mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-11-16 09:21:23 +00:00
3a4909e424
- New Hand models for relaxed and force hands and textures (@baggyg) - Additional selector screen when using the saber to change stance - show current item in the selector - Allow player to restart game if they die holding the saber Co-Authored-By: Grant Bagwell <general@grantbagwell.co.uk>
659 lines
17 KiB
C++
659 lines
17 KiB
C++
/*
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===========================================================================
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Copyright (C) 1999 - 2005, Id Software, Inc.
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Copyright (C) 2000 - 2013, Raven Software, Inc.
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Copyright (C) 2001 - 2013, Activision, Inc.
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Copyright (C) 2013 - 2015, OpenJK contributors
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This file is part of the OpenJK source code.
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OpenJK is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License version 2 as
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published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, see <http://www.gnu.org/licenses/>.
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===========================================================================
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*/
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#include "g_headers.h"
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#include "g_local.h"
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#include "g_icarus.h"
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#include "wp_saber.h"
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extern void Q3_SetViewEntity(int entID, const char *name);
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extern qboolean G_ClearViewEntity( gentity_t *ent );
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extern team_t TranslateTeamName( const char *name );
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extern char *TeamNames[TEAM_NUM_TEAMS];
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/*
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===================
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Svcmd_EntityList_f
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===================
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*/
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void Svcmd_EntityList_f (void) {
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int e;
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gentity_t *check;
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check = g_entities;
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for (e = 0; e < globals.num_entities ; e++, check++) {
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if ( !check->inuse ) {
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continue;
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}
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gi.Printf("%3i:", e);
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switch ( check->s.eType ) {
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case ET_GENERAL:
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gi.Printf( "ET_GENERAL " );
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break;
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case ET_PLAYER:
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gi.Printf( "ET_PLAYER " );
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break;
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case ET_ITEM:
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gi.Printf( "ET_ITEM " );
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break;
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case ET_MISSILE:
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gi.Printf( "ET_MISSILE " );
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break;
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case ET_MOVER:
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gi.Printf( "ET_MOVER " );
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break;
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case ET_BEAM:
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gi.Printf( "ET_BEAM " );
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break;
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case ET_PORTAL:
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gi.Printf( "ET_PORTAL " );
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break;
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case ET_SPEAKER:
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gi.Printf( "ET_SPEAKER " );
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break;
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case ET_PUSH_TRIGGER:
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gi.Printf( "ET_PUSH_TRIGGER " );
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break;
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case ET_TELEPORT_TRIGGER:
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gi.Printf( "ET_TELEPORT_TRIGGER " );
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break;
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case ET_INVISIBLE:
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gi.Printf( "ET_INVISIBLE " );
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break;
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case ET_THINKER:
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gi.Printf( "ET_THINKER " );
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break;
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case ET_CLOUD:
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gi.Printf( "ET_CLOUD " );
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break;
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default:
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gi.Printf( "%-3i ", check->s.eType );
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break;
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}
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if ( check->classname ) {
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gi.Printf("%s", check->classname);
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}
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gi.Printf("\n");
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}
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}
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gclient_t *ClientForString( const char *s ) {
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gclient_t *cl;
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int i;
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int idnum;
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// numeric values are just slot numbers
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if ( s[0] >= '0' && s[0] <= '9' ) {
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idnum = atoi( s );
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if ( idnum < 0 || idnum >= level.maxclients ) {
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Com_Printf( "Bad client slot: %i\n", idnum );
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return NULL;
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}
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cl = &level.clients[idnum];
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if ( cl->pers.connected == CON_DISCONNECTED ) {
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gi.Printf( "Client %i is not connected\n", idnum );
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return NULL;
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}
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return cl;
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}
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// check for a name match
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for ( i=0 ; i < level.maxclients ; i++ ) {
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cl = &level.clients[i];
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if ( cl->pers.connected == CON_DISCONNECTED ) {
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continue;
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}
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if ( !Q_stricmp( cl->pers.netname, s ) ) {
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return cl;
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}
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}
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gi.Printf( "User %s is not on the server\n", s );
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return NULL;
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}
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//---------------------------
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extern void G_StopCinematicSkip( void );
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extern void G_StartCinematicSkip( void );
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extern void ExitEmplacedWeapon( gentity_t *ent );
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static void Svcmd_ExitView_f( void )
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{
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extern cvar_t *g_skippingcin;
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static int exitViewDebounce = 0;
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if ( exitViewDebounce > level.time )
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{
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return;
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}
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exitViewDebounce = level.time + 500;
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if ( in_camera )
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{//see if we need to exit an in-game cinematic
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if ( g_skippingcin->integer ) // already doing cinematic skip?
