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DirtySDK (EA's Dirty Sockets library) will be used for the LiveAPI implementation, and depends on: EABase, EAThread.
56 lines
1.9 KiB
C
56 lines
1.9 KiB
C
/*H********************************************************************************/
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/*!
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\File testermodulesclient.c
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\Description
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PC specific module startup.
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\Copyright
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Copyright (c) 2005 Electronic Arts Inc.
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\Version 04/11/2005 (jfrank) First Version
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*/
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/********************************************************************************H*/
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/*** Include files ****************************************************************/
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#include "DirtySDK/platform.h"
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#include "testermodules.h"
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/*** Defines **********************************************************************/
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/*** Type Definitions *************************************************************/
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/*** Variables ********************************************************************/
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/*** Private Functions ************************************************************/
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/*** Public functions *************************************************************/
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/*F********************************************************************************/
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/*!
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\Function TesterModulesRegisterHostCommands
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\Description
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Register all PC-specific modules
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\Input *pState - module state
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\Output 0=success, error code otherwise
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\Version 04/11/2005 (jfrank)
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*/
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/********************************************************************************F*/
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int32_t TesterModulesRegisterClientCommands(TesterModulesT *pState)
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{
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TesterModulesRegister(pState, "run", &CmdRunScript);
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TesterModulesRegister(pState, "runscript", &CmdRunScript);
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TesterModulesRegister(pState, "history", &CmdHistory);
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TesterModulesRegister(pState, "!", &CmdHistory);
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TesterModulesRegister(pState, "reg", &CmdRegistry);
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TesterModulesRegister(pState, "registry", &CmdRegistry);
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TesterModulesRegister(pState, "sleep", &CmdSleep);
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return(TESTERMODULES_ERROR_NONE);
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}
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