "Enable or disable the non power of two extension"); r_ext_s3tc_compression = Cvar_Get("r_ext_s3tc_compression", "1", CVAR_ARCHIVE, "Also see r_ext_texture_compression"); r_intel_hack = Cvar_Get("r_intel_hack", "1", CVAR_ARCHIVE, "Intel cards have activated texture compression and no shaders until this is set to 0"); r_vertexbuffers = Cvar_Get("r_vertexbuffers", "0", CVAR_ARCHIVE | CVAR_R_CONTEXT, "Controls usage of OpenGL Vertex Buffer Objects (VBO) versus legacy vertex arrays."); r_maxlightmap = Cvar_Get("r_maxlightmap", "2048", CVAR_ARCHIVE | CVAR_LATCH, "Reduce this value on older hardware"); Cvar_SetCheckFunction("r_maxlightmap", R_CvarCheckMaxLightmap); r_drawbuffer = Cvar_Get("r_drawbuffer", "GL_BACK"); r_swapinterval = Cvar_Get("r_swapinterval", "0", CVAR_ARCHIVE | CVAR_R_CONTEXT, "Controls swap interval synchronization (V-Sync). Values between 0 and 2"); r_multisample = Cvar_Get("r_multisample", "0", CVAR_ARCHIVE | CVAR_R_CONTEXT, "Controls multisampling (anti-aliasing). Values between 0 and 4"); r_warp = Cvar_Get("r_warp", "1", CVAR_ARCHIVE, "Activates or deactivates warping surface rendering"); r_shownormals = Cvar_Get("r_shownormals", "0", CVAR_ARCHIVE, "Show normals on bsp surfaces"); r_bumpmap = Cvar_Get("r_bumpmap", "1.0", CVAR_ARCHIVE | CVAR_R_PROGRAMS, "Activate bump mapping"); r_specular = Cvar_Get("r_specular", "1.0", CVAR_ARCHIVE, "Controls specular parameters"); r_hardness = Cvar_Get("r_hardness", "1.0", CVAR_ARCHIVE, "Hardness control for GLSL shaders (specular, bump, ...)"); r_parallax = Cvar_Get("r_parallax", "1.0", CVAR_ARCHIVE, "Controls parallax parameters"); r_fog = Cvar_Get("r_fog", "1", CVAR_ARCHIVE | CVAR_R_PROGRAMS, "Activate or deactivate fog"); r_flares = Cvar_Get("r_flares", "1", CVAR_ARCHIVE, "Activate or deactivate flares"); r_coronas = Cvar_Get("r_coronas", "1", CVAR_ARCHIVE, "Activate or deactivate coronas"); r_particles = Cvar_Get("r_particles", "1", 0, "Activate or deactivate particle rendering"); r_drawtags = Cvar_Get("r_drawtags", "0", 0, "Activate or deactivate tag rendering"); for (commands = r_commands; commands->name; commands++) Cmd_AddCommand(commands->name, commands->function, commands->description); }
/* ============ Cvar_Init Reads in all archived cvars ============ */ void Cvar_Init (void) { memset( cvar_indexes, 0, sizeof( cvar_indexes ) ); memset( hashTable, 0, sizeof( hashTable ) ); cvar_cheats = Cvar_Get( "sv_cheats", "1", CVAR_ROM|CVAR_SYSTEMINFO ); Cmd_AddCommand( "print", Cvar_Print_f ); Cmd_SetCommandCompletionFunc( "print", Cvar_CompleteCvarName ); Cmd_AddCommand( "toggle", Cvar_Toggle_f ); Cmd_SetCommandCompletionFunc( "toggle", Cvar_CompleteCvarName ); Cmd_AddCommand( "set", Cvar_Set_f ); Cmd_SetCommandCompletionFunc( "set", Cvar_CompleteCvarName ); Cmd_AddCommand( "sets", Cvar_Set_f ); Cmd_SetCommandCompletionFunc( "sets", Cvar_CompleteCvarName ); Cmd_AddCommand( "setu", Cvar_Set_f ); Cmd_SetCommandCompletionFunc( "setu", Cvar_CompleteCvarName ); Cmd_AddCommand( "seta", Cvar_Set_f ); Cmd_SetCommandCompletionFunc( "seta", Cvar_CompleteCvarName ); Cmd_AddCommand( "reset", Cvar_Reset_f ); Cmd_SetCommandCompletionFunc( "reset", Cvar_CompleteCvarName ); Cmd_AddCommand( "unset", Cvar_Unset_f ); Cmd_SetCommandCompletionFunc( "unset", Cvar_CompleteCvarName ); Cmd_AddCommand( "cvarlist", Cvar_List_f ); Cmd_AddCommand( "cvar_modified", Cvar_ListModified_f ); Cmd_AddCommand( "cvar_restart", Cvar_Restart_f ); }
/* ==================== CL_UISystemCalls The ui module is making a system call ==================== */ intptr_t CL_UISystemCalls(intptr_t *args) { switch (args[0]) { case UI_ERROR: Com_Error(ERR_DROP, "%s", (char *)VMA(1)); return 0; case UI_PRINT: Com_Printf("%s", (char *)VMA(1)); return 0; case UI_MILLISECONDS: return Sys_Milliseconds(); case UI_CVAR_REGISTER: Cvar_Register(VMA(1), VMA(2), VMA(3), args[4]); return 0; case UI_CVAR_UPDATE: Cvar_Update(VMA(1)); return 0; case UI_CVAR_SET: Cvar_SetSafe(VMA(1), VMA(2)); return 0; case UI_CVAR_VARIABLEVALUE: return FloatAsInt(Cvar_VariableValue(VMA(1))); case UI_CVAR_VARIABLESTRINGBUFFER: Cvar_VariableStringBuffer(VMA(1), VMA(2), args[3]); return 0; case UI_CVAR_LATCHEDVARIABLESTRINGBUFFER: Cvar_LatchedVariableStringBuffer(VMA(1), VMA(2), args[3]); return 0; case UI_CVAR_SETVALUE: Cvar_SetValueSafe(VMA(1), VMF(2)); return 0; case UI_CVAR_RESET: Cvar_Reset(VMA(1)); return 0; case UI_CVAR_CREATE: Cvar_Register(NULL, VMA(1), VMA(2), args[3]); return 0; case UI_CVAR_INFOSTRINGBUFFER: Cvar_InfoStringBuffer(args[1], VMA(2), args[3]); return 0; case UI_ARGC: return Cmd_Argc(); case UI_ARGV: Cmd_ArgvBuffer(args[1], VMA(2), args[3]); return 0; case UI_CMD_EXECUTETEXT: if (args[1] == EXEC_NOW && (!strncmp(VMA(2), "snd_restart", 11) || !strncmp(VMA(2), "vid_restart", 11) || !strncmp(VMA(2), "quit", 5))) { Com_Printf(S_COLOR_YELLOW "turning EXEC_NOW '%.11s' into EXEC_INSERT\n", (const char *)VMA(2)); args[1] = EXEC_INSERT; } Cbuf_ExecuteText(args[1], VMA(2)); return 0; case UI_ADDCOMMAND: Cmd_AddCommand(VMA(1)); return 0; case UI_FS_FOPENFILE: return FS_FOpenFileByMode(VMA(1), VMA(2), args[3]); case UI_FS_READ: FS_Read(VMA(1), args[2], args[3]); return 0; case UI_FS_WRITE: FS_Write(VMA(1), args[2], args[3]); return 0; case UI_FS_FCLOSEFILE: FS_FCloseFile(args[1]); return 0; case UI_FS_DELETEFILE: return FS_Delete(VMA(1)); case UI_FS_GETFILELIST: return FS_GetFileList(VMA(1), VMA(2), VMA(3), args[4]); case UI_R_REGISTERMODEL: return re.RegisterModel(VMA(1)); case UI_R_REGISTERSKIN: return re.RegisterSkin(VMA(1)); case UI_R_REGISTERSHADERNOMIP: return re.RegisterShaderNoMip(VMA(1)); case UI_R_CLEARSCENE: re.ClearScene(); return 0; case UI_R_ADDREFENTITYTOSCENE: re.AddRefEntityToScene(VMA(1)); return 0; case UI_R_ADDPOLYTOSCENE: re.AddPolyToScene(args[1], args[2], VMA(3)); return 0; case UI_R_ADDPOLYSTOSCENE: re.AddPolysToScene(args[1], args[2], VMA(3), args[4]); return 0; case UI_R_ADDLIGHTTOSCENE: // new dlight code re.AddLightToScene(VMA(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), args[7], args[8]); return 0; case UI_R_ADDCORONATOSCENE: re.AddCoronaToScene(VMA(1), VMF(2), VMF(3), VMF(4), VMF(5), args[6], args[7]); return 0; case UI_R_RENDERSCENE: re.RenderScene(VMA(1)); return 0; case UI_R_SETCOLOR: re.SetColor(VMA(1)); return 0; case UI_R_DRAW2DPOLYS: