/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 Source Code. If not, see .
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "sys/platform.h"
#include "idlib/LangDict.h"
#include "framework/async/NetworkSystem.h"
#include "framework/FileSystem.h"
#include "gamesys/TypeInfo.h"
#include "gamesys/SysCvar.h"
#include "script/Script_Thread.h"
#include "ai/AI.h"
#include "anim/Anim_Testmodel.h"
#include "Entity.h"
#include "Moveable.h"
#include "WorldSpawn.h"
#include "Fx.h"
#include "Misc.h"
#include "SysCmds.h"
/*
==================
Cmd_GetFloatArg
==================
*/
float Cmd_GetFloatArg( const idCmdArgs &args, int &argNum ) {
const char *value;
value = args.Argv( argNum++ );
return atof( value );
}
/*
===================
Cmd_EntityList_f
===================
*/
void Cmd_EntityList_f( const idCmdArgs &args ) {
int e;
idEntity *check;
int count;
size_t size;
idStr match;
if ( args.Argc() > 1 ) {
match = args.Args();
match.Replace( " ", "" );
} else {
match = "";
}
count = 0;
size = 0;
gameLocal.Printf( "%-4s %-20s %-20s %s\n", " Num", "EntityDef", "Class", "Name" );
gameLocal.Printf( "--------------------------------------------------------------------\n" );
for( e = 0; e < MAX_GENTITIES; e++ ) {
check = gameLocal.entities[ e ];
if ( !check ) {
continue;
}
if ( !check->name.Filter( match, true ) ) {
continue;
}
gameLocal.Printf( "%4i: %-20s %-20s %s\n", e,
check->GetEntityDefName(), check->GetClassname(), check->name.c_str() );
count++;
size += check->spawnArgs.Allocated();
}
gameLocal.Printf( "...%d entities\n...%zd bytes of spawnargs\n", count, size );
}
/*
===================
Cmd_ActiveEntityList_f
===================
*/
void Cmd_ActiveEntityList_f( const idCmdArgs &args ) {
idEntity *check;
int count;
count = 0;
gameLocal.Printf( "%-4s %-20s %-20s %s\n", " Num", "EntityDef", "Class", "Name" );
gameLocal.Printf( "--------------------------------------------------------------------\n" );
for( check = gameLocal.activeEntities.Next(); check != NULL; check = check->activeNode.Next() ) {
char dormant = check->fl.isDormant ? '-' : ' ';
gameLocal.Printf( "%4i:%c%-20s %-20s %s\n", check->entityNumber, dormant, check->GetEntityDefName(), check->GetClassname(), check->name.c_str() );
count++;
}
gameLocal.Printf( "...%d active entities\n", count );
}
/*
===================
Cmd_ListSpawnArgs_f
===================
*/
void Cmd_ListSpawnArgs_f( const idCmdArgs &args ) {
int i;
idEntity *ent;
ent = gameLocal.FindEntity( args.Argv( 1 ) );
if ( !ent ) {
gameLocal.Printf( "entity not found\n" );
return;
}
for ( i = 0; i < ent->spawnArgs.GetNumKeyVals(); i++ ) {
const idKeyValue *kv = ent->spawnArgs.GetKeyVal( i );
gameLocal.Printf( "\"%s\" "S_COLOR_WHITE"\"%s\"\n", kv->GetKey().c_str(), kv->GetValue().c_str() );
}
}
/*
===================
Cmd_ReloadScript_f
===================
*/
void Cmd_ReloadScript_f( const idCmdArgs &args ) {
// shutdown the map because entities may point to script objects
gameLocal.MapShutdown();
// recompile the scripts
gameLocal.program.Startup( SCRIPT_DEFAULT );
#ifdef _D3XP
// loads a game specific main script file
idStr gamedir;
int i;
for ( i = 0; i < 2; i++ ) {
if ( i == 0 ) {
gamedir = cvarSystem->GetCVarString( "fs_game_base" );
} else if ( i == 1 ) {
gamedir = cvarSystem->GetCVarString( "fs_game" );
}
if ( gamedir.Length() > 0 ) {
idStr scriptFile = va( "script/%s_main.script", gamedir.c_str() );
if ( fileSystem->ReadFile(scriptFile.c_str(), NULL) > 0 ) {
gameLocal.program.CompileFile( scriptFile.c_str() );
gameLocal.program.FinishCompilation();
}
}
}
#endif
// error out so that the user can rerun the scripts
gameLocal.Error( "Exiting map to reload scripts" );
}
/*
===================
Cmd_Script_f
===================
*/
void Cmd_Script_f( const idCmdArgs &args ) {
const char * script;
idStr text;
idStr funcname;
static int funccount = 0;
idThread * thread;
const function_t *func;
idEntity *ent;
if ( !gameLocal.CheatsOk() ) {
return;
}
sprintf( funcname, "ConsoleFunction_%d", funccount++ );
script = args.Args();
sprintf( text, "void %s() {%s;}\n", funcname.c_str(), script );
if ( gameLocal.program.CompileText( "console", text, true ) ) {
func = gameLocal.program.FindFunction( funcname );
if ( func ) {
// set all the entity names in case the user named one in the script that wasn't referenced in the default script
for( ent = gameLocal.spawnedEntities.Next(); ent != NULL; ent = ent->spawnNode.Next() ) {
gameLocal.program.SetEntity( ent->name, ent );
}
thread = new idThread( func );
thread->Start();
}
}
}
/*
==================
KillEntities
Kills all the entities of the given class in a level.
==================
*/
void KillEntities( const idCmdArgs &args, const idTypeInfo &superClass ) {
idEntity *ent;
idStrList ignore;
const char *name;
int i;
if ( !gameLocal.GetLocalPlayer() || !gameLocal.CheatsOk( false ) ) {
return;
}
for( i = 1; i < args.Argc(); i++ ) {
name = args.Argv( i );
ignore.Append( name );
}
for( ent = gameLocal.spawnedEntities.Next(); ent != NULL; ent = ent->spawnNode.Next() ) {
if ( ent->IsType( superClass ) ) {
for( i = 0; i < ignore.Num(); i++ ) {
if ( ignore[ i ] == ent->name ) {
break;
}
}
if ( i >= ignore.Num() ) {
ent->PostEventMS( &EV_Remove, 0 );
}
}
}
}
/*
==================
Cmd_KillMonsters_f
Kills all the monsters in a level.
==================
*/
void Cmd_KillMonsters_f( const idCmdArgs &args ) {
KillEntities( args, idAI::Type );
// kill any projectiles as well since they have pointers to the monster that created them
KillEntities( args, idProjectile::Type );
}
/*
==================
Cmd_KillMovables_f
Kills all the moveables in a level.
==================
*/
void Cmd_KillMovables_f( const idCmdArgs &args ) {
if ( !gameLocal.GetLocalPlayer() || !gameLocal.CheatsOk( false ) ) {
return;
}
KillEntities( args, idMoveable::Type );
}
/*
==================
Cmd_KillRagdolls_f
Kills all the ragdolls in a level.
