Ejemplo n.º 1
0
/*
=================
CG_InitConsoleCommands

Let the client system know about all of our commands
so it can perform tab completion
=================
*/
void CG_InitConsoleCommands( void ) {
	int		i;

	for ( i = 0 ; i < numCommands ; 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
	//
	for( i = 0; i < numgcmds; i++ )
		trap_AddCommand( gcmds[i] );
}
Ejemplo n.º 2
0
void G_RegisterCommands( void )
{
	int i;

	for( i = 0; i < numSvCmds; i++ )
	{
		if( svcmds[ i ].dedicated && !g_dedicated.integer )
			continue;
		trap_AddCommand( svcmds[ i ].cmd );
	}
}
Ejemplo n.º 3
0
void G_RegisterCommands( void )
{
  int i;

  for( i = 0; i < sizeof( svcmds ) / sizeof( svcmds[ 0 ] ); i++ )
  {
    if( svcmds[ i ].dedicated && !g_dedicated.integer )
      continue;
    trap_AddCommand( svcmds[ i ].cmd );
  }

  G_admin_register_cmds( );
}
Ejemplo n.º 4
0
static void CG_GameCmds_f( void )
{
  int i;
  int c = trap_Argc( );

  /*
  There is no corresponding trap_RemoveCommand because a server could send
  something like
    cmds quit
  which would result in trap_RemoveCommand( "quit" ), which would be really bad
  */
  for( i = 1; i < c; i++ )
    trap_AddCommand( CG_Argv( i ) );
}
Ejemplo n.º 5
0
void G_RegisterCommands()
{
    for ( unsigned i = 0; i < ARRAY_LEN( svcmds ); i++ )
    {
        if ( svcmds[ i ].conflicts && level.inClient )
        {
            continue;
        }

        trap_AddCommand( svcmds[ i ].cmd );
    }

    G_admin_register_cmds();
}
Ejemplo n.º 6
0
void G_RegisterCommands( void )
{
	int i;

	for ( i = 0; i < ARRAY_LEN( svcmds ); i++ )
	{
		if ( svcmds[ i ].dedicated && !g_dedicated.integer )
		{
			continue;
		}

		trap_AddCommand( svcmds[ i ].cmd );
	}

	G_admin_register_cmds();
}
Ejemplo n.º 7
0
/*
=================
CG_InitConsoleCommands

Let the client system know about all of our commands
so it can perform tab completion
=================
*/
void CG_InitConsoleCommands( void )
{
	unsigned i;

	for ( i = 0; i < ARRAY_LEN( commands ); i++ )
	{
		//Check that the commands are in increasing order so that it can be used by bsearch
		if ( i != 0 && strcmp(commands[i-1].cmd, commands[i].cmd) > 0 )
		{
			CG_Printf( "CGame command list is in the wrong order for %s and %s\n", commands[i - 1].cmd, commands[i].cmd );
		}
		trap_AddCommand( commands[ i ].cmd );
	}

	trap_RegisterButtonCommands(
	    // 0      12       3     45      6        78       9ABCDEF      <- bit nos.
	      "attack,,useitem,taunt,,sprint,activate,,attack2,,,,,,rally"
	    );
}
Ejemplo n.º 8
0
/*
=================
CG_InitConsoleCommands

Let the client system know about all of our commands
so it can perform tab completion
=================
*/
void CG_InitConsoleCommands()
{
	static bool initialized = false;

	if (initialized) {
		return;
	}
	initialized = true;

	for ( unsigned i = 0; i < ARRAY_LEN( commands ); i++ )
	{
		//Check that the commands are in increasing order so that it can be used by bsearch
		if ( i != 0 && Q_stricmp(commands[i-1].cmd, commands[i].cmd) > 0 )
		{
			Log::Warn( "CGame command list is in the wrong order for %s and %s", commands[i - 1].cmd, commands[i].cmd );
		}
		trap_AddCommand( commands[ i ].cmd );
	}

	trap_RegisterButtonCommands(
	    // 0      12       3     45      6        78       9ABCDEF      <- bit nos.
	      "attack,,useitem,taunt,,sprint,activate,,attack2,,,,,,rally"
	    );
}
Ejemplo n.º 9
0
/*
=================
CG_InitConsoleCommands

Let the client system know about all of our commands
so it can perform tab completion
=================
*/
void CG_InitConsoleCommands( void ) {
	int		i;

