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C++ Cvar_InfoString函数代码示例

本文整理汇总了C++中Cvar_InfoString函数的典型用法代码示例。如果您正苦于以下问题:C++ Cvar_InfoString函数的具体用法?C++ Cvar_InfoString怎么用?C++ Cvar_InfoString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Cvar_InfoString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: SV_Serverinfo_f

/*
===========
SV_Serverinfo_f

Examine the serverinfo string
===========
*/
static void SV_Serverinfo_f( void ) {
	Com_Printf ("Server info settings:\n");
	Info_Print ( Cvar_InfoString( CVAR_SERVERINFO ) );
	if ( !com_sv_running->integer ) {
		Com_Printf( "Server is not running.\n" );
	}
}
开发者ID:vvvjk2,项目名称:jk2mv,代码行数:14,代码来源:sv_ccmds.cpp

示例2: CL_Clientinfo_f

/*
==============
CL_Clientinfo_f
==============
*/
void CL_Clientinfo_f( void ) {
	Com_Printf( "--------- Client Information ---------\n" );
	Com_Printf( "state: %i\n", cls.state );
	Com_Printf( "Server: %s\n", cls.servername );
	Com_Printf ("User info settings:\n");
	Info_Print( Cvar_InfoString( CVAR_USERINFO ) );
	Com_Printf( "--------------------------------------\n" );
}
开发者ID:Hasimir,项目名称:jedi-academy-1,代码行数:13,代码来源:cl_main.cpp

示例3: SV_GetServerinfo

/*
===============
SV_GetServerinfo

===============
*/
void SV_GetServerinfo( char* buffer, int bufferSize )
{
	if ( bufferSize < 1 )
	{
		Com_Error( ERR_DROP, "SV_GetServerinfo: bufferSize == %i", bufferSize );
	}
	Q_strncpyz( buffer, Cvar_InfoString( CVAR_SERVERINFO ), bufferSize );
}
开发者ID:OnlyTheGhosts,项目名称:OWEngine,代码行数:14,代码来源:sv_game.cpp

示例4: SVC_Status

void SVC_Status( netadr_t* from ) {
	char player[1024];
	char status[MAX_MSGLEN];
	int i;
	client_t    *cl;
	int/*playerState_t*/   *ps;
	int statusLength;
	int playerLength;
	char infostring[MAX_INFO_STRING];
	
	int custom_mod = 0;
	char *fs_game = Cvar_VariableString("fs_game");
	
	if(fs_game && *fs_game)
		custom_mod = 1;
	
	challenge_t* challenge;
	
	if ( !SV_VerifyChallenge( Cmd_Argv( 1 ) ) ) {
		return;
	}

	strcpy( infostring, Cvar_InfoString( 4 )); //1.5 uses 8196

	Info_SetValueForKey( infostring, "challenge", Cmd_Argv( 1 ) );

	status[0] = 0;
	statusLength = 0;

	for ( i = 0 ; i < sv_maxclients->integer ; i++ ) {
		cl = getclient(i);
		
		if ( cl->state >= CS_CONNECTED ) {
			//ps = SV_GameClientNum( i );
			Com_sprintf( player, sizeof( player ), "%i %i \"%s\"\n",
						 SV_GetClientScore(cl), cl->ping, cl->name );
			playerLength = strlen( player );
			if ( statusLength + playerLength >= sizeof( status ) ) {
				break;      // can't hold any more
			}
			strcpy( status + statusLength, player );
			statusLength += playerLength;
		}
	}
	
	#if CODPATCH == 5
	if(sv_disableClientConsole->integer)
		Info_SetValueForKey(infostring, "con_disabled", va("%i", sv_disableClientConsole->integer));
	#endif
	
	char *g_password = Cvar_VariableString("g_password");
	
	Info_SetValueForKey(infostring, "pswrd", va("%i", (g_password && *g_password) ? 1 : 0));
	
	Info_SetValueForKey(infostring, "mod", va("%i", custom_mod));
	
	NET_OutOfBandPrint( NS_SERVER, *from, "statusResponse\n%s\n%s", infostring, status );
}
开发者ID:EndlessClan,项目名称:CoDExtended,代码行数:58,代码来源:sv_main.c