==================
*/
void Cmd_KillRagdolls_f( const idCmdArgs &args ) {
if ( !gameLocal.GetLocalPlayer() || !gameLocal.CheatsOk( false ) ) {
return;
}
KillEntities( args, idAFEntity_Generic::Type );
KillEntities( args, idAFEntity_WithAttachedHead::Type );
}
/*
==================
Cmd_Give_f
Give items to a client
==================
*/
void Cmd_Give_f( const idCmdArgs &args ) {
const char *name;
int i;
bool give_all;
idPlayer *player;
player = gameLocal.GetLocalPlayer();
if ( !player || !gameLocal.CheatsOk() ) {
return;
}
name = args.Argv( 1 );
if ( idStr::Icmp( name, "all" ) == 0 ) {
give_all = true;
} else {
give_all = false;
}
if ( give_all || ( idStr::Cmpn( name, "weapon", 6 ) == 0 ) ) {
if ( gameLocal.world->spawnArgs.GetBool( "no_Weapons" ) ) {
gameLocal.world->spawnArgs.SetBool( "no_Weapons", false );
for( i = 0; i < gameLocal.numClients; i++ ) {
if ( gameLocal.entities[ i ] ) {
gameLocal.entities[ i ]->PostEventSec( &EV_Player_SelectWeapon, 0.5f, gameLocal.entities[ i ]->spawnArgs.GetString( "def_weapon1" ) );
}
}
}
}
if ( ( idStr::Cmpn( name, "weapon_", 7 ) == 0 ) || ( idStr::Cmpn( name, "item_", 5 ) == 0 ) || ( idStr::Cmpn( name, "ammo_", 5 ) == 0 ) ) {
player->GiveItem( name );
return;
}
if ( give_all || idStr::Icmp( name, "health" ) == 0 ) {
player->health = player->inventory.maxHealth;
if ( !give_all ) {
return;
}
}
if ( give_all || idStr::Icmp( name, "weapons" ) == 0 ) {
player->inventory.weapons = 0xffffffff >> ( 32 - MAX_WEAPONS );
player->CacheWeapons();
if ( !give_all ) {
return;
}
}
if ( give_all || idStr::Icmp( name, "ammo" ) == 0 ) {
for ( i = 0 ; i < AMMO_NUMTYPES; i++ ) {
player->inventory.ammo[ i ] = player->inventory.MaxAmmoForAmmoClass( player, idWeapon::GetAmmoNameForNum( ( ammo_t )i ) );
}
if ( !give_all ) {
return;
}
}
if ( give_all || idStr::Icmp( name, "armor" ) == 0 ) {
player->inventory.armor = player->inventory.maxarmor;
if ( !give_all ) {
return;
}
}
if ( idStr::Icmp( name, "berserk" ) == 0 ) {
player->GivePowerUp( BERSERK, SEC2MS( 30.0f ) );
return;
}
if ( idStr::Icmp( name, "invis" ) == 0 ) {
player->GivePowerUp( INVISIBILITY, SEC2MS( 30.0f ) );
return;
}
#ifdef _D3XP
if ( idStr::Icmp( name, "invulnerability" ) == 0 ) {
if ( args.Argc() > 2 ) {
player->GivePowerUp( INVULNERABILITY, atoi( args.Argv( 2 ) ) );
}
else {
player->GivePowerUp( INVULNERABILITY, 30000 );
}
return;
}
if ( idStr::Icmp( name, "helltime" ) == 0 ) {
if ( args.Argc() > 2 ) {
player->GivePowerUp( HELLTIME, atoi( args.Argv( 2 ) ) );
}
else {
player->GivePowerUp( HELLTIME, 30000 );
}
return;
}
if ( idStr::Icmp( name, "envirosuit" ) == 0 ) {
if ( args.Argc() > 2 ) {
player->GivePowerUp( ENVIROSUIT, atoi( args.Argv( 2 ) ) );
}
else {
player->GivePowerUp( ENVIROSUIT, 30000 );
}
return;
}
#endif
if ( idStr::Icmp( name, "pda" ) == 0 ) {
player->GivePDA( args.Argv(2), NULL );
return;
}
if ( idStr::Icmp( name, "video" ) == 0 ) {
player->GiveVideo( args.Argv(2), NULL );
return;
}
if ( !give_all && !player->Give( args.Argv(1), args.Argv(2) ) ) {
gameLocal.Printf( "unknown item\n" );
}
}
/*
==================
Cmd_CenterView_f
Centers the players pitch
==================
*/
void Cmd_CenterView_f( const idCmdArgs &args ) {
idPlayer *player;
idAngles ang;
player = gameLocal.GetLocalPlayer();
if ( !player ) {
return;
}
ang = player->viewAngles;
ang.pitch = 0.0f;
player->SetViewAngles( ang );
}
/*
==================
Cmd_God_f
Sets client to godmode
argv(0) god
==================
*/
void Cmd_God_f( const idCmdArgs &args ) {
const char *msg;
idPlayer *player;
player = gameLocal.GetLocalPlayer();
if ( !player || !gameLocal.CheatsOk() ) {
return;
}
if ( player->godmode ) {
player->godmode = false;
msg = "godmode OFF\n";
} else {
player->godmode = true;
msg = "godmode ON\n";
}
gameLocal.Printf( "%s", msg );
}
/*
==================
Cmd_Notarget_f
Sets client to notarget
argv(0) notarget
==================
*/
void Cmd_Notarget_f( const idCmdArgs &args ) {
const char *msg;
idPlayer *player;
player = gameLocal.GetLocalPlayer();
if ( !player || !gameLocal.CheatsOk() ) {
return;
}
if ( player->fl.notarget ) {
player->fl.notarget = false;
msg = "notarget OFF\n";
} else {
player->fl.notarget = true;
msg = "notarget ON\n";
}
gameLocal.Printf( "%s", msg );
}
/*
==================
Cmd_Noclip_f
argv(0) noclip
==================
*/
void Cmd_Noclip_f( const idCmdArgs &args ) {
const char *msg;
idPlayer *player;
player = gameLocal.GetLocalPlayer();
if ( !player || !gameLocal.CheatsOk() ) {
return;
}
if ( player->noclip ) {
msg = "noclip OFF\n";
} else {
msg = "noclip ON\n";
}
player->noclip = !player->noclip;
gameLocal.Printf( "%s", msg );
}
/*
=================
Cmd_Kill_f
=================
*/
void Cmd_Kill_f( const idCmdArgs &args ) {
idPlayer *player;
if ( gameLocal.isMultiplayer ) {
if ( gameLocal.isClient ) {
idBitMsg outMsg;
byte msgBuf[ MAX_GAME_MESSAGE_SIZE ];
outMsg.Init( msgBuf, sizeof( msgBuf ) );
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_KILL );
networkSystem->ClientSendReliableMessage( outMsg );
} else {
player = gameLocal.GetClientByCmdArgs( args );
if ( !player ) {
common->Printf( "kill or kill \n" );
return;
}
player->Kill( false, false );
cmdSystem->BufferCommandText( CMD_EXEC_NOW, va( "say killed client %d '%s^0'\n", player->entityNumber, gameLocal.userInfo[ player->entityNumber ].GetString( "ui_name" ) ) );
}
} else {
player = gameLocal.GetLocalPlayer();
if ( !player ) {
return;
}
player->Kill( false, false );
}
}
/*
=================
Cmd_PlayerModel_f
=================
*/
void Cmd_PlayerModel_f( const idCmdArgs &args ) {
idPlayer *player;
const char *name;
idVec3 pos;
idAngles ang;
player = gameLocal.GetLocalPlayer();
if ( !player || !gameLocal.CheatsOk() ) {
return;
}
if ( args.Argc() < 2 ) {
gameLocal.Printf( "usage: playerModel \n" );
return;
}
name = args.Argv( 1 );
player->spawnArgs.Set( "model", name );
pos = player->GetPhysics()->GetOrigin();
ang = player->viewAngles;
player->SpawnToPoint( pos, ang );
}
/*
==================
Cmd_Say
==================
*/
static void Cmd_Say( bool team, const idCmdArgs &args ) {
const char *name;
idStr text;
const char *cmd = team ? "sayTeam" : "say" ;
if ( !gameLocal.isMultiplayer ) {
gameLocal.Printf( "%s can only be used in a multiplayer game\n", cmd );
return;
}
if ( args.Argc() < 2 ) {
gameLocal.Printf( "usage: %s \n", cmd );
return;
}
text = args.Args();
if ( text.Length() == 0 ) {
return;
}
if ( text[ text.Length() - 1 ] == '\n' ) {
text[ text.Length() - 1 ] = '\0';
}
name = "player";
idPlayer * player;
// here we need to special case a listen server to use the real client name instead of "server"
// "server" will only appear on a dedicated server
if ( gameLocal.isClient || cvarSystem->GetCVarInteger( "net_serverDedicated" ) == 0 ) {
player = gameLocal.localClientNum >= 0 ? static_cast( gameLocal.entities[ gameLocal.localClientNum ] ) : NULL;
if ( player ) {
name = player->GetUserInfo()->GetString( "ui_name", "player" );
}
#ifdef CTF
// Append the player's location to team chat messages in CTF
if ( gameLocal.mpGame.IsGametypeFlagBased() && team && player ) {
idLocationEntity *locationEntity = gameLocal.LocationForPoint( player->GetEyePosition() );
if ( locationEntity ) {
idStr temp = "[";
temp += locationEntity->GetLocation();
temp += "] ";
temp += text;
text = temp;
}
}
#endif
} else {
name = "server";
}
if ( gameLocal.isClient ) {
idBitMsg outMsg;
byte msgBuf[ 256 ];
outMsg.Init( msgBuf, sizeof( msgBuf ) );
outMsg.WriteByte( team ? GAME_RELIABLE_MESSAGE_TCHAT : GAME_RELIABLE_MESSAGE_CHAT );
outMsg.WriteString( name );
outMsg.WriteString( text, -1, false );
networkSystem->ClientSendReliableMessage( outMsg );
} else {
gameLocal.mpGame.ProcessChatMessage( gameLocal.localClientNum, team, name, text, NULL );
}
}
/*
==================
Cmd_Say_f
==================
*/
static void Cmd_Say_f( const idCmdArgs &args ) {
Cmd_Say( false, args );
}
/*
==================
Cmd_SayTeam_f
==================
*/
static void Cmd_SayTeam_f( const idCmdArgs &args ) {
Cmd_Say( true, args );
}
/*
==================
Cmd_AddChatLine_f
