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engine: convert MSG_WriteString with va to MSG_WriteStringf

pull/2/head
Alibek Omarov 2 years ago
parent
commit
ba1cf25314
  1. 2
      engine/client/cl_custom.c
  2. 6
      engine/client/cl_parse.c
  3. 14
      engine/server/sv_client.c
  4. 2
      engine/server/sv_custom.c
  5. 2
      engine/server/sv_game.c
  6. 2
      engine/server/sv_save.c

2
engine/client/cl_custom.c

@ -78,7 +78,7 @@ qboolean CL_CheckFile( sizebuf_t *msg, resource_t *pResource ) @@ -78,7 +78,7 @@ qboolean CL_CheckFile( sizebuf_t *msg, resource_t *pResource )
}
MSG_BeginClientCmd( msg, clc_stringcmd );
MSG_WriteString( msg, va( "dlfile %s", filepath ));
MSG_WriteStringf( msg, "dlfile %s", filepath );
host.downloadcount++;
return false;

6
engine/client/cl_parse.c

@ -499,7 +499,7 @@ void CL_BatchResourceRequest( qboolean initialize ) @@ -499,7 +499,7 @@ void CL_BatchResourceRequest( qboolean initialize )
if( !FBitSet( p->ucFlags, RES_REQUESTED ))
{
MSG_BeginClientCmd( &msg, clc_stringcmd );
MSG_WriteString( &msg, va( "dlfile !MD5%s", MD5_Print( p->rgucMD5_hash ) ) );
MSG_WriteStringf( &msg, "dlfile !MD5%s", MD5_Print( p->rgucMD5_hash ));;
SetBits( p->ucFlags, RES_REQUESTED );
}
break;
@ -1607,7 +1607,7 @@ void CL_RegisterResources( sizebuf_t *msg ) @@ -1607,7 +1607,7 @@ void CL_RegisterResources( sizebuf_t *msg )
// done with all resources, issue prespawn command.
// Include server count in case server disconnects and changes level during d/l
MSG_BeginClientCmd( msg, clc_stringcmd );
MSG_WriteString( msg, va( "spawn %i", cl.servercount ));
MSG_WriteStringf( msg, "spawn %i", cl.servercount );
}
}
else
@ -3078,7 +3078,7 @@ void CL_LegacyPrecache_f( void ) @@ -3078,7 +3078,7 @@ void CL_LegacyPrecache_f( void )
// done with all resources, issue prespawn command.
// Include server count in case server disconnects and changes level during d/l
MSG_BeginClientCmd( &cls.netchan.message, clc_stringcmd );
MSG_WriteString( &cls.netchan.message, va( "begin %i", spawncount ));
MSG_WriteStringf( &cls.netchan.message, "begin %i", spawncount );
cls.signon = SIGNONS;
}

