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// leave this line at the top for all g_xxxx.cpp files...
# include "g_headers.h"
# include "g_local.h"
# include "objectives.h"
# include "wp_saber.h"
extern bool in_camera ;
extern void ForceThrow ( gentity_t * self , qboolean pull ) ;
extern void ForceLevitation ( gentity_t * self ) ;
extern void ForceLightning ( gentity_t * self ) ;
extern void ForceHeal ( gentity_t * self ) ;
extern void ForceGrip ( gentity_t * self ) ;
extern void ForceTelepathy ( gentity_t * self ) ;
extern void G_ActivatePersonalShield ( gentity_t * ent ) ;
extern void G_ActivateSeeker ( gentity_t * ent ) ;
extern void G_PilotXWing ( gentity_t * ent ) ;
extern void G_DriveATST ( gentity_t * ent , gentity_t * atst ) ;
extern void G_StartMatrixEffect ( gentity_t * ent , qboolean falling = qfalse , int length = 1000 ) ;
extern void ItemUse_Bacta ( gentity_t * ent ) ;
/*
= = = = = = = = = = = = = = = = = =
CheatsOk
= = = = = = = = = = = = = = = = = =
*/
qboolean CheatsOk ( gentity_t * ent ) {
if ( ! g_cheats - > integer ) {
gi . SendServerCommand ( ent - g_entities , " print \" Cheats are not enabled on this server. \n \" " ) ;
return qfalse ;
}
if ( ent - > health < = 0 ) {
gi . SendServerCommand ( ent - g_entities , " print \" You must be alive to use this command. \n \" " ) ;
return qfalse ;
}
return qtrue ;
}
/*
= = = = = = = = = = = = = = = = = =
ConcatArgs
= = = = = = = = = = = = = = = = = =
*/
char * ConcatArgs ( int start ) {
int i , c , tlen ;
static char line [ MAX_STRING_CHARS ] ;
int len ;
char * arg ;
len = 0 ;
c = gi . argc ( ) ;
for ( i = start ; i < c ; i + + ) {
arg = gi . argv ( i ) ;
tlen = strlen ( arg ) ;
if ( len + tlen > = MAX_STRING_CHARS - 1 ) {
break ;
}
memcpy ( line + len , arg , tlen ) ;
len + = tlen ;
if ( i ! = c - 1 ) {
line [ len ] = ' ' ;
len + + ;
}
}
line [ len ] = 0 ;
return line ;
}
/*
= = = = = = = = = = = = = = = = = =
SanitizeString
Remove case and control characters
= = = = = = = = = = = = = = = = = =
*/
void SanitizeString ( char * in , char * out ) {
while ( * in ) {
if ( * in = = 27 ) {
in + = 2 ; // skip color code
continue ;
}
if ( * in < 32 ) {
in + + ;
continue ;
}
* out + + = tolower ( * in + + ) ;
}
* out = 0 ;
}
/*
= = = = = = = = = = = = = = = = = =
ClientNumberFromString
Returns a player number for either a number or name string
Returns - 1 if invalid
= = = = = = = = = = = = = = = = = =
*/
int ClientNumberFromString ( gentity_t * to , char * s ) {
gclient_t * cl ;
int idnum ;
char s2 [ MAX_STRING_CHARS ] ;
char n2 [ MAX_STRING_CHARS ] ;
// numeric values are just slot numbers
if ( s [ 0 ] > = ' 0 ' & & s [ 0 ] < = ' 9 ' ) {
idnum = atoi ( s ) ;
if ( idnum < 0 | | idnum > = level . maxclients ) {
gi . SendServerCommand ( to - g_entities , " print \" Bad client slot: %i \n \" " , idnum ) ;
return - 1 ;
}
cl = & level . clients [ idnum ] ;
if ( cl - > pers . connected ! = CON_CONNECTED ) {
gi . SendServerCommand ( to - g_entities , " print \" Client %i is not active \n \" " , idnum ) ;
return - 1 ;
}
return idnum ;
}
// check for a name match
SanitizeString ( s , s2 ) ;
for ( idnum = 0 , cl = level . clients ; idnum < level . maxclients ; idnum + + , cl + + ) {