re.Add2dPolys(VMA(1), args[2], args[3]); return 0; case UI_R_DRAWSTRETCHPIC: re.DrawStretchPic(VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), args[9]); return 0; case UI_R_DRAWROTATEDPIC: re.DrawRotatedPic(VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), args[9], VMF(10)); return 0; case UI_R_MODELBOUNDS: re.ModelBounds(args[1], VMA(2), VMA(3)); return 0; case UI_UPDATESCREEN: SCR_UpdateScreen(); return 0; case UI_CM_LERPTAG: return re.LerpTag(VMA(1), VMA(2), VMA(3), args[4]); case UI_S_REGISTERSOUND: return S_RegisterSound(VMA(1), args[2]); case UI_S_STARTLOCALSOUND: S_StartLocalSound(args[1], args[2], args[3]); return 0; case UI_S_FADESTREAMINGSOUND: S_FadeStreamingSound(VMF(1), args[2], args[3]); return 0; case UI_S_FADEALLSOUNDS: S_FadeAllSounds(VMF(1), args[2], args[3]); return 0; case UI_KEY_KEYNUMTOSTRINGBUF: Key_KeynumToStringBuf(args[1], VMA(2), args[3]); return 0; case UI_KEY_GETBINDINGBUF: Key_GetBindingBuf(args[1], VMA(2), args[3]); return 0; case UI_KEY_SETBINDING: Key_SetBinding(args[1], VMA(2)); return 0; case UI_KEY_BINDINGTOKEYS: Key_GetBindingByString(VMA(1), VMA(2), VMA(3)); return 0; case UI_KEY_ISDOWN: return Key_IsDown(args[1]); case UI_KEY_GETOVERSTRIKEMODE: return Key_GetOverstrikeMode(); case UI_KEY_SETOVERSTRIKEMODE: Key_SetOverstrikeMode(args[1]); return 0; case UI_KEY_CLEARSTATES: Key_ClearStates(); return 0; case UI_KEY_GETCATCHER: return Key_GetCatcher(); case UI_KEY_SETCATCHER: // Don't allow the ui module to close the console Key_SetCatcher(args[1] | (Key_GetCatcher() & KEYCATCH_CONSOLE)); return 0; case UI_GETCLIPBOARDDATA: GetClipboardData(VMA(1), args[2]); return 0; case UI_GETCLIENTSTATE: GetClientState(VMA(1)); return 0; case UI_GETGLCONFIG: CL_GetGlconfig(VMA(1)); return 0; case UI_GETCONFIGSTRING: return GetConfigString(args[1], VMA(2), args[3]); case UI_LAN_LOADCACHEDSERVERS: LAN_LoadCachedServers(); return 0; case UI_LAN_SAVECACHEDSERVERS: //LAN_SaveServersToFile(); // now done on add/remove fav server so we no longer save LAN favs on shutdown & restart return 0; case UI_LAN_ADDSERVER: return LAN_AddServer(args[1], VMA(2), VMA(3)); case UI_LAN_REMOVESERVER: LAN_RemoveServer(args[1], VMA(2)); return 0; case UI_LAN_GETPINGQUEUECOUNT: return LAN_GetPingQueueCount(); case UI_LAN_CLEARPING: LAN_ClearPing(args[1]); return 0; case UI_LAN_GETPING: LAN_GetPing(args[1], VMA(2), args[3], VMA(4)); return 0; case UI_LAN_GETPINGINFO: LAN_GetPingInfo(args[1], VMA(2), args[3]); return 0; case UI_LAN_GETSERVERCOUNT: return LAN_GetServerCount(args[1]); case UI_LAN_GETSERVERADDRESSSTRING: LAN_GetServerAddressString(args[1], args[2], VMA(3), args[4]); return 0; case UI_LAN_GETSERVERINFO: LAN_GetServerInfo(args[1], args[2], VMA(3), args[4]); return 0; case UI_LAN_GETSERVERPING: return LAN_GetServerPing(args[1], args[2]); case UI_LAN_MARKSERVERVISIBLE: LAN_MarkServerVisible(args[1], args[2], args[3]); return 0; case UI_LAN_SERVERISVISIBLE: return LAN_ServerIsVisible(args[1], args[2]); case UI_LAN_UPDATEVISIBLEPINGS: return LAN_UpdateVisiblePings(args[1]); case UI_LAN_RESETPINGS: LAN_ResetPings(args[1]); return 0; case UI_LAN_SERVERSTATUS: return LAN_GetServerStatus(VMA(1), VMA(2), args[3]); case UI_LAN_SERVERISINFAVORITELIST: return LAN_ServerIsInFavoriteList(args[1], args[2]); case UI_LAN_COMPARESERVERS: return LAN_CompareServers(args[1], args[2], args[3], args[4], args[5]); case UI_MEMORY_REMAINING: return Hunk_MemoryRemaining(); case UI_R_REGISTERFONT: re.RegisterFont(VMA(1), args[2], VMA(3), (args[4] == qtrue)); return 0; case UI_MEMSET: return (intptr_t)memset(VMA(1), args[2], args[3]); case UI_MEMCPY: return (intptr_t)memcpy(VMA(1), VMA(2), args[3]); case UI_STRNCPY: return (intptr_t)strncpy(VMA(1), VMA(2), args[3]); case UI_SIN: return FloatAsInt(sin(VMF(1))); case UI_COS: return FloatAsInt(cos(VMF(1))); case UI_ATAN2: return FloatAsInt(atan2(VMF(1), VMF(2))); case UI_SQRT: return FloatAsInt(sqrt(VMF(1))); case UI_FLOOR: return FloatAsInt(floor(VMF(1))); case UI_CEIL: return FloatAsInt(ceil(VMF(1))); case UI_PC_ADD_GLOBAL_DEFINE: return botlib_export->PC_AddGlobalDefine(VMA(1)); case UI_PC_REMOVE_ALL_GLOBAL_DEFINES: botlib_export->PC_RemoveAllGlobalDefines(); return 0; case UI_PC_LOAD_SOURCE: return botlib_export->PC_LoadSourceHandle(VMA(1)); case UI_PC_FREE_SOURCE: return botlib_export->PC_FreeSourceHandle(args[1]); case UI_PC_READ_TOKEN: return botlib_export->PC_ReadTokenHandle(args[1], VMA(2)); case UI_PC_SOURCE_FILE_AND_LINE: return botlib_export->PC_SourceFileAndLine(args[1], VMA(2), VMA(3)); case UI_PC_UNREAD_TOKEN: botlib_export->PC_UnreadLastTokenHandle(args[1]); return 0; case UI_S_STOPBACKGROUNDTRACK: S_StopBackgroundTrack(); return 0; case UI_S_STARTBACKGROUNDTRACK: S_StartBackgroundTrack(VMA(1), VMA(2), args[3]); // added fadeup time return 0; case UI_REAL_TIME: return Com_RealTime(VMA(1)); case UI_CIN_PLAYCINEMATIC: Com_DPrintf("UI_CIN_PlayCinematic\n"); return CIN_PlayCinematic(VMA(1), args[2], args[3], args[4], args[5], args[6]); case UI_CIN_STOPCINEMATIC: return CIN_StopCinematic(args[1]); case UI_CIN_RUNCINEMATIC: return CIN_RunCinematic(args[1]); case UI_CIN_DRAWCINEMATIC: CIN_DrawCinematic(args[1]); return 0; case UI_CIN_SETEXTENTS: CIN_SetExtents(args[1], args[2], args[3], args[4], args[5]); return 0; case UI_R_REMAP_SHADER: re.RemapShader(VMA(1), VMA(2), VMA(3)); return 0; case UI_CL_GETLIMBOSTRING: return CL_GetLimboString(args[1], VMA(2)); case UI_CL_TRANSLATE_STRING: CL_TranslateStringMod(VMA(1), VMA(2)); return 0; case UI_CHECKAUTOUPDATE: CL_RequestMasterData(qfalse); return 0; case UI_GET_AUTOUPDATE: Com_GetAutoUpdate(); return 0; case UI_OPENURL: CL_OpenURL((const char *)VMA(1)); return 0; case UI_GETHUNKDATA: Com_GetHunkInfo(VMA(1), VMA(2)); return 0; // obsolete case UI_SET_PBCLSTATUS: case UI_SET_PBSVSTATUS: return 0; default: Com_Error(ERR_DROP, "Bad UI system trap: %ld", (long int) args[0]); break; } return 0; }
void IN_Init(void) { Cmd_AddCommand ("force_centerview", Force_CenterView_f); }