	for ( i = 0 ; i < sizeof( commands ) / sizeof( commands[0] ) ; i++ ) {
		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
	//
	trap_AddCommand ("forcechanged");
	trap_AddCommand ("sv_invnext");
	trap_AddCommand ("sv_invprev");
	trap_AddCommand ("sv_forcenext");
	trap_AddCommand ("sv_forceprev");
	trap_AddCommand ("sv_saberswitch");
	trap_AddCommand ("engage_duel");
	trap_AddCommand ("force_manipulate");
	trap_AddCommand ("force_heal");
	trap_AddCommand ("force_speed");
	trap_AddCommand ("force_throw");
	trap_AddCommand ("force_pull");
	trap_AddCommand ("force_distract");
	trap_AddCommand ("force_rage");
	trap_AddCommand ("force_protect");
	trap_AddCommand ("force_absorb");
	trap_AddCommand ("force_healother");
	trap_AddCommand ("force_lift");
	trap_AddCommand ("force_seeing");
	trap_AddCommand ("use_seeker");
	trap_AddCommand ("use_field");
	trap_AddCommand ("use_bacta");
	trap_AddCommand ("use_electrobinoculars");
	trap_AddCommand ("zoom");
	trap_AddCommand ("use_sentry");
	trap_AddCommand ("bot_order");
	trap_AddCommand ("saberAttackCycle");
	trap_AddCommand ("kill");
	trap_AddCommand ("say");
	trap_AddCommand ("say_team");
	trap_AddCommand ("tell");
	trap_AddCommand ("give");
	trap_AddCommand ("god");
	trap_AddCommand ("notarget");
	trap_AddCommand ("noclip");
	trap_AddCommand ("team");
	trap_AddCommand ("follow");
	trap_AddCommand ("levelshot");
	trap_AddCommand ("addbot");
	trap_AddCommand ("setviewpos");
	trap_AddCommand ("callvote");
	trap_AddCommand ("vote");
	trap_AddCommand ("callteamvote");
	trap_AddCommand ("teamvote");
	trap_AddCommand ("stats");
	trap_AddCommand ("teamtask");
	trap_AddCommand ("loaddefered");	// spelled wrong, but not changing for demo
	//[MELEE]
	trap_AddCommand ("togglesaber");
	//[/MELEE]
	trap_AddCommand("reload");//[Reload/]
	trap_AddCommand ("lui");
	trap_AddCommand ("lui_login");
	trap_AddCommand ("lui_logout");
	trap_AddCommand("charui");
}
Ejemplo n.º 10
0
/*
 * Let the client system know about all of our commands
 * so it can perform tab completion
 */
void
CG_InitConsoleCommands(void)
{
	uint i;

	for(i = 0; i < ARRAY_LEN(commands); 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
	 */
	trap_AddCommand("kill");
	trap_AddCommand("say");
	trap_AddCommand("say_team");
	trap_AddCommand("tell");
	trap_AddCommand("vsay");
	trap_AddCommand("vsay_team");
	trap_AddCommand("vtell");
	trap_AddCommand("vtaunt");
	trap_AddCommand("vosay");
	trap_AddCommand("vosay_team");
	trap_AddCommand("votell");
	trap_AddCommand("give");
	trap_AddCommand("god");
	trap_AddCommand("notarget");
	trap_AddCommand("noclip");
	trap_AddCommand("team");
	trap_AddCommand("follow");
	trap_AddCommand("follownext");
	trap_AddCommand("followprev");
	trap_AddCommand("levelshot");
	trap_AddCommand("addbot");
	trap_AddCommand("setviewpos");
	trap_AddCommand("callvote");
	trap_AddCommand("vote");
	trap_AddCommand("callteamvote");
	trap_AddCommand("teamvote");
	trap_AddCommand("stats");
	trap_AddCommand("teamtask");
	trap_AddCommand("loaddeferred");
	trap_AddCommand("where");

}
Ejemplo n.º 11
0
/*
=================
CG_InitConsoleCommands

Let the client system know about all of our commands
so it can perform tab completion
=================
*/
void CG_InitConsoleCommands( void )
{
  int   i;

  for( i = 0 ; i < sizeof( commands ) / sizeof( commands[ 0 ] ) ; i++ )
    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
  //
  trap_AddCommand( "kill" );
  trap_AddCommand( "ui_messagemode" );
  trap_AddCommand( "ui_messagemode2" );
  trap_AddCommand( "ui_messagemode3" );
  trap_AddCommand( "ui_messagemode4" );
  trap_AddCommand( "say" );
  trap_AddCommand( "say_team" );
  trap_AddCommand( "vsay" );
  trap_AddCommand( "vsay_team" );
  trap_AddCommand( "vsay_local" );
  trap_AddCommand( "m" );
  trap_AddCommand( "mt" );
  trap_AddCommand( "give" );
  trap_AddCommand( "god" );
  trap_AddCommand( "notarget" );
  trap_AddCommand( "noclip" );
  trap_AddCommand( "team" );
  trap_AddCommand( "follow" );
  trap_AddCommand( "levelshot" );
  trap_AddCommand( "setviewpos" );
  trap_AddCommand( "callvote" );
  trap_AddCommand( "vote" );
  trap_AddCommand( "callteamvote" );
  trap_AddCommand( "teamvote" );
  trap_AddCommand( "class" );
  trap_AddCommand( "build" );
  trap_AddCommand( "reload" );
  trap_AddCommand( "itemact" );
  trap_AddCommand( "itemdeact" );
  trap_AddCommand( "itemtoggle" );
  trap_AddCommand( "destroy" );
  trap_AddCommand( "deconstruct" );
  trap_AddCommand( "ignore" );
  trap_AddCommand( "unignore" );
}
Ejemplo n.º 12
0
/*
=================
CG_InitConsoleCommands