==================
*/
static void Cmd_AddChatLine_f( const idCmdArgs &args ) {
gameLocal.mpGame.AddChatLine( args.Argv( 1 ) );
}
/*
==================
Cmd_Kick_f
==================
*/
static void Cmd_Kick_f( const idCmdArgs &args ) {
idPlayer *player;
if ( !gameLocal.isMultiplayer ) {
gameLocal.Printf( "kick can only be used in a multiplayer game\n" );
return;
}
if ( gameLocal.isClient ) {
gameLocal.Printf( "You have no such power. This is a server command\n" );
return;
}
player = gameLocal.GetClientByCmdArgs( args );
if ( !player ) {
gameLocal.Printf( "usage: kick or kick \n" );
return;
}
cmdSystem->BufferCommandText( CMD_EXEC_NOW, va( "say kicking out client %d '%s^0'\n", player->entityNumber, gameLocal.userInfo[ player->entityNumber ].GetString( "ui_name" ) ) );
cmdSystem->BufferCommandText( CMD_EXEC_NOW, va( "kick %d\n", player->entityNumber ) );
}
/*
==================
Cmd_GetViewpos_f
==================
*/
void Cmd_GetViewpos_f( const idCmdArgs &args ) {
idPlayer *player;
idVec3 origin;
idMat3 axis;
player = gameLocal.GetLocalPlayer();
if ( !player ) {
return;
}
const renderView_t *view = player->GetRenderView();
if ( view ) {
gameLocal.Printf( "(%s) %.1f\n", view->vieworg.ToString(), view->viewaxis[0].ToYaw() );
} else {
player->GetViewPos( origin, axis );
gameLocal.Printf( "(%s) %.1f\n", origin.ToString(), axis[0].ToYaw() );
}
}
/*
=================
Cmd_SetViewpos_f
=================
*/
void Cmd_SetViewpos_f( const idCmdArgs &args ) {
idVec3 origin;
idAngles angles;
int i;
idPlayer *player;
player = gameLocal.GetLocalPlayer();
if ( !player || !gameLocal.CheatsOk() ) {
return;
}
if ( ( args.Argc() != 4 ) && ( args.Argc() != 5 ) ) {
gameLocal.Printf( "usage: setviewpos \n" );
return;
}
angles.Zero();
if ( args.Argc() == 5 ) {
angles.yaw = atof( args.Argv( 4 ) );
}
for ( i = 0 ; i < 3 ; i++ ) {
origin[i] = atof( args.Argv( i + 1 ) );
}
origin.z -= pm_normalviewheight.GetFloat() - 0.25f;
player->Teleport( origin, angles, NULL );
}
/*
=================
Cmd_Teleport_f
=================
*/
void Cmd_Teleport_f( const idCmdArgs &args ) {
idVec3 origin;
idAngles angles;
idPlayer *player;
idEntity *ent;
player = gameLocal.GetLocalPlayer();
if ( !player || !gameLocal.CheatsOk() ) {
return;
}
if ( args.Argc() != 2 ) {
gameLocal.Printf( "usage: teleport \n" );
return;
}
ent = gameLocal.FindEntity( args.Argv( 1 ) );
if ( !ent ) {
gameLocal.Printf( "entity not found\n" );
return;
}
angles.Zero();
angles.yaw = ent->GetPhysics()->GetAxis()[ 0 ].ToYaw();
origin = ent->GetPhysics()->GetOrigin();
player->Teleport( origin, angles, ent );
}
/*
=================
Cmd_Trigger_f
=================
*/
void Cmd_Trigger_f( const idCmdArgs &args ) {
idVec3 origin;
idAngles angles;
idPlayer *player;
idEntity *ent;
player = gameLocal.GetLocalPlayer();
if ( !player || !gameLocal.CheatsOk() ) {
return;
}
if ( args.Argc() != 2 ) {
gameLocal.Printf( "usage: trigger \n" );
return;
}
ent = gameLocal.FindEntity( args.Argv( 1 ) );
if ( !ent ) {
gameLocal.Printf( "entity not found\n" );
return;
}
ent->Signal( SIG_TRIGGER );
ent->ProcessEvent( &EV_Activate, player );
ent->TriggerGuis();
}
/*
===================
Cmd_Spawn_f
===================
*/
void Cmd_Spawn_f( const idCmdArgs &args ) {
const char *key, *value;
int i;
float yaw;
idVec3 org;
idPlayer *player;
idDict dict;
player = gameLocal.GetLocalPlayer();
if ( !player || !gameLocal.CheatsOk( false ) ) {
return;
}
if ( args.Argc() & 1 ) { // must always have an even number of arguments
gameLocal.Printf( "usage: spawn classname [key/value pairs]\n" );
return;
}
yaw = player->viewAngles.yaw;
value = args.Argv( 1 );
dict.Set( "classname", value );
dict.Set( "angle", va( "%f", yaw + 180 ) );
org = player->GetPhysics()->GetOrigin() + idAngles( 0, yaw, 0 ).ToForward() * 80 + idVec3( 0, 0, 1 );
dict.Set( "origin", org.ToString() );
for( i = 2; i < args.Argc() - 1; i += 2 ) {
key = args.Argv( i );
value = args.Argv( i + 1 );
dict.Set( key, value );
}
gameLocal.SpawnEntityDef( dict );
}
/*
==================
Cmd_Damage_f
Damages the specified entity
==================
*/
void Cmd_Damage_f( const idCmdArgs &args ) {
if ( !gameLocal.GetLocalPlayer() || !gameLocal.CheatsOk( false ) ) {
return;
}
if ( args.Argc() != 3 ) {
gameLocal.Printf( "usage: damage \n" );
return;
}
idEntity *ent = gameLocal.FindEntity( args.Argv( 1 ) );
if ( !ent ) {
gameLocal.Printf( "entity not found\n" );
return;
}
ent->Damage( gameLocal.world, gameLocal.world, idVec3( 0, 0, 1 ), "damage_moverCrush", atoi( args.Argv( 2 ) ), INVALID_JOINT );
}
/*
==================
Cmd_Remove_f
Removes the specified entity
==================
*/
void Cmd_Remove_f( const idCmdArgs &args ) {
if ( !gameLocal.GetLocalPlayer() || !gameLocal.CheatsOk( false ) ) {
return;
}
if ( args.Argc() != 2 ) {
gameLocal.Printf( "usage: remove \n" );
return;
}
idEntity *ent = gameLocal.FindEntity( args.Argv( 1 ) );
if ( !ent ) {
gameLocal.Printf( "entity not found\n" );
return;
}
delete ent;
}
/*
===================
Cmd_TestLight_f
===================
*/
void Cmd_TestLight_f( const idCmdArgs &args ) {
int i;
idStr filename;
const char *key, *value, *name;
idPlayer * player;
idDict dict;
player = gameLocal.GetLocalPlayer();
if ( !player || !gameLocal.CheatsOk( false ) ) {
return;
}
renderView_t *rv = player->GetRenderView();
float fov = tan( idMath::M_DEG2RAD * rv->fov_x / 2 );
dict.SetMatrix( "rotation", mat3_default );
dict.SetVector( "origin", rv->vieworg );
dict.SetVector( "light_target", rv->viewaxis[0] );
dict.SetVector( "light_right", rv->viewaxis[1] * -fov );
dict.SetVector( "light_up", rv->viewaxis[2] * fov );
dict.SetVector( "light_start", rv->viewaxis[0] * 16 );
dict.SetVector( "light_end", rv->viewaxis[0] * 1000 );
if ( args.Argc() >= 2 ) {
value = args.Argv( 1 );
filename = args.Argv(1);
filename.DefaultFileExtension( ".tga" );
dict.Set( "texture", filename );
}
dict.Set( "classname", "light" );
for( i = 2; i < args.Argc() - 1; i += 2 ) {
key = args.Argv( i );
value = args.Argv( i + 1 );
dict.Set( key, value );
}
for ( i = 0; i < MAX_GENTITIES; i++ ) {
name = va( "spawned_light_%d", i ); // not just light_, or it might pick up a prelight shadow
if ( !gameLocal.FindEntity( name ) ) {
break;
}
}
dict.Set( "name", name );
gameLocal.SpawnEntityDef( dict );
gameLocal.Printf( "Created new light\n");
}
/*
===================
Cmd_TestPointLight_f
===================
*/
void Cmd_TestPointLight_f( const idCmdArgs &args ) {
const char *key, *value, *name;
int i;
idPlayer *player;
idDict dict;
player = gameLocal.GetLocalPlayer();
if ( !player || !gameLocal.CheatsOk( false ) ) {
return;
}
dict.SetVector("origin", player->GetRenderView()->vieworg);
if ( args.Argc() >= 2 ) {
value = args.Argv( 1 );
dict.Set("light", value);
} else {
dict.Set("light", "300");
}
dict.Set( "classname", "light" );
for( i = 2; i < args.Argc() - 1; i += 2 ) {
key = args.Argv( i );
value = args.Argv( i + 1 );
dict.Set( key, value );
}
for ( i = 0; i < MAX_GENTITIES; i++ ) {
name = va( "light_%d", i );
if ( !gameLocal.FindEntity( name ) ) {
break;
}
}
dict.Set( "name", name );
gameLocal.SpawnEntityDef( dict );
gameLocal.Printf( "Created new point light\n");
}
/*
==================
Cmd_PopLight_f
==================
*/
void Cmd_PopLight_f( const idCmdArgs &args ) {
idEntity *ent;
idMapEntity *mapEnt;
idMapFile *mapFile = gameLocal.GetLevelMap();
idLight *lastLight;
int last;
if ( !gameLocal.CheatsOk() ) {
return;
}
bool removeFromMap = ( args.Argc() > 1 );
lastLight = NULL;
last = -1;
for( ent = gameLocal.spawnedEntities.Next(); ent != NULL; ent = ent->spawnNode.Next() ) {
if ( !ent->IsType( idLight::Type ) ) {
continue;
}
if ( gameLocal.spawnIds[ ent->entityNumber ] > last ) {
last = gameLocal.spawnIds[ ent->entityNumber ];
lastLight = static_cast( ent );
}
}
if ( lastLight ) {
// find map file entity
mapEnt = mapFile->FindEntity( lastLight->name );
if ( removeFromMap && mapEnt ) {
mapFile->RemoveEntity( mapEnt );
}
gameLocal.Printf( "Removing light %i\n", lastLight->GetLightDefHandle() );
delete lastLight;
} else {
gameLocal.Printf( "No lights to clear.\n" );
