コード例 #1
0
ファイル: lights.cpp プロジェクト: Slinfy97/ReGameDLL_CS
void CEnvLight::__MAKE_VHOOK(KeyValue)(KeyValueData *pkvd)
{
	if (FStrEq(pkvd->szKeyName, "_light"))
	{
		int r, g, b, v, j;
		j = Q_sscanf(pkvd->szValue, "%d %d %d %d\n", &r, &g, &b, &v);

		if (j == 1)
			g = b = r;

		else if (j == 4)
		{
			r = r * (v / 255.0);
			g = g * (v / 255.0);
			b = b * (v / 255.0);
		}

		// simulate qrad direct, ambient,and gamma adjustments, as well as engine scaling
		r = Q_pow(r / 114.0, 0.6) * 264;
		g = Q_pow(g / 114.0, 0.6) * 264;
		b = Q_pow(b / 114.0, 0.6) * 264;

		pkvd->fHandled = TRUE;

		char szColor[64];
		Q_sprintf(szColor, "%d", r);
		CVAR_SET_STRING("sv_skycolor_r", szColor);
		Q_sprintf(szColor, "%d", g);
		CVAR_SET_STRING("sv_skycolor_g", szColor);
		Q_sprintf(szColor, "%d", b);
		CVAR_SET_STRING("sv_skycolor_b", szColor);
	}
	else
		CLight::KeyValue(pkvd);
}
コード例 #2
0
void CQuickConnect::OnSubmit()
{
        String strHost;
        unsigned short usPort;

        if(!CMainMenu::GetHostAndPort(m_GUIElements.pIPEditBox->getText().c_str(), strHost, usPort))
        {
                g_pClient->GetGUI()->ShowMessageBox("You must enter a valid host and port.", "Error");
                return;
        }

        // Get the password
        String strPassword(m_GUIElements.pPasswordEditBox->getText().c_str());

        // Set the ip, port and password
        CVAR_SET_STRING("ip", strHost);
        CVAR_SET_INTEGER("port", usPort);
        CVAR_SET_STRING("pass", strPassword);

        // Hide the quick connect window
        SetVisible(false);

        // Call the connect function
        CMainMenu::GetSingleton()->OnConnect(strHost, usPort, strPassword);
}
コード例 #3
0
ファイル: lights.cpp プロジェクト: Slinfy97/ReGameDLL_CS
void CEnvLight::__MAKE_VHOOK(Spawn)()
{
#ifdef HOOK_GAMEDLL
// NOTE: fix negative the values for function sprintf from STD C++:
// expected - sv_skyvec_y "0.000000"
// with using sprintf from STD C++, got - sv_skyvec_y "-0.000000"
// If we not doing it then the test will be failed!
#define SPRINTF_OLD_STD_FIX + 0
#else
#define SPRINTF_OLD_STD_FIX
#endif

	char szVector[64];
	UTIL_MakeAimVectors(pev->angles);

	Q_sprintf(szVector, "%f", gpGlobals->v_forward.x SPRINTF_OLD_STD_FIX);
	CVAR_SET_STRING("sv_skyvec_x", szVector);

	Q_sprintf(szVector, "%f", gpGlobals->v_forward.y SPRINTF_OLD_STD_FIX);
	CVAR_SET_STRING("sv_skyvec_y", szVector);

	Q_sprintf(szVector, "%f", gpGlobals->v_forward.z SPRINTF_OLD_STD_FIX);
	CVAR_SET_STRING("sv_skyvec_z", szVector);

	CLight::Spawn();
}
コード例 #4
0
ファイル: menu_creategame.cpp プロジェクト: bmk10/sing-engine
/*
=================
UI_CreateGame_Begin
=================
*/
static void UI_CreateGame_Begin( void )
{
	if( !MAP_IS_VALID( uiCreateGame.mapName[uiCreateGame.mapsList.curItem] ))
		return;	// bad map

	if( CVAR_GET_FLOAT( "host_serverstate" ) && CVAR_GET_FLOAT( "maxplayers" ) == 1 )
		HOST_ENDGAME( "end of the game" );

	CVAR_SET_FLOAT( "deathmatch", 1.0f );	// FIXME
	CVAR_SET_FLOAT( "maxplayers", atoi( uiCreateGame.maxClients.buffer ));
	CVAR_SET_STRING( "hostname", uiCreateGame.hostName.buffer );
	CVAR_SET_STRING( "defaultmap", uiCreateGame.mapName[uiCreateGame.mapsList.curItem] );

	// all done, start server
	if( uiCreateGame.dedicatedServer.enabled )
	{
		HOST_WRITECONFIG ( CVAR_GET_STRING( "servercfgfile" ));

		char cmd[128];
		sprintf( cmd, "#%s", gMenu.m_gameinfo.gamefolder );

		// NOTE: dedicated server will be executed "defaultmap"
		// from engine after restarting
		HOST_CHANGEGAME( cmd, "Starting dedicated server...\n" );
	}
	else
	{
		HOST_WRITECONFIG ( CVAR_GET_STRING( "lservercfgfile" ));

		char cmd[128];
		sprintf( cmd, "exec %s\nmap %s\n", CVAR_GET_STRING( "lservercfgfile" ), CVAR_GET_STRING( "defaultmap" ));
	
		CLIENT_COMMAND( FALSE, cmd );
	}
}
コード例 #5
0
/*
=================
UI_PlayerSetup_SetConfig
=================
*/
static void UI_PlayerSetup_SetConfig( void )
{
	CVAR_SET_STRING( "name", uiPlayerSetup.name.buffer );
	CVAR_SET_STRING( "model", uiPlayerSetup.currentModel );
	CVAR_SET_FLOAT( "topcolor", (int)(uiPlayerSetup.topColor.curValue * 255 ));
	CVAR_SET_FLOAT( "bottomcolor", (int)(uiPlayerSetup.bottomColor.curValue * 255 ));
	CVAR_SET_FLOAT( "cl_himodels", uiPlayerSetup.hiModels.enabled );
	CVAR_SET_FLOAT( "ui_showmodels", uiPlayerSetup.showModels.enabled );
}
コード例 #6
0
ファイル: control.cpp プロジェクト: xurubin/yapb
void BotControl::FillServer (int selection, int personality, int skill, int numToAdd)
{
   // this function fill server with bots, with specified team & personality

   if (GetBotsNum () >= engine->GetMaxClients () - GetHumansNum ())
      return;

   if (selection == 1 || selection == 2)
   {
      CVAR_SET_STRING ("mp_limitteams", "0");
      CVAR_SET_STRING ("mp_autoteambalance", "0");
   }
   else
      selection = 5;

   char teamDescs[6][12] =
   {
      "",
      {"Terrorists"},
      {"CTs"},
      "",
      "",
      {"Random"},
   };

   int toAdd = numToAdd == -1 ? engine->GetMaxClients () - (GetHumansNum () + GetBotsNum ()) : numToAdd;

   for (int i = 0; i <= toAdd; i++)
   {
      // since we got constant skill from menu (since creation process call automatic), we need to manually
      // randomize skill here, on given skill there.
      int randomizedSkill = 0;

      if (skill >= 0 && skill <= 20)
         randomizedSkill = engine->RandomInt (0, 20);
      else if (skill >= 20 && skill <= 40)
         randomizedSkill = engine->RandomInt (20, 40);
      else if (skill >= 40 && skill <= 60)
         randomizedSkill = engine->RandomInt (40, 60);
      else if (skill >= 60 && skill <= 80)
         randomizedSkill = engine->RandomInt (60, 80);
      else if (skill >= 80 && skill <= 99)
         randomizedSkill = engine->RandomInt (80, 99);
      else if (skill == 100)
         randomizedSkill = skill;

      AddBot ("", randomizedSkill, personality, selection, -1);
   }

   yb_quota.SetInt (toAdd);
   CenterPrint ("Fill Server with %s bots...", &teamDescs[selection][0]);
}
コード例 #7
0
ファイル: lights.cpp プロジェクト: ET-NiK/amxxgroup
void CEnvLight :: Spawn( void )
{
	char szVector[64];
	UTIL_MakeAimVectors( pev->angles );

	sprintf( szVector, "%f", gpGlobals->v_forward.x );
	CVAR_SET_STRING( "sv_skyvec_x", szVector );
	sprintf( szVector, "%f", gpGlobals->v_forward.y );
	CVAR_SET_STRING( "sv_skyvec_y", szVector );
	sprintf( szVector, "%f", gpGlobals->v_forward.z );
	CVAR_SET_STRING( "sv_skyvec_z", szVector );

	CLight::Spawn( );
}
コード例 #8
0
/*
=================
UI_PlayerSetup_SetConfig
=================
*/
static void UI_PlayerSetup_SetConfig( void )
{
    CVAR_SET_STRING( "name", uiPlayerSetup.name.buffer );
	char curColor[CS_SIZE];
	int i = uiPlayerSetup.crosshairColor.curValue;
	snprintf( curColor, CS_SIZE, "%i %i %i",
			  g_iCrosshairAvailColors[i][0],
			  g_iCrosshairAvailColors[i][1],
			  g_iCrosshairAvailColors[i][2]
			);
	CVAR_SET_STRING( "cl_crosshair_color", curColor );
	CVAR_SET_STRING( "cl_crosshair_size", uiPlayerSetup.crosshairSize.generic.name );
	CVAR_SET_FLOAT( "cl_crosshair_translucent", uiPlayerSetup.crosshairTranslucent.enabled );
}
コード例 #9
0
// setHostname(hostname)
int CServerNatives::SetHostName(lua_State * pVM)
{
	const char * szHostname;
	script_getstring(pVM, -1, &szHostname);
	CVAR_SET_STRING("hostname", String(szHostname));
	script_pushbool(pVM, true);
	return 1;
}
コード例 #10
0
// setHostname(hostname)
SQInteger CServerNatives::SetHostName(SQVM * pVM)
{
	const char * szHostname;
	sq_getstring(pVM, -1, &szHostname);
	CVAR_SET_STRING("hostname", String(szHostname));
	sq_pushbool(pVM, true);
	return 1;
}
コード例 #11
0
// setServerPassword(password)
SQInteger CServerNatives::SetPassword(SQVM * pVM)
{
	const char* pass;
	sq_getstring(pVM, -1, &pass);
	g_pNetworkManager->GetNetServer()->SetPassword(pass);
	CVAR_SET_STRING("password",String(pass));
	sq_pushbool(pVM, true);
	return 1;
}
コード例 #12
0
// setServerPassword(password)
int CServerNatives::SetPassword(lua_State * pVM)
{
	const char* pass;
	script_getstring(pVM, -1, &pass);
	g_pNetworkManager->GetNetServer()->SetPassword(pass);
	CVAR_SET_STRING("password",String(pass));
	script_pushbool(pVM, true);
	return 1;
}
コード例 #13
0
/*
=================
UI_PlayerSetup_GetConfig
=================
*/
static void UI_PlayerSetup_GetConfig( void )
{
	strncpy( uiPlayerSetup.name.buffer, CVAR_GET_STRING( "name" ), sizeof( uiPlayerSetup.name.buffer ));

	char curColor[CS_SIZE];
	int rgb[3];
	strncpy( curColor, CVAR_GET_STRING("cl_crosshair_color"), CS_SIZE);
	sscanf( curColor, "%d %d %d", rgb, rgb + 1, rgb + 2 );

	// check for custom colors
	int i;
	for( i = 0; i < 5; i++)
	{
		if( rgb[0] == g_iCrosshairAvailColors[i][0] &&
			rgb[1] == g_iCrosshairAvailColors[i][1] &&
			rgb[2] == g_iCrosshairAvailColors[i][2] )
		{
			break;
		}
	}

	if( i == 5 )
	{
		strcpy( g_szCrosshairAvailColors[i], curColor );
		g_iCrosshairAvailColors[i][0] = rgb[0];
		g_iCrosshairAvailColors[i][1] = rgb[1];
		g_iCrosshairAvailColors[i][2] = rgb[2];
		uiPlayerSetup.crosshairColor.maxValue = 5;
	}
	else
	{
		g_szCrosshairAvailColors[5][0] = '\0'; // mark that we're not used custom colors
		uiPlayerSetup.crosshairColor.maxValue = 4;
	}

	uiPlayerSetup.crosshairColor.generic.name = g_szCrosshairAvailColors[i];
	uiPlayerSetup.crosshairColor.curValue = i;

	static char crosshairSize[CS_SIZE];
	strncpy( crosshairSize, CVAR_GET_STRING( "cl_crosshair_size" ), CS_SIZE );
    for( i = 0; i < 4; i++ )
	{
		if( !stricmp( crosshairSize, g_szCrosshairAvailSizes[i] ) )
		{
			uiPlayerSetup.crosshairSize.generic.name = g_szCrosshairAvailSizes[i];
			break;
		}
	}
	// fix possible errors
	if( i == 4 )
	{
		uiPlayerSetup.crosshairSize.generic.name = g_szCrosshairAvailSizes[0];
		CVAR_SET_STRING( "cl_crosshair_size", "auto" );
	}
	if( CVAR_GET_FLOAT( "cl_crosshair_translucent") )
		uiPlayerSetup.crosshairTranslucent.enabled = 1;
}
コード例 #14
0
ファイル: csdm_util.cpp プロジェクト: Arkshine/CSDM
void FFA_Disable()
{
	// unpatch!
	DoUnPatch(&g_takedmg_patches);
	DoUnPatch(&g_pkilled_patches);
	g_ffa_state = false;
	//we don't care about efficiency here
	CVAR_SET_FLOAT("mp_friendlyfire", g_last_ff_set);
	CVAR_SET_STRING("mp_freeforall", "0");
	MF_ExecuteForward(g_StateChange, CSDM_FFA_DISABLE);
}
コード例 #15
0
ファイル: csdm_util.cpp プロジェクト: Arkshine/CSDM
void FFA_Enable()
{
	// patch!
	DoPatch(&g_takedmg_patches);
	DoPatch(&g_pkilled_patches);
	g_ffa_state = true;
	//we don't care about efficiency here
	g_last_ff_set = CVAR_GET_FLOAT("mp_friendlyfire");
	CVAR_SET_FLOAT("mp_friendlyfire", 1.0f);
	CVAR_SET_STRING("mp_freeforall", "1");
	MF_ExecuteForward(g_StateChange, CSDM_FFA_ENABLE);
}
コード例 #16
0
void CHalfLifeMultiplay :: GoToIntermission( void )
{
	if ( g_fGameOver )
		return;  // intermission has already been triggered, so ignore.

