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//======= Copyright (c) 1996-2009, Valve Corporation, All rights reserved. ======
//
// Purpose: client/server game specific stuff
//
//===============================================================================
#include "cbase.h"
#include "player.h"
#include "client.h"
#include "soundent.h"
#include "gamerules.h"
#include "game.h"
#include "physics.h"
#include "entitylist.h"
#include "shake.h"
#include "globalstate.h"
#include "event_tempentity_tester.h"
#include "ndebugoverlay.h"
#include "engine/IEngineSound.h"
#include <ctype.h>
#include "tier1/strtools.h"
#include "te_effect_dispatch.h"
#include "globals.h"
#include "nav_mesh.h"
#include "team.h"
#include "EventLog.h"
#include "datacache/imdlcache.h"
#include "basemultiplayerplayer.h"
#include "voice_gamemgr.h"
#include "fmtstr.h"
#include "videocfg/videocfg.h"
#if defined( CSTRIKE15 )
#include "cs_gamerules.h"
#include "cs_team.h"
#endif
#ifdef TF_DLL
#include "tf_player.h"
#endif
#ifdef HL2_DLL
#include "weapon_physcannon.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern int giPrecacheGrunt;
extern bool IsInCommentaryMode( void );
ConVar *sv_cheats = NULL; static ConVar tv_relaytextchat( "tv_relaytextchat", "1", FCVAR_RELEASE, "Relay text chat data: 0=off, 1=say, 2=say+say_team" );
void ClientKill( edict_t *pEdict, const Vector &vecForce, bool bExplode = false ) { CBasePlayer *pPlayer = static_cast<CBasePlayer*>( GetContainingEntity( pEdict ) ); pPlayer->CommitSuicide( vecForce, bExplode ); }
char * CheckChatText( CBasePlayer *pPlayer, char *text ) { char *p = text;
// invalid if NULL or empty
if ( !text || !text[0] ) return NULL;
int length = Q_strlen( text );
// remove quotes (leading & trailing) if present
if (*p == '"') { p++; length -=2; p[length] = 0; }
// cut off after 127 chars
if ( length > 127 ) text[127] = 0;
GameRules()->CheckChatText( pPlayer, p );
return p; }
//// HOST_SAY
// String comes in as
// say blah blah blah
// or as
// blah blah blah
//
void Host_Say( edict_t *pEdict, const CCommand &args, bool teamonly ) { CBasePlayer *client; int j; char *p; char text[256]; char szTemp[256]; const char *cpSay = "say"; const char *cpSayTeam = "say_team"; const char *pcmd = args[0]; bool bSenderDead = false;
// We can get a raw string now, without the "say " prepended
if ( args.ArgC() == 0 ) return;
if ( !stricmp( pcmd, cpSay) || !stricmp( pcmd, cpSayTeam ) ) { if ( args.ArgC() >= 2 ) { p = (char *)args.ArgS(); } else { // say with a blank message, nothing to do
return; } } else // Raw text, need to prepend argv[0]
{ if ( args.ArgC() >= 2 ) { Q_snprintf( szTemp,sizeof(szTemp), "%s %s", ( char * )pcmd, (char *)args.ArgS() ); } else { // Just a one word command, use the first word...sigh
Q_snprintf( szTemp,sizeof(szTemp), "%s", ( char * )pcmd ); } p = szTemp; }
CBasePlayer *pPlayer = NULL; if ( pEdict ) { pPlayer = ((CBasePlayer *)CBaseEntity::Instance( pEdict )); Assert( pPlayer );
// make sure the text has valid content
p = CheckChatText( pPlayer, p ); }
if ( !p ) return;
if ( pEdict ) { if ( !pPlayer->CanSpeak() ) return;
// See if the player wants to modify of check the text
pPlayer->CheckChatText( p, 127 ); // though the buffer szTemp that p points to is 256,
// chat text is capped to 127 in CheckChatText above
// make sure the text has valid content
p = CheckChatText( pPlayer, p );
if ( !p ) return;
Assert( strlen( pPlayer->GetPlayerName() ) > 0 );
bSenderDead = ( pPlayer->m_lifeState != LIFE_ALIVE ); } else { bSenderDead = false; }
const char *pszFormat = NULL; const char *pszPrefix = NULL; const char *pszLocation = NULL; if ( g_pGameRules ) { pszFormat = g_pGameRules->GetChatFormat( teamonly, pPlayer ); pszPrefix = g_pGameRules->GetChatPrefix( teamonly, pPlayer ); pszLocation = g_pGameRules->GetChatLocation( teamonly, pPlayer ); }
const char *pszPlayerName = pPlayer ? pPlayer->GetPlayerName():"Console";
if ( pszPrefix && strlen( pszPrefix ) > 0 ) { if ( pszLocation && strlen( pszLocation ) ) { Q_snprintf( text, sizeof(text), "%s %s @ %s: ", pszPrefix, pszPlayerName, pszLocation ); } else { Q_snprintf( text, sizeof(text), "%s %s: ", pszPrefix, pszPlayerName ); } } else { Q_snprintf( text, sizeof(text), "%s: ", pszPlayerName ); }
j = sizeof(text) - 2 - strlen(text); // -2 for /n and null terminator
if ( (int)strlen(p) > j ) p[j] = 0;
Q_strncat( text, p, sizeof( text ), COPY_ALL_CHARACTERS ); Q_strncat( text, "\n", sizeof( text ), COPY_ALL_CHARACTERS ); // loop through all players
// Start with the first player.