示例5: SVC_Status

/*
================
SVC_Status

Responds with all the info that qplug or qspy can see about the server
and all connected players.  Used for getting detailed information after
the simple info query.
================
*/
void SVC_Status( netadr_t from ) {
	char player[1024];
	char status[MAX_MSGLEN];
	int i;
	client_t    *cl;
	playerState_t   *ps;
	int statusLength;
	int playerLength;
	char infostring[MAX_INFO_STRING];

	// ignore if we are in single player
	if ( Cvar_VariableValue( "g_gametype" ) == GT_SINGLE_PLAYER ) {
		return;
	}

	// DHM - Nerve
#ifdef UPDATE_SERVER
	return;
#endif

	strcpy( infostring, Cvar_InfoString( CVAR_SERVERINFO ) );

	// echo back the parameter to status. so master servers can use it as a challenge
	// to prevent timed spoofed reply packets that add ghost servers
	Info_SetValueForKey( infostring, "challenge", Cmd_Argv( 1 ) );

	// add "demo" to the sv_keywords if restricted
	if ( Cvar_VariableValue( "fs_restrict" ) ) {
		char keywords[MAX_INFO_STRING];

		Com_sprintf( keywords, sizeof( keywords ), "demo %s",
					 Info_ValueForKey( infostring, "sv_keywords" ) );
		Info_SetValueForKey( infostring, "sv_keywords", keywords );
	}

	status[0] = 0;
	statusLength = 0;

	for ( i = 0 ; i < sv_maxclients->integer ; i++ ) {
		cl = &svs.clients[i];
		if ( cl->state >= CS_CONNECTED ) {
			ps = SV_GameClientNum( i );
			Com_sprintf( player, sizeof( player ), "%i %i \"%s\"\n",
						 ps->persistant[PERS_SCORE], cl->ping, cl->name );
			playerLength = strlen( player );
			if ( statusLength + playerLength >= sizeof( status ) ) {
				break;      // can't hold any more
			}
			strcpy( status + statusLength, player );
			statusLength += playerLength;
		}
	}

	NET_OutOfBandPrint( NS_SERVER, from, "statusResponse\n%s\n%s", infostring, status );
}
开发者ID:chegestar,项目名称:omni-bot,代码行数:64,代码来源:sv_main.c

示例6: CL_CheckUserinfo

/*
==================
CL_CheckUserinfo

==================
*/
void CL_CheckUserinfo( void ) {
	if ( cls.state < CA_CHALLENGING ) {
		return;
	}

	// send a reliable userinfo update if needed
	if ( cvar_modifiedFlags & CVAR_USERINFO ) {
		cvar_modifiedFlags &= ~CVAR_USERINFO;
		CL_AddReliableCommand( va("userinfo \"%s\"", Cvar_InfoString( CVAR_USERINFO ) ) );
	}

}
开发者ID:Hasimir,项目名称:jedi-academy-1,代码行数:18,代码来源:cl_main.cpp

示例7: SV_Systeminfo_f

/*
===========
SV_Systeminfo_f

Examine the systeminfo string
===========
*/
static void SV_Systeminfo_f( void )
{
	// make sure server is running
	if ( !com_sv_running->integer )
	{
		Com_Printf(_( "Server is not running.\n" ));
		return;
	}

	Com_Printf(_( "System info settings:\n" ));
	Info_Print( Cvar_InfoString( CVAR_SYSTEMINFO | CVAR_SERVERINFO_NOUPDATE, qfalse ) );
}
开发者ID:Gallaecio,项目名称:Unvanquished,代码行数:19,代码来源:sv_ccmds.c

示例8: Tracker_requestWeaponStats

/**
 * @brief Request weapon stats data from mod
 */
void Tracker_requestWeaponStats(void)
{
	int      i;
	qboolean onlybots = qtrue;
	char     *P;

	if (!maprunning)
	{
		return;
	}

	strcpy(infostring, Cvar_InfoString(CVAR_SERVERINFO | CVAR_SERVERINFO_NOUPDATE));
	P = Info_ValueForKey(infostring, "P");

	strcpy(expect, "ws");
	for (i = 0; i < sv_maxclients->value; i++)
	{
		if (svs.clients[i].state == CS_ACTIVE)
		{
			if (svs.clients[i].netchan.remoteAddress.type != NA_BOT)
			{
				onlybots = qfalse;
				querycl  = i;
			}

			expectnum++;
		}
	}

	if (expectnum > 0)
	{
		Tracker_Send("wsc %i", expectnum);

		for (i = 0; i < sv_maxclients->value; i++)
		{
			if (svs.clients[i].state == CS_ACTIVE)
			{
				// send basic data is client is spectator
				if (P[i] == '3' || (svs.clients[i].netchan.remoteAddress.type == NA_BOT && onlybots))
				{
					Tracker_Send("ws %i 0 0 0\\%s", i, Tracker_createClientInfo(i));
				}
			}
		}

		if (querycl >= 0)
		{
			SV_ExecuteClientCommand(&svs.clients[querycl], "statsall", qtrue, qfalse);
		}
	}
}
开发者ID:zturtleman,项目名称:etlegacy,代码行数:54,代码来源:sv_tracker.c