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{// yes... so stop skipping...
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G_StopCinematicSkip();
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}
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else
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{// no... so start skipping...
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G_StartCinematicSkip();
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}
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}
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else if ( !G_ClearViewEntity( player ) )
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{//didn't exit control of a droid or turret
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//okay, now try exiting emplaced guns or AT-ST's
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if ( player->s.eFlags & EF_LOCKED_TO_WEAPON )
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{//get out of emplaced gun
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ExitEmplacedWeapon( player );
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}
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else if ( player->client && player->client->NPC_class == CLASS_ATST )
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{//a player trying to get out of his ATST
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GEntity_UseFunc( player->activator, player, player );
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}
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}
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}
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gentity_t *G_GetSelfForPlayerCmd( void )
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{
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if ( g_entities[0].client->ps.viewEntity > 0
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&& g_entities[0].client->ps.viewEntity < ENTITYNUM_WORLD
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&& g_entities[g_entities[0].client->ps.viewEntity].client
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&& g_entities[g_entities[0].client->ps.viewEntity].s.weapon == WP_SABER )
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{//you're controlling another NPC
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return (&g_entities[g_entities[0].client->ps.viewEntity]);
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}
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else
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{
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return (&g_entities[0]);
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}
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}
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static void Svcmd_SaberColor_f()
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{
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const char *color = gi.argv(1);
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if ( !VALIDSTRING( color ))
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{
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gi.Printf( "Usage: saberColor <color>\n" );
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gi.Printf( "valid colors: red, orange, yellow, green, blue, and purple\n" );
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return;
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}
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gentity_t *self = G_GetSelfForPlayerCmd();
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if ( !Q_stricmp( color, "red" ))
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{
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self->client->ps.saberColor = SABER_RED;
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}
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else if ( !Q_stricmp( color, "green" ))
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{
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self->client->ps.saberColor = SABER_GREEN;
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}
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else if ( !Q_stricmp( color, "yellow" ))
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{
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self->client->ps.saberColor = SABER_YELLOW;
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}
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else if ( !Q_stricmp( color, "orange" ))
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{
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self->client->ps.saberColor = SABER_ORANGE;
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}
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else if ( !Q_stricmp( color, "purple" ))
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{
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self->client->ps.saberColor = SABER_PURPLE;
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}
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else if ( !Q_stricmp( color, "blue" ))
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{
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self->client->ps.saberColor = SABER_BLUE;
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}
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else
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{
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gi.Printf( "Usage: saberColor <color>\n" );
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gi.Printf( "valid colors: red, orange, yellow, green, blue, and purple\n" );
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}
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}
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struct SetForceCmd {
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const char *desc;
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const char *cmdname;
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const int maxlevel;
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};
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SetForceCmd SetForceTable[] = {
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{ "forceHeal", "setForceHeal", FORCE_LEVEL_3 },
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{ "forceJump", "setForceJump", FORCE_LEVEL_3 },
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{ "forceSpeed", "setForceSpeed", FORCE_LEVEL_3 },
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{ "forcePush", "setForcePush", FORCE_LEVEL_3 },
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{ "forcePull", "setForcePull", FORCE_LEVEL_3 },
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{ "forceMindTrick", "setForceMindTrick", FORCE_LEVEL_4 },
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{ "forceGrip", "setForceGrip", FORCE_LEVEL_3 },
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{ "forceLightning", "setForceLightning", FORCE_LEVEL_3 },
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{ "saberThrow", "setSaberThrow", FORCE_LEVEL_3 },
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{ "saberDefense", "setSaberDefense", FORCE_LEVEL_3 },
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{ "saberOffense", "setSaberOffense", FORCE_LEVEL_5 },
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};
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static void Svcmd_ForceSetLevel_f( int forcePower )
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{
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if ( !&g_entities[0] || !g_entities[0].client )
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{
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return;
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}
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/* if ( !g_cheats->integer )
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{
