jedi-academy/code/server/sv_game.cpp

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2013-04-19 02:52:48 +00:00
// sv_game.c -- interface to the game dll
// leave this as first line for PCH reasons...
//
#include "../server/exe_headers.h"
#include "../RMG/RM_Headers.h"
#include "../qcommon/cm_local.h"
#include "server.h"
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#include "../client/vmachine.h"
#include "../client/client.h"
#include "../renderer/tr_local.h"
#include "../renderer/tr_WorldEffects.h"
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/*
Ghoul2 Insert Start
*/
#if !defined(G2_H_INC)
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#include "../ghoul2/G2.h"
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#endif
/*
Ghoul2 Insert End
*/
//prototypes
extern void Sys_UnloadGame( void );
extern void *Sys_GetGameAPI( void *parms);
extern void Com_WriteCam ( const char *text );
extern void Com_FlushCamFile();
#ifdef _XBOX
extern int *s_entityWavVol;
#else
extern int s_entityWavVol[MAX_GENTITIES];
#endif
// these functions must be used instead of pointer arithmetic, because
// the game allocates gentities with private information after the server shared part
/*
int SV_NumForGentity( gentity_t *ent ) {
int num;
num = ( (byte *)ent - (byte *)ge->gentities ) / ge->gentitySize;
return num;
}
*/
gentity_t *SV_GentityNum( int num ) {
gentity_t *ent;
assert (num >=0);
ent = (gentity_t *)((byte *)ge->gentities + ge->gentitySize*(num));
return ent;
}
svEntity_t *SV_SvEntityForGentity( gentity_t *gEnt ) {
if ( !gEnt || gEnt->s.number < 0 || gEnt->s.number >= MAX_GENTITIES ) {
Com_Error( ERR_DROP, "SV_SvEntityForGentity: bad gEnt" );
}
return &sv.svEntities[ gEnt->s.number ];
}
gentity_t *SV_GEntityForSvEntity( svEntity_t *svEnt ) {
int num;
num = svEnt - sv.svEntities;
return SV_GentityNum( num );
}
/*
===============
SV_GameSendServerCommand
Sends a command string to a client
===============
*/
void SV_GameSendServerCommand( int clientNum, const char *fmt, ... ) {
char msg[8192];
va_list argptr;
va_start (argptr,fmt);
vsprintf (msg, fmt, argptr);
va_end (argptr);
if ( clientNum == -1 ) {
SV_SendServerCommand( NULL, "%s", msg );
} else {
if ( clientNum < 0 || clientNum >= 1 ) {
return;
}
SV_SendServerCommand( svs.clients + clientNum, "%s", msg );
}
}
/*
===============
SV_GameDropClient
Disconnects the client with a message
===============
*/
void SV_GameDropClient( int clientNum, const char *reason ) {
if ( clientNum < 0 || clientNum >= 1 ) {
return;
}
SV_DropClient( svs.clients + clientNum, reason );
}
/*
=================
SV_SetBrushModel
sets mins and maxs for inline bmodels
=================
*/
void SV_SetBrushModel( gentity_t *ent, const char *name ) {
clipHandle_t h;
vec3_t mins, maxs;
if (!name)
{
Com_Error( ERR_DROP, "SV_SetBrushModel: NULL model for ent number %d", ent->s.number );
}
if (name[0] == '*')
{
ent->s.modelindex = atoi( name + 1 );
if (sv.mLocalSubBSPIndex != -1)
{
ent->s.modelindex += sv.mLocalSubBSPModelOffset;
}
h = CM_InlineModel( ent->s.modelindex );
if (sv.mLocalSubBSPIndex != -1)
{
CM_ModelBounds( SubBSP[sv.mLocalSubBSPIndex], h, mins, maxs );
}
else
{
CM_ModelBounds( cmg, h, mins, maxs);
}
//CM_ModelBounds( h, mins, maxs );
VectorCopy (mins, ent->mins);
VectorCopy (maxs, ent->maxs);
ent->bmodel = qtrue;
if (0) //com_RMG && com_RMG->integer //fixme: this test really should be do we have bsp instances
{
ent->contents = CM_ModelContents( h, sv.mLocalSubBSPIndex );
}
else
{
ent->contents = CM_ModelContents( h, -1 );
}
}
else if (name[0] == '#')
{
ent->s.modelindex = CM_LoadSubBSP(va("maps/%s.bsp", name + 1), qfalse);
CM_ModelBounds( SubBSP[CM_FindSubBSP(ent->s.modelindex)], ent->s.modelindex, mins, maxs );
VectorCopy (mins, ent->mins);
VectorCopy (maxs, ent->maxs);
ent->bmodel = qtrue;
//rwwNOTE: We don't ever want to set contents -1, it includes CONTENTS_LIGHTSABER.
