===================== CL_ParseCommandString Command strings are just saved off until cgame asks for them when it transitions a snapshot ===================== */
| 458 | ===================== |
| 459 | */ |
| 460 | void CL_ParseCommandString( msg_t *msg ) { |
| 461 | char *s; |
| 462 | int seq; |
| 463 | int index; |
| 464 | |
| 465 | seq = MSG_ReadLong( msg ); |
| 466 | s = MSG_ReadString( msg ); |
| 467 | |
| 468 | // see if we have already executed stored it off |
| 469 | if ( clc.serverCommandSequence >= seq ) { |
| 470 | return; |
| 471 | } |
| 472 | clc.serverCommandSequence = seq; |
| 473 | |
| 474 | index = seq & (MAX_RELIABLE_COMMANDS-1); |
| 475 | if ( clc.serverCommands[ index ] ) { |
| 476 | Z_Free( clc.serverCommands[ index ] ); |
| 477 | } |
| 478 | clc.serverCommands[ index ] = CopyString( s ); |
| 479 | } |
| 480 | |
| 481 | |
| 482 | /* |
no test coverage detected