void Rocket_Rocket_f() { Rocket_DocumentAction(Cmd_Argv(1), Cmd_Argv(2)); }
static void CG_ToggleMenu_f() { Rocket_DocumentAction( rocketInfo.menu[ ROCKETMENU_INGAME_MENU ].id, "show" ); }
void CG_BeaconMenu_f() { Rocket_DocumentAction( rocketInfo.menu[ ROCKETMENU_BEACONS ].id, "show" ); }
static void CG_MessageTeam_f() { cg.sayType = SAY_TYPE_TEAM; Rocket_DocumentAction( rocketInfo.menu[ ROCKETMENU_CHAT ].id, "show" ); }
static void CG_MessagePublic_f() { cg.sayType = SAY_TYPE_PUBLIC; Rocket_DocumentAction( rocketInfo.menu[ ROCKETMENU_CHAT ].id, "show" ); }
static void CG_MessageAdmin_f() { cg.sayType = SAY_TYPE_ADMIN; Rocket_DocumentAction( rocketInfo.menu[ ROCKETMENU_CHAT ].id, "show" ); }
static void CG_MessageCommand_f() { cg.sayType = SAY_TYPE_COMMAND; Rocket_DocumentAction( rocketInfo.menu[ ROCKETMENU_CHAT ].id, "show" ); }
static void CG_Rocket_EventHide() { Rocket_DocumentAction( CG_Argv( 1 ), "hide" ); }
/* ============== CG_Menu ============== */ void CG_Menu( int menuType, int arg ) { int menu = -1; // Menu to open const char *longMsg = nullptr; // command parameter const char *shortMsg = nullptr; // non-modal version of message switch ( menuType ) { case MN_WELCOME: break; case MN_TEAM: menu = ROCKETMENU_TEAMSELECT; break; case MN_A_CLASS: menu = ROCKETMENU_ALIENSPAWN; break; case MN_H_SPAWN: menu = ROCKETMENU_HUMANSPAWN; break; case MN_A_BUILD: menu = ROCKETMENU_ALIENBUILD; break; case MN_H_BUILD: menu = ROCKETMENU_HUMANBUILD; break; case MN_H_ARMOURY: menu = ROCKETMENU_ARMOURYBUY; break; case MN_H_UNKNOWNITEM: shortMsg = "Unknown item"; break; case MN_A_TEAMFULL: longMsg = _("The alien team has too many players. Please wait until slots " "become available or join the human team."); shortMsg = _("The alien team has too many players"); break; case MN_H_TEAMFULL: longMsg = _("The human team has too many players. Please wait until slots " "become available or join the alien team."); shortMsg = _("The human team has too many players"); break; case MN_A_TEAMLOCKED: longMsg = _("The alien team is locked. You cannot join the aliens " "at this time."); shortMsg = _("The alien team is locked"); break; case MN_H_TEAMLOCKED: longMsg = _("The human team is locked. You cannot join the humans " "at this time."); shortMsg = _("The human team is locked"); break; case MN_PLAYERLIMIT: longMsg = _("The maximum number of playing clients has been reached. " "Please wait until slots become available."); shortMsg = _("No free player slots"); break; case MN_WARMUP: longMsg = _("You must wait until the warmup time is finished " "before joining a team. "); shortMsg = _("You cannot join a team during warmup."); break; //=============================== case MN_CMD_CHEAT: //longMsg = "This action is considered cheating. It can only be used " // "in cheat mode, which is not enabled on this server."; shortMsg = _("Cheats are not enabled on this server"); break; case MN_CMD_CHEAT_TEAM: shortMsg = _("Cheats are not enabled on this server, so " "you may not use this command while on a team"); break; case MN_CMD_TEAM: //longMsg = "You must be on a team to perform this action. Join the alien" // "or human team and try again."; shortMsg = _("Join a team first"); break; case MN_CMD_SPEC: //longMsg = "You may not perform this action while on a team. Become a " // "spectator before trying again."; shortMsg = _("You can only use this command when spectating"); break; case MN_CMD_ALIEN: //longMsg = "You must be on the alien team to perform this action."; shortMsg = _("Must be alien to use this command"); break; case MN_CMD_HUMAN: //longMsg = "You must be on the human team to perform this action."; shortMsg = _("Must be human to use this command"); break; case MN_CMD_ALIVE: //longMsg = "You must be alive to perform this