/* ================== SV_AddOperatorCommands ================== */ void SV_AddOperatorCommands(void) { static qboolean initialized; if (initialized) { return; } initialized = qtrue; Cmd_AddCommand("heartbeat", SV_Heartbeat_f); Cmd_AddCommand("kick", SV_Kick_f); #ifndef STANDALONE if (!com_standalone->integer) { Cmd_AddCommand("banUser", SV_Ban_f); Cmd_AddCommand("banClient", SV_BanNum_f); } #endif Cmd_AddCommand("kickbots", SV_KickBots_f); Cmd_AddCommand("kickall", SV_KickAll_f); Cmd_AddCommand("kicknum", SV_KickNum_f); Cmd_AddCommand("clientkick", SV_KickNum_f); // Legacy command Cmd_AddCommand("status", SV_Status_f); Cmd_AddCommand("serverinfo", SV_Serverinfo_f); Cmd_AddCommand("systeminfo", SV_Systeminfo_f); Cmd_AddCommand("dumpuser", SV_DumpUser_f); Cmd_AddCommand("map_restart", SV_MapRestart_f); Cmd_AddCommand("sectorlist", SV_SectorList_f); Cmd_AddCommand("map", SV_Map_f); Cmd_SetCommandCompletionFunc("map", SV_CompleteMapName); #ifndef PRE_RELEASE_DEMO Cmd_AddCommand("devmap", SV_Map_f); Cmd_SetCommandCompletionFunc("devmap", SV_CompleteMapName); Cmd_AddCommand("spmap", SV_Map_f); Cmd_SetCommandCompletionFunc("spmap", SV_CompleteMapName); Cmd_AddCommand("spdevmap", SV_Map_f); Cmd_SetCommandCompletionFunc("spdevmap", SV_CompleteMapName); #endif Cmd_AddCommand("killserver", SV_KillServer_f); if (com_dedicated->integer) { Cmd_AddCommand("say", SV_ConSay_f); Cmd_AddCommand("tell", SV_ConTell_f); } Cmd_AddCommand("rehashbans", SV_RehashBans_f); Cmd_AddCommand("listbans", SV_ListBans_f); Cmd_AddCommand("banaddr", SV_BanAddr_f); Cmd_AddCommand("exceptaddr", SV_ExceptAddr_f); Cmd_AddCommand("bandel", SV_BanDel_f); Cmd_AddCommand("exceptdel", SV_ExceptDel_f); Cmd_AddCommand("flushbans", SV_FlushBans_f); }
/* ==================== Host_Init ==================== */ static void Host_Init (void) { int i; const char* os; char vabuf[1024]; if (COM_CheckParm("-profilegameonly")) Sys_AllowProfiling(false); // LordHavoc: quake never seeded the random number generator before... heh if (COM_CheckParm("-benchmark")) { Xrand_Init(1); srand(0); // predictable random sequence for -benchmark } else { Xrand_Init(0); srand((unsigned int)time(NULL)); } Cvar_InitTable(); // FIXME: this is evil, but possibly temporary // LordHavoc: doesn't seem very temporary... // LordHavoc: made this a saved cvar // COMMANDLINEOPTION: Console: -developer enables warnings and other notices (RECOMMENDED for mod developers) if (COM_CheckParm("-developer")) { developer.value = developer.integer = 1; developer.string = "1"; } if (COM_CheckParm("-developer2") || COM_CheckParm("-developer3")) { developer.value = developer.integer = 1; developer.string = "1"; developer_extra.value = developer_extra.integer = 1; developer_extra.string = "1"; developer_insane.value = developer_insane.integer = 1; developer_insane.string = "1"; developer_memory.value = developer_memory.integer = 1; developer_memory.string = "1"; developer_memorydebug.value = developer_memorydebug.integer = 1; developer_memorydebug.string = "1"; } if (COM_CheckParm("-developer3")) { gl_paranoid.integer = 1;gl_paranoid.string = "1"; gl_printcheckerror.integer = 1;gl_printcheckerror.string = "1"; } // COMMANDLINEOPTION: Console: -nostdout disables text output to the terminal the game was launched from if (COM_CheckParm("-nostdout")) sys_nostdout = 1; // used by everything Memory_Init(); // initialize console command/cvar/alias/command execution systems Cmd_Init(); // initialize memory subsystem cvars/commands Memory_Init_Commands(); // initialize console and logging and its cvars/commands Con_Init(); // initialize various cvars that could not be initialized earlier u8_Init(); Curl_Init_Commands(); Cmd_Init_Commands(); Sys_Init_Commands(); COM_Init_Commands(); FS_Init_Commands(); // initialize console window (only used by sys_win.c) Sys_InitConsole(); // initialize the self-pack (must be before COM_InitGameType as it may add command line options) FS_Init_SelfPack(); // detect gamemode from commandline options or executable name COM_InitGameType(); // construct a version string for the corner of the console os = DP_OS_NAME; #ifdef VECXIS_RELEASE dpsnprintf (engineversion, sizeof (engineversion), "vdprm %s (Running %s) %s", os, gamename, buildstring); #else dpsnprintf (engineversion, sizeof (engineversion), "DarkPlacesRM %s (Running %s) %s", os, gamename, buildstring); #endif Con_Printf("%s\n", engineversion); // initialize process nice level Sys_InitProcessNice(); // initialize ixtable Mathlib_Init(); // initialize filesystem (including fs_basedir, fs_gamedir, -game, scr_screenshot_name) FS_Init(); // register the cvars for session locking Host_InitSession(); // must be after FS_Init Crypto_Init(); Crypto_Init_Commands(); NetConn_Init(); Curl_Init(); //PR_Init(); //PR_Cmd_Init(); PRVM_Init(); Mod_Init(); World_Init(); SV_Init(); V_Init(); // some cvars needed by server player physics (cl_rollangle etc) Host_InitCommands(); Host_InitLocal(); Host_ServerOptions(); IRC_Init(); Thread_Init(); if (cls.state == ca_dedicated) Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)"); else { Con_DPrintf("Initializing client\n"); R_Modules_Init(); Palette_Init(); #ifdef CONFIG_MENU MR_Init_Commands(); #endif VID_Shared_Init(); VID_Init(); Render_Init(); S_Init(); #ifdef CONFIG_CD CDAudio_Init(); #endif Key_Init(); CL_Init(); } // save off current state of aliases, commands and cvars for later restore if FS_GameDir_f is called // NOTE: menu commands are freed by Cmd_RestoreInitState Cmd_SaveInitState(); // FIXME: put this into some neat design, but the menu should be allowed to crash // without crashing the whole game, so this should just be a short-time solution // here comes the not so critical stuff if (setjmp(host_abortframe)) { return; } Host_AddConfigText(); Cbuf_Execute(); // if stuffcmds wasn't run, then quake.rc is probably missing, use default if (!host_stuffcmdsrun) { Cbuf_AddText("exec default.cfg\nexec " CONFIGFILENAME "\nexec autoexec.cfg\nstuffcmds\n"); Cbuf_Execute(); } // put up the loading image so the user doesn't stare at a black screen... SCR_BeginLoadingPlaque(true); #ifdef CONFIG_MENU if (cls.state != ca_dedicated) { MR_Init(); } #endif // check for special benchmark mode // COMMANDLINEOPTION: Client: -benchmark <demoname> runs a timedemo and quits, results of any timedemo can be found in gamedir/benchmark.log (for example id1/benchmark.log) i = COM_CheckParm("-benchmark"); if (i && i + 1 < com_argc) if (!sv.active && !cls.demoplayback && !cls.connect_trying) { Cbuf_AddText(va(vabuf, sizeof(vabuf), "timedemo %s\n", com_argv[i + 1])); Cbuf_Execute(); } // check for special