lambda is nice
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1 changed files with 6 additions and 14 deletions
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@ -443,20 +443,6 @@ int BotCommandHandler (edict_t *ent, const char *arg0, const char *arg1, const c
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return 1; // command was handled by bot
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}
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void CommandHandler (void)
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{
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// this function is the dedicated server command handler for the new yapb server command we
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// registered at game start. It will be called by the engine each time a server command that
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// starts with "yapb" is entered in the server console. It works exactly the same way as
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// ClientCommand() does, using the CmdArgc() and CmdArgv() facilities of the engine. Argv(0)
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// is the server command itself (here "yapb") and the next ones are its arguments. Just like
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// the stdio command-line parsing in C when you write "long main (long argc, char **argv)".
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// check status for dedicated server command
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if (BotCommandHandler (g_hostEntity, IsNullString (CMD_ARGV (1)) ? "help" : CMD_ARGV (1), CMD_ARGV (2), CMD_ARGV (3), CMD_ARGV (4), CMD_ARGV (5), CMD_ARGV (6), CMD_ARGV (0)) == 0)
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engine.Printf ("Unknown command: %s", CMD_ARGV (1));
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}
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void ParseVoiceEvent (const String &base, int type, float timeToRepeat)
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{
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// this function does common work of parsing single line of voice chatter
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@ -918,6 +904,12 @@ void GameDLLInit (void)
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// server is enabled. Here is a good place to do our own game session initialization, and
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// to register by the engine side the server commands we need to administrate our bots.
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auto CommandHandler = [] (void)
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{
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if (BotCommandHandler (g_hostEntity, IsNullString (CMD_ARGV (1)) ? "help" : CMD_ARGV (1), CMD_ARGV (2), CMD_ARGV (3), CMD_ARGV (4), CMD_ARGV (5), CMD_ARGV (6), CMD_ARGV (0)) == 0)
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engine.Printf ("Unknown command: %s", CMD_ARGV (1));
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};
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// register server command(s)
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engine.RegisterCmd ("yapb", CommandHandler);
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engine.RegisterCmd ("yb", CommandHandler);
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