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Remove last plugin stubs.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@6217 fc73d0e0-1445-4013-8a0c-d673dee63da5
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8 changed files with 45 additions and 32 deletions
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@ -115,7 +115,7 @@ cvar_t cl_predict_players_latency = CVARD("cl_predict_players_latency", "1.0", "
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cvar_t cl_predict_players_nudge = CVARD("cl_predict_players_nudge", "0.02", "An extra nudge of time, to cover video latency.");
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cvar_t cl_solid_players = CVARD("cl_solid_players", "1", "Consider other players as solid for player prediction.");
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cvar_t cl_noblink = CVARD("cl_noblink", "0", "Disable the ^^b text blinking feature.");
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cvar_t cl_servername = CVARD("cl_servername", "none", "The hostname of the last server you connected to");
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cvar_t cl_servername = CVARFD("cl_servername", "", CVAR_NOSET, "The hostname of the last server you connected to");
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cvar_t cl_serveraddress = CVARD("cl_serveraddress", "none", "The address of the last server you connected to");
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cvar_t qtvcl_forceversion1 = CVAR("qtvcl_forceversion1", "0");
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cvar_t qtvcl_eztvextensions = CVAR("qtvcl_eztvextensions", "0");
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@ -1181,7 +1181,11 @@ void CL_CheckForResend (void)
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#endif
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if (!connectinfo.trying)
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{
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if (*cl_servername.string)
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Cvar_ForceSet(&cl_servername, "");
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return;
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}
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if (startuppending || r_blockvidrestart)
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return; //don't send connect requests until we've actually initialised fully. this isn't a huge issue, but makes the startup prints a little more sane.
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@ -2197,7 +2201,7 @@ void CL_Disconnect (const char *reason)
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FTENET_AddToCollection(cls.sockets, "conn", NULL, NA_INVALID, NP_DGRAM);
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#endif
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Cvar_ForceSet(&cl_servername, "none");
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Cvar_ForceSet(&cl_servername, "");
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CL_ClearState(false);
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@ -2672,7 +2676,6 @@ void CL_CheckServerInfo(void)
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CL_CheckServerPacks();
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Cvar_ForceCheatVars(cls.allow_semicheats, cls.allow_cheats);
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Validation_Apply_Ruleset();
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if (oldteamplay != cl.teamplay)
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Skin_FlushPlayers();
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@ -1115,6 +1115,7 @@ qboolean Cvar_ApplyLatchFlag(cvar_t *var, char *value, unsigned int newflag, uns
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return result;
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}
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#ifdef HAVE_CLIENT
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void Cvar_ForceCheatVars(qboolean semicheats, qboolean absolutecheats)
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{ //this either unlatches if the cheat type is allowed, or enforces a default for full cheats and blank for semicheats.
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//this is clientside only.
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@ -1167,7 +1168,10 @@ void Cvar_ForceCheatVars(qboolean semicheats, qboolean absolutecheats)
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var->latched_string = latch;
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}
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}
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Validation_Apply_Ruleset();
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}
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#endif
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int Cvar_ApplyLatches(int latchflag, qboolean clearflag)
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{
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@ -2120,9 +2120,15 @@ static void *QDECL PlugBI_GetEngineInterface(const char *interfacename, size_t s
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NULL,
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#endif
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Con_ClearNotify,
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Plug_CL_ClearState,
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Plug_CL_SetLoadscreenState,
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Plug_CL_UpdateGameTime,
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Cvar_ForceCheatVars,
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DL_Begun,
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CL_DownloadFinished,
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CL_DownloadFailed,
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};
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if (structsize == sizeof(funcs))
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return &funcs;
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@ -2150,6 +2156,11 @@ static void *QDECL PlugBI_GetEngineInterface(const char *interfacename, size_t s
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Plug_Input_GetMoveCount,
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Plug_Input_GetMoveEntry,
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Sys_Clipboard_PasteText,
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Sys_SaveClipboard,
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utf8_decode,
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utf8_encode,
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IN_GetKeyDest,
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IN_KeyEvent,
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IN_MouseMove,
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@ -310,9 +310,15 @@ typedef struct //q1 client/network info
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F(float, GetTrackerOwnFrags, (int seat, char *text, size_t textsize));
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F(void, GetPredInfo, (int seat, vec3_t outvel));
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F(void, ClearNotify, (void)); //called for fast map restarts.
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F(void, ClearClientState, (void)); //called at the start of map changes.
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F(void, SetLoadingState, (qboolean newstate)); //Change the client's loading screen state.
