/* ============ Cmd_ExecuteString A complete command line has been parsed, so try to execute it ============ */ void Cmd_ExecuteString( const char *text ) { cmd_function_t *cmd, **prev; // execute the command line Cmd_TokenizeString( text ); if ( !Cmd_Argc() ) { return; // no tokens } // check registered command functions for ( prev = &cmd_functions ; *prev ; prev = &cmd->next ) { cmd = *prev; if ( !Q_stricmp( Cmd_Argv(0), cmd->name ) ) { // rearrange the links so that the command will be // near the head of the list next time it is used *prev = cmd->next; cmd->next = cmd_functions; cmd_functions = cmd; // perform the action if ( !cmd->function ) { // let the cgame or game handle it break; } else { cmd->function (); } return; } } // check cvars if ( Cvar_Command() ) { return; } // check client game commands if ( com_cl_running && com_cl_running->integer && CL_GameCommand() ) { return; } // check server game commands if ( com_sv_running && com_sv_running->integer && SV_GameCommand() ) { return; } // check ui commands if ( com_cl_running && com_cl_running->integer && UI_GameCommand() ) { return; } // send it as a server command if we are connected // this will usually result in a chat message //CL_ForwardCommandToServer ( text ); CL_ForwardCommandToServer ( text ); }
/* ============ Cmd_ExecuteString A complete command line has been parsed, so try to execute it ============ */ void Cmd_ExecuteString( const char *text ) { // execute the command line Cmd_TokenizeString( text ); if ( !Cmd_Argc() ) { return; // no tokens } // check registered command functions for ( int c = 0; c < CMD_MAX_NUM; ++c ) { if ( !Q_stricmp( cmd_argv[0],cmd_functions[c].name ) ) { // rearrange the links so that the command will be // near the head of the list next time it is used cmd_function_t temp = cmd_functions[c]; cmd_functions[c] = cmd_functions[0]; cmd_functions[0] = temp; // perform the action if ( !temp.function ) { // let the cgame or game handle it break; } else { temp.function (); } return; } } // check cvars if ( Cvar_Command() ) { return; } // check client game commands if ( com_cl_running && com_cl_running->integer && CL_GameCommand() ) { return; } // check server game commands if ( com_sv_running && com_sv_running->integer && SV_GameCommand() ) { return; } // check ui commands if ( com_cl_running && com_cl_running->integer && UI_GameCommand() ) { return; } // send it as a server command if we are connected // this will usually result in a chat message CL_ForwardCommandToServer (); }