2013-04-04 14:52:42 +00:00
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// cg_consolecmds.c -- text commands typed in at the local console, or
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// executed by a key binding
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// this line must stay at top so the whole PCH thing works...
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#include "cg_headers.h"
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//#include "cg_local.h"
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#include "cg_media.h" //just for cgs....
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void CG_TargetCommand_f( void );
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extern qboolean player_locked;
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extern void CMD_CGCam_Disable( void );
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void CG_NextInventory_f( void );
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void CG_PrevInventory_f( void );
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void CG_NextForcePower_f( void );
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void CG_PrevForcePower_f( void );
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void CG_LoadHud_f( void );
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/*
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=============
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CG_Viewpos_f
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Debugging command to print the current position
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=============
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*/
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static void CG_Viewpos_f (void) {
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CG_Printf ("%s (%i %i %i) : %i\n", cgs.mapname, (int)cg.refdef.vieworg[0],
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(int)cg.refdef.vieworg[1], (int)cg.refdef.vieworg[2],
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(int)cg.refdefViewAngles[YAW]);
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}
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void CG_WriteCam_f (void)
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{
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char text[1024];
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char *targetname;
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static int numCams;
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numCams++;
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targetname = (char *)CG_Argv(1);
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if( !targetname || !targetname[0] )
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{
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targetname = "nameme!";
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}
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CG_Printf( "Camera #%d ('%s') written to: ", numCams, targetname );
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sprintf( text, "//entity %d\n{\n\"classname\" \"ref_tag\"\n\"targetname\" \"%s\"\n\"origin\" \"%i %i %i\"\n\"angles\" \"%i %i %i\"\n\"fov\" \"%i\"\n}\n", numCams, targetname, (int)cg.refdef.vieworg[0], (int)cg.refdef.vieworg[1], (int)cg.refdef.vieworg[2], (int)cg.refdefViewAngles[0], (int)cg.refdefViewAngles[1], (int)cg.refdefViewAngles[2], cg_fov.integer );
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gi.WriteCam( text );
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}
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void Lock_Disable ( void )
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{
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player_locked = qfalse;
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}
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extern float cg_zoomFov; //from cg_view.cpp
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void CG_ToggleBinoculars( void )
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{
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if ( in_camera)
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{
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return;
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}
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if ( cg.zoomMode == 0 || cg.zoomMode >= 2 ) // not zoomed or currently zoomed with the disruptor or LA goggles
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{
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if ( cg.snap->ps.saberActive && cg.snap->ps.saberInFlight && cg.snap->ps.stats[STAT_HEALTH] > 0 )
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{//can't select binoculars when throwing saber
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//FIXME: indicate this to the player
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return;
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}
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if ( cg.snap->ps.viewEntity || ( cg_entities[cg.snap->ps.clientNum].currentState.eFlags & ( EF_LOCKED_TO_WEAPON | EF_IN_ATST )))
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{
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// can't zoom when you have a viewEntity or driving an atst or in an emplaced gun
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return;
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}
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cg.zoomMode = 1;
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cg.zoomLocked = qfalse;
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if ( cg.snap->ps.batteryCharge )
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{
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// when you have batteries, you can actually zoom in
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cg_zoomFov = 40.0f;
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}
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2013-04-04 18:01:17 +00:00
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else if ( cg.overrides.active & CG_OVERRIDE_FOV )
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2013-04-04 14:52:42 +00:00
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{
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cg_zoomFov = cg.overrides.fov;
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}
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else
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{
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cg_zoomFov = cg_fov.value;
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}
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cgi_S_StartSound( NULL, cg.snap->ps.clientNum, CHAN_AUTO, cgs.media.zoomStart );
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}
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else
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{
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cg.zoomMode = 0;
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cg.zoomTime = cg.time;
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cgi_S_StartSound( NULL, cg.snap->ps.clientNum, CHAN_AUTO, cgs.media.zoomEnd );
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}
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}
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void CG_ToggleLAGoggles( void )
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{
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if ( in_camera)
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{
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return;
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}
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if ( cg.zoomMode == 0 || cg.zoomMode < 3 ) // not zoomed or currently zoomed with the disruptor or regular binoculars
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{
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if ( cg.snap->ps.saberActive && cg.snap->ps.saberInFlight && cg.snap->ps.stats[STAT_HEALTH] > 0 )
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{//can't select binoculars when throwing saber
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//FIXME: indicate this to the player
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return;
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}
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if ( cg.snap->ps.viewEntity || ( cg_entities[cg.snap->ps.clientNum].currentState.eFlags & ( EF_LOCKED_TO_WEAPON | EF_IN_ATST )))
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{
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// can't zoom when you have a viewEntity or driving an atst or in an emplaced gun
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return;
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}
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cg.zoomMode = 3;
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cg.zoomLocked = qfalse;
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2013-04-04 18:01:17 +00:00
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if ( cg.overrides.active & CG_OVERRIDE_FOV )
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2013-04-04 14:52:42 +00:00
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{
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cg_zoomFov = cg.overrides.fov;
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}
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else
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{
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cg_zoomFov = cg_fov.value; // does not zoom!!
