pub const ECommandTarget_t = enum(c_int) { CBUF_FIRST_PLAYER = 0, CBUF_LAST_PLAYER = 1, // MAX_SPLITSCREEN_CLIENTS - 1, MAX_SPLITSCREEN_CLIENTS = 2 CBUF_SERVER, // CBUF_LAST_PLAYER + 1 CBUF_COUNT, }; pub const cmd_source_t = enum(c_int) { // Added to the console buffer by gameplay code. Generally unrestricted. kCommandSrcCode, // Sent from code via engine->ClientCmd, which is restricted to commands visible // via FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS. kCommandSrcClientCmd, // Typed in at the console or via a user key-bind. Generally unrestricted, although // the client will throttle commands sent to the server this way to 16 per second. kCommandSrcUserInput, // Came in over a net connection as a clc_stringcmd // host_client will be valid during this state. // // Restricted to FCVAR_GAMEDLL commands (but not convars) and special non-ConCommand // server commands hardcoded into gameplay code (e.g. "joingame") kCommandSrcNetClient, // Received from the server as the client // // Restricted to commands with FCVAR_SERVER_CAN_EXECUTE kCommandSrcNetServer, // Being played back from a demo file // // Not currently restricted by convar flag, but some commands manually ignore calls // from this source. FIXME: Should be heavily restricted as demo commands can come // from untrusted sources. kCommandSrcDemoFile, // Invalid value used when cleared kCommandSrcInvalid = -1, }; pub const CbufType = struct { GetCurrentPlayer: *const fn () callconv(.C) ECommandTarget_t, AddText: *const fn (ECommandTarget_t, [*:0]const u8, cmd_source_t) callconv(.C) void, Execute: *const fn () callconv(.C) void, }; pub var Cbuf: ?CbufType = null;