diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/server/game.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/server/game.cpp')
| -rw-r--r-- | mp/src/game/server/game.cpp | 222 |
1 files changed, 111 insertions, 111 deletions
diff --git a/mp/src/game/server/game.cpp b/mp/src/game/server/game.cpp index 8cc79541..c22f7ebd 100644 --- a/mp/src/game/server/game.cpp +++ b/mp/src/game/server/game.cpp @@ -1,111 +1,111 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//
-//=============================================================================//
-#include "cbase.h"
-#include "game.h"
-#include "physics.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-void MapCycleFileChangedCallback( IConVar *var, const char *pOldString, float flOldValue )
-{
- if ( Q_stricmp( pOldString, mapcyclefile.GetString() ) != 0 )
- {
- if ( GameRules() )
- {
- // For multiplayer games, forces the mapcyclefile to be reloaded
- GameRules()->ResetMapCycleTimeStamp();
- }
- }
-}
-
-ConVar displaysoundlist( "displaysoundlist","0" );
-ConVar mapcyclefile( "mapcyclefile", "mapcycle.txt", FCVAR_NONE, "Name of the .txt file used to cycle the maps on multiplayer servers ", MapCycleFileChangedCallback );
-ConVar servercfgfile( "servercfgfile","server.cfg" );
-ConVar lservercfgfile( "lservercfgfile","listenserver.cfg" );
-
-// multiplayer server rules
-ConVar teamplay( "mp_teamplay","0", FCVAR_NOTIFY );
-ConVar falldamage( "mp_falldamage","0", FCVAR_NOTIFY );
-ConVar weaponstay( "mp_weaponstay","0", FCVAR_NOTIFY );
-ConVar forcerespawn( "mp_forcerespawn","1", FCVAR_NOTIFY );
-ConVar footsteps( "mp_footsteps","1", FCVAR_NOTIFY );
-#ifdef CSTRIKE
-ConVar flashlight( "mp_flashlight","1", FCVAR_NOTIFY );
-#else
-ConVar flashlight( "mp_flashlight","0", FCVAR_NOTIFY );
-#endif
-ConVar aimcrosshair( "mp_autocrosshair","1", FCVAR_NOTIFY );
-ConVar decalfrequency( "decalfrequency","10", FCVAR_NOTIFY );
-ConVar teamlist( "mp_teamlist","hgrunt;scientist", FCVAR_NOTIFY );
-ConVar teamoverride( "mp_teamoverride","1" );
-ConVar defaultteam( "mp_defaultteam","0" );
-ConVar allowNPCs( "mp_allowNPCs","1", FCVAR_NOTIFY );
-
-// Engine Cvars
-const ConVar *g_pDeveloper = NULL;
-
-
-ConVar suitvolume( "suitvolume", "0.25", FCVAR_ARCHIVE );
-
-class CGameDLL_ConVarAccessor : public IConCommandBaseAccessor
-{
-public:
- virtual bool RegisterConCommandBase( ConCommandBase *pCommand )
- {
- // Remember "unlinked" default value for replicated cvars
- bool replicated = pCommand->IsFlagSet( FCVAR_REPLICATED );
- const char *defvalue = NULL;
- if ( replicated && !pCommand->IsCommand() )
- {
- defvalue = ( ( ConVar * )pCommand)->GetDefault();
- }
-
- // Link to engine's list instead
- cvar->RegisterConCommand( pCommand );
-
- // Apply any command-line values.
- const char *pValue = cvar->GetCommandLineValue( pCommand->GetName() );
- if( pValue )
- {
- if ( !pCommand->IsCommand() )
- {
- ( ( ConVar * )pCommand )->SetValue( pValue );
- }
- }
- else
- {
- // NOTE: If not overridden at the command line, then if it's a replicated cvar, make sure that it's
- // value is the server's value. This solves a problem where think_limit is defined in shared
- // code but the value is inside and #if defined( _DEBUG ) block and if you have a debug game .dll
- // and a release client, then the limiit was coming from the client even though the server value
- // was the one that was important during debugging. Now the server trumps the client value for
- // replicated ConVars by setting the value here after the ConVar has been linked.