Let the client system know about all of our commands
so it can perform tab completion
=================
*/
void CG_InitConsoleCommands( void )
{
	int i;

	for ( i = 0; i < ARRAY_LEN( commands ); 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
	//
	trap_AddCommand( "kill" );
	trap_AddCommand( "ui_messagemode" );
	trap_AddCommand( "ui_messagemode2" );
	trap_AddCommand( "ui_messagemode3" );
	trap_AddCommand( "ui_messagemode4" );
	trap_AddCommand( "say" );
	trap_AddCommand( "say_team" );
	trap_AddCommand( "god" );
	trap_AddCommand( "notarget" );
	trap_AddCommand( "noclip" );
	trap_AddCommand( "team" );
	trap_AddCommand( "setviewpos" );
	trap_AddCommand( "vote" );
	trap_AddCommand( "teamvote" );
	trap_AddCommand( "reload" );
	trap_AddCommand( "destroy" );
	trap_AddCommand( "deconstruct" );

	trap_RegisterButtonCommands(
	    // 0      12       3     45      6        78       9ABCDEF      <- bit nos.
	      "attack,,useitem,taunt,,sprint,activate,,attack2,,,,,,,dodge"
	    );
}
/*
=================
CG_InitConsoleCommands

Let the client system know about all of our commands
so it can perform tab completion
=================
*/
void CG_InitConsoleCommands( void ) {
    int		i;

    for ( i = 0 ; i < ARRAY_LEN( commands ) ; 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
    //
    trap_AddCommand ("kill");
    trap_AddCommand ("say");
    trap_AddCommand ("say_team");
    trap_AddCommand ("tell");
    trap_AddCommand ("vsay");
    trap_AddCommand ("vsay_team");
    trap_AddCommand ("vtell");
    trap_AddCommand ("vtaunt");
    trap_AddCommand ("vosay");
    trap_AddCommand ("vosay_team");
    trap_AddCommand ("votell");
    trap_AddCommand ("give");
    trap_AddCommand ("god");
    trap_AddCommand ("notarget");
    trap_AddCommand ("noclip");
    trap_AddCommand ("team");
    trap_AddCommand ("follow");
    trap_AddCommand ("levelshot");
    trap_AddCommand ("addbot");
    trap_AddCommand ("setviewpos");
    trap_AddCommand ("callvote");
    trap_AddCommand ("cv");
    trap_AddCommand ("vote");
    trap_AddCommand ("callteamvote");
    trap_AddCommand ("teamvote");
    trap_AddCommand ("stats");
    trap_AddCommand ("teamtask");
    trap_AddCommand ("loaddefered");	// spelled wrong, but not changing for demo
    trap_AddCommand("rechooselogo");
    trap_AddCommand("ready");
    trap_AddCommand("TeamReady");
    trap_AddCommand("dropCartridge");
    trap_AddCommand("dropTeamItem");
    trap_AddCommand("help");
    trap_AddCommand("spraydump");
}
Ejemplo n.º 14
0
/*
=================
CG_InitConsoleCommands

Let the client system know about all of our commands
so it can perform tab completion
=================
*/
void CG_InitConsoleCommands( void )
{
	int i;

	for ( i = 0; i < sizeof( commands ) / sizeof( commands[ 0 ] ); i++ )
	{
		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
	//
	trap_AddCommand( "kill" );
	trap_AddCommand( "say" );
	trap_AddCommand( "say_team" );
	trap_AddCommand( "tell" );
	trap_AddCommand( "vsay" );
	trap_AddCommand( "vsay_team" );
	trap_AddCommand( "vtell" );
	trap_AddCommand( "vtaunt" );
	trap_AddCommand( "vosay" );
	trap_AddCommand( "vosay_team" );
	trap_AddCommand( "votell" );
	trap_AddCommand( "give" );
	trap_AddCommand( "god" );
	trap_AddCommand( "notarget" );
	trap_AddCommand( "noclip" );
	trap_AddCommand( "team" );
	trap_AddCommand( "follow" );
	trap_AddCommand( "addbot" );
	trap_AddCommand( "setviewpos" );
	trap_AddCommand( "callvote" );
	trap_AddCommand( "vote" );
	trap_AddCommand( "callteamvote" );
	trap_AddCommand( "teamvote" );
	trap_AddCommand( "stats" );
	trap_AddCommand( "teamtask" );
	trap_AddCommand( "class" );
	trap_AddCommand( "build" );
	trap_AddCommand( "buy" );
	trap_AddCommand( "sell" );
	trap_AddCommand( "reload" );
	trap_AddCommand( "itemact" );
	trap_AddCommand( "itemdeact" );
	trap_AddCommand( "itemtoggle" );
	trap_AddCommand( "destroy" );
	trap_AddCommand( "deconstruct" );
	trap_AddCommand( "menu" );
	trap_AddCommand( "ui_menu" );
	trap_AddCommand( "mapRotation" );
	trap_AddCommand( "stopMapRotation" );
	trap_AddCommand( "alienWin" );
	trap_AddCommand( "humanWin" );
}
Ejemplo n.º 15
0
/*
=================
CG_InitConsoleCommands

