コード例 #1
0
ファイル: cbase.cpp プロジェクト: FlaminSarge/source-sdk-2013
//-----------------------------------------------------------------------------
// Purpose: Dumps the contents of the Entity I/O event queue to the console.
//-----------------------------------------------------------------------------
void CC_DumpEventQueue()
{
	if ( !UTIL_IsCommandIssuedByServerAdmin() )
		return;

	g_EventQueue.Dump();
}
コード例 #2
0
void CC_AddMinute( const CCommand& args )
{
	if ( !UTIL_IsCommandIssuedByServerAdmin() && args.ArgC() < 2 )
	{
		Msg ( "Invalid Usage: SubTime <Integer>\n" );
		return;
	}

	AddTimeSeconds( atoi( args.Arg( 1 ) ) * 60 );
}
コード例 #3
0
ファイル: gamestats.cpp プロジェクト: AluminumKen/hl2sb-src
static void CC_ResetGameStats( const CCommand &args )
{
#if defined ( TF_DLL ) || defined ( TF_CLIENT_DLL )
	// Disabled this until we fix the TF gamestat crashes that result
	return;
#endif

	if ( !UTIL_IsCommandIssuedByServerAdmin() )
		return;

	gamestats->Clear();
	gamestats->SaveToFileNOW();
	gamestats->StatsLog( "CC_ResetGameStats : Server cleared game stats\n" );
}
コード例 #4
0
void S_SoundEmitterSystemFlush( void ) 
{
#if !defined( CLIENT_DLL )
	if ( !UTIL_IsCommandIssuedByServerAdmin() )
		return;
#endif

	// save the current soundscape
	// kill the system
	g_SoundEmitterSystem.Flush();

#if !defined( CLIENT_DLL )
	// Redo precache all wave files... (this should work now that we have dynamic string tables)
	g_SoundEmitterSystem.LevelInitPreEntity();

	// These store raw sound indices for faster precaching, blow them away.
	ClearModelSoundsCache();
#endif

	// TODO:  when we go to a handle system, we'll need to invalidate handles somehow
}
コード例 #5
0
// Toggle phase console command
void CC_TogglePhase( const CCommand& args )
{
	if ( !UTIL_IsCommandIssuedByServerAdmin() )
		return;

	// Needs to be classic or a child of the classic gamerules
	if ( GameRules()->GetGameModeMask() & GAMEMODE_CLASSIC )
	{
		bool BuildPhase = ClassicGameRules()->IsBuildPhase();
		if (BuildPhase)
		{
			ClassicGameRules()->SwitchToPhase( "CombatPhase" );
		}
		else
		{
			ClassicGameRules()->SwitchToPhase( "BuildPhase" );
		}
	}
	else
	{
		ClientPrint( UTIL_GetCommandClient(), HUD_PRINTCONSOLE, "Cannot Execute command. Not in Classic GameRules.\n");
	}
}