- if ( replicated && defvalue && !pCommand->IsCommand() )
- {
- ConVar *var = ( ConVar * )pCommand;
- var->SetValue( defvalue );
- }
- }
-
- return true;
- }
-};
-
-static CGameDLL_ConVarAccessor g_ConVarAccessor;
-
-// Register your console variables here
-// This gets called one time when the game is initialied
-void InitializeCvars( void )
-{
- // Register cvars here:
- ConVar_Register( FCVAR_GAMEDLL, &g_ConVarAccessor );
-
- g_pDeveloper = cvar->FindVar( "developer" );
-}
-
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +// +//=============================================================================// +#include "cbase.h" +#include "game.h" +#include "physics.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +void MapCycleFileChangedCallback( IConVar *var, const char *pOldString, float flOldValue ) +{ + if ( Q_stricmp( pOldString, mapcyclefile.GetString() ) != 0 ) + { + if ( GameRules() ) + { + // For multiplayer games, forces the mapcyclefile to be reloaded + GameRules()->ResetMapCycleTimeStamp(); + } + } +} + +ConVar displaysoundlist( "displaysoundlist","0" ); +ConVar mapcyclefile( "mapcyclefile", "mapcycle.txt", FCVAR_NONE, "Name of the .txt file used to cycle the maps on multiplayer servers ", MapCycleFileChangedCallback ); +ConVar servercfgfile( "servercfgfile","server.cfg" ); +ConVar lservercfgfile( "lservercfgfile","listenserver.cfg" ); + +// multiplayer server rules +ConVar teamplay( "mp_teamplay","0", FCVAR_NOTIFY ); +ConVar falldamage( "mp_falldamage","0", FCVAR_NOTIFY ); +ConVar weaponstay( "mp_weaponstay","0", FCVAR_NOTIFY ); +ConVar forcerespawn( "mp_forcerespawn","1", FCVAR_NOTIFY ); +ConVar footsteps( "mp_footsteps","1", FCVAR_NOTIFY ); +#ifdef CSTRIKE +ConVar flashlight( "mp_flashlight","1", FCVAR_NOTIFY ); +#else +ConVar flashlight( "mp_flashlight","0", FCVAR_NOTIFY ); +#endif +ConVar aimcrosshair( "mp_autocrosshair","1", FCVAR_NOTIFY ); +ConVar decalfrequency( "decalfrequency","10", FCVAR_NOTIFY ); +ConVar teamlist( "mp_teamlist","hgrunt;scientist", FCVAR_NOTIFY ); +ConVar teamoverride( "mp_teamoverride","1" ); +ConVar defaultteam( "mp_defaultteam","0" ); +ConVar allowNPCs( "mp_allowNPCs","1", FCVAR_NOTIFY ); + +// Engine Cvars +const ConVar *g_pDeveloper = NULL; + + +ConVar suitvolume( "suitvolume", "0.25", FCVAR_ARCHIVE ); + +class CGameDLL_ConVarAccessor : public IConCommandBaseAccessor +{ +public: + virtual bool RegisterConCommandBase( ConCommandBase *pCommand ) + { + // Remember "unlinked" default value for replicated cvars + bool replicated = pCommand->IsFlagSet( FCVAR_REPLICATED ); + const char *defvalue = NULL; + if ( replicated && !pCommand->IsCommand() ) + { + defvalue = ( ( ConVar * )pCommand)->GetDefault(); + } + + // Link to engine's list instead + cvar->RegisterConCommand( pCommand ); + + // Apply any command-line values. + const char *pValue = cvar->GetCommandLineValue( pCommand->GetName() ); + if( pValue ) + { + if ( !pCommand->IsCommand() ) + { + ( ( ConVar * )pCommand )->SetValue( pValue ); + } + } + else + { + // NOTE: If not overridden at the command line, then if it's a replicated cvar, make sure that it's + // value is the server's value. This solves a problem where think_limit is defined in shared + // code but the value is inside and #if defined( _DEBUG ) block and if you have a debug game .dll + // and a release client, then the limiit was coming from the client even though the server value + // was the one that was important during debugging. Now the server trumps the client value for + // replicated ConVars by setting the value here after the ConVar has been linked. + if ( replicated && defvalue && !pCommand->IsCommand() ) + { + ConVar *var = ( ConVar * )pCommand; + var->SetValue( defvalue ); + } + } + + return true; + } +}; + +static CGameDLL_ConVarAccessor g_ConVarAccessor; + +// Register your console variables here +// This gets called one time when the game is initialied +void InitializeCvars( void ) +{ + // Register cvars here: + ConVar_Register( FCVAR_GAMEDLL, &g_ConVarAccessor ); + + g_pDeveloper = cvar->FindVar( "developer" ); +} + |