Let the client system know about all of our commands
so it can perform tab completion
=================
*/
void CG_InitConsoleCommands( void )
{
  int   i;

  for( i = 0 ; i < sizeof( commands ) / sizeof( commands[ 0 ] ) ; i++ )
    trap_AddCommand( commands[ i ].cmd, commands[ i ].desc );

  //
  // the game server will interpret these commands, which will be automatically
  // forwarded to the server after they are not recognized locally
  //
  trap_AddCommand( "kill", "^1Commit suicide" );
  trap_AddCommand( "say", "^1Chat to all" );
  trap_AddCommand( "say_team", "^1Chat to team" );
  trap_AddCommand( "tell", "^1Chat to target" );
  trap_AddCommand( "vsay", "^1Voice chat to all" );
  trap_AddCommand( "vsay_team", "^1Voice chat to team" );
  trap_AddCommand( "vtell", "^1Voice chat to target" );
  trap_AddCommand( "vtaunt", "" );
  trap_AddCommand( "vosay", "" );
  trap_AddCommand( "vosay_team", "" );
  trap_AddCommand( "votell", "" );
  trap_AddCommand( "give", "^1Cheat to be given items and health" );
  trap_AddCommand( "god", "^!Cheat to enable god mode" );
  trap_AddCommand( "notarget", "" );
  trap_AddCommand( "noclip", "^1Cheat to clip through walls" );
  trap_AddCommand( "team", "^1Change team" );
  trap_AddCommand( "follow", "^1Spectate a client" );
  trap_AddCommand( "addbot", "^1Add a bot" );
  trap_AddCommand( "setviewpos", "" );
  trap_AddCommand( "callvote", "^1Call a vote" );
  trap_AddCommand( "vote", "^1Cast your vote" );
  trap_AddCommand( "callteamvote", "^1Call a vote within team" );
  trap_AddCommand( "teamvote", "^1Cast your vote within team" );
  trap_AddCommand( "stats", "" );
  trap_AddCommand( "teamtask", "" );
  trap_AddCommand( "class", "^1Change class" );
  trap_AddCommand( "build", "" );
  trap_AddCommand( "buy", "^1An ancient relic" );
  trap_AddCommand( "sell", "^1An ancient relic" );
  trap_AddCommand( "reload", "^1Reload current weapon" );
  trap_AddCommand( "itemact", "" );
  trap_AddCommand( "itemdeact", "" );
  trap_AddCommand( "itemtoggle", "" );
  trap_AddCommand( "destroy", "" );
  trap_AddCommand( "deconstruct" ,"" );
  trap_AddCommand( "menu" ,"" );
  trap_AddCommand( "ui_menu", "" );
  trap_AddCommand( "mapRotation", "" );
  trap_AddCommand( "stopMapRotation", "" );
  trap_AddCommand( "alienWin", "" );
  trap_AddCommand( "humanWin", "" );
}
Ejemplo n.º 16
0
void demoPlaybackInit(void) {
	char projectFile[MAX_OSPATH];

	demo.length = trap_MME_DemoLength();
	demo.initDone = qtrue;
	demo.autoLoad = qfalse;
	demo.play.time = 0;
	demo.play.lastTime = 0;
	demo.play.fraction = 0;
	demo.play.speed = 1.0;
	demo.play.paused = 0;

	demo.move.acceleration = 8;
	demo.move.friction = 8;
	demo.move.speed = 400;
	
	demo.line.locked = qfalse;
	demo.line.offset = 0;
	demo.line.speed = 1.0f;
	demo.line.points = 0;

	demo.loop.total = 0;

	demo.editType = editCamera;
	demo.viewType = viewChase;

	demo.camera.flags = CAM_ORIGIN | CAM_ANGLES;

	VectorClear( demo.chase.origin );
	VectorClear( demo.chase.angles );
	VectorClear( demo.chase.velocity );
	
	demo.chase.distance = 0;
	demo.chase.locked = qfalse;
	demo.chase.target = -1;
	
	demo.dof.focus = 256.0f;
	demo.dof.radius = 5.0f;
	demo.dof.target = -1;

	demo.camera.target = -1;
	demo.camera.fov = 0;
	demo.camera.smoothPos = posBezier;
	demo.camera.smoothAngles = angleQuat;

	hudInitTables();
	demoSynchMusic( -1, 0 );

	demo.media.additiveWhiteShader = trap_R_RegisterShader( "mme_additiveWhite" );
	demo.media.mouseCursor = trap_R_RegisterShaderNoMip( "menu/art/3_cursor2" );
	demo.media.switchOn = trap_R_RegisterShaderNoMip( "menu/art/switch_on" );
	demo.media.switchOff = trap_R_RegisterShaderNoMip( "menu/art/switch_off" );

