mirror of
https://github.com/UberGames/rpgxEF.git
synced 2024-11-14 17:01:21 +00:00
9cac290629
- Fixed all errors that occured due to using c++ compiler - changed c++ standart to c++17 - removed lua, added library instead - made all bg_* and q_* file into a shared item project
933 lines
25 KiB
C++
933 lines
25 KiB
C++
/*
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*
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* Copyright (C) 1999-2000 Id Software, Inc.
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*
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* cg_consolecmds.c -- text commands typed in at the local console, or
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* executed by a key binding
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*/
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#include "cg_local.h"
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#define emotesDEF
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static void CG_ObjectivesDown_f( void ) {
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cg.showObjectives = qtrue;
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}
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static void CG_ObjectivesUp_f( void )
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{
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cg.showObjectives = qfalse;
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}
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void CG_TargetCommand_f( void ) {
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int32_t targetNum;
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char test[4];
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targetNum = CG_CrosshairPlayer();
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if (!targetNum ) {
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return;
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}
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trap_Argv( 1, test, 4 );
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trap_SendConsoleCommand( va( "gc %i %i", targetNum, atoi( test ) ) );
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}
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/*
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=================
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CG_SizeUp_f
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Keybinding command
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=================
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*/
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static void CG_SizeUp_f (void) {
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trap_Cvar_Set("cg_viewsize", va("%i",(int32_t)(cg_viewsize.integer+10)));
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}
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/*
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=================
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CG_SizeDown_f
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Keybinding command
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=================
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*/
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static void CG_SizeDown_f (void) {
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trap_Cvar_Set("cg_viewsize", va("%i",(int32_t)(cg_viewsize.integer-10)));
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}
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/*
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=============
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CG_Viewpos_f
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Debugging command to print the current view position
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=============
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*/
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static void CG_Viewpos_f (void) {
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CG_Printf ("%s (%i %i %i) : %i\n", cgs.mapname, (int32_t)cg.refdef.vieworg[0],
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(int32_t)cg.refdef.vieworg[1], (int32_t)cg.refdef.vieworg[2],
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(int32_t)cg.refdefViewAngles[YAW]);
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}
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/*
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=============
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CG_ClientPos_f
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Debugging command to print the current client position
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=============
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*/
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static void CG_ClientPos_f ( void )
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{
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CG_Printf( "OUTPUT: %s | ORIGIN( %f %f %f ) | ANGLES( %f %f %f )\n", cgs.mapname,
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cg.snap->ps.origin[0],
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cg.snap->ps.origin[1],
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cg.snap->ps.origin[2],
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cg.snap->ps.viewangles[0],
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cg.snap->ps.viewangles[1],
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cg.snap->ps.viewangles[2] );
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}
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static void CG_ScoresDown_f( void ) {
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if ( cg.scoresRequestTime + 2000 < cg.time ) {
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/* the scores are more than two seconds out of data,
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so request new ones */
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cg.scoresRequestTime = cg.time;
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trap_SendClientCommand( "score" );
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/* leave the current scores up if they were already
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displayed, but if this is the first hit, clear them out */
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if ( !cg.showScores ) {
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cg.showScores = qtrue;
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cg.numScores = 0;
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}
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} else {
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/* show the cached contents even if they just pressed if it
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is within two seconds */
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cg.showScores = qtrue;
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}
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}
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static void CG_ScoresUp_f( void ) {
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cg.showScores = qfalse;
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cg.scoreFadeTime = cg.time;
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}
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static void CG_TellTarget_f( void ) {
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int32_t clientNum;
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char command[128];
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char message[128];
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clientNum = CG_CrosshairPlayer();
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if ( clientNum == -1 ) {
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return;
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}