action."; shortMsg = _("Must be alive to use this command"); break; //=============================== case MN_B_NOROOM: longMsg = _("There is no room to build here. Move until the structure turns " "translucent green, indicating a valid build location."); shortMsg = _("There is no room to build here"); break; case MN_B_NORMAL: longMsg = _("Cannot build on this surface. The surface is too steep or " "unsuitable for building. Please choose another site for this " "structure."); shortMsg = _("Cannot build on this surface"); break; case MN_B_CANNOT: longMsg = nullptr; shortMsg = _("You cannot build that structure"); break; case MN_B_LASTSPAWN: longMsg = _("This action would remove your team's last spawn point, " "which often quickly results in a loss. Try building more " "spawns."); shortMsg = _("You may not deconstruct the last spawn"); break; case MN_B_MAINSTRUCTURE: longMsg = _("The main structure is protected against instant removal. " "When it is marked, you can move it to another place by " "building it there."); shortMsg = _("You may not deconstruct this structure"); break; case MN_B_DISABLED: longMsg = _("Building has been disabled on the server for your team."); shortMsg = _("Building has been disabled for your team"); break; case MN_B_REVOKED: longMsg = _("Your teammates have lost faith in your ability to build " "for the team. You will not be allowed to build until your " "team votes to reinstate your building rights."); shortMsg = _("Your building rights have been revoked"); break; case MN_B_SURRENDER: longMsg = _("Your team has decided to admit defeat and concede the game: " "There's no point in building anything anymore."); shortMsg = _("Cannot build after admitting defeat"); break; case MN_H_NOBP: longMsg = _("There are no resources remaining. Free up resources by " "marking existing buildables for deconstruction."); shortMsg = _("There are no resources remaining"); break; case MN_H_NOTPOWERED: longMsg = _("This buildable is not powered. Build a Reactor and/or Repeater " "in order to power it."); shortMsg = _("This buildable is not powered"); break; case MN_H_NOPOWERHERE: longMsg = _("There is not enough power in this area. Keep a distance to other " "buildables or build a repeater to increase the local capacity."); shortMsg = _("There is not enough power here"); break; case MN_H_NOREACTOR: longMsg = _("There is no reactor and the local power supply is insufficient. " "Build the reactor or a repeater to increase the local capacity."); shortMsg = _("There is no reactor and the local power supply is insufficient"); break; case MN_H_ONEREACTOR: longMsg = _("There can only be one Reactor. Mark the existing one if you " "wish to move it."); shortMsg = _("There can only be one Reactor"); break; case MN_H_NOSLOTS: longMsg = _("You have no room to carry this. Please sell any conflicting " "upgrades before purchasing this item."); shortMsg = _("You have no room to carry this"); break; case MN_H_NOFUNDS: longMsg = _("Insufficient funds. You do not have enough credits to perform " "this action."); shortMsg = _("Insufficient funds"); break; case MN_H_ITEMHELD: longMsg = _("You already hold this item. It is not possible to carry multiple " "items of the same type."); shortMsg = _("You already hold this item"); break; case MN_H_NOARMOURYHERE: longMsg = _("You must be near a powered Armoury in order to purchase " "weapons, upgrades or ammunition."); shortMsg = _("You must be near a powered Armoury"); break; case MN_H_NOENERGYAMMOHERE: longMsg = _("You must be near a Reactor or a powered Armoury or Repeater " "in order to purchase energy ammunition."); shortMsg = _("You must be near a Reactor or a powered Armoury or Repeater"); break; case MN_H_NOROOMARMOURCHANGE: longMsg = _("There is not enough room here