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F(void, UpdateGameTime, (double)); //tells the client an updated snapshot time for interpolation/timedrift.
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void (*ForceCheatVars) (qboolean semicheats, qboolean absolutecheats);
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qboolean (*DownloadBegun)(qdownload_t *dl);
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void (*DownloadFinished)(qdownload_t *dl);
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downloadlist_t *(*DownloadFailed)(const char *name, qdownload_t *qdl, enum dlfailreason_e failreason);
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#define plugclientfuncs_name "Client"
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} plugclientfuncs_t;
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@ -339,6 +345,11 @@ typedef struct //for menu-like stuff
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F(unsigned int, GetMoveCount, (void));
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F(usercmd_t*, GetMoveEntry, (unsigned int move)); //GetMoveEntry(GetMoveCount()) gives you the partial entry. forgotten entries return NULL.
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void (*ClipboardGet) (clipboardtype_t clipboardtype, void (*callback)(void *ctx, const char *utf8), void *ctx);
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void (*ClipboardSet) (clipboardtype_t clipboardtype, const char *utf8);
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unsigned int (*utf8_decode)(int *error, const void *in, char const**out);
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unsigned int (*utf8_encode)(void *out, unsigned int unicode, int maxlen);
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unsigned int (*GetKeyDest) (void);
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void (*KeyEvent) (unsigned int devid, int down, int keycode, int unicode);
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void (*MouseMove) (unsigned int devid, int abs, float x, float y, float z, float size);
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@ -384,7 +384,7 @@ qboolean CG_GetServerCommand(int cmdnum)
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if (!strcmp(arg0, "cs"))
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CG_InsertIntoGameState(atoi(cmdfuncs->Argv(1, NULL, 0)), cmdfuncs->Argv(2, NULL, 0));
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else if (!strcmp(arg0, "map_restart"))
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Con_ClearNotify();
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clientfuncs->ClearNotify();
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else if (!strcmp(arg0, "disconnect"))
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plugfuncs->EndGame("Server disconnected - %s", (cmdfuncs->Argc()>1)?cmdfuncs->Argv(1, NULL, 0):"No reason given");
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return true;
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@ -7,22 +7,6 @@
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#include "shader.h"
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#include "cl_master.h"
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#ifndef STATIC_Q3
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void Cvar_ForceCheatVars(qboolean semicheats, qboolean absolutecheats){} //locks/unlocks cheat cvars depending on weather we are allowed them.
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void Con_ClearNotify (void){}
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unsigned int key_dest_mask;
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void Sys_Clipboard_PasteText(clipboardtype_t clipboardtype, void (*callback)(void *cb, const char *utf8), void *ctx){}; //calls the callback once the text is available (maybe instantly). utf8 arg may be NULL if the clipboard was unavailable.
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unsigned int utf8_decode(int *error, const void *in, char const**out){return 0;}
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char *CL_TryingToConnect(void){return NULL;}
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downloadlist_t *CL_DownloadFailed(const char *name, qdownload_t *qdl, enum dlfailreason_e failreason){return NULL;}
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qboolean DL_Begun(qdownload_t *dl){return 0;}
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void CL_DownloadFinished(qdownload_t *dl){}
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#endif
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//urm, yeah, this is more than just parse.
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#ifdef Q3CLIENT
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@ -383,7 +367,7 @@ void CLQ3_ParseDownload(void)
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{ //the only downloads we should be getting is pk3s.
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//if they're advertised-but-failing then its probably due to permissions rather than file-not-found
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s = msgfuncs->ReadString();
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CL_DownloadFailed(dl->remotename, dl, DLFAIL_SERVERCVAR);
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clientfuncs->DownloadFailed(dl->remotename, dl, DLFAIL_SERVERCVAR);
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plugfuncs->EndGame("%s", s);
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return;
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}
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@ -411,9 +395,9 @@ void CLQ3_ParseDownload(void)
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if (!dl->file)
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{
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if (!DL_Begun(dl))
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if (!clientfuncs->DownloadBegun(dl))
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{
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CL_DownloadFailed(dl->remotename, dl, DLFAIL_CLIENTFILE);
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clientfuncs->DownloadFailed(dl->remotename, dl, DLFAIL_CLIENTFILE);
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return;
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}
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}
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@ -422,7 +406,7 @@ void CLQ3_ParseDownload(void)
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if (!chunksize)
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{
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CL_DownloadFinished(dl);
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clientfuncs->DownloadFinished(dl);
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ccs.servercount = -1; //make sure the server resends us that vital gamestate.
