本文整理汇总了C++中Sys_ShowConsole函数的典型用法代码示例。如果您正苦于以下问题:C++ Sys_ShowConsole函数的具体用法?C++ Sys_ShowConsole怎么用?C++ Sys_ShowConsole使用的例子?那么, 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Sys_ShowConsole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: Sys_Error
/*
=============
Sys_Error
Show the early console as an error dialog
=============
*/
void QDECL Sys_Error( const char *error, ... ) {
va_list argptr;
char text[4096];
MSG msg;
va_start (argptr, error);
vsprintf (text, error, argptr);
va_end (argptr);
Conbuf_AppendText( text );
Conbuf_AppendText( "\n" );
Sys_SetErrorText( text );
Sys_ShowConsole( 1, qtrue );
timeEndPeriod( 1 );
IN_Shutdown();
// wait for the user to quit
while ( 1 ) {
if (!GetMessage (&msg, NULL, 0, 0))
Com_Quit_f ();
TranslateMessage (&msg);
DispatchMessage (&msg);
}
Sys_DestroyConsole();
Com_ShutdownZoneMemory();
Com_ShutdownHunkMemory();
exit (1);
}
示例2: Win_Frame
/*
====================
Win_Frame
====================
*/
void Win_Frame( void ) {
// if "viewlog" has been modified, show or hide the log console
if ( win32.win_viewlog.IsModified() ) {
if ( !com_skipRenderer.GetBool() && idAsyncNetwork::serverDedicated.GetInteger() != 1 ) {
Sys_ShowConsole( win32.win_viewlog.GetInteger(), false );
}
win32.win_viewlog.ClearModified();
}
}
示例3: Sys_Error
/*
=================
Sys_Error
=================
*/
void Sys_Error( const char *error, ... ) {
va_list argptr;
char string[4096];
#if defined (_WIN32) && !defined (_DEBUG)
MSG msg;
#endif
va_start (argptr,error);
idStr::vsnPrintf (string, sizeof(string), error, argptr);
va_end (argptr);
#if defined (_WIN32) && !defined (_DEBUG)
Conbuf_AppendText( string );
Conbuf_AppendText( "\n" );
#else
// Print text in the console window/box
Sys_Print( string );
Sys_Print( "\n" );
#endif
#if defined (_WIN32) && !defined (_DEBUG)
Sys_SetErrorText( string );
Sys_ShowConsole( 1, qtrue );
timeEndPeriod( 1 );
IN_Shutdown();
// wait for the user to quit
while ( 1 ) {
if ( !GetMessage( &msg, NULL, 0, 0 ) ) {
Com_Quit_f();
}
TranslateMessage( &msg );
DispatchMessage( &msg );
}
Sys_DestroyConsole();
#endif
CL_Shutdown( );
Sys_ErrorDialog( string );
Sys_Exit( 1 );
}
示例4: Sys_Error
void Sys_Error (const char *error, ...)
{
va_list argptr;
char text[1024];
va_start (argptr, error);
vsnprintf (text, sizeof(text), error, argptr);
va_end (argptr);
timeEndPeriod( 1 );
CL_Shutdown ();
Qcommon_Shutdown ();
if (qDedConsole)
{
MSG msg;
BOOL bRet;
Conbuf_AppendText( text );
Conbuf_AppendText( "\n" );
Sys_SetErrorText( text );
Sys_ShowConsole( 1, true );
// wait for the user to quit
while ((bRet = GetMessage(&msg, NULL, 0, 0)) != 0) {
if (bRet == -1)
break;
TranslateMessage (&msg);
DispatchMessage (&msg);
Sleep(25);
}
}
else
{
MessageBox(NULL, text, "Error", 0 /* MB_OK */ );
}
Sys_DestroyConsole();
exit (1);
}
示例5: Sys_Error
/*
=================
Sys_Error
=================
*/
void Sys_Error(const char *error, ...)
