Пример #1
0
/*
 * @brief
 */
void Cl_ToggleConsole_f(void) {

	if (cls.state == CL_LOADING)
		return;

	if (cls.key_state.dest == KEY_CONSOLE) {
		if (cls.state == CL_ACTIVE) {
			Cl_SetKeyDest(KEY_GAME);
		} else {
			Cl_SetKeyDest(KEY_UI);
		}
	} else {
		Cl_SetKeyDest(KEY_CONSOLE);
	}

	memset(&cl_console.input, 0, sizeof(cl_console.input));
}
Пример #2
0
static void Cl_MessageMode(_Bool team) {

	console_input_t *in = &cl_chat_console.input;
	memset(in, 0, sizeof(*in));

	cls.chat_state.team_chat = team;

	Cl_SetKeyDest(KEY_CHAT);
}
Пример #3
0
/**
 * @brief
 */
static void Cl_ParseServerData(void) {

	// wipe the cl_client_t struct
	Cl_ClearState();

	Cl_SetKeyDest(KEY_CONSOLE);

	// parse protocol version number
	const uint16_t major = Net_ReadShort(&net_message);
	const uint16_t minor = Net_ReadShort(&net_message);

	// ensure protocol major matches
	if (major != PROTOCOL_MAJOR) {
		Com_Error(ERROR_DROP, "Server is using protocol major %d\n", major);
	}

	// determine if we're viewing a demo
	cl.demo_server = Net_ReadByte(&net_message);

	// game directory
	char *str = Net_ReadString(&net_message);
	if (g_strcmp0(Cvar_GetString("game"), str)) {

		Fs_SetGame(str);

		// reload the client game
		Cl_InitCgame();
	}

	// ensure protocol minor matches
	if (minor != cls.cgame->protocol) {
		Com_Error(ERROR_DROP, "Server is using protocol minor %d\n", minor);
	}

	// parse client slot number, which is our entity number + 1
	cl.client_num = Net_ReadShort(&net_message);

	// get the full level name
	str = Net_ReadString(&net_message);
	Com_Print("\n");
	Com_Print("^2%s^7\n", str);
}