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gi.SendServerCommand( 0, "print \"Cheats are not enabled on this server.\n\"");
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return;
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}*/
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const char *newVal = gi.argv(1);
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if ( !VALIDSTRING( newVal ) )
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{
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gi.Printf( "Current %s level is %d\n", SetForceTable[forcePower].desc, g_entities[0].client->ps.forcePowerLevel[forcePower] );
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gi.Printf( "Usage: %s <level> (0 - %i)\n", SetForceTable[forcePower].cmdname, SetForceTable[forcePower].maxlevel );
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return;
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}
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int val = atoi(newVal);
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if ( val > FORCE_LEVEL_0 )
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{
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g_entities[0].client->ps.forcePowersKnown |= ( 1 << forcePower );
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}
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else
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{
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g_entities[0].client->ps.forcePowersKnown &= ~( 1 << forcePower );
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}
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g_entities[0].client->ps.forcePowerLevel[forcePower] = val;
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if ( g_entities[0].client->ps.forcePowerLevel[forcePower] < FORCE_LEVEL_0 )
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{
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g_entities[0].client->ps.forcePowerLevel[forcePower] = FORCE_LEVEL_0;
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}
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else if ( g_entities[0].client->ps.forcePowerLevel[forcePower] > SetForceTable[forcePower].maxlevel )
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{
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g_entities[0].client->ps.forcePowerLevel[forcePower] = SetForceTable[forcePower].maxlevel;
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}
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}
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extern qboolean PM_SaberInStart( int move );
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extern qboolean PM_SaberInTransition( int move );
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extern qboolean PM_SaberInAttack( int move );
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void Svcmd_SaberAttackCycle_f( void )
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{
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if ( !&g_entities[0] || !g_entities[0].client )
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{
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return;
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}
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gentity_t *self = G_GetSelfForPlayerCmd();
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if ( self->s.weapon != WP_SABER )
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{
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return;
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}
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int saberAnimLevel;
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if ( !self->s.number )
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{
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saberAnimLevel = cg.saberAnimLevelPending;
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}
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else
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{
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saberAnimLevel = self->client->ps.saberAnimLevel;
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}
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saberAnimLevel++;
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if ( self->client->ps.forcePowerLevel[FP_SABER_OFFENSE] == FORCE_LEVEL_1 )
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{
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saberAnimLevel = FORCE_LEVEL_2;
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}
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else if ( self->client->ps.forcePowerLevel[FP_SABER_OFFENSE] == FORCE_LEVEL_2 )
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{
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if ( saberAnimLevel > FORCE_LEVEL_2 )
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{
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saberAnimLevel = FORCE_LEVEL_1;
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}
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}
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else
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{//level 3
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if ( saberAnimLevel > self->client->ps.forcePowerLevel[FP_SABER_OFFENSE] )
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{//wrap around
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saberAnimLevel = FORCE_LEVEL_1;
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}
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}
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if ( !self->s.number )
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{
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cg.saberAnimLevelPending = saberAnimLevel;
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}
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else
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{
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self->client->ps.saberAnimLevel = saberAnimLevel;
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}
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#ifndef FINAL_BUILD
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switch ( saberAnimLevel )
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{
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case FORCE_LEVEL_1:
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gi.Printf( S_COLOR_BLUE "Lightsaber Combat Style: Fast\n" );
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//LIGHTSABERCOMBATSTYLE_FAST
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break;
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case FORCE_LEVEL_2:
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gi.Printf( S_COLOR_YELLOW "Lightsaber Combat Style: Medium\n" );
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//LIGHTSABERCOMBATSTYLE_MEDIUM
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break;
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case FORCE_LEVEL_3:
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gi.Printf( S_COLOR_RED "Lightsaber Combat Style: Strong\n" );
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//LIGHTSABERCOMBATSTYLE_STRONG
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break;
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case FORCE_LEVEL_4:
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gi.Printf( S_COLOR_CYAN "Lightsaber Combat Style: Desann\n" );
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//LIGHTSABERCOMBATSTYLE_DESANN
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break;
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case FORCE_LEVEL_5:
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gi.Printf( S_COLOR_MAGENTA "Lightsaber Combat Style: Tavion\n" );
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//LIGHTSABERCOMBATSTYLE_TAVION
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break;