	MESSAGE_BEGIN(MSG_ALL, SVC_INTERMISSION);
	MESSAGE_END();

	// bounds check
	int time = (int)CVAR_GET_FLOAT( "mp_chattime" );
	if ( time < 1 )
		CVAR_SET_STRING( "mp_chattime", "1" );
	else if ( time > MAX_INTERMISSION_TIME )
		CVAR_SET_STRING( "mp_chattime", UTIL_dtos1( MAX_INTERMISSION_TIME ) );

	m_flIntermissionEndTime = gpGlobals->time + ( (int)mp_chattime.value );
	g_flIntermissionStartTime = gpGlobals->time;

	g_fGameOver = true;
	m_iEndIntermissionButtonHit = FALSE;
}
コード例 #17
0
ファイル: lights.cpp プロジェクト: a1batross/Xash3D_ancient
void CEnvLight::KeyValue( KeyValueData* pkvd )
{
	if (FStrEq(pkvd->szKeyName, "_light"))
	{
		int r, g, b, v, j;
		char szColor[64];
		j = sscanf( pkvd->szValue, "%d %d %d %d\n", &r, &g, &b, &v );
		if (j == 1)
		{
			g = b = r;
		}
		else if (j == 4)
		{
			r = r * (v / 255.0);
			g = g * (v / 255.0);
			b = b * (v / 255.0);
		}

		// simulate qrad direct, ambient,and gamma adjustments, as well as engine scaling
		r = pow( r / 114.0, 0.6 ) * 264;
		g = pow( g / 114.0, 0.6 ) * 264;
		b = pow( b / 114.0, 0.6 ) * 264;

		pkvd->fHandled = TRUE;
		sprintf( szColor, "%d", r );
		CVAR_SET_STRING( "sv_skycolor_r", szColor );
		sprintf( szColor, "%d", g );
		CVAR_SET_STRING( "sv_skycolor_g", szColor );
		sprintf( szColor, "%d", b );
		CVAR_SET_STRING( "sv_skycolor_b", szColor );
	}
	else if (FStrEq(pkvd->szKeyName, "pitch"))
	{
		pev->angles.x = atof(pkvd->szValue);
		pkvd->fHandled = TRUE;
	}
}
コード例 #18
0
bool CSettingsMenu::OnSaveButtonClick(const CEGUI::EventArgs &eventArgs)
{
	bool bWindowed = ((CEGUI::Checkbox *)m_GUIElements.pWindowedCheckBox)->isSelected();
	bool bShowFPS = ((CEGUI::Checkbox *)m_GUIElements.pFPSCheckBox)->isSelected();
	String strNick(m_GUIElements.pNickEditBox->getText().c_str());
	String strFont(m_GUIElements.pChatFontEditBox->getText().c_str());
	String strFontSize(m_GUIElements.pChatFontSizeEditBox->getText().c_str());
	String strBackgroundAlpha(m_GUIElements.pChatBGColorAEditBox->getText().c_str());
	String strBackgroundRed(m_GUIElements.pChatBGColorREditBox->getText().c_str());
	String strBackgroundGreen(m_GUIElements.pChatBGColorGEditBox->getText().c_str());
	String strBackgroundBlue(m_GUIElements.pChatBGColorBEditBox->getText().c_str());

	CVAR_SET_BOOL("windowed", bWindowed);
	CVAR_SET_BOOL("fps", g_pClient->GetFPSToggle());
	g_pClient->SetFPSToggle(bShowFPS);
	CVAR_SET_INTEGER("chatfont", strFont.ToInteger());
	CVAR_SET_INTEGER("chatsize", strFontSize.ToInteger());
	CVAR_SET_INTEGER("chatbga", strBackgroundAlpha.ToInteger());
	CVAR_SET_INTEGER("chatbgr", strBackgroundRed.ToInteger());
	CVAR_SET_INTEGER("chatbgg", strBackgroundGreen.ToInteger());
	CVAR_SET_INTEGER("chatbgb", strBackgroundBlue.ToInteger());

	// Init the chat window font and background
	g_pClient->GetChatWindow()->InitFontAndBackground();

	if(CVAR_GET_STRING("nick").Compare(strNick) != 0)
	{
		CVAR_SET_STRING("nick", strNick);
		g_pClient->SetNick(strNick);

		CNetworkManager * pNetworkManager = g_pClient->GetNetworkManager();
		if(pNetworkManager && pNetworkManager->IsConnected())
		{
			CBitStream bsSend;
			bsSend.Write(strNick);
			pNetworkManager->RPC(RPC_NameChange, &bsSend, PRIORITY_HIGH, RELIABILITY_RELIABLE_ORDERED);
		}
	}

	if(bWindowed != g_pClient->IsWindowedMode())
		g_pClient->GetGUI()->ShowMessageBox("You must restart IV:MP for the windowed mode option to take effect", "Information.");
	
	SetVisible(false);

	return true;
}
コード例 #19
0
ファイル: menu_gamepad.cpp プロジェクト: Reedych/xash3d
/*
=================
UI_GamePad_SetConfig
=================
*/
static void UI_GamePad_SetConfig( void )
{
	float side, forward, pitch, yaw;
	char binding[7] = { 0 };

	side = uiGamePad.side.curValue;
	if( uiGamePad.invSide.enabled )
		side *= -1;

	forward = uiGamePad.forward.curValue;
	if( uiGamePad.invFwd.enabled )
		forward *= -1;

	pitch = uiGamePad.pitch.curValue;
	if( uiGamePad.invPitch.enabled )
		pitch *= -1;

	yaw = uiGamePad.yaw.curValue;
	if( uiGamePad.invYaw.enabled )
		yaw *= -1;

	for( int i = 0; i < 6; i++ )
	{
		switch( (int)uiGamePad.axisBind[i].curValue )
		{
		case JOY_AXIS_SIDE: binding[i]  = 's'; break;
		case JOY_AXIS_FWD: binding[i]   = 'f'; break;
		case JOY_AXIS_PITCH: binding[i] = 'p'; break;
		case JOY_AXIS_YAW: binding[i]   = 'y'; break;
		case JOY_AXIS_RT: binding[i]    = 'r'; break;
		case JOY_AXIS_LT: binding[i]    = 'l'; break;
		default: binding[i] = '0'; break;
		}
	}

	CVAR_SET_FLOAT( "joy_side", side );
	CVAR_SET_FLOAT( "joy_forward", forward );
	CVAR_SET_FLOAT( "joy_pitch", pitch );
	CVAR_SET_FLOAT( "joy_yaw", yaw );
	CVAR_SET_STRING( "joy_axis_binding", binding );
}
コード例 #20
0
ファイル: menu_touchoptions.cpp プロジェクト: Tox86/xash3d
/*
=================
UI_TouchOptions_Callback
=================
*/
static void UI_TouchOptions_Callback( void *self, int event )
{
	menuCommon_s	*item = (menuCommon_s *)self;

	switch( item->id )
	{
	case ID_ENABLE:
	case ID_GRID:
	case ID_IGNORE_MOUSE:
		if( event == QM_PRESSED )
			((menuCheckBox_s *)self)->focusPic = UI_CHECKBOX_PRESSED;
		else ((menuCheckBox_s *)self)->focusPic = UI_CHECKBOX_FOCUS;
		break;
	}

	if( event == QM_CHANGED )
	{
		// Update cvars based on controls
		UI_TouchOptions_SetConfig();

		if( item->id == ID_PROFILELIST )
		{
			char curprofile[256];
			int isCurrent;
			COM_FileBase( CVAR_GET_STRING( "touch_config_file" ), curprofile );
			isCurrent = !strcmp( curprofile, uiTouchOptions.profileDesc[ uiTouchOptions.profiles.curItem ]);

			// Scrolllist changed, update availiable options
			uiTouchOptions.remove.generic.flags |= QMF_GRAYED;
			if( ( uiTouchOptions.profiles.curItem > uiTouchOptions.firstProfile ) && !isCurrent )
				uiTouchOptions.remove.generic.flags &= ~QMF_GRAYED;

			uiTouchOptions.apply.generic.flags &= ~QMF_GRAYED;
			if( uiTouchOptions.profiles.curItem == 0 || uiTouchOptions.profiles.curItem == uiTouchOptions.firstProfile -1 )
				uiTouchOptions.profiles.curItem ++;
			if( isCurrent )
				uiTouchOptions.apply.generic.flags |= QMF_GRAYED;
		}
		return;
	}

	if( event != QM_ACTIVATED )
		return;

	switch( item->id )
	{
	case ID_DONE:
		UI_TouchOptions_SetConfig();
		UI_PopMenu();
		break;
	case ID_RESET:
		uiTouchOptions.save.generic.flags |= QMF_INACTIVE; 
		uiTouchOptions.remove.generic.flags |= QMF_INACTIVE;
		uiTouchOptions.enable.generic.flags |= QMF_INACTIVE;
		uiTouchOptions.profiles.generic.flags |= QMF_INACTIVE;
		uiTouchOptions.moveX.generic.flags |= QMF_INACTIVE;
		uiTouchOptions.moveY.generic.flags |= QMF_INACTIVE;
		uiTouchOptions.lookX.generic.flags |= QMF_INACTIVE;
		uiTouchOptions.lookY.generic.flags |= QMF_INACTIVE;
		uiTouchOptions.reset.generic.flags |= QMF_INACTIVE;
		uiTouchOptions.profilename.generic.flags |= QMF_INACTIVE;
		uiTouchOptions.done.generic.flags |= QMF_INACTIVE;


		uiTouchOptions.msgBox.generic.flags &= ~QMF_HIDDEN;
		uiTouchOptions.promptMessage.generic.flags &= ~QMF_HIDDEN;
		uiTouchOptions.no.generic.flags &= ~QMF_HIDDEN;
		uiTouchOptions.yes.generic.flags &= ~QMF_HIDDEN;
		strcpy( uiTouchOptions.dialogText, "Reset all buttons?" );
		uiTouchOptions.dialogAction = UI_ResetButtons;
		break;
	case ID_DELETE:
		uiTouchOptions.save.generic.flags |= QMF_INACTIVE; 
		uiTouchOptions.remove.generic.flags |= QMF_INACTIVE;
		uiTouchOptions.enable.generic.flags |= QMF_INACTIVE;
		uiTouchOptions.profiles.generic.flags |= QMF_INACTIVE;
		uiTouchOptions.moveX.generic.flags |= QMF_INACTIVE;
		uiTouchOptions.moveY.generic.flags |= QMF_INACTIVE;
		uiTouchOptions.lookX.generic.flags |= QMF_INACTIVE;
		uiTouchOptions.lookY.generic.flags |= QMF_INACTIVE;
		uiTouchOptions.reset.generic.flags |= QMF_INACTIVE;
		uiTouchOptions.profilename.generic.flags |= QMF_INACTIVE;
		uiTouchOptions.done.generic.flags |= QMF_INACTIVE;


		uiTouchOptions.msgBox.generic.flags &= ~QMF_HIDDEN;
		uiTouchOptions.promptMessage.generic.flags &= ~QMF_HIDDEN;
		uiTouchOptions.no.generic.flags &= ~QMF_HIDDEN;
		uiTouchOptions.yes.generic.flags &= ~QMF_HIDDEN;
		strcpy( uiTouchOptions.dialogText, "Delete selected profile?" );
		uiTouchOptions.dialogAction = UI_DeleteProfile;
		break;
	case ID_YES:
	if( uiTouchOptions.dialogAction )
		uiTouchOptions.dialogAction();
	case ID_NO:
		uiTouchOptions.save.generic.flags &= ~QMF_INACTIVE; 
		uiTouchOptions.remove.generic.flags &= ~QMF_INACTIVE;
		uiTouchOptions.enable.generic.flags &= ~QMF_INACTIVE;
		uiTouchOptions.profiles.generic.flags &= ~QMF_INACTIVE;
		uiTouchOptions.moveX.generic.flags &= ~QMF_INACTIVE;
		uiTouchOptions.moveY.generic.flags &= ~QMF_INACTIVE;
		uiTouchOptions.lookX.generic.flags &= ~QMF_INACTIVE;
		uiTouchOptions.lookY.generic.flags &= ~QMF_INACTIVE;
		uiTouchOptions.reset.generic.flags &= ~QMF_INACTIVE;
		uiTouchOptions.profilename.generic.flags &= ~QMF_INACTIVE;
		uiTouchOptions.done.generic.flags &= ~QMF_INACTIVE;

		uiTouchOptions.msgBox.generic.flags |= QMF_HIDDEN;
		uiTouchOptions.promptMessage.generic.flags |= QMF_HIDDEN;
		uiTouchOptions.no.generic.flags |= QMF_HIDDEN;
		uiTouchOptions.yes.generic.flags |= QMF_HIDDEN;
		break;
	case ID_SAVE:
		{
			char name[256];
			if( uiTouchOptions.profilename.buffer[0] )
			{
				snprintf( name, 256, "touch_profiles/%s.cfg", uiTouchOptions.profilename.buffer );
				CVAR_SET_STRING("touch_config_file", name );
			}
			CLIENT_COMMAND( 1, "touch_writeconfig\n" );
		}
		UI_TouchOptions_GetProfileList();
		uiTouchOptions.profilename.buffer[0] = 0;
		uiTouchOptions.profilename.cursor = uiTouchOptions.profilename.scroll = 0;
		break;
	case ID_APPLY:
		{

			int i = uiTouchOptions.profiles.curItem;