}
}
/*
====================
Cmd_ClearLights_f
====================
*/
void Cmd_ClearLights_f( const idCmdArgs &args ) {
idEntity *ent;
idEntity *next;
idLight *light;
idMapEntity *mapEnt;
idMapFile *mapFile = gameLocal.GetLevelMap();
bool removeFromMap = ( args.Argc() > 1 );
gameLocal.Printf( "Clearing all lights.\n" );
for( ent = gameLocal.spawnedEntities.Next(); ent != NULL; ent = next ) {
next = ent->spawnNode.Next();
if ( !ent->IsType( idLight::Type ) ) {
continue;
}
light = static_cast( ent );
mapEnt = mapFile->FindEntity( light->name );
if ( removeFromMap && mapEnt ) {
mapFile->RemoveEntity( mapEnt );
}
delete light;
}
}
/*
==================
Cmd_TestFx_f
==================
*/
void Cmd_TestFx_f( const idCmdArgs &args ) {
idVec3 offset;
const char *name;
idPlayer * player;
idDict dict;
player = gameLocal.GetLocalPlayer();
if ( !player || !gameLocal.CheatsOk() ) {
return;
}
// delete the testModel if active
if ( gameLocal.testFx ) {
delete gameLocal.testFx;
gameLocal.testFx = NULL;
}
if ( args.Argc() < 2 ) {
return;
}
name = args.Argv( 1 );
offset = player->GetPhysics()->GetOrigin() + player->viewAngles.ToForward() * 100.0f;
dict.Set( "origin", offset.ToString() );
dict.Set( "test", "1");
dict.Set( "fx", name );
gameLocal.testFx = ( idEntityFx * )gameLocal.SpawnEntityType( idEntityFx::Type, &dict );
}
#define MAX_DEBUGLINES 128
typedef struct {
bool used;
idVec3 start, end;
int color;
bool blink;
bool arrow;
} gameDebugLine_t;
gameDebugLine_t debugLines[MAX_DEBUGLINES];
/*
==================
Cmd_AddDebugLine_f
==================
*/
static void Cmd_AddDebugLine_f( const idCmdArgs &args ) {
int i, argNum;
const char *value;
if ( !gameLocal.CheatsOk() ) {
return;
}
if ( args.Argc () < 7 ) {
gameLocal.Printf( "usage: addline \n" );
return;
}
for ( i = 0; i < MAX_DEBUGLINES; i++ ) {
if ( !debugLines[i].used ) {
break;
}
}
if ( i >= MAX_DEBUGLINES ) {
gameLocal.Printf( "no free debug lines\n" );
return;
}
value = args.Argv( 0 );
if ( !idStr::Icmp( value, "addarrow" ) ) {
debugLines[i].arrow = true;
} else {
debugLines[i].arrow = false;
}
debugLines[i].used = true;
debugLines[i].blink = false;
argNum = 1;
debugLines[i].start.x = Cmd_GetFloatArg( args, argNum );
debugLines[i].start.y = Cmd_GetFloatArg( args, argNum );
debugLines[i].start.z = Cmd_GetFloatArg( args, argNum );
debugLines[i].end.x = Cmd_GetFloatArg( args, argNum );
debugLines[i].end.y = Cmd_GetFloatArg( args, argNum );
debugLines[i].end.z = Cmd_GetFloatArg( args, argNum );
debugLines[i].color = Cmd_GetFloatArg( args, argNum );
}
/*
==================
Cmd_RemoveDebugLine_f
==================
*/
static void Cmd_RemoveDebugLine_f( const idCmdArgs &args ) {
int i, num;
const char *value;
if ( !gameLocal.CheatsOk() ) {
return;
}
if ( args.Argc () < 2 ) {
gameLocal.Printf( "usage: removeline \n" );
return;
}
value = args.Argv( 1 );
num = atoi(value);
for ( i = 0; i < MAX_DEBUGLINES; i++ ) {
if ( debugLines[i].used ) {
if ( --num < 0 ) {
break;
}
}
}
if ( i >= MAX_DEBUGLINES ) {
gameLocal.Printf( "line not found\n" );
return;
}
debugLines[i].used = false;
}
/*
==================
Cmd_BlinkDebugLine_f
==================
*/
static void Cmd_BlinkDebugLine_f( const idCmdArgs &args ) {
int i, num;
const char *value;
if ( !gameLocal.CheatsOk() ) {
return;
}
if ( args.Argc () < 2 ) {
gameLocal.Printf( "usage: blinkline \n" );
return;
}
value = args.Argv( 1 );
num = atoi( value );
for ( i = 0; i < MAX_DEBUGLINES; i++ ) {
if ( debugLines[i].used ) {
if ( --num < 0 ) {
break;
}
}
}
if ( i >= MAX_DEBUGLINES ) {
gameLocal.Printf( "line not found\n" );
return;
}
debugLines[i].blink = !debugLines[i].blink;
}
/*
==================
PrintFloat
==================
*/
static void PrintFloat( float f ) {
char buf[128];
int i;
for ( i = sprintf( buf, "%3.2f", f ); i < 7; i++ ) {
buf[i] = ' ';
}
buf[i] = '\0';
gameLocal.Printf( buf );
}
/*
==================
Cmd_ListDebugLines_f
==================
*/
static void Cmd_ListDebugLines_f( const idCmdArgs &args ) {
int i, num;
if ( !gameLocal.CheatsOk() ) {
return;
}
num = 0;
gameLocal.Printf( "line num: x1 y1 z1 x2 y2 z2 c b a\n" );
for ( i = 0; i < MAX_DEBUGLINES; i++ ) {
if ( debugLines[i].used ) {
gameLocal.Printf( "line %3d: ", num );
PrintFloat( debugLines[i].start.x );
PrintFloat( debugLines[i].start.y );
PrintFloat( debugLines[i].start.z );
PrintFloat( debugLines[i].end.x );
PrintFloat( debugLines[i].end.y );
PrintFloat( debugLines[i].end.z );
gameLocal.Printf( "%d %d %d\n", debugLines[i].color, debugLines[i].blink, debugLines[i].arrow );
num++;
}
}
if ( !num ) {
gameLocal.Printf( "no debug lines\n" );
}
}
/*
==================
D_DrawDebugLines
==================
*/
void D_DrawDebugLines( void ) {
int i;
idVec3 forward, right, up, p1, p2;
idVec4 color;
float l;
for ( i = 0; i < MAX_DEBUGLINES; i++ ) {
if ( debugLines[i].used ) {
if ( !debugLines[i].blink || (gameLocal.time & (1<<9)) ) {
color = idVec4( debugLines[i].color&1, (debugLines[i].color>>1)&1, (debugLines[i].color>>2)&1, 1 );
gameRenderWorld->DebugLine( color, debugLines[i].start, debugLines[i].end );
//
if ( debugLines[i].arrow ) {
// draw a nice arrow
forward = debugLines[i].end - debugLines[i].start;
l = forward.Normalize() * 0.2f;
forward.NormalVectors( right, up);
if ( l > 3.0f ) {
l = 3.0f;
}
p1 = debugLines[i].end - l * forward + (l * 0.4f) * right;
p2 = debugLines[i].end - l * forward - (l * 0.4f) * right;
gameRenderWorld->DebugLine( color, debugLines[i].end, p1 );
gameRenderWorld->DebugLine( color, debugLines[i].end, p2 );
gameRenderWorld->DebugLine( color, p1, p2 );
}
}
}
}
}
/*
==================
Cmd_ListCollisionModels_f
==================
*/
static void Cmd_ListCollisionModels_f( const idCmdArgs &args ) {
if ( !gameLocal.CheatsOk() ) {
return;
}
collisionModelManager->ListModels();
}
/*
==================
Cmd_CollisionModelInfo_f
==================
*/
static void Cmd_CollisionModelInfo_f( const idCmdArgs &args ) {
const char *value;
if ( !gameLocal.CheatsOk() ) {
return;
}
if ( args.Argc () < 2 ) {
gameLocal.Printf( "usage: collisionModelInfo \n"
"use 'all' instead of the model number for accumulated info\n" );
return;
}
value = args.Argv( 1 );
if ( !idStr::Icmp( value, "all" ) ) {
collisionModelManager->ModelInfo( -1 );
} else {
collisionModelManager->ModelInfo( atoi(value) );
}
}
/*
==================
Cmd_ExportModels_f
==================
*/
static void Cmd_ExportModels_f( const idCmdArgs &args ) {
idModelExport exporter;
idStr name;
// don't allow exporting models when cheats are disabled,
// but if we're not in the game, it's ok
if ( gameLocal.GetLocalPlayer() && !gameLocal.CheatsOk( false ) ) {
return;
}
if ( args.Argc() < 2 ) {
exporter.ExportModels( "def", ".def" );
} else {
name = args.Argv( 1 );
name = "def/" + name;
name.DefaultFileExtension( ".def" );
exporter.ExportDefFile( name );
}
}
/*
==================
Cmd_ReexportModels_f
==================
*/
static void Cmd_ReexportModels_f( const idCmdArgs &args ) {
idModelExport exporter;
idStr name;
// don't allow exporting models when cheats are disabled,
// but if we're not in the game, it's ok
if ( gameLocal.GetLocalPlayer() && !gameLocal.CheatsOk( false ) ) {
return;
}
idAnimManager::forceExport = true;
if ( args.Argc() < 2 ) {
exporter.ExportModels( "def", ".def" );
} else {
name = args.Argv( 1 );
name = "def/" + name;
name.DefaultFileExtension( ".def" );
exporter.ExportDefFile( name );
}
idAnimManager::forceExport = false;
}
/*
==================
Cmd_ReloadAnims_f
==================
*/
static void Cmd_ReloadAnims_f( const idCmdArgs &args ) {
// don't allow reloading anims when cheats are disabled,
// but if we're not in the game, it's ok
if ( gameLocal.GetLocalPlayer() && !gameLocal.CheatsOk( false ) ) {
return;
}
animationLib.ReloadAnims();
}
/*
==================
Cmd_ListAnims_f
==================
*/
static void Cmd_ListAnims_f( const idCmdArgs &args ) {
idEntity * ent;
int num;
size_t size;
size_t alloced;
idAnimator * animator;
const char * classname;
const idDict * dict;
int i;
if ( args.Argc() > 1 ) {
idAnimator animator;