if ( cl - > pers . connected ! = CON_CONNECTED ) {
continue ;
}
SanitizeString ( cl - > pers . netname , n2 ) ;
if ( ! strcmp ( n2 , s2 ) ) {
return idnum ;
}
}
gi . SendServerCommand ( to - g_entities , " print \" User %s is not on the server \n \" " , s ) ;
return - 1 ;
}
/*
= = = = = = = = = = = = = = = = = =
Cmd_Give_f
Give items to a client
= = = = = = = = = = = = = = = = = =
*/
void Cmd_Give_f ( gentity_t * ent )
{
char * name ;
gitem_t * it ;
int i ;
qboolean give_all ;
gentity_t * it_ent ;
trace_t trace ;
if ( ! CheatsOk ( ent ) ) {
return ;
}
name = ConcatArgs ( 1 ) ;
if ( Q_stricmp ( name , " all " ) = = 0 )
give_all = qtrue ;
else
give_all = qfalse ;
if ( give_all | | Q_stricmp ( name , " force " ) = = 0 )
{
if ( ent - > client )
{
ent - > client - > ps . forcePower = FORCE_POWER_MAX ;
}
if ( ! give_all )
return ;
}
if ( give_all | | Q_stricmp ( gi . argv ( 1 ) , " health " ) = = 0 )
{
if ( gi . argc ( ) = = 3 ) {
ent - > health = atoi ( gi . argv ( 2 ) ) ;
if ( ent - > health > ent - > client - > ps . stats [ STAT_MAX_HEALTH ] ) {
ent - > health = ent - > client - > ps . stats [ STAT_MAX_HEALTH ] ;
}
}
else {
ent - > health = ent - > client - > ps . stats [ STAT_MAX_HEALTH ] ;
}
if ( ! give_all )
return ;
}
if ( give_all | | Q_stricmp ( name , " inventory " ) = = 0 )
{
// Huh? Was doing a INV_MAX+1 which was wrong because then you'd actually have every inventory item including INV_MAX
ent - > client - > ps . stats [ STAT_ITEMS ] = ( 1 < < ( INV_MAX ) ) - ( 1 < < INV_ELECTROBINOCULARS ) ;
ent - > client - > ps . inventory [ INV_ELECTROBINOCULARS ] = 1 ;
ent - > client - > ps . inventory [ INV_BACTA_CANISTER ] = 5 ;
ent - > client - > ps . inventory [ INV_SEEKER ] = 5 ;
ent - > client - > ps . inventory [ INV_LIGHTAMP_GOGGLES ] = 1 ;
ent - > client - > ps . inventory [ INV_SENTRY ] = 5 ;
ent - > client - > ps . inventory [ INV_GOODIE_KEY1 ] = 1 ;
ent - > client - > ps . inventory [ INV_GOODIE_KEY2 ] = 1 ;
ent - > client - > ps . inventory [ INV_GOODIE_KEY3 ] = 1 ;
ent - > client - > ps . inventory [ INV_GOODIE_KEY4 ] = 1 ;
ent - > client - > ps . inventory [ INV_GOODIE_KEY5 ] = 1 ;
ent - > client - > ps . inventory [ INV_SECURITY_KEY1 ] = 1 ;
ent - > client - > ps . inventory [ INV_SECURITY_KEY2 ] = 1 ;
ent - > client - > ps . inventory [ INV_SECURITY_KEY3 ] = 1 ;
ent - > client - > ps . inventory [ INV_SECURITY_KEY4 ] = 1 ;
ent - > client - > ps . inventory [ INV_SECURITY_KEY5 ] = 1 ;
if ( ! give_all )
{
return ;
}
}
if ( give_all | | Q_stricmp ( name , " weapons " ) = = 0 )
{
ent - > client - > ps . stats [ STAT_WEAPONS ] = ( 1 < < ( MAX_PLAYER_WEAPONS + 1 ) ) - ( 1 < < WP_NONE ) ;
// ent->client->ps.stats[STAT_WEAPONS] |= (1 << (WP_MELEE));
if ( ! give_all )
return ;
}
if ( ! give_all & & Q_stricmp ( gi . argv ( 1 ) , " weaponnum " ) = = 0 )
{
ent - > client - > ps . stats [ STAT_WEAPONS ] | = ( 1 < < atoi ( gi . argv ( 2 ) ) ) ;
return ;
}
if ( Q_stricmp ( name , " eweaps " ) = = 0 ) //for developing, gives you all the weapons, including enemy
{
ent - > client - > ps . stats [ STAT_WEAPONS ] = ( unsigned ) ( 1 < < WP_NUM_WEAPONS ) - ( 1 < < WP_NONE ) ; // NOTE: this wasn't giving the last weapon in the list