// This may return the world in single player if the client types something between levels or during spawn
// so check it, or it will infinite loop
client = NULL; for ( int i = 1; i <= gpGlobals->maxClients; i++ ) { client = ToBaseMultiplayerPlayer( UTIL_PlayerByIndex( i ) ); if ( !client || !client->edict() ) continue; if ( client->edict() == pEdict ) continue;
if ( !(client->IsNetClient()) ) // Not a client ? (should never be true)
continue;
if ( client->IsHLTV() ) { if ( !tv_relaytextchat.GetInt() ) continue; // chat is not relayed to TV
else if ( teamonly && ( tv_relaytextchat.GetInt() < 2 ) ) continue; // team-only chat, in mode that TV doesn't relay
} else { if ( pPlayer && !g_pGameRules->PlayerCanHearChat( client, pPlayer, teamonly ) ) continue;
if ( pPlayer && !client->CanHearAndReadChatFrom( pPlayer ) ) continue;
if ( pPlayer && GetVoiceGameMgr() && GetVoiceGameMgr()->IsPlayerIgnoringPlayer( pPlayer->entindex(), i ) ) continue; }
CSingleUserRecipientFilter user( client ); user.MakeReliable();
if ( pszFormat ) { UTIL_SayText2Filter( user, pPlayer, teamonly ? kEUtilSayTextMessageType_TeamonlyChat : kEUtilSayTextMessageType_AllChat, pszFormat, pszPlayerName, p, pszLocation ); } else { UTIL_SayTextFilter( user, text, pPlayer, teamonly ? kEUtilSayTextMessageType_TeamonlyChat : kEUtilSayTextMessageType_AllChat ); } }
if ( pPlayer ) { // print to the sending client
CSingleUserRecipientFilter user( pPlayer ); user.MakeReliable();
if ( pszFormat ) { UTIL_SayText2Filter( user, pPlayer, teamonly ? kEUtilSayTextMessageType_TeamonlyChat : kEUtilSayTextMessageType_AllChat, pszFormat, pszPlayerName, p, pszLocation ); } else { UTIL_SayTextFilter( user, text, pPlayer, teamonly ? kEUtilSayTextMessageType_TeamonlyChat : kEUtilSayTextMessageType_AllChat ); } }
// echo to server console
// Adrian: Only do this if we're running a dedicated server since we already print to console on the client.
if ( engine->IsDedicatedServer() ) Msg( "%s", text );
Assert( p );
int userid = 0; const char *networkID = "Console"; const char *playerName = "Console"; const char *playerTeam = "Console"; if ( pPlayer ) { userid = pPlayer->GetUserID(); networkID = pPlayer->GetNetworkIDString(); playerName = pPlayer->GetPlayerName(); CTeam *team = pPlayer->GetTeam(); if ( team ) { playerTeam = team->GetName(); } } if ( teamonly ) UTIL_LogPrintf( "\"%s<%i><%s><%s>\" say_team \"%s\"\n", playerName, userid, networkID, playerTeam, p ); else UTIL_LogPrintf( "\"%s<%i><%s><%s>\" say \"%s\"\n", playerName, userid, networkID, playerTeam, p );
// Vitaliy 1/24/2013 -- converting text chat and voice chat to encrypted data
// for TV implies that no unencrypted messages would contain the same text/voice.
// Even though nothing in CS:GO codebase listens for "player_say" event there
// are plugins that might want it. Broadcast the event if we are not encrypting
// text data (3/22/2013)
static ConVarRef tv_encryptdata_key( "tv_encryptdata_key" ); static ConVarRef tv_encryptdata_key_pub( "tv_encryptdata_key_pub" ); if ( *tv_encryptdata_key.GetString() || *tv_encryptdata_key_pub.GetString() ) { // Do nothing, since we are encrypting text
} else if ( IGameEvent * event = gameeventmanager->CreateEvent( "player_say" ) ) // will be null if there are no listeners!
{ event->SetInt("userid", userid ); event->SetString("text", p ); event->SetInt( "priority", 1 ); // player_say
gameeventmanager->FireEvent( event ); } }
PRECACHE_REGISTER_BEGIN( GLOBAL, ClientPrecache ) #ifndef DOTA_DLL
// Precache cable textures.