{
va_list argptr;
char string[1024];
#if defined (USE_WINDOWS_CONSOLE)
MSG msg;
#endif
va_start(argptr, error);
Q_vsnprintf(string, sizeof(string), error, argptr);
va_end(argptr);
#if defined (USE_WINDOWS_CONSOLE)
Conbuf_AppendText(string);
Conbuf_AppendText("\n");
Sys_Splash(qfalse);
Sys_SetErrorText(string);
Sys_ShowConsole(1, qtrue);
timeEndPeriod(1);
IN_Shutdown();
// wait for the user to quit
while (1)
{
if (!GetMessage(&msg, NULL, 0, 0))
{
Com_Quit_f();
}
TranslateMessage(&msg);
DispatchMessage(&msg);
}
Sys_DestroyConsole();
#endif
Sys_ErrorDialog(string);
Sys_Exit(3);
}
示例6: Sys_Error
void Sys_Error (const char *error, ...)
{
va_list argptr;
char text[1024];
Sys_Backtrace();
#ifdef COMPILE_MAP
Mem_Shutdown();
#endif
va_start(argptr, error);
Q_vsnprintf(text, sizeof(text), error, argptr);
va_end(argptr);
/* Echo to console */
Sys_ConsoleOutput("\n");
Sys_ConsoleOutput(text);
Sys_ConsoleOutput("\n");
/* Display the message and set a timer so we can flash the text */
SetWindowText(sys_console.hWndMsg, text);
SetTimer(sys_console.hWnd, 1, 1000, NULL);
sys_console.timerActive = true;
/* Show/hide everything we need */
ShowWindow(sys_console.hWndMsg, SW_SHOW);
ShowWindow(sys_console.hWndInput, SW_HIDE);
Sys_ShowConsole(true);
/* Wait for the user to quit */
while (1) {
Sys_ConsoleLoop(true);
/* Don't hog the CPU */
Sys_Sleep(25);
}
}
示例7: WinMain
int WINAPI WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow ) {
// should never get a previous instance in Win32
if ( hPrevInstance ) {
return 0;
}
global_hInstance = hInstance;
String::NCpyZ( sys_cmdline, lpCmdLine, sizeof ( sys_cmdline ) );
// done before Com/Sys_Init since we need this for error output
Sys_CreateConsole( "JLQuake Console" );
// no abort/retry/fail errors
SetErrorMode( SEM_FAILCRITICALERRORS );
Com_Init( __argc, __argv, sys_cmdline );
// hide the early console since we've reached the point where we
// have a working graphics subsystems
if ( !com_dedicated->integer && !com_viewlog->integer ) {
Sys_ShowConsole( 0, false );
}
// main game loop
while ( 1 ) {
// if not running as a game client, sleep a bit
if ( Minimized || ( com_dedicated && com_dedicated->integer ) ) {
Sleep( 5 );
}
// run the game
Com_Frame();
}
// never gets here
return 0;
}
示例8: PrepareGame
void PrepareGame(void)
{
// done before Com/Sys_Init since we need this for error output
Sys_CreateConsole();
// no abort/retry/fail errors
//SetErrorMode( SEM_FAILCRITICALERRORS );
// get the initial time base
Sys_Milliseconds();
Com_Init("");
NET_Init();
//_getcwd (cwd, sizeof(cwd));
//Com_Printf("Working directory: %s\n", cwd);
// hide the early console since we've reached the point where we
// have a working graphics subsystems
if ( !com_dedicated->integer && !com_viewlog->integer ) {
Sys_ShowConsole( 0, qfalse );
}
}
示例9: WinMain
/*
==================
WinMain
==================
*/
int WINAPI WinMain (HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) {
char cwd[MAX_OSPATH];
// int startTime, endTime;
// should never get a previous instance in Win32
if ( hPrevInstance ) {
return 0;
}