14
engine/server/sv_client.c

@ -1420,7 +1420,7 @@ void SV_PutClientInServer( sv_client_t *cl ) @@ -1420,7 +1420,7 @@ void SV_PutClientInServer( sv_client_t *cl )
if( svgame.globals->cdAudioTrack )
{
MSG_BeginServerCmd( &msg, svc_stufftext );
MSG_WriteString( &msg, va( "cd loop %3d\n", svgame.globals->cdAudioTrack ));
MSG_WriteStringf( &msg, "cd loop %3d\n", svgame.globals->cdAudioTrack );
svgame.globals->cdAudioTrack = 0;
}
@ -1660,7 +1660,7 @@ static qboolean SV_New_f( sv_client_t *cl ) @@ -1660,7 +1660,7 @@ static qboolean SV_New_f( sv_client_t *cl )
// server info string
MSG_BeginServerCmd( &msg, svc_stufftext );
MSG_WriteString( &msg, va( "fullserverinfo \"%s\"\n", SV_Serverinfo( )));
MSG_WriteStringf( &msg, "fullserverinfo \"%s\"\n", SV_Serverinfo( ));
// collect the info about all the players and send to me
for( i = 0, cur = svs.clients; i < svs.maxclients; i++, cur++ )
@ -2740,15 +2740,15 @@ static void SV_EntSendVars( sv_client_t *cl, edict_t *ent ) @@ -2740,15 +2740,15 @@ static void SV_EntSendVars( sv_client_t *cl, edict_t *ent )
return;
MSG_WriteByte( &cl->netchan.message, svc_stufftext );
MSG_WriteString( &cl->netchan.message, va( "set ent_last_name \"%s\"\n", STRING( ent->v.targetname ) ));
MSG_WriteStringf( &cl->netchan.message, "set ent_last_name \"%s\"\n", STRING( ent->v.targetname ));
MSG_WriteByte( &cl->netchan.message, svc_stufftext );
MSG_WriteString( &cl->netchan.message, va( "set ent_last_num %i\n", NUM_FOR_EDICT( ent ) ));
MSG_WriteStringf( &cl->netchan.message, "set ent_last_num %i\n", NUM_FOR_EDICT( ent ));
MSG_WriteByte( &cl->netchan.message, svc_stufftext );
MSG_WriteString( &cl->netchan.message, va( "set ent_last_inst !%i_%i\n", NUM_FOR_EDICT( ent ), ent->serialnumber ));
MSG_WriteStringf( &cl->netchan.message, "set ent_last_inst !%i_%i\n", NUM_FOR_EDICT( ent ), ent->serialnumber );
MSG_WriteByte( &cl->netchan.message, svc_stufftext );
MSG_WriteString( &cl->netchan.message, va( "set ent_last_origin \"%f %f %f\"\n", ent->v.origin[0], ent->v.origin[1], ent->v.origin[2]));
MSG_WriteStringf( &cl->netchan.message, "set ent_last_origin \"%f %f %f\"\n", ent->v.origin[0], ent->v.origin[1], ent->v.origin[2] );
MSG_WriteByte( &cl->netchan.message, svc_stufftext );
MSG_WriteString( &cl->netchan.message, va( "set ent_last_class \"%s\"\n", STRING( ent->v.classname )));
MSG_WriteStringf( &cl->netchan.message, "set ent_last_class \"%s\"\n", STRING( ent->v.classname ));
MSG_WriteByte( &cl->netchan.message, svc_stufftext );
MSG_WriteString( &cl->netchan.message, "ent_getvars_cb\n" ); // why do we need this?
}

2
engine/server/sv_custom.c

@ -304,7 +304,7 @@ qboolean SV_CheckFile( sizebuf_t *msg, const char *filename ) @@ -304,7 +304,7 @@ qboolean SV_CheckFile( sizebuf_t *msg, const char *filename )
return true;
MSG_BeginServerCmd( msg, svc_stufftext );
MSG_WriteString( msg, va( "upload \"!MD5%s\"\n", MD5_Print( p.rgucMD5_hash )));
MSG_WriteStringf( msg, "upload \"!MD5%s\"\n", MD5_Print( p.rgucMD5_hash ));
return false;
}

2
engine/server/sv_game.c

@ -2208,7 +2208,7 @@ SV_StartMusic @@ -2208,7 +2208,7 @@ SV_StartMusic
void SV_StartMusic( const char *curtrack, const char *looptrack, int position )
{
MSG_BeginServerCmd( &sv.multicast, svc_stufftext );
MSG_WriteString( &sv.multicast, va( "music \"%s\" \"%s\" %d\n", curtrack, looptrack, position ));
MSG_WriteStringf( &sv.multicast, "music \"%s\" \"%s\" %d\n", curtrack, looptrack, position );
SV_Multicast( MSG_ALL, NULL, NULL, false, false );
}

2
engine/server/sv_save.c

@ -1389,7 +1389,7 @@ static void LoadClientState( SAVERESTOREDATA *pSaveData, const char *level, qboo @@ -1389,7 +1389,7 @@ static void LoadClientState( SAVERESTOREDATA *pSaveData, const char *level, qboo
{
// NOTE: music is automatically goes across transition, never restore it on changelevel
MSG_BeginServerCmd( &sv.signon, svc_stufftext );
MSG_WriteString( &sv.signon, va( "music \"%s\" \"%s\" %i\n", header.introTrack, header.mainTrack, header.trackPosition ));
MSG_WriteStringf( &sv.signon, "music \"%s\" \"%s\" %i\n", header.introTrack, header.mainTrack, header.trackPosition );
}
// don't go camera across the levels

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