if ( ! give_all )
return ;
}
if ( give_all | | Q_stricmp ( name , " ammo " ) = = 0 )
{
for ( i = 0 ; i < AMMO_MAX ; i + + ) {
ent - > client - > ps . ammo [ i ] = ammoData [ i ] . max ;
}
if ( ! give_all )
return ;
}
if ( give_all | | Q_stricmp ( gi . argv ( 1 ) , " batteries " ) = = 0 )
{
if ( gi . argc ( ) = = 3 )
ent - > client - > ps . batteryCharge = atoi ( gi . argv ( 2 ) ) ;
else
ent - > client - > ps . batteryCharge = MAX_BATTERIES ;
if ( ! give_all )
return ;
}
if ( give_all | | Q_stricmp ( gi . argv ( 1 ) , " armor " ) = = 0 )
{
if ( gi . argc ( ) = = 3 )
ent - > client - > ps . stats [ STAT_ARMOR ] = atoi ( gi . argv ( 2 ) ) ;
else
ent - > client - > ps . stats [ STAT_ARMOR ] = ent - > client - > ps . stats [ STAT_MAX_HEALTH ] ;
if ( ent - > client - > ps . stats [ STAT_ARMOR ] > 0 )
{
ent - > client - > ps . powerups [ PW_BATTLESUIT ] = Q3_INFINITE ;
}
else
{
ent - > client - > ps . powerups [ PW_BATTLESUIT ] = 0 ;
}
if ( ! give_all )
return ;
}
// spawn a specific item right on the player
if ( ! give_all ) {
it = FindItem ( name ) ;
if ( ! it ) {
name = gi . argv ( 1 ) ;
it = FindItem ( name ) ;
if ( ! it ) {
gi . SendServerCommand ( ent - g_entities , " print \" unknown item \n \" " ) ;
return ;
}
}
it_ent = G_Spawn ( ) ;
VectorCopy ( ent - > currentOrigin , it_ent - > s . origin ) ;
it_ent - > classname = it - > classname ;
G_SpawnItem ( it_ent , it ) ;
FinishSpawningItem ( it_ent ) ;
memset ( & trace , 0 , sizeof ( trace ) ) ;
Touch_Item ( it_ent , ent , & trace ) ;
if ( it_ent - > inuse ) {
G_FreeEntity ( it_ent ) ;
}
}
}
//------------------
void Cmd_Fx ( gentity_t * ent )
{
vec3_t dir ;
gentity_t * fx_ent = NULL ;
if ( Q_stricmp ( gi . argv ( 1 ) , " play " ) = = 0 )
{
if ( gi . argc ( ) = = 3 )
{
// I guess, only allow one active at a time
while ( ( fx_ent = G_Find ( fx_ent , FOFS ( classname ) , " cmd_fx " ) ) ! = NULL )
{
G_FreeEntity ( fx_ent ) ;
}
fx_ent = G_Spawn ( ) ;
fx_ent - > fxFile = gi . argv ( 2 ) ;
// Move out in front of the person spawning the effect
AngleVectors ( ent - > currentAngles , dir , NULL , NULL ) ;
VectorMA ( ent - > currentOrigin , 32 , dir , fx_ent - > s . origin ) ;
extern void SP_fx_runner ( gentity_t * ent ) ;
SP_fx_runner ( fx_ent ) ;
fx_ent - > delay = 2000 ; // adjusting delay
fx_ent - > classname = " cmd_fx " ; // and classname
return ;
}
}
else if ( Q_stricmp ( gi . argv ( 1 ) , " stop " ) = = 0 )
{
while ( ( fx_ent = G_Find ( fx_ent , FOFS ( classname ) , " cmd_fx " ) ) ! = NULL )
{
G_FreeEntity ( fx_ent ) ;
}
return ;
}
else if ( Q_stricmp ( gi . argv ( 1 ) , " delay " ) = = 0 )
{
while ( ( fx_ent = G_Find ( fx_ent , FOFS ( classname ) , " cmd_fx " ) ) ! = NULL )
{
if ( gi . argc ( ) = = 3 )
{
fx_ent - > delay = atoi ( gi . argv ( 2 ) ) ;
}
else
{
gi . Printf ( S_COLOR_GREEN " FX: current delay is: %i \n " , fx_ent - > delay ) ;
}
return ;
}
}
else if ( Q_stricmp ( gi . argv ( 1 ) , " random " ) = = 0 )
{
while ( ( fx_ent = G_Find ( fx_ent , FOFS ( classname ) , " cmd_fx " ) ) ! = NULL )
{
if ( gi . argc ( ) = = 3 )
{
fx_ent - > random = atoi ( gi . argv ( 2 ) ) ;
}
else
{