示例9: SVC_Status

/*
================
SVC_Status

Responds with all the info that qplug or qspy can see about the server
and all connected players.  Used for getting detailed information after
the simple info query.
================
*/
void SVC_Status( netadr_t from, const Cmd::Args& args )
{
	char          player[ 1024 ];
	char          status[ MAX_MSGLEN ];
	int           i;
	client_t      *cl;
	playerState_t *ps;
	int           statusLength;
	int           playerLength;
	char          infostring[ MAX_INFO_STRING ];

	//bani - bugtraq 12534
	if ( args.Argc() > 1 && !SV_VerifyChallenge( args.Argv(1).c_str() ) )
	{
		return;
	}

	Q_strncpyz( infostring, Cvar_InfoString( CVAR_SERVERINFO, false ), MAX_INFO_STRING );

	if ( args.Argc() > 1 )
	{
		// echo back the parameter to status. so master servers can use it as a challenge
		// to prevent timed spoofed reply packets that add ghost servers
		Info_SetValueForKey( infostring, "challenge", args.Argv(1).c_str(), false );
	}

	status[ 0 ] = 0;
	statusLength = 0;

	for ( i = 0; i < sv_maxclients->integer; i++ )
	{
		cl = &svs.clients[ i ];

		if ( cl->state >= CS_CONNECTED )
		{
			ps = SV_GameClientNum( i );
			Com_sprintf( player, sizeof( player ), "%i %i \"%s\"\n", ps->persistant[ PERS_SCORE ], cl->ping, cl->name );
			playerLength = strlen( player );

			if ( statusLength + playerLength >= (int) sizeof( status ) )
			{
				break; // can't hold any more
			}

			strcpy( status + statusLength, player );
			statusLength += playerLength;
		}
	}

	NET_OutOfBandPrint( NS_SERVER, from, "statusResponse\n%s\n%s", infostring, status );
}
开发者ID:norfenstein,项目名称:unvqx,代码行数:60,代码来源:sv_main.cpp

示例10: CL_CheckForResend

/*
=================
CL_CheckForResend

Resend a connect message if the last one has timed out
=================
*/
void CL_CheckForResend( void ) {
	int		port;
	char	info[MAX_INFO_STRING];

//	if ( cls.state == CA_CINEMATIC )  
	if ( cls.state == CA_CINEMATIC || CL_IsRunningInGameCinematic())
	{
		return;
	}

	// resend if we haven't gotten a reply yet
	if ( cls.state < CA_CONNECTING || cls.state > CA_CHALLENGING ) {
		return;
	}

	if ( cls.realtime - clc.connectTime < RETRANSMIT_TIMEOUT ) {
		return;
	}

	clc.connectTime = cls.realtime;	// for retransmit requests
	clc.connectPacketCount++;

	// requesting a challenge
	switch ( cls.state ) {
	case CA_CONNECTING:
		UI_UpdateConnectionString( va("(%i)", clc.connectPacketCount ) );

		NET_OutOfBandPrint(NS_CLIENT, clc.serverAddress, "getchallenge");
		break;

	case CA_CHALLENGING:
	// sending back the challenge
		port = Cvar_VariableIntegerValue("qport");

		UI_UpdateConnectionString( va("(%i)", clc.connectPacketCount ) );

		Q_strncpyz( info, Cvar_InfoString( CVAR_USERINFO ), sizeof( info ) );
		Info_SetValueForKey( info, "protocol", va("%i", PROTOCOL_VERSION ) );
		Info_SetValueForKey( info, "qport", va("%i", port ) );
		Info_SetValueForKey( info, "challenge", va("%i", clc.challenge ) );
		NET_OutOfBandPrint( NS_CLIENT, clc.serverAddress, "connect \"%s\"", info );
		// the most current userinfo has been sent, so watch for any
		// newer changes to userinfo variables
		cvar_modifiedFlags &= ~CVAR_USERINFO;
		break;

	default:
		Com_Error( ERR_FATAL, "CL_CheckForResend: bad cls.state" );
	}
}
开发者ID:Hasimir,项目名称:jedi-academy-1,代码行数:57,代码来源:cl_main.cpp