			// preset selected
			if( i > 0 && i < uiTouchOptions.firstProfile - 1 )
			{
				char command[256];
				char *curconfig = CVAR_GET_STRING( "touch_config_file" );
				snprintf( command, 256, "exec \"touch_presets/%s\"\n", uiTouchOptions.profileDesc[ i ] );
				CLIENT_COMMAND( 1,  command );

				while( FILE_EXISTS( curconfig ) )
				{
					char copystring[256];
					char filebase[256];

					COM_FileBase( curconfig, filebase );

					if( snprintf( copystring, 256, "touch_profiles/%s (new).cfg", filebase ) > 255 )
						break;

					CVAR_SET_STRING( "touch_config_file", copystring );
					curconfig = CVAR_GET_STRING( "touch_config_file" );
				}
			}
			else if( i == uiTouchOptions.firstProfile )
				CLIENT_COMMAND( 1,"exec touch.cfg\n" );
			else if( i > uiTouchOptions.firstProfile )
			{
				char command[256];
				snprintf( command, 256, "exec \"touch_profiles/%s\"\n", uiTouchOptions.profileDesc[ i ] );
				CLIENT_COMMAND( 1,  command );
			}

			// try save config
			CLIENT_COMMAND( 1,  "touch_writeconfig\n" );

			// check if it failed ant reset profile to default if it is
			if( !FILE_EXISTS( CVAR_GET_STRING( "touch_config_file" ) ))
			{
				CVAR_SET_STRING( "touch_config_file", "touch.cfg" );
				uiTouchOptions.profiles.curItem = uiTouchOptions.firstProfile;
			}
			UI_TouchOptions_GetProfileList();
			UI_TouchOptions_GetConfig();
		}
	}
}
コード例 #21
0
ファイル: meta_api.cpp プロジェクト: souvikdas95/amxmodx
// Very	first point	at map load
// Load	AMX	modules	for	new	native functions
// Initialize AMX stuff	and	load it's plugins from plugins.ini list
// Call	precache forward function from plugins
int	C_Spawn(edict_t *pent)
{
	if (g_initialized)
	{
		RETURN_META_VALUE(MRES_IGNORED, 0);
	}

	g_activated = false;
	g_initialized = true;
	g_forcedmodules = false;
	g_forcedsounds = false;

	g_srvindex = IS_DEDICATED_SERVER() ? 0 : 1;

	hostname = CVAR_GET_POINTER("hostname");
	mp_timelimit = CVAR_GET_POINTER("mp_timelimit");

	// Fix for crashing on mods that do not have mp_timelimit
	if (mp_timelimit == NULL)
	{
		static cvar_t timelimit_holder;

		timelimit_holder.name = "mp_timelimit";
		timelimit_holder.string = "0";
		timelimit_holder.flags = 0;
		timelimit_holder.value = 0.0;

		CVAR_REGISTER(&timelimit_holder);

		mp_timelimit = &timelimit_holder;

	}

	g_forwards.clear();

	g_log.MapChange();

	// ###### Initialize task manager
	g_tasksMngr.registerTimers(&gpGlobals->time, &mp_timelimit->value, &g_game_timeleft);

	// ###### Initialize commands prefixes
	g_commands.registerPrefix("amx");
	g_commands.registerPrefix("amxx");
	g_commands.registerPrefix("say");
	g_commands.registerPrefix("admin_");
	g_commands.registerPrefix("sm_");
	g_commands.registerPrefix("cm_");

	// make sure localinfos are set
	get_localinfo("amxx_basedir", "addons/amxmodx");
	get_localinfo("amxx_pluginsdir", "addons/amxmodx/plugins");
	get_localinfo("amxx_modulesdir", "addons/amxmodx/modules");
	get_localinfo("amxx_configsdir", "addons/amxmodx/configs");
	get_localinfo("amxx_customdir", "addons/amxmodx/custom");

	// make sure bcompat localinfos are set
	get_localinfo("amx_basedir", "addons/amxmodx");
	get_localinfo("amx_configdir", "addons/amxmodx/configs");
	get_localinfo("amx_langdir", "addons/amxmodx/data/amxmod-lang");
	get_localinfo("amx_modulesdir", "addons/amxmodx/modules");
	get_localinfo("amx_pluginsdir", "addons/amxmodx/plugins");
	get_localinfo("amx_logdir", "addons/amxmodx/logs");

	FlagMan.LoadFile();

	ArrayHandles.clear();
	TrieHandles.clear();
	TrieSnapshotHandles.clear();
	DataPackHandles.clear();
	TextParsersHandles.clear();
	GameConfigHandle.clear();

	char map_pluginsfile_path[256];
	char prefixed_map_pluginsfile[256];
	char configs_dir[256];

	// ###### Load modules
	loadModules(get_localinfo("amxx_modules", "addons/amxmodx/configs/modules.ini"), PT_ANYTIME);

	get_localinfo_r("amxx_configsdir", "addons/amxmodx/configs", configs_dir, sizeof(configs_dir)-1);
	g_plugins.CALMFromFile(get_localinfo("amxx_plugins", "addons/amxmodx/configs/plugins.ini"));
	LoadExtraPluginsToPCALM(configs_dir);
	char temporaryMap[64], *tmap_ptr;

	ke::SafeSprintf(temporaryMap, sizeof(temporaryMap), "%s", STRING(gpGlobals->mapname));

	prefixed_map_pluginsfile[0] = '\0';
	if ((tmap_ptr = strchr(temporaryMap, '_')) != NULL)
	{
		// this map has a prefix

		*tmap_ptr = '\0';
		ke::SafeSprintf(prefixed_map_pluginsfile,
			sizeof(prefixed_map_pluginsfile),
			"%s/maps/plugins-%s.ini",
			configs_dir,
			temporaryMap);
		g_plugins.CALMFromFile(prefixed_map_pluginsfile);
	}

	ke::SafeSprintf(map_pluginsfile_path,
		sizeof(map_pluginsfile_path),
		"%s/maps/plugins-%s.ini",
		configs_dir,
		STRING(gpGlobals->mapname));
	g_plugins.CALMFromFile(map_pluginsfile_path);

	int loaded = countModules(CountModules_Running); // Call after attachModules so all modules don't have pending stat
	
	// Set some info about amx version and modules
	CVAR_SET_STRING(init_amxmodx_version.name, AMXX_VERSION);
	char buffer[32];
	sprintf(buffer, "%d", loaded);
	CVAR_SET_STRING(init_amxmodx_modules.name, buffer);

	// ###### Load Vault
	char file[255];
	g_vault.setSource(build_pathname_r(file, sizeof(file) - 1, "%s", get_localinfo("amxx_vault", "addons/amxmodx/configs/vault.ini")));
	g_vault.loadVault();

	// ###### Init time and freeze tasks
	g_game_timeleft = g_bmod_dod ? 1.0f : 0.0f;
	g_task_time = gpGlobals->time + 99999.0f;
	g_auth_time = gpGlobals->time + 99999.0f;
#ifdef MEMORY_TEST
	g_next_memreport_time = gpGlobals->time + 99999.0f;
#endif
	g_players_num = 0;

	// Set server flags
	memset(g_players[0].flags, -1, sizeof(g_players[0].flags));

	g_opt_level = atoi(get_localinfo("optimizer", "7"));
	if (!g_opt_level)
		g_opt_level = 7;

	// ###### Load AMX Mod X plugins
	g_plugins.loadPluginsFromFile(get_localinfo("amxx_plugins", "addons/amxmodx/configs/plugins.ini"));
	LoadExtraPluginsFromDir(configs_dir);
	g_plugins.loadPluginsFromFile(map_pluginsfile_path, false);
	if (prefixed_map_pluginsfile[0] != '\0')
	{
		g_plugins.loadPluginsFromFile(prefixed_map_pluginsfile, false);
	}

	g_plugins.Finalize();
	g_plugins.InvalidateCache();

	// Register forwards
	FF_PluginInit = registerForward("plugin_init", ET_IGNORE, FP_DONE);
	FF_ClientCommand = registerForward("client_command", ET_STOP, FP_CELL, FP_DONE);
	FF_ClientConnect = registerForward("client_connect", ET_IGNORE, FP_CELL, FP_DONE);
	FF_ClientDisconnect = registerForward("client_disconnect", ET_IGNORE, FP_CELL, FP_DONE);
	FF_ClientDisconnected = registerForward("client_disconnected", ET_IGNORE, FP_CELL, FP_CELL, FP_ARRAY, FP_CELL, FP_DONE);
	FF_ClientRemove = registerForward("client_remove", ET_IGNORE, FP_CELL, FP_CELL, FP_STRING, FP_DONE);
	FF_ClientInfoChanged = registerForward("client_infochanged", ET_IGNORE, FP_CELL, FP_DONE);
	FF_ClientPutInServer = registerForward("client_putinserver", ET_IGNORE, FP_CELL, FP_DONE);
	FF_PluginCfg = registerForward("plugin_cfg", ET_IGNORE, FP_DONE);
	FF_PluginPrecache = registerForward("plugin_precache", ET_IGNORE, FP_DONE);
	FF_PluginLog = registerForward("plugin_log", ET_STOP, FP_DONE);
	FF_PluginEnd = registerForward("plugin_end", ET_IGNORE, FP_DONE);
	FF_InconsistentFile = registerForward("inconsistent_file", ET_STOP, FP_CELL, FP_STRING, FP_STRINGEX, FP_DONE);
	FF_ClientAuthorized = registerForward("client_authorized", ET_IGNORE, FP_CELL, FP_STRING, FP_DONE);
	FF_ChangeLevel = registerForward("server_changelevel", ET_STOP, FP_STRING, FP_DONE);
	FF_ClientConnectEx = registerForward("client_connectex", ET_STOP, FP_CELL, FP_STRING, FP_STRING, FP_ARRAY, FP_DONE);

	CoreCfg.OnAmxxInitialized();

#if defined BINLOG_ENABLED
	if (!g_BinLog.Open())
	{
		LOG_ERROR(PLID, "Binary log failed to open.");
	}
	g_binlog_level = atoi(get_localinfo("bin_logging", "17"));
	g_binlog_maxsize = atoi(get_localinfo("max_binlog_size", "20"));
#endif

	modules_callPluginsLoaded();

	TypeConversion.init();

	// ###### Call precache forward function
	g_dontprecache = false;
	executeForwards(FF_PluginPrecache);
	g_dontprecache = true;

	for (CList<ForceObject>::iterator a = g_forcegeneric.begin(); a; ++a)
	{
		PRECACHE_GENERIC((char*)(*a).getFilename());
		ENGINE_FORCE_UNMODIFIED((*a).getForceType(),
		(*a).getMin(), (*a).getMax(), (*a).getFilename());
	}

	RETURN_META_VALUE(MRES_IGNORED, 0);
}
コード例 #22
0
/*
=================
UI_PlayerSetup_UpdateConfig
=================
*/
static void UI_PlayerSetup_UpdateConfig( void )
{
	char	path[256], name[256];
	char	newImage[256];
	int	topColor, bottomColor;

	// see if the model has changed
	if( stricmp( uiPlayerSetup.currentModel, uiPlayerSetup.models[(int)uiPlayerSetup.model.curValue] ))
	{
		strcpy( uiPlayerSetup.currentModel, uiPlayerSetup.models[(int)uiPlayerSetup.model.curValue] );
	}

	uiPlayerSetup.model.generic.name = uiPlayerSetup.models[(int)uiPlayerSetup.model.curValue];
	strcpy( name, uiPlayerSetup.models[(int)uiPlayerSetup.model.curValue] );

	if( !stricmp( name, "player" ))
	{
		strcpy( path, "models/player.mdl" );
		newImage[0] = '\0';
	}
	else
	{
		sprintf( path, "models/player/%s/%s.mdl", name, name );
		sprintf( newImage, "models/player/%s/%s.bmp", name, name );
	}

	topColor = (int)(uiPlayerSetup.topColor.curValue * 255 );
	bottomColor = (int)(uiPlayerSetup.bottomColor.curValue * 255 );