classname = args.Argv( 1 );
dict = gameLocal.FindEntityDefDict( classname, false );
if ( !dict ) {
gameLocal.Printf( "Entitydef '%s' not found\n", classname );
return;
}
animator.SetModel( dict->GetString( "model" ) );
gameLocal.Printf( "----------------\n" );
num = animator.NumAnims();
for( i = 0; i < num; i++ ) {
gameLocal.Printf( "%s\n", animator.AnimFullName( i ) );
}
gameLocal.Printf( "%d anims\n", num );
} else {
animationLib.ListAnims();
size = 0;
num = 0;
for( ent = gameLocal.spawnedEntities.Next(); ent != NULL; ent = ent->spawnNode.Next() ) {
animator = ent->GetAnimator();
if ( animator ) {
alloced = animator->Allocated();
size += alloced;
num++;
}
}
gameLocal.Printf( "%zd memory used in %d entity animators\n", size, num );
}
}
/*
==================
Cmd_AASStats_f
==================
*/
static void Cmd_AASStats_f( const idCmdArgs &args ) {
int aasNum;
if ( !gameLocal.CheatsOk() ) {
return;
}
aasNum = aas_test.GetInteger();
idAAS *aas = gameLocal.GetAAS( aasNum );
if ( !aas ) {
gameLocal.Printf( "No aas #%d loaded\n", aasNum );
} else {
aas->Stats();
}
}
/*
==================
Cmd_TestDamage_f
==================
*/
static void Cmd_TestDamage_f( const idCmdArgs &args ) {
idPlayer *player;
const char *damageDefName;
player = gameLocal.GetLocalPlayer();
if ( !player || !gameLocal.CheatsOk() ) {
return;
}
if ( args.Argc() < 2 || args.Argc() > 3 ) {
gameLocal.Printf( "usage: testDamage [angle]\n" );
return;
}
damageDefName = args.Argv( 1 );
idVec3 dir;
if ( args.Argc() == 3 ) {
float angle = atof( args.Argv( 2 ) );
idMath::SinCos( DEG2RAD( angle ), dir[1], dir[0] );
dir[2] = 0;
} else {
dir.Zero();
}
// give the player full health before and after
// running the damage
player->health = player->inventory.maxHealth;
player->Damage( NULL, NULL, dir, damageDefName, 1.0f, INVALID_JOINT );
player->health = player->inventory.maxHealth;
}
/*
==================
Cmd_TestBoneFx_f
==================
*/
static void Cmd_TestBoneFx_f( const idCmdArgs &args ) {
idPlayer *player;
const char *bone, *fx;
player = gameLocal.GetLocalPlayer();
if ( !player || !gameLocal.CheatsOk() ) {
return;
}
if ( args.Argc() < 3 || args.Argc() > 4 ) {
gameLocal.Printf( "usage: testBoneFx \n" );
return;
}
fx = args.Argv( 1 );
bone = args.Argv( 2 );
player->StartFxOnBone( fx, bone );
}
/*
==================
Cmd_TestDamage_f
==================
*/
static void Cmd_TestDeath_f( const idCmdArgs &args ) {
idPlayer *player;
player = gameLocal.GetLocalPlayer();
if ( !player || !gameLocal.CheatsOk() ) {
return;
}
idVec3 dir;
idMath::SinCos( DEG2RAD( 45.0f ), dir[1], dir[0] );
dir[2] = 0;
g_testDeath.SetBool( 1 );
player->Damage( NULL, NULL, dir, "damage_triggerhurt_1000", 1.0f, INVALID_JOINT );
if ( args.Argc() >= 2) {
player->SpawnGibs( dir, "damage_triggerhurt_1000" );
}
}
/*
==================
Cmd_WeaponSplat_f
==================
*/
static void Cmd_WeaponSplat_f( const idCmdArgs &args ) {
idPlayer *player;
player = gameLocal.GetLocalPlayer();
if ( !player || !gameLocal.CheatsOk() ) {
return;
}
player->weapon.GetEntity()->BloodSplat( 2.0f );
}
/*
==================
Cmd_SaveSelected_f
==================
*/
static void Cmd_SaveSelected_f( const idCmdArgs &args ) {
int i;
idPlayer *player;
idEntity *s;
idMapEntity *mapEnt;
idMapFile *mapFile = gameLocal.GetLevelMap();
idDict dict;
idStr mapName;
const char *name;
player = gameLocal.GetLocalPlayer();
if ( !player || !gameLocal.CheatsOk() ) {
return;
}
s = player->dragEntity.GetSelected();
if ( !s ) {
gameLocal.Printf( "no entity selected, set g_dragShowSelection 1 to show the current selection\n" );
return;
}
if ( args.Argc() > 1 ) {
mapName = args.Argv( 1 );
mapName = "maps/" + mapName;
}
else {
mapName = mapFile->GetName();
}
// find map file entity
mapEnt = mapFile->FindEntity( s->name );
// create new map file entity if there isn't one for this articulated figure
if ( !mapEnt ) {
mapEnt = new idMapEntity();
mapFile->AddEntity( mapEnt );
for ( i = 0; i < 9999; i++ ) {
name = va( "%s_%d", s->GetEntityDefName(), i );
if ( !gameLocal.FindEntity( name ) ) {
break;
}
}
s->name = name;
mapEnt->epairs.Set( "classname", s->GetEntityDefName() );
mapEnt->epairs.Set( "name", s->name );
}
if ( s->IsType( idMoveable::Type ) ) {
// save the moveable state
mapEnt->epairs.Set( "origin", s->GetPhysics()->GetOrigin().ToString( 8 ) );
mapEnt->epairs.Set( "rotation", s->GetPhysics()->GetAxis().ToString( 8 ) );
}
else if ( s->IsType( idAFEntity_Generic::Type ) || s->IsType( idAFEntity_WithAttachedHead::Type ) ) {
// save the articulated figure state
dict.Clear();
static_cast(s)->SaveState( dict );
mapEnt->epairs.Copy( dict );
}
// write out the map file
mapFile->Write( mapName, ".map" );
}
/*
==================
Cmd_DeleteSelected_f
==================
*/
static void Cmd_DeleteSelected_f( const idCmdArgs &args ) {
idPlayer *player;
player = gameLocal.GetLocalPlayer();
if ( !player || !gameLocal.CheatsOk() ) {
return;
}
if ( player ) {
player->dragEntity.DeleteSelected();
}
}
/*
==================
Cmd_SaveMoveables_f
==================
*/
static void Cmd_SaveMoveables_f( const idCmdArgs &args ) {
int e, i;
idMoveable *m;
idMapEntity *mapEnt;
idMapFile *mapFile = gameLocal.GetLevelMap();
idStr mapName;
const char *name;
if ( !gameLocal.CheatsOk() ) {
return;
}
for( e = 0; e < MAX_GENTITIES; e++ ) {
m = static_cast(gameLocal.entities[ e ]);
if ( !m || !m->IsType( idMoveable::Type ) ) {
continue;
}
if ( m->IsBound() ) {
continue;
}
if ( !m->IsAtRest() ) {
break;
}
}
if ( e < MAX_GENTITIES ) {
gameLocal.Warning( "map not saved because the moveable entity %s is not at rest", gameLocal.entities[ e ]->name.c_str() );
return;
}
if ( args.Argc() > 1 ) {
mapName = args.Argv( 1 );
mapName = "maps/" + mapName;
}
else {
mapName = mapFile->GetName();
}
for( e = 0; e < MAX_GENTITIES; e++ ) {
m = static_cast(gameLocal.entities[ e ]);
if ( !m || !m->IsType( idMoveable::Type ) ) {
continue;
}
if ( m->IsBound() ) {
continue;
}
// find map file entity
mapEnt = mapFile->FindEntity( m->name );
// create new map file entity if there isn't one for this articulated figure
if ( !mapEnt ) {
mapEnt = new idMapEntity();
mapFile->AddEntity( mapEnt );
for ( i = 0; i < 9999; i++ ) {
name = va( "%s_%d", m->GetEntityDefName(), i );
if ( !gameLocal.FindEntity( name ) ) {
break;
}
}
m->name = name;
mapEnt->epairs.Set( "classname", m->GetEntityDefName() );
mapEnt->epairs.Set( "name", m->name );
}
// save the moveable state
mapEnt->epairs.Set( "origin", m->GetPhysics()->GetOrigin().ToString( 8 ) );
mapEnt->epairs.Set( "rotation", m->GetPhysics()->GetAxis().ToString( 8 ) );
}
// write out the map file
mapFile->Write( mapName, ".map" );
}
/*
==================
Cmd_SaveRagdolls_f
==================
*/
static void Cmd_SaveRagdolls_f( const idCmdArgs &args ) {
int e, i;
idAFEntity_Base *af;
idMapEntity *mapEnt;
idMapFile *mapFile = gameLocal.GetLevelMap();
idDict dict;
idStr mapName;
const char *name;
if ( !gameLocal.CheatsOk() ) {
return;
}
if ( args.Argc() > 1 ) {
mapName = args.Argv( 1 );
mapName = "maps/" + mapName;
}
else {
mapName = mapFile->GetName();
}
for( e = 0; e < MAX_GENTITIES; e++ ) {
af = static_cast(gameLocal.entities[ e ]);
if ( !af ) {
continue;
}
if ( !af->IsType( idAFEntity_WithAttachedHead::Type ) && !af->IsType( idAFEntity_Generic::Type ) ) {
continue;
}
if ( af->IsBound() ) {
continue;
}
if ( !af->IsAtRest() ) {
gameLocal.Warning( "the articulated figure for entity %s is not at rest", gameLocal.entities[ e ]->name.c_str() );
}
dict.Clear();
af->SaveState( dict );
// find map file entity
mapEnt = mapFile->FindEntity( af->name );
// create new map file entity if there isn't one for this articulated figure
if ( !mapEnt ) {
mapEnt = new idMapEntity();
mapFile->AddEntity( mapEnt );
for ( i = 0; i < 9999; i++ ) {
name = va( "%s_%d", af->GetEntityDefName(), i );
if ( !gameLocal.FindEntity( name ) ) {
break;
}
}
af->name = name;
mapEnt->epairs.Set( "classname", af->GetEntityDefName() );
mapEnt->epairs.Set( "name", af->name );
}
// save the articulated figure state
mapEnt->epairs.Copy( dict );
}