demo mode // COMMANDLINEOPTION: Client: -demo <demoname> runs a playdemo and quits i = COM_CheckParm("-demo"); if (i && i + 1 < com_argc) if (!sv.active && !cls.demoplayback && !cls.connect_trying) { Cbuf_AddText(va(vabuf, sizeof(vabuf), "playdemo %s\n", com_argv[i + 1])); Cbuf_Execute(); } // COMMANDLINEOPTION: Client: -capturedemo <demoname> captures a playdemo and quits i = COM_CheckParm("-capturedemo"); if (i && i + 1 < com_argc) if (!sv.active && !cls.demoplayback && !cls.connect_trying) { Cbuf_AddText(va(vabuf, sizeof(vabuf), "playdemo %s\ncl_capturevideo 1\n", com_argv[i + 1])); Cbuf_Execute(); } if (cls.state == ca_dedicated || COM_CheckParm("-listen")) if (!sv.active && !cls.demoplayback && !cls.connect_trying) { Cbuf_AddText("startmap_dm\n"); Cbuf_Execute(); } if (!sv.active && !cls.demoplayback && !cls.connect_trying) { #ifdef CONFIG_MENU Cbuf_AddText("togglemenu 1\n"); #endif Cbuf_Execute(); } Con_DPrint("========Initialized=========\n"); //Host_StartVideo(); if (cls.state != ca_dedicated) SV_StartThread(); }
/** * @sa CL_InitLocal */ void IN_Init (void) { Com_Printf("\n------- input initialization -------\n"); /* cvars */ in_debug = Cvar_Get("in_debug", "0", 0, "Show input key codes on game console"); cl_isometric = Cvar_Get("r_isometric", "0", CVAR_ARCHIVE, "Draw the world in isometric mode"); /* commands */ Cmd_AddCommand("+turnleft", IN_TurnLeftDown_f, N_("Rotate battlescape camera anti-clockwise")); Cmd_AddCommand("-turnleft", IN_TurnLeftUp_f, NULL); Cmd_AddCommand("+turnright", IN_TurnRightDown_f, N_("Rotate battlescape camera clockwise")); Cmd_AddCommand("-turnright", IN_TurnRightUp_f, NULL); Cmd_AddCommand("+turnup", IN_TurnUpDown_f, N_("Tilt battlescape camera up")); Cmd_AddCommand("-turnup", IN_TurnUpUp_f, NULL); Cmd_AddCommand("+turndown", IN_TurnDownDown_f, N_("Tilt battlescape camera down")); Cmd_AddCommand("-turndown", IN_TurnDownUp_f, NULL); Cmd_AddCommand("+pantilt", IN_PanTiltDown_f, N_("Move battlescape camera")); Cmd_AddCommand("-pantilt", IN_PanTiltUp_f, NULL); Cmd_AddCommand("+shiftleft", IN_ShiftLeftDown_f, N_("Move battlescape camera left")); Cmd_AddCommand("-shiftleft", IN_ShiftLeftUp_f, NULL); Cmd_AddCommand("+shiftleftup", IN_ShiftLeftUpDown_f, N_("Move battlescape camera top left")); Cmd_AddCommand("-shiftleftup", IN_ShiftLeftUpUp_f, NULL); Cmd_AddCommand("+shiftleftdown", IN_ShiftLeftDownDown_f, N_("Move battlescape camera bottom left")); Cmd_AddCommand("-shiftleftdown", IN_ShiftLeftDownUp_f, NULL); Cmd_AddCommand("+shiftright", IN_ShiftRightDown_f, N_("Move battlescape camera right")); Cmd_AddCommand("-shiftright", IN_ShiftRightUp_f, NULL); Cmd_AddCommand("+shiftrightup", IN_ShiftRightUpDown_f, N_("Move battlescape camera top right")); Cmd_AddCommand("-shiftrightup", IN_ShiftRightUpUp_f, NULL); Cmd_AddCommand("+shiftrightdown", IN_ShiftRightDownDown_f, N_("Move battlescape camera bottom right")); Cmd_AddCommand("-shiftrightdown", IN_ShiftRightDownUp_f, NULL); Cmd_AddCommand("+shiftup", IN_ShiftUpDown_f, N_("Move battlescape camera forward")); Cmd_AddCommand("-shiftup", IN_ShiftUpUp_f, NULL); Cmd_AddCommand("+shiftdown", IN_ShiftDownDown_f, N_("Move battlescape camera backward")); Cmd_AddCommand("-shiftdown", IN_ShiftDownUp_f, NULL); Cmd_AddCommand("+zoomin", IN_ZoomInDown_f, N_("Zoom in")); Cmd_AddCommand("-zoomin", IN_ZoomInUp_f, NULL); Cmd_AddCommand("+zoomout", IN_ZoomOutDown_f, N_("Zoom out")); Cmd_AddCommand("-zoomout", IN_ZoomOutUp_f, NULL); Cmd_AddCommand("+leftmouse", CL_LeftClickDown_f, N_("Left mouse button click (menu)")); Cmd_AddCommand("-leftmouse", CL_LeftClickUp_f, NULL); Cmd_AddCommand("+middlemouse", CL_MiddleClickDown_f, N_("Middle mouse button click (menu)")); Cmd_AddCommand("-middlemouse", CL_MiddleClickUp_f, NULL); Cmd_AddCommand("+rightmouse", CL_RightClickDown_f, N_("Right mouse button click (menu)")); Cmd_AddCommand("-rightmouse", CL_RightClickUp_f, NULL); Cmd_AddCommand("wheelupmouse", CL_WheelUp_f, N_("Mouse wheel up")); Cmd_AddCommand("wheeldownmouse", CL_WheelDown_f, N_("Mouse wheel down")); Cmd_AddCommand("+select", CL_SelectDown_f, N_("Select objects/Walk to a square/In fire mode, fire etc")); Cmd_AddCommand("-select", CL_SelectUp_f, NULL); Cmd_AddCommand("+action", CL_ActionDown_f, N_("Rotate Battlescape/In fire mode, cancel action")); Cmd_AddCommand("-action", CL_ActionUp_f, NULL); Cmd_AddCommand("+turn", CL_TurnDown_f, N_("Turn soldier toward mouse pointer")); Cmd_AddCommand("-turn", CL_TurnUp_f, NULL); Cmd_AddCommand("+hudradar", CL_HudRadarDown_f, N_("Toggles the hud radar mode")); Cmd_AddCommand("-hudradar", CL_HudRadarUp_f, NULL); Cmd_AddCommand("levelup", CL_LevelUp_f, N_("Slice through terrain at a higher level")); Cmd_AddCommand("leveldown", CL_LevelDown_f, N_("Slice through terrain at a lower level")); Cmd_AddCommand("zoominquant", CL_ZoomInQuant_f, N_("Zoom in")); Cmd_AddCommand("zoomoutquant", CL_ZoomOutQuant_f, N_("Zoom out")); Cmd_AddCommand("press", CL_PressKey_f, "Press a key from a command"); mousePosX = mousePosY = 0.0; IN_StartupJoystick(); }
/* ================== SV_AddOperatorCommands ================== */ void SV_AddOperatorCommands( void ) { static qboolean initialized; if ( initialized ) { return; } initialized = qtrue; Cmd_AddCommand ("heartbeat", SV_Heartbeat_f); Cmd_AddCommand ("kick", SV_Kick_f); #ifdef USE_CD_KEY Cmd_AddCommand ("banUser", SV_Ban_f); Cmd_AddCommand ("banClient", SV_BanNum_f); #endif // USE_CD_KEY Cmd_AddCommand ("clientkick", SV_KickNum_f); Cmd_AddCommand ("status", SV_Status_f); Cmd_AddCommand ("serverinfo", SV_Serverinfo_f); Cmd_AddCommand ("systeminfo", SV_Systeminfo_f); Cmd_AddCommand ("dumpuser", SV_DumpUser_f); Cmd_AddCommand ("map_restart", SV_MapRestart_f); Cmd_AddCommand ("sectorlist", SV_SectorList_f); Cmd_AddCommand ("map", SV_Map_f); #ifndef PRE_RELEASE_DEMO Cmd_AddCommand ("devmap", SV_Map_f); Cmd_AddCommand ("spmap", SV_Map_f); Cmd_AddCommand ("spdevmap", SV_Map_f); // Cmd_AddCommand ("devmapbsp", SV_Map_f); // not used in MP codebase, no server BSP_cacheing Cmd_AddCommand ("devmapmdl", SV_Map_f); Cmd_AddCommand ("devmapall", SV_Map_f); #endif Cmd_AddCommand ("killserver", SV_KillServer_f); // if( com_dedicated->integer ) { Cmd_AddCommand ("svsay", SV_ConSay_f); } Cmd_AddCommand ("forcetoggle", SV_ForceToggle_f); //JLF #ifdef _XBOX // Cmd_AddCommand ("loadprofile", loadProfile); // Cmd_AddCommand ("saveprofile", saveProfile); // Cmd_AddCommand ("initprofile", initProfile); // Cmd_AddCommand ("deleteprofile", deleteProfile); #endif }