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trap_Args( message, 128 );
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Com_sprintf( command, 128, "tell %i %s", clientNum, message );
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trap_SendClientCommand( command );
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}
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static void CG_TellAttacker_f( void ) {
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int32_t clientNum;
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char command[128];
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char message[128];
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clientNum = CG_LastAttacker();
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if ( clientNum == -1 ) {
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return;
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}
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trap_Args( message, 128 );
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Com_sprintf( command, 128, "tell %i %s", clientNum, message );
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trap_SendClientCommand( command );
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}
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void CG_Cough_cmd( void )
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{
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CG_Printf(" ,. \n"); CG_Printf(" ..:, :Xt. ,:. \n");
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CG_Printf(" ,=+t: .IRX= :++=. \n"); CG_Printf(" .=iVt:. :RYYI. .itt+ \n");
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CG_Printf(" .:tXI=;. tRtiV; ,IYY:. \n"); CG_Printf(" .+;ii=;. ,XVi+Vt. :tIi+ \n");
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CG_Printf(" .;ti;;:. +RI++IY, ,+tt=. \n"); CG_Printf(" ,++YY;. ,XXi+++X= ;IYI=. \n");
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CG_Printf(" ;ttY+;. .,=iVRI++++YX+;. ;VYt; \n"); CG_Printf(" .;ii+=, .;IXRRXVi++++iVRXVi:. ,=iii. \n");
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CG_Printf(" .==;ti, .;YRRVVXYii+++++IVIVRXt, ,+=tI= \n"); CG_Printf(" .iitY=, .tRRVXXVRV+++ii++YRXVIYXV; :tYti, \n");
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CG_Printf(" .+iii=,,IBVVXYiiXViiiiiiitVtIXViVR= ,+t+I: \n"); CG_Printf(" =+=I:.tBVXVt=;tRIiiiiiiiiXi:=YXiIX; :+=It; \n");
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CG_Printf(" .;;tYt:;RVVV+=:,YRiiiiiiiiiYI,.:IXiVY..+IYi= \n"); CG_Printf(" .ti=t+;tRIXi;, :XViiiiiiiiiIV: ,YViX=.:titt. \n");
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CG_Printf(" iY++I;YVYY=: +BIiiiiiiiiiiX= +XiVi;i++Vi, \n"); CG_Printf(" ,+YYYI:VYYY;. .YRiiiiiiiiiiiVt. ;RIYt:IIVVi: \n");
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CG_Printf(" ,+tYXi;YVIX; ;RVtiiiiIXXtiiVI, iRIVt,=XVit: \n"); CG_Printf(" .+iiti++XiXI. iBIiiiiYXIIXtiIV: :XXIV++;i+iI;.\n");
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CG_Printf(" ;Ii=ii:VYtRi,VRtiiiVVi=;IXitX=;VBYXI=i+;iV+;.\n"); CG_Printf(" ;tYtVt;;XYIRXBVttiVV+;:.:VYiXVRBVXY+;+IYVt+, \n");
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CG_Printf(" =iiItii,=XVIRRIttXV+=:..,tRtVBXVRI+=i:iIit+. \n"); CG_Printf(" :t==++I:.=YXYIIiYBXYIttIVRBYtVXXI+;;t+;;+Y=, \n");
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CG_Printf(" +I=;+Y= .:IRItYIVXRRRBBRXXVIRY+=;.:i=;iVi;. \n"); CG_Printf(" .+IYVV+: +BYXXVXXXXXXXXXVRVVi;:.:;tVYY+=: \n");
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CG_Printf(" .+ttii+ .IBXY++ittIIIti++tXXi, .++=tI+;: \n"); CG_Printf(" ;YYtIY;;VBI+;:,::;;;;;:,:IBt,::tItYV=. \n");
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CG_Printf(" =IYYI++ti+;, ....... :Xt;i=iYYI+;. \n"); CG_Printf(" .:+i++ii;;. .=i=+i=t+;;:. \n");
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CG_Printf(" ,tYIVI==:,.. ..,;=+iYIVt:.. \n"); CG_Printf(" ,itt+iIYYti;. ,;itYIIt:iIi=;. \n");
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CG_Printf(" .:;;:+tIIVIi:.;iYYIii+=:,;;:. \n"); CG_Printf(" . ,:=itIXi.tXYit=;::, . \n");
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CG_Printf(" .+tti=,,iIt+;. \n"); CG_Printf(" .:;;:. ,;;;:. \n");
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}
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/*
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=========================
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CG_RankList_cmd
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TiM: Scans the rank struct, and gets
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the names of all the ranks we can use ATM
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=========================
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*/
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void CG_RankList_cmd( void ) {
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int32_t i;
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/* Print Titles */
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CG_Printf( S_COLOR_CYAN "RPG-X: Available Ranks\n");
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CG_Printf( S_COLOR_GREEN "Console Name \t - \t Formal Name\n" );
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/* Loop thru each val and print them */
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for ( i = 0; i < MAX_RANKS; i++ ) {
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if ( cgs.ranksData[i].consoleName[0] )
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CG_Printf( "%s \t - \t %s\n", cgs.ranksData[i].consoleName, cgs.ranksData[i].formalName );
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else
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break;
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}
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}
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/*
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=========================
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CG_ClassList_cmd
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TiM: Scans the class struct, and gets
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the names of all the ranks we can use ATM
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=========================
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*/
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void CG_ClassList_cmd( void ) {
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int32_t i;
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/* Print Titles */
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CG_Printf( S_COLOR_CYAN "RPG-X: Available Classes\n");
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CG_Printf( S_COLOR_GREEN "Formal Name\n" );
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/* Loop thru each val and print them */
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for ( i = 0; i < MAX_CLASSES; i++ ) {
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if ( cgs.classData[i].formalName[0] )
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CG_Printf( "%s\n", cgs.classData[i].formalName );
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else
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break;
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}
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}
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/*
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=========================
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CG_BeamList_cmd
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TiM: Returns a list showing
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the index of each target_location
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ent so people know the data needed
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to beam to various locations.
