icculus quake2 doxygen
1.0 dev
|
|
Go to the documentation of this file.
130 f = fopen (
name,
"rb");
152 for (
i=0 ;
i<100 ;
i++)
177 Com_Printf (
"------- Server Initialization -------\n");
189 memset (&
sv, 0,
sizeof(
sv));
232 "maps/%s.bsp", server);
279 Com_Printf (
"-------------------------------------\n");
314 Com_Printf(
"Deathmatch and Coop both set, disabling Coop\n");
406 strcpy (
level, levelstring);
409 ch = strstr(
level,
"+");
413 Cvar_Set (
"nextserver",
va(
"gamemap \"%s\"", ch+1));
420 Cvar_Set (
"nextserver",
"gamemap \"*base1\"");
423 ch = strstr(
level,
"$");
427 strcpy (spawnpoint, ch+1);
437 if (l > 4 && !strcmp (
level+l-4,
".cin") )
443 else if (l > 4 && !strcmp (
level+l-4,
".dm2") )
449 else if (l > 4 && !strcmp (
level+l-4,
".pcx") )
void(* SpawnEntities)(char *mapname, char *entstring, char *spawnpoint)
void Sys_CopyProtect(void)
int SV_ModelIndex(char *name)
void Com_SetServerState(int state)
byte multicast_buf[MAX_MSGLEN]
void SV_SpawnServer(char *server, char *spawnpoint, server_state_t serverstate, qboolean attractloop, qboolean loadgame)
void SV_ReadLevelFile(void)
void SZ_Init(sizebuf_t *buf, byte *data, int length)
void SCR_BeginLoadingPlaque(void)
void SV_BroadcastCommand(char *fmt,...)
void SV_CreateBaseline(void)
void SZ_Clear(sizebuf_t *buf)
qboolean NET_StringToAdr(char *s, netadr_t *a)
char * va(char *format,...)
entity_state_t baselines[MAX_EDICTS]
entity_state_t * client_entities
int SV_SoundIndex(char *name)
int SV_ImageIndex(char *name)
int SV_FindIndex(char *name, int start, int max, qboolean create)
cvar_t * Cvar_FullSet(char *var_name, char *value, int flags)
void SV_InitGameProgs(void)
void SV_CheckForSavegame(void)
struct cmodel_s * models[MAX_MODELS]
netadr_t master_adr[MAX_MASTERS]
void MSG_WriteString(sizebuf_t *sb, char *s)
void MSG_WriteShort(sizebuf_t *sb, int c)
void Com_Error(int code, char *fmt,...)
void * Z_Malloc(int size)
cmodel_t * CM_InlineModel(char *name)
int Q_stricmp(char *s1, char *s2)
void MSG_WriteChar(sizebuf_t *sb, int c)
void SV_Multicast(vec3_t origin, multicast_t to)
void SV_Map(qboolean attractloop, char *levelstring, qboolean loadgame)
void NET_Config(qboolean multiplayer)
void SV_SendClientMessages(void)
void SV_Shutdown(char *finalmsg, qboolean reconnect)
cmodel_t * CM_LoadMap(char *name, qboolean clientload, unsigned *checksum)
char * CM_EntityString(void)
void Cbuf_CopyToDefer(void)
void Cvar_GetLatchedVars(void)
int CM_NumInlineModels(void)
cvar_t * Cvar_Set(char *var_name, char *value)
void Com_DPrintf(char *fmt,...)
void Com_Printf(char *fmt,...)
char configstrings[MAX_CONFIGSTRINGS][MAX_QPATH]
void Com_sprintf(char *dest, int size, char *fmt,...)
cvar_t * sv_airaccelerate
float Cvar_VariableValue(char *var_name)