//Lots of stuff will explode if there's a brush with CONTENTS_LIGHTSABER that isn't attached to a client owner.
//ent->contents = -1; // we don't know exactly what is in the brushes
h = CM_InlineModel( ent->s.modelindex );
ent->contents = CM_ModelContents( h, CM_FindSubBSP(ent->s.modelindex) );
// ent->contents = CONTENTS_SOLID;
}
else
{
Com_Error( ERR_DROP, "SV_SetBrushModel: %s isn't a brush model (ent %d)", name, ent->s.number );
}
}
const char *SV_SetActiveSubBSP(int index)
{
if (index >= 0)
{
sv.mLocalSubBSPIndex = CM_FindSubBSP(index);
sv.mLocalSubBSPModelOffset = index;
sv.mLocalSubBSPEntityParsePoint = CM_SubBSPEntityString (sv.mLocalSubBSPIndex);
return sv.mLocalSubBSPEntityParsePoint;
}
else
{
sv.mLocalSubBSPIndex = -1;
}
return NULL;
}
/*
=================
SV_inPVS
Also checks portalareas so that doors block sight
=================
*/
qboolean SV_inPVS (const vec3_t p1, const vec3_t p2)
{
int leafnum;
int cluster;
int area1, area2;
#ifdef _XBOX
const byte *mask;
#else
byte *mask;
#endif
int start=0;
if ( com_speeds->integer ) {
start = Sys_Milliseconds ();
}
leafnum = CM_PointLeafnum (p1);
cluster = CM_LeafCluster (leafnum);
area1 = CM_LeafArea (leafnum);
mask = CM_ClusterPVS (cluster);
leafnum = CM_PointLeafnum (p2);
cluster = CM_LeafCluster (leafnum);
area2 = CM_LeafArea (leafnum);
if ( mask && (!(mask[cluster>>3] & (1<<(cluster&7)) ) ) )
{
if ( com_speeds->integer ) {
timeInPVSCheck += Sys_Milliseconds () - start;
}
return qfalse;
}
if (!CM_AreasConnected (area1, area2))
{
timeInPVSCheck += Sys_Milliseconds() - start;
return qfalse; // a door blocks sight
}
if ( com_speeds->integer ) {
timeInPVSCheck += Sys_Milliseconds() - start;
}
return qtrue;
}
/*
=================
SV_inPVSIgnorePortals
Does NOT check portalareas
=================
*/
qboolean SV_inPVSIgnorePortals( const vec3_t p1, const vec3_t p2)
{
int leafnum;
int cluster;
int area1, area2;
#ifdef _XBOX
const byte *mask;
#else
byte *mask;
#endif
int start=0;
if ( com_speeds->integer ) {
start = Sys_Milliseconds ();
}
leafnum = CM_PointLeafnum (p1);
cluster = CM_LeafCluster (leafnum);
area1 = CM_LeafArea (leafnum);
mask = CM_ClusterPVS (cluster);
leafnum = CM_PointLeafnum (p2);
cluster = CM_LeafCluster (leafnum);
area2 = CM_LeafArea (leafnum);
if ( mask && (!(mask[cluster>>3] & (1<<(cluster&7)) ) ) )
{
if ( com_speeds->integer ) {
timeInPVSCheck += Sys_Milliseconds() - start;
}
return qfalse;
}
if ( com_speeds->integer ) {
timeInPVSCheck += Sys_Milliseconds() - start;
}
return qtrue;
}
/*
========================
SV_AdjustAreaPortalState
========================
*/
void SV_AdjustAreaPortalState( gentity_t *ent, qboolean open ) {
if ( !(ent->contents&CONTENTS_OPAQUE) ) {
#ifndef FINAL_BUILD
// Com_Printf( "INFO: entity number %d not opaque: not affecting area portal!\n", ent->s.number );
#endif
return;
}
svEntity_t *svEnt;
svEnt = SV_SvEntityForGentity( ent );
if ( svEnt->areanum2 == -1 ) {