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}
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//gi.Printf("\n");
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#endif
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}
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void Svcmd_SaberSetLevel_f( void )
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{
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if ( !&g_entities[0] || !g_entities[0].client )
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{
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return;
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}
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gentity_t *self = G_GetSelfForPlayerCmd();
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if ( self->s.weapon != WP_SABER )
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{
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return;
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}
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const char *newVal = gi.argv(1);
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int saberAnimLevel = atoi(newVal);
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if ( saberAnimLevel > self->client->ps.forcePowerLevel[FP_SABER_OFFENSE] )
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{//wrap around
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saberAnimLevel = FORCE_LEVEL_1;
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}
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if ( !self->s.number )
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{
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cg.saberAnimLevelPending = saberAnimLevel;
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}
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else
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{
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self->client->ps.saberAnimLevel = saberAnimLevel;
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}
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}
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template <int32_t power>
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static void Svcmd_ForceSetLevel_f(void)
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{
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Svcmd_ForceSetLevel_f(power);
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}
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static void Svcmd_SetForceAll_f(void)
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{
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for ( int i = FP_HEAL; i <= FP_SABER_OFFENSE; i++ )
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{
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Svcmd_ForceSetLevel_f( i );
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}
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}
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static void Svcmd_SetSaberAll_f(void)
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{
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Svcmd_ForceSetLevel_f( FP_SABERTHROW );
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Svcmd_ForceSetLevel_f( FP_SABER_DEFENSE );
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Svcmd_ForceSetLevel_f( FP_SABER_OFFENSE );
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}
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static void Svcmd_RunScript_f(void)
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{
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const char *cmd2 = gi.argv(1);
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if ( cmd2 && cmd2[0] )
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{
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const char *cmd3 = gi.argv(2);
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if ( cmd3 && cmd3[0] )
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{
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gentity_t *found = NULL;
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if ( (found = G_Find(NULL, FOFS(targetname), cmd2 ) ) != NULL )
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{
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ICARUS_RunScript( found, cmd3 );
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}
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else
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{
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//can't find cmd2
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gi.Printf( S_COLOR_RED "runscript: can't find targetname %s\n", cmd2 );
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}
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}
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else
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{
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ICARUS_RunScript( &g_entities[0], cmd2 );
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}
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}
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else
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{
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gi.Printf( S_COLOR_RED "usage: runscript <ent targetname> scriptname\n" );
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}
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}
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static void Svcmd_PlayerTeam_f(void)
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{
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const char *cmd2 = gi.argv(1);
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if ( !*cmd2 || !cmd2[0] )
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{
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gi.Printf( S_COLOR_RED "'playerteam' - change player team, requires a team name!\n" );
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gi.Printf( S_COLOR_RED "Current team is: %s\n", TeamNames[g_entities[0].client->playerTeam] );
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gi.Printf( S_COLOR_RED "Valid team names are:\n");
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for ( int n = (TEAM_FREE + 1); n < TEAM_NUM_TEAMS; n++ )
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{
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gi.Printf( S_COLOR_RED "%s\n", TeamNames[n] );
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}
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}
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else
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{
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team_t team = TranslateTeamName( cmd2 );
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if ( team == TEAM_FREE )
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{
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gi.Printf( S_COLOR_RED "'playerteam' unrecognized team name %s!\n", cmd2 );
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gi.Printf( S_COLOR_RED "Current team is: %s\n", TeamNames[g_entities[0].client->playerTeam] );
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gi.Printf( S_COLOR_RED "Valid team names are:\n");
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for ( int n = TEAM_FREE; n < TEAM_NUM_TEAMS; n++ )
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{
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gi.Printf( S_COLOR_RED "%s\n", TeamNames[n] );
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}
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}
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else
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{
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g_entities[0].client->playerTeam = team;
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//FIXME: convert Imperial, Malon, Hirogen and Klingon to Scavenger?