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=========================
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*/
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void CG_BeamList_cmd( void ) {
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const char *locStr;
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int32_t i;
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/* Print Titles */
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CG_Printf( S_COLOR_CYAN "RPG-X Current Beam Locations\n" );
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CG_Printf( S_COLOR_GREEN "Location Name \t - \t Location Index\n" );
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/* Based off the string data that is transmitted to the CG on Init
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Get the name and index of each location */
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for ( i = 1; i < MAX_LOCATIONS; i++ ) {
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locStr = CG_ConfigString( CS_LOCATIONS + i );
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if ( locStr[0] ) {
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CG_Printf( "%s \t - \t%i\n", locStr, i );
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}
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locStr = NULL; /* reset just in case */
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}
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}
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/*
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=========================
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CG_Emote_f
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TiM: The first portion of the
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emote system. While JKA works
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by storing a copy of animations
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on the server (something we cannot
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replicate easily here without
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destroying user freedom futhur >.<), so it
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automatically knows the length of time
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each anim should run for, here, we'll
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hacikly override this by calculating the
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run length on the client as they have the data,
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and then transmitting it to the server.
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Hacky, I know.
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And if other players don't have the same model,
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it could potentially show animation glitches.
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Although not as bad as the alternative...
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=========================
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*/
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void CG_Emote_f( void ) {
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const char *argStr;
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emoteList_t *emote = NULL;
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int32_t i;
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animation_t *anims;
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int32_t animLength;
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qboolean emoteFound=qfalse;
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argStr = CG_Argv( 1 );
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if ( !argStr[0] ) {
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CG_Printf( S_COLOR_RED "ERROR: No emote specified.\n" );
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return;
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}
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/* TiM: Hack override for eyes shut, angry eyes and alert mode.
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No more data is needed */
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if ( !Q_stricmp( argStr, "eyes_shut" ) || !Q_stricmp( argStr, "eyes_frown" ) || !Q_stricmpn( argStr, "alert", 5 ) || !Q_stricmpn( argStr, "alert2", 6 ) )
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{
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trap_SendClientCommand( va( "doEmote %s", argStr ) );
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return;
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}
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if ( cg.predictedPlayerEntity.currentState.eFlags & EF_DEAD ) {
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CG_Printf( S_COLOR_RED "ERROR: Cannot play emotes when dead.\n" );
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return;
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}
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/* find out emote in the list
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value of numEmotes calced in bg_misc.c
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or if an int32_t was supplied as an arg, use that */
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for ( i = 0; i < bg_numEmotes; i++ )
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{
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emote = &bg_emoteList[i];
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if ( emote && !Q_stricmp( emote->name, argStr ) )
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{
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emoteFound = qtrue;
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break;
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}
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}
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if ( !emoteFound ) {
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CG_Printf( S_COLOR_RED "ERROR: Specified emote not found\n" );
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return;
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}
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anims = &cg_animsList[cgs.clientinfo[ cg.predictedPlayerState.clientNum ].animIndex].animations[ emote->enumName ];
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/* if anim num less than 0, then this is a stub anim */
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if ( !anims || anims->numFrames < 0 ) {
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CG_Printf( S_COLOR_RED "ERROR: Current character cannot perform that emote.\n" );
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return;
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}
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/* Anim length for lower model */
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if ( !( emote->animFlags & EMOTE_LOOP_UPPER ) && !( emote->animFlags & EMOTE_LOOP_LOWER ) ) {
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animLength = anims->numFrames * anims->frameLerp;
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}
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else {
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animLength = -1;
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}
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/* send the command to the server */
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trap_SendClientCommand( va( "doEmote %i %i", i, animLength ) );
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/* add this emote to the emotes recently played menu */
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{
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int32_t j;
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char* cvar;
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char buffer[256];
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qboolean foundSlot=qfalse;
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for ( j = 1; j <= NUM_CVAR_STORES; j++ ) {
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cvar = va( "ui_recentEmote%i", j );
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/* found a free slot */
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trap_Cvar_VariableStringBuffer( cvar, buffer, 256 );