	CVAR_SET_STRING( "model", uiPlayerSetup.currentModel );
	CVAR_SET_FLOAT( "cl_himodels", uiPlayerSetup.hiModels.enabled );
	CVAR_SET_FLOAT( "ui_showmodels", uiPlayerSetup.showModels.enabled );
	CVAR_SET_FLOAT( "topcolor", topColor );
	CVAR_SET_FLOAT( "bottomcolor", bottomColor );

	// IMPORTANT: always set default model becuase we need to have something valid here
	// if you wish draw your playermodel as normal studiomodel please change "models/player.mdl" to path
	if( uiPlayerSetup.ent )
		ENGINE_SET_MODEL( uiPlayerSetup.ent, "models/player.mdl" );

	if( !ui_showmodels->value )
	{
		if( stricmp( lastImage, newImage ))
		{
			if( lastImage[0] && playerImage )
			{
				// release old image
				PIC_Free( lastImage );
				lastImage[0] = '\0';
				playerImage = 0;
			}

			if( stricmp( name, "player" ))
			{
				sprintf( lastImage, "models/player/%s/%s.bmp", name, name );
				playerImage = PIC_Load( lastImage, PIC_KEEP_8BIT ); // if present of course
			}
			else if( lastImage[0] && playerImage )
			{
				// release old image
				PIC_Free( lastImage );
				lastImage[0] = '\0';
				playerImage = 0;
			}
		}

		if( playerImage != 0 ) // update remap colors
			PIC_Remap( playerImage, topColor, bottomColor );
	}
}
コード例 #23
0
ファイル: conf_meta.cpp プロジェクト: dreamstalker/metamod-p
mBOOL DLLINTERNAL MConfig::set(option_t *setp, const char *setstr) {
	char pathbuf[PATH_MAX];
	int *optval = (int *) setp->dest;
	char **optstr = (char **) setp->dest;
	// cvar_t *optcvar = (cvar_t *) setp->dest;
	// SETOPT_FN optcmd = (SETOPT_FN) setp->dest;

	if(!setstr)
		return(mTRUE);

	switch(setp->type) {
		case CF_INT:
			if(!isdigit(setstr[0])) {
				META_WARNING("option '%s' invalid format '%s'", setp->name, setstr);
				RETURN_ERRNO(mFALSE, ME_FORMAT);
			}
			*optval=atoi(setstr);
			META_DEBUG(3, ("set config int: %s = %d", setp->name, *optval));
			break;
		case CF_BOOL:
			if(strcasematch(setstr, "true")
					|| strcasematch(setstr, "yes")
					|| strmatch(setstr, "1"))
			{
				*optval=1;
			}
			else if(strcasematch(setstr, "false")
					|| strcasematch(setstr, "no")
					|| strmatch(setstr, "0"))
			{
				*optval=0;
			}
			else {
				META_WARNING("option '%s' invalid format '%s'", setp->name, setstr);
				RETURN_ERRNO(mFALSE, ME_FORMAT);
			}
			META_DEBUG(3, ("set config bool: %s = %s", setp->name, *optval ? "true" : "false"));
			break;
		case CF_STR:
			if(*optstr)
				free(*optstr);
			*optstr=strdup(setstr);
			META_DEBUG(3, ("set config string: %s = %s", setp->name, *optstr));
			break;
		case CF_PATH:
			if(*optstr)
				free(*optstr);
			full_gamedir_path(setstr, pathbuf);
			*optstr=strdup(pathbuf);
			META_DEBUG(3, ("set config path: %s = %s", setp->name, *optstr));
			break;
#if 0
		case CF_CVAR:
			CVAR_SET_STRING(optcvar->name, setstr);
			META_DEBUG(3, ("set config cvar: %s = %s", optcvar->name, setstr));
			break;
		case CF_CMD:
			optcmd(setp->name, setstr);
			META_DEBUG(3, ("set config command: %s, %s", optcvar->name, setstr));
			break;
#endif
		default:
			META_WARNING("unrecognized config type '%d'", setp->type);
			RETURN_ERRNO(mFALSE, ME_ARGUMENT);
	}
	return(mTRUE);
}
コード例 #24
0
ファイル: Main.cpp プロジェクト: DarkSlim/IVMultiplayer-1
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd)
{
	// Get the GTA IV install directory from the registry
	char szInstallDirectory[MAX_PATH];
	bool bFoundCustomDirectory = false, bRenewProtocol = false;
	std::string strReNewEntries = lpCmdLine;

	if(SharedUtility::ReadRegistryString(HKEY_CURRENT_USER, "Software\\IVMP", "gtaivdir", NULL,
		szInstallDirectory, sizeof(szInstallDirectory)) ||
		!SharedUtility::Exists(szInstallDirectory))
	{
		char szProtocolDirectory[MAX_PATH];
		CString strCommand = CString("\"%s\" \"%%1\"",SharedUtility::GetAbsolutePath("Client.Launcher.exe"));

		if(strcmp(szProtocolDirectory, strCommand.Get()))
			bRenewProtocol = true;
	}

	// Check if protocol 'ivmp' and 'ivmultiplayer' is avaiable in registry
	if(!SharedUtility::ReadRegistryString(HKEY_CLASSES_ROOT, "ivmp", NULL, "", NULL, NULL)
		|| !SharedUtility::ReadRegistryString(HKEY_CLASSES_ROOT, "ivmultiplayer", NULL, "", NULL, NULL)
		|| bRenewProtocol)               
	{
		// Update
		SharedUtility::WriteRegistryString(HKEY_CLASSES_ROOT,"ivmp","","IVMultiplayer",strlen("IVMultiplayer"));
		SharedUtility::WriteRegistryString(HKEY_CLASSES_ROOT,"ivmultiplayer","","IVMultiplayer",strlen("IVMultiplayer"));

		CString strcommand = CString("\"%s\" \"%%1\"",SharedUtility::GetAbsolutePath("Client.Launcher.exe"));

		SharedUtility::WriteRegistryString(HKEY_CLASSES_ROOT,"ivmp","Url Protocol","",0);
		SharedUtility::WriteRegistryString(HKEY_CLASSES_ROOT,"ivmp\\shell\\open\\command\\","",strcommand.GetData(),strcommand.GetLength());
		SharedUtility::WriteRegistryString(HKEY_CLASSES_ROOT,"ivmp\\DefaultIcon","", CString("Client.Launcher.exe,1").GetData(),strlen("Client.Launcher.exe,1"));

		SharedUtility::WriteRegistryString(HKEY_CLASSES_ROOT,"ivmultiplayer","Url Protocol","",0);
		SharedUtility::WriteRegistryString(HKEY_CLASSES_ROOT,"ivmultiplayer\\shell\\open\\command\\","",strcommand.GetData(),strcommand.GetLength());
		SharedUtility::WriteRegistryString(HKEY_CLASSES_ROOT,"ivmultiplayer\\DefaultIcon","", CString("Client.Launcher.exe,1").GetData(),strlen("Client.Launcher.exe,1"));
	}

	// TODO: Steam registry entry support(or the client should just pick the directory via data browser)
	if(!SharedUtility::ReadRegistryString(HKEY_LOCAL_MACHINE, "Software\\Rockstar Games\\Grand Theft Auto IV",
		"InstallFolder", NULL, szInstallDirectory, sizeof(szInstallDirectory)) ||
		!SharedUtility::Exists(szInstallDirectory)) {

		if(!SharedUtility::ReadRegistryString(HKEY_CURRENT_USER, "Software\\IVMP", "gtaivdir", NULL,
			szInstallDirectory, sizeof(szInstallDirectory)) ||
			!SharedUtility::Exists(szInstallDirectory)) {

			if(ShowMessageBox("Failed to retrieve GTA IV install directory from registry. Specify your GTA IV path now?",
				(MB_ICONEXCLAMATION | MB_OKCANCEL)) == IDOK)  {
				
				// Taken from http://vcfaq.mvps.org/sdk/20.htm
				BROWSEINFO browseInfo = { 0 };
				browseInfo.lpszTitle = "Pick a Directory";
				ITEMIDLIST * pItemIdList = SHBrowseForFolder(&browseInfo);

				if(pItemIdList != NULL) {
					// Get the name of the selected folder
					if(SHGetPathFromIDList(pItemIdList, szInstallDirectory))
						bFoundCustomDirectory = true;

					// Free any memory used
					IMalloc * pIMalloc = 0;
					if(SUCCEEDED(SHGetMalloc(&pIMalloc))) {
						pIMalloc->Free(pItemIdList);
						pIMalloc->Release();
					}
				}
			}

			if(!bFoundCustomDirectory) {
				ShowMessageBox("Failed to retrieve GTA IV install directory from registry or browser window. Cannot launch IV: Multiplayer.");
				return 1;
			}
		}
	}

	// Check if we have the 'multiplayer' directory, if not: create it.
	char szExecutablePath[MAX_PATH];
	sprintf_s(szExecutablePath,SharedUtility::GetAbsolutePath("").Get(),sizeof(MAX_PATH));

	CString strMultiplayerPath = szExecutablePath;
	strMultiplayerPath.AppendF ("multiplayer");

	SharedUtility::CreateDirectoryA(strMultiplayerPath.Get());
	strMultiplayerPath = szExecutablePath;
	strMultiplayerPath.AppendF ("multiplayer\\common");
	SharedUtility::CreateDirectoryA(strMultiplayerPath.Get());

	SharedUtility::CreateDirectoryA(strMultiplayerPath.Get());
	strMultiplayerPath = szExecutablePath;
	strMultiplayerPath.AppendF ("multiplayer\\pc");
	SharedUtility::CreateDirectoryA(strMultiplayerPath.Get());

	SharedUtility::CreateDirectoryA(strMultiplayerPath.Get());
	strMultiplayerPath = szExecutablePath;
	strMultiplayerPath.AppendF ("multiplayer\\pc\\data");
	SharedUtility::CreateDirectoryA(strMultiplayerPath.Get());

	strMultiplayerPath = szExecutablePath;
	strMultiplayerPath.AppendF ("multiplayer\\common\\data");
	SharedUtility::CreateDirectoryA(strMultiplayerPath.Get());

	strMultiplayerPath = szExecutablePath;
	strMultiplayerPath.AppendF ("multiplayer\\common\\data\\effects");
	SharedUtility::CreateDirectoryA(strMultiplayerPath.Get());

	strMultiplayerPath = szExecutablePath;
	strMultiplayerPath.AppendF ("multiplayer\\pc\\textures");
	SharedUtility::CreateDirectoryA(strMultiplayerPath.Get());

	strMultiplayerPath = szExecutablePath;
	strMultiplayerPath.AppendF ("multiplayer\\pc\\data\\eflc");
	SharedUtility::CreateDirectoryA(strMultiplayerPath.Get());

	Sleep(500);

	// Check for eflc dir
	char szEFLCDirectory[MAX_PATH];
	bool bFoundCustomEFLCDirectory = false;
	char szUsingEFLC[MAX_PATH];
	bool bUsingEFLC;

	if(SharedUtility::ReadRegistryString(HKEY_CURRENT_USER, "Software\\IVMP", "usingeflc", "1", szUsingEFLC, sizeof(szUsingEFLC)))
	{
		SharedUtility::WriteRegistryString(HKEY_CURRENT_USER, "Software\\IVMP", "usingeflc", "1", 1);
		bUsingEFLC = true;
	}
	else
		bUsingEFLC = 0;

	if(!bUsingEFLC) {
		if(ShowMessageBox("Do you want to use EFCL import map function?", MB_ICONQUESTION | MB_YESNO ) == IDYES) {
			bUsingEFLC = true;
			SharedUtility::WriteRegistryString(HKEY_CURRENT_USER, "Software\\IVMP", "usingeflc", "1", 1);
		}
	}

	if(bUsingEFLC)
	{
			if(!SharedUtility::ReadRegistryString(HKEY_CURRENT_USER, "Software\\IVMP", "eflcdir", NULL, szEFLCDirectory, sizeof(szEFLCDirectory)) 
				|| !SharedUtility::Exists(szEFLCDirectory)) {
					
				if(SharedUtility::ReadRegistryString(HKEY_LOCAL_MACHINE, "Software\\Rockstar Games\\EFLC", "InstallFolder", NULL, szEFLCDirectory, sizeof(szEFLCDirectory)) 
						|| SharedUtility::Exists(szEFLCDirectory)) {
							
					bFoundCustomEFLCDirectory = true;
				}

				if(!SharedUtility::ReadRegistryString(HKEY_LOCAL_MACHINE, "Software\\Rockstar Games\\EFLC", "InstallFolder", NULL, szEFLCDirectory, sizeof(szEFLCDirectory)) 
						|| !SharedUtility::Exists(szEFLCDirectory)) {
		
				if(ShowMessageBox("Failed to retrieve GTA IV: EFLC install directory from registry. Specify your GTA IV: EFLC path now? If you do not have EFLC installed, just click No.",
					(MB_ICONEXCLAMATION | MB_OKCANCEL)) == IDOK)  {
				