void Key_Init( void ) { Cmd_AddCommand( "bind", Key_Bind_Null_f ); }
/* ============ Cvar_Init Reads in all archived cvars ============ */ void Cvar_Init(void) { Cmd_AddCommand("set", Cvar_Set_f); Cmd_AddCommand("cvarlist", Cvar_List_f); }
/* * SV_InitOperatorCommands */ void SV_InitOperatorCommands( void ) { Cmd_AddCommand( "heartbeat", SV_Heartbeat_f ); Cmd_AddCommand( "status", SV_Status_f ); Cmd_AddCommand( "serverinfo", SV_Serverinfo_f ); Cmd_AddCommand( "dumpuser", SV_DumpUser_f ); Cmd_AddCommand( "map", SV_Map_f ); Cmd_AddCommand( "devmap", SV_Map_f ); Cmd_AddCommand( "gamemap", SV_Map_f ); Cmd_AddCommand( "killserver", SV_KillServer_f ); Cmd_AddCommand( "serverrecord", SV_Demo_Start_f ); Cmd_AddCommand( "serverrecordstop", SV_Demo_Stop_f ); Cmd_AddCommand( "serverrecordcancel", SV_Demo_Cancel_f ); Cmd_AddCommand( "serverrecordpurge", SV_Demo_Purge_f ); Cmd_AddCommand( "purelist", SV_PureList_f ); if( dedicated->integer ) { Cmd_AddCommand( "autoupdate", SV_AutoUpdate_f ); Cmd_AddCommand( "autoupdatecheck", SV_AutoUpdateCheck_f ); } Cmd_AddCommand( "cvarcheck", SV_CvarCheck_f ); Cmd_SetCompletionFunc( "map", SV_MapComplete_f ); Cmd_SetCompletionFunc( "devmap", SV_MapComplete_f ); Cmd_SetCompletionFunc( "gamemap", SV_MapComplete_f ); }
void UI_RegisterAbstractNode (uiBehaviour_t* behaviour) { behaviour->name = "abstractnode"; behaviour->isAbstract = true; behaviour->manager = UINodePtr(new uiLocatedNode()); /* Top-left position of the node */ UI_RegisterNodeProperty(behaviour, "pos", V_POS, uiNode_t, box.pos); /* Size of the node */ propertySize = UI_RegisterNodeProperty(behaviour, "size", V_POS, uiNode_t, box.size); /* Width of the node (see also <code>size</code>) */ propertyWidth = UI_RegisterNodeProperty(behaviour, "width", V_FLOAT, uiNode_t, box.size[0]); /* Height of the node (see also <code>size</code>) */ propertyHeight = UI_RegisterNodeProperty(behaviour, "height", V_FLOAT, uiNode_t, box.size[1]); /* Left position of the node (see also <code>pos</code>) */ UI_RegisterNodeProperty(behaviour, "left", V_FLOAT, uiNode_t, box.pos[0]); /* Top position of the node (see also <code>pos</code>) */ UI_RegisterNodeProperty(behaviour, "top", V_FLOAT, uiNode_t, box.pos[1]); /* If true, the node name is indexed into the window. We can access to the node with * the path "windowName#nodeName" */ UI_RegisterNodeProperty(behaviour, "indexed", V_BOOL, uiNode_t, indexed); /* If true, the node is not displayed nor or activatable. */ propertyInvis = UI_RegisterNodeProperty(behaviour, "invis", V_BOOL, uiNode_t, invis); /* If true, the node is disabled. Few nodes support it, fell free to request an update. */ UI_RegisterNodeProperty(behaviour, "disabled", V_BOOL, uiNode_t, disabled); /* Text color the node will use when something is disabled. */ UI_RegisterNodeProperty(behaviour, "disabledcolor", V_COLOR, uiNode_t, disabledColor); /* If true, the node is not ''tangible''. We click through it, then it will not receive mouse event. */ UI_RegisterNodeProperty(behaviour, "ghost", V_BOOL, uiNode_t, ghost); /* Flashing effect. */ UI_RegisterNodeProperty(behaviour, "flash", V_BOOL, uiNode_t, flash); /* Speed of the flashing effect */ UI_RegisterNodeProperty(behaviour, "flashspeed", V_FLOAT, uiNode_t, flashSpeed); /* Border size we want to display. */ UI_RegisterNodeProperty(behaviour, "border", V_INT, uiNode_t, border); /* Padding size we want to use. Few node support it. */ UI_RegisterNodeProperty(behaviour, "padding", V_INT, uiNode_t, padding); /* Background color we want to display. */ UI_RegisterNodeProperty(behaviour, "bgcolor", V_COLOR, uiNode_t, bgcolor); /* Border color we want to display. */ UI_RegisterNodeProperty(behaviour, "bordercolor", V_COLOR, uiNode_t, bordercolor); /* * Used to set the position of the node when the parent use a layout manager. * Else it do nothing. * Available values are: LAYOUTALIGN_TOPLEFT, LAYOUTALIGN_TOP, LAYOUTALIGN_TOPRIGHT, * LAYOUTALIGN_LEFT, LAYOUTALIGN_MIDDLE, LAYOUTALIGN_RIGHT, LAYOUTALIGN_BOTTOMLEFT, * LAYOUTALIGN_BOTTOM, LAYOUTALIGN_BOTTOMRIGHT, LAYOUTALIGN_FILL. * Allowed value depend the layout manager used. The update to date list is into * ui_node_panel.c * @image html http://ufoai.org/wiki/images/Layout.png */ UI_RegisterNodeProperty(behaviour, "align", V_INT, uiNode_t, align); /* * Used share an int, only used by 1 behaviour * @todo move it to the right behaviour, delete it */ UI_RegisterNodeProperty(behaviour, "num", V_INT, uiNode_t, num); /* Tooltip we want to use. */ UI_RegisterNodeProperty(behaviour, "tooltip", V_CVAR_OR_LONGSTRING, uiNode_t, tooltip); /* Text the node will display. */ UI_RegisterNodeProperty(behaviour, "string", V_CVAR_OR_LONGSTRING, uiNode_t, text); /* Text font the node will use. * @todo use V_REF_OF_STRING when its possible ('font' is never a cvar). */ UI_RegisterNodeProperty(behaviour, "font", V_CVAR_OR_STRING, uiNode_t, font); /* Text color the node will use. */ UI_RegisterNodeProperty(behaviour, "color", V_COLOR, uiNode_t, color); /* Text color the node will use when something is selected. */ UI_RegisterNodeProperty(behaviour, "selectcolor", V_COLOR, uiNode_t, selectedColor); /* Flashing color */ UI_RegisterNodeProperty(behaviour, "flashcolor", V_COLOR, uiNode_t, flashColor); /* Alignement of the text into the node, or elements into blocks. */ UI_RegisterNodeProperty(behaviour, "contentalign", V_UI_ALIGN, uiNode_t, contentAlign); /* When <code>invis</code> property is false (default value); * this condition say if the node is visible or not. It use a script expression. */ UI_RegisterNodeProperty(behaviour, "visiblewhen", V_UI_IF, uiNode_t, visibilityCondition); /* Called when the user click with left button into the node. */ UI_RegisterNodeProperty(behaviour, "onclick", V_UI_ACTION, uiNode_t, onClick); /* Called when the user click with right button into the node. */ UI_RegisterNodeProperty(behaviour, "onrclick", V_UI_ACTION, uiNode_t, onRightClick); /* Called when the user click with middle button into the node. */ UI_RegisterNodeProperty(behaviour, "onmclick", V_UI_ACTION, uiNode_t, onMiddleClick); /* Called when the user