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/* oh this emote's already here... no point adding it again */
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if ( atoi(buffer) == i ) {
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foundSlot = qtrue;
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break;
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}
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if ( atoi(buffer) == -1 ) {
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trap_Cvar_Set( cvar, va( "%i", i ) );
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foundSlot = qtrue;
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break;
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}
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}
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/* whup... no slot found. better push them all forward one */
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if ( !foundSlot ) {
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char* cvar2;
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for ( j = 2; j <= NUM_CVAR_STORES; j++ ) {
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cvar = va( "ui_recentEmote%i", j-1 );
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cvar2 = va( "ui_recentEmote%i", j );
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trap_Cvar_VariableStringBuffer( cvar2, buffer, 256 );
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trap_Cvar_Set( cvar, va( "%i", atoi(buffer) ) );
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if ( j == NUM_CVAR_STORES ) {
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cvar = va( "ui_recentEmote%i", NUM_CVAR_STORES );
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trap_Cvar_Set( cvar, va( "%i", i ) );
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}
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}
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}
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}
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}
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/*
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=========================
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CG_LocEdit_f
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=========================
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*/
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static fileHandle_t f;
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void CG_LocEdit_f(void) {
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char path[MAX_QPATH];
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char buffer[MAX_STRING_CHARS];
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const char *argptr;
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argptr = CG_Argv(1);
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if(!Q_stricmpn(argptr, "start", 5)) {
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Com_sprintf(path, sizeof(path), "%s", cgs.mapname);
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COM_StripExtension(path, path);
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Com_sprintf(path, sizeof(path), "%s.locations", path);
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trap_FS_FOpenFile(path, &f, FS_READ);
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if(f) {
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CG_Printf(S_COLOR_RED "locedit: %s.locations already exist! Skipping.\n", path);
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trap_FS_FCloseFile(f);
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return;
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}
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trap_FS_FOpenFile(path, &f, FS_APPEND);
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if(f) {
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if((argptr = CG_Argv(2)) != NULL) {
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int32_t i = atoi(argptr);
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if(i) {
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trap_FS_Write("LocationsList2\n", 15, f);
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} else {
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trap_FS_Write("LocationsList\n", 14, f);
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}
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trap_FS_Write("{\n", 2, f);
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CG_Printf(S_COLOR_YELLOW "locedit: file created...\n");
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CG_Printf(S_COLOR_YELLOW "locedit: writing file header...\n");
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} else {
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CG_Printf(S_COLOR_RED "locedit: insufficent number of arguments.\n");
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trap_FS_FCloseFile(f);
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return;
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}
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}
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} else if(!Q_stricmpn(argptr, "stop", 4)) {
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if(!f) {
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CG_Printf(S_COLOR_RED "locedit: no locations file loaded!\n");
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return;
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}
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trap_FS_Write("}", 1, f);
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CG_Printf(S_COLOR_YELLOW "locedit: writing file end...\n");
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trap_FS_FCloseFile(f);
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CG_Printf(S_COLOR_YELLOW "locedit: closed file.\n");
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} else if(!Q_stricmpn(argptr, "add", 3)) {
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if(!f) {
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CG_Printf(S_COLOR_RED "locedit: no locations file loaded!\n");
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return;
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}
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memset(buffer, 0, sizeof(buffer));
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Com_sprintf(buffer, sizeof(buffer), "\t{ %f, %f, %f } { 0, %f, 0 } ", floor(cg.snap->ps.origin[0]),
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floor(cg.snap->ps.origin[1]),
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floor(cg.snap->ps.origin[2]),
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floor(cg.snap->ps.viewangles[1] - 24.0f));
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argptr = CG_Argv(2);
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Com_sprintf(buffer, sizeof(buffer), "%s \"%s\"", buffer, argptr);
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argptr = CG_Argv(3);
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if(argptr) {
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Com_sprintf(buffer, sizeof(buffer), "%s \"%s\"", buffer, argptr);
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}
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Com_sprintf(buffer, sizeof(buffer), "%s;\n", buffer);
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trap_FS_Write(buffer, strlen(buffer), f);
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CG_Printf(S_COLOR_YELLOW "locedit - added location: %s\n", buffer);
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} else if(!Q_stricmpn(argptr, "nl", 2)) {
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if(!f) {
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CG_Printf(S_COLOR_RED "locedit: no locations file loaded!\n");
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return;
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}
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|
|
trap_FS_Write("\n", 1, f);
|
|
CG_Printf(S_COLOR_YELLOW "locedit: added an empty line.\n");
|
|
}
|
|
}
|
|
|
|
/*=================================================================================
|
|
Third Person Camera View Commands
|
|
TiM : These commands activate code in the thirdperson rendering code to let players
|
|
zoom around their characters smoothly.