	trap_AddCommand("camera");
	trap_AddCommand("edit");
	trap_AddCommand("view");
	trap_AddCommand("chase");
	trap_AddCommand("dof");
	trap_AddCommand("speed");
	trap_AddCommand("pause");
	trap_AddCommand("seek");
	trap_AddCommand("demoSeek");
	trap_AddCommand("find");
	trap_AddCommand("capture");
	trap_AddCommand("hudInit");
	trap_AddCommand("hudToggle");
	trap_AddCommand("line");
	trap_AddCommand("save");
	trap_AddCommand("load");
	trap_AddCommand("effect");
	trap_AddCommand("+seek");
	trap_AddCommand("-seek");
	trap_AddCommand("-seek");
	trap_AddCommand("musicPlay");
	trap_AddCommand("cut");

	trap_SendConsoleCommand("exec mme.cfg\n");
	trap_SendConsoleCommand("exec mmedemos.cfg\n");
	trap_Cvar_Set( "mov_captureName", "" );
	trap_Cvar_VariableStringBuffer( "mme_demoStartProject", projectFile, sizeof( projectFile ));
	if (projectFile[0]) {
		trap_Cvar_Set( "mme_demoStartProject", "" );
		demo.autoLoad = demoProjectLoad( projectFile );
		if (demo.autoLoad) {
			if (!demo.capture.start && !demo.capture.end) {
				trap_Error( "Loaded project file with empty capture range\n");
			}
			/* Check if the project had a cvar for the name else use project */
			if (!mov_captureName.string[0]) {
				trap_Cvar_Set( "mov_captureName", projectFile );
				trap_Cvar_Update( &mov_captureName );
			}
			trap_SendConsoleCommand("exec mmelist.cfg\n");
			demo.play.time = demo.capture.start - 1000;
			demo.capture.locked = qtrue;
			demo.capture.active = qtrue;
		} else {
			trap_Error( va("Couldn't load project %s\n", projectFile ));
		}
	}
}
Ejemplo n.º 17
0
/**
 * @brief Let the client system know about all of our commands so it can perform tab
 * completion
 */
void CG_InitConsoleCommands(void)
{
	int        i;
	const char *s;

	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
	trap_AddCommand("kill");
	trap_AddCommand("say");
	trap_AddCommand("give");
	trap_AddCommand("god");
	trap_AddCommand("notarget");
	trap_AddCommand("noclip");
	trap_AddCommand("team");
	trap_AddCommand("follow");
	trap_AddCommand("setviewpos");
	trap_AddCommand("callvote");
	trap_AddCommand("vote");

	trap_AddCommand("nofatigue");

	trap_AddCommand("follownext");
	trap_AddCommand("followprev");

	trap_AddCommand("start_match");
	trap_AddCommand("reset_match");
	trap_AddCommand("swap_teams");

	trap_AddCommand("?");
	trap_AddCommand("bottomshots");
	trap_AddCommand("commands");
	trap_AddCommand("lock");
#ifdef FEATURE_MULTIVIEW
	trap_AddCommand("mvadd");
	trap_AddCommand("mvaxis");
	trap_AddCommand("mvallies");
	trap_AddCommand("mvall");
	trap_AddCommand("mvnone");
#endif
	trap_AddCommand("notready");
	trap_AddCommand("pause");
	trap_AddCommand("players");
	trap_AddCommand("readyteam");
	trap_AddCommand("ready");
	trap_AddCommand("ref");
	trap_AddCommand("say_teamnl");
	trap_AddCommand("say_team");
	trap_AddCommand("scores");
	trap_AddCommand("specinvite");
	trap_AddCommand("speclock");
	trap_AddCommand("specunlock");
	trap_AddCommand("statsall");
	trap_AddCommand("statsdump");
	trap_AddCommand("timein");
	trap_AddCommand("timeout");
	trap_AddCommand("topshots");
	trap_AddCommand("unlock");
	trap_AddCommand("unpause");
	trap_AddCommand("unready");
	trap_AddCommand("weaponstats");

	trap_AddCommand("fireteam");
	trap_AddCommand("showstats");

	trap_AddCommand("ignore");
	trap_AddCommand("unignore");

	trap_AddCommand("campaign");
	trap_AddCommand("listcampaigns");

	trap_AddCommand("imready");
	trap_AddCommand("say_buddy");
	trap_AddCommand("setspawnpt");
	trap_AddCommand("vsay");
	trap_AddCommand("vsay_buddy");
	trap_AddCommand("vsay_team");
	trap_AddCommand("where");
#ifdef FEATURE_LUA
	trap_AddCommand("lua_status");
#endif

	// remove engine commands to avoid abuse
	trap_RemoveCommand("+lookup");
	trap_RemoveCommand("-lookup");
	trap_RemoveCommand("+lookdown");
	trap_RemoveCommand("-lookdown");

	// only allow configstrings command when cheats enabled
	s = Info_ValueForKey(CG_ConfigString(CS_SYSTEMINFO),
	                     "sv_cheats");
	if (s[0] != '1')
	{
		trap_RemoveCommand("configstrings");
	}
}
Ejemplo n.º 18
0
/*
=================
CG_InitConsoleCommands