PRECACHE( MODEL, "cable/phonecable.vmt" ) PRECACHE( MODEL, "cable/phonecable_red.vmt" ) PRECACHE( MODEL, "cable/cable.vmt" ) PRECACHE( MODEL, "cable/cable_lit.vmt" ) PRECACHE( MODEL, "cable/chain.vmt" ) PRECACHE( MODEL, "cable/rope.vmt" ) PRECACHE( MODEL, "sprites/blueglow1.vmt" ) PRECACHE( MODEL, "sprites/purpleglow1.vmt" ) PRECACHE( MODEL, "sprites/purplelaser1.vmt" )
#ifndef _WIN64 // TODO64: do we need to implement conditional precache in 64-bit?
PRECACHE_CONDITIONAL( MODEL, "models/germangibs.mdl", g_Language.GetInt() == LANGUAGE_GERMAN ) PRECACHE_CONDITIONAL( MODEL, "models/gibs/hgibs.mdl", g_Language.GetInt() != LANGUAGE_GERMAN ) #endif
PRECACHE( GAMESOUND, "Error" ) PRECACHE( GAMESOUND, "Hud.Hint" ) PRECACHE( GAMESOUND, "Player.FallDamage" ) PRECACHE( GAMESOUND, "Player.Swim" )
// General HUD sounds
PRECACHE( GAMESOUND, "Player.PickupWeapon" ) PRECACHE( GAMESOUND, "Player.DenyWeaponSelection" ) PRECACHE( GAMESOUND, "Player.WeaponSelected" ) PRECACHE( GAMESOUND, "Player.WeaponSelected_CT") PRECACHE( GAMESOUND, "Player.WeaponSelected_T") PRECACHE( GAMESOUND, "Player.WeaponSelectionClose" ) PRECACHE( GAMESOUND, "Player.WeaponSelectionMoveSlot" )
// General legacy temp ents sounds
PRECACHE( GAMESOUND, "Bounce.Glass" ) PRECACHE( GAMESOUND, "Bounce.Metal" ) PRECACHE( GAMESOUND, "Bounce.Flesh" ) PRECACHE( GAMESOUND, "Bounce.Wood" ) PRECACHE( GAMESOUND, "Bounce.Shrapnel" ) PRECACHE( GAMESOUND, "Bounce.ShotgunShell" ) PRECACHE( GAMESOUND, "Bounce.Shell" ) PRECACHE( GAMESOUND, "Bounce.Concrete" )
PRECACHE( GAMESOUND, "BaseEntity.EnterWater" ) PRECACHE( GAMESOUND, "BaseEntity.ExitWater" ) #endif
#ifdef PORTAL2
PRECACHE( GAMESOUND, "GameUI.UiCoopHudActivate" ) PRECACHE( GAMESOUND, "GameUI.UiCoopHudClick" ) PRECACHE( GAMESOUND, "GameUI.UiCoopHudClickLow" ) PRECACHE( GAMESOUND, "GameUI.UiCoopHudClickHigh" ) PRECACHE( GAMESOUND, "GameUI.UiCoopHudDeactivate" ) PRECACHE( GAMESOUND, "GameUI.UiCoopHudFocus" ) PRECACHE( GAMESOUND, "GameUI.UiCoopHudUnfocus" ) #endif
// Game Instructor sounds
PRECACHE( GAMESOUND, "Instructor.LessonStart" ) PRECACHE( GAMESOUND, "Instructor.ImportantLessonStart" ) PRECACHE_REGISTER_END()
void ClientPrecache( void ) { ClientGamePrecache();
if ( !IsGameConsole() && !engine->IsDedicatedServerForXbox() ) { // Force levels
char pBuf[MAX_PATH]; for ( int i = 0; i < CPU_LEVEL_PC_COUNT; ++i ) { Q_snprintf( pBuf, sizeof(pBuf), "cfg/cpu_level_%d_pc.ekv", i ); engine->ForceExactFile( pBuf ); Q_snprintf( pBuf, sizeof(pBuf), "cfg/cpu_level_%d_pc_ss.ekv", i ); engine->ForceExactFile( pBuf ); }
for ( int i = 0; i < GPU_LEVEL_PC_COUNT; ++i ) { Q_snprintf( pBuf, sizeof(pBuf), "cfg/gpu_level_%d_pc.ekv", i ); engine->ForceExactFile( pBuf ); }
for ( int i = 0; i < MEM_LEVEL_PC_COUNT; ++i ) { Q_snprintf( pBuf, sizeof(pBuf), "cfg/mem_level_%d_pc.ekv", i ); engine->ForceExactFile( pBuf ); }
for ( int i = 0; i < GPU_MEM_LEVEL_PC_COUNT; ++i ) { Q_snprintf( pBuf, sizeof(pBuf), "cfg/gpu_mem_level_%d_pc.ekv", i ); engine->ForceExactFile( pBuf ); } } else { engine->ForceExactFile( "cfg/mem_level_360.ekv" ); engine->ForceExactFile( "cfg/gpu_mem_level_360.ekv" ); engine->ForceExactFile( "cfg/gpu_level_360.ekv" ); engine->ForceExactFile( "cfg/cpu_level_360.ekv" ); engine->ForceExactFile( "cfg/cpu_level_360_ss.ekv" ); }