示例11: SVC_Status

/*
================
SVC_Status

Responds with all the info that qplug or qspy can see about the server
and all connected players.  Used for getting detailed information after
the simple info query.
================
*/
void SVC_Status( netadr_t from ) {
	char	player[1024];
	char	status[MAX_MSGLEN];
	int		i;
	client_t	*cl;
	int		statusLength;
	int		playerLength;
	int		score;
	char	infostring[MAX_INFO_STRING];

	strcpy( infostring, Cvar_InfoString( CVAR_SERVERINFO ) );

	// echo back the parameter to status. so servers can use it as a challenge
	// to prevent timed spoofed reply packets that add ghost servers
	Info_SetValueForKey( infostring, "challenge", Cmd_Argv(1) );

	status[0] = 0;
	statusLength = 0;

	for (i=0 ; i < 1 ; i++) {
		cl = &svs.clients[i];
		if ( cl->state >= CS_CONNECTED ) {
			if ( cl->gentity && cl->gentity->client ) {
				score = cl->gentity->client->persistant[PERS_SCORE];
			} else {
				score = 0;
			}
			Com_sprintf (player, sizeof(player), "%i %i \"%s\"\n", 
				score, cl->ping, cl->name);
			playerLength = strlen(player);
			if (statusLength + playerLength >= sizeof(status) ) {
				break;		// can't hold any more
			}
			strcpy (status + statusLength, player);
			statusLength += playerLength;
		}
	}

	NET_OutOfBandPrint( NS_SERVER, from, "statusResponse\n%s\n%s", infostring, status );
}
开发者ID:3ddy,项目名称:Jedi-Outcast,代码行数:49,代码来源:sv_main.cpp

示例12: SV_SpawnServer


//.........这里部分代码省略.........
    for (i=0 ; i<sv_maxclients->integer ; i++) {
        // send the new gamestate to all connected clients
        if (svs.clients[i].state >= CS_CONNECTED) {
            char	*denied;

            if ( svs.clients[i].netchan.remoteAddress.type == NA_BOT ) {
                if ( killBots ) {
                    SV_DropClient( &svs.clients[i], "" );
                    continue;
                }
                isBot = qtrue;
            }
            else {
                isBot = qfalse;
            }

            // connect the client again
            denied = VM_ExplicitArgPtr( gvm, VM_Call( gvm, GAME_CLIENT_CONNECT, i, qfalse, isBot ) );	// firstTime = qfalse
            if ( denied ) {
                // this generally shouldn't happen, because the client
                // was connected before the level change
                SV_DropClient( &svs.clients[i], denied );
            } else {
                if( !isBot ) {
                    // when we get the next packet from a connected client,
                    // the new gamestate will be sent
                    svs.clients[i].state = CS_CONNECTED;
                }
                else {
                    client_t		*client;
                    sharedEntity_t	*ent;

                    client = &svs.clients[i];
                    client->state = CS_ACTIVE;
                    ent = SV_GentityNum( i );
                    ent->s.number = i;
                    client->gentity = ent;

                    client->deltaMessage = -1;
                    client->nextSnapshotTime = svs.time;	// generate a snapshot immediately

                    VM_Call( gvm, GAME_CLIENT_BEGIN, i );
                }
            }
        }
    }

    // run another frame to allow things to look at all the players
    VM_Call( gvm, GAME_RUN_FRAME, svs.time );
    SV_BotFrame( svs.time );
    svs.time += 100;

    if ( sv_pure->integer ) {
        // the server sends these to the clients so they will only
        // load pk3s also loaded at the server
        p = FS_LoadedPakChecksums();
        Cvar_Set( "sv_paks", p );
        if (strlen(p) == 0) {
            Com_Printf( "WARNING: sv_pure set but no PK3 files loaded\n" );
        }
        p = FS_LoadedPakNames();
        Cvar_Set( "sv_pakNames", p );