// write out the map file
mapFile->Write( mapName, ".map" );
}
/*
==================
Cmd_BindRagdoll_f
==================
*/
static void Cmd_BindRagdoll_f( const idCmdArgs &args ) {
idPlayer *player;
player = gameLocal.GetLocalPlayer();
if ( !player || !gameLocal.CheatsOk() ) {
return;
}
if ( player ) {
player->dragEntity.BindSelected();
}
}
/*
==================
Cmd_UnbindRagdoll_f
==================
*/
static void Cmd_UnbindRagdoll_f( const idCmdArgs &args ) {
idPlayer *player;
player = gameLocal.GetLocalPlayer();
if ( !player || !gameLocal.CheatsOk() ) {
return;
}
if ( player ) {
player->dragEntity.UnbindSelected();
}
}
/*
==================
Cmd_GameError_f
==================
*/
static void Cmd_GameError_f( const idCmdArgs &args ) {
gameLocal.Error( "game error" );
}
/*
==================
Cmd_SaveLights_f
==================
*/
static void Cmd_SaveLights_f( const idCmdArgs &args ) {
int e, i;
idLight *light;
idMapEntity *mapEnt;
idMapFile *mapFile = gameLocal.GetLevelMap();
idDict dict;
idStr mapName;
const char *name;
if ( !gameLocal.CheatsOk() ) {
return;
}
if ( args.Argc() > 1 ) {
mapName = args.Argv( 1 );
mapName = "maps/" + mapName;
}
else {
mapName = mapFile->GetName();
}
for( e = 0; e < MAX_GENTITIES; e++ ) {
light = static_cast(gameLocal.entities[ e ]);
if ( !light || !light->IsType( idLight::Type ) ) {
continue;
}
dict.Clear();
light->SaveState( &dict );
// find map file entity
mapEnt = mapFile->FindEntity( light->name );
// create new map file entity if there isn't one for this light
if ( !mapEnt ) {
mapEnt = new idMapEntity();
mapFile->AddEntity( mapEnt );
for ( i = 0; i < 9999; i++ ) {
name = va( "%s_%d", light->GetEntityDefName(), i );
if ( !gameLocal.FindEntity( name ) ) {
break;
}
}
light->name = name;
mapEnt->epairs.Set( "classname", light->GetEntityDefName() );
mapEnt->epairs.Set( "name", light->name );
}
// save the light state
mapEnt->epairs.Copy( dict );
}
// write out the map file
mapFile->Write( mapName, ".map" );
}
/*
==================
Cmd_SaveParticles_f
==================
*/
static void Cmd_SaveParticles_f( const idCmdArgs &args ) {
int e;
idEntity *ent;
idMapEntity *mapEnt;
idMapFile *mapFile = gameLocal.GetLevelMap();
idDict dict;
idStr mapName, strModel;
if ( !gameLocal.CheatsOk() ) {
return;
}
if ( args.Argc() > 1 ) {
mapName = args.Argv( 1 );
mapName = "maps/" + mapName;
}
else {
mapName = mapFile->GetName();
}
for( e = 0; e < MAX_GENTITIES; e++ ) {
ent = static_cast ( gameLocal.entities[ e ] );
if ( !ent ) {
continue;
}
strModel = ent->spawnArgs.GetString( "model" );
if ( strModel.Length() && strModel.Find( ".prt") > 0 ) {
dict.Clear();
dict.Set( "model", ent->spawnArgs.GetString( "model" ) );
dict.SetVector( "origin", ent->GetPhysics()->GetOrigin() );
// find map file entity
mapEnt = mapFile->FindEntity( ent->name );
// create new map file entity if there isn't one for this entity
if ( !mapEnt ) {
continue;
}
// save the particle state
mapEnt->epairs.Copy( dict );
}
}
// write out the map file
mapFile->Write( mapName, ".map" );
}
/*
==================
Cmd_DisasmScript_f
==================
*/
static void Cmd_DisasmScript_f( const idCmdArgs &args ) {
gameLocal.program.Disassemble();
}
/*
==================
Cmd_TestSave_f
==================
*/
static void Cmd_TestSave_f( const idCmdArgs &args ) {
idFile *f;
f = fileSystem->OpenFileWrite( "test.sav" );
gameLocal.SaveGame( f );
fileSystem->CloseFile( f );
}
/*
==================
Cmd_RecordViewNotes_f
==================
*/
static void Cmd_RecordViewNotes_f( const idCmdArgs &args ) {
idPlayer *player;
idVec3 origin;
idMat3 axis;
if ( args.Argc() <= 3 ) {
return;
}
player = gameLocal.GetLocalPlayer();
if ( !player ) {
return;
}
player->GetViewPos( origin, axis );
// Argv(1) = filename for map (viewnotes/mapname/person)
// Argv(2) = note number (person0001)
// Argv(3) = comments
idStr str = args.Argv(1);
str.SetFileExtension( ".txt" );
#ifdef _D3XP
idFile *file = fileSystem->OpenFileAppend( str, false, "fs_cdpath" );
#else
idFile *file = fileSystem->OpenFileAppend( str );
#endif
if ( file ) {
file->WriteFloatString( "\"view\"\t( %s )\t( %s )\r\n", origin.ToString(), axis.ToString() );
file->WriteFloatString( "\"comments\"\t\"%s: %s\"\r\n\r\n", args.Argv(2), args.Argv(3) );
fileSystem->CloseFile( file );
}
idStr viewComments = args.Argv(1);
viewComments.StripLeading("viewnotes/");
viewComments += " -- Loc: ";
viewComments += origin.ToString();
viewComments += "\n";
viewComments += args.Argv(3);
player->hud->SetStateString( "viewcomments", viewComments );
player->hud->HandleNamedEvent( "showViewComments" );
}
/*
==================
Cmd_CloseViewNotes_f
==================
*/
static void Cmd_CloseViewNotes_f( const idCmdArgs &args ) {
idPlayer *player = gameLocal.GetLocalPlayer();
if ( !player ) {
return;
}
player->hud->SetStateString( "viewcomments", "" );
player->hud->HandleNamedEvent( "hideViewComments" );
}
/*
==================
Cmd_ShowViewNotes_f
==================
*/
static void Cmd_ShowViewNotes_f( const idCmdArgs &args ) {
static idLexer parser( LEXFL_ALLOWPATHNAMES | LEXFL_NOSTRINGESCAPECHARS | LEXFL_NOSTRINGCONCAT | LEXFL_NOFATALERRORS );
idToken token;
idPlayer *player;
idVec3 origin;
idMat3 axis;
player = gameLocal.GetLocalPlayer();
if ( !player ) {
return;
}
if ( !parser.IsLoaded() ) {
idStr str = "viewnotes/";
str += gameLocal.GetMapName();
str.StripFileExtension();
str += "/";
if ( args.Argc() > 1 ) {
str += args.Argv( 1 );
} else {
str += "comments";
}
str.SetFileExtension( ".txt" );
if ( !parser.LoadFile( str ) ) {
gameLocal.Printf( "No view notes for %s\n", gameLocal.GetMapName() );
return;
}
}
if ( parser.ExpectTokenString( "view" ) && parser.Parse1DMatrix( 3, origin.ToFloatPtr() ) &&
parser.Parse1DMatrix( 9, axis.ToFloatPtr() ) && parser.ExpectTokenString( "comments" ) && parser.ReadToken( &token ) ) {
player->hud->SetStateString( "viewcomments", token );
player->hud->HandleNamedEvent( "showViewComments" );
player->Teleport( origin, axis.ToAngles(), NULL );
} else {
parser.FreeSource();
player->hud->HandleNamedEvent( "hideViewComments" );
return;
}
}
/*
=================
FindEntityGUIs
helper function for Cmd_NextGUI_f. Checks the passed entity to determine if it
has any valid gui surfaces.
=================
*/
bool FindEntityGUIs( idEntity *ent, const modelSurface_t ** surfaces, int maxSurfs, int &guiSurfaces ) {
renderEntity_t *renderEnt;
idRenderModel *renderModel;
const modelSurface_t *surf;
const idMaterial *shader;
int i;
assert( surfaces != NULL );
assert( ent != NULL );
memset( surfaces, 0x00, sizeof( modelSurface_t *) * maxSurfs );
guiSurfaces = 0;
renderEnt = ent->GetRenderEntity();
renderModel = renderEnt->hModel;
if ( renderModel == NULL ) {
return false;
}
for( i = 0; i < renderModel->NumSurfaces(); i++ ) {
surf = renderModel->Surface( i );
if ( surf == NULL ) {
continue;
}
shader = surf->shader;
if ( shader == NULL ) {
continue;
}
if ( shader->GetEntityGui() > 0 ) {
surfaces[ guiSurfaces++ ] = surf;
}
}
return ( guiSurfaces != 0 );
}
/*
=================
Cmd_NextGUI_f
=================
*/
void Cmd_NextGUI_f( const idCmdArgs &args ) {
idVec3 origin;
idAngles angles;
idPlayer *player;
idEntity *ent;
int guiSurfaces;
bool newEnt;
renderEntity_t *renderEnt;
int surfIndex;
srfTriangles_t *geom;
idMat4 modelMatrix;
idVec3 normal;
idVec3 center;
const modelSurface_t *surfaces[ MAX_RENDERENTITY_GUI ];
player = gameLocal.GetLocalPlayer();
if ( !player || !gameLocal.CheatsOk() ) {
return;
}
if ( args.Argc() != 1 ) {
gameLocal.Printf( "usage: nextgui\n" );
return;
}
// start at the last entity
ent = gameLocal.lastGUIEnt.GetEntity();
// see if we have any gui surfaces left to go to on the current entity.
guiSurfaces = 0;
newEnt = false;
if ( ent == NULL ) {
newEnt = true;
} else if ( FindEntityGUIs( ent, surfaces, MAX_RENDERENTITY_GUI, guiSurfaces ) == true ) {
if ( gameLocal.lastGUI >= guiSurfaces ) {
newEnt = true;
}
} else {
// no actual gui surfaces on this ent, so skip it
newEnt = true;
}
if ( newEnt == true ) {
// go ahead and skip to the next entity with a gui...