|
|
==================================================================================*/
|
|
|
|
void CG_ThirdPersonForwardDown_f ( void ) {
|
|
if ( !cg.zoomedForward ) {
|
|
cg.zoomedForward = qtrue;
|
|
}
|
|
}
|
|
void CG_ThirdPersonForwardUp_f ( void ) {
|
|
if ( cg.zoomedForward ) {
|
|
cg.zoomedForward = qfalse;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void CG_ThirdPersonBackwardDown_f ( void ) {
|
|
if ( !cg.zoomedBackward ) {
|
|
cg.zoomedBackward = qtrue;
|
|
}
|
|
}
|
|
void CG_ThirdPersonBackwardUp_f ( void ) {
|
|
if ( cg.zoomedBackward ) {
|
|
cg.zoomedBackward = qfalse;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void CG_ThirdPersonLeftDown_f ( void ) {
|
|
if ( !cg.zoomedLeft ) {
|
|
cg.zoomedLeft = qtrue;
|
|
}
|
|
}
|
|
void CG_ThirdPersonLeftUp_f ( void ) {
|
|
if ( cg.zoomedLeft ) {
|
|
cg.zoomedLeft = qfalse;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void CG_ThirdPersonRightDown_f ( void ) {
|
|
if ( !cg.zoomedRight ) {
|
|
cg.zoomedRight = qtrue;
|
|
}
|
|
}
|
|
void CG_ThirdPersonRightUp_f ( void ) {
|
|
if ( cg.zoomedRight ) {
|
|
cg.zoomedRight = qfalse;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void CG_ThirdPersonUpDown_f ( void ) {
|
|
if ( !cg.zoomedUp ) {
|
|
cg.zoomedUp = qtrue;
|
|
}
|
|
}
|
|
void CG_ThirdPersonUpUp_f ( void ) {
|
|
if ( cg.zoomedUp ) {
|
|
cg.zoomedUp = qfalse;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void CG_ThirdPersonDownDown_f ( void ) {
|
|
if ( !cg.zoomedDown ) {
|
|
cg.zoomedDown = qtrue;
|
|
}
|
|
}
|
|
void CG_ThirdPersonDownUp_f ( void ) {
|
|
if ( cg.zoomedDown ) {
|
|
cg.zoomedDown = qfalse;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void CG_ThirdPersonAngleLeftDown_f ( void ) {
|
|
if ( !cg.zoomAngleLeft ) {
|
|
cg.zoomAngleLeft = qtrue;
|
|
}
|
|
}
|
|
void CG_ThirdPersonAngleLeftUp_f ( void ) {
|
|
if ( cg.zoomAngleLeft ) {
|
|
cg.zoomAngleLeft = qfalse;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void CG_ThirdPersonAngleRightDown_f ( void ) {
|
|
if ( !cg.zoomAngleRight ) {
|
|
cg.zoomAngleRight = qtrue;
|
|
}
|
|
}
|
|
void CG_ThirdPersonAngleRightUp_f ( void ) {
|
|
if ( cg.zoomAngleRight ) {
|
|
cg.zoomAngleRight = qfalse;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void CG_ThirdPersonPitchDownDown_f ( void ) {
|
|
if ( !cg.zoomPitchDown ) {
|
|
cg.zoomPitchDown = qtrue;
|
|
}
|
|
}
|
|
void CG_ThirdPersonPitchDownUp_f ( void ) {
|
|
if ( cg.zoomPitchDown ) {
|
|
cg.zoomPitchDown = qfalse;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void CG_ThirdPersonPitchUpDown_f ( void ) {
|
|
if ( !cg.zoomPitchUp ) {
|
|
cg.zoomPitchUp = qtrue;
|
|
}
|
|
}
|
|
void CG_ThirdPersonPitchUpUp_f ( void ) {
|
|
if ( cg.zoomPitchUp ) {
|
|
cg.zoomPitchUp = qfalse;
|
|
}
|
|
}
|
|
|
|
|
|
/*------------------------------------------------------------------------------*/
|
|
|
|
const char* cVars[] = { "cg_thirdPersonRange", "cg_thirdPersonAngle",
|
|
"cg_thirdPersonVertOffset", "cg_thirdPersonHorzOffset",
|
|
"cg_thirdPersonPitchOffset" };
|
|
|
|
vmCvar_t* TPSVars[] = { &cg_thirdPersonRange, &cg_thirdPersonAngle,
|
|
&cg_thirdPersonVertOffset, &cg_thirdPersonHorzOffset,
|
|
&cg_thirdPersonPitchOffset };
|
|
|
|
/* Set the third person values back to their hard-coded CVAR counter parts
|
|
Ie revert any temporary changes. */
|
|
void CG_ThirdPersonRevert_f ( void ) {
|
|
|
|
int32_t i;
|
|
char value[MAX_TOKEN_CHARS];
|
|
|
|
for (i = 0; i < 5; i++ ){
|
|
trap_Cvar_VariableStringBuffer ( cVars[i], value, sizeof( value ) );
|
|
TPSVars[i]->value = atof( value );
|
|
}
|
|
}
|
|
|
|
/*
|
|
* TiM : If the default values for these CVARs are changed in cg_main.c, update them here.
