Can someone point me in the right direction for viewing/intercepting the config string (CS_) data passed between the server and client/cgame?
An explanation of how cs are passed between server/client/cgame module also would be much appreciated!!
Config strings
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- Posts: 4022
- Joined: Sat Mar 12, 2005 6:24 pm
Re: Config strings
You can look up the implementation in the ioquake3 code base but it's pretty straightforward: the config strings are an array of free-form ASCII strings that the server broadcasts to the clients. The strings are of arbitrary size, i.e. they're not limited to 255 chars.
From a mod author perspective they're dead simple to use: just call `trap_SetConfigstring(index, value)`, the engine takes care of the rest.
From a mod author perspective they're dead simple to use: just call `trap_SetConfigstring(index, value)`, the engine takes care of the rest.
Re: Config strings
Cool. Thanks for the info.