#include "pch.h" #include "concommand.h" #include "misccommands.h" #include //----------------------------------------------------------------------------- // Purpose: Returns true if this is a command // Output : bool //----------------------------------------------------------------------------- bool ConCommand::IsCommand(void) const { return true; } //----------------------------------------------------------------------------- // Purpose: Returns true if this is a command // Output : bool //----------------------------------------------------------------------------- bool ConCommandBase::IsCommand(void) const { return true; } //----------------------------------------------------------------------------- // Purpose: Has this cvar been registered // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool ConCommandBase::IsRegistered(void) const { return m_bRegistered; } //----------------------------------------------------------------------------- // Purpose: Test each ConCommand query before execution. // Input : *pCommandBase - nFlags // Output : False if execution is permitted, true if not. //----------------------------------------------------------------------------- bool ConCommandBase::IsFlagSet(int nFlags) const { return m_nFlags & nFlags; } //----------------------------------------------------------------------------- // Purpose: Checks if ConCommand has requested flags. // Input : nFlags - // Output : True if ConCommand has nFlags. //----------------------------------------------------------------------------- bool ConCommandBase::HasFlags(int nFlags) { return m_nFlags & nFlags; } //----------------------------------------------------------------------------- // Purpose: Add's flags to ConCommand. // Input : nFlags - //----------------------------------------------------------------------------- void ConCommandBase::AddFlags(int nFlags) { m_nFlags |= nFlags; } //----------------------------------------------------------------------------- // Purpose: Removes flags from ConCommand. // Input : nFlags - //----------------------------------------------------------------------------- void ConCommandBase::RemoveFlags(int nFlags) { m_nFlags &= ~nFlags; } //----------------------------------------------------------------------------- // Purpose: Returns current flags. // Output : int //----------------------------------------------------------------------------- int ConCommandBase::GetFlags(void) const { return m_nFlags; } //----------------------------------------------------------------------------- // Purpose: // Output : const ConCommandBase //----------------------------------------------------------------------------- ConCommandBase* ConCommandBase::GetNext(void) const { return m_pNext; } //----------------------------------------------------------------------------- // Purpose: Returns the ConCommandBase help text. // Output : const char* //----------------------------------------------------------------------------- const char* ConCommandBase::GetHelpText(void) const { return m_pszHelpString; } //----------------------------------------------------------------------------- // Purpose: Copies string using local new/delete operators // Input : *szFrom - // Output : char //----------------------------------------------------------------------------- char* ConCommandBase::CopyString(const char* szFrom) const { size_t nLen; char* szTo; nLen = strlen(szFrom); if (nLen <= 0) { szTo = new char[1]; szTo[0] = 0; } else { szTo = new char[nLen + 1]; memmove(szTo, szFrom, nLen + 1); } return szTo; } typedef void (*ConCommandConstructorType)( ConCommand* newCommand, const char* name, FnCommandCallback_t callback, const char* helpString, int flags, void* parent); ConCommandConstructorType ConCommandConstructor; void RegisterConCommand(const char* name, FnCommandCallback_t callback, const char* helpString, int flags) { spdlog::info("Registering ConCommand {}", name); // no need to free this ever really, it should exist as long as game does ConCommand* newCommand = new ConCommand; ConCommandConstructor(newCommand, name, callback, helpString, flags, nullptr); } void RegisterConCommand( const char* name, FnCommandCallback_t callback, const char* helpString, int flags, FnCommandCompletionCallback completionCallback) { spdlog::info("Registering ConCommand {}", name); // no need to free this ever really, it should exist as long as game does ConCommand* newCommand = new ConCommand; ConCommandConstructor(newCommand, name, callback, helpString, flags, nullptr); newCommand->m_pCompletionCallback = completionCallback; } ON_DLL_LOAD("engine.dll", ConCommand, (HMODULE baseAddress)) { ConCommandConstructor = (ConCommandConstructorType)((char*)baseAddress + 0x415F60); AddMiscConCommands(); }