return;
}
CM_AdjustAreaPortalState( svEnt->areanum, svEnt->areanum2, open );
}
/*
==================
SV_GameAreaEntities
==================
*/
qboolean SV_EntityContact( const vec3_t mins, const vec3_t maxs, const gentity_t *gEnt ) {
const float *origin, *angles;
clipHandle_t ch;
trace_t trace;
// check for exact collision
origin = gEnt->currentOrigin;
angles = gEnt->currentAngles;
ch = SV_ClipHandleForEntity( gEnt );
CM_TransformedBoxTrace ( &trace, vec3_origin, vec3_origin, mins, maxs,
ch, -1, origin, angles );
return trace.startsolid;
}
/*
===============
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 );
}
qboolean SV_GetEntityToken( char *buffer, int bufferSize )
{
char *s;
if (sv.mLocalSubBSPIndex == -1)
{
s = COM_Parse( (const char **)&sv.entityParsePoint );
Q_strncpyz( buffer, s, bufferSize );
if ( !sv.entityParsePoint && !s[0] )
{
return qfalse;
}
else
{
return qtrue;
}
}
else
{
s = COM_Parse( (const char **)&sv.mLocalSubBSPEntityParsePoint);
Q_strncpyz( buffer, s, bufferSize );
if ( !sv.mLocalSubBSPEntityParsePoint && !s[0] )
{
return qfalse;
}
else
{
return qtrue;
}
}
}
//==============================================
/*
===============
SV_ShutdownGameProgs
Called when either the entire server is being killed, or
it is changing to a different game directory.
===============
*/
void SV_ShutdownGameProgs (qboolean shutdownCin) {
if (!ge) {
return;
}
ge->Shutdown ();
#ifdef _XBOX
if(shutdownCin) {
SCR_StopCinematic();
}
#else
SCR_StopCinematic();
#endif
CL_ShutdownCGame(); //we have cgame burried in here.
Sys_UnloadGame (); //this kills cgame as well.
ge = NULL;
cgvm.entryPoint = 0;
}
// this is a compile-helper function since Z_Malloc can now become a macro with __LINE__ etc
//
static void *G_ZMalloc_Helper( int iSize, memtag_t eTag, qboolean bZeroit)
{
return Z_Malloc( iSize, eTag, bZeroit );
}
//rww - RAGDOLL_BEGIN
void G2API_SetRagDoll(CGhoul2Info_v &ghoul2,CRagDollParams *parms);
void G2API_AnimateG2Models(CGhoul2Info_v &ghoul2, int AcurrentTime,CRagDollUpdateParams *params);
qboolean G2API_RagPCJConstraint(CGhoul2Info_v &ghoul2, const char *boneName, vec3_t min, vec3_t max);
qboolean G2API_RagPCJGradientSpeed(CGhoul2Info_v &ghoul2, const char *boneName, const float speed);
qboolean G2API_RagEffectorGoal(CGhoul2Info_v &ghoul2, const char *boneName, vec3_t pos);
qboolean G2API_GetRagBonePos(CGhoul2Info_v &ghoul2, const char *boneName, vec3_t pos, vec3_t entAngles, vec3_t entPos, vec3_t entScale);
qboolean G2API_RagEffectorKick(CGhoul2Info_v &ghoul2, const char *boneName, vec3_t velocity);
qboolean G2API_RagForceSolve(CGhoul2Info_v &ghoul2, qboolean force);
qboolean G2API_SetBoneIKState(CGhoul2Info_v &ghoul2, int time, const char *boneName, int ikState, sharedSetBoneIKStateParams_t *params);
qboolean G2API_IKMove(CGhoul2Info_v &ghoul2, int time, sharedIKMoveParams_t *params);
//rww - RAGDOLL_END
//This is as good a place as any I guess.