|
|
* I would consider linking directly to the values, but with scope, and then locating them in the
|
|
* struct array, this is way faster.
|
|
* Resets the values to the game's defaults. Useful if you screwed up the view big time.
|
|
*/
|
|
void CG_ThirdPersonReset_f ( void ) {
|
|
int32_t defValues[] = { 80, 0, 16, 0, 0 };
|
|
int32_t i;
|
|
|
|
for (i = 0; i < 5; i++ ) {
|
|
TPSVars[i]->value = defValues[i];
|
|
trap_Cvar_Set( cVars[i], va( "%i", defValues[i] ) );
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Takes the current values from all of the thirdperson pointer variables, and sets the
|
|
* hard coded CVARs to the same value, effectively making them permanent
|
|
*/
|
|
void CG_ThirdPersonCommit_f ( void ) {
|
|
int32_t i;
|
|
|
|
for (i = 0; i < 5; i++ ) {
|
|
trap_Cvar_Set( cVars[i], va("%f", TPSVars[i]->value ) );
|
|
}
|
|
CG_Printf( "Current Third Person CVAR values committed.\n" );
|
|
//since no screen changes occur. Let the user know something happened.
|
|
}
|
|
|
|
/* Toggles between first and third person */
|
|
void CG_ToggleThirdPerson_f ( void ) {
|
|
int32_t value;
|
|
|
|
value = !( cg_thirdPerson.integer > 0 ); /* This is cool. It'll toggle the value each call. */
|
|
|
|
trap_Cvar_Set( "cg_thirdPerson", va( "%i", value ) );
|
|
}
|
|
|
|
void CG_SqlMenu_f(void) {
|
|
trap_SendConsoleCommand("ui_sqlmenu");
|
|
}
|
|
|
|
/*================================================================================*/
|
|
|
|
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 },
|
|
{ "viewpos", CG_Viewpos_f },
|
|
{ "+info", CG_ScoresDown_f },
|
|
{ "-info", CG_ScoresUp_f },
|
|
{ "+zoom", CG_ZoomDown_f },
|
|
{ "-zoom", CG_ZoomUp_f },
|
|
|
|
/* TiM : Modelview code */
|
|
{ "+thirdPersonForward", CG_ThirdPersonForwardDown_f }, /* moving the camera forward */
|
|
{ "-thirdPersonForward", CG_ThirdPersonForwardUp_f },
|
|
{ "+thirdPersonBackward", CG_ThirdPersonBackwardDown_f }, /* moving the camera backward */
|
|
{ "-thirdPersonBackward", CG_ThirdPersonBackwardUp_f },
|
|
{ "+thirdPersonLeft", CG_ThirdPersonLeftDown_f }, /* moving the camera left */
|
|
{ "-thirdPersonLeft", CG_ThirdPersonLeftUp_f },
|
|
{ "+thirdPersonRight", CG_ThirdPersonRightDown_f }, /* moving the camera right */
|
|
{ "-thirdPersonRight", CG_ThirdPersonRightUp_f },
|
|
{ "+thirdPersonUp", CG_ThirdPersonUpDown_f }, /* moving the camera up */
|
|
{ "-thirdPersonUp", CG_ThirdPersonUpUp_f },
|
|
{ "+thirdPersonDown", CG_ThirdPersonDownDown_f }, /* moving the camera down */
|
|
{ "-thirdPersonDown", CG_ThirdPersonDownUp_f },
|
|
{ "+thirdPersonAngleLeft", CG_ThirdPersonAngleLeftDown_f }, /* rotating the camera left */
|
|
{ "-thirdPersonAngleLeft", CG_ThirdPersonAngleLeftUp_f },
|
|
{ "+thirdPersonAngleRight", CG_ThirdPersonAngleRightDown_f }, /* rotating the camera right */
|
|
{ "-thirdPersonAngleRight", CG_ThirdPersonAngleRightUp_f },
|
|
{ "+thirdPersonPitchDown", CG_ThirdPersonPitchDownDown_f }, /* pitching the camera down */
|
|
{ "-thirdPersonPitchDown", CG_ThirdPersonPitchDownUp_f },
|
|
{ "+thirdPersonPitchUp", CG_ThirdPersonPitchUpDown_f }, /* pitching the camera up */
|
|
{ "-thirdPersonPitchUp", CG_ThirdPersonPitchUpUp_f },