					// Taken from http://vcfaq.mvps.org/sdk/20.htm
					BROWSEINFO browseInfo = { 0 };
					browseInfo.lpszTitle = "Pick a Directory";
					ITEMIDLIST * pItemIdList = SHBrowseForFolder(&browseInfo);

					if(pItemIdList != NULL) {
						// Get the name of the selected folder
						if(SHGetPathFromIDList(pItemIdList, szEFLCDirectory))
						{
							bFoundCustomEFLCDirectory = true;
							SharedUtility::WriteRegistryString(HKEY_CURRENT_USER, "Software\\IVMP", "usingeflc", "1", 1);
						}

						// Free any memory used
						IMalloc * pIMalloc = 0;
						if(SUCCEEDED(SHGetMalloc(&pIMalloc))) {
							pIMalloc->Free(pItemIdList);
							pIMalloc->Release();
						}
					}
				}

				if (!bFoundCustomEFLCDirectory)
					SharedUtility::WriteRegistryString(HKEY_CURRENT_USER, "Software\\IVMP", "usingeflc", "0", 1);
			}
		}
	}

	if(bUsingEFLC)
	{
		CGameFiles::CheckFiles();

		PROCESS_INFORMATION ProcessInfo = PROCESS_INFORMATION();
		STARTUPINFO StartupInfo;
		ZeroMemory(&StartupInfo, sizeof(StartupInfo));
		StartupInfo.cb = sizeof StartupInfo;

		char * szPath = new char[MAX_PATH];
		sprintf(szPath,CString("%s",SharedUtility::GetAbsolutePath("\\IVGameReady.exe").Get()).Get());

		CreateProcess(szPath, NULL,NULL,NULL, FALSE, NULL, NULL, NULL, &StartupInfo, &ProcessInfo);
		WaitForSingleObject(ProcessInfo.hProcess, INFINITE);
	}
	// Get the full path to LaunchGTAIV.exe
	CString strApplicationPath("%s\\LaunchGTAIV.exe", szInstallDirectory);

	// Check if LaunchGTAIV.exe exists
	if(!SharedUtility::Exists(strApplicationPath.Get()))
		return ShowMessageBox("Failed to find LaunchGTAIV.exe. Cannot launch IV: Multiplayer.");

	// If we have a custom directory save it
	if(bFoundCustomDirectory)
		SharedUtility::WriteRegistryString(HKEY_CURRENT_USER, "Software\\IVMP", "gtaivdir", szInstallDirectory, strlen(szInstallDirectory));

	if(bFoundCustomEFLCDirectory)
		SharedUtility::WriteRegistryString(HKEY_CURRENT_USER, "Software\\IVMP", "eflcdir", szEFLCDirectory, strlen(szEFLCDirectory));

	// Get the full path of the client core
	CString strClientCore(SharedUtility::GetAbsolutePath(CLIENT_CORE_NAME DEBUG_SUFFIX LIBRARY_EXTENSION));

	// Check if the client core exists
	if(!SharedUtility::Exists(strClientCore.Get()))
		return ShowMessageBox("Failed to find " CLIENT_CORE_NAME DEBUG_SUFFIX LIBRARY_EXTENSION ". Cannot launch IV: Multiplayer.");

	// Get the full path of the launch helper
	CString strLaunchHelper(SharedUtility::GetAbsolutePath(CLIENT_LAUNCH_HELPER_NAME DEBUG_SUFFIX LIBRARY_EXTENSION));

	// Check if the launch helper exists
	if(!SharedUtility::Exists(strLaunchHelper.Get()))
		return ShowMessageBox("Failed to find " CLIENT_LAUNCH_HELPER_NAME DEBUG_SUFFIX LIBRARY_EXTENSION". Cannot launch IV: Multiplayer.");

	// Check if GTAIV is already running
	if(SharedUtility::IsProcessRunning("GTAIV.exe")) {
		if(ShowMessageBox("GTAIV is already running and needs to be terminated before IV: Multiplayer can be started. Do you want to do that now?",
			MB_ICONQUESTION | MB_YESNO ) == IDYES) {
			if(!SharedUtility::_TerminateProcess("GTAIV.exe"))
				return ShowMessageBox("GTAIV.exe could not be terminated. Cannot launch IV: Multiplayer.");
		}
		else
			return ShowMessageBox("GTAIV.exe is already running. Cannot launch IV: Multiplayer.");
	}

	// Check if LaunchGTAIV.exe is already running
	if(SharedUtility::IsProcessRunning("LaunchGTAIV.exe")) {
		if(ShowMessageBox("LaunchGTAIV is already running and needs to be terminated before IV: Multiplayer can be started. Do you want to do that now?",
			MB_ICONQUESTION | MB_YESNO ) == IDYES) {
			if(!SharedUtility::_TerminateProcess("LaunchGTAIV.exe")) {

				// Wait until we've successfully terminated the process
				Sleep(3000);
				if(SharedUtility::IsProcessRunning("LaunchGTAIV.exe")) {
					if(!SharedUtility::_TerminateProcess("LaunchGTAIV.exe"))
						return ShowMessageBox("LaunchGTAIV.exe could not be terminated. Cannot launch IV: Multiplayer.");
				}
			}
		}
		else
			return ShowMessageBox("LaunchGTAIV.exe is already running. Cannot launch IV: Multiplayer.");
	}

	// TODO ADD WINDOW COMMANDLINE SUPPORT!

	// Check if we have an server connect command
	CString strServer, strPort;
	std::string strServerCheck = CString(lpCmdLine);
	std::size_t sizetCMDFound = strServerCheck.find("-ivmp");// -[1]i[2]v[3]m[4]p[5]*space*[6]***.***.***.***
	int iOffset = 0;
	bool bCommandFound = false;
	CString strNewCommandLine = lpCmdLine;

	// Check for shortcut commandline
	if(sizetCMDFound != std::string::npos) {
		iOffset = 6;
		bCommandFound = true;
	}

	// Check for ivmp protocol
	if(!bCommandFound) {
		sizetCMDFound = strServerCheck.find("ivmp://"); // i[1]v[2]m[3]p[4]:[5]/[6]/[7]***.***.***
		if(sizetCMDFound != std::string::npos) {
			iOffset = 7;
			bCommandFound = true;
		}
	}

	// Check for ivmultiplayer protocol
	if(!bCommandFound) {
		sizetCMDFound = strServerCheck.find("ivmultiplayer://");// i[1]v[2]m[3]u[4]l[5]t[6]i[7]p[8]l[9]a[10]y[11]e[12]r[13]:[14]/[15]/[16]***.***.***
		if(sizetCMDFound != std::string::npos) {
			iOffset = 16;
			bCommandFound = true;
		}
	}

	// Open default clientsettings
	CSettings::Open(SharedUtility::GetAbsolutePath(CLIENT_SETTINGS_FILE), true, true, true);

	// If we have found an direct connect force
	if(bCommandFound)
	{
		std::string strServerInst = strServerCheck.substr(sizetCMDFound+iOffset,strServerCheck.length());
		std::size_t sizetCMDFound_2 = strServerInst.find(":");

		// Have we an : in our instruction
		if(sizetCMDFound_2 != std::string::npos) {
			// Grab our connect data
			strServer = CString("%s",strServerInst.substr(0,sizetCMDFound_2).c_str());
			strPort = CString("%s",strServerInst.substr(sizetCMDFound_2+1,strServerInst.length()).c_str());

			// Parse the command line
			CSettings::ParseCommandLine(GetCommandLine());

			// Write connect data to settings xml
			CVAR_SET_STRING("currentconnect_server",strServer.Get());
			CVAR_SET_INTEGER("currentconnect_port",strPort.ToInteger());

			// Generate new commandline
			strNewCommandLine = CString("%s -directconnect", lpCmdLine);
		}
		else // Something is wrong with our URI 
		{
			if(ShowMessageBox("Something is wrong with your server direct-connect URI, do you want to start IV:MP without direct-connect?", MB_ICONQUESTION | MB_YESNO ) == IDYES)
			{
				// Set default server direct connect values
				CVAR_SET_STRING("currentconnect_server","0.0.0.0");
				CVAR_SET_INTEGER("currentconnect_port",9999);

				strNewCommandLine = lpCmdLine;
			}
			else // Terminate IV:MP
			{
				if(!SharedUtility::_TerminateProcess("Client.Launcher.exe"))
					return ShowMessageBox("LaunchGTAIV.exe could not be terminated. Cannot launch IV: Multiplayer.");
			}

		}
	}
	else {
		CSettings::ParseCommandLine(GetCommandLine());
		// If we haven't found a server connect command, delte the old instructions( if the client had crashed before )
		CVAR_SET_STRING("currentconnect_server","0.0.0.0");
		CVAR_SET_INTEGER("currentconnect_port",9999);
	}

	// Close settings...
	CSettings::Close();

	// Generate the command line
	CString strCommandLine("%s %s", strApplicationPath.Get(), strNewCommandLine.Get());

	// Start LaunchGTAIV.exe
	STARTUPINFO siStartupInfo;
	PROCESS_INFORMATION piProcessInfo;
	memset(&siStartupInfo, 0, sizeof(siStartupInfo));
	memset(&piProcessInfo, 0, sizeof(piProcessInfo));
	siStartupInfo.cb = sizeof(siStartupInfo);

	if(!CreateProcess(strApplicationPath.Get(), (char *)strCommandLine.Get(), NULL, NULL, TRUE, CREATE_SUSPENDED, NULL,
		SharedUtility::GetAppPath(), &siStartupInfo, &piProcessInfo)) {
		ShowMessageBox("Failed to start LaunchGTAIV.exe. Cannot launch IV: Multiplayer.");
		return 1;
	}

	// Inject LauncherLibrary.dll into LaunchGTAIV.exe
	int iReturn = SharedUtility::InjectLibraryIntoProcess(piProcessInfo.hProcess, strLaunchHelper.Get());

	// Did the injection fail?
	if(iReturn > 0) {
		// Terminate the process
		TerminateProcess(piProcessInfo.hProcess, 0);

		// Show the error message
		CString strError("Unknown error. Cannot launch IV: Multiplayer.");

		if(iReturn == 1)
			strError = "Failed to write library path into remote process. Cannot launch IV: Multiplayer.";
		else if(iReturn == 2)
			strError = "Failed to create remote thread in remote process. Cannot launch IV: Multiplayer.";
		else if(iReturn == 3)
			strError = "Failed to open the remote process, Cannot launch IV: Multiplayer.";

		ShowMessageBox(strError.Get());
		return 1;
	}

	// Resume the LaunchGTAIV.exe thread
	ResumeThread(piProcessInfo.hThread);
	return 0;
}
コード例 #25
0
ファイル: world.cpp プロジェクト: RichardRohac/hl-amnesia-src
void CWorld :: Precache( void )
{
	//LRC - set up the world lists
	g_pWorld = this;
	m_pAssistLink = NULL;
	m_pFirstAlias = NULL;
//	ALERT(at_console, "Clearing AssistList\n");

	g_pLastSpawn = NULL;
	
#if 1
	CVAR_SET_STRING("sv_gravity", "800"); // 67ft/sec
	CVAR_SET_STRING("sv_stepsize", "18");
#else
	CVAR_SET_STRING("sv_gravity", "384"); // 32ft/sec
	CVAR_SET_STRING("sv_stepsize", "24");
#endif

	CVAR_SET_STRING("room_type", "0");// clear DSP

	// Set up game rules
	if (g_pGameRules)
	{
		delete g_pGameRules;
	}

	g_pGameRules = InstallGameRules( );

	//!!!UNDONE why is there so much Spawn code in the Precache function? I'll just keep it here 

	///!!!LATER - do we want a sound ent in deathmatch? (sjb)
	//pSoundEnt = CBaseEntity::Create( "soundent", g_vecZero, g_vecZero, edict() );
	pSoundEnt = GetClassPtr( ( CSoundEnt *)NULL );
	pSoundEnt->Spawn();

	if ( !pSoundEnt )
	{
		ALERT ( at_debug, "**COULD NOT CREATE SOUNDENT**\n" );
	}

	InitBodyQue();
	
// init sentence group playback stuff from sentences.txt.
// ok to call this multiple times, calls after first are ignored.

	SENTENCEG_Init();

// init texture type array from materials.txt

	TEXTURETYPE_Init();


// the area based ambient sounds MUST be the first precache_sounds

// player precaches     
	W_Precache ();									// get weapon precaches

	ClientPrecache();

// sounds used from C physics code
	PRECACHE_SOUND("common/null.wav");				// clears sound channels

	PRECACHE_SOUND( "items/suitchargeok1.wav" );//!!! temporary sound for respawning weapons.
	PRECACHE_SOUND( "items/gunpickup2.wav" );// player picks up a gun.