g_wv.hInstance = hInstance;
Q_strncpyz( sys_cmdline, lpCmdLine, sizeof( sys_cmdline ) );
// done before Com/Sys_Init since we need this for error output
Sys_CreateConsole();
// no abort/retry/fail errors
SetErrorMode( SEM_FAILCRITICALERRORS );
// get the initial time base
Sys_Milliseconds();
Sys_InitStreamThread();
Com_Init( sys_cmdline );
QuickMemTest();
_getcwd (cwd, sizeof(cwd));
Com_Printf("Working directory: %s\n", cwd);
// hide the early console since we've reached the point where we
// have a working graphics subsystems
if ( !com_viewlog->integer ) {
Sys_ShowConsole( 0, qfalse );
}
// main game loop
while( 1 ) {
// if not running as a game client, sleep a bit
if ( g_wv.isMinimized ) {
Sleep( 5 );
}
// set low precision every frame, because some system calls
// reset it arbitrarily
// _controlfp( _PC_24, _MCW_PC );
// startTime = Sys_Milliseconds();
// make sure mouse and joystick are only called once a frame
IN_Frame();
// run the game
Com_Frame();
// endTime = Sys_Milliseconds();
// totalMsec += endTime - startTime;
// countMsec++;
}
// never gets here
}
示例10: WinMain
/*
==================
WinMain
==================
*/
int WINAPI WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow ) {
const HCURSOR hcurSave = ::SetCursor( LoadCursor( 0, IDC_WAIT ) );
Sys_SetPhysicalWorkMemory( 192 << 20, 1024 << 20 );
Sys_GetCurrentMemoryStatus( exeLaunchMemoryStats );
#if 0
DWORD handler = (DWORD)_except_handler;
__asm
{ // Build EXCEPTION_REGISTRATION record:
push handler // Address of handler function
push FS:[0] // Address of previous handler
mov FS:[0],ESP // Install new EXECEPTION_REGISTRATION
}
#endif
win32.hInstance = hInstance;
idStr::Copynz( sys_cmdline, lpCmdLine, sizeof( sys_cmdline ) );
// done before Com/Sys_Init since we need this for error output
Sys_CreateConsole();
// no abort/retry/fail errors
SetErrorMode( SEM_FAILCRITICALERRORS );
for ( int i = 0; i < MAX_CRITICAL_SECTIONS; i++ ) {
InitializeCriticalSection( &win32.criticalSections[i] );
}
// make sure the timer is high precision, otherwise
// NT gets 18ms resolution
timeBeginPeriod( 1 );
// get the initial time base
Sys_Milliseconds();
#ifdef DEBUG
// disable the painfully slow MS heap check every 1024 allocs
_CrtSetDbgFlag( 0 );
#endif
// Sys_FPU_EnableExceptions( TEST_FPU_EXCEPTIONS );
Sys_FPU_SetPrecision( FPU_PRECISION_DOUBLE_EXTENDED );
common->Init( 0, NULL, lpCmdLine );
#if TEST_FPU_EXCEPTIONS != 0
common->Printf( Sys_FPU_GetState() );
#endif
if ( win32.win_notaskkeys.GetInteger() ) {
DisableTaskKeys( TRUE, FALSE, /*( win32.win_notaskkeys.GetInteger() == 2 )*/ FALSE );
}
// hide or show the early console as necessary
if ( win32.win_viewlog.GetInteger() ) {
Sys_ShowConsole( 1, true );
} else {
Sys_ShowConsole( 0, false );
}
#ifdef SET_THREAD_AFFINITY
// give the main thread an affinity for the first cpu
SetThreadAffinityMask( GetCurrentThread(), 1 );
#endif
::SetCursor( hcurSave );
::SetFocus( win32.hWnd );
// main game loop
while( 1 ) {
Win_Frame();
#ifdef DEBUG
Sys_MemFrame();
#endif
// set exceptions, even if some crappy syscall changes them!