|
|
{ "thirdPersonRevert", CG_ThirdPersonRevert_f }, /* revert current view to previous settings */
|
|
{ "thirdPersonReset", CG_ThirdPersonReset_f }, /* reset values to CVAR defaults */
|
|
{ "thirdPersonCommit", CG_ThirdPersonCommit_f }, /* set CVARs to current settings */
|
|
{ "thirdPerson", CG_ToggleThirdPerson_f }, /* Toggle the 3rd persn CVAR */
|
|
/* TiM */
|
|
|
|
{ "clientPos", CG_ClientPos_f },
|
|
{ "sizeup", CG_SizeUp_f },
|
|
{ "sizedown", CG_SizeDown_f },
|
|
{ "weapnext", CG_NextWeapon_f },
|
|
{ "weapprev", CG_PrevWeapon_f },
|
|
{ "weapon", CG_Weapon_f },
|
|
{ "tell_target", CG_TellTarget_f },
|
|
{ "tell_attacker", CG_TellAttacker_f },
|
|
{ "tcmd", CG_TargetCommand_f },
|
|
{ "loaddefered", CG_LoadDeferredPlayers }, /* spelled wrong, but not changing for demo... */
|
|
{ "+analysis", CG_ObjectivesDown_f },
|
|
{ "-analysis", CG_ObjectivesUp_f },
|
|
{ "iloverpg-x", CG_Cough_cmd },
|
|
{ "rankList", CG_RankList_cmd },
|
|
{ "locationList", CG_BeamList_cmd },
|
|
{ "classList", CG_ClassList_cmd },
|
|
{ "emote", CG_Emote_f },
|
|
{ "locedit", CG_LocEdit_f },
|
|
{ "sqlmenu", CG_SqlMenu_f },
|
|
};
|
|
|
|
|
|
/*
|
|
=================
|
|
CG_ConsoleCommand
|
|
|
|
The string has been tokenized and can be retrieved with
|
|
Cmd_Argc() / Cmd_Argv()
|
|
=================
|
|
*/
|
|
qboolean CG_ConsoleCommand( void ) {
|
|
const char *cmd;
|
|
int32_t 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 ) {
|
|
int32_t i;
|
|
|
|
for ( i = 0 ; i < sizeof( commands ) / sizeof( commands[0] ) ; i++ ) {
|
|
trap_AddCommand( commands[i].cmd );
|
|
}
|
|
|
|
/*
|
|
* the game server will interpret these commands, which will be automatically
|
|
* forwarded to the server after they are not recognized locally
|
|
*
|
|
* TiM: This trap command also adds the commands to the 'tab list' that users can
|
|
* use thru the console, so adding any and all game side commands (that we want the users to know about/access of course lol ;P )
|
|
* would be a good idea too. :)
|
|
*/
|
|
trap_AddCommand ("kill");
|
|
trap_AddCommand ("say");
|
|
trap_AddCommand ("say_team");
|
|
/* START MOD */
|
|
trap_AddCommand ("say_class");
|
|
trap_AddCommand ("forceName");
|
|
trap_AddCommand ("forceKill");
|
|
trap_AddCommand ("forceKillRadius");
|
|
trap_AddCommand ("forceClass");
|
|
trap_AddCommand ("kickTarget");
|
|
/* END MOD */
|
|
trap_AddCommand ("give");
|
|
trap_AddCommand ("god");
|
|
trap_AddCommand ("notarget");
|
|
trap_AddCommand ("noclip");
|
|
trap_AddCommand ("team");
|
|
trap_AddCommand ("class");
|
|
trap_AddCommand ("follow");
|
|
trap_AddCommand ("levelshot");
|
|
trap_AddCommand ("addbot");
|
|
trap_AddCommand ("setviewpos");
|
|
trap_AddCommand ("vote");
|
|
trap_AddCommand ("callvote");
|
|
trap_AddCommand ("loaddeferred"); /* spelled wrong, but not changing for demo */
|
|
|
|
/*TiM - uh START MOD AGAIN */
|
|
trap_AddCommand("laser");
|
|
trap_AddCommand("flashlight");
|
|
trap_AddCommand("cloak");
|
|
trap_AddCommand("flight");
|
|
trap_AddCommand("EVASuit");
|
|
trap_AddCommand("forceName");
|
|
trap_AddCommand("forceKill");
|
|
trap_AddCommand("forceKillRadius");
|
|
trap_AddCommand("shake");
