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Add ioquake3 vstr/nextdemo support
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4 changed files with 30 additions and 1 deletions
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@ -129,6 +129,11 @@ it's `+set busywait 0` (setting the `busywait` cvar) and `-portable`
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spawned in maps (in fact, some official Ground Zero maps contain
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these entities). This cvar is set to 0 by default.
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* **nextdemo**: Defines the next command to run after maps from the
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`nextserver` list. By default this is set to the empty string.
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* **nextserver**: Used for looping the introduction demos.
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## Audio
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* **al_device**: OpenAL device to use. In most cases there's no need to
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@ -21,3 +21,5 @@ original clients (Vanilla Quake II) commands are still in place.
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* **listmaps**: Lists available maps for the player to load. Maps from
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loaded pak files will be listed first followed by maps placed in
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the current game's maps folder.
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* **vstr**: Inserts the current value of a variable as command text.
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@ -366,6 +366,9 @@ Cbuf_AddLateCommands(void)
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return ret;
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}
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/*
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* Execute a script file
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*/
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void
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Cmd_Exec_f(void)
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{
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@ -401,6 +404,21 @@ Cmd_Exec_f(void)
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FS_FreeFile(f);
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}
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/*
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* Inserts the current value of a variable as command text
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*/
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void Cmd_Vstr_f( void ) {
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const char *v;
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if (Cmd_Argc() != 2) {
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Com_Printf("vstr <variablename> : execute a variable command\n");
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return;
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}
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v = Cvar_VariableString(Cmd_Argv(1));
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Cbuf_InsertText(va("%s\n", v));
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}
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/*
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* Just prints the rest of the line to the console
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*/
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@ -1111,6 +1129,7 @@ Cmd_Init(void)
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/* register our commands */
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Cmd_AddCommand("cmdlist", Cmd_List_f);
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Cmd_AddCommand("exec", Cmd_Exec_f);
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Cmd_AddCommand("vstr", Cmd_Vstr_f);
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Cmd_AddCommand("echo", Cmd_Echo_f);
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Cmd_AddCommand("alias", Cmd_Alias_f);
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Cmd_AddCommand("wait", Cmd_Wait_f);
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@ -440,7 +440,10 @@ SV_Map(qboolean attractloop, char *levelstring, qboolean loadgame)
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}
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else
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{
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Cvar_Set("nextserver", "");
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// use next demo command if list of map commands as empty
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Cvar_Set("nextserver", (char*)Cvar_VariableString("nextdemo"));
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// and cleanup nextdemo
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Cvar_Set("nextdemo", "");
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}
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/* hack for end game screen in coop mode */
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