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C++ Cmd_AddCommand函数代码示例

本文整理汇总了C++中Cmd_AddCommand函数的典型用法代码示例。如果您正苦于以下问题:C++ Cmd_AddCommand函数的具体用法?C++ Cmd_AddCommand怎么用?C++ Cmd_AddCommand使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。


在下文中一共展示了Cmd_AddCommand函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: S_Init

/**
 * @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();
}
开发者ID:MyWifeRules,项目名称:ufoai-1,代码行数:83,代码来源:s_main.cpp

示例2: FMod_Init

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);

//.........这里部分代码省略.........
开发者ID:jogi1,项目名称:camquake,代码行数:101,代码来源:fmod.c

示例3: SV_InitOperatorCommands

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);
}
开发者ID:Clever-Boy,项目名称:yquake2,代码行数:29,代码来源:sv_cmd.c

示例4: CL_InitInput

/*
============
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);
}
开发者ID:sxweet,项目名称:etlegacy,代码行数:74,代码来源:cl_input.c

示例5: CL_RegisterInput

/*
============
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 );
}
开发者ID:Bad-ptr,项目名称:q2pro,代码行数:75,代码来源:cl_input.c

示例6: S_Init

/*
=================
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");
}
开发者ID:SinSiXX,项目名称:Rogue-Reborn,代码行数:69,代码来源:snd_main.c

示例7: MP3_Init

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 );
}
开发者ID:hifi-unmaintained,项目名称:aprq2,代码行数:28,代码来源:xmms.c

示例8: CL_InitInput

/*
============
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);
}
开发者ID:DaneTheory,项目名称:quake,代码行数:45,代码来源:cl_input.c

示例9: SV_InitOperatorCommands

/*
==================
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" );
	}
}
开发者ID:GAMELASTER,项目名称:xash3d,代码行数:42,代码来源:sv_cmds.c

示例10: Commands_For_Configs_Init

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();
}
开发者ID:laureon,项目名称:ezquake-source,代码行数:40,代码来源:host.c

示例11: R_RegisterSystemVars

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);
}
开发者ID:Qazzian,项目名称:ufoai_suspend,代码行数:64,代码来源:r_main.cpp

示例12: Cvar_Init

/*
============
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 );
}
开发者ID:Razish,项目名称:CompJA,代码行数:33,代码来源:cvar.cpp

示例13: CL_UISystemCalls

/*
====================
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;
//.........这里部分代码省略.........
开发者ID:belstgut,项目名称:etlegacy,代码行数:101,代码来源:cl_ui.c

示例14: IN_Init

void IN_Init(void)
{
    Cmd_AddCommand ("force_centerview", Force_CenterView_f);
}
开发者ID:matatk,项目名称:agrip,代码行数:4,代码来源:vid_glx.c

示例15: Host_Init


//.........这里部分代码省略.........
	// 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;
	}
开发者ID:mjtalkiewicz,项目名称:DarkPlacesRM,代码行数:66,代码来源:host.c


注:本文中的Cmd_AddCommand函数示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。