コード例 #1
0
ファイル: s_main.cpp プロジェクト: MyWifeRules/ufoai-1
/**
 * @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();
}
コード例 #2
0
ファイル: fmod.c プロジェクト: jogi1/camquake
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);
}
コード例 #3
0
ファイル: sv_cmd.c プロジェクト: Clever-Boy/yquake2
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);
}
コード例 #4
0
ファイル: cl_input.c プロジェクト: sxweet/etlegacy
/*
============
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);
}
コード例 #5
0
ファイル: cl_input.c プロジェクト: Bad-ptr/q2pro
/*
============
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 );
}
コード例 #6
0
ファイル: snd_main.c プロジェクト: SinSiXX/Rogue-Reborn
/*
=================
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");
}
コード例 #7
0
ファイル: xmms.c プロジェクト: hifi-unmaintained/aprq2
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 );
}
コード例 #8
0
ファイル: cl_input.c プロジェクト: DaneTheory/quake
/*
============
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);
}
コード例 #9
0
ファイル: sv_cmds.c プロジェクト: GAMELASTER/xash3d
/*
==================
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" );
	}
}
コード例 #10
0
ファイル: host.c プロジェクト: laureon/ezquake-source
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();
}
コード例 #11
0
ファイル: r_main.cpp プロジェクト: Qazzian/ufoai_suspend
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);
}
コード例 #12
0
ファイル: cvar.cpp プロジェクト: Razish/CompJA
/*
============
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 );
}
コード例 #13
0
ファイル: cl_ui.c プロジェクト: belstgut/etlegacy
/*
====================
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;
}
コード例 #14
0
ファイル: vid_glx.c プロジェクト: matatk/agrip
void IN_Init(void)
{
    Cmd_AddCommand ("force_centerview", Force_CenterView_f);
}
コード例 #15
0
/*
==================
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);
}
コード例 #16
0
ファイル: host.c プロジェクト: mjtalkiewicz/DarkPlacesRM
/*
====================
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();
}
コード例 #17
0
/**
 * @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();
}
コード例 #18
0
/*
==================
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


}
コード例 #19
0
ファイル: cl_null.c プロジェクト: Kaperstone/warsow
void Key_Init( void )
{
	Cmd_AddCommand( "bind", Key_Bind_Null_f );
}
コード例 #20
0
ファイル: cvar.c プロジェクト: glampert/quake2-for-ps2
/*
============
Cvar_Init
Reads in all archived cvars
============
*/
void Cvar_Init(void)
{
    Cmd_AddCommand("set", Cvar_Set_f);
    Cmd_AddCommand("cvarlist", Cvar_List_f);
}
コード例 #21
0
ファイル: sv_ccmds.c プロジェクト: MGXRace/racesow
/*
* 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 );
}
コード例 #22
0
ファイル: ui_node_abstractnode.cpp プロジェクト: cigo/ufoai
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
}
コード例 #23
0
ファイル: cl_cgame.c プロジェクト: br0k3/urban-terror-hack
/*
=====================
CL_AddCgameCommand
=====================
*/
void CL_AddCgameCommand( const char *cmdName ) {
	Cmd_AddCommand( cmdName, NULL );
}
コード例 #24
0
void STATS_InitStartup (void)
{
#ifdef DEBUG
	Cmd_AddCommand("debug_listcampaign", CP_CampaignStats_f, "Print campaign stats to game console");
#endif
}
コード例 #25
0
ファイル: sbar.c プロジェクト: leilei-/tyrquake
/*
===============
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");
}
コード例 #26
0
ファイル: cl_main.c プロジェクト: aktel/surface_multiplayer
/*
=================
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)" );
}
コード例 #27
0
ファイル: sv_commands.c プロジェクト: AnasBunny/CoDExtended
/*
==================
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);
}
コード例 #28
0
/*
=================
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( ) );
}
コード例 #29
0
ファイル: r_modules.c プロジェクト: Blub/darkplaces
void R_Modules_Init(void)
{
	Cmd_AddCommand("r_restart", R_Modules_Restart, "restarts renderer");
}
コード例 #30
0
ファイル: cl_input.cpp プロジェクト: Malchio/OpenJK
/*
============
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);
}