gi . Printf ( S_COLOR_GREEN " FX: current random is: %6.2f \n " , fx_ent - > random ) ;
}
return ;
}
}
else if ( Q_stricmp ( gi . argv ( 1 ) , " origin " ) = = 0 )
{
while ( ( fx_ent = G_Find ( fx_ent , FOFS ( classname ) , " cmd_fx " ) ) ! = NULL )
{
if ( gi . argc ( ) = = 5 )
{
fx_ent - > s . origin [ 0 ] = atof ( gi . argv ( 2 ) ) ;
fx_ent - > s . origin [ 1 ] = atof ( gi . argv ( 3 ) ) ;
fx_ent - > s . origin [ 2 ] = atof ( gi . argv ( 4 ) ) ;
G_SetOrigin ( fx_ent , fx_ent - > s . origin ) ;
}
else
{
gi . Printf ( S_COLOR_GREEN " FX: current origin is: <%6.2f %6.2f %6.2f> \n " ,
fx_ent - > currentOrigin [ 0 ] , fx_ent - > currentOrigin [ 1 ] , fx_ent - > currentOrigin [ 2 ] ) ;
}
return ;
}
}
else if ( Q_stricmp ( gi . argv ( 1 ) , " dir " ) = = 0 )
{
while ( ( fx_ent = G_Find ( fx_ent , FOFS ( classname ) , " cmd_fx " ) ) ! = NULL )
{
if ( gi . argc ( ) = = 5 )
{
fx_ent - > s . angles [ 0 ] = atof ( gi . argv ( 2 ) ) ;
fx_ent - > s . angles [ 1 ] = atof ( gi . argv ( 3 ) ) ;
fx_ent - > s . angles [ 2 ] = atof ( gi . argv ( 4 ) ) ;
if ( ! VectorNormalize ( fx_ent - > s . angles ) )
{
// must have been zero length
fx_ent - > s . angles [ 2 ] = 1 ;
}
}
else
{
gi . Printf ( S_COLOR_GREEN " FX: current dir is: <%6.2f %6.2f %6.2f> \n " ,
fx_ent - > s . angles [ 0 ] , fx_ent - > s . angles [ 1 ] , fx_ent - > s . angles [ 2 ] ) ;
}
return ;
}
}
gi . Printf ( S_COLOR_CYAN " Fx-------------------------------------------------------- \n " ) ;
gi . Printf ( S_COLOR_CYAN " commands: sample usage: \n " ) ;
gi . Printf ( S_COLOR_CYAN " ---------------------------------------------------------- \n " ) ;
gi . Printf ( S_COLOR_CYAN " fx play <filename> fx play sparks, fx play env/fire \n " ) ;
gi . Printf ( S_COLOR_CYAN " fx stop fx stop \n " ) ;
gi . Printf ( S_COLOR_CYAN " fx delay <#> fx delay 1000 \n " ) ;
gi . Printf ( S_COLOR_CYAN " fx random <#> fx random 200 \n " ) ;
gi . Printf ( S_COLOR_CYAN " fx origin <#><#><#> fx origin 10 20 30 \n " ) ;
gi . Printf ( S_COLOR_CYAN " fx dir <#><#><#> fx dir 0 0 -1 \n \n " ) ;
}
/*
= = = = = = = = = = = = = = = = = =
Cmd_God_f
Sets client to godmode
argv ( 0 ) god
= = = = = = = = = = = = = = = = = =
*/
void Cmd_God_f ( gentity_t * ent )
{
char * msg ;
if ( ! CheatsOk ( ent ) ) {
return ;
}
ent - > flags ^ = FL_GODMODE ;
if ( ! ( ent - > flags & FL_GODMODE ) )
msg = " godmode OFF \n " ;
else
msg = " godmode ON \n " ;
gi . SendServerCommand ( ent - g_entities , " print \" %s \" " , msg ) ;
}
/*
= = = = = = = = = = = = = = = = = =
Cmd_Undying_f
Sets client to undead mode
argv ( 0 ) undying
= = = = = = = = = = = = = = = = = =
*/
void Cmd_Undying_f ( gentity_t * ent )
{
char * msg ;
if ( ! CheatsOk ( ent ) )
{
return ;
}
ent - > flags ^ = FL_UNDYING ;
if ( ! ( ent - > flags & FL_UNDYING ) )
{
msg = " undead mode OFF \n " ;
}
else
{
int max ;
char * cmd ;
cmd = gi . argv ( 1 ) ;
if ( cmd & & atoi ( cmd ) )
{
max = atoi ( cmd ) ;
}
else
{
max = 999 ;
}
ent - > health = ent - > max_health = max ;
msg = " undead mode ON \n " ;
if ( ent - > client )
{
ent - > client - > ps . stats [ STAT_HEALTH ] = ent - > client - > ps . stats [ STAT_MAX_HEALTH ] = 999 ;
}
}
gi . SendServerCommand ( ent - g_entities , " print \" %s \" " , msg ) ;