Let the client system know about all of our commands
so it can perform tab completion
=================
*/
void CG_InitConsoleCommands( void ) {
	int		i;

	for ( i = 0 ; i < sizeof( commands ) / sizeof( commands[0] ) ; i++ ) {
		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
	//
	trap_AddCommand ("kill");
	trap_AddCommand ("say");
	trap_AddCommand ("say_limbo");			// NERVE - SMF
	trap_AddCommand ("tell");
	trap_AddCommand ("listbotgoals");
	trap_AddCommand ("give");
	trap_AddCommand ("god");
	trap_AddCommand ("notarget");
	trap_AddCommand ("noclip");
	trap_AddCommand ("team");
	trap_AddCommand ("follow");
	trap_AddCommand ("addbot");
	trap_AddCommand ("setviewpos");
	trap_AddCommand ("callvote");
	trap_AddCommand ("vote");

	// Rafael
	trap_AddCommand ("nofatigue");

	// NERVE - SMF
	trap_AddCommand ("follownext");
	trap_AddCommand ("followprev");

	trap_AddCommand ("start_match");
	trap_AddCommand ("reset_match");
	trap_AddCommand ("swap_teams");
	// -NERVE - SMF
	// OSP
	trap_AddCommand("?");
	trap_AddCommand("bottomshots");
	trap_AddCommand("commands");
	trap_AddCommand("follow");
	trap_AddCommand("lock");
#ifdef MV_SUPPORT
	trap_AddCommand("mvadd");
	trap_AddCommand("mvaxis");
	trap_AddCommand("mvallies");
	trap_AddCommand("mvall");
	trap_AddCommand("mvnone");
#endif
	trap_AddCommand("notready");
	trap_AddCommand("pause");
	trap_AddCommand("players");
	trap_AddCommand("readyteam");
	trap_AddCommand("ready");
	trap_AddCommand("ref");
	trap_AddCommand("say_teamnl");
	trap_AddCommand("say_team");
	trap_AddCommand("scores");
	trap_AddCommand("specinvite");
	trap_AddCommand("speclock");
	trap_AddCommand("specunlock");
	trap_AddCommand("statsall");
	trap_AddCommand("statsdump");
	trap_AddCommand("timein");
	trap_AddCommand("timeout");
	trap_AddCommand("topshots");
	trap_AddCommand("unlock");
	trap_AddCommand("unpause");
	trap_AddCommand("unready");
	trap_AddCommand("weaponstats");
	// OSP

	trap_AddCommand ("fireteam");
	trap_AddCommand ("buddylist");
	trap_AddCommand ("showstats");

	trap_AddCommand ("ignore");
	trap_AddCommand ("unignore");

	trap_AddCommand ("addtt");
	trap_AddCommand ("selectbuddy");
	trap_AddCommand ("selectNextBuddy");	// xkan 9/26/2002

	trap_AddCommand ("loadgame");
	trap_AddCommand ("savegame");

	trap_AddCommand ("campaign");
	trap_AddCommand ("listcampaigns");

	trap_AddCommand ("setweapons");
	trap_AddCommand ("setclass");		
}
Ejemplo n.º 19
0
/*
=================
CG_InitConsoleCommands

Let the client system know about all of our commands
so it can perform tab completion
=================
*/
void CG_InitConsoleCommands( void ) {
	int i;

	for ( i = 0 ; i < sizeof( commands ) / sizeof( commands[0] ) ; i++ ) {
		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
	//
	trap_AddCommand( "kill" );
	trap_AddCommand( "say" );
	trap_AddCommand( "say_team" );
	trap_AddCommand( "say_limbo" );           // NERVE - SMF
	trap_AddCommand( "tell" );
//	trap_AddCommand ("vsay");
//	trap_AddCommand ("vsay_team");
//	trap_AddCommand ("vtell");
//	trap_AddCommand ("vtaunt");
//	trap_AddCommand ("vosay");
//	trap_AddCommand ("vosay_team");
//	trap_AddCommand ("votell");
	trap_AddCommand( "give" );
	trap_AddCommand( "god" );
	trap_AddCommand( "notarget" );
	trap_AddCommand( "noclip" );
	trap_AddCommand( "team" );
	trap_AddCommand( "follow" );
	trap_AddCommand( "levelshot" );
	trap_AddCommand( "addbot" );
	trap_AddCommand( "setviewpos" );
	trap_AddCommand( "callvote" );
	trap_AddCommand( "vote" );
//	trap_AddCommand ("callteamvote");
//	trap_AddCommand ("teamvote");
	trap_AddCommand( "stats" );
//	trap_AddCommand ("teamtask");
	trap_AddCommand( "loaddeferred" );        // spelling fixed (SA)

//	trap_AddCommand ("startCamera");
//	trap_AddCommand ("stopCamera");
//	trap_AddCommand ("setCameraOrigin");

	// Rafael
	trap_AddCommand( "nofatigue" );

	// NERVE - SMF
	trap_AddCommand( "setspawnpt" );
	trap_AddCommand( "follownext" );
	trap_AddCommand( "followprev" );

	trap_AddCommand( "start_match" );
	trap_AddCommand( "reset_match" );
	trap_AddCommand( "swap_teams" );
	// -NERVE - SMF
}
Ejemplo n.º 20
0
/*
=================
CG_InitConsoleCommands