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}
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}
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}
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static void Svcmd_Control_f(void)
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{
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const char *cmd2 = gi.argv(1);
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if ( !*cmd2 || !cmd2[0] )
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{
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if ( !G_ClearViewEntity( &g_entities[0] ) )
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{
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gi.Printf( S_COLOR_RED "control <NPC_targetname>\n", cmd2 );
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}
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}
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else
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{
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Q3_SetViewEntity( 0, cmd2 );
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}
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}
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static void Svcmd_Secrets_f(void)
|
|
{
|
|
const gentity_t *pl = &g_entities[0];
|
|
if(pl->client->sess.missionStats.totalSecrets < 1)
|
|
{
|
|
gi.Printf( "There are" S_COLOR_RED " NO " S_COLOR_WHITE "secrets on this map!\n" );
|
|
}
|
|
else if(pl->client->sess.missionStats.secretsFound == pl->client->sess.missionStats.totalSecrets)
|
|
{
|
|
gi.Printf( "You've found all " S_COLOR_GREEN "%i" S_COLOR_WHITE " secrets on this map!\n", pl->client->sess.missionStats.secretsFound );
|
|
}
|
|
else
|
|
{
|
|
gi.Printf( "You've found " S_COLOR_GREEN "%i" S_COLOR_WHITE " out of " S_COLOR_GREEN "%i" S_COLOR_WHITE " secrets!\n", pl->client->sess.missionStats.secretsFound, pl->client->sess.missionStats.totalSecrets );
|
|
}
|
|
}
|
|
|
|
// PADAWAN - g_spskill 0 + cg_crosshairForceHint 1 + handicap 100
|
|
// JEDI - g_spskill 1 + cg_crosshairForceHint 1 + handicap 100
|
|
// JEDI KNIGHT - g_spskill 2 + cg_crosshairForceHint 0 + handicap 100
|
|
// JEDI MASTER - g_spskill 2 + cg_crosshairForceHint 0 + handicap 50
|
|
|
|
extern cvar_t *g_spskill;
|
|
static void Svcmd_Difficulty_f(void)
|
|
{
|
|
if(gi.argc() == 1)
|
|
{
|
|
if(g_spskill->integer == 0)
|
|
{
|
|
gi.Printf( S_COLOR_GREEN "Current Difficulty: Padawan" S_COLOR_WHITE "\n" );
|
|
}
|
|
else if(g_spskill->integer == 1)
|
|
{
|
|
gi.Printf( S_COLOR_GREEN "Current Difficulty: Jedi" S_COLOR_WHITE "\n" );
|
|
}
|
|
else if(g_spskill->integer == 2)
|
|
{
|
|
int crosshairHint = gi.Cvar_VariableIntegerValue("cg_crosshairForceHint");
|
|
int handicap = gi.Cvar_VariableIntegerValue("handicap");
|
|
if(handicap == 100 && crosshairHint == 0)
|
|
{
|
|
gi.Printf( S_COLOR_GREEN "Current Difficulty: Jedi Knight" S_COLOR_WHITE "\n" );
|
|
}
|
|
else if(handicap == 50 && crosshairHint == 0)
|
|
{
|
|
gi.Printf( S_COLOR_GREEN "Current Difficulty: Jedi Master" S_COLOR_WHITE "\n" );
|
|
}
|
|
else
|
|
{
|
|
gi.Printf( S_COLOR_GREEN "Current Difficulty: Jedi Knight (Custom)" S_COLOR_WHITE "\n" );
|
|
gi.Printf( S_COLOR_GREEN "Crosshair Force Hint: %i" S_COLOR_WHITE "\n", crosshairHint != 0 ? 1 : 0 );
|
|
gi.Printf( S_COLOR_GREEN "Handicap: %i" S_COLOR_WHITE "\n", handicap );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
gi.Printf( S_COLOR_RED "Invalid difficulty cvar set! g_spskill (%i) [0-2] is valid range only" S_COLOR_WHITE "\n", g_spskill->integer );
|
|
}
|
|
}
|
|
}
|
|
|
|
#define CMD_NONE (0x00000000u)
|
|
#define CMD_CHEAT (0x00000001u)
|
|
#define CMD_ALIVE (0x00000002u)
|
|
|
|
typedef struct svcmd_s {
|
|
const char *name;
|
|
void (*func)(void);
|
|
uint32_t flags;
|
|
} svcmd_t;
|
|
|
|
static int svcmdcmp( const void *a, const void *b ) {
|
|
return Q_stricmp( (const char *)a, ((svcmd_t*)b)->name );
|
|
}
|
|
|
|
// FIXME some of these should be made CMD_ALIVE too!