if ( ent == NULL ) {
ent = gameLocal.spawnedEntities.Next();
} else {
ent = ent->spawnNode.Next();
}
for ( ; ent != NULL; ent = ent->spawnNode.Next() ) {
if ( ent->spawnArgs.GetString( "gui", NULL ) != NULL ) {
break;
}
if ( ent->spawnArgs.GetString( "gui2", NULL ) != NULL ) {
break;
}
if ( ent->spawnArgs.GetString( "gui3", NULL ) != NULL ) {
break;
}
// try the next entity
gameLocal.lastGUIEnt = ent;
}
gameLocal.lastGUIEnt = ent;
gameLocal.lastGUI = 0;
if ( !ent ) {
gameLocal.Printf( "No more gui entities. Starting over...\n" );
return;
}
}
if ( FindEntityGUIs( ent, surfaces, MAX_RENDERENTITY_GUI, guiSurfaces ) == false ) {
gameLocal.Printf( "Entity \"%s\" has gui properties but no gui surfaces.\n", ent->name.c_str() );
}
if ( guiSurfaces == 0 ) {
gameLocal.Printf( "Entity \"%s\" has gui properties but no gui surfaces!\n", ent->name.c_str() );
return;
}
gameLocal.Printf( "Teleporting to gui entity \"%s\", gui #%d.\n" , ent->name.c_str (), gameLocal.lastGUI );
renderEnt = ent->GetRenderEntity();
surfIndex = gameLocal.lastGUI++;
geom = surfaces[ surfIndex ]->geometry;
if ( geom == NULL ) {
gameLocal.Printf( "Entity \"%s\" has gui surface %d without geometry!\n", ent->name.c_str(), surfIndex );
return;
}
assert( geom->facePlanes != NULL );
modelMatrix = idMat4( renderEnt->axis, renderEnt->origin );
normal = geom->facePlanes[ 0 ].Normal() * renderEnt->axis;
center = geom->bounds.GetCenter() * modelMatrix;
origin = center + (normal * 32.0f);
origin.z -= player->EyeHeight();
normal *= -1.0f;
angles = normal.ToAngles ();
// make sure the player is in noclip
player->noclip = true;
player->Teleport( origin, angles, NULL );
}
#ifdef _D3XP
void Cmd_SetActorState_f( const idCmdArgs &args ) {
if ( args.Argc() != 3 ) {
common->Printf( "usage: setActorState \n" );
return;
}
idEntity* ent;
ent = gameLocal.FindEntity( args.Argv( 1 ) );
if ( !ent ) {
gameLocal.Printf( "entity not found\n" );
return;
}
if(!ent->IsType(idActor::Type)) {
gameLocal.Printf( "entity not an actor\n" );
return;
}
idActor* actor = (idActor*)ent;
actor->PostEventMS(&AI_SetState, 0, args.Argv(2));
}
#endif
static void ArgCompletion_DefFile( const idCmdArgs &args, void(*callback)( const char *s ) ) {
cmdSystem->ArgCompletion_FolderExtension( args, callback, "def/", true, ".def", NULL );
}
/*
===============
Cmd_TestId_f
outputs a string from the string table for the specified id
===============
*/
void Cmd_TestId_f( const idCmdArgs &args ) {
idStr id;
int i;
if ( args.Argc() == 1 ) {
common->Printf( "usage: testid \n" );
return;
}
for ( i = 1; i < args.Argc(); i++ ) {
id += args.Argv( i );
}
if ( idStr::Cmpn( id, STRTABLE_ID, STRTABLE_ID_LENGTH ) != 0 ) {
id = STRTABLE_ID + id;
}
gameLocal.mpGame.AddChatLine( common->GetLanguageDict()->GetString( id ), "", "", "" );
}
/*
=================
idGameLocal::InitConsoleCommands
Let the system know about all of our commands
so it can perform tab completion
=================
*/
void idGameLocal::InitConsoleCommands( void ) {
cmdSystem->AddCommand( "listTypeInfo", ListTypeInfo_f, CMD_FL_GAME, "list type info" );
cmdSystem->AddCommand( "writeGameState", WriteGameState_f, CMD_FL_GAME, "write game state" );
cmdSystem->AddCommand( "testSaveGame", TestSaveGame_f, CMD_FL_GAME|CMD_FL_CHEAT, "test a save game for a level" );
cmdSystem->AddCommand( "game_memory", idClass::DisplayInfo_f, CMD_FL_GAME, "displays game class info" );
cmdSystem->AddCommand( "listClasses", idClass::ListClasses_f, CMD_FL_GAME, "lists game classes" );
cmdSystem->AddCommand( "listThreads", idThread::ListThreads_f, CMD_FL_GAME|CMD_FL_CHEAT, "lists script threads" );
cmdSystem->AddCommand( "listEntities", Cmd_EntityList_f, CMD_FL_GAME|CMD_FL_CHEAT, "lists game entities" );
cmdSystem->AddCommand( "listActiveEntities", Cmd_ActiveEntityList_f, CMD_FL_GAME|CMD_FL_CHEAT, "lists active game entities" );
cmdSystem->AddCommand( "listMonsters", idAI::List_f, CMD_FL_GAME|CMD_FL_CHEAT, "lists monsters" );
cmdSystem->AddCommand( "listSpawnArgs", Cmd_ListSpawnArgs_f, CMD_FL_GAME|CMD_FL_CHEAT, "list the spawn args of an entity", idGameLocal::ArgCompletion_EntityName );
cmdSystem->AddCommand( "say", Cmd_Say_f, CMD_FL_GAME, "text chat" );
cmdSystem->AddCommand( "sayTeam", Cmd_SayTeam_f, CMD_FL_GAME, "team text chat" );
cmdSystem->AddCommand( "addChatLine", Cmd_AddChatLine_f, CMD_FL_GAME, "internal use - core to game chat lines" );
cmdSystem->AddCommand( "gameKick", Cmd_Kick_f, CMD_FL_GAME, "same as kick, but recognizes player names" );
cmdSystem->AddCommand( "give", Cmd_Give_f, CMD_FL_GAME|CMD_FL_CHEAT, "gives one or more items" );
cmdSystem->AddCommand( "centerview", Cmd_CenterView_f, CMD_FL_GAME, "centers the view" );
cmdSystem->AddCommand( "god", Cmd_God_f, CMD_FL_GAME|CMD_FL_CHEAT, "enables god mode" );
cmdSystem->AddCommand( "notarget", Cmd_Notarget_f, CMD_FL_GAME|CMD_FL_CHEAT, "disables the player as a target" );
cmdSystem->AddCommand( "noclip", Cmd_Noclip_f, CMD_FL_GAME|CMD_FL_CHEAT, "disables collision detection for the player" );
cmdSystem->AddCommand( "kill", Cmd_Kill_f, CMD_FL_GAME, "kills the player" );
cmdSystem->AddCommand( "where", Cmd_GetViewpos_f, CMD_FL_GAME|CMD_FL_CHEAT, "prints the current view position" );
cmdSystem->AddCommand( "getviewpos", Cmd_GetViewpos_f, CMD_FL_GAME|CMD_FL_CHEAT, "prints the current view position" );
cmdSystem->AddCommand( "setviewpos", Cmd_SetViewpos_f, CMD_FL_GAME|CMD_FL_CHEAT, "sets the current view position" );
cmdSystem->AddCommand( "teleport", Cmd_Teleport_f, CMD_FL_GAME|CMD_FL_CHEAT, "teleports the player to an entity location", idGameLocal::ArgCompletion_EntityName );
cmdSystem->AddCommand( "trigger", Cmd_Trigger_f, CMD_FL_GAME|CMD_FL_CHEAT, "triggers an entity", idGameLocal::ArgCompletion_EntityName );
cmdSystem->AddCommand( "spawn", Cmd_Spawn_f, CMD_FL_GAME|CMD_FL_CHEAT, "spawns a game entity", idCmdSystem::ArgCompletion_Decl );
cmdSystem->AddCommand( "damage", Cmd_Damage_f, CMD_FL_GAME|CMD_FL_CHEAT, "apply damage to an entity", idGameLocal::ArgCompletion_EntityName );
cmdSystem->AddCommand( "remove", Cmd_Remove_f, CMD_FL_GAME|CMD_FL_CHEAT, "removes an entity", idGameLocal::ArgCompletion_EntityName );
cmdSystem->AddCommand( "killMonsters", Cmd_KillMonsters_f, CMD_FL_GAME|CMD_FL_CHEAT, "removes all monsters" );
cmdSystem->AddCommand( "killMoveables", Cmd_KillMovables_f, CMD_FL_GAME|CMD_FL_CHEAT, "removes all moveables" );
cmdSystem->AddCommand( "killRagdolls", Cmd_KillRagdolls_f, CMD_FL_GAME|CMD_FL_CHEAT, "removes all ragdolls" );
cmdSystem->AddCommand( "addline", Cmd_AddDebugLine_f, CMD_FL_GAME|CMD_FL_CHEAT, "adds a debug line" );
cmdSystem->AddCommand( "addarrow", Cmd_AddDebugLine_f, CMD_FL_GAME|CMD_FL_CHEAT, "adds a debug arrow" );
cmdSystem->AddCommand( "removeline", Cmd_RemoveDebugLine_f, CMD_FL_GAME|CMD_FL_CHEAT, "removes a debug line" );
cmdSystem->AddCommand( "blinkline", Cmd_BlinkDebugLine_f, CMD_FL_GAME|CMD_FL_CHEAT, "blinks a debug line" );
cmdSystem->AddCommand( "listLines", Cmd_ListDebugLines_f, CMD_FL_GAME|CMD_FL_CHEAT, "lists all debug lines" );
cmdSystem->AddCommand( "playerModel", Cmd_PlayerModel_f, CMD_FL_GAME|CMD_FL_CHEAT, "sets the given model on the player", idCmdSystem::ArgCompletion_Decl );
cmdSystem->AddCommand( "testFx", Cmd_TestFx_f, CMD_FL_GAME|CMD_FL_CHEAT, "tests an FX system", idCmdSystem::ArgCompletion_Decl );