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ccs.downloadchunknum = -1;
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@ -515,7 +499,7 @@ qboolean CLQ3_SystemInfoChanged(const char *str)
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Con_Printf("Server's sv_pure: \"%s\"\n", worldfuncs->GetInfoKey(str, "sv_pure"));
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usingpure = atoi(worldfuncs->GetInfoKey(str, "sv_pure"));
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usingcheats = atoi(worldfuncs->GetInfoKey(str, "sv_cheats"));
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Cvar_ForceCheatVars(usingpure||usingcheats, usingcheats);
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clientfuncs->ForceCheatVars(usingpure||usingcheats, usingcheats);
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// if (atoi(value))
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// Host_EndGame("Unable to connect to Q3 Pure Servers\n");
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@ -909,7 +893,7 @@ void CLQ3_SendCmd(struct ftenet_connections_s *socket, usercmd_t *cmd, unsigned
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cmd->upmove = 100;
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cmd->buttons &= ~2;
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}
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if (Key_Dest_Has(~kdm_game))
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if (inputfuncs->GetKeyDest() & ~kdm_game)
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cmd->buttons |= 2; //add in the 'at console' button
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//FIXME: q3 generates a new command every video frame, but a new packet at a more limited rate.
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@ -835,7 +835,7 @@ static void UI_SimulateTextEntry(void *cb, const char *utf8)
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int err;
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while(*line)
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{
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unicode = utf8_decode(&err, line, &line);
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unicode = inputfuncs->utf8_decode(&err, line, &line);
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if (uivm)
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vmfuncs->Call(uivm, UI_KEY_EVENT, unicode|1024, true);
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}
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@ -1089,7 +1089,7 @@ static qintptr_t UI_SystemCalls(void *offset, quintptr_t mask, qintptr_t fn, con
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//but do we really want to let mods read the system clipboard? I suppose it SHOULD be okay if the UI was manually installed by the user.
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//side note: q3's text entry logic is kinda flawed.
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Sys_Clipboard_PasteText(CBT_CLIPBOARD, UI_SimulateTextEntry, NULL);
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inputfuncs->ClipboardGet(CBT_CLIPBOARD, UI_SimulateTextEntry, NULL);
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break;
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case UI_KEY_KEYNUMTOSTRINGBUF:
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@ -1124,7 +1124,7 @@ static qintptr_t UI_SystemCalls(void *offset, quintptr_t mask, qintptr_t fn, con
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inputfuncs->ClearKeyStates();
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break;
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case UI_KEY_GETCATCHER:
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if (Key_Dest_Has(kdm_console))
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if (inputfuncs->GetKeyDest() & kdm_console)
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VM_LONG(ret) = keycatcher | 1;
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else
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VM_LONG(ret) = keycatcher;
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@ -1185,10 +1185,11 @@ static qintptr_t UI_SystemCalls(void *offset, quintptr_t mask, qintptr_t fn, con
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uiClientState_t *state = VM_POINTER(arg[0]);
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state->connectPacketCount = 0;//clc.connectPacketCount;
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cvarfuncs->GetString("cl_servername", state->servername, sizeof(state->servername)); //server we're connected to
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switch(ccs.state)
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{
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case ca_disconnected:
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if (CL_TryingToConnect())
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if (*state->servername)
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state->connState = Q3CA_CONNECTING;
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else
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state->connState = Q3CA_DISCONNECTED;
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state->connState = Q3CA_ACTIVE;
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break;
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}
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cvarfuncs->GetString("cl_servername", state->servername, sizeof(state->servername)); //error message from game server
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Q_strncpyz(state->updateInfoString, "FTE!", sizeof(state->updateInfoString)); //warning/motd message from update server
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cvarfuncs->GetString("com_errorMessage", state->messageString, sizeof(state->messageString)); //error message from game server
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state->clientNum = ccs.playernum;
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@ -347,7 +347,7 @@ int VM_GetFileList(const char *path, const char *ext, char *output, int buffersi
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#include "clq3defs.h" //okay, urr, this is bad for dedicated servers. urhum. Maybe they're not looking? It's only typedefs and one extern.
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#define MAX_VMQ3_CVARS 512 //can be blindly increased
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cvar_t *q3cvlist[MAX_VMQ3_CVARS];
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static cvar_t *q3cvlist[MAX_VMQ3_CVARS];
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int VMQ3_Cvar_Register(q3vmcvar_t *v, char *name, char *defval, int flags)
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{
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int i;
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