/* =========================================================================== Copyright (C) 1999 - 2005, Id Software, Inc. Copyright (C) 2000 - 2013, Raven Software, Inc. Copyright (C) 2001 - 2013, Activision, Inc. Copyright (C) 2013 - 2015, OpenJK contributors This file is part of the OpenJK source code. OpenJK is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. This program 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 this program; if not, see . =========================================================================== */ #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); extern gentity_t *G_GetSelfForPlayerCmd( void ); /* ================== 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; const 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 == 94 ) { 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; } void G_Give( gentity_t *ent, const char *name, const char *args, int argc ) { gitem_t *it; int i; qboolean give_all = qfalse; if ( !Q_stricmp( name, "all" ) ) give_all = qtrue; if ( give_all || !Q_stricmp( name, "health") ) { if ( argc == 3 ) ent->health = Com_Clampi( 1, ent->client->ps.stats[STAT_MAX_HEALTH], atoi( args ) ); else ent->health = ent->client->ps.stats[STAT_MAX_HEALTH]; if ( !give_all ) return; } if ( give_all || !Q_stricmp( name, "armor" ) || !Q_stricmp( name, "shield" ) ) { if ( argc == 3 ) ent->client->ps.stats[STAT_ARMOR] = Com_Clampi( 0, ent->client->ps.stats[STAT_MAX_HEALTH], atoi( args ) ); 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; } if ( give_all || !Q_stricmp( name, "force" ) ) { if ( argc == 3 ) ent->client->ps.forcePower = Com_Clampi( 0, FORCE_POWER_MAX, atoi( args ) ); else ent->client->ps.forcePower = FORCE_POWER_MAX; if ( !give_all ) return; } if ( give_all || !Q_stricmp( name, "weapons" ) ) { ent->client->ps.stats[STAT_WEAPONS] = (1 << (MAX_PLAYER_WEAPONS+1)) - ( 1 << WP_NONE ); if ( !give_all ) return; } if ( !give_all && !Q_stricmp( name, "weaponnum" ) ) { ent->client->ps.stats[STAT_WEAPONS] |= (1 << atoi( args )); return; } if ( !give_all && !Q_stricmp( name, "eweaps" ) ) //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 return; } if ( give_all || !Q_stricmp( name, "ammo" ) ) { int num = 999; if ( argc == 3 ) num = Com_Clampi( -1, 999, atoi( args ) ); for ( i=AMMO_BLASTER; iclient->ps.ammo[i] = num != -1 ? num : ammoData[i].max; if ( !give_all ) return; } if ( give_all || !Q_stricmp( name, "batteries" ) ) { if ( argc == 3 ) ent->client->ps.batteryCharge = Com_Clampi( 0, MAX_BATTERIES, atoi( args ) ); else ent->client->ps.batteryCharge = MAX_BATTERIES; if ( !give_all ) return; } if ( give_all || !Q_stricmp( name, "inventory" ) ) { // 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_KEY] = 5; ent->client->ps.inventory[INV_SECURITY_KEY] = 5; if ( !give_all ) return; } // spawn a specific item right on the player if ( !give_all ) { gentity_t *it_ent; trace_t trace; it = FindItem (args); if (!it) { 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 = G_NewString(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_Give_f( gentity_t *ent ) { if ( !CheatsOk( ent ) ) { return; } G_Give( ent, gi.argv(1), ConcatArgs( 2 ), gi.argc() ); } //------------------ 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 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) { const 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) { const char *msg; if ( !CheatsOk( ent ) ) { return; } ent->flags ^= FL_UNDYING; if (!(ent->flags & FL_UNDYING) ) { msg = "undead mode OFF\n"; } else { int max; const 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 ) { const 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 ) { const char *msg; if ( !CheatsOk( ent ) ) { return; } if ( ent->client->noclip ) { msg = "noclip OFF\n"; } else { msg = "noclip ON\n"; } ent->client->noclip = (qboolean)!