        // if a dedicated pure server we need to touch the cgame because it could be in a
        // seperate pk3 file and the client will need to load the latest cgame.qvm
        if ( com_dedicated->integer ) {
            SV_TouchCGame();
        }
    }
    else {
        Cvar_Set( "sv_paks", "" );
        Cvar_Set( "sv_pakNames", "" );
    }
    // the server sends these to the clients so they can figure
    // out which pk3s should be auto-downloaded
    p = FS_ReferencedPakChecksums();
    Cvar_Set( "sv_referencedPaks", p );
    p = FS_ReferencedPakNames();
    Cvar_Set( "sv_referencedPakNames", p );

    // save systeminfo and serverinfo strings
    Q_strncpyz( systemInfo, Cvar_InfoString_Big( CVAR_SYSTEMINFO ), sizeof( systemInfo ) );
    cvar_modifiedFlags &= ~CVAR_SYSTEMINFO;
    SV_SetConfigstring( CS_SYSTEMINFO, systemInfo );

    SV_SetConfigstring( CS_SERVERINFO, Cvar_InfoString( CVAR_SERVERINFO ) );
    cvar_modifiedFlags &= ~CVAR_SERVERINFO;

    // any media configstring setting now should issue a warning
    // and any configstring changes should be reliably transmitted
    // to all clients
    sv.state = SS_GAME;

    // send a heartbeat now so the master will get up to date info
    SV_Heartbeat_f();

    Hunk_SetMark();

    Com_Printf ("-----------------------------------\n");
}
开发者ID:Avatarchik,项目名称:Quake-III-Arena-D3D11,代码行数:101,代码来源:sv_init.c

示例13: SV_Frame

void SV_Frame( int msec,float fractionMsec ) {
	int		frameMsec;
	int		startTime=0;

	// the menu kills the server with this cvar
	if ( sv_killserver->integer ) {
		SV_Shutdown ("Server was killed.\n");
		Cvar_Set( "sv_killserver", "0" );
		return;
	}

	if ( !com_sv_running->integer ) {
		return;
	}

 	extern void SE_CheckForLanguageUpdates(void);
	SE_CheckForLanguageUpdates();	// will fast-return else load different language if menu changed it

	// allow pause if only the local client is connected
	if ( SV_CheckPaused() ) {
		return;
	}

	// go ahead and let time slip if the server really hitched badly
	if ( msec > 1000 ) {
		Com_DPrintf( "SV_Frame: Truncating msec of %i to 1000\n", msec );
		msec = 1000;
	}

	// if it isn't time for the next frame, do nothing
	if ( sv_fps->integer < 1 ) {
		Cvar_Set( "sv_fps", "10" );
	}
	frameMsec = 1000 / sv_fps->integer ;

	sv.timeResidual += msec;
	sv.timeResidualFraction+=fractionMsec;
	if (sv.timeResidualFraction>=1.0f)
	{
		sv.timeResidualFraction-=1.0f;
		if (cl_newClock&&cl_newClock->integer)
		{
			sv.timeResidual++;
		}
	}
	if ( sv.timeResidual < frameMsec ) {
		return;
	}

	// if time is about to hit the 32nd bit, restart the
	// level, which will force the time back to zero, rather
	// than checking for negative time wraparound everywhere.
	// 2giga-milliseconds = 23 days, so it won't be too often
	if ( sv.time > 0x70000000 ) {
		SV_Shutdown( "Restarting server due to time wrapping" );
		Com_Printf("You win.  if you can play this long and not die, you deserve to win.\n");
		return;
	}

	// update infostrings if anything has been changed
	if ( cvar_modifiedFlags & CVAR_SERVERINFO ) {
		SV_SetConfigstring( CS_SERVERINFO, Cvar_InfoString( CVAR_SERVERINFO ) );
		cvar_modifiedFlags &= ~CVAR_SERVERINFO;
	}
	if ( cvar_modifiedFlags & CVAR_SYSTEMINFO ) {
		SV_SetConfigstring( CS_SYSTEMINFO, Cvar_InfoString( CVAR_SYSTEMINFO ) );
		cvar_modifiedFlags &= ~CVAR_SYSTEMINFO;
	}

	if ( com_speeds->integer ) {
		startTime = Sys_Milliseconds ();
	}

//	SV_BotFrame( sv.time );

	// run the game simulation in chunks
	while ( sv.timeResidual >= frameMsec ) {
		sv.timeResidual -= frameMsec;
		sv.time += frameMsec;
		G2API_SetTime(sv.time,G2T_SV_TIME);