Let the client system know about all of our commands
so it can perform tab completion
=================
*/
void CG_InitConsoleCommands( void ) {
	int		i, j;

	for ( i = 0 ; i < cg_numCommands ; i++ ) {
		trap_AddCommand( cg_commands[i].cmd );
	}

	for ( i = 0 ; i < ui_numCommands ; i++ ) {
		trap_AddCommand( ui_commands[i].cmd );
	}

	for ( i = 0 ; i < numPlayerCommands ; i++ ) {
		for ( j = 0; j < CG_MaxSplitView(); j++ ) {
			trap_AddCommand( Com_LocalPlayerCvarName( j, playerCommands[i].cmd ) );
		}
	}

	if ( !cg.connected ) {
		return;
	}

	//
	// the game server will interpret these commands, which will be automatically
	// forwarded to the server after they are not recognized locally
	//
	for (i = 0; i < CG_MaxSplitView(); i++) {
		trap_AddCommand(Com_LocalPlayerCvarName(i, "say"));
		trap_AddCommand(Com_LocalPlayerCvarName(i, "say_team"));
		trap_AddCommand(Com_LocalPlayerCvarName(i, "tell"));
		trap_AddCommand(Com_LocalPlayerCvarName(i, "vsay"));
		trap_AddCommand(Com_LocalPlayerCvarName(i, "vsay_team"));
		trap_AddCommand(Com_LocalPlayerCvarName(i, "vtell"));
		trap_AddCommand(Com_LocalPlayerCvarName(i, "vosay"));
		trap_AddCommand(Com_LocalPlayerCvarName(i, "vosay_team"));
		trap_AddCommand(Com_LocalPlayerCvarName(i, "votell"));
		trap_AddCommand(Com_LocalPlayerCvarName(i, "vtaunt"));
		trap_AddCommand(Com_LocalPlayerCvarName(i, "give"));
		trap_AddCommand(Com_LocalPlayerCvarName(i, "god"));
		trap_AddCommand(Com_LocalPlayerCvarName(i, "notarget"));
		trap_AddCommand(Com_LocalPlayerCvarName(i, "noclip"));
		trap_AddCommand(Com_LocalPlayerCvarName(i, "where"));
		trap_AddCommand(Com_LocalPlayerCvarName(i, "kill"));
		trap_AddCommand(Com_LocalPlayerCvarName(i, "teamtask"));
		trap_AddCommand(Com_LocalPlayerCvarName(i, "levelshot"));
		trap_AddCommand(Com_LocalPlayerCvarName(i, "follow"));
		trap_AddCommand(Com_LocalPlayerCvarName(i, "follownext"));
		trap_AddCommand(Com_LocalPlayerCvarName(i, "followprev"));
		trap_AddCommand(Com_LocalPlayerCvarName(i, "team"));
		trap_AddCommand(Com_LocalPlayerCvarName(i, "callvote"));
		trap_AddCommand(Com_LocalPlayerCvarName(i, "vote"));
		trap_AddCommand(Com_LocalPlayerCvarName(i, "callteamvote"));
		trap_AddCommand(Com_LocalPlayerCvarName(i, "teamvote"));
		trap_AddCommand(Com_LocalPlayerCvarName(i, "setviewpos"));
		trap_AddCommand(Com_LocalPlayerCvarName(i, "stats"));
	}
}
Ejemplo n.º 21
0
/*
=================
CG_InitConsoleCommands

Let the client system know about all of our commands
so it can perform tab completion
=================
*/
void CG_InitConsoleCommands( void ) {
	int		i;

	for ( i = 0 ; i < ARRAY_LEN( commands ) ; 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
	//
	trap_AddCommand ("kill");
	trap_AddCommand ("say");
	trap_AddCommand ("say_team");
	trap_AddCommand ("tell");
#ifdef MISSIONPACK
	trap_AddCommand ("vsay");
	trap_AddCommand ("vsay_team");
	trap_AddCommand ("vtell");
	trap_AddCommand ("vtaunt");
	trap_AddCommand ("vosay");
	trap_AddCommand ("vosay_team");
	trap_AddCommand ("votell");
#endif
	trap_AddCommand ("give");
	trap_AddCommand ("god");
	trap_AddCommand ("notarget");
	trap_AddCommand ("noclip");
	trap_AddCommand ("where");
	trap_AddCommand ("team");
	trap_AddCommand ("follow");
	trap_AddCommand ("follownext");
	trap_AddCommand ("followprev");
	trap_AddCommand ("levelshot");
	trap_AddCommand ("addbot");
	trap_AddCommand ("setviewpos");
	trap_AddCommand ("callvote");
	trap_AddCommand ("vote");
	trap_AddCommand ("callteamvote");
	trap_AddCommand ("teamvote");
	trap_AddCommand ("stats");
	trap_AddCommand ("teamtask");
	trap_AddCommand ("loaddefered");	// spelled wrong, but not changing for demo
}
Ejemplo n.º 22
0
/*
=================
CG_InitConsoleCommands