}
/*
= = = = = = = = = = = = = = = = = =
Cmd_Notarget_f
Sets client to notarget
argv ( 0 ) notarget
= = = = = = = = = = = = = = = = = =
*/
void Cmd_Notarget_f ( gentity_t * ent ) {
char * msg ;
if ( ! CheatsOk ( ent ) ) {
return ;
}
ent - > flags ^ = FL_NOTARGET ;
if ( ! ( ent - > flags & FL_NOTARGET ) )
msg = " notarget OFF \n " ;
else
msg = " notarget ON \n " ;
gi . SendServerCommand ( ent - g_entities , " print \" %s \" " , msg ) ;
}
/*
= = = = = = = = = = = = = = = = = =
Cmd_Noclip_f
argv ( 0 ) noclip
= = = = = = = = = = = = = = = = = =
*/
void Cmd_Noclip_f ( gentity_t * ent ) {
char * msg ;
if ( ! CheatsOk ( ent ) ) {
return ;
}
if ( ent - > client - > noclip ) {
msg = " noclip OFF \n " ;
} else {
msg = " noclip ON \n " ;
}
ent - > client - > noclip = ! ent - > client - > noclip ;
gi . SendServerCommand ( ent - g_entities , " print \" %s \" " , msg ) ;
}
/*
= = = = = = = = = = = = = = = = = =
Cmd_LevelShot_f
This is just to help generate the level pictures
for the menus . It goes to the intermission immediately
and sends over a command to the client to resize the view ,
hide the scoreboard , and take a special screenshot
= = = = = = = = = = = = = = = = = =
*/
void Cmd_LevelShot_f ( gentity_t * ent ) {
if ( ! CheatsOk ( ent ) ) {
return ;
}
gi . SendServerCommand ( ent - g_entities , " clientLevelShot " ) ;
}
/*
= = = = = = = = = = = = = = = = =
Cmd_Kill_f
= = = = = = = = = = = = = = = = =
*/
void Cmd_Kill_f ( gentity_t * ent ) {
if ( ( level . time - ent - > client - > respawnTime ) < 5000 ) {
gi . SendServerCommand ( ent - g_entities , " cp \" Only one kill every five seconds \n \" " ) ;
return ;
}
ent - > flags & = ~ FL_GODMODE ;
ent - > client - > ps . stats [ STAT_HEALTH ] = ent - > health = 0 ;
player_die ( ent , ent , ent , 100000 , MOD_SUICIDE ) ;
}
/*
= = = = = = = = = = = = = = = = = =
Cmd_Where_f
= = = = = = = = = = = = = = = = = =
*/
void Cmd_Where_f ( gentity_t * ent ) {
const char * s = gi . argv ( 1 ) ;
const len = strlen ( s ) ;
gentity_t * check ;
if ( gi . argc ( ) < 2 ) {
gi . Printf ( " usage: where classname \n " ) ;
return ;
}
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for ( int i = 0 ; i < globals . num_entities ; i + + )
{
if ( ! PInUse ( i ) )
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continue ;
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// if(!check || !check->inuse) {
// continue;
// }
check = & g_entities [ i ] ;
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if ( ! Q_stricmpn ( s , check - > classname , len ) ) {
gi . SendServerCommand ( ent - g_entities , " print \" %s %s \n \" " , check - > classname , vtos ( check - > s . pos . trBase ) ) ;
}
}
}
/*
- - - - - - - - - - - - - - - - - - - - - - - - -
UserSpawn
- - - - - - - - - - - - - - - - - - - - - - - - -
*/
extern qboolean G_CallSpawn ( gentity_t * ent ) ;
void UserSpawn ( gentity_t * ent , const char * name )
{
vec3_t origin ;
vec3_t vf ;
vec3_t angles ;
gentity_t * ent2 ;
//Spawn the ent
ent2 = G_Spawn ( ) ;
ent2 - > classname = G_NewString ( name ) ; //FIXME: This will leave floating memory...
//TODO: This should ultimately make sure this is a safe spawn!
