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