// Game Instructor lessons - don't want people making simple scripted wall hacks
engine->ForceExactFile( "scripts/instructor_lessons.txt" ); engine->ForceExactFile( "scripts/mod_lessons.txt" ); }
CON_COMMAND_F( cast_ray, "Tests collision detection", FCVAR_CHEAT ) { CBasePlayer *pPlayer = UTIL_GetCommandClient(); Vector forward; trace_t tr;
pPlayer->EyeVectors( &forward ); Vector start = pPlayer->EyePosition(); UTIL_TraceLine(start, start + forward * MAX_COORD_RANGE, MASK_SOLID, pPlayer, COLLISION_GROUP_NONE, &tr );
if ( tr.DidHit() ) { DevMsg(1, "Hit %s\nposition %.2f, %.2f, %.2f\nangles %.2f, %.2f, %.2f\n", tr.m_pEnt->GetClassname(), tr.m_pEnt->GetAbsOrigin().x, tr.m_pEnt->GetAbsOrigin().y, tr.m_pEnt->GetAbsOrigin().z, tr.m_pEnt->GetAbsAngles().x, tr.m_pEnt->GetAbsAngles().y, tr.m_pEnt->GetAbsAngles().z ); DevMsg(1, "Hit: hitbox %d, hitgroup %d, physics bone %d, solid %d, surface %s, surfaceprop %s, contents %08x\n", tr.hitbox, tr.hitgroup, tr.physicsbone, tr.m_pEnt->GetSolid(), tr.surface.name, physprops->GetPropName( tr.surface.surfaceProps ), tr.contents ); NDebugOverlay::Line( start, tr.endpos, 0, 255, 0, false, 10 ); NDebugOverlay::Line( tr.endpos, tr.endpos + tr.plane.normal * 12, 255, 255, 0, false, 10 ); } }
CON_COMMAND_F( cast_hull, "Tests hull collision detection", FCVAR_CHEAT ) { CBasePlayer *pPlayer = UTIL_GetCommandClient(); Vector forward; trace_t tr;
Vector extents; extents.Init(16,16,16); pPlayer->EyeVectors( &forward ); Vector start = pPlayer->EyePosition(); UTIL_TraceHull(start, start + forward * MAX_COORD_RANGE, -extents, extents, MASK_SOLID, pPlayer, COLLISION_GROUP_NONE, &tr ); if ( tr.DidHit() ) { DevMsg(1, "Hit %s\nposition %.2f, %.2f, %.2f\nangles %.2f, %.2f, %.2f\n", tr.m_pEnt->GetClassname(), tr.m_pEnt->GetAbsOrigin().x, tr.m_pEnt->GetAbsOrigin().y, tr.m_pEnt->GetAbsOrigin().z, tr.m_pEnt->GetAbsAngles().x, tr.m_pEnt->GetAbsAngles().y, tr.m_pEnt->GetAbsAngles().z ); DevMsg(1, "Hit: hitbox %d, hitgroup %d, physics bone %d, solid %d, surface %s, surfaceprop %s\n", tr.hitbox, tr.hitgroup, tr.physicsbone, tr.m_pEnt->GetSolid(), tr.surface.name, physprops->GetPropName( tr.surface.surfaceProps ) ); NDebugOverlay::SweptBox( start, tr.endpos, -extents, extents, vec3_angle, 0, 0, 255, 0, 10 ); Vector end = tr.endpos;// - tr.plane.normal * DotProductAbs( tr.plane.normal, extents );
NDebugOverlay::Line( end, end + tr.plane.normal * 24, 255, 255, 64, false, 10 ); } }
//-----------------------------------------------------------------------------
// Purpose: Used to find targets for ent_* commands
// Without a name, returns the entity under the player's crosshair.
// With a name it finds entities via name/classname/index
//-----------------------------------------------------------------------------
CBaseEntity *GetNextCommandEntity( CBasePlayer *pPlayer, const char *name, CBaseEntity *ent ) { if ( !pPlayer ) return NULL;
// If no name was given set bits based on the picked
if (FStrEq(name,"")) { // If we've already found an entity, return NULL.
// Makes it easier to write code using this func.
if ( ent ) return NULL;
return pPlayer ? pPlayer->FindPickerEntity() : NULL; }
int index = atoi( name ); if ( index ) { // If we've already found an entity, return NULL.