cmdSystem->AddCommand( "testBoneFx", Cmd_TestBoneFx_f, CMD_FL_GAME|CMD_FL_CHEAT, "tests an FX system bound to a joint", idCmdSystem::ArgCompletion_Decl );
cmdSystem->AddCommand( "testLight", Cmd_TestLight_f, CMD_FL_GAME|CMD_FL_CHEAT, "tests a light" );
cmdSystem->AddCommand( "testPointLight", Cmd_TestPointLight_f, CMD_FL_GAME|CMD_FL_CHEAT, "tests a point light" );
cmdSystem->AddCommand( "popLight", Cmd_PopLight_f, CMD_FL_GAME|CMD_FL_CHEAT, "removes the last created light" );
cmdSystem->AddCommand( "testDeath", Cmd_TestDeath_f, CMD_FL_GAME|CMD_FL_CHEAT, "tests death" );
cmdSystem->AddCommand( "testSave", Cmd_TestSave_f, CMD_FL_GAME|CMD_FL_CHEAT, "writes out a test savegame" );
cmdSystem->AddCommand( "testModel", idTestModel::TestModel_f, CMD_FL_GAME|CMD_FL_CHEAT, "tests a model", idTestModel::ArgCompletion_TestModel );
cmdSystem->AddCommand( "testSkin", idTestModel::TestSkin_f, CMD_FL_GAME|CMD_FL_CHEAT, "tests a skin on an existing testModel", idCmdSystem::ArgCompletion_Decl );
cmdSystem->AddCommand( "testShaderParm", idTestModel::TestShaderParm_f, CMD_FL_GAME|CMD_FL_CHEAT, "sets a shaderParm on an existing testModel" );
cmdSystem->AddCommand( "keepTestModel", idTestModel::KeepTestModel_f, CMD_FL_GAME|CMD_FL_CHEAT, "keeps the last test model in the game" );
cmdSystem->AddCommand( "testAnim", idTestModel::TestAnim_f, CMD_FL_GAME|CMD_FL_CHEAT, "tests an animation", idTestModel::ArgCompletion_TestAnim );
cmdSystem->AddCommand( "testParticleStopTime", idTestModel::TestParticleStopTime_f,CMD_FL_GAME|CMD_FL_CHEAT, "tests particle stop time on a test model" );
cmdSystem->AddCommand( "nextAnim", idTestModel::TestModelNextAnim_f, CMD_FL_GAME|CMD_FL_CHEAT, "shows next animation on test model" );
cmdSystem->AddCommand( "prevAnim", idTestModel::TestModelPrevAnim_f, CMD_FL_GAME|CMD_FL_CHEAT, "shows previous animation on test model" );
cmdSystem->AddCommand( "nextFrame", idTestModel::TestModelNextFrame_f, CMD_FL_GAME|CMD_FL_CHEAT, "shows next animation frame on test model" );
cmdSystem->AddCommand( "prevFrame", idTestModel::TestModelPrevFrame_f, CMD_FL_GAME|CMD_FL_CHEAT, "shows previous animation frame on test model" );
cmdSystem->AddCommand( "testBlend", idTestModel::TestBlend_f, CMD_FL_GAME|CMD_FL_CHEAT, "tests animation blending" );
cmdSystem->AddCommand( "reloadScript", Cmd_ReloadScript_f, CMD_FL_GAME|CMD_FL_CHEAT, "reloads scripts" );
cmdSystem->AddCommand( "script", Cmd_Script_f, CMD_FL_GAME|CMD_FL_CHEAT, "executes a line of script" );
cmdSystem->AddCommand( "listCollisionModels", Cmd_ListCollisionModels_f, CMD_FL_GAME, "lists collision models" );
cmdSystem->AddCommand( "collisionModelInfo", Cmd_CollisionModelInfo_f, CMD_FL_GAME, "shows collision model info" );
cmdSystem->AddCommand( "reexportmodels", Cmd_ReexportModels_f, CMD_FL_GAME|CMD_FL_CHEAT, "reexports models", ArgCompletion_DefFile );
cmdSystem->AddCommand( "reloadanims", Cmd_ReloadAnims_f, CMD_FL_GAME|CMD_FL_CHEAT, "reloads animations" );
cmdSystem->AddCommand( "listAnims", Cmd_ListAnims_f, CMD_FL_GAME, "lists all animations" );
cmdSystem->AddCommand( "aasStats", Cmd_AASStats_f, CMD_FL_GAME, "shows AAS stats" );
cmdSystem->AddCommand( "testDamage", Cmd_TestDamage_f, CMD_FL_GAME|CMD_FL_CHEAT, "tests a damage def", idCmdSystem::ArgCompletion_Decl );
cmdSystem->AddCommand( "weaponSplat", Cmd_WeaponSplat_f, CMD_FL_GAME|CMD_FL_CHEAT, "projects a blood splat on the player weapon" );
cmdSystem->AddCommand( "saveSelected", Cmd_SaveSelected_f, CMD_FL_GAME|CMD_FL_CHEAT, "saves the selected entity to the .map file" );
cmdSystem->AddCommand( "deleteSelected", Cmd_DeleteSelected_f, CMD_FL_GAME|CMD_FL_CHEAT, "deletes selected entity" );
cmdSystem->AddCommand( "saveMoveables", Cmd_SaveMoveables_f, CMD_FL_GAME|CMD_FL_CHEAT, "save all moveables to the .map file" );
cmdSystem->AddCommand( "saveRagdolls", Cmd_SaveRagdolls_f, CMD_FL_GAME|CMD_FL_CHEAT, "save all ragdoll poses to the .map file" );
cmdSystem->AddCommand( "bindRagdoll", Cmd_BindRagdoll_f, CMD_FL_GAME|CMD_FL_CHEAT, "binds ragdoll at the current drag position" );
cmdSystem->AddCommand( "unbindRagdoll", Cmd_UnbindRagdoll_f, CMD_FL_GAME|CMD_FL_CHEAT, "unbinds the selected ragdoll" );
cmdSystem->AddCommand( "saveLights", Cmd_SaveLights_f, CMD_FL_GAME|CMD_FL_CHEAT, "saves all lights to the .map file" );
cmdSystem->AddCommand( "saveParticles", Cmd_SaveParticles_f, CMD_FL_GAME|CMD_FL_CHEAT, "saves all lights to the .map file" );
cmdSystem->AddCommand( "clearLights", Cmd_ClearLights_f, CMD_FL_GAME|CMD_FL_CHEAT, "clears all lights" );
cmdSystem->AddCommand( "gameError", Cmd_GameError_f, CMD_FL_GAME|CMD_FL_CHEAT, "causes a game error" );
cmdSystem->AddCommand( "disasmScript", Cmd_DisasmScript_f, CMD_FL_GAME|CMD_FL_CHEAT, "disassembles script" );
cmdSystem->AddCommand( "recordViewNotes", Cmd_RecordViewNotes_f, CMD_FL_GAME|CMD_FL_CHEAT, "record the current view position with notes" );
cmdSystem->AddCommand( "showViewNotes", Cmd_ShowViewNotes_f, CMD_FL_GAME|CMD_FL_CHEAT, "show any view notes for the current map, successive calls will cycle to the next note" );
cmdSystem->AddCommand( "closeViewNotes", Cmd_CloseViewNotes_f, CMD_FL_GAME|CMD_FL_CHEAT, "close the view showing any notes for this map" );
cmdSystem->AddCommand( "exportmodels", Cmd_ExportModels_f, CMD_FL_GAME|CMD_FL_CHEAT, "exports models", ArgCompletion_DefFile );
// multiplayer client commands ( replaces old impulses stuff )
cmdSystem->AddCommand( "clientDropWeapon", idMultiplayerGame::DropWeapon_f, CMD_FL_GAME, "drop current weapon" );
cmdSystem->AddCommand( "clientMessageMode", idMultiplayerGame::MessageMode_f, CMD_FL_GAME, "ingame gui message mode" );
// FIXME: implement
// cmdSystem->AddCommand( "clientVote", idMultiplayerGame::Vote_f, CMD_FL_GAME, "cast your vote: clientVote yes | no" );
// cmdSystem->AddCommand( "clientCallVote", idMultiplayerGame::CallVote_f, CMD_FL_GAME, "call a vote: clientCallVote si_.. proposed_value" );
cmdSystem->AddCommand( "clientVoiceChat", idMultiplayerGame::VoiceChat_f, CMD_FL_GAME, "voice chats: clientVoiceChat " );
cmdSystem->AddCommand( "clientVoiceChatTeam", idMultiplayerGame::VoiceChatTeam_f, CMD_FL_GAME, "team voice chats: clientVoiceChat " );
// multiplayer server commands
cmdSystem->AddCommand( "serverMapRestart", idGameLocal::MapRestart_f, CMD_FL_GAME, "restart the current game" );
cmdSystem->AddCommand( "serverForceReady", idMultiplayerGame::ForceReady_f,CMD_FL_GAME, "force all players ready" );
cmdSystem->AddCommand( "serverNextMap", idGameLocal::NextMap_f, CMD_FL_GAME, "change to the next map" );
// localization help commands
cmdSystem->AddCommand( "nextGUI", Cmd_NextGUI_f, CMD_FL_GAME|CMD_FL_CHEAT, "teleport the player to the next func_static with a gui" );
cmdSystem->AddCommand( "testid", Cmd_TestId_f, CMD_FL_GAME|CMD_FL_CHEAT, "output the string for the specified id." );
#ifdef _D3XP
cmdSystem->AddCommand( "setActorState", Cmd_SetActorState_f, CMD_FL_GAME|CMD_FL_CHEAT, "Manually sets an actors script state", idGameLocal::ArgCompletion_EntityName );
#endif
}
/*
=================
idGameLocal::ShutdownConsoleCommands
=================
*/
void idGameLocal::ShutdownConsoleCommands( void ) {
cmdSystem->RemoveFlaggedCommands( CMD_FL_GAME );
}