if (gamemode == GAME_DELUXEQUAKE)
Cvar_Set(&cvars_all, "warpmark", "");
- cls.demonum = -1; // stop demo loop in case this fails
+ if(host.hook.Disconnect)
+ host.hook.Disconnect();
- CL_Disconnect ();
SV_Shutdown();
if(svs.maxclients != svs.maxclients_next)
svs.clients = (client_t *)Mem_Alloc(sv_mempool, sizeof(client_t) * svs.maxclients);
}
-#ifdef CONFIG_MENU
- // remove menu
- if (key_dest == key_menu || key_dest == key_menu_grabbed)
- MR_ToggleMenu(0);
-#endif
- key_dest = key_game;
+ if(host.hook.ToggleMenu)
+ host.hook.ToggleMenu();
svs.serverflags = 0; // haven't completed an episode yet
strlcpy(level, Cmd_Argv(cmd, 1), sizeof(level));
return;
}
-#ifdef CONFIG_MENU
- // remove menu
- if (key_dest == key_menu || key_dest == key_menu_grabbed)
- MR_ToggleMenu(0);
-#endif
- key_dest = key_game;
+ if(host.hook.ToggleMenu)
+ host.hook.ToggleMenu();
SV_SaveSpawnparms ();
strlcpy(level, Cmd_Argv(cmd, 1), sizeof(level));
return;
}
-#ifdef CONFIG_MENU
- // remove menu
- if (key_dest == key_menu || key_dest == key_menu_grabbed)
- MR_ToggleMenu(0);
-#endif
- key_dest = key_game;
+ if(host.hook.ToggleMenu)
+ host.hook.ToggleMenu();
strlcpy(mapname, sv.name, sizeof(mapname));
SV_SpawnServer(mapname);
MSG_WriteString(&host_client->netconnection->message, "\n");
}
-/*
-====================
-SV_User_f
-
-user <name or userid>
-
-Dump userdata / masterdata for a user
-====================
-*/
-static void SV_User_f(cmd_state_t *cmd) // credit: taken from QuakeWorld
-{
- int uid;
- int i;
-
- if (Cmd_Argc(cmd) != 2)
- {
- Con_Printf ("Usage: user <username / userid>\n");
- return;
- }
-
- uid = atoi(Cmd_Argv(cmd, 1));
-
- for (i = 0;i < cl.maxclients;i++)
- {
- if (!cl.scores[i].name[0])
- continue;
- if (cl.scores[i].qw_userid == uid || !strcasecmp(cl.scores[i].name, Cmd_Argv(cmd, 1)))
- {
- InfoString_Print(cl.scores[i].qw_userinfo);
- return;
- }
- }
- Con_Printf ("User not in server.\n");
-}
-
-/*
-====================
-SV_Users_f
-
-Dump userids for all current players
-====================
-*/
-static void SV_Users_f(cmd_state_t *cmd) // credit: taken from QuakeWorld
-{
- int i;
- int c;
-
- c = 0;
- Con_Printf ("userid frags name\n");
- Con_Printf ("------ ----- ----\n");
- for (i = 0;i < cl.maxclients;i++)
- {
- if (cl.scores[i].name[0])
- {
- Con_Printf ("%6i %4i %s\n", cl.scores[i].qw_userid, cl.scores[i].frags, cl.scores[i].name);
- c++;
- }
- }
-
- Con_Printf ("%i total users\n", c);
-}
-
/*
==================
SV_Status_f
{
prvm_prog_t *prog = SVVM_prog;
prvm_edict_t *e;
- dp_model_t *m;
+ model_t *m;
if (!sv.active)
return;
prvm_prog_t *prog = SVVM_prog;
prvm_edict_t *e;
int f;
- dp_model_t *m;
+ model_t *m;
if (!sv.active)
return;
}
}
-static void PrintFrameName (dp_model_t *m, int frame)
+static void PrintFrameName (model_t *m, int frame)
{
if (m->animscenes)
Con_Printf("frame %i: %s\n", frame, m->animscenes[frame].name);
{
prvm_prog_t *prog = SVVM_prog;
prvm_edict_t *e;
- dp_model_t *m;
+ model_t *m;
if (!sv.active)
return;
{
prvm_prog_t *prog = SVVM_prog;
prvm_edict_t *e;
- dp_model_t *m;
+ model_t *m;
if (!sv.active)
return;
Cmd_AddCommand(CF_SHARED, "viewnext", SV_Viewnext_f, "change to next animation frame of viewthing entity in current level");
Cmd_AddCommand(CF_SHARED, "viewprev", SV_Viewprev_f, "change to previous animation frame of viewthing entity in current level");
Cmd_AddCommand(CF_SHARED, "maxplayers", SV_MaxPlayers_f, "sets limit on how many players (or bots) may be connected to the server at once");
- Cmd_AddCommand(CF_SHARED, "user", SV_User_f, "prints additional information about a player number or name on the scoreboard");
- Cmd_AddCommand(CF_SHARED, "users", SV_Users_f, "prints additional information about all players on the scoreboard");
Cmd_AddCommand(CF_SERVER, "sendcvar", SV_SendCvar_f, "sends the value of a cvar to the server as a sentcvar command, for use by QuakeC");
// commands that do not have automatic forwarding from cmd_client, these are internal details of the network protocol and not of interest to users (if they know what they are doing they can still use a generic "cmd prespawn" or similar)