VGUI HTML Screen In Multiplayer/sv htmlview support.cpp
Jump to navigation
Jump to search
//========= Public Domain 2007, Julian 'Daedalus' Thatcher. =====================// // // Purpose: HTMLView Server Entity Triggering implementation // // Ingame Usage Commands: // sv_ent_fire entity [action] [parameter] Functions as ent_fire command // // $Created: Thursday, 26 April 2007 // $LastUpdated: Monday, 21 May 2007 // $Author: Julian 'Daedalus' Thatcher (daedalus.raistlin@gmail.com) // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "EventQueue.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" void CC_sv_ent_fire_f(void) { // fires a command from the console CBasePlayer *pPlayer = ToBasePlayer( UTIL_GetCommandClient() ); if(!pPlayer) { // If we can't get it, use this class pPlayer = NULL; } if ( engine->Cmd_Argc() < 2 ) { ClientPrint( pPlayer, HUD_PRINTCONSOLE, "Usage:\n ent_fire <target> [action] [value] [delay]\n" ); } else { const char *target = "", *action = "Trigger"; variant_t value; int delay = 0; target = STRING( AllocPooledString(engine->Cmd_Argv(1)) ); if ( engine->Cmd_Argc() >= 3 ) { action = STRING( AllocPooledString(engine->Cmd_Argv(2)) ); } if ( engine->Cmd_Argc() >= 4 ) { value.SetString( AllocPooledString(engine->Cmd_Argv(3)) ); } if ( engine->Cmd_Argc() >= 5 ) { delay = atoi( engine->Cmd_Argv(4) ); } g_EventQueue.AddEvent( target, action, value, delay, pPlayer, pPlayer ); } } static ConCommand sv_ent_fire("sv_ent_fire", CC_sv_ent_fire_f, "Fires an entity serverside", 0);