Beispiel #1
0
/*
=================
ClientCommand
=================
*/
void ClientCommand( int clientNum ) {
	gentity_t *ent;
	char	*cmd;

	ent = g_entities + clientNum;
	if ( !ent->client ) {
		return;		// not fully in game yet
	}

	cmd = gi.argv(0);

	if (Q_stricmp (cmd, "spawn") == 0)
	{
		Cmd_Spawn( ent );
		return;
	}
	
	if (Q_stricmp (cmd, "give") == 0)
		Cmd_Give_f (ent);
	else if (Q_stricmp (cmd, "god") == 0)
		Cmd_God_f (ent);
	else if (Q_stricmp (cmd, "undying") == 0)
		Cmd_Undying_f (ent);
	else if (Q_stricmp (cmd, "notarget") == 0)
		Cmd_Notarget_f (ent);
	else if (Q_stricmp (cmd, "noclip") == 0)
	{
		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)
	{
		char *cmd2 = gi.argv(1);
		if ( cmd2 )
		{
			gi.SetConfigstring( CS_MUSIC, cmd2 );
		}
	}

}
Beispiel #2
0
/*
=================
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, "force_rage") == 0)
	{
		ent = G_GetSelfForPlayerCmd();
		ForceRage(ent);
	}
	else if (Q_stricmp (cmd, "force_protect") == 0)
	{
		ent = G_GetSelfForPlayerCmd();
		ForceProtect(ent);
	}
	else if (Q_stricmp (cmd, "force_absorb") == 0)
	{
		ent = G_GetSelfForPlayerCmd();
		ForceAbsorb(ent);
	}
	else if (Q_stricmp (cmd, "force_sight") == 0)
	{
		ent = G_GetSelfForPlayerCmd();
		ForceSeeing(ent);
	}
	else if (Q_stricmp (cmd, "addsaberstyle") == 0)
	{
		ent = G_GetSelfForPlayerCmd();
		if ( !ent || !ent->client )
		{//wtf?
			return;
		}
		if ( gi.argc() < 2 )
		{
			gi.SendServerCommand( ent-g_entities, va("print \"usage: addsaberstyle <saber style>\n\""));
			gi.SendServerCommand( ent-g_entities, va("print \"Valid styles: SS_FAST, SS_MEDIUM, SS_STRONG, SS_DESANN, SS_TAVION, SS_DUAL and SS_STAFF\n\""));
			return;
		}

		int addStyle = GetIDForString( SaberStyleTable, gi.argv(1) );
		if ( addStyle > SS_NONE && addStyle < SS_STAFF )
		{
			ent->client->ps.saberStylesKnown |= (1<<addStyle);
		}
	}
	else if (Q_stricmp (cmd, "setsaberstyle") == 0)
	{
		ent = G_GetSelfForPlayerCmd();
		if ( !ent || !ent->client )
		{//wtf?
			return;
		}
		if ( gi.argc() < 2 )
		{
			gi.SendServerCommand( ent-g_entities, va("print \"usage: setsaberstyle <saber style>\n\""));
			gi.SendServerCommand( ent-g_entities, va("print \"Valid styles: SS_FAST, SS_MEDIUM, SS_STRONG, SS_DESANN, SS_TAVION, SS_DUAL and SS_STAFF\n\""));
			return;
		}

		int setStyle = GetIDForString( SaberStyleTable, gi.argv(1) );
		if ( setStyle > SS_NONE && setStyle < SS_STAFF )
		{
			ent->client->ps.saberStylesKnown = (1<<setStyle);
			cg.saberAnimLevelPending = ent->client->ps.saberAnimLevel = setStyle;
		}
	}
	else if (Q_stricmp (cmd, "taunt") == 0)
	{
		ent = G_GetSelfForPlayerCmd();
//		G_Taunt( ent );
		G_SetTauntAnim( ent, TAUNT_TAUNT );
	}
	else if (Q_stricmp (cmd, "bow") == 0)
	{
		ent = G_GetSelfForPlayerCmd();
		G_SetTauntAnim( ent, TAUNT_BOW );
	}
	else if (Q_stricmp (cmd, "meditate") == 0)
	{
		ent = G_GetSelfForPlayerCmd();
		G_SetTauntAnim( ent, TAUNT_MEDITATE );
	}
	else if (Q_stricmp (cmd, "flourish") == 0)
	{
		ent = G_GetSelfForPlayerCmd();
		G_SetTauntAnim( ent, TAUNT_FLOURISH );
	}
	else if (Q_stricmp (cmd, "gloat") == 0)
	{
		ent = G_GetSelfForPlayerCmd();
		G_SetTauntAnim( ent, TAUNT_GLOAT );
	}
	/*
	else if (Q_stricmp (cmd, "drive") == 0)
	{
		if ( !CheatsOk( ent ) )
		{
			return;
		}
		if ( gi.argc() < 2 )
		{
			gi.SendServerCommand( ent-g_entities, va("print \"usage: drive <vehicle name>\n\""));
			gi.SendServerCommand( ent-g_entities, va("print \"Vehicles will be in vehicles.cfg, try using 'speeder' for now\n\""));
			return;
		}
		G_DriveVehicle( ent, NULL, gi.argv(1) );
	}
	*/
	else if (Q_stricmp (cmd, "NPCdrive") == 0)
	{
		if ( !CheatsOk( ent ) )
		{
			return;
		}
		if ( gi.argc() < 3 )
		{
			gi.SendServerCommand( ent-g_entities, va("print \"usage: drive <NPC_targetname> <vehicle name>\n\""));
			gi.SendServerCommand( ent-g_entities, va("print \"Vehicles will be in vehicles.cfg, try using 'speeder' for now\n\""));
			return;
		}
		gentity_t *found = G_Find( NULL, FOFS(targetname), gi.argv(1) );
		if ( found && found->health > 0 && found->client )
		{
			// TEMPORARY! BRING BACK LATER!!!
			//G_DriveVehicle( found, NULL, gi.argv(2) );
		}
	}
	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 if (Q_stricmp (cmd, "flushcam") == 0)
	{
		Cmd_FlushCamFile_f( ent );
	}
	else if ( Q_stricmp( cmd, "dropsaber" ) == 0 )
	{
		const char *cmd2 = gi.argv(1);
		int	saberNum = 2;//by default, drop both
		if ( cmd2 && cmd2[0] )
		{
			saberNum = atoi(cmd2);
		}
		if ( saberNum > 1 )
		{//drop both
			Cmd_SaberDrop_f( ent, 1 );
			Cmd_SaberDrop_f( ent, 0 );
		}
		else
		{//drop either left or right
			Cmd_SaberDrop_f( ent, saberNum );
		}
	}
}