#ifndef _XBOX // Removing terrain from Xbox
void RMG_Init(int terrainID)
{
if (!TheRandomMissionManager)
{
TheRandomMissionManager = new CRMManager;
}
TheRandomMissionManager->SetLandScape(cmg.landScape);
if (TheRandomMissionManager->LoadMission(qtrue))
{
TheRandomMissionManager->SpawnMission(qtrue);
}
// cmg.landScapes[args[1]]->UpdatePatches();
//sv.mRMGChecksum = cm.landScapes[terrainID]->get_rand_seed();
}
CCMLandScape *CM_RegisterTerrain(const char *config, bool server);
int InterfaceCM_RegisterTerrain (const char *info)
{
return CM_RegisterTerrain(info, false)->GetTerrainId();
}
#endif // _XBOX
/*
===============
SV_InitGameProgs
Init the game subsystem for a new map
===============
*/
void SV_InitGameProgs (void) {
game_import_t import;
int i;
// unload anything we have now
if ( ge ) {
SV_ShutdownGameProgs (qtrue);
}
#ifndef _XBOX
if ( !Cvar_VariableIntegerValue("fs_restrict") && !Sys_CheckCD() )
{
Com_Error( ERR_NEED_CD, SE_GetString("CON_TEXT_NEED_CD") ); //"Game CD not in drive" );
}
#endif
// load a new game dll
import.Printf = Com_Printf;
import.WriteCam = Com_WriteCam;
import.FlushCamFile = Com_FlushCamFile;
import.Error = Com_Error;
import.Milliseconds = Sys_Milliseconds;
import.DropClient = SV_GameDropClient;
import.SendServerCommand = SV_GameSendServerCommand;
import.linkentity = SV_LinkEntity;
import.unlinkentity = SV_UnlinkEntity;
import.EntitiesInBox = SV_AreaEntities;
import.EntityContact = SV_EntityContact;
import.trace = SV_Trace;
import.pointcontents = SV_PointContents;
import.totalMapContents = CM_TotalMapContents;
import.SetBrushModel = SV_SetBrushModel;
import.inPVS = SV_inPVS;
import.inPVSIgnorePortals = SV_inPVSIgnorePortals;
import.SetConfigstring = SV_SetConfigstring;
import.GetConfigstring = SV_GetConfigstring;
import.SetUserinfo = SV_SetUserinfo;
import.GetUserinfo = SV_GetUserinfo;
import.GetServerinfo = SV_GetServerinfo;
import.cvar = Cvar_Get;
import.cvar_set = Cvar_Set;
import.Cvar_VariableIntegerValue = Cvar_VariableIntegerValue;
import.Cvar_VariableStringBuffer = Cvar_VariableStringBuffer;
import.argc = Cmd_Argc;
import.argv = Cmd_Argv;
import.SendConsoleCommand = Cbuf_AddText;
import.FS_FOpenFile = FS_FOpenFileByMode;
import.FS_Read = FS_Read;
import.FS_Write = FS_Write;
import.FS_FCloseFile = FS_FCloseFile;
import.FS_ReadFile = FS_ReadFile;
import.FS_FreeFile = FS_FreeFile;
import.FS_GetFileList = FS_GetFileList;
import.AppendToSaveGame = SG_Append;
#if defined(_XBOX) || defined(__GNUC__)
import._ReadFromSaveGame = SG_Read;
import._ReadFromSaveGameOptional = SG_ReadOptional;
#else
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import.ReadFromSaveGame = SG_Read;
import.ReadFromSaveGameOptional = SG_ReadOptional;
#endif
import.AdjustAreaPortalState = SV_AdjustAreaPortalState;
import.AreasConnected = CM_AreasConnected;
import.VoiceVolume = s_entityWavVol;
import.Malloc = G_ZMalloc_Helper;
import.Free = Z_Free;
import.bIsFromZone = Z_IsFromZone;
/*
Ghoul2 Insert Start
*/
import.G2API_AddBolt = G2API_AddBolt;
import.G2API_AttachEnt = G2API_AttachEnt;