//Spawn the entity and place it there
VectorSet ( angles , 0 , ent - > s . apos . trBase [ YAW ] , 0 ) ;
AngleVectors ( angles , vf , NULL , NULL ) ;
VectorMA ( ent - > s . pos . trBase , 96 , vf , origin ) ; //FIXME: Find the radius size of the object, and push out 32 + radius
origin [ 2 ] + = 8 ;
VectorCopy ( origin , ent2 - > s . pos . trBase ) ;
VectorCopy ( origin , ent2 - > s . origin ) ;
VectorCopy ( ent - > s . apos . trBase , ent2 - > s . angles ) ;
gi . linkentity ( ent2 ) ;
//Find a valid spawning spot
if ( G_CallSpawn ( ent2 ) = = qfalse )
{
gi . SendServerCommand ( ent - g_entities , " print \" Failed to spawn '%s' \n \" " , name ) ;
G_FreeEntity ( ent2 ) ;
return ;
}
}
/*
- - - - - - - - - - - - - - - - - - - - - - - - -
Cmd_Spawn
- - - - - - - - - - - - - - - - - - - - - - - - -
*/
void Cmd_Spawn ( gentity_t * ent )
{
char * name ;
name = ConcatArgs ( 1 ) ;
gi . SendServerCommand ( ent - g_entities , " print \" Spawning '%s' \n \" " , name ) ;
UserSpawn ( ent , name ) ;
}
/*
= = = = = = = = = = = = = = = = =
Cmd_SetViewpos_f
= = = = = = = = = = = = = = = = =
*/
void Cmd_SetViewpos_f ( gentity_t * ent ) {
vec3_t origin , angles ;
int i ;
if ( ! g_cheats - > integer ) {
gi . SendServerCommand ( ent - g_entities , va ( " print \" Cheats are not enabled on this server. \n \" " ) ) ;
return ;
}
if ( gi . argc ( ) ! = 5 ) {
gi . SendServerCommand ( ent - g_entities , va ( " print \" usage: setviewpos x y z yaw \n \" " ) ) ;
return ;
}
VectorClear ( angles ) ;
for ( i = 0 ; i < 3 ; i + + ) {
origin [ i ] = atof ( gi . argv ( i + 1 ) ) ;
}
angles [ YAW ] = atof ( gi . argv ( 4 ) ) ;
TeleportPlayer ( ent , origin , angles ) ;
}
/*
= = = = = = = = = = = = = = = = =
Cmd_SetObjective_f
= = = = = = = = = = = = = = = = =
*/
void Cmd_SetObjective_f ( gentity_t * ent )
{
int objectiveI , status , displayStatus ;
if ( gi . argc ( ) = = 2 ) {
objectiveI = atoi ( gi . argv ( 1 ) ) ;
gi . Printf ( " objective #%d display status=%d, status=%d \n " , objectiveI ,
ent - > client - > sess . mission_objectives [ objectiveI ] . display ,
ent - > client - > sess . mission_objectives [ objectiveI ] . status
) ;
return ;
}
if ( gi . argc ( ) ! = 4 ) {
gi . SendServerCommand ( ent - g_entities , va ( " print \" usage: setobjective <objective #> <display status> <status> \n \" " ) ) ;
return ;
}
if ( ! CheatsOk ( ent ) )
{
return ;
}
objectiveI = atoi ( gi . argv ( 1 ) ) ;
displayStatus = atoi ( gi . argv ( 2 ) ) ;
status = atoi ( gi . argv ( 3 ) ) ;
ent - > client - > sess . mission_objectives [ objectiveI ] . display = displayStatus ;
ent - > client - > sess . mission_objectives [ objectiveI ] . status = status ;
}
/*
= = = = = = = = = = = = = = = = =
Cmd_ViewObjective_f
= = = = = = = = = = = = = = = = =
*/
void Cmd_ViewObjective_f ( gentity_t * ent )
{
int objectiveI ;
if ( gi . argc ( ) ! = 2 ) {
gi . SendServerCommand ( ent - g_entities , va ( " print \" usage: viewobjective <objective #> \n \" " ) ) ;
return ;
}
objectiveI = atoi ( gi . argv ( 1 ) ) ;
gi . SendServerCommand ( ent - g_entities , va ( " print \" Objective %d Display Status(1=show): %d Status:%d \n \" " , objectiveI , ent - > client - > sess . mission_objectives [ objectiveI ] . display , ent - > client - > sess . mission_objectives [ objectiveI ] . status ) ) ;
}
/*
= = = = = = = = = = = = = = = =
Cmd_UseElectrobinoculars_f
= = = = = = = = = = = = = = = =
*/
void Cmd_UseElectrobinoculars_f ( gentity_t * ent )
{
if ( ent - > health < 1 | | in_camera )
{
return ;
}
G_AddEvent ( ent , EV_USE_INV_BINOCULARS , 0 ) ;