Let the client system know about all of our commands
so it can perform tab completion
=================
*/
void CG_InitConsoleCommands( void ) {
	int		i;
	const char *s;

	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
	//
	trap_AddCommand ("kill");
	// CHRUKER: b011 - Doesn't exist
	//trap_AddCommand ("say_limbo");
	// CHRUKER: b011 - Doesn't exist
	//trap_AddCommand ("tell");
	trap_AddCommand ("listbotgoals");
	trap_AddCommand ("give");
	trap_AddCommand ("god");
	trap_AddCommand ("notarget");
	trap_AddCommand ("noclip");
	trap_AddCommand ("team");
	trap_AddCommand ("follow");
	// CHRUKER: b011 - Not activated
	//trap_AddCommand ("addbot");
	trap_AddCommand ("setviewpos");
	trap_AddCommand ("callvote");
	trap_AddCommand ("vote");

	// Rafael
	trap_AddCommand ("nofatigue");

	// NERVE - SMF
	trap_AddCommand ("follownext");
	trap_AddCommand ("followprev");

	trap_AddCommand ("start_match");
	trap_AddCommand ("reset_match");
	trap_AddCommand ("swap_teams");
	// -NERVE - SMF
	// OSP
	trap_AddCommand("?");
	trap_AddCommand("bottomshots");
	trap_AddCommand("commands");
	// CHRUKER: b011 - Duplicate, look further up
	//trap_AddCommand("follow");
	trap_AddCommand("lock");
#ifdef MV_SUPPORT
	trap_AddCommand("mvadd");
	trap_AddCommand("mvaxis");
	trap_AddCommand("mvallies");
	trap_AddCommand("mvall");
	trap_AddCommand("mvnone");
#endif
	trap_AddCommand("notready");
	trap_AddCommand("pause");
	trap_AddCommand("players");
	trap_AddCommand("readyteam");
	trap_AddCommand("ready");
	trap_AddCommand("ref");
	trap_AddCommand("say_teamnl");
	trap_AddCommand("say_team");
	trap_AddCommand("say");
	trap_AddCommand("scores");
	trap_AddCommand("specinvite");
	trap_AddCommand("speclock");
	trap_AddCommand("specunlock");
	trap_AddCommand("statsall");
	trap_AddCommand("statsdump");
	trap_AddCommand("timein");
	trap_AddCommand("timeout");
	trap_AddCommand("topshots");
	trap_AddCommand("unlock");
	trap_AddCommand("unpause");
	trap_AddCommand("unready");
	trap_AddCommand("weaponstats");
	// OSP

	trap_AddCommand("fireteam");
	// CHRUKER: b011 - Doesn't exist
	//trap_AddCommand ("buddylist");
	trap_AddCommand("showstats");

	trap_AddCommand("ignore");
	trap_AddCommand("unignore");

	// CHRUKER: b011 - Doesn't exist
	//trap_AddCommand ("addtt");
	// CHRUKER: b011 - Duplicate of an existing client side command
	//trap_AddCommand ("selectbuddy"); 
	// CHRUKER: b011 - Doesn't exist
	//trap_AddCommand ("selectNextBuddy");	// xkan 9/26/2002
	
	// CHRUKER: b011 - Missing commands
	trap_AddCommand ("imready");
	trap_AddCommand ("say_buddy");
	trap_AddCommand ("setspawnpt");
	trap_AddCommand ("vsay");
	trap_AddCommand ("vsay_buddy");
	trap_AddCommand ("vsay_team");
	trap_AddCommand ("where");

	// kw: new etpub commands
	trap_AddCommand("hitsounds");
	trap_AddCommand("m");
	trap_AddCommand("mt");
	trap_AddCommand("damage");
	trap_AddCommand("killrating");
	trap_AddCommand("playerrating");
	trap_AddCommand("playdead");
	trap_AddCommand("throwknife");
	trap_AddCommand("adrenother");
	trap_AddCommand("knives");
	trap_AddCommand("class");
	trap_AddCommand("nextteam");

	trap_AddCommand("dropweapon"); // Terifire
	trap_AddCommand("sclogin");
	trap_AddCommand("sclogout");
	trap_AddCommand("shoutcastlogin");
	trap_AddCommand("shoutcastlogout");
	trap_AddCommand("lua_status");
	trap_AddCommand("etpub_version");

	// TODO just for testing, remove me later
	trap_AddCommand("cyclechar");
	trap_AddCommand("setchar");

	// tjw: remove engine commands
	trap_RemoveCommand("+lookup");
	trap_RemoveCommand("-lookup");
	trap_RemoveCommand("+lookdown");
	trap_RemoveCommand("-lookdown");

	// kw : only allow configstrings command when cheats enabled
	s = Info_ValueForKey( CG_ConfigString( CS_SYSTEMINFO ),
							"sv_cheats" );
	if ( s[0] != '1' ) {
		trap_RemoveCommand("configstrings");
	}
}