use the mouse wheel over the node. */ UI_RegisterNodeProperty(behaviour, "onwheel", V_UI_ACTION, uiNode_t, onWheel); /* Called when the user use the mouse wheel up over the node. */ UI_RegisterNodeProperty(behaviour, "onwheelup", V_UI_ACTION, uiNode_t, onWheelUp); /* Called when the user use the mouse wheel down over the node. */ UI_RegisterNodeProperty(behaviour, "onwheeldown", V_UI_ACTION, uiNode_t, onWheelDown); /* Called when the mouse enter over the node. */ UI_RegisterNodeProperty(behaviour, "onmouseenter", V_UI_ACTION, uiNode_t, onMouseEnter); /* Called when the mouse go out of the node. */ UI_RegisterNodeProperty(behaviour, "onmouseleave", V_UI_ACTION, uiNode_t, onMouseLeave); /* Called when the internal content of the nde change. Each behaviour use it how they need it. * @todo Move it where it is need. */ UI_RegisterNodeProperty(behaviour, "onchange", V_UI_ACTION, uiNode_t, onChange); /* Special attribute only use into the node description to exclude part of the node * (see also <code>ghost</code>). Rectangle position is relative to the node. */ UI_RegisterNodeProperty(behaviour, "excluderect", V_UI_EXCLUDERECT, uiNode_t, firstExcludeRect); /* Remove all child from the node (only dynamic allocated nodes). */ UI_RegisterNodeMethod(behaviour, "removeallchild", UI_AbstractNodeCallRemovaAllChild); /* Create a new child with name and type. */ UI_RegisterNodeMethod(behaviour, "createchild", UI_AbstractNodeCallCreateChild); /* Delete the node and remove it from his parent. */ UI_RegisterNodeMethod(behaviour, "delete", UI_AbstractNodeCallDelete); /* Delete the node in x ms and remove it from his parent. */ UI_RegisterNodeMethod(behaviour, "deletetimed", UI_AbstractNodeCallDeleteTimed); /** @todo move it into common? */ Com_RegisterConstInt("ALIGN_UL", ALIGN_UL); Com_RegisterConstInt("ALIGN_UC", ALIGN_UC); Com_RegisterConstInt("ALIGN_UR", ALIGN_UR); Com_RegisterConstInt("ALIGN_CL", ALIGN_CL); Com_RegisterConstInt("ALIGN_CC", ALIGN_CC); Com_RegisterConstInt("ALIGN_CR", ALIGN_CR); Com_RegisterConstInt("ALIGN_LL", ALIGN_LL); Com_RegisterConstInt("ALIGN_LC", ALIGN_LC); Com_RegisterConstInt("ALIGN_LR", ALIGN_LR); /* some commands */ #ifdef DEBUG Cmd_AddCommand("debug_mnsetnodeproperty", UI_NodeSetProperty_f, "Set a node property"); Cmd_AddCommand("debug_mngetnodeproperty", UI_NodeGetProperty_f, "Get a node property"); #endif }
/* ===================== CL_AddCgameCommand ===================== */ void CL_AddCgameCommand( const char *cmdName ) { Cmd_AddCommand( cmdName, NULL ); }
void STATS_InitStartup (void) { #ifdef DEBUG Cmd_AddCommand("debug_listcampaign", CP_CampaignStats_f, "Print campaign stats to game console"); #endif }
/* =============== Sbar_Init =============== */ void Sbar_Init(void) { int i; for (i = 0; i < 10; i++) { sb_nums[0][i] = Draw_PicFromWad(va("num_%i", i)); sb_nums[1][i] = Draw_PicFromWad(va("anum_%i", i)); } sb_nums[0][10] = Draw_PicFromWad("num_minus"); sb_nums[1][10] = Draw_PicFromWad("anum_minus"); sb_colon = Draw_PicFromWad("num_colon"); sb_slash = Draw_PicFromWad("num_slash"); sb_weapons[0][0] = Draw_PicFromWad("inv_shotgun"); sb_weapons[0][1] = Draw_PicFromWad("inv_sshotgun"); sb_weapons[0][2] = Draw_PicFromWad("inv_nailgun"); sb_weapons[0][3] = Draw_PicFromWad("inv_snailgun"); sb_weapons[0][4] = Draw_PicFromWad("inv_rlaunch"); sb_weapons[0][5] = Draw_PicFromWad("inv_srlaunch"); sb_weapons[0][6] = Draw_PicFromWad("inv_lightng"); sb_weapons[1][0] = Draw_PicFromWad("inv2_shotgun"); sb_weapons[1][1] = Draw_PicFromWad("inv2_sshotgun"); sb_weapons[1][2] = Draw_PicFromWad("inv2_nailgun"); sb_weapons[1][3] = Draw_PicFromWad("inv2_snailgun"); sb_weapons[1][4] = Draw_PicFromWad("inv2_rlaunch"); sb_weapons[1][5] = Draw_PicFromWad("inv2_srlaunch"); sb_weapons[1][6] = Draw_PicFromWad("inv2_lightng"); for (i = 0; i < 5; i++) { sb_weapons[2 + i][0] = Draw_PicFromWad(va("inva%i_shotgun", i + 1)); sb_weapons[2 + i][1] = Draw_PicFromWad(va("inva%i_sshotgun", i + 1)); sb_weapons[2 + i][2] = Draw_PicFromWad(va("inva%i_nailgun", i + 1)); sb_weapons[2 + i][3] = Draw_PicFromWad(va("inva%i_snailgun", i + 1)); sb_weapons[2 + i][4] = Draw_PicFromWad(va("inva%i_rlaunch", i + 1)); sb_weapons[2 + i][5] = Draw_PicFromWad(va("inva%i_srlaunch", i + 1)); sb_weapons[2 + i][6] = Draw_PicFromWad(va("inva%i_lightng", i + 1)); } sb_ammo[0] = Draw_PicFromWad("sb_shells"); sb_ammo[1] = Draw_PicFromWad("sb_nails"); sb_ammo[2] = Draw_PicFromWad("sb_rocket"); sb_ammo[3] = Draw_PicFromWad("sb_cells"); sb_armor[0] = Draw_PicFromWad("sb_armor1"); sb_armor[1] = Draw_PicFromWad("sb_armor2"); sb_armor[2] = Draw_PicFromWad("sb_armor3"); sb_items[0] = Draw_PicFromWad("sb_key1"); sb_items[1] = Draw_PicFromWad("sb_key2"); sb_items[2] = Draw_PicFromWad("sb_invis"); sb_items[3] = Draw_PicFromWad("sb_invuln"); sb_items[4] = Draw_PicFromWad("sb_suit"); sb_items[5] = Draw_PicFromWad("sb_quad"); sb_sigil[0] = Draw_PicFromWad("sb_sigil1"); sb_sigil[1] = Draw_PicFromWad("sb_sigil2"); sb_sigil[2] = Draw_PicFromWad("sb_sigil3"); sb_sigil[3] = Draw_PicFromWad("sb_sigil4"); sb_faces[4][0] = Draw_PicFromWad("face1"); sb_faces[4][1] = Draw_PicFromWad("face_p1"); sb_faces[3][0] = Draw_PicFromWad("face2"); sb_faces[3][1] = Draw_PicFromWad("face_p2"); sb_faces[2][0] = Draw_PicFromWad("face3"); sb_faces[2][1] = Draw_PicFromWad("face_p3"); sb_faces[1][0] = Draw_PicFromWad("face4"); sb_faces[1][1] = Draw_PicFromWad("face_p4"); sb_faces[0][0] = Draw_PicFromWad("face5"); sb_faces[0][1] = Draw_PicFromWad("face_p5"); sb_face_invis = Draw_PicFromWad("face_invis"); sb_face_invuln = Draw_PicFromWad("face_invul2"); sb_face_invis_invuln = Draw_PicFromWad("face_inv2"); sb_face_quad = Draw_PicFromWad("face_quad"); Cmd_AddCommand("+showscores", Sbar_ShowScores); Cmd_AddCommand("-showscores", Sbar_DontShowScores); Cmd_AddCommand("+showteamscores", Sbar_ShowTeamScores); Cmd_AddCommand("-showteamscores", Sbar_DontShowTeamScores); sb_sbar = Draw_PicFromWad("sbar"); sb_ibar = Draw_PicFromWad("ibar"); sb_scorebar = Draw_PicFromWad("scorebar"); }