|
|
trap_AddCommand("drag");
|
|
trap_AddCommand("undrag");
|
|
trap_AddCommand("flushTripmines"); /* disarm_tripmines */
|
|
trap_AddCommand("rank");
|
|
trap_AddCommand("forceRank");
|
|
trap_AddCommand("forceModel");
|
|
trap_AddCommand("forcePlayer");
|
|
trap_AddCommand("adminLogin");
|
|
trap_AddCommand("adminList");
|
|
trap_AddCommand("revive");
|
|
trap_AddCommand("n00b");
|
|
trap_AddCommand("msg");
|
|
trap_AddCommand("playMusic");
|
|
trap_AddCommand("stopMusic");
|
|
trap_AddCommand("playSound");
|
|
trap_AddCommand("fxGun");
|
|
trap_AddCommand("flushFX");
|
|
trap_AddCommand("clampInfo");
|
|
trap_AddCommand("spawnChar");
|
|
trap_AddCommand("flushChars");
|
|
trap_AddCommand("flushEmote");
|
|
trap_AddCommand("beamToPlayer");
|
|
trap_AddCommand("beamToLocation");
|
|
|
|
trap_AddCommand("kick2");
|
|
trap_AddCommand("botlist");
|
|
trap_AddCommand("addip");
|
|
trap_AddCommand("removeip");
|
|
trap_AddCommand("listip");
|
|
trap_AddCommand("game_memory");
|
|
trap_AddCommand("entitylist");
|
|
trap_AddCommand("useEnt" );
|
|
|
|
trap_AddCommand("banUser");
|
|
trap_AddCommand("findID");
|
|
trap_AddCommand("removeID");
|
|
|
|
trap_AddCommand("me");
|
|
trap_AddCommand("meLocal");
|
|
|
|
trap_AddCommand("mapsList");
|
|
|
|
/*
|
|
* END MOD AGAIN
|
|
* TiM - May I just say. WOAH! THAT'S A LOT!! O_O!
|
|
*/
|
|
|
|
/*
|
|
* START MOD AGAIN - xD
|
|
* by Marcin - 04/12/2008
|
|
*/
|
|
trap_AddCommand("drop");
|
|
trap_AddCommand("flushDropped");
|
|
/* END MOD */
|
|
|
|
/*
|
|
* START MOD ANOTHER TIME xD
|
|
* GSIO01 | 08/05/2009
|
|
*/
|
|
trap_AddCommand("lock");
|
|
trap_AddCommand("ffColor");
|
|
trap_AddCommand("remodulate");
|
|
trap_AddCommand("unlockAll");
|
|
trap_AddCommand("lockAll");
|
|
trap_AddCommand("changeFreq");
|
|
trap_AddCommand("alert");
|
|
trap_AddCommand("msg2");
|
|
trap_AddCommand("forcevote");
|
|
trap_AddCommand("listSPs");
|
|
trap_AddCommand("getEntInfo");
|
|
trap_AddCommand("getOrigin");
|
|
trap_AddCommand("getEntByTargetname");
|
|
trap_AddCommand("getEntByTarget");
|
|
trap_AddCommand("getEntByBmodel");
|
|
trap_AddCommand("setOrigin");
|
|
trap_AddCommand("getBrushEntCount");
|
|
trap_AddCommand("findEntitiesInRadius");
|
|
trap_AddCommand("spawnTEnt");
|
|
trap_AddCommand("flushTEnts");
|
|
|
|
/* temp */
|
|
trap_AddCommand("ui_holodeck");
|
|
|
|
/* sql */
|
|
/* TODO some might be removed */
|
|
trap_AddCommand("userlogin");
|
|
trap_AddCommand("userAdd");
|
|
trap_AddCommand("sql_setup");
|
|
trap_AddCommand("userMod");
|
|
trap_AddCommand("userDel");
|
|
|
|
/* lua */
|
|
#ifdef CG_LUA
|
|
trap_AddCommand("lua_status");
|
|
#endif
|
|
|
|
/* cinematic cam test */
|
|
trap_AddCommand("camtest");
|
|
trap_AddCommand("camtestend");
|
|
|
|
trap_AddCommand("safezonelist");
|
|
trap_AddCommand("selfdestruct");
|
|
trap_AddCommand("shipdamage");
|
|
trap_AddCommand("shiphealth");
|
|
trap_AddCommand("reloadtorpedos");
|
|
trap_AddCommand("torpedolist");
|
|
|
|
/* precacheFile */
|
|
trap_AddCommand("generatePrecacheFile");
|
|
|
|
/* test new logger on game side */
|
|
trap_AddCommand("testlogger");
|
|
|
|
trap_AddCommand("scrip_call");
|
|
}
|
|
|