Sys_FPU_EnableExceptions( TEST_FPU_EXCEPTIONS );
// run the game
common->Frame();
}
// never gets here
return 0;
}
示例11: WinMain
/*
==================
WinMain
==================
*/
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{
const HCURSOR hcurSave = ::SetCursor(LoadCursor(0, IDC_WAIT));
Sys_SetPhysicalWorkMemory(192 << 20, 1024 << 20);
Sys_GetCurrentMemoryStatus(exeLaunchMemoryStats);
#if 0
DWORD handler = (DWORD)_except_handler;
__asm {
// Build EXCEPTION_REGISTRATION record:
push handler // Address of handler function
push FS:[0] // Address of previous handler
mov FS:[0],ESP // Install new EXECEPTION_REGISTRATION
}
#endif
win32.hInstance = hInstance;
idStr::Copynz(sys_cmdline, lpCmdLine, sizeof(sys_cmdline));
// done before Com/Sys_Init since we need this for error output
Sys_CreateConsole();
// no abort/retry/fail errors
SetErrorMode(SEM_FAILCRITICALERRORS);
for (int i = 0; i < MAX_CRITICAL_SECTIONS; i++) {
InitializeCriticalSection(&win32.criticalSections[i]);
}
// get the initial time base
Sys_Milliseconds();
#ifdef DEBUG
// disable the painfully slow MS heap check every 1024 allocs
_CrtSetDbgFlag(0);
#endif
// Sys_FPU_EnableExceptions( TEST_FPU_EXCEPTIONS );
Sys_FPU_SetPrecision(FPU_PRECISION_DOUBLE_EXTENDED);
common->Init(0, NULL, lpCmdLine);
#if TEST_FPU_EXCEPTIONS != 0
common->Printf(Sys_FPU_GetState());
#endif
#ifndef ID_DEDICATED
if (win32.win_notaskkeys.GetInteger()) {
DisableTaskKeys(TRUE, FALSE, /*( win32.win_notaskkeys.GetInteger() == 2 )*/ FALSE);
}
#endif
Sys_StartAsyncThread();
// hide or show the early console as necessary
if (win32.win_viewlog.GetInteger() || com_skipRenderer.GetBool() || idAsyncNetwork::serverDedicated.GetInteger()) {
Sys_ShowConsole(1, true);
} else {
Sys_ShowConsole(0, false);
}
#ifdef SET_THREAD_AFFINITY
// give the main thread an affinity for the first cpu
SetThreadAffinityMask(GetCurrentThread(), 1);
#endif
::SetCursor(hcurSave);
// Launch the script debugger
if (strstr(lpCmdLine, "+debugger")) {
// DebuggerClientInit( lpCmdLine );
return 0;
}
::SetFocus(win32.hWnd);
// main game loop
while (1) {
Win_Frame();
#ifdef DEBUG
Sys_MemFrame();
#endif
// set exceptions, even if some crappy syscall changes them!
Sys_FPU_EnableExceptions(TEST_FPU_EXCEPTIONS);
#ifdef ID_ALLOW_TOOLS
//.........这里部分代码省略.........
示例12: WinMain
int WINAPI WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow )
{
char cwd[ MAX_OSPATH ];
int startTime, endTime;
// should never get a previous instance in Win32
if ( hPrevInstance )
{
return 0;
}
#ifdef EXCEPTION_HANDLER
WinSetExceptionVersion( Q3_VERSION );
#endif
g_wv.hInstance = hInstance;
Q_strncpyz( sys_cmdline, lpCmdLine, sizeof( sys_cmdline ) );
// done before Com/Sys_Init since we need this for error output
Sys_CreateConsole();
// no abort/retry/fail errors
SetErrorMode( SEM_FAILCRITICALERRORS );
// get the initial time base
Sys_Milliseconds();
//Sys_InitStreamThread();
Com_Init( sys_cmdline );
NET_Init();
#if !defined(DEDICATED) && !defined(BUILD_TTY_CLIENT)
IN_Init(); // fretn - directinput must be inited after video etc
#endif
_getcwd( cwd, sizeof( cwd ) );
Com_Printf( "Working directory: %s\n", cwd );
// hide the early console since we've reached the point where we
// have a working graphics subsystems
if ( !com_dedicated->integer && !com_viewlog->integer )
{
Sys_ShowConsole( 0, qfalse );
}
SetFocus( g_wv.hWnd );
// main game loop
while ( 1 )
{
// if not running as a game client, sleep a bit
if ( g_wv.isMinimized || ( com_dedicated && com_dedicated->integer ) )
{
Sleep( 5 );
}
// set low precision every frame, because some system calls
// reset it arbitrarily
// _controlfp( _PC_24, _MCW_PC );
// _controlfp( -1, _MCW_EM ); // no exceptions, even if some crappy
// syscall turns them back on!
