Пример #1
0
static void CG_CompleteBuy( void )
{
	int i;

	if( cgs.clientinfo[ cg.clientNum ].team != TEAM_HUMANS )
	{
		return;
	}

	for( i = 0; i < UP_NUM_UPGRADES; i++ )
	{
		const upgradeAttributes_t *item = BG_Upgrade( i );
		if ( item->purchasable && item->team == TEAM_HUMANS )
		{
			trap_CompleteCallback( item->name );
		}
	}

	trap_CompleteCallback( "grenade" ); // called "gren" elsewhere, so special-case it

	for( i = 0; i < WP_NUM_WEAPONS; i++ )
	{
		const weaponAttributes_t *item = BG_Weapon( i );
		if ( item->purchasable && item->team == TEAM_HUMANS )
		{
			trap_CompleteCallback( item->name );
		}
	}
}
Пример #2
0
static void CG_CompleteItem( void )
{
	int i = 0;

	if( cgs.clientinfo[ cg.clientNum ].team == TEAM_ALIENS )
	{
		return;
	}

	trap_CompleteCallback( "weapon" );

	for( i = 0; i < UP_NUM_UPGRADES; i++ )
	{
		const upgradeAttributes_t *item = BG_Upgrade( i );
		if ( item->usable )
		{
			trap_CompleteCallback( item->name );
		}
	}

	for( i = 0; i < WP_NUM_WEAPONS; i++ )
	{
		const weaponAttributes_t *item = BG_Weapon( i );
		if( item->team == TEAM_HUMANS )
		{
			trap_CompleteCallback( item->name );
		}
	}
}
Пример #3
0
static void CG_CompleteSell( void )
{
	if( cgs.clientinfo[ cg.clientNum ].team != TEAM_HUMANS )
	{
		return;
	}

	trap_CompleteCallback( "weapons" );
	trap_CompleteCallback( "upgrades" );
	CG_CompleteBuy( );
}
Пример #4
0
static void CG_CompleteBuy()
{
	if( cgs.clientinfo[ cg.clientNum ].team != TEAM_HUMANS )
	{
		return;
	}

	trap_CompleteCallback( "-all" );
	trap_CompleteCallback( "-weapons" );
	trap_CompleteCallback( "-upgrades" );
	CG_CompleteBuy_internal( true );
}
Пример #5
0
static void CG_CompleteClass( void )
{
	int i = 0;

	if ( cgs.clientinfo[ cg.clientNum ].team == TEAM_ALIENS )
	{
		for ( i = PCL_ALIEN_BUILDER0; i < PCL_HUMAN; i++ )
		{
			trap_CompleteCallback( BG_Class( i )->name );
		}
	}
	else if ( cgs.clientinfo[ cg.clientNum ].team == TEAM_HUMANS )
	{
		trap_CompleteCallback( BG_Weapon( WP_HBUILD )->name );
		trap_CompleteCallback( BG_Weapon( WP_MACHINEGUN )->name );
	}
}
Пример #6
0
static void CG_CompleteClass()
{
	int i = 0;

	if ( cgs.clientinfo[ cg.clientNum ].team == TEAM_ALIENS )
	{
		// TODO: Add iterator for alien/human classes
		for ( i = PCL_ALIEN_BUILDER0; i < PCL_HUMAN_NAKED; i++ )
		{
			trap_CompleteCallback( BG_Class( i )->name );
		}
	}
	else if ( cgs.clientinfo[ cg.clientNum ].team == TEAM_HUMANS )
	{
		trap_CompleteCallback( BG_Weapon( WP_HBUILD )->name );
		trap_CompleteCallback( BG_Weapon( WP_MACHINEGUN )->name );
	}
}
Пример #7
0
static void CG_CompleteVsay( void )
{
	voice_t     *voice = cgs.voices;
	voiceCmd_t  *voiceCmd = voice->cmds;