		// let everything in the world think and move
		ge->RunFrame( sv.time );
	}

	if ( com_speeds->integer ) {
		time_game = Sys_Milliseconds () - startTime;
	}

	SG_TestSave();	// returns immediately if not active, used for fake-save-every-cycle to test (mainly) Icarus disk code

	// check timeouts
	SV_CheckTimeouts ();

	// update ping based on the last known frame from all clients
	SV_CalcPings ();

	// send messages back to the clients
	SV_SendClientMessages ();
}
开发者ID:3ddy,项目名称:Jedi-Outcast,代码行数:100,代码来源:sv_main.cpp

示例14: SV_SpawnServer


//.........这里部分代码省略.........
				// this generally shouldn't happen, because the client
				// was connected before the level change
				SV_DropClient( &svs.clients[ i ], denied );
			}
			else
			{
				if ( !isBot )
				{
					// when we get the next packet from a connected client,
					// the new gamestate will be sent
					svs.clients[ i ].state = CS_CONNECTED;
				}
				else
				{
					client_t       *client;
					sharedEntity_t *ent;

					client = &svs.clients[ i ];
					client->state = CS_ACTIVE;
					ent = SV_GentityNum( i );
					ent->s.number = i;
					client->gentity = ent;

					client->deltaMessage = -1;
					client->nextSnapshotTime = svs.time; // generate a snapshot immediately

					VM_Call( gvm, GAME_CLIENT_BEGIN, i );
				}
			}
		}
	}

	// run another frame to allow things to look at all the players
	VM_Call( gvm, GAME_RUN_FRAME, svs.time );
	SV_BotFrame( svs.time );
	svs.time += FRAMETIME;

	if ( sv_pure->integer )
	{
		// the server sends these to the clients so they will only
		// load pk3s also loaded at the server
		p = FS_LoadedPakChecksums();
		Cvar_Set( "sv_paks", p );

		if ( strlen( p ) == 0 )
		{
			Com_Printf( "WARNING: sv_pure set but no PK3 files loaded\n" );
		}

		p = FS_LoadedPakNames();
		Cvar_Set( "sv_pakNames", p );

		// if a dedicated pure server we need to touch the cgame because it could be in a
		// seperate pk3 file and the client will need to load the latest cgame.qvm
		if ( com_dedicated->integer )
		{
			SV_TouchCGame();
		}
	}
	else
	{
		Cvar_Set( "sv_paks", "" );
		Cvar_Set( "sv_pakNames", "" );
	}

	// the server sends these to the clients so they can figure
	// out which pk3s should be auto-downloaded
	// NOTE: we consider the referencedPaks as 'required for operation'

	// we want the server to reference the mp_bin pk3 that the client is expected to load from
	SV_TouchCGameDLL();

	p = FS_ReferencedPakChecksums();
	Cvar_Set( "sv_referencedPaks", p );
	p = FS_ReferencedPakNames();
	Cvar_Set( "sv_referencedPakNames", p );

	// save systeminfo and serverinfo strings
	cvar_modifiedFlags &= ~CVAR_SYSTEMINFO;
	SV_SetConfigstring( CS_SYSTEMINFO, Cvar_InfoString_Big( CVAR_SYSTEMINFO ) );

	SV_SetConfigstring( CS_SERVERINFO, Cvar_InfoString( CVAR_SERVERINFO | CVAR_SERVERINFO_NOUPDATE ) );
	cvar_modifiedFlags &= ~CVAR_SERVERINFO;

	// any media configstring setting now should issue a warning
	// and any configstring changes should be reliably transmitted
	// to all clients
	sv.state = SS_GAME;

	// send a heartbeat now so the master will get up to date info
	SV_Heartbeat_f();

	Hunk_SetMark();

	SV_UpdateConfigStrings();

	Cvar_Set( "sv_serverRestarting", "0" );

	Com_Printf( "-----------------------------------\n" );
}
开发者ID:SHOVELL,项目名称:Unvanquished,代码行数:101,代码来源:sv_init.c

示例15: CLQ2_Userinfo_f

static void CLQ2_Userinfo_f() {
	common->Printf( "User info settings:\n" );
	Info_Print( Cvar_InfoString( CVAR_USERINFO, MAX_INFO_STRING_Q2, MAX_INFO_KEY_Q2,
			MAX_INFO_VALUE_Q2, true, false ) );
}
开发者ID:janisl,项目名称:jlquake,代码行数:5,代码来源:main.cpp


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