}
/*
= = = = = = = = = = = = = = = =
Cmd_UseBacta_f
= = = = = = = = = = = = = = = =
*/
void Cmd_UseBacta_f ( gentity_t * ent )
{
if ( ent - > health < 1 | | in_camera )
{
return ;
}
ItemUse_Bacta ( ent ) ;
}
/*
= = = = = = = = = = = = = = = =
Cmd_UseSeeker_f
= = = = = = = = = = = = = = = =
*/
void Cmd_UseSeeker_f ( gentity_t * ent )
{
if ( ent - > health < 1 | | in_camera )
{
return ;
}
// don't use them if we don't have any...also don't use them if one is already going
if ( ent - > client & & ent - > client - > ps . inventory [ INV_SEEKER ] > 0 & & level . time > ent - > client - > ps . powerups [ PW_SEEKER ] )
{
vec3_t fwd , right ;
gentity_t * tent = G_Spawn ( ) ;
if ( tent )
{
AngleVectors ( ent - > client - > ps . viewangles , fwd , right , NULL ) ;
fwd [ 2 ] = 0.3f ; // start up a bit
VectorMA ( ent - > currentOrigin , 48 , fwd , tent - > s . origin ) ;
VectorMA ( tent - > s . origin , - 8 , right , tent - > s . origin ) ;
G_SetOrigin ( tent , tent - > s . origin ) ;
G_SetAngles ( tent , ent - > currentAngles ) ;
extern void SP_NPC_Droid_Seeker ( gentity_t * ent ) ;
// tent->playerTeam = TEAM_PLAYER;
// tent->enemyTeam = TEAM_ENEMY;
SP_NPC_Droid_Seeker ( tent ) ;
// make sure that we even have some
ent - > client - > ps . inventory [ INV_SEEKER ] - - ;
ent - > client - > ps . powerups [ PW_SEEKER ] = level . time + 1000 ; // can only drop one every second..maybe this is annoying?
}
}
}
/*
= = = = = = = = = = = = = = = =
Cmd_UseGoggles_f
= = = = = = = = = = = = = = = =
*/
void Cmd_UseGoggles_f ( gentity_t * ent )
{
if ( ent - > health < 1 | | in_camera )
{
return ;
}
if ( ent - > client & & ent - > client - > ps . inventory [ INV_LIGHTAMP_GOGGLES ] > 0 )
{
G_AddEvent ( ent , EV_USE_INV_LIGHTAMP_GOGGLES , 0 ) ;
}
}
/*
= = = = = = = = = = = = = = = =
Cmd_UseSentry_f
= = = = = = = = = = = = = = = =
*/
qboolean place_portable_assault_sentry ( gentity_t * self , vec3_t origin , vec3_t dir ) ;
void Cmd_UseSentry_f ( gentity_t * ent )
{
if ( ent - > health < 1 | | in_camera )
{
return ;
}
if ( ent - > client - > ps . inventory [ INV_SENTRY ] < = 0 )
{
// have none to place...play sound?
return ;
}
if ( place_portable_assault_sentry ( ent , ent - > currentOrigin , ent - > client - > ps . viewangles ) )
{
ent - > client - > ps . inventory [ INV_SENTRY ] - - ;
G_AddEvent ( ent , EV_USE_INV_SENTRY , 0 ) ;
}
else
{
// couldn't be placed....play a notification sound!!
}
}
/*
= = = = = = = = = = = = = = = =
Cmd_UseInventory_f
= = = = = = = = = = = = = = = =
*/
void Cmd_UseInventory_f ( gentity_t * ent )
{
switch ( cg . inventorySelect )
{
case INV_ELECTROBINOCULARS :
Cmd_UseElectrobinoculars_f ( ent ) ;
return ;
case INV_BACTA_CANISTER :
Cmd_UseBacta_f ( ent ) ;
return ;
case INV_SEEKER :
Cmd_UseSeeker_f ( ent ) ;
return ;
case INV_LIGHTAMP_GOGGLES :
Cmd_UseGoggles_f ( ent ) ;
return ;
case INV_SENTRY :
Cmd_UseSentry_f ( ent ) ;
return ;
default :
return ;
}
}
void G_Taunt ( gentity_t * ent )
{
if ( ent - > client )
{
ent - > client - > ps . taunting = level . time + 100 ;
}
}
extern void G_SoundOnEnt ( gentity_t * ent , soundChannel_t channel , const char * soundPath ) ;
void G_Victory ( gentity_t * ent )
{
if ( ent - > health > 0 )
{ //say something and put away saber
G_SoundOnEnt ( ent , CHAN_VOICE , " sound/chars/kyle/misc/taunt1.wav " ) ;
if ( ent - > client )
{
ent - > client - > ps . saberActive = qfalse ;
}
}
}
/*
= = = = = = = = = = = = = = = = =
ClientCommand
= = = = = = = = = = = = = = = = =
*/
void ClientCommand ( int clientNum ) {