// Makes it easier to write code using this func.
if ( ent ) return NULL;
return CBaseEntity::Instance( index ); } // Loop through all entities matching, starting from the specified previous
while ( (ent = gEntList.NextEnt(ent)) != NULL ) { if ( (ent->GetEntityName() != NULL_STRING && ent->NameMatches(name)) || (ent->m_iClassname != NULL_STRING && ent->ClassMatches(name)) ) { return ent; } }
return NULL; }
//-----------------------------------------------------------------------------
// Purpose: called each time a player uses a "cmd" command
// Input : pPlayer - the player who issued the command
//-----------------------------------------------------------------------------
void SetDebugBits( CBasePlayer* pPlayer, const char *name, int bit ) { if ( !pPlayer ) return;
CBaseEntity *pEntity = NULL; while ( (pEntity = GetNextCommandEntity( pPlayer, name, pEntity )) != NULL ) { if (pEntity->m_debugOverlays & bit) { pEntity->m_debugOverlays &= ~bit; } else { pEntity->m_debugOverlays |= bit;
#ifdef AI_MONITOR_FOR_OSCILLATION
if( pEntity->IsNPC() ) { pEntity->MyNPCPointer()->m_ScheduleHistory.RemoveAll(); } #endif//AI_MONITOR_FOR_OSCILLATION
} } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : pKillTargetName -
//-----------------------------------------------------------------------------
void KillTargets( const char *pKillTargetName ) { CBaseEntity *pentKillTarget = NULL;
DevMsg( 2, "KillTarget: %s\n", pKillTargetName ); pentKillTarget = gEntList.FindEntityByName( NULL, pKillTargetName ); while ( pentKillTarget ) { UTIL_Remove( pentKillTarget );
DevMsg( 2, "killing %s\n", STRING( pentKillTarget->m_iClassname ) ); pentKillTarget = gEntList.FindEntityByName( pentKillTarget, pKillTargetName ); } }
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void ConsoleKillTarget( CBasePlayer *pPlayer, const char *name ) { // If no name was given use the picker
if (FStrEq(name,"")) { CBaseEntity *pEntity = pPlayer ? pPlayer->FindPickerEntity() : NULL; if ( pEntity ) { UTIL_Remove( pEntity ); Msg( "killing %s\n", pEntity->GetDebugName() ); return; } } // Otherwise use name or classname
KillTargets( name ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CPointClientCommand : public CPointEntity { public: DECLARE_CLASS( CPointClientCommand, CPointEntity ); DECLARE_DATADESC();
void InputCommand( inputdata_t& inputdata ); };
void CPointClientCommand::InputCommand( inputdata_t& inputdata ) { if ( !inputdata.value.String()[0] ) return;
edict_t *pClient = NULL; if ( gpGlobals->maxClients == 1 ) { pClient = INDEXENT( 1 ); } else { // In multiplayer, send it back to the activator
CBasePlayer *player = dynamic_cast< CBasePlayer * >( inputdata.pActivator ); if ( player ) { pClient = player->edict(); }
if ( IsInCommentaryMode() && !pClient ) { // Commentary is stuffing a command in. We'll pretend it came from the first player.
pClient = INDEXENT( 1 ); } }
if ( !pClient || !pClient->GetUnknown() ) return;
engine->ClientCommand( pClient, "%s\n", inputdata.value.String() ); }
BEGIN_DATADESC( CPointClientCommand ) DEFINE_INPUTFUNC( FIELD_STRING, "Command", InputCommand ), END_DATADESC()
LINK_ENTITY_TO_CLASS( point_clientcommand, CPointClientCommand );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CPointServerCommand : public CPointEntity { public: DECLARE_CLASS( CPointServerCommand, CPointEntity ); DECLARE_DATADESC(); void InputCommand( inputdata_t& inputdata ); };
//-----------------------------------------------------------------------------
// Purpose:
// Input : inputdata -
//-----------------------------------------------------------------------------
void CPointServerCommand::InputCommand( inputdata_t& inputdata ) { if ( !inputdata.value.String()[0] ) return;
#if defined( CSTRIKE15 )
CBasePlayer *player = UTIL_GetListenServerHost(); // if we're on a dedicated server or a non-listen server, only accept whitelisted commands
if ( engine->IsDedicatedServer() || player == NULL ) { // Parse the text into distinct commands
const char *pCurrentCommand = inputdata.value.String(); int nOffsetToNextCommand; int nLen = Q_strlen( inputdata.value.String() ); for( ; nLen > 0; nLen -= nOffsetToNextCommand+1, pCurrentCommand += nOffsetToNextCommand+1 ) { // find a \n or ; line break
int nCommandLength; UTIL_GetNextCommandLength( pCurrentCommand, nLen, &nCommandLength, &nOffsetToNextCommand ); if ( nCommandLength <= 0 ) continue;
engine->ServerCommand( UTIL_VarArgs( "whitelistcmd %.*s\n", nCommandLength, pCurrentCommand ) ); } return; }
