ServerCmd(): Difference between revisions
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'''<code>ServerCmd()</code>''' is a quick and easy method for passing user input to the server available through <code>[[cbase.h]]</code>. It uploads an [[Wikipedia:ASCII|ASCII]] string, including with it information about which connected client sent it. The received strings are processed in '''<code>ClientCommand()</code>''' as a <code>[[CCommand]]</code> (i.e. a string array where 0 is the command itself and 1+ are parameters). | '''<code>ServerCmd()</code>''' is a quick and easy method for passing user input to the server available through <code>[[cbase.h]]</code>. It uploads an [[Wikipedia:ASCII|ASCII]] string, including with it information about which connected client sent it. The received strings are processed in '''<code>ClientCommand()</code>''' as a <code>[[CCommand]]</code> (i.e. a string array where 0 is the command itself and 1+ are parameters). The system has no relation to [[console command]]s. | ||
{{warning|Since <code>ServerCmd()</code> passes a full string value, it is NOT suitable for commands that will be sent frequently. Single-player mods can probably get away with the overhead, '''but multiplayer mods must send with | {{warning|Since <code>ServerCmd()</code> passes a full string value, it is NOT suitable for commands that will be sent frequently. Single-player mods can probably get away with the overhead, '''but multiplayer mods must send with [[Usercmd]] instead'''.}} | ||
==Example== | ==Example== |
Revision as of 02:15, 18 May 2008
ServerCmd()
is a quick and easy method for passing user input to the server available through cbase.h
. It uploads an ASCII string, including with it information about which connected client sent it. The received strings are processed in ClientCommand()
as a CCommand
(i.e. a string array where 0 is the command itself and 1+ are parameters). The system has no relation to console commands.

ServerCmd()
passes a full string value, it is NOT suitable for commands that will be sent frequently. Single-player mods can probably get away with the overhead, but multiplayer mods must send with Usercmd instead.Example
client: engine->ServerCmd( VarArgs("MyCommand %i", m_iMyNumber) ); // No variables? Pass the command as a simple string. server: bool CBasePlayer::ClientCommand( const CCommand &args ) { if ( !V_stricmp( args[0], "MyCommand" ) ) { Msg( "MyCommand received! Value: %i\n", atoi(args[1]) ); return true; } }