	while ( voiceCmd != NULL )
	{
		trap_CompleteCallback( voiceCmd->cmd );
		voiceCmd = voiceCmd->next;
	}
}
Пример #8
0
static void CG_CompleteTeamVote( void )
{
	int           i = 0;
	static const char vote[][ 16 ] =
	{
		"kick", "spectate", "denybuild", "allowbuild", "admitdefeat", "poll"
	};

	for( i = 0; i < ARRAY_LEN( vote ); i++ )
	{
		trap_CompleteCallback( vote[i] );
	}
}
Пример #9
0
static void CG_CompleteGive( void )
{
	int               i = 0;
	static const char give[][ 12 ] =
	{
		"all", "health", "funds", "stamina", "poison", "gas", "ammo"
	};

	for( i = 0; i < ARRAY_LEN( give ); i++ )
	{
		trap_CompleteCallback( give[i] );
	}
}
Пример #10
0
static void CG_CompleteBuild( void )
{
	int i;

	for ( i = 0; i < BA_NUM_BUILDABLES; i++ )
	{
		const buildableAttributes_t *item = BG_Buildable( i );
		if ( item->team == cgs.clientinfo[ cg.clientNum ].team )
		{
			trap_CompleteCallback( item->name );
		}
	}
}
Пример #11
0
static void CG_CompleteGive()
{
	unsigned               i = 0;
	static const char give[][ 12 ] =
	{
		"all", "health", "funds", "stamina", "poison", "fuel", "ammo", "momentum", "bp"
	};

	for( i = 0; i < ARRAY_LEN( give ); i++ )
	{
		trap_CompleteCallback( give[i] );
	}
}
Пример #12
0
static void CG_CompleteBeacon()
{
	int i;

	for ( i = BCT_NONE + 1; i < NUM_BEACON_TYPES; i++ )
	{
		const beaconAttributes_t *item = BG_Beacon( i );
		if ( !( item->flags & BCF_RESERVED ) )
		{
			trap_CompleteCallback( item->name );
		}
	}
}
Пример #13
0
static void CG_CompleteVote( void )
{
	int           i = 0;
	static const char vote[][ 16 ] =
	{
		"kick", "spectate", "mute", "unmute", "sudden_death", "extend",
		"draw", "map_restart", "map", "layout", "nextmap", "poll"
	};

	for( i = 0; i < ARRAY_LEN( vote ); i++ )
	{
		trap_CompleteCallback( vote[i] );
	}
}
Пример #14
0
static void CG_CompleteName( void )
{
	int           i;
	clientInfo_t *ci;

	for ( i = 0; i < MAX_CLIENTS; i++ )
	{
		char name[ MAX_NAME_LENGTH ];
		ci = &cgs.clientinfo[ i ];
		strcpy( name, ci->name );

		if ( !ci->infoValid )
		{
			continue;
		}

		trap_CompleteCallback( Q_CleanStr( name ) );
	}
}
Пример #15
0
static void CG_CompleteBuy_internal( bool negatives )
{
	int i;

	for( i = 0; i < UP_NUM_UPGRADES; i++ )
	{
		const upgradeAttributes_t *item = BG_Upgrade( i );
		if ( item->purchasable && item->team == TEAM_HUMANS )
		{
			trap_CompleteCallback( item->name );

			if ( negatives )
			{
				trap_CompleteCallback( va( "-%s", item->name ) );
			}
		}
	}

	trap_CompleteCallback( "grenade" ); // called "gren" elsewhere, so special-case it

	if ( negatives )
	{
		trap_CompleteCallback( "-grenade" );

		i = BG_GetPlayerWeapon( &cg.snap->ps );

	}

	for( i = 0; i < WP_NUM_WEAPONS; i++ )
	{
		const weaponAttributes_t *item = BG_Weapon( i );
		if ( item->purchasable && item->team == TEAM_HUMANS )
		{
			trap_CompleteCallback( item->name );

			if ( negatives )
			{
				trap_CompleteCallback( va( "-%s", BG_Weapon( i )->name ) );
			}
		}
	}
}