	PRECACHE_SOUND( "common/bodydrop3.wav" );// dead bodies hitting the ground (animation events)
	PRECACHE_SOUND( "common/bodydrop4.wav" );
	
	g_Language = (int)CVAR_GET_FLOAT( "sv_language" );
	if ( g_Language == LANGUAGE_GERMAN )
	{
		PRECACHE_MODEL( "models/germangibs.mdl" );
	}
	else
	{
		PRECACHE_MODEL( "models/hgibs.mdl" );
		PRECACHE_MODEL( "models/agibs.mdl" );
	}

	PRECACHE_SOUND ("weapons/ric1.wav");
	PRECACHE_SOUND ("weapons/ric2.wav");
	PRECACHE_SOUND ("weapons/ric3.wav");
	PRECACHE_SOUND ("weapons/ric4.wav");
	PRECACHE_SOUND ("weapons/ric5.wav");

	PRECACHE_MODEL( "sprites/null.spr" ); //LRC

//
// Setup light animation tables. 'a' is total darkness, 'z' is maxbright.
//
	int i;

	// 0 normal
	for (i = 0; i <= 13; i++)
	{
		LIGHT_STYLE(i, (char*)STRING(GetStdLightStyle(i)));
	}
	
	// styles 32-62 are assigned by the light program for switchable lights

	// 63 testing
	LIGHT_STYLE(63, "a");

	for (i = 0; i < ARRAYSIZE(gDecals); i++ )
		gDecals[i].index = DECAL_INDEX( gDecals[i].name );

// init the WorldGraph.
	WorldGraph.InitGraph();

// make sure the .NOD file is newer than the .BSP file.
	if ( !WorldGraph.CheckNODFile ( ( char * )STRING( gpGlobals->mapname ) ) )
	{// NOD file is not present, or is older than the BSP file.
		WorldGraph.AllocNodes ();
	}
	else
	{// Load the node graph for this level
		if ( !WorldGraph.FLoadGraph ( (char *)STRING( gpGlobals->mapname ) ) )
		{// couldn't load, so alloc and prepare to build a graph.
			ALERT ( at_debug, "*Error opening .NOD file\n" );
			WorldGraph.AllocNodes ();
		}
		else
		{
			ALERT ( at_debug, "\n*Graph Loaded!\n" );
		}
	}

	if ( pev->speed > 0 )
		CVAR_SET_FLOAT( "sv_zmax", pev->speed );
	else
		CVAR_SET_FLOAT( "sv_zmax", 4096 );

	if ( pev->netname )
	{
		ALERT( at_aiconsole, "Chapter title: %s\n", STRING(pev->netname) );
		CBaseEntity *pEntity = CBaseEntity::Create( "env_message", g_vecZero, g_vecZero, NULL );
		if ( pEntity )
		{
			pEntity->SetThink(&CWorld::SUB_CallUseToggle );
			pEntity->pev->message = pev->netname;
			pev->netname = 0;
			pEntity->SetNextThink( 0.3 );
			pEntity->pev->spawnflags = SF_MESSAGE_ONCE;
		}
	}

	if ( pev->spawnflags & SF_WORLD_DARK )
		CVAR_SET_FLOAT( "v_dark", 1.0 );
	else
		CVAR_SET_FLOAT( "v_dark", 0.0 );

	if ( pev->spawnflags & SF_WORLD_TITLE )
		gDisplayTitle = TRUE;		// display the game title if this key is set
	else
		gDisplayTitle = FALSE;

	if ( pev->spawnflags & SF_WORLD_FORCETEAM )
	{
		CVAR_SET_FLOAT( "mp_defaultteam", 1 );
	}
	else
	{
		CVAR_SET_FLOAT( "mp_defaultteam", 0 );
	}
}
コード例 #26
0
ファイル: world.cpp プロジェクト: ET-NiK/amxxgroup
void CWorld :: Precache( void )
{
	g_pLastSpawn = NULL;
	
	CVAR_SET_STRING("sv_gravity", "800"); // 67ft/sec
	CVAR_SET_STRING("sv_stepsize", "18");
	CVAR_SET_STRING("room_type", "0"); // clear DSP

	// Create all the arenas
	for (int i = 0; i < MAX_ARENAS; i++)
	{
		g_pArenaList[i] = GetClassPtr( ( CDiscArena *)NULL );
		g_pArenaList[i]->Spawn();
	}

	// Set up game rules
	if (g_pGameRules)
	{
		delete g_pGameRules;
	}

	g_pGameRules = InstallGameRules( );

	//!!!UNDONE why is there so much Spawn code in the Precache function? I'll just keep it here 

	///!!!LATER - do we want a sound ent in deathmatch? (sjb)
	//pSoundEnt = CBaseEntity::Create( "soundent", g_vecZero, g_vecZero, edict() );
	pSoundEnt = GetClassPtr( ( CSoundEnt *)NULL );
	pSoundEnt->Spawn();

	if ( !pSoundEnt )
	{
		ALERT ( at_console, "**COULD NOT CREATE SOUNDENT**\n" );
	}

	InitBodyQue();
	
// init sentence group playback stuff from sentences.txt.
// ok to call this multiple times, calls after first are ignored.

	SENTENCEG_Init();

// init texture type array from materials.txt

	TEXTURETYPE_Init();


// the area based ambient sounds MUST be the first precache_sounds

// player precaches     
	W_Precache ();									// get weapon precaches

	ClientPrecache();

// sounds used from C physics code
	PRECACHE_SOUND("common/null.wav");				// clears sound channels

	PRECACHE_SOUND( "items/suitchargeok1.wav" );//!!! temporary sound for respawning weapons.
	PRECACHE_SOUND( "items/gunpickup2.wav" );// player picks up a gun.

	PRECACHE_SOUND( "common/bodydrop3.wav" );// dead bodies hitting the ground (animation events)
	PRECACHE_SOUND( "common/bodydrop4.wav" );

	PRECACHE_SOUND( "r_tele1.wav" );	// respawn sound
	PRECACHE_SOUND( "scream1.wav" );	// falling scream sound
	PRECACHE_SOUND( "scream2.wav" );	// falling scream sound
	PRECACHE_SOUND( "scream3.wav" );	// falling scream sound
	PRECACHE_SOUND( "decap.wav" );		// decapitation sound
	PRECACHE_SOUND( "shatter.wav" );	// freeze decapitation sound
	PRECACHE_MODEL( "models/head.mdl" ); // head
	
	g_Language = (int)CVAR_GET_FLOAT( "sv_language" );
	if ( g_Language == LANGUAGE_GERMAN )
	{
		PRECACHE_MODEL( "models/germangibs.mdl" );
	}
	else
	{
		PRECACHE_MODEL( "models/hgibs.mdl" );
		PRECACHE_MODEL( "models/agibs.mdl" );
	}

	PRECACHE_SOUND ("weapons/ric1.wav");
	PRECACHE_SOUND ("weapons/ric2.wav");
	PRECACHE_SOUND ("weapons/ric3.wav");
	PRECACHE_SOUND ("weapons/ric4.wav");
	PRECACHE_SOUND ("weapons/ric5.wav");
//
// Setup light animation tables. 'a' is total darkness, 'z' is maxbright.
//

	// 0 normal
	LIGHT_STYLE(0, "m");
	
	// 1 FLICKER (first variety)
	LIGHT_STYLE(1, "mmnmmommommnonmmonqnmmo");
	
	// 2 SLOW STRONG PULSE
	LIGHT_STYLE(2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba");
	
	// 3 CANDLE (first variety)
	LIGHT_STYLE(3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg");
	
	// 4 FAST STROBE
	LIGHT_STYLE(4, "mamamamamama");
	
	// 5 GENTLE PULSE 1
	LIGHT_STYLE(5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj");
	
	// 6 FLICKER (second variety)
	LIGHT_STYLE(6, "nmonqnmomnmomomno");
	
	// 7 CANDLE (second variety)
	LIGHT_STYLE(7, "mmmaaaabcdefgmmmmaaaammmaamm");
	
	// 8 CANDLE (third variety)
	LIGHT_STYLE(8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa");
	
	// 9 SLOW STROBE (fourth variety)
	LIGHT_STYLE(9, "aaaaaaaazzzzzzzz");
	
	// 10 FLUORESCENT FLICKER
	LIGHT_STYLE(10, "mmamammmmammamamaaamammma");

	// 11 SLOW PULSE NOT FADE TO BLACK
	LIGHT_STYLE(11, "abcdefghijklmnopqrrqponmlkjihgfedcba");
	
	// 12 UNDERWATER LIGHT MUTATION
	// this light only distorts the lightmap - no contribution
	// is made to the brightness of affected surfaces
	LIGHT_STYLE(12, "mmnnmmnnnmmnn");
	
	// styles 32-62 are assigned by the light program for switchable lights

	// 63 testing
	LIGHT_STYLE(63, "a");

	for ( i = 0; i < ARRAYSIZE(gDecals); i++ )
		gDecals[i].index = DECAL_INDEX( gDecals[i].name );

// init the WorldGraph.
	WorldGraph.InitGraph();

// make sure the .NOD file is newer than the .BSP file.
	if ( !WorldGraph.CheckNODFile ( ( char * )STRING( gpGlobals->mapname ) ) )
	{// NOD file is not present, or is older than the BSP file.
		WorldGraph.AllocNodes ();
	}
	else
	{// Load the node graph for this level
		if ( !WorldGraph.FLoadGraph ( (char *)STRING( gpGlobals->mapname ) ) )
		{// couldn't load, so alloc and prepare to build a graph.
			ALERT ( at_console, "*Error opening .NOD file\n" );
			WorldGraph.AllocNodes ();
		}
		else
		{
			ALERT ( at_console, "\n*Graph Loaded!\n" );
		}
	}

	if ( pev->speed > 0 )
		CVAR_SET_FLOAT( "sv_zmax", pev->speed );
	else
		CVAR_SET_FLOAT( "sv_zmax", 4096 );

	if ( pev->netname )
	{
		ALERT( at_aiconsole, "Chapter title: %s\n", STRING(pev->netname) );
		CBaseEntity *pEntity = CBaseEntity::Create( "env_message", g_vecZero, g_vecZero, NULL );
		if ( pEntity )
		{
			pEntity->SetThink( SUB_CallUseToggle );
			pEntity->pev->message = pev->netname;
			pev->netname = 0;
			pEntity->pev->nextthink = gpGlobals->time + 0.3;
			pEntity->pev->spawnflags = SF_MESSAGE_ONCE;
		}
	}

	if ( pev->spawnflags & SF_WORLD_DARK )
		CVAR_SET_FLOAT( "v_dark", 1.0 );
	else
		CVAR_SET_FLOAT( "v_dark", 0.0 );

	if ( pev->spawnflags & SF_WORLD_TITLE )
		gDisplayTitle = TRUE;		// display the game title if this key is set
	else
		gDisplayTitle = FALSE;

	if ( pev->spawnflags & SF_WORLD_FORCETEAM )
	{
		CVAR_SET_FLOAT( "mp_defaultteam", 1 );
	}
	else
	{
		CVAR_SET_FLOAT( "mp_defaultteam", 0 );
	}

	// Discwar
	if ( g_iPlayersPerTeam < 1 )
		g_iPlayersPerTeam = CVAR_GET_FLOAT("rc_playersperteam");
}
コード例 #27
0
//=========================================================
//=========================================================
void CHalfLifeMultiplay :: Think ( void )
{
	g_VoiceGameMgr.Update(gpGlobals->frametime);

	///// Check game rules /////
	static int last_frags;
	static int last_time;

	int frags_remaining = 0;
	int time_remaining = 0;

	if ( g_fGameOver )   // someone else quit the game already
	{
		// bounds check
		int time = (int)CVAR_GET_FLOAT( "mp_chattime" );
		if ( time < 1 )
			CVAR_SET_STRING( "mp_chattime", "1" );
		else if ( time > MAX_INTERMISSION_TIME )
			CVAR_SET_STRING( "mp_chattime", UTIL_dtos1( MAX_INTERMISSION_TIME ) );

		m_flIntermissionEndTime = g_flIntermissionStartTime + mp_chattime.value;

		// check to see if we should change levels now
		if ( m_flIntermissionEndTime < gpGlobals->time )
		{
			if ( m_iEndIntermissionButtonHit  // check that someone has pressed a key, or the max intermission time is over
				|| ( ( g_flIntermissionStartTime + MAX_INTERMISSION_TIME ) < gpGlobals->time) ) 
				ChangeLevel(); // intermission is over
		}

		return;
	}

	float flTimeLimit = timelimit.value * 60;
	float flFragLimit = fraglimit.value;

	time_remaining = (int)(flTimeLimit ? ( flTimeLimit - gpGlobals->time ) : 0);
	
	if ( flTimeLimit != 0 && gpGlobals->time >= flTimeLimit )
	{
		GoToIntermission();
		return;
	}

	if ( flFragLimit )
	{
		int bestfrags = 9999;
		int remain;

		// check if any player is over the frag limit
		for ( int i = 1; i <= gpGlobals->maxClients; i++ )
		{
			CBaseEntity *pPlayer = UTIL_PlayerByIndex( i );

			if ( pPlayer && pPlayer->pev->frags >= flFragLimit )
			{
				GoToIntermission();
				return;
			}


			if ( pPlayer )
			{
				remain = flFragLimit - pPlayer->pev->frags;
				if ( remain < bestfrags )
				{
					bestfrags = remain;
				}
			}