to change armour."); shortMsg = _("Not enough room here to change armour."); break; case MN_H_ARMOURYBUILDTIMER: longMsg = _("You are not allowed to buy or sell weapons until your " "build timer has expired."); shortMsg = _("You can not buy or sell weapons until your build timer " "expires"); break; case MN_H_DEADTOCLASS: shortMsg = _("You must be dead to use the class command"); break; case MN_H_UNKNOWNSPAWNITEM: shortMsg = _("Unknown starting item"); break; //=============================== case MN_A_NOCREEP: longMsg = _("There is no creep here. You must build near existing Eggs or " "the Overmind. Alien structures will not support themselves."); shortMsg = _("There is no creep here"); break; case MN_A_NOOVMND: longMsg = _("There is no Overmind. An Overmind must be built to control " "the structure you tried to place."); shortMsg = _("There is no Overmind"); break; case MN_A_ONEOVERMIND: longMsg = _("There can only be one Overmind. Deconstruct the existing one if you " "wish to move it."); shortMsg = _("There can only be one Overmind"); break; case MN_A_NOBP: longMsg = _("The Overmind cannot control any more structures. Deconstruct existing " "structures to build more."); shortMsg = _("The Overmind cannot control any more structures"); break; case MN_A_NOEROOM: longMsg = _("There is no room to evolve here. Move away from walls or other " "nearby objects and try again."); shortMsg = _("There is no room to evolve here"); break; case MN_A_TOOCLOSE: longMsg = _("This location is too close to the enemy to evolve. Move away " "from the enemy's presence and try again."); shortMsg = _("This location is too close to the enemy to evolve"); break; case MN_A_NOOVMND_EVOLVE: longMsg = _("There is no Overmind. An Overmind must be built to allow " "you to upgrade."); shortMsg = _("There is no Overmind"); break; case MN_A_EVOLVEBUILDTIMER: longMsg = _("You cannot evolve until your build timer has expired."); shortMsg = _("You cannot evolve until your build timer expires"); break; case MN_A_INFEST: trap_Cvar_Set( "ui_currentClass", va( "%d %d", cg.snap->ps.stats[ STAT_CLASS ], cg.snap->ps.persistant[ PERS_CREDIT ] ) ); menu = ROCKETMENU_ALIENEVOLVE; break; case MN_A_CANTEVOLVE: shortMsg = va( _("You cannot evolve into a %s"), _( BG_ClassModelConfig( arg )->humanName ) ); break; case MN_A_EVOLVEWALLWALK: shortMsg = _("You cannot evolve while wallwalking"); break; case MN_A_UNKNOWNCLASS: shortMsg = _("Unknown class"); break; case MN_A_CLASSNOTSPAWN: shortMsg = va( _("You cannot spawn as a %s"), _( BG_ClassModelConfig( arg )->humanName ) ); break; case MN_A_CLASSNOTALLOWED: shortMsg = va( _("The %s is not allowed"), _( BG_ClassModelConfig( arg )->humanName ) ); break; case MN_A_CLASSLOCKED: shortMsg = va( _("The %s has not been unlocked yet"), _( BG_ClassModelConfig( arg )->humanName ) ); break; default: Com_Printf(_( "cgame: debug: no such menu %d\n"), menu ); } if ( menu > 0 ) { Rocket_DocumentAction( rocketInfo.menu[ menu ].id, "show" ); } else if ( longMsg && cg_disableWarningDialogs.integer == 0 ) { CG_CenterPrint( longMsg, SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH ); if ( shortMsg && cg_disableWarningDialogs.integer < 2 ) { CG_Printf( "%s\n", shortMsg ); } } else if ( shortMsg && cg_disableWarningDialogs.integer < 2 ) { CG_Printf( "%s\n", shortMsg ); } }
static void CG_Rocket_EventBlur() { Rocket_DocumentAction( CG_Argv( 1 ), "blur" ); }
static void CG_Rocket_EventShow() { Rocket_DocumentAction( CG_Argv( 1 ), "show" ); }
static void CG_Rocket_EventGoto() { Rocket_DocumentAction( CG_Argv( 1 ), "goto" ); }
static void CG_Rocket_EventClose() { Rocket_DocumentAction( CG_Argv( 1 ), "close" ); }
void IN_Help() { if (cls.state == CA_ACTIVE && !clc.demoplaying) { Rocket_DocumentAction("Help", "open"); } }