gentity_t * ent ;
char * cmd ;
ent = g_entities + clientNum ;
if ( ! ent - > client ) {
return ; // not fully in game yet
}
cmd = gi . argv ( 0 ) ;
if ( Q_stricmp ( cmd , " spawn " ) = = 0 )
{
Cmd_Spawn ( ent ) ;
return ;
}
if ( Q_stricmp ( cmd , " give " ) = = 0 )
Cmd_Give_f ( ent ) ;
else if ( Q_stricmp ( cmd , " god " ) = = 0 )
Cmd_God_f ( ent ) ;
else if ( Q_stricmp ( cmd , " undying " ) = = 0 )
Cmd_Undying_f ( ent ) ;
else if ( Q_stricmp ( cmd , " notarget " ) = = 0 )
Cmd_Notarget_f ( ent ) ;
else if ( Q_stricmp ( cmd , " noclip " ) = = 0 )
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{
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Cmd_Noclip_f ( ent ) ;
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}
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else if ( Q_stricmp ( cmd , " kill " ) = = 0 )
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{
if ( ! CheatsOk ( ent ) )
{
return ;
}
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Cmd_Kill_f ( ent ) ;
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}
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else if ( Q_stricmp ( cmd , " levelshot " ) = = 0 )
Cmd_LevelShot_f ( ent ) ;
else if ( Q_stricmp ( cmd , " where " ) = = 0 )
Cmd_Where_f ( ent ) ;
else if ( Q_stricmp ( cmd , " setviewpos " ) = = 0 )
Cmd_SetViewpos_f ( ent ) ;
else if ( Q_stricmp ( cmd , " setobjective " ) = = 0 )
Cmd_SetObjective_f ( ent ) ;
else if ( Q_stricmp ( cmd , " viewobjective " ) = = 0 )
Cmd_ViewObjective_f ( ent ) ;
else if ( Q_stricmp ( cmd , " force_throw " ) = = 0 )
ForceThrow ( ent , qfalse ) ;
else if ( Q_stricmp ( cmd , " force_pull " ) = = 0 )
ForceThrow ( ent , qtrue ) ;
else if ( Q_stricmp ( cmd , " force_speed " ) = = 0 )
ForceSpeed ( ent ) ;
else if ( Q_stricmp ( cmd , " force_heal " ) = = 0 )
ForceHeal ( ent ) ;
else if ( Q_stricmp ( cmd , " force_grip " ) = = 0 )
ForceGrip ( ent ) ;
else if ( Q_stricmp ( cmd , " force_distract " ) = = 0 )
ForceTelepathy ( ent ) ;
else if ( Q_stricmp ( cmd , " taunt " ) = = 0 )
G_Taunt ( ent ) ;
else if ( Q_stricmp ( cmd , " victory " ) = = 0 )
G_Victory ( ent ) ;
// else if (Q_stricmp (cmd, "use_shield") == 0) // sounds like the design doc states that the shields will be a pickup and so the player never decides whether to use them or not.
// G_ActivatePersonalShield( ent ); // If you want shields (armor), type "give all" or "give armor" or "give armor #amt#"
else if ( Q_stricmp ( cmd , " fly_xwing " ) = = 0 )
G_PilotXWing ( ent ) ;
else if ( Q_stricmp ( cmd , " drive_atst " ) = = 0 )
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{
if ( CheatsOk ( ent ) )
{
G_DriveATST ( ent , NULL ) ;
}
}
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else if ( Q_stricmp ( cmd , " thereisnospoon " ) = = 0 )
G_StartMatrixEffect ( ent ) ;
else if ( Q_stricmp ( cmd , " use_electrobinoculars " ) = = 0 )
Cmd_UseElectrobinoculars_f ( ent ) ;
else if ( Q_stricmp ( cmd , " use_bacta " ) = = 0 )
Cmd_UseBacta_f ( ent ) ;
else if ( Q_stricmp ( cmd , " use_seeker " ) = = 0 )
Cmd_UseSeeker_f ( ent ) ;
else if ( Q_stricmp ( cmd , " use_lightamp_goggles " ) = = 0 )
Cmd_UseGoggles_f ( ent ) ;
else if ( Q_stricmp ( cmd , " use_sentry " ) = = 0 )
Cmd_UseSentry_f ( ent ) ;
else if ( Q_stricmp ( cmd , " fx " ) = = 0 )
Cmd_Fx ( ent ) ;
else if ( Q_stricmp ( cmd , " invuse " ) = = 0 )
{
Cmd_UseInventory_f ( ent ) ;
}
else if ( Q_stricmp ( cmd , " playmusic " ) = = 0 )
{
char * cmd2 = gi . argv ( 1 ) ;
if ( cmd2 )
{
gi . SetConfigstring ( CS_MUSIC , cmd2 ) ;
}
}
}