/* ================= CL_InitLocal ================= */ void CL_InitLocal( void ) { cls.state = ca_disconnected; // register our variables cl_predict = Cvar_Get( "cl_predict", "0", CVAR_ARCHIVE, "disables client movement prediction" ); cl_crosshair = Cvar_Get( "crosshair", "1", CVAR_ARCHIVE, "show weapon chrosshair" ); cl_nodelta = Cvar_Get ("cl_nodelta", "0", 0, "disable delta-compression for usercommnds" ); cl_idealpitchscale = Cvar_Get( "cl_idealpitchscale", "0.8", 0, "how much to look up/down slopes and stairs when not using freelook" ); cl_solid_players = Cvar_Get( "cl_solid_players", "1", 0, "Make all players not solid (can't traceline them)" ); cl_interp = Cvar_Get( "ex_interp", "0.1", 0, "Interpolate object positions starting this many seconds in past" ); cl_timeout = Cvar_Get( "cl_timeout", "60", 0, "connect timeout (in-seconds)" ); rcon_client_password = Cvar_Get( "rcon_password", "", 0, "remote control client password" ); rcon_address = Cvar_Get( "rcon_address", "", 0, "remote control address" ); // userinfo Cvar_Get( "password", "", CVAR_USERINFO, "player password" ); name = Cvar_Get( "name", Sys_GetCurrentUser(), CVAR_USERINFO|CVAR_ARCHIVE|CVAR_PRINTABLEONLY, "player name" ); model = Cvar_Get( "model", "player", CVAR_USERINFO|CVAR_ARCHIVE, "player model ('player' it's a single player model)" ); topcolor = Cvar_Get( "topcolor", "0", CVAR_USERINFO|CVAR_ARCHIVE, "player top color" ); bottomcolor = Cvar_Get( "bottomcolor", "0", CVAR_USERINFO|CVAR_ARCHIVE, "player bottom color" ); rate = Cvar_Get( "rate", "25000", CVAR_USERINFO|CVAR_ARCHIVE, "player network rate" ); hltv = Cvar_Get( "hltv", "0", CVAR_USERINFO|CVAR_LATCH, "HLTV mode" ); cl_showfps = Cvar_Get( "cl_showfps", "1", CVAR_ARCHIVE, "show client fps" ); cl_smooth = Cvar_Get ("cl_smooth", "0", CVAR_ARCHIVE, "smooth up stair climbing and interpolate position in multiplayer" ); cl_cmdbackup = Cvar_Get( "cl_cmdbackup", "10", CVAR_ARCHIVE, "how many additional history commands are sent" ); cl_cmdrate = Cvar_Get( "cl_cmdrate", "30", CVAR_ARCHIVE, "Max number of command packets sent to server per second" ); cl_draw_particles = Cvar_Get( "cl_draw_particles", "1", CVAR_ARCHIVE, "Disable any particle effects" ); cl_draw_beams = Cvar_Get( "cl_draw_beams", "1", CVAR_ARCHIVE, "Disable view beams" ); cl_lightstyle_lerping = Cvar_Get( "cl_lightstyle_lerping", "0", CVAR_ARCHIVE, "enables animated light lerping (perfomance option)" ); Cvar_Get( "hud_scale", "0", CVAR_ARCHIVE|CVAR_LATCH, "scale hud at current resolution" ); Cvar_Get( "skin", "", CVAR_USERINFO, "player skin" ); // XDM 3.3 want this cvar Cvar_Get( "cl_updaterate", "60", CVAR_USERINFO|CVAR_ARCHIVE, "refresh rate of server messages" ); Cvar_Get( "cl_background", "0", CVAR_READ_ONLY, "indicate what background map is running" ); // these two added to shut up CS 1.5 about 'unknown' commands Cvar_Get( "lightgamma", "1", CVAR_ARCHIVE, "ambient lighting level (legacy, unused)" ); Cvar_Get( "direct", "1", CVAR_ARCHIVE, "direct lighting level (legacy, unused)" ); Cvar_Get( "voice_serverdebug", "0", 0, "debug voice (legacy, unused)" ); // interpolation cvars Cvar_Get( "ex_interp", "0", 0, "" ); Cvar_Get( "ex_maxerrordistance", "0", 0, "" ); // server commands Cmd_AddCommand ("noclip", NULL, "enable or disable no clipping mode" ); Cmd_AddCommand ("notarget", NULL, "notarget mode (monsters do not see you)" ); Cmd_AddCommand ("fullupdate", NULL, "re-init HUD on start demo recording" ); Cmd_AddCommand ("give", NULL, "give specified item or weapon" ); Cmd_AddCommand ("drop", NULL, "drop current/specified item or weapon" ); Cmd_AddCommand ("gametitle", NULL, "show game logo" ); Cmd_AddCommand ("god", NULL, "enable godmode" ); Cmd_AddCommand ("fov", NULL, "set client field of view" ); // register our commands Cmd_AddCommand ("pause", NULL, "pause the game (if the server allows pausing)" ); Cmd_AddCommand ("localservers", CL_LocalServers_f, "collect info about local servers" ); Cmd_AddCommand ("internetservers", CL_InternetServers_f, "collect info about internet servers" ); Cmd_AddCommand ("cd", CL_PlayCDTrack_f, "Play cd-track (not real cd-player of course)" ); Cmd_AddCommand ("userinfo", CL_Userinfo_f, "print current client userinfo" ); Cmd_AddCommand ("physinfo", CL_Physinfo_f, "print current client physinfo" ); Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server" ); Cmd_AddCommand ("record", CL_Record_f, "record a demo" ); Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "playing a demo" ); Cmd_AddCommand ("killdemo", CL_DeleteDemo_f, "delete a specified demo file and demoshot" ); Cmd_AddCommand ("startdemos", CL_StartDemos_f, "start playing back the selected demos sequentially" ); Cmd_AddCommand ("demos", CL_Demos_f, "restart looping demos defined by the last startdemos command" ); Cmd_AddCommand ("movie", CL_PlayVideo_f, "playing a movie" ); Cmd_AddCommand ("stop", CL_Stop_f, "stop playing or recording a demo" ); Cmd_AddCommand ("info", NULL, "collect info about local servers with specified protocol" ); Cmd_AddCommand ("escape", CL_Escape_f, "escape from game to menu" ); Cmd_AddCommand ("pointfile", CL_ReadPointFile_f, "show leaks on a map (if present of course)" ); Cmd_AddCommand ("linefile", CL_ReadLineFile_f, "show leaks on a map (if present of course)" ); Cmd_AddCommand ("quit", CL_Quit_f, "quit from game" ); Cmd_AddCommand ("exit", CL_Quit_f, "quit from game" ); Cmd_AddCommand ("screenshot", CL_ScreenShot_f, "takes a screenshot of the next rendered frame" ); Cmd_AddCommand ("snapshot", CL_SnapShot_f, "takes a snapshot of the next rendered frame" ); Cmd_AddCommand ("envshot", CL_EnvShot_f, "takes a six-sides cubemap shot with specified name" ); Cmd_AddCommand ("skyshot", CL_SkyShot_f, "takes a six-sides envmap (skybox) shot with specified name" ); Cmd_AddCommand ("levelshot", CL_LevelShot_f, "same as \"screenshot\", used for create plaque images" ); Cmd_AddCommand ("saveshot", CL_SaveShot_f, "used for create save previews with LoadGame menu" ); Cmd_AddCommand ("demoshot", CL_DemoShot_f, "used for create demo previews with PlayDemo menu" ); Cmd_AddCommand ("connect", CL_Connect_f, "connect to a server by hostname" ); Cmd_AddCommand ("reconnect", CL_Reconnect_f, "reconnect to current level" ); Cmd_AddCommand ("rcon", CL_Rcon_f, "sends a command to the server console (rcon_password and rcon_address required)" ); // this is dangerous to leave in // Cmd_AddCommand ("packet", CL_Packet_f, "send a packet with custom contents" ); Cmd_AddCommand ("precache", CL_Precache_f, "precache specified resource (by index)" ); }