|
|
static svcmd_t svcmds[] = {
|
|
{ "entitylist", Svcmd_EntityList_f, CMD_NONE },
|
|
{ "game_memory", Svcmd_GameMem_f, CMD_NONE },
|
|
|
|
{ "nav", Svcmd_Nav_f, CMD_CHEAT },
|
|
{ "npc", Svcmd_NPC_f, CMD_CHEAT },
|
|
{ "use", Svcmd_Use_f, CMD_CHEAT },
|
|
{ "ICARUS", Svcmd_ICARUS_f, CMD_CHEAT },
|
|
|
|
{ "saberColor", Svcmd_SaberColor_f, CMD_CHEAT },
|
|
|
|
{ "setForceJump", Svcmd_ForceSetLevel_f<FP_LEVITATION>, CMD_CHEAT },
|
|
{ "setSaberThrow", Svcmd_ForceSetLevel_f<FP_SABERTHROW>, CMD_CHEAT },
|
|
{ "setForceHeal", Svcmd_ForceSetLevel_f<FP_HEAL>, CMD_CHEAT },
|
|
{ "setForcePush", Svcmd_ForceSetLevel_f<FP_PUSH>, CMD_CHEAT },
|
|
{ "setForcePull", Svcmd_ForceSetLevel_f<FP_PULL>, CMD_CHEAT },
|
|
{ "setForceSpeed", Svcmd_ForceSetLevel_f<FP_SPEED>, CMD_CHEAT },
|
|
{ "setForceGrip", Svcmd_ForceSetLevel_f<FP_GRIP>, CMD_CHEAT },
|
|
{ "setForceLightning", Svcmd_ForceSetLevel_f<FP_LIGHTNING>, CMD_CHEAT },
|
|
{ "setMindTrick", Svcmd_ForceSetLevel_f<FP_TELEPATHY>, CMD_CHEAT },
|
|
{ "setSaberDefense", Svcmd_ForceSetLevel_f<FP_SABER_DEFENSE>, CMD_NONE },
|
|
{ "setSaberOffense", Svcmd_ForceSetLevel_f<FP_SABER_OFFENSE>, CMD_NONE },
|
|
{ "setSaberLevel", Svcmd_SaberSetLevel_f, CMD_NONE },
|
|
{ "setForceAll", Svcmd_SetForceAll_f, CMD_CHEAT },
|
|
{ "setSaberAll", Svcmd_SetSaberAll_f, CMD_CHEAT },
|
|
|
|
{ "saberAttackCycle", Svcmd_SaberAttackCycle_f, CMD_NONE },
|
|
|
|
{ "runscript", Svcmd_RunScript_f, CMD_CHEAT },
|
|
|
|
{ "playerTeam", Svcmd_PlayerTeam_f, CMD_CHEAT },
|
|
|
|
{ "control", Svcmd_Control_f, CMD_CHEAT },
|
|
|
|
{ "exitview", Svcmd_ExitView_f, CMD_NONE },
|
|
|
|
{ "secrets", Svcmd_Secrets_f, CMD_NONE },
|
|
{ "difficulty", Svcmd_Difficulty_f, CMD_NONE },
|
|
|
|
//{ "say", Svcmd_Say_f, qtrue },
|
|
//{ "toggleallowvote", Svcmd_ToggleAllowVote_f, qfalse },
|
|
//{ "toggleuserinfovalidation", Svcmd_ToggleUserinfoValidation_f, qfalse },
|
|
};
|
|
static const size_t numsvcmds = ARRAY_LEN( svcmds );
|
|
|
|
/*
|
|
=================
|
|
ConsoleCommand
|
|
=================
|
|
*/
|
|
qboolean ConsoleCommand( void ) {
|
|
const char *cmd = gi.argv(0);
|
|
const svcmd_t *command = (const svcmd_t *)Q_LinearSearch( cmd, svcmds, numsvcmds, sizeof( svcmds[0] ), svcmdcmp );
|
|
|
|
if ( !command )
|
|
return qfalse;
|
|
|
|
if ( (command->flags & CMD_CHEAT)
|
|
&& !g_cheats->integer )
|
|
{
|
|
gi.Printf( "Cheats are not enabled on this server.\n" );
|
|
return qtrue;
|
|
}
|
|
else if ( (command->flags & CMD_ALIVE)
|
|
&& (g_entities[0].health <= 0) )
|
|
{
|
|
gi.Printf( "You must be alive to use this command.\n" );
|
|
return qtrue;
|
|
}
|
|
else
|
|
command->func();
|
|
return qtrue;
|
|
}
|
|
|