//----------------------------------------------------------------------------- // Purpose: Dumps the contents of the Entity I/O event queue to the console. //----------------------------------------------------------------------------- void CC_DumpEventQueue() { if ( !UTIL_IsCommandIssuedByServerAdmin() ) return; g_EventQueue.Dump(); }
void CC_AddMinute( const CCommand& args ) { if ( !UTIL_IsCommandIssuedByServerAdmin() && args.ArgC() < 2 ) { Msg ( "Invalid Usage: SubTime <Integer>\n" ); return; } AddTimeSeconds( atoi( args.Arg( 1 ) ) * 60 ); }
static void CC_ResetGameStats( const CCommand &args ) { #if defined ( TF_DLL ) || defined ( TF_CLIENT_DLL ) // Disabled this until we fix the TF gamestat crashes that result return; #endif if ( !UTIL_IsCommandIssuedByServerAdmin() ) return; gamestats->Clear(); gamestats->SaveToFileNOW(); gamestats->StatsLog( "CC_ResetGameStats : Server cleared game stats\n" ); }
void S_SoundEmitterSystemFlush( void ) { #if !defined( CLIENT_DLL ) if ( !UTIL_IsCommandIssuedByServerAdmin() ) return; #endif // save the current soundscape // kill the system g_SoundEmitterSystem.Flush(); #if !defined( CLIENT_DLL ) // Redo precache all wave files... (this should work now that we have dynamic string tables) g_SoundEmitterSystem.LevelInitPreEntity(); // These store raw sound indices for faster precaching, blow them away. ClearModelSoundsCache(); #endif // TODO: when we go to a handle system, we'll need to invalidate handles somehow }
// Toggle phase console command void CC_TogglePhase( const CCommand& args ) { if ( !UTIL_IsCommandIssuedByServerAdmin() ) return; // Needs to be classic or a child of the classic gamerules if ( GameRules()->GetGameModeMask() & GAMEMODE_CLASSIC ) { bool BuildPhase = ClassicGameRules()->IsBuildPhase(); if (BuildPhase) { ClassicGameRules()->SwitchToPhase( "CombatPhase" ); } else { ClassicGameRules()->SwitchToPhase( "BuildPhase" ); } } else { ClientPrint( UTIL_GetCommandClient(), HUD_PRINTCONSOLE, "Cannot Execute command. Not in Classic GameRules.\n"); } }