/* ================== SV_AddOperatorCommands ================== */ void SV_AddOperatorCommands(void) { static qboolean* initialized = (qboolean*)0x8160680; if(*initialized) return; *initialized = qtrue; Cmd_AddCommand("heartbeat", SV_Heartbeat_f); Cmd_AddCommand("kick", SV_Kick_f); Cmd_AddCommand("ban", SV_Ban_f); Cmd_AddCommand("reloadbans", X_ReadBannedList_sub); Cmd_AddCommand("clientkick", SV_KickNum_f); Cmd_AddCommand("clientban", SV_BanNum_f); Cmd_AddCommand("banip", SV_BanIP_f); Cmd_AddCommand("banguid", SV_BanGUID_f); Cmd_AddCommand("unbanguid", SV_UnbanGUID_f); Cmd_AddCommand("unbanip", SV_UnbanIP_f); Cmd_AddCommand("status", SV_Status_f); Cmd_AddCommand("xstatus", SV_XStatus_f); Cmd_AddCommand("serverinfo", SV_ServerInfo_f); Cmd_AddCommand("systeminfo", SV_SystemInfo_f); Cmd_AddCommand("dumpuser", SV_DumpUser_f); Cmd_AddCommand("map_restart", SV_MapRestart_f); Cmd_AddCommand("map", SV_Map_f); Cmd_AddCommand("devmap", SV_Map_f); Cmd_AddCommand("map_rotate", SV_MapRotate_f); Cmd_AddCommand("gameCompleteStatus", SV_GameCompleteStatus_f); Cmd_AddCommand("killserver", SV_KillServer_f); Cmd_AddCommand("scriptUsage", SV_ScriptUsage_f); Cmd_AddCommand("stringUsage", SV_StringUsage_f); Cmd_AddCommand("cs", Cmd_GetConfigstrings); Cmd_AddCommand("setcs", Cmd_SetConfigstring); Cmd_AddCommand("codextended", SV_Version); Cmd_AddCommand("xtnded", SV_Version); #ifdef xDEBUG Cmd_AddCommand("trap", SV_Test); Cmd_AddCommand("net", band_test); #endif Cmd_AddCommand("say", SV_Say_f); }
/* ================= Sys_Init ================= */ void Sys_Init(void) { Cmd_AddCommand( "in_restart", Sys_In_Restart_f ); Cvar_Set( "arch", OS_STRING " " ARCH_STRING ); Cvar_Set( "username", Sys_GetCurrentUser( ) ); }
void R_Modules_Init(void) { Cmd_AddCommand("r_restart", R_Modules_Restart, "restarts renderer"); }
/* ============ CL_InitInput ============ */ void CL_InitInput( void ) { Cmd_AddCommand ("centerview",IN_CenterView); Cmd_AddCommand ("+moveup",IN_UpDown); Cmd_AddCommand ("-moveup",IN_UpUp); Cmd_AddCommand ("+movedown",IN_DownDown); Cmd_AddCommand ("-movedown",IN_DownUp); Cmd_AddCommand ("+left",IN_LeftDown); Cmd_AddCommand ("-left",IN_LeftUp); Cmd_AddCommand ("+right",IN_RightDown); Cmd_AddCommand ("-right",IN_RightUp); Cmd_AddCommand ("+forward",IN_ForwardDown); Cmd_AddCommand ("-forward",IN_ForwardUp); Cmd_AddCommand ("+back",IN_BackDown); Cmd_AddCommand ("-back",IN_BackUp); Cmd_AddCommand ("+lookup", IN_LookupDown); Cmd_AddCommand ("-lookup", IN_LookupUp); Cmd_AddCommand ("+lookdown", IN_LookdownDown); Cmd_AddCommand ("-lookdown", IN_LookdownUp); Cmd_AddCommand ("+strafe", IN_StrafeDown); Cmd_AddCommand ("-strafe", IN_StrafeUp); Cmd_AddCommand ("+moveleft", IN_MoveleftDown); Cmd_AddCommand ("-moveleft", IN_MoveleftUp); Cmd_AddCommand ("+moveright", IN_MoverightDown); Cmd_AddCommand ("-moveright", IN_MoverightUp); Cmd_AddCommand ("+speed", IN_SpeedDown); Cmd_AddCommand ("-speed", IN_SpeedUp); Cmd_AddCommand ("useGivenForce", IN_UseGivenForce); //buttons Cmd_AddCommand ("+attack", IN_Button0Down);//attack Cmd_AddCommand ("-attack", IN_Button0Up); Cmd_AddCommand ("+force_lightning", IN_Button1Down);//force lightning Cmd_AddCommand ("-force_lightning", IN_Button1Up); Cmd_AddCommand ("+useforce", IN_Button2Down); //use current force power Cmd_AddCommand ("-useforce", IN_Button2Up); #ifndef __NO_JK2 if ( com_jk2 && com_jk2->integer ) { Cmd_AddCommand ("+block", IN_Button3Down);//manual blocking Cmd_AddCommand ("-block", IN_Button3Up); } else { Cmd_AddCommand ("+force_drain", IN_Button3Down);//force drain Cmd_AddCommand ("-force_drain", IN_Button3Up); } #else Cmd_AddCommand ("+force_drain", IN_Button3Down);//force drain Cmd_AddCommand ("-force_drain", IN_Button3Up); #endif Cmd_AddCommand ("+walk", IN_Button4Down);//walking Cmd_AddCommand ("-walk", IN_Button4Up); Cmd_AddCommand ("+use", IN_Button5Down);//use object Cmd_AddCommand ("-use", IN_Button5Up); Cmd_AddCommand ("+force_grip", IN_Button6Down);//force jump Cmd_AddCommand ("-force_grip", IN_Button6Up); Cmd_AddCommand ("+altattack", IN_Button7Down);//altattack Cmd_AddCommand ("-altattack", IN_Button7Up); #ifndef __NO_JK2 if ( !com_jk2 || !com_jk2->integer ) { Cmd_AddCommand ("+forcefocus", IN_Button8Down);//special saber attacks Cmd_AddCommand ("-forcefocus", IN_Button8Up); Cmd_AddCommand ("+block", IN_Button8Down);//manual blocking Cmd_AddCommand ("-block", IN_Button8Up); } #else Cmd_AddCommand ("+forcefocus", IN_Button8Down);//special saber attacks Cmd_AddCommand ("-forcefocus", IN_Button8Up); Cmd_AddCommand ("+block", IN_Button8Down);//manual blocking Cmd_AddCommand ("-block", IN_Button8Up); #endif Cmd_AddCommand ("+button0", IN_Button0Down); Cmd_AddCommand ("-button0", IN_Button0Up); Cmd_AddCommand ("+button1", IN_Button1Down); Cmd_AddCommand ("-button1", IN_Button1Up); Cmd_AddCommand ("+button2", IN_Button2Down); Cmd_AddCommand ("-button2", IN_Button2Up); Cmd_AddCommand ("+button3", IN_Button3Down); Cmd_AddCommand ("-button3", IN_Button3Up); Cmd_AddCommand ("+button4", IN_Button4Down); Cmd_AddCommand ("-button4", IN_Button4Up); Cmd_AddCommand ("+button5", IN_Button5Down); Cmd_AddCommand ("-button5", IN_Button5Up); Cmd_AddCommand ("+button6", IN_Button6Down); Cmd_AddCommand ("-button6", IN_Button6Up); Cmd_AddCommand ("+button7", IN_Button7Down); Cmd_AddCommand ("-button7", IN_Button7Up); Cmd_AddCommand ("+button8", IN_Button8Down); Cmd_AddCommand ("-button8", IN_Button8Up); Cmd_AddCommand ("+button9", IN_Button9Down); Cmd_AddCommand ("-button9", IN_Button9Up); Cmd_AddCommand ("+button10", IN_Button10Down); Cmd_AddCommand ("-button10", IN_Button10Up); Cmd_AddCommand ("+button11", IN_Button11Down); Cmd_AddCommand ("-button11", IN_Button11Up); Cmd_AddCommand ("+button12", IN_Button12Down); Cmd_AddCommand ("-button12", IN_Button12Up); Cmd_AddCommand ("+button13", IN_Button13Down); Cmd_AddCommand ("-button13", IN_Button13Up); Cmd_AddCommand ("+button14", IN_Button14Down); Cmd_AddCommand ("-button14", IN_Button14Up); Cmd_AddCommand ("+button15", IN_Button15Down); Cmd_AddCommand ("-button15", IN_Button15Up); // can add up to button31 this just brings the number of available binds up to par with MP //end buttons Cmd_AddCommand ("+mlook", IN_MLookDown); Cmd_AddCommand ("-mlook", IN_MLookUp); cl_nodelta = Cvar_Get ("cl_nodelta", "0", 0); cl_debugMove = Cvar_Get ("cl_debugMove", "0", 0); }