import.G2API_AttachG2Model = G2API_AttachG2Model;
import.G2API_CollisionDetect = G2API_CollisionDetect;
import.G2API_DetachEnt = G2API_DetachEnt;
import.G2API_DetachG2Model = G2API_DetachG2Model;
import.G2API_GetAnimFileName = G2API_GetAnimFileName;
import.G2API_GetBoltMatrix = G2API_GetBoltMatrix;
import.G2API_GetBoneAnim = G2API_GetBoneAnim;
import.G2API_GetBoneAnimIndex = G2API_GetBoneAnimIndex;
import.G2API_AddSurface = G2API_AddSurface;
import.G2API_HaveWeGhoul2Models =G2API_HaveWeGhoul2Models;
#if defined(_XBOX) || defined(__GNUC__)
import._G2API_InitGhoul2Model = G2API_InitGhoul2Model;
import._G2API_SetBoneAngles = G2API_SetBoneAngles;
import._G2API_SetBoneAnglesMatrix = G2API_SetBoneAnglesMatrix;
import._G2API_SetBoneAnim = G2API_SetBoneAnim;
import._G2API_SetSkin = G2API_SetSkin;
import._G2API_CopyGhoul2Instance = G2API_CopyGhoul2Instance;
import._G2API_SetBoneAnglesIndex = G2API_SetBoneAnglesIndex;
import._G2API_SetBoneAnimIndex = G2API_SetBoneAnimIndex;
#else
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import.G2API_InitGhoul2Model = G2API_InitGhoul2Model;
import.G2API_SetBoneAngles = G2API_SetBoneAngles;
import.G2API_SetBoneAnglesMatrix = G2API_SetBoneAnglesMatrix;
import.G2API_SetBoneAnim = G2API_SetBoneAnim;
import.G2API_SetSkin = G2API_SetSkin;
import.G2API_CopyGhoul2Instance = G2API_CopyGhoul2Instance;
import.G2API_SetBoneAnglesIndex = G2API_SetBoneAnglesIndex;
import.G2API_SetBoneAnimIndex = G2API_SetBoneAnimIndex;
#endif
import.G2API_IsPaused = G2API_IsPaused;
import.G2API_ListBones = G2API_ListBones;
import.G2API_ListSurfaces = G2API_ListSurfaces;
import.G2API_PauseBoneAnim = G2API_PauseBoneAnim;
import.G2API_PauseBoneAnimIndex = G2API_PauseBoneAnimIndex;
import.G2API_PrecacheGhoul2Model = G2API_PrecacheGhoul2Model;
import.G2API_RemoveBolt = G2API_RemoveBolt;
import.G2API_RemoveBone = G2API_RemoveBone;
import.G2API_RemoveGhoul2Model = G2API_RemoveGhoul2Model;
import.G2API_SetLodBias = G2API_SetLodBias;
import.G2API_SetRootSurface = G2API_SetRootSurface;
import.G2API_SetShader = G2API_SetShader;
import.G2API_SetSurfaceOnOff = G2API_SetSurfaceOnOff;
import.G2API_StopBoneAngles = G2API_StopBoneAngles;
import.G2API_StopBoneAnim = G2API_StopBoneAnim;
import.G2API_SetGhoul2ModelFlags = G2API_SetGhoul2ModelFlags;
import.G2API_AddBoltSurfNum = G2API_AddBoltSurfNum;
import.G2API_RemoveSurface = G2API_RemoveSurface;
import.G2API_GetAnimRange = G2API_GetAnimRange;
import.G2API_GetAnimRangeIndex = G2API_GetAnimRangeIndex;
import.G2API_GiveMeVectorFromMatrix = G2API_GiveMeVectorFromMatrix;
import.G2API_GetGhoul2ModelFlags = G2API_GetGhoul2ModelFlags;
import.G2API_CleanGhoul2Models = G2API_CleanGhoul2Models;
import.TheGhoul2InfoArray = TheGhoul2InfoArray;
import.G2API_GetParentSurface = G2API_GetParentSurface;
import.G2API_GetSurfaceIndex = G2API_GetSurfaceIndex;
import.G2API_GetSurfaceName = G2API_GetSurfaceName;
import.G2API_GetGLAName = G2API_GetGLAName;
import.G2API_SetNewOrigin = G2API_SetNewOrigin;
import.G2API_GetBoneIndex = G2API_GetBoneIndex;