startTime = Sys_Milliseconds();
// make sure mouse and joystick are only called once a frame
IN_Frame();
// Com_FrameExt();
Com_Frame();
endTime = Sys_Milliseconds();
totalMsec += endTime - startTime;
countMsec++;
}
// never gets here
}
示例13: Com_Frame
void Com_Frame( void ) {
try
{
int timeBeforeFirstEvents, timeBeforeServer, timeBeforeEvents, timeBeforeClient, timeAfter;
int msec, minMsec;
static int lastTime;
// write config file if anything changed
Com_WriteConfiguration();
// if "viewlog" has been modified, show or hide the log console
if ( com_viewlog->modified ) {
Sys_ShowConsole( com_viewlog->integer, qfalse );
com_viewlog->modified = qfalse;
}
//
// main event loop
//
if ( com_speeds->integer ) {
timeBeforeFirstEvents = Sys_Milliseconds ();
}
// we may want to spin here if things are going too fast
if ( com_maxfps->integer > 0 ) {
minMsec = 1000 / com_maxfps->integer;
} else {
minMsec = 1;
}
do {
com_frameTime = Com_EventLoop();
if ( lastTime > com_frameTime ) {
lastTime = com_frameTime; // possible on first frame
}
msec = com_frameTime - lastTime;
} while ( msec < minMsec );
Cbuf_Execute ();
lastTime = com_frameTime;
// mess with msec if needed
com_frameMsec = msec;
float fractionMsec=0.0f;
msec = Com_ModifyMsec( msec, fractionMsec);
//
// server side
//
if ( com_speeds->integer ) {
timeBeforeServer = Sys_Milliseconds ();
}
SV_Frame (msec, fractionMsec);
//
// client system
//
// if ( !com_dedicated->integer )
{
//
// run event loop a second time to get server to client packets
// without a frame of latency
//
if ( com_speeds->integer ) {
timeBeforeEvents = Sys_Milliseconds ();
}
Com_EventLoop();
Cbuf_Execute ();
//
// client side
//
if ( com_speeds->integer ) {
timeBeforeClient = Sys_Milliseconds ();
}
CL_Frame (msec, fractionMsec);
if ( com_speeds->integer ) {
timeAfter = Sys_Milliseconds ();
}
}
//
// report timing information
//
if ( com_speeds->integer ) {
int all, sv, ev, cl;
all = timeAfter - timeBeforeServer;
sv = timeBeforeEvents - timeBeforeServer;
ev = timeBeforeServer - timeBeforeFirstEvents + timeBeforeClient - timeBeforeEvents;
cl = timeAfter - timeBeforeClient;
sv -= time_game;
cl -= time_frontend + time_backend;
//.........这里部分代码省略.........
示例14: WinMain
int WINAPI WinMain (HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{
MSG msg;
unsigned int time, oldtime, newtime;
// char *cddir;
/* previous instances do not exist in Win32 */
if (hPrevInstance)
return 0;
global_hInstance = hInstance;
// done before Com/Sys_Init since we need this for error output
Sys_CreateConsole();
// no abort/retry/fail errors
SetErrorMode (SEM_FAILCRITICALERRORS);
ParseCommandLine (lpCmdLine);
FixWorkingDirectory ();
// if we find the CD, add a +set cddir xxx command line
#if 0
cddir = Sys_ScanForCD ();
if (cddir && argc < MAX_NUM_ARGVS - 3)
{
int i;
// don't override a cddir on the command line
for (i=0 ; i<argc ; i++)
if (!strcmp(argv[i], "cddir"))
break;
if (i == argc)
{
argv[argc++] = "+set";
argv[argc++] = "cddir";
argv[argc++] = cddir;
}
}
#endif
#ifdef USE_DBGHELP
#ifdef _MSC_VER
__try {
#else
__try1( Sys_ExceptionHandler );
#endif
#endif /* USE_DBGHELP */
Qcommon_Init (argc, argv);
oldtime = Sys_Milliseconds ();
//Com_Error (ERR_FATAL, "Testing");
if (dedicated->integer) {
Sys_ShowConsole(1, false);
}
else if(!win_consolelogging->integer) {
qDedConsole = false;
Sys_DestroyConsole();
}
//_controlfp( _PC_24, _MCW_PC );
/* main window message loop */
while (1)
{
// if at a full screen console, don't update unless needed
if (!ActiveApp || dedicated->integer)
Sleep (3);
while (PeekMessage (&msg, NULL, 0, 0, PM_REMOVE)) {
sys_msg_time = msg.time;
TranslateMessage(&msg);
DispatchMessage(&msg);
}
do
{
newtime = Sys_Milliseconds ();
time = newtime - oldtime;
} while (time < 1);
_controlfp( _PC_24, _MCW_PC );
Qcommon_Frame( time );
oldtime = newtime;
}
#ifdef USE_DBGHELP
#ifdef _MSC_VER
} __except( Sys_ExceptionHandler( GetExceptionCode(), GetExceptionInformation() ) ) {
return 1;
}
#else
__except1;
#endif
#endif /* USE_DBGHELP */
// never gets here
return 0;
}
示例15: Com_Init
//.........这里部分代码省略.........
Cbuf_Execute ();
// override anything from the config files with command line args
Com_StartupVariable( NULL );
// allocate the stack based hunk allocator
Com_InitHunkMemory();
// if any archived cvars are modified after this, we will trigger a writing
// of the config file
cvar_modifiedFlags &= ~CVAR_ARCHIVE;
//
// init commands and vars
//
Cmd_AddCommand ("quit", Com_Quit_f);
Cmd_AddCommand ("writeconfig", Com_WriteConfig_f );
com_maxfps = Cvar_Get ("com_maxfps", "85", CVAR_ARCHIVE);
com_developer = Cvar_Get ("developer", "0", CVAR_TEMP );
com_logfile = Cvar_Get ("logfile", "0", CVAR_TEMP );
com_speedslog = Cvar_Get ("speedslog", "0", CVAR_TEMP );
com_timescale = Cvar_Get ("timescale", "1", CVAR_CHEAT );
com_fixedtime = Cvar_Get ("fixedtime", "0", CVAR_CHEAT);
com_showtrace = Cvar_Get ("com_showtrace", "0", CVAR_CHEAT);
com_viewlog = Cvar_Get( "viewlog", "0", CVAR_TEMP );
com_speeds = Cvar_Get ("com_speeds", "0", 0);
cl_paused = Cvar_Get ("cl_paused", "0", CVAR_ROM);
sv_paused = Cvar_Get ("sv_paused", "0", CVAR_ROM);
com_sv_running = Cvar_Get ("sv_running", "0", CVAR_ROM);
com_cl_running = Cvar_Get ("cl_running", "0", CVAR_ROM);
com_skippingcin = Cvar_Get ("skippingCinematic", "0", CVAR_ROM);
com_buildScript = Cvar_Get( "com_buildScript", "0", 0 );
com_FirstTime = Cvar_Get( "com_FirstTime", "0", CVAR_ARCHIVE);
if ( com_developer && com_developer->integer ) {
Cmd_AddCommand ("error", Com_Error_f);
Cmd_AddCommand ("crash", Com_Crash_f );
Cmd_AddCommand ("freeze", Com_Freeze_f);
}
s = va("%s %s %s", Q3_VERSION, CPUSTRING, __DATE__ );
com_version = Cvar_Get ("version", s, CVAR_ROM | CVAR_SERVERINFO );
SP_Init(); // Initialize StripEd
Sys_Init(); // this also detects CPU type, so I can now do this CPU check below...
if( !com_FirstTime->integer ) // special request to detect and use top-settings for Intel Williamette chip...
{
Cvar_Set( "com_FirstTime", "1" ); // only do this once
//
// ( make a local ptr only for quick test, since this is a common module )
//
cvar_t* s_CPUType = Cvar_Get("sys_cpuid","",0);
if (s_CPUType->value == CPUID_INTEL_WILLIAMETTE)
{
Cbuf_AddText ("exec perfect.cfg\n");
// Cbuf_Execute ();
}
}
Netchan_Init( Com_Milliseconds() & 0xffff ); // pick a port value that should be nice and random
// VM_Init();
SV_Init();
CL_Init();
Sys_ShowConsole( com_viewlog->integer, qfalse );
// set com_frameTime so that if a map is started on the
// command line it will still be able to count on com_frameTime
// being random enough for a serverid
com_frameTime = Com_Milliseconds();
// add + commands from command line
if ( !Com_AddStartupCommands() ) {
#ifdef NDEBUG
// if the user didn't give any commands, run default action
// if ( !com_dedicated->integer )
{
Cbuf_AddText ("cinematic openinglogos\n");
// if( !com_introPlayed->integer ) {
// Cvar_Set( com_introPlayed->name, "1" );
// Cvar_Set( "nextmap", "cinematic intro" );
// }
}
#endif
}
com_fullyInitialized = qtrue;
Com_Printf ("--- Common Initialization Complete ---\n");
}
catch (const char* reason) {
Sys_Error ("Error during initialization %s", reason);
}
}