#endif
engine->ServerCommand( UTIL_VarArgs( "%s\n", inputdata.value.String() ) ); }
BEGIN_DATADESC( CPointServerCommand ) DEFINE_INPUTFUNC( FIELD_STRING, "Command", InputCommand ), END_DATADESC()
LINK_ENTITY_TO_CLASS( point_servercommand, CPointServerCommand );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CPointBroadcastClientCommand : public CPointEntity { public: DECLARE_CLASS( CPointBroadcastClientCommand, CPointEntity ); DECLARE_DATADESC(); void InputCommand( inputdata_t& inputdata ); };
//-----------------------------------------------------------------------------
// Purpose:
// Input : inputdata -
//-----------------------------------------------------------------------------
void CPointBroadcastClientCommand::InputCommand( inputdata_t& inputdata ) { if ( !inputdata.value.String()[0] ) return;
for ( int i = 1; i <= gpGlobals->maxClients; ++i ) { CBasePlayer *pl = UTIL_PlayerByIndex( i ); if ( !pl ) continue;
edict_t *pClient = pl->edict(); if ( !pClient || !pClient->GetUnknown() ) continue;
engine->ClientCommand( pClient, "%s\n", inputdata.value.String() ); } }
BEGIN_DATADESC( CPointBroadcastClientCommand ) DEFINE_INPUTFUNC( FIELD_STRING, "Command", InputCommand ), END_DATADESC()
LINK_ENTITY_TO_CLASS( point_broadcastclientcommand, CPointBroadcastClientCommand );
//------------------------------------------------------------------------------
// Purpose : Draw a line betwen two points. White if no world collisions, red if collisions
// Input :
// Output :
//------------------------------------------------------------------------------
void CC_DrawLine( const CCommand &args ) { Vector startPos; Vector endPos;
startPos.x = clamp( atof(args[1]), MIN_COORD_FLOAT, MAX_COORD_FLOAT ); startPos.y = clamp( atof(args[2]), MIN_COORD_FLOAT, MAX_COORD_FLOAT ); startPos.z = clamp( atof(args[3]), MIN_COORD_FLOAT, MAX_COORD_FLOAT ); endPos.x = clamp( atof(args[4]), MIN_COORD_FLOAT, MAX_COORD_FLOAT ); endPos.y = clamp( atof(args[5]), MIN_COORD_FLOAT, MAX_COORD_FLOAT ); endPos.z = clamp( atof(args[6]), MIN_COORD_FLOAT, MAX_COORD_FLOAT );
UTIL_AddDebugLine(startPos,endPos,true,true); } static ConCommand drawline("drawline", CC_DrawLine, "Draws line between two 3D Points.\n\tGreen if no collision\n\tRed is collides with something\n\tArguments: x1 y1 z1 x2 y2 z2", FCVAR_CHEAT);
//------------------------------------------------------------------------------
// Purpose : Draw a cross at a points.
// Input :
// Output :
//------------------------------------------------------------------------------
void CC_DrawCross( const CCommand &args ) { Vector vPosition;
vPosition.x = clamp( atof(args[1]), MIN_COORD_FLOAT, MAX_COORD_FLOAT ); vPosition.y = clamp( atof(args[2]), MIN_COORD_FLOAT, MAX_COORD_FLOAT ); vPosition.z = clamp( atof(args[3]), MIN_COORD_FLOAT, MAX_COORD_FLOAT );
// Offset since min and max z in not about center
Vector mins = Vector(-5,-5,-5); Vector maxs = Vector(5,5,5);
Vector start = mins + vPosition; Vector end = maxs + vPosition; UTIL_AddDebugLine(start,end,true,true);
start.x += (maxs.x - mins.x); end.x -= (maxs.x - mins.x); UTIL_AddDebugLine(start,end,true,true);
start.y += (maxs.y - mins.y); end.y -= (maxs.y - mins.y); UTIL_AddDebugLine(start,end,true,true);
start.x -= (maxs.x - mins.x); end.x += (maxs.x - mins.x); UTIL_AddDebugLine(start,end,true,true); } static ConCommand drawcross("drawcross", CC_DrawCross, "Draws a cross at the given location\n\tArguments: x y z", FCVAR_CHEAT);
//------------------------------------------------------------------------------
// helper function for kill and explode
//------------------------------------------------------------------------------
void kill_helper( const CCommand &args, bool bVector, bool bExplode ) { bool bKillOther = args.ArgC() > ( bVector ? 4 : 1 );
CBasePlayer *pPlayer = NULL;
if ( bKillOther && sv_cheats->GetBool() ) { // Find the matching netname
for ( int i = 1; i <= gpGlobals->maxClients; i++ ) { pPlayer = ToBasePlayer( UTIL_PlayerByIndex(i) ); if ( pPlayer && Q_strstr( pPlayer->GetPlayerName(), args[1] ) ) break; pPlayer = NULL; } } else { pPlayer = UTIL_GetCommandClient(); }
if ( !pPlayer || g_pGameRules->IgnorePlayerKillCommand() ) { return; }
#if defined ( CSTRIKE15 )
// If we're doing global assassination targets, we have a known assassinate quest and the player who is the target is on the correct team
// then don't let them suicide.