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 @INGAME_ONE_KILL_PER_5_SECONDS"); 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 int len = strlen(s); gentity_t *check; if ( gi.argc () < 2 ) { gi.Printf("usage: where classname\n"); return; } for (int i = 0; i < globals.num_entities; i++) { if(!PInUse(i)) continue; // if(!check || !check->inuse) { // continue; // } check = &g_entities[i]; 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 \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 \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); } //---------------------------------------------------------------------------------- qboolean PickSeekerSpawnPoint( vec3_t org, vec3_t fwd, vec3_t right, int skip, vec3_t spot ) { vec3_t mins, maxs, forward, end; trace_t tr; VectorSet( maxs, -8, -8, -24); // ?? size VectorSet( maxs, 8, 8, 8 ); VectorCopy( fwd, forward ); // to the front and side a bit forward[2] = 0.3f; // start up a bit VectorMA( org, 48, forward, end ); VectorMA( end, -8, right, end ); gi.trace( &tr, org, mins, maxs, end, skip, MASK_PLAYERSOLID, G2_NOCOLLIDE, 0 ); if ( !tr.startsolid && !tr.allsolid && tr.fraction >= 1.0f ) { VectorCopy( tr.endpos, spot ); return qtrue; } // side VectorMA( org, 48, right, end ); gi.trace( &tr, org, mins, maxs, end, skip, MASK_PLAYERSOLID, G2_NOCOLLIDE, 0 ); if ( !tr.startsolid && !tr.allsolid && tr.fraction >= 1.0f ) { VectorCopy( tr.endpos, spot ); return qtrue; } // other side VectorMA( org, -48, right, end ); gi.trace( &tr, org, mins, maxs, end, skip, MASK_PLAYERSOLID, G2_NOCOLLIDE, 0 ); if ( !tr.startsolid && !tr.allsolid && tr.fraction >= 1.0f ) { VectorCopy( tr.endpos, spot ); return qtrue; } // behind VectorMA( org, -48, fwd, end ); gi.trace( &tr, org, mins, maxs, end, skip, MASK_PLAYERSOLID, G2_NOCOLLIDE, 0 ); if ( !tr.startsolid && !tr.allsolid && tr.fraction >= 1.0f ) { VectorCopy( tr.endpos, spot ); return qtrue; } return qfalse; } /* ================ 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] ) { gentity_t *tent = G_Spawn(); if ( tent ) { vec3_t fwd, right, spot; AngleVectors( ent->client->ps.viewangles, fwd, right, NULL ); VectorCopy( ent->currentOrigin, spot ); // does nothing really, just initialize the goods... if ( PickSeekerSpawnPoint( ent->currentOrigin, fwd, right, ent->s.number, spot )) { VectorCopy( spot, tent->s.origin ); G_SetOrigin( tent, spot ); G_SetAngles( tent, ent->currentAngles ); extern void SP_NPC_Droid_Seeker( gentity_t *ent ); SP_NPC_Droid_Seeker( tent ); G_Sound( tent, G_SoundIndex( "sound/chars/seeker/misc/hiss" )); // 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; const 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) { Cmd_Noclip_f (ent); } else if (Q_stricmp (cmd, "kill") == 0) { if ( !CheatsOk( ent ) ) { return; } Cmd_Kill_f (ent); } 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) { ent = G_GetSelfForPlayerCmd(); ForceThrow( ent, qfalse ); } else if (Q_stricmp (cmd, "force_pull") == 0) { ent = G_GetSelfForPlayerCmd(); ForceThrow( ent, qtrue ); } else if (Q_stricmp (cmd, "force_speed") == 0) { ent = G_GetSelfForPlayerCmd(); ForceSpeed( ent ); } else if (Q_stricmp (cmd, "force_heal") == 0) { ent = G_GetSelfForPlayerCmd(); ForceHeal( ent ); } else if (Q_stricmp (cmd, "force_grip") == 0) { ent = G_GetSelfForPlayerCmd(); ForceGrip( ent ); } else if (Q_stricmp (cmd, "force_distract") == 0) { ent = G_GetSelfForPlayerCmd(); ForceTelepathy( ent ); } else if (Q_stricmp (cmd, "taunt") == 0) { ent = G_GetSelfForPlayerCmd(); 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) { if ( CheatsOk( ent ) ) { G_DriveATST( ent, NULL ); } } 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) { const char *cmd2 = gi.argv(1); if ( cmd2 ) { gi.SetConfigstring( CS_MUSIC, cmd2 ); } } else { gi.SendServerCommand( clientNum, va("print \"Unknown command %s\n\"", cmd ) ); } }