icculus quake2 doxygen
1.0 dev
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Go to the source code of this file.
◆ CopyFile()
void CopyFile |
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char * |
src, |
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char * |
dst |
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) |
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◆ SV_ConSay_f()
◆ SV_CopySaveGame()
void SV_CopySaveGame |
( |
char * |
src, |
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char * |
dst |
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) |
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◆ SV_DemoMap_f()
◆ SV_DumpUser_f()
◆ SV_GameMap_f()
◆ SV_Heartbeat_f()
◆ SV_InitOperatorCommands()
◆ SV_Kick_f()
◆ SV_KillServer_f()
◆ SV_Loadgame_f()
◆ SV_Map_f()
◆ SV_ReadLevelFile()
◆ SV_ReadServerFile()
Definition at line 407 of file sv_ccmds.c.
417 f = fopen (
name,
"rb");
424 FS_Read (comment,
sizeof(comment), f);
427 FS_Read (mapcmd,
sizeof(mapcmd), f);
433 if (!fread (
name, 1,
sizeof(
name), f))
435 FS_Read (
string,
sizeof(
string), f);
Referenced by SV_Loadgame_f().
◆ SV_Savegame_f()
◆ SV_ServerCommand_f()
◆ SV_Serverinfo_f()
◆ SV_ServerRecord_f()
◆ SV_ServerStop_f()
◆ SV_SetMaster_f()
◆ SV_SetPlayer()
◆ SV_Status_f()
Definition at line 737 of file sv_ccmds.c.
750 Com_Printf (
"num score ping name lastmsg address qport \n");
751 Com_Printf (
"--- ----- ---- --------------- ------- --------------------- ------\n");
765 ping =
cl->ping < 9999 ?
cl->ping : 9999;
770 l = 16 - strlen(
cl->name);
771 for (
j=0 ;
j<l ;
j++)
779 for (
j=0 ;
j<l ;
j++)
Referenced by SV_InitOperatorCommands().
◆ SV_WipeSavegame()
void SV_WipeSavegame |
( |
char * |
savename | ) |
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◆ SV_WriteLevelFile()
◆ SV_WriteServerFile()
Definition at line 334 of file sv_ccmds.c.
343 Com_DPrintf(
"SV_WriteServerFile(%s)\n", autosave ?
"true" :
"false");
346 f = fopen (
name,
"wb");
353 memset (comment, 0,
sizeof(comment));
358 newtime = localtime (&aclock);
359 Com_sprintf (comment,
sizeof(comment),
"%2i:%i%i %2i/%2i ", newtime->tm_hour
360 , newtime->tm_min/10, newtime->tm_min%10,
361 newtime->tm_mon+1, newtime->tm_mday);
369 fwrite (comment, 1,
sizeof(comment), f);
380 if (strlen(var->
name) >=
sizeof(
name)-1
381 || strlen(var->
string) >=
sizeof(
string)-1)
387 memset (
string, 0,
sizeof(
string));
389 strcpy (
string, var->
string);
391 fwrite (
string, 1,
sizeof(
string), f);
Referenced by SV_GameMap_f(), and SV_Savegame_f().
void FS_Read(void *buffer, int len, FILE *f)
void(* ReadGame)(char *filename)
void SV_Serverinfo_f(void)
void SV_WipeSavegame(char *savename)
void CM_WritePortalState(FILE *f)
void SV_ServerRecord_f(void)
struct gclient_s * client
void MSG_WriteLong(sizebuf_t *sb, int c)
void SV_BroadcastPrintf(int level, char *fmt,...)
void SV_CopySaveGame(char *src, char *dst)
char * NET_AdrToString(netadr_t a)
void SZ_Init(sizebuf_t *buf, byte *data, int length)
void FS_CreatePath(char *path)
qboolean NET_StringToAdr(char *s, netadr_t *a)
char * va(char *format,...)
cvar_t * Cvar_ForceSet(char *var_name, char *value)
byte demo_multicast_buf[MAX_MSGLEN]
char * Sys_FindFirst(char *path, unsigned musthave, unsigned canthave)
void SV_KillServer_f(void)
void SV_Heartbeat_f(void)
void Cmd_AddCommand(char *cmd_name, xcommand_t function)
void SV_WriteServerFile(qboolean autosave)
int FS_LoadFile(char *path, void **buffer)
void SV_ReadServerFile(void)
void SV_DropClient(client_t *drop)
void(* ServerCommand)(void)
netadr_t master_adr[MAX_MASTERS]
void MSG_WriteString(sizebuf_t *sb, char *s)
void MSG_WriteShort(sizebuf_t *sb, int c)
void(* ReadLevel)(char *filename)
void MSG_WriteByte(sizebuf_t *sb, int c)
void SV_SetMaster_f(void)
void CM_ReadPortalState(FILE *f)
#define MAX_CONFIGSTRINGS
void NET_Config(qboolean multiplayer)
void SV_Shutdown(char *finalmsg, qboolean reconnect)
void SV_ClientPrintf(client_t *cl, int level, char *fmt,...)
char * Sys_FindNext(unsigned musthave, unsigned canthave)
void(* WriteLevel)(char *filename)
void CopyFile(char *src, char *dst)
void SV_ServerCommand_f(void)
void SV_WriteLevelFile(void)
char mapcmd[MAX_TOKEN_CHARS]
void Netchan_OutOfBandPrint(int net_socket, netadr_t adr, char *format,...)
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]
char * Cvar_VariableString(char *var_name)
qboolean SV_SetPlayer(void)
void SV_ServerStop_f(void)
void(* WriteGame)(char *filename, qboolean autosave)
void SV_Map(qboolean attractloop, char *levelstring, qboolean loadgame)
char userinfo[MAX_INFO_STRING]
char * Cvar_Serverinfo(void)
void Com_sprintf(char *dest, int size, char *fmt,...)
float Cvar_VariableValue(char *var_name)