if ( CSGameRules() && CSGameRules()->GetActiveAssassinationQuest() ) { CEconQuestDefinition *pQuest = CSGameRules()->GetActiveAssassinationQuest(); CCSPlayer *pCSPlayer = ToCSPlayer( pPlayer ); if ( pQuest && pCSPlayer && ( int( pQuest->GetTargetTeam() ) == pPlayer->GetTeamNumber() ) && ( pCSPlayer->IsAssassinationTarget() ) ) return; } #endif
if ( bVector && sv_cheats->GetBool() ) { int i = bKillOther ? 2 : 1; Vector vecForce; vecForce.x = atof( args[i++] ); vecForce.y = atof( args[i++] ); vecForce.z = atof( args[i++] );
pPlayer->CommitSuicide( vecForce, bExplode ); } else { pPlayer->CommitSuicide( bExplode ); } }
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
CON_COMMAND_F( kill, "Kills the player with generic damage", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS ) { kill_helper( args, false, false ); }
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
CON_COMMAND_F( explode, "Kills the player with explosive damage", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS ) { kill_helper( args, false, true ); }
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
CON_COMMAND_F( killvector, "Kills a player applying force. Usage: killvector <player> <x value> <y value> <z value>", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS ) { kill_helper( args, true, false ); }
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
CON_COMMAND_F( explodevector, "Kills a player applying an explosive force. Usage: explodevector <player> <x value> <y value> <z value>", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS ) { kill_helper( args, true, true ); }
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
CON_COMMAND_F( buddha, "Toggle. Player takes damage but won't die. (Shows red cross when health is zero)", FCVAR_CHEAT ) { CBasePlayer *pPlayer = ToBasePlayer( UTIL_GetCommandClient() ); if ( pPlayer ) { if (pPlayer->m_debugOverlays & OVERLAY_BUDDHA_MODE) { pPlayer->m_debugOverlays &= ~OVERLAY_BUDDHA_MODE; Msg("Buddha Mode off...\n"); } else { pPlayer->m_debugOverlays |= OVERLAY_BUDDHA_MODE; Msg("Buddha Mode on...\n"); } } }
#define TALK_INTERVAL 0.66 // min time between say commands from a client
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
CON_COMMAND_F( say, "Display player message", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS ) { CBasePlayer *pPlayer = ToBasePlayer( UTIL_GetCommandClient() ); if ( pPlayer ) { if (( pPlayer->LastTimePlayerTalked() + TALK_INTERVAL ) < gpGlobals->curtime) { Host_Say( pPlayer->edict(), args, 0 ); pPlayer->NotePlayerTalked(); } } else if ( UTIL_IsCommandIssuedByServerAdmin() ) { Host_Say( NULL, args, 0 ); } }
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
CON_COMMAND_F( say_team, "Display player message to team", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS ) { CBasePlayer *pPlayer = ToBasePlayer( UTIL_GetCommandClient() ); if (pPlayer) { if (( pPlayer->LastTimePlayerTalked() + TALK_INTERVAL ) < gpGlobals->curtime) { Host_Say( pPlayer->edict(), args, 1 ); pPlayer->NotePlayerTalked(); } } }
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
CON_COMMAND_F( give, "Give item to player.\n\tArguments: <item_name>", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS ) { CBasePlayer *pPlayer = ToBasePlayer( UTIL_GetCommandClient() ); if ( pPlayer && (gpGlobals->maxClients == 1 || sv_cheats->GetBool()) && args.ArgC() >= 2 ) { char item_to_give[ 256 ]; Q_strncpy( item_to_give, args[1], sizeof( item_to_give ) ); Q_strlower( item_to_give );
// Dirty hack to avoid suit playing it's pickup sound
if ( !Q_stricmp( item_to_give, "item_suit" ) ) { pPlayer->EquipSuit( false ); return; }
string_t iszItem = AllocPooledString( item_to_give ); // Make a copy of the classname
pPlayer->GiveNamedItem( STRING(iszItem) ); } }
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
void CC_Player_SetModel( const CCommand &args ) { if ( gpGlobals->deathmatch ) return;