		}
		frags_remaining = bestfrags;
	}

	// Updates when frags change
	if ( frags_remaining != last_frags )
	{
		g_engfuncs.pfnCvar_DirectSet( &fragsleft, UTIL_VarArgs( "%i", frags_remaining ) );
	}

	// Updates once per second
	if ( timeleft.value != last_time )
	{
		g_engfuncs.pfnCvar_DirectSet( &timeleft, UTIL_VarArgs( "%i", time_remaining ) );
	}

	last_frags = frags_remaining;
	last_time  = time_remaining;
}
コード例 #28
0
void CClient::OnD3DEndScene()
{
	// Check for pause menu
	if(m_pNetworkManager)
	{
		if(CGame::IsMenuActive() && CGame::GetState() == GAME_STATE_INGAME && m_pNetworkManager->IsConnected())
			CGame::SetState(GAME_STATE_PAUSE_MENU);
		else if(!CGame::IsMenuActive() && CGame::GetState() == GAME_STATE_PAUSE_MENU && m_pNetworkManager->IsConnected())
			CGame::SetState(GAME_STATE_INGAME);
	}
	// Are we in the main menu?
	if(CGame::GetState() == GAME_STATE_MAIN_MENU || CGame::GetState() == GAME_STATE_LOADING)
	{
		// Is the main menu shown?
		if(CGame::IsMenuActive())
		{
			// Clear the screen
			m_pDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_ARGB(255, 0, 0, 0), 1.0, 0);
		}
	}
	if(m_pMainMenu && CGame::GetState() == GAME_STATE_MAIN_MENU || CGame::GetState() == GAME_STATE_IVMP_PAUSE_MENU)
	{
		if(!m_pMainMenu->IsVisible())
		{
			if(m_pNetworkManager && m_pNetworkManager->IsConnected())
			{
				m_pMainMenu->SetDisconnectButtonVisible(true);
				m_pMainMenu->SetVisible(true);
			}
			else
			{
				m_pMainMenu->SetDisconnectButtonVisible(false);
				m_pMainMenu->SetVisible(true);
			}

			if(CGame::GetState() == GAME_STATE_MAIN_MENU)
			{
				String strPostPath("/getlatestversion.php");
				m_pHttpClient->Get(strPostPath);

				if(strcmp(m_strConnectHost,"0.0.0.0"))
				{
					// Send connect event
					m_pMainMenu->OnDirectConnect(m_strConnectHost,m_usConnectPort);

					// Remove current connect entries from xml file
					CVAR_SET_STRING("currentconnect_server","0.0.0.0");
					CVAR_SET_INTEGER("currentconnect_port",9999);
				}
			}
		}
	}
	else
	{
		if(m_pMainMenu->IsVisible())
		{
			m_pMainMenu->SetVisible(false);
			m_pChatWindow->SetEnabled(true);
		}
	}

	if(m_pClientScriptManager && m_pClientScriptManager->GetGUIManager())
	{
		if(CGame::GetState() != GAME_STATE_INGAME)
		{
			if(!m_pClientScriptManager->GetGUIManager()->IsHidden())
				m_pClientScriptManager->GetGUIManager()->Hide();
		}
		else
		{
			if(m_pClientScriptManager->GetGUIManager()->IsHidden())
				m_pClientScriptManager->GetGUIManager()->Show();
		}
	}

	// If our GUI class exists render it
	if(m_pGUI)
		m_pGUI->Render();

	// If our main menu exists process it
	if(m_pMainMenu)
		m_pMainMenu->Process();

	// If our chat window exist draw it
	if(m_pChatWindow && !CGame::IsMenuActive())
		m_pChatWindow->Draw();

	// If our fps class exists update it
	if(m_pFPSCounter)
		m_pFPSCounter->Pulse();

	// If our credits class exists process it
	if(m_pCredits)
		m_pCredits->Process();

	if(m_p3DLabelManager)
		m_p3DLabelManager->Render();

	// If our scripting manager exists, call the frame event
	if(m_pEvents && !m_pMainMenu->IsVisible())
		m_pEvents->Call("frameRender");

#ifdef IVMP_DEBUG
	if(m_pDebugView && m_pGUI && m_pLocalPlayer)
		m_pDebugView->Draw();
#endif

	// Check if our screen shot write failed
	if(CScreenShot::IsDone())
	{
		if(CScreenShot::HasSucceeded())
			m_pChatWindow->AddInfoMessage("Screen shot written (%s).", CScreenShot::GetWriteName().Get());
		else
			m_pChatWindow->AddInfoMessage("Screen shot write failed (%s).", CScreenShot::GetError().Get());

		CScreenShot::Reset();
	}
	
	if(CGame::GetState() == GAME_STATE_MAIN_MENU)
	{
		if(m_pHttpClient->IsBusy())
			m_pHttpClient->Process();
		if(m_pHttpClient->GotData())
		{
			// Get the data
			String * strData = m_pHttpClient->GetData();

			// Did we get any data?
			if(!strData->IsEmpty())
			{
#ifndef IVMP_DEBUG
				if(strcmp(strData->Get(), MOD_VERSION_STRING))
				{
					if(m_pGUI)
						m_pGUI->ShowMessageBox(String("A new version of IV:MP is available (Version %s)", strData->Get()).Get(), "New Version available");
				}
#endif
			}
		}
	}

	// Are we in game?
	if(CGame::GetState() == GAME_STATE_INGAME)
	{
		// Is F4 held down and do we have a network manager?
		if(GetAsyncKeyState(VK_F4) && m_pNetworkManager && m_pActorManager)
		{
			// Get the network statistics
			CNetStats * pNetStats = m_pNetworkManager->GetNetClient()->GetNetStats();

			// Convert the network statistics to a string
			char szNetworkStats[10000];
			pNetStats->ToString(szNetworkStats, 2);

			// Create the statistics string
			String strStats(szNetworkStats);

			// Append loaded and unloaded model counts to the stats
			// jenksta: too performance heavy to be done every frame
			//strStats.AppendF("Models (Loaded/Unload): %d/%d\n", CGame::GetLoadedModelCount(), CGame::GetUnloadedModelCount());

			// Append streamed in/out entity counts and streamed in limits to the stats
			strStats.AppendF("Players (StreamedIn/StreamedInLimit): %d/%d\n", m_pStreamer->GetStreamedInEntityCountOfType(STREAM_ENTITY_PLAYER)+1, m_pStreamer->GetStreamedInLimitOfType(STREAM_ENTITY_PLAYER));
			strStats.AppendF("Vehicles (StreamedIn/StreamedInLimit): %d/%d\n", m_pStreamer->GetStreamedInEntityCountOfType(STREAM_ENTITY_VEHICLE), m_pStreamer->GetStreamedInLimitOfType(STREAM_ENTITY_VEHICLE));
			strStats.AppendF("Actors (Actor-Count/Max-Actors): %d/%d\n", m_pActorManager->GetActorCount(), MAX_ACTORS);
			strStats.AppendF("Pickups (StreamedIn/StreamedInLimit): %d/%d\n", m_pStreamer->GetStreamedInEntityCountOfType(STREAM_ENTITY_PICKUP), m_pStreamer->GetStreamedInLimitOfType(STREAM_ENTITY_PICKUP));
			strStats.AppendF("Objects (StreamedIn/StreamedInLimit): %d/%d\n", m_pStreamer->GetStreamedInEntityCountOfType(STREAM_ENTITY_OBJECT), m_pStreamer->GetStreamedInLimitOfType(STREAM_ENTITY_OBJECT));
			strStats.AppendF("Checkpoints (StreamedIn/StreamedInLimit): %d/%d\n", m_pStreamer->GetStreamedInEntityCountOfType(STREAM_ENTITY_CHECKPOINT), m_pStreamer->GetStreamedInLimitOfType(STREAM_ENTITY_CHECKPOINT));

			// Draw the string
			m_pGUI->DrawText(strStats, CEGUI::Vector2(26, 30), (CEGUI::colour)D3DCOLOR_RGBA(255, 255, 255, 255), m_pGUI->GetFont("tahoma-bold", 10));
			m_pChatWindow->SetEnabled(false);
			m_bNetworkStatsDisplayed = true;
		}
		else
		{
			// If our network stats were displayed
			if(m_bNetworkStatsDisplayed)
			{
				if(m_pChatWindow && !m_pChatWindow->IsEnabled())
					m_pChatWindow->SetEnabled(true);
				
				m_bNetworkStatsDisplayed = false;
			}

			// If our input window exists draw it
			if(m_pInputWindow)
				m_pInputWindow->Draw();
		}

		// Update the time
		if(m_pTime)
		{
			// jenksta: Setting this every frame causes the weather to change
			// rapidly
			unsigned char ucHour = 0, ucMinute = 0;
			m_pTime->GetTime(&ucHour, &ucMinute);
			CGame::SetTime(ucHour, ucMinute);
			CGame::SetDayOfWeek(m_pTime->GetDayOfWeek());
		}

#ifdef IVMP_DEBUG
		if(m_pVehicleManager)
		{
			CVector3 vecWorldPosition;
			Vector2 vecScreenPosition;

			for(EntityId i = 0; i < MAX_VEHICLES; i++)
			{
				CNetworkVehicle * pVehicle = m_pVehicleManager->Get(i);
				if(pVehicle)
				{
					if(!pVehicle->IsStreamedIn())
						continue;

					if(!pVehicle->IsOnScreen())
						continue;
					
					pVehicle->GetPosition(vecWorldPosition); 
					if(!CGame::GetScreenPositionFromWorldPosition(vecWorldPosition, vecScreenPosition))
						continue;

							
					int iHealth = pVehicle->GetHealth();
					int iModel = pVehicle->GetEngineState();
					float fPetrol = pVehicle->GetPetrolTankHealth();
					CVector3 vecPos; pVehicle->GetPosition(vecPos);
					CVector3 vecRot; pVehicle->GetRotation(vecRot);
					m_pGUI->DrawText(String("VehicleId %d, Enginestate: %d, Health: %d, PetrolTankHealth: %f\nPosition(%.3f,%.3f,%.3f), Rot(%.3f,%.3f,%.3f)", i, iModel, iHealth, fPetrol, vecPos.fX,vecPos.fY,vecPos.fZ,vecRot.fX,vecRot.fY,vecRot.fZ), CEGUI::Vector2(vecScreenPosition.fX, vecScreenPosition.fY));
				}
			}
		}
#endif

		if(m_pNameTags)
			m_pNameTags->Draw();
	}
}
コード例 #29
0
ファイル: world.cpp プロジェクト: ET-NiK/amxxgroup
//
// Just to ignore the "wad" field.
//
void CWorld :: KeyValue( KeyValueData *pkvd )
{
	if ( FStrEq(pkvd->szKeyName, "skyname") )
	{
		// Sent over net now.
		CVAR_SET_STRING( "sv_skyname", pkvd->szValue );
		pkvd->fHandled = TRUE;
	}
	else if ( FStrEq(pkvd->szKeyName, "sounds") )
	{
		gpGlobals->cdAudioTrack = atoi(pkvd->szValue);
		pkvd->fHandled = TRUE;
	}
	else if ( FStrEq(pkvd->szKeyName, "WaveHeight") )
	{
		// Sent over net now.
		pev->scale = atof(pkvd->szValue) * (1.0/8.0);
		pkvd->fHandled = TRUE;
		CVAR_SET_FLOAT( "sv_wateramp", pev->scale );
	}
	else if ( FStrEq(pkvd->szKeyName, "MaxRange") )
	{
		pev->speed = atof(pkvd->szValue);
		pkvd->fHandled = TRUE;
	}
	else if ( FStrEq(pkvd->szKeyName, "chaptertitle") )
	{
		pev->netname = ALLOC_STRING(pkvd->szValue);
		pkvd->fHandled = TRUE;
	}
	else if ( FStrEq(pkvd->szKeyName, "startdark") )
	{
		// UNDONE: This is a gross hack!!! The CVAR is NOT sent over the client/sever link
		// but it will work for single player
		int flag = atoi(pkvd->szValue);
		pkvd->fHandled = TRUE;
		if ( flag )
			pev->spawnflags |= SF_WORLD_DARK;
	}
	else if ( FStrEq(pkvd->szKeyName, "newunit") )
	{
		// Single player only.  Clear save directory if set
		if ( atoi(pkvd->szValue) )
			CVAR_SET_FLOAT( "sv_newunit", 1 );
		pkvd->fHandled = TRUE;
	}
	else if ( FStrEq(pkvd->szKeyName, "gametitle") )
	{
		if ( atoi(pkvd->szValue) )
			pev->spawnflags |= SF_WORLD_TITLE;

		pkvd->fHandled = TRUE;
	}
	else if ( FStrEq(pkvd->szKeyName, "mapteams") )
	{
		pev->team = ALLOC_STRING( pkvd->szValue );
		pkvd->fHandled = TRUE;
	}
	else if ( FStrEq(pkvd->szKeyName, "defaultteam") )
	{
		if ( atoi(pkvd->szValue) )
		{
			pev->spawnflags |= SF_WORLD_FORCETEAM;
		}
		pkvd->fHandled = TRUE;
	}

