/* ================= 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] ); }
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 ); } }
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( ); }
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 ) ); }
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(); }
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(); }
/* ================= 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" ); }
/* ================= 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" ); }
/* ================= 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"); }
/* * 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"); }
/* ================= 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" ); }
/* ================= 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"); }
/* ================= 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" ); }
/* ================= 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", "" ); }
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 )); } } }
/** * @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"); } }
/* ================= 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"); }
/* ================= 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 }
/* ================= 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")); } }
/* ================= 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 }
/* ================= 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"); } }