CBasePlayer *pPlayer = ToBasePlayer( UTIL_GetCommandClient() ); if ( pPlayer && args.ArgC() == 2) { static char szName[256]; Q_snprintf( szName, sizeof( szName ), "models/%s.mdl", args[1] ); pPlayer->SetModel( szName ); UTIL_SetSize(pPlayer, VEC_HULL_MIN, VEC_HULL_MAX); } } static ConCommand setmodel("setmodel", CC_Player_SetModel, "Changes's player's model", FCVAR_CHEAT );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CC_Player_TestDispatchEffect( const CCommand &args ) { CBasePlayer *pPlayer = ToBasePlayer( UTIL_GetCommandClient() ); if ( !pPlayer) return; if ( args.ArgC() < 2 ) { Msg(" Usage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale>\n " ); Msg(" defaults are: <distance 1024> <flags 0> <magnitude 0> <scale 0>\n" ); return; }
// Optional distance
float flDistance = 1024; if ( args.ArgC() >= 3 ) { flDistance = atoi( args[ 2 ] ); }
// Optional flags
float flags = 0; if ( args.ArgC() >= 4 ) { flags = atoi( args[ 3 ] ); }
// Optional magnitude
float magnitude = 0; if ( args.ArgC() >= 5 ) { magnitude = atof( args[ 4 ] ); }
// Optional scale
float scale = 0; if ( args.ArgC() >= 6 ) { scale = atof( args[ 5 ] ); }
Vector vecForward; QAngle vecAngles = pPlayer->EyeAngles(); AngleVectors( vecAngles, &vecForward );
// Trace forward
trace_t tr; Vector vecSrc = pPlayer->EyePosition(); Vector vecEnd = vecSrc + (vecForward * flDistance); UTIL_TraceLine( vecSrc, vecEnd, MASK_ALL, pPlayer, COLLISION_GROUP_NONE, &tr );
// Fill out the generic data
CEffectData data; // If we hit something, use that data
if ( tr.fraction < 1.0 ) { data.m_vOrigin = tr.endpos; VectorAngles( tr.plane.normal, data.m_vAngles ); data.m_vNormal = tr.plane.normal; } else { data.m_vOrigin = vecEnd; data.m_vAngles = vecAngles; AngleVectors( vecAngles, &data.m_vNormal ); } data.m_nEntIndex = pPlayer->entindex(); data.m_fFlags = flags; data.m_flMagnitude = magnitude; data.m_flScale = scale; PrecacheEffect( (char *)args[1] ); DispatchEffect( (char *)args[1], data ); }
static ConCommand test_dispatcheffect("test_dispatcheffect", CC_Player_TestDispatchEffect, "Test a clientside dispatch effect.\n\tUsage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale>\n\tDefaults are: <distance 1024> <flags 0> <magnitude 0> <scale 0>\n", FCVAR_CHEAT);
#ifdef HL2_DLL
//-----------------------------------------------------------------------------
// Purpose: Quickly switch to the physics cannon, or back to previous item
//-----------------------------------------------------------------------------
void CC_Player_PhysSwap( void ) { CBasePlayer *pPlayer = ToBasePlayer( UTIL_GetCommandClient() ); if ( pPlayer ) { CBaseCombatWeapon *pWeapon = pPlayer->GetActiveWeapon();
if ( pWeapon ) { // Tell the client to stop selecting weapons
engine->ClientCommand( UTIL_GetCommandClient()->edict(), "cancelselect" );
const char *strWeaponName = pWeapon->GetName();
if ( !Q_stricmp( strWeaponName, "weapon_physcannon" ) ) { PhysCannonForceDrop( pWeapon, NULL ); pPlayer->SelectLastItem(); } else { pPlayer->SelectItem( "weapon_physcannon" ); } } } } static ConCommand physswap("phys_swap", CC_Player_PhysSwap, "Automatically swaps the current weapon for the physcannon and back again." ); #endif
//-----------------------------------------------------------------------------
// Purpose: Quickly switch to the bug bait, or back to previous item
//-----------------------------------------------------------------------------
void CC_Player_BugBaitSwap( void ) { CBasePlayer *pPlayer = ToBasePlayer( UTIL_GetCommandClient() ); if ( pPlayer ) { CBaseCombatWeapon *pWeapon = pPlayer->GetActiveWeapon();
if ( pWeapon ) { // Tell the client to stop selecting weapons
engine->ClientCommand( UTIL_GetCommandClient()->edict(), "cancelselect" );
const char *strWeaponName = pWeapon->GetName();
if ( !Q_stricmp( strWeaponName, "weapon_bugbait" ) ) { pPlayer->SelectLastItem(); } else { pPlayer->SelectItem( "weapon_bugbait" ); } } } } static ConCommand bugswap("bug_swap", CC_Player_BugBaitSwap, "Automatically swaps the current weapon for the bug bait and back again.", FCVAR_CHEAT );
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
void CC_Player_Use( const CCommand &args ) { CBasePlayer *pPlayer = ToBasePlayer( UTIL_GetCommandClient() ); if ( pPