本文整理汇总了C++中ConCommandBase::IsCommand方法的典型用法代码示例。如果您正苦于以下问题:C++ ConCommandBase::IsCommand方法的具体用法?C++ ConCommandBase::IsCommand怎么用?C++ ConCommandBase::IsCommand使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类ConCommandBase
的用法示例。
在下文中一共展示了ConCommandBase::IsCommand方法的7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: while
IEntityFactoryDictionary *EntityFactoryDictionary()
{
if(g_entityFactoryDictionary)
return g_entityFactoryDictionary;
if ( g_nServerToolsVersion >= 2 )
{
g_entityFactoryDictionary = servertools->GetEntityFactoryDictionary();
return g_entityFactoryDictionary;
}
#ifdef WIN32
ConCommandBase *pPtr = pAdminOP.GetCommands();
while (pPtr)
{
if (pPtr->IsCommand() && strcmp(pPtr->GetName(), "dumpentityfactories") == 0)
{
ConCommand *ptr = (ConCommand*)pPtr;
//CEntityFactoryDictionary *dict = ( CEntityFactoryDictionary * )*(int *)( ((char*)VFuncs::GetCommandCallback(ptr))+0x14 );
CEntityFactoryDictionary *dict = VFuncs::GetEntityDictionary(ptr);
if ( dict )
{
g_entityFactoryDictionary = dict;
return dict;
}
}
pPtr = const_cast<ConCommandBase*>(pPtr->GetNext());
}
#else
g_entityFactoryDictionary = VFuncs::GetEntityDictionary(NULL);
return g_entityFactoryDictionary;
#endif
return NULL;
}
示例2: HookConCommands
void CSourceMMMAP::HookConCommands()
{
//find the commands in the server's CVAR list
#if defined (GAME_CSGO)
pSayCmd = static_cast<ConCommand *>(g_pCVar->FindCommand("say"));
pTeamSayCmd = static_cast<ConCommand *>(g_pCVar->FindCommand("say_team"));
pChangeLevelCmd = static_cast<ConCommand *>(g_pCVar->FindCommand("changelevel"));
pAutoBuyCmd = static_cast<ConCommand *>(g_pCVar->FindCommand("autobuy"));
pReBuyCmd = static_cast<ConCommand *>(g_pCVar->FindCommand("rebuy"));
pRespawnEntities = static_cast<ConCommand *>(g_pCVar->FindCommand("respawn_entities"));
#else
ConCommandBase *pCmd = g_pCVar->GetCommands();
while (pCmd)
{
if (pCmd->IsCommand())
{
if (strcmp(pCmd->GetName(), "say") == 0)
pSayCmd = static_cast<ConCommand *>(pCmd);
else if (strcmp(pCmd->GetName(), "say_team") == 0)
pTeamSayCmd = static_cast<ConCommand *>(pCmd);
else if (strcmp(pCmd->GetName(), "changelevel") == 0)
pChangeLevelCmd = static_cast<ConCommand *>(pCmd);
else if (strcmp(pCmd->GetName(), "autobuy") == 0)
pAutoBuyCmd = static_cast<ConCommand *>(pCmd);
else if (strcmp(pCmd->GetName(), "rebuy") == 0)
pReBuyCmd = static_cast<ConCommand *>(pCmd);
else if (strcmp(pCmd->GetName(), "respawn_entities") == 0)
pRespawnEntities = static_cast<ConCommand *>(pCmd);
}
pCmd = const_cast<ConCommandBase *>(pCmd->GetNext());
}
#endif
#if !defined GAME_ORANGE && defined SOURCEMM
if (pSayCmd) SH_ADD_HOOK_STATICFUNC(ConCommand, Dispatch, pSayCmd, Say_handler, false);
if (pRespawnEntities) SH_ADD_HOOK_STATICFUNC(ConCommand, Dispatch, pRespawnEntities, RespawnEntities_handler, false);
if (pTeamSayCmd) SH_ADD_HOOK_STATICFUNC(ConCommand, Dispatch, pTeamSayCmd, TeamSay_handler, false);
if (pChangeLevelCmd) SH_ADD_HOOK_STATICFUNC(ConCommand, Dispatch, pChangeLevelCmd, ChangeLevel_handler, false);
if (pAutoBuyCmd)
{
SH_ADD_HOOK_STATICFUNC(ConCommand, Dispatch, pAutoBuyCmd, AutoBuy_handler, false);
autobuy_cc = SH_GET_CALLCLASS(pAutoBuyCmd);
}
if (pReBuyCmd)
{
SH_ADD_HOOK_STATICFUNC(ConCommand, Dispatch, pReBuyCmd, ReBuy_handler, false);
rebuy_cc = SH_GET_CALLCLASS(pReBuyCmd);
}
#else
if (pSayCmd) SH_ADD_HOOK(ConCommand, Dispatch, pSayCmd, SH_STATIC(Say_handler), false);
if (pRespawnEntities) SH_ADD_HOOK(ConCommand, Dispatch, pRespawnEntities, SH_STATIC(RespawnEntities_handler), false);
if (pTeamSayCmd) SH_ADD_HOOK(ConCommand, Dispatch, pTeamSayCmd, SH_STATIC(TeamSay_handler), false);
if (pChangeLevelCmd) SH_ADD_HOOK(ConCommand, Dispatch, pChangeLevelCmd, SH_STATIC(ChangeLevel_handler), false);
if (pAutoBuyCmd) SH_ADD_HOOK(ConCommand, Dispatch, pAutoBuyCmd, SH_STATIC(AutoBuy_handler), false);
if (pReBuyCmd) SH_ADD_HOOK(ConCommand, Dispatch, pReBuyCmd, SH_STATIC(ReBuy_handler), false);
#endif
}
示例3: RevertAll
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void ConVar::RevertAll( void )
{
ConCommandBase *p = s_pConCommandBases;
while ( p )
{
if ( !p->IsCommand() )
{
ConVar *var = ( ConVar * )p;
var->Revert();
}
p = p->m_pNext;
}
}
示例4: if
void ManiSMMHooks::HookConCommands()
{
//find the commands in the server's CVAR list
#if defined (GAME_CSGO)
pSayCmd = static_cast<ConCommand *>(g_pCVar->FindCommand("say"));
pTeamSayCmd = static_cast<ConCommand *>(g_pCVar->FindCommand("say_team"));
pChangeLevelCmd = static_cast<ConCommand *>(g_pCVar->FindCommand("changelevel"));
pAutoBuyCmd = static_cast<ConCommand *>(g_pCVar->FindCommand("autobuy"));
pReBuyCmd = static_cast<ConCommand *>(g_pCVar->FindCommand("rebuy"));
pRespawnEntities = static_cast<ConCommand *>(g_pCVar->FindCommand("respawn_entities"));
#else
ConCommandBase *pCmd = NULL;
pCmd = g_pCVar->GetCommands();
while (pCmd)
{
if (pCmd->IsCommand())
{
if (strcmp(pCmd->GetName(), "say") == 0)
pSayCmd = static_cast<ConCommand *>(pCmd);
else if (strcmp(pCmd->GetName(), "say_team") == 0)
pTeamSayCmd = static_cast<ConCommand *>(pCmd);
else if (strcmp(pCmd->GetName(), "changelevel") == 0)
pChangeLevelCmd = static_cast<ConCommand *>(pCmd);
else if (strcmp(pCmd->GetName(), "autobuy") == 0)
pAutoBuyCmd = static_cast<ConCommand *>(pCmd);
else if (strcmp(pCmd->GetName(), "rebuy") == 0)
pReBuyCmd = static_cast<ConCommand *>(pCmd);
else if (strcmp(pCmd->GetName(), "respawn_entities") == 0)
pRespawnEntities = static_cast<ConCommand *>(pCmd);
}
pCmd = const_cast<ConCommandBase *>(pCmd->GetNext());
}
#endif
if (pSayCmd) SH_ADD_HOOK(ConCommand, Dispatch, pSayCmd, SH_STATIC(Say_handler), false);
if (pRespawnEntities) SH_ADD_HOOK(ConCommand, Dispatch, pRespawnEntities, SH_STATIC(RespawnEntities_handler), false);
if (pTeamSayCmd) SH_ADD_HOOK(ConCommand, Dispatch, pTeamSayCmd, SH_STATIC(TeamSay_handler), false);
if (pChangeLevelCmd) SH_ADD_HOOK(ConCommand, Dispatch, pChangeLevelCmd, SH_STATIC(ChangeLevel_handler), false);
if (pAutoBuyCmd) SH_ADD_HOOK(ConCommand, Dispatch, pAutoBuyCmd, SH_STATIC(AutoBuy_handler), false);
if (pReBuyCmd) SH_ADD_HOOK(ConCommand, Dispatch, pReBuyCmd, SH_STATIC(ReBuy_handler), false);
}
示例5: OnSourceModGameInitialized
void ChatTriggers::OnSourceModGameInitialized()
{
unsigned int total = 2;
ConCommandBase *pCmd = icvar->GetCommands();
const char *name;
while (pCmd)
{
if (pCmd->IsCommand())
{
name = pCmd->GetName();
if (!m_pSayCmd && strcmp(name, "say") == 0)
{
m_pSayCmd = (ConCommand *)pCmd;
if (--total == 0)
{
break;
}
} else if (!m_pSayTeamCmd && strcmp(name, "say_team") == 0) {
m_pSayTeamCmd = (ConCommand *)pCmd;
if (--total == 0)
{
break;
}
}
}
pCmd = const_cast<ConCommandBase *>(pCmd->GetNext());
}
if (m_pSayCmd)
{
SH_ADD_HOOK_MEMFUNC(ConCommand, Dispatch, m_pSayCmd, this, &ChatTriggers::OnSayCommand_Pre, false);
SH_ADD_HOOK_MEMFUNC(ConCommand, Dispatch, m_pSayCmd, this, &ChatTriggers::OnSayCommand_Post, true);
}
if (m_pSayTeamCmd)
{
SH_ADD_HOOK_MEMFUNC(ConCommand, Dispatch, m_pSayTeamCmd, this, &ChatTriggers::OnSayCommand_Pre, false);
SH_ADD_HOOK_MEMFUNC(ConCommand, Dispatch, m_pSayTeamCmd, this, &ChatTriggers::OnSayCommand_Post, true);
}
}
示例6: Load
//.........这里部分代码省略.........
{
SendTable *st = svrclass->m_pTable;
for (int i = 0; i < st->m_nProps; i++)
{
SendProp *sp = st->GetProp(i);
const char *propname = sp->GetName();
Msg("Prop name: %s | Prop Offset: %d | Type: %d | IsSigned: %d\n", propname, sp->GetOffset(), sp->GetType(), sp->IsSigned());
}
}*/
svrclass = svrclass->m_pNext;
}
}
else
{
Warning("Unable to load IServerGameDLL.\n");
return false;
}
serverGameEnts = (IServerGameEnts *)gameServerFactory(INTERFACEVERSION_SERVERGAMEENTS, NULL);
if (!serverGameEnts)
{
Warning("Unable to load IServerGameEnts.\n");
return false;
}
playerInfoManager = (IPlayerInfoManager *)gameServerFactory(INTERFACEVERSION_PLAYERINFOMANAGER, NULL);
if (playerInfoManager)
{
globalVars = playerInfoManager->GetGlobalVars();
}
else
{
Warning("Unable to load IPlayerInfoManager.\n");
return false;
}
g_pCVar = (ICvar *)interfaceFactory(CVAR_INTERFACE_VERSION, NULL);
if (g_pCVar)
{
ICvar::Iterator iter(g_pCVar);
for (iter.SetFirst(); iter.IsValid(); iter.Next())
{
ConCommandBase *cmd = iter.Get();
if (cmd->IsCommand())
continue;
const char *cmdname = cmd->GetName();
ConVar *cvar = (ConVar *)cmd;
if (strcmp(cmdname, "net_maxcleartime") == 0)
cvar->SetValue(0.001f);
/*if (strcmp(cmdname, "net_minroutable") == 0)
cvar->SetValue(1000);*/
}
}
else
{
Warning("Unable to load ICVar.\n");
return false;
}
gameEventManager2 = (IGameEventManager2 *)interfaceFactory(INTERFACEVERSION_GAMEEVENTSMANAGER2, NULL);
if (!gameEventManager2)
{
Warning("Unable to load IGameEventManager2.\n");
return false;
}
vEngineServer = (IVEngineServer *)interfaceFactory(INTERFACEVERSION_VENGINESERVER, NULL);
if (!vEngineServer)
{
Warning("Unable to load IVEngineServer.\n");
return false;
}
serverTools = (IServerTools *)gameServerFactory(VSERVERTOOLS_INTERFACE_VERSION, NULL);
if (!serverTools)
{
Warning("Unable to load IServerTools.\n");
return false;
}
serverPluginHelpers = (IServerPluginHelpers *)interfaceFactory(INTERFACEVERSION_ISERVERPLUGINHELPERS, NULL);
if (!serverPluginHelpers)
{
Warning("Unable to load IServerPluginHelpers.\n");
return false;
}
//playerDeathEvent = new PlayerDeathEvent();
//playerSayEvent = new PlayerSayEvent();
//playerConnectEvent = new PlayerConnectEvent();
//playerDisconnectEvent = new PlayerDisconnectEvent();
roundStartEvent = new RoundStartEvent();
//itemPickupEvent = new ItemPickupEvent();
//playerSpawnEvent = new PlayerSpawnEvent();
//playerSpawnedEvent = new PlayerSpawnedEvent();
//announphaseendevent = new AnnouncePhaseEndEvent();
return true;
}
示例7: Fixup
bool ConCommandBaseMgr::Fixup(ConCommandBase* pConCommand)
{
ConCommandBase *pCur;
ConCommandBase *pPrev2;
ConCommandBase *pCur2;
ConCommandBase *pNext2;
const char *name;
static int initCount = 0;
// xboxissue - cvars and its class hierarchy could not be made to instance per subsystem
// without massive mangling and re-arranging, instead...
// there is only a single chain and therefore single /init/fixup
// missing: need to identify which subsystem
// could pass as part of declaration in constructor, but how to hide parameter for pc
// the accessors (aka callbacks to subsystems) to register with engine
// cannot be invoked as their unlink logic expect private lists
// so this just mimics the expected end result
// must handle early and late constructors
// late constructors are usually function scoped static
if (!pConCommand)
{
// the caller is one-time-init
if (++initCount > 1)
{
// the list has already been fixed
return true;
}
}
else
{
// the caller is a console command constructor
if (!initCount)
{
// the list has not been fixed yet
// no special behavior
return false;
}
else
{
// the list has already been fixed
// the console command is a late constructor
// add in to fixed list
bool hasParent = false;
if (!pConCommand->IsCommand())
{
pCur = ConCommandBase::s_pConCommandBases;
while (pCur)
{
if (pCur->IsCommand() && !stricmp(pCur->m_pszName, pConCommand->m_pszName))
{
// set its parent
((ConVar*)pConCommand)->m_pParent = ((ConVar*)pCur)->m_pParent;
hasParent = true;
break;
}
pCur = pCur->m_pNext;
}
}
if (!hasParent)
{
// add to head of list
pConCommand->m_pNext = ConCommandBase::s_pConCommandBases;
ConCommandBase::s_pConCommandBases = pConCommand;
}
else
return true;
}
}
if (initCount == 1)
{
// iterate the cvars and set their possible proxy parents
// skip over registered (fixed) entries
pCur = ConCommandBase::s_pConCommandBases;
while (pCur)
{
if (!pCur->IsCommand() && !pCur->m_bRegistered)
{
// iterate from the next node until end of list
name = pCur->m_pszName;
pPrev2 = pCur;
pCur2 = pCur->m_pNext;
while (pCur2)
{
pNext2 = pCur2->m_pNext;
if (!pCur2->IsCommand() && !stricmp(pCur2->m_pszName, name))
{
// found duplicate
// unlink and fixup
pCur2->m_pNext = NULL;
pPrev2->m_pNext = pNext2;
// set its parent
((ConVar*)pCur2)->m_pParent = ((ConVar*)pCur)->m_pParent;
}
else
{
// no unlink, advance to next node
pPrev2 = pCur2;
}
//.........这里部分代码省略.........