import.G2API_StopBoneAnglesIndex = G2API_StopBoneAnglesIndex;
import.G2API_StopBoneAnimIndex = G2API_StopBoneAnimIndex;
import.G2API_SetBoneAnglesMatrixIndex = G2API_SetBoneAnglesMatrixIndex;
import.G2API_SetAnimIndex = G2API_SetAnimIndex;
import.G2API_GetAnimIndex = G2API_GetAnimIndex;
import.G2API_SaveGhoul2Models = G2API_SaveGhoul2Models;
import.G2API_LoadGhoul2Models = G2API_LoadGhoul2Models;
import.G2API_LoadSaveCodeDestructGhoul2Info = G2API_LoadSaveCodeDestructGhoul2Info;
import.G2API_GetAnimFileNameIndex = G2API_GetAnimFileNameIndex;
import.G2API_GetAnimFileInternalNameIndex = G2API_GetAnimFileInternalNameIndex;
import.G2API_GetSurfaceRenderStatus = G2API_GetSurfaceRenderStatus;
//rww - RAGDOLL_BEGIN
import.G2API_SetRagDoll = G2API_SetRagDoll;
import.G2API_AnimateG2Models = G2API_AnimateG2Models;
import.G2API_RagPCJConstraint = G2API_RagPCJConstraint;
import.G2API_RagPCJGradientSpeed = G2API_RagPCJGradientSpeed;
import.G2API_RagEffectorGoal = G2API_RagEffectorGoal;
import.G2API_GetRagBonePos = G2API_GetRagBonePos;
import.G2API_RagEffectorKick = G2API_RagEffectorKick;
import.G2API_RagForceSolve = G2API_RagForceSolve;
import.G2API_SetBoneIKState = G2API_SetBoneIKState;
import.G2API_IKMove = G2API_IKMove;
//rww - RAGDOLL_END
import.G2API_AddSkinGore = G2API_AddSkinGore;
import.G2API_ClearSkinGore = G2API_ClearSkinGore;
#ifndef _XBOX
import.RMG_Init = RMG_Init;
import.CM_RegisterTerrain = InterfaceCM_RegisterTerrain;
#endif
import.SetActiveSubBSP = SV_SetActiveSubBSP;
import.RE_RegisterSkin = RE_RegisterSkin;
import.RE_GetAnimationCFG = RE_GetAnimationCFG;
import.WE_GetWindVector = R_GetWindVector;
import.WE_GetWindGusting = R_GetWindGusting;
import.WE_IsOutside = R_IsOutside;
import.WE_IsOutsideCausingPain = R_IsOutsideCausingPain;
import.WE_GetChanceOfSaberFizz = R_GetChanceOfSaberFizz;
import.WE_IsShaking = R_IsShaking;
import.WE_AddWeatherZone = R_AddWeatherZone;
import.WE_SetTempGlobalFogColor = R_SetTempGlobalFogColor;
/*
Ghoul2 Insert End
*/
ge = (game_export_t *)Sys_GetGameAPI (&import);
if (!ge)
Com_Error (ERR_DROP, "failed to load game DLL");
//hook up the client while we're here
#ifdef _XBOX
VM_Create("cl");
#else
if (!VM_Create("cl"))
Com_Error (ERR_DROP, "failed to attach to the client DLL");
#endif
if (ge->apiversion != GAME_API_VERSION)
Com_Error (ERR_DROP, "game is version %i, not %i", ge->apiversion,
GAME_API_VERSION);
sv.entityParsePoint = CM_EntityString();
// use the current msec count for a random seed
Z_TagFree(TAG_G_ALLOC);
ge->Init( sv_mapname->string, sv_spawntarget->string, sv_mapChecksum->integer, CM_EntityString(), sv.time, com_frameTime, Com_Milliseconds(), eSavedGameJustLoaded, qbLoadTransition );
// clear all gentity pointers that might still be set from
// a previous level
for ( i = 0 ; i < 1 ; i++ ) {
svs.clients[i].gentity = NULL;
}
}
/*
====================
SV_GameCommand
See if the current console command is claimed by the game
====================
*/
qboolean SV_GameCommand( void ) {
if ( sv.state != SS_GAME ) {
return qfalse;
}
return ge->ConsoleCommand();
}