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}
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cgi_S_StartSound( NULL, cg.snap->ps.clientNum, CHAN_AUTO, cgs.media.zoomStart );
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}
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else
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{
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cg.zoomMode = 0;
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cg.zoomTime = cg.time;
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cgi_S_StartSound( NULL, cg.snap->ps.clientNum, CHAN_AUTO, cgs.media.zoomEnd );
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}
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}
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static void CG_InfoDown_f( void ) {
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// cg.showInformation = qtrue;
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}
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static void CG_InfoUp_f( void )
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{
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// cg.showInformation = qfalse;
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}
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typedef struct {
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char *cmd;
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void (*function)(void);
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} consoleCommand_t;
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static consoleCommand_t commands[] = {
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{ "testgun", CG_TestGun_f },
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{ "testmodel", CG_TestModel_f },
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{ "nextframe", CG_TestModelNextFrame_f },
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{ "prevframe", CG_TestModelPrevFrame_f },
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{ "nextskin", CG_TestModelNextSkin_f },
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{ "prevskin", CG_TestModelPrevSkin_f },
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/*
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Ghoul2 Insert Start
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*/
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{ "testG2Model", CG_TestG2Model_f},
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{ "testsurface", CG_TestModelSurfaceOnOff_f },
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{ "testanglespre", CG_TestModelSetAnglespre_f},
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{ "testanglespost", CG_TestModelSetAnglespost_f},
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{ "testanimate", CG_TestModelAnimate_f},
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{ "testlistbones", CG_ListModelBones_f},
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{ "testlistsurfaces", CG_ListModelSurfaces_f},
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/*
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Ghoul2 Insert End
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*/
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{ "viewpos", CG_Viewpos_f },
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{ "writecam", CG_WriteCam_f },
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{ "+info", CG_InfoDown_f },
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{ "-info", CG_InfoUp_f },
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{ "weapnext", CG_NextWeapon_f },
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{ "weapprev", CG_PrevWeapon_f },
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{ "weapon", CG_Weapon_f },
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{ "tcmd", CG_TargetCommand_f },
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{ "cam_disable", CMD_CGCam_Disable }, //gets out of camera mode for debuggin
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{ "cam_enable", CGCam_Enable }, //gets into camera mode for precise camera placement
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{ "lock_disable", Lock_Disable }, //player can move now
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{ "zoom", CG_ToggleBinoculars },
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{ "la_zoom", CG_ToggleLAGoggles },
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{ "invnext", CG_NextInventory_f },
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{ "invprev", CG_PrevInventory_f },
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{ "forcenext", CG_NextForcePower_f },
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{ "forceprev", CG_PrevForcePower_f },
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{ "loadhud", CG_LoadHud_f },
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{ "dpweapnext", CG_DPNextWeapon_f },
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{ "dpweapprev", CG_DPPrevWeapon_f },
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{ "dpinvnext", CG_DPNextInventory_f },
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{ "dpinvprev", CG_DPPrevInventory_f },
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{ "dpforcenext", CG_DPNextForcePower_f },
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{ "dpforceprev", CG_DPPrevForcePower_f },
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};
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//extern menuDef_t *menuScoreboard;
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void Menu_Reset();
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void CG_LoadHud_f( void)
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{
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const char *hudSet;
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// cgi_UI_String_Init();
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// cgi_UI_Menu_Reset();
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hudSet = cg_hudFiles.string;
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if (hudSet[0] == '\0')
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{
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hudSet = "ui/jk2hud.txt";
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}
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CG_LoadMenus(hudSet);
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// menuScoreboard = NULL;
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}
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/*
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=================
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CG_ConsoleCommand
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The string has been tokenized and can be retrieved with
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Cmd_Argc() / Cmd_Argv()
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=================
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*/
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qboolean CG_ConsoleCommand( void ) {
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const char *cmd;
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int i;
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cmd = CG_Argv(0);
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for ( i = 0 ; i < sizeof( commands ) / sizeof( commands[0] ) ; i++ ) {
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if ( !Q_stricmp( cmd, commands[i].cmd ) ) {
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commands[i].function();
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return qtrue;
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}
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}
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return qfalse;
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}
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/*
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=================
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CG_InitConsoleCommands
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Let the client system know about all of our commands
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so it can perform tab completion
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=================
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*/
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void CG_InitConsoleCommands( void ) {
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int i;
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for ( i = 0 ; i < sizeof( commands ) / sizeof( commands[0] ) ; i++ ) {
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cgi_AddCommand( commands[i].cmd );
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}
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}
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