#include "defs.qh" #include "menu.qh" #ifdef NO_USER_CMDS void() AddCommands = { }; void(entity client) AddCommandAliases = { }; #else integer commands_added; void() Cmd_Weapon_f; void() Cmd_Build_f; void() Cmd_Detonate_f; void() AddCommands = { if (!commands_added) { SV_AddUserCommand ("weapon", Cmd_Weapon_f, TRUE); SV_AddUserCommand ("build", Cmd_Build_f, TRUE); SV_AddUserCommand ("detonate", Cmd_Detonate_f, TRUE); } commands_added = TRUE; return; }; void(entity client) AddCommandAliases = { switch (client.got_aliases_num) { case 4: stuffcmd (client, "alias reload \"cmd weapon reload\"\n"); stuffcmd (client, "alias detpipe \"cmd detonate pipes\"\n"); break; case 6: stuffcmd (client, "alias build \"cmd build menu\"\n"); stuffcmd (client, "alias detdispenser \"cmd detonate dispenser\"\n"); break; } }; void() Cmd_Build_f = { if (Cmd_Argc () < 2 || Cmd_Argv (1) == "menu") { self.current_menu = MENU_ENGINEER; self.menu_count = MENU_REFRESH_RATE; return; } local float what_to_build = 0; switch (Cmd_Argv (1)) { case "sensor": SBBuildSensor (); break; case "dispenser": what_to_build = BUILD_DISPENSER; break; case "sentrygun": what_to_build = BUILD_SENTRYGUN; break; case "tesla": what_to_build = BUILD_TESLA; break; case "fieldgen": what_to_build = BUILD_FIELDGEN; break; case "teleporter": what_to_build = BUILD_TELEPORTER; break; case "camera": what_to_build = BUILD_SECURITY_CAMERA; break; } if (what_to_build) { TeamFortress_Build (what_to_build); } return; }; void() Cmd_Detonate_f = { if (Cmd_Argc () < 2) return; switch (Cmd_Argv (1)) { case "pipes": TeamFortress_DetonatePipebombs (); break; case "dispenser": Find_And_Dmg ("building_dispenser", self, 1); break; case "sentrygun": Find_And_Dmg ("building_sentrygun", self, 1); break; case "tesla": Find_And_Dmg ("building_tesla", self, 1); break; case "fieldgen": Find_And_Dmg ("building_fieldgen", self, 1); break; case "sensor": Find_And_Dmg ("building_sensor", self, 1); break; case "camera": Find_And_Dmg ("building_camera", self, 1); break; case "teleporter": Find_And_Dmg ("building_teleporter", self, 1); break; } }; void() Cmd_Weapon_f = { if (Cmd_Argc () < 2) { // do something here } else if (Cmd_Argv (1) == "reload") { TeamFortress_ReloadCurrentWeapon (); } }; #endif