	// Discwar
	else if ( FStrEq(pkvd->szKeyName, "playersperteam") )
	{
		g_iPlayersPerTeam = atoi(pkvd->szValue);
		pkvd->fHandled = TRUE;
	}
	else if ( FStrEq(pkvd->szKeyName, "no_arena") )
	{
		if ( atoi(pkvd->szValue) )
			m_iArenaOff = TRUE;
		pkvd->fHandled = TRUE;
	}

	else
		CBaseEntity::KeyValue( pkvd );
}
コード例 #30
0
ファイル: Main.cpp プロジェクト: ALArmagost/IV-Network
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd)
{
	// Get the GTA IV install directory from the registry
	char szInstallDirectory[MAX_PATH];
	bool bFoundCustomDirectory = false, bRenewProtocol = false;
	std::string strReNewEntries = lpCmdLine;

	char szProtocolDirectory[MAX_PATH];
	CString strCommand = CString("\"%s\" \"%%1\"",SharedUtility::GetAbsolutePath(MP_START_EXECUTABLE));

	if(strcmp(szProtocolDirectory, strCommand.Get()))
		bRenewProtocol = true;

	// Check if protocol 'ivn' and 'ivnetwork' is avaiable in registry
	if(!SharedUtility::ReadRegistryString(HKEY_CLASSES_ROOT, SHORT_URI_LAUNCH_3, NULL, "", NULL, NULL)
		|| !SharedUtility::ReadRegistryString(HKEY_CLASSES_ROOT, SHORT_URI_LAUNCH_4, NULL, "", NULL, NULL) || bRenewProtocol) {

		SharedUtility::WriteRegistryString(HKEY_CLASSES_ROOT,SHORT_URI_LAUNCH_3,"",CLIENT_CORE_NAME,strlen(CLIENT_CORE_NAME));
		SharedUtility::WriteRegistryString(HKEY_CLASSES_ROOT,SHORT_URI_LAUNCH_4,"",CLIENT_CORE_NAME,strlen(CLIENT_CORE_NAME));

		CString strcommand = CString("\"%s\" \"%%1\"",SharedUtility::GetAbsolutePath(MP_START_EXECUTABLE));

		SharedUtility::WriteRegistryString(HKEY_CLASSES_ROOT,SHORT_URI_LAUNCH_3 ,"Url Protocol","",0);
		SharedUtility::WriteRegistryString(HKEY_CLASSES_ROOT,SHORT_URI_LAUNCH_3"\\shell\\open\\command\\","",CString("%s",strcommand.Get()).GetData(),strcommand.GetLength());
		SharedUtility::WriteRegistryString(HKEY_CLASSES_ROOT,SHORT_URI_LAUNCH_3"\\DefaultIcon","", CString(MP_START_EXECUTABLE" ,1").GetData(),strlen(MP_START_EXECUTABLE" ,1"));

		SharedUtility::WriteRegistryString(HKEY_CLASSES_ROOT,SHORT_URI_LAUNCH_4,"Url Protocol","",0);
		SharedUtility::WriteRegistryString(HKEY_CLASSES_ROOT,SHORT_URI_LAUNCH_4"\\shell\\open\\command\\","",CString("%s",strcommand.Get()).GetData(),strcommand.GetLength());
		SharedUtility::WriteRegistryString(HKEY_CLASSES_ROOT,SHORT_URI_LAUNCH_4"\\DefaultIcon","", CString(MP_START_EXECUTABLE" ,1").GetData(),strlen(MP_START_EXECUTABLE" ,1"));
	}

	if(!SharedUtility::ReadRegistryString(HKEY_LOCAL_MACHINE, DEFAULT_REGISTRY_GAME_DIRECTORY,
		"InstallFolder", NULL, szInstallDirectory, sizeof(szInstallDirectory)) ||
		!SharedUtility::Exists(szInstallDirectory)) {

		if(!SharedUtility::ReadRegistryString(HKEY_CURRENT_USER, REGISTRY_AREA, GAME_DIRECTORY, NULL,
			szInstallDirectory, sizeof(szInstallDirectory)) ||
			!SharedUtility::Exists(szInstallDirectory)) {

			if(ShowMessageBox("Failed to retrieve the install directory from "GAME_DEFAULT_EXECUTABLE"'s registry. Specify your game path now?",
				(MB_ICONEXCLAMATION | MB_OKCANCEL)) == IDOK)  {
				
				BROWSEINFO browseInfo = { 0 };
				browseInfo.lpszTitle = MOD_NAME" - Pick a Directory";
				ITEMIDLIST * pItemIdList = SHBrowseForFolder(&browseInfo);

				if(pItemIdList != NULL) {
					// Get the name of the selected folder
					if(SHGetPathFromIDList(pItemIdList, szInstallDirectory))
						bFoundCustomDirectory = true;

					// Free any memory used
					IMalloc * pIMalloc = 0;
					if(SUCCEEDED(SHGetMalloc(&pIMalloc))) {
						pIMalloc->Free(pItemIdList);
						pIMalloc->Release();
					}
				}
			}

			if(!bFoundCustomDirectory) {
				ShowMessageBox("Failed to retrieve the install directory from registry or browser window. Cannot launch "MOD_NAME".");
				return 1;
			}
		}
	}

	// Create basic directories for extracting files(..)
	SharedUtility::CreateBasicMPDirectories();

	Sleep(500);

	// Get the full path to EFLC.exe
	CString strApplicationPath("%s\\"GAME_DEFAULT_EXECUTABLE, szInstallDirectory);

	// Check if EFLC.exe exists
	if(!SharedUtility::Exists(strApplicationPath.Get()))
		return ShowMessageBox("Failed to find "GAME_DEFAULT_EXECUTABLE". Cannot launch "MOD_NAME".");

	// If we have a custom directory save it
	if(bFoundCustomDirectory)
		SharedUtility::WriteRegistryString(HKEY_CURRENT_USER, REGISTRY_AREA, GAME_DIRECTORY, szInstallDirectory, strlen(szInstallDirectory));

	// Get the full path of the client core
	CString strClientCore(SharedUtility::GetAbsolutePath(CLIENT_CORE_NAME DEBUG_SUFFIX LIBRARY_EXTENSION));

	// Check if the client core exists
	if(!SharedUtility::Exists(strClientCore.Get()))
		return ShowMessageBox("Failed to find " CLIENT_CORE_NAME DEBUG_SUFFIX LIBRARY_EXTENSION ". Cannot launch "MOD_NAME".");

	// Get the full path of the launch helper
	CString strCore(SharedUtility::GetAbsolutePath(CLIENT_CORE_NAME DEBUG_SUFFIX LIBRARY_EXTENSION));

	// Check if the launch helper exists
	if (!SharedUtility::Exists(strCore.Get()))
		return ShowMessageBox("Failed to find " CLIENT_CORE_NAME DEBUG_SUFFIX LIBRARY_EXTENSION". Cannot launch "MOD_NAME".");

	// Get the full path of the launch helper
	CString strBass(SharedUtility::GetAbsolutePath("bass.dll"));

	// Check if the launch helper exists
	if (!SharedUtility::Exists(strBass.Get()))
		return ShowMessageBox("Failed to find bass.dll. Cannot launch "MOD_NAME".");

	// Check if GTAEFLC is already running
	if (SharedUtility::IsProcessRunning(GAME_DEFAULT_EXECUTABLE))
	{
		if (ShowMessageBox(GAME_DEFAULT_EXECUTABLE" is already running and needs to be terminated before "MOD_NAME" can be started. Do you want to do that now?",
			MB_ICONQUESTION | MB_YESNO) == IDYES)
		{
			if (!SharedUtility::_TerminateProcess(GAME_DEFAULT_EXECUTABLE))
			{
				if (ShowMessageBox("Do you want to start it?",
					MB_ICONQUESTION | MB_YESNO) == IDYES) {
				}
				else
				{
					return ShowMessageBox(GAME_DEFAULT_EXECUTABLE" could not be terminated. Cannot launch "MOD_NAME".");
				}
			}
		}
		else
			return ShowMessageBox(GAME_DEFAULT_EXECUTABLE" is already running. Cannot launch "MOD_NAME".");
	}

	// TODO ADD WINDOW COMMANDLINE SUPPORT!

	// Check if we have an server connect command
	CString strServer, strPort;
	std::string strServerCheck = CString(lpCmdLine);
	std::size_t sizetCMDFound = strServerCheck.find(SHORT_COMMANDLINE_LAUNCH_1);
	int iOffset = 0;
	bool bCommandFound = false;
	CString strNewCommandLine = lpCmdLine;

	// Check for shortcut commandline
	if(sizetCMDFound != std::string::npos) {
		iOffset = 6;
		bCommandFound = true;
	}

	// Check for ivn protocol
	if(!bCommandFound) {
		sizetCMDFound = strServerCheck.find(SHORT_URI_LAUNCH_1); 
		if(sizetCMDFound != std::string::npos) {
			iOffset = 7;
			bCommandFound = true;
		}
	}

	// Check for ivmultiplayer protocol
	if(!bCommandFound) {
		sizetCMDFound = strServerCheck.find(SHORT_URI_LAUNCH_2);
		if(sizetCMDFound != std::string::npos) {
			iOffset = 16;
			bCommandFound = true;
		}
	}

	// Open default clientsettings
	CSettings::Open(SharedUtility::GetAbsolutePath(CLIENT_SETTINGS_FILE), true, true, true);

	// If we have found an direct connect force
	if(bCommandFound)
	{
		std::string strServerInst = strServerCheck.substr(sizetCMDFound+iOffset,strServerCheck.length());
		std::size_t sizetCMDFound_2 = strServerInst.find(":");

		// Have we an : in our instruction
		if(sizetCMDFound_2 != std::string::npos) {
			// Grab our connect data
			strServer = CString("%s",strServerInst.substr(0,sizetCMDFound_2).c_str());
			strPort = CString("%s",strServerInst.substr(sizetCMDFound_2+1,strServerInst.length()).c_str());

			// Parse the command line
			CSettings::ParseCommandLine(GetCommandLine());

			// Write connect data to settings xml
			CVAR_SET_STRING("currentconnect_server",strServer.Get());
			CVAR_SET_INTEGER("currentconnect_port",strPort.ToInteger());

			// Generate new commandline
			strNewCommandLine = CString("%s -directconnect", lpCmdLine);
		}
		else // Something is wrong with our URI 
		{
			if(ShowMessageBox("Something is wrong with your server direct-connect URI, do you want to start "MOD_NAME" without direct-connect?", MB_ICONQUESTION | MB_YESNO ) == IDYES)
			{
				// Set default server direct connect values
				CVAR_SET_STRING("currentconnect_server","0.0.0.0");
				CVAR_SET_INTEGER("currentconnect_port",9999);

				strNewCommandLine = lpCmdLine;
			}
			else // Terminate IV:N
			{
				if(!SharedUtility::_TerminateProcess(MP_START_EXECUTABLE))
					return ShowMessageBox(MP_START_EXECUTABLE" could not be terminated. Cannot launch IV:Network.");
			}

		}
	}
	else {
		CSettings::ParseCommandLine(GetCommandLine());
		// If we haven't found a server connect command, delte the old instructions(if the client had crashed before)
		CVAR_SET_STRING("currentconnect_server","0.0.0.0");
		CVAR_SET_INTEGER("currentconnect_port",9999);
	}

	// Close settings...
	CSettings::Close();

	// Generate the command line
	CString strCommandLine("%s %s", strApplicationPath.Get(), strNewCommandLine.Get());

	// Start LaunchGTAIV.exe
	STARTUPINFO siStartupInfo;
	PROCESS_INFORMATION piProcessInfo;
	memset(&siStartupInfo, 0, sizeof(siStartupInfo));
	memset(&piProcessInfo, 0, sizeof(piProcessInfo));
	siStartupInfo.cb = sizeof(siStartupInfo);

	if (!CreateProcess(strApplicationPath.Get(), (char *) strCommandLine.Get(), NULL, NULL, TRUE, CREATE_SUSPENDED, NULL, szInstallDirectory, &siStartupInfo, &piProcessInfo)) {
		ShowMessageBox("Failed to start "GAME_DEFAULT_EXECUTABLE". Cannot launch "MOD_NAME".");
		return 1;
	}

	// Inject bass.dll into EFLC.exe
	int iReturn = SharedUtility::InjectLibraryIntoProcess(piProcessInfo.hProcess, strBass.Get());

	// Inject IVNetwork.dll into EFLC.exe
	iReturn += SharedUtility::InjectLibraryIntoProcess(piProcessInfo.hProcess, strCore.Get());

	// Did the injection fail?
	if(iReturn > 0) {
		// Terminate the process
		TerminateProcess(piProcessInfo.hProcess, 0);

		// Show the error message
		CString strError("Unknown error. Cannot launch "MOD_NAME".");

		if(iReturn == 1)
			strError = "Failed to write library path into remote process. Cannot launch "MOD_NAME".";
		else if(iReturn == 2)
			strError = "Failed to create remote thread in remote process. Cannot launch "MOD_NAME".";
		else if(iReturn == 3)
			strError = "Failed to open the remote process, Cannot launch "MOD_NAME".";

		ShowMessageBox(strError.Get());
		return 1;
	}

	// Resume the thread
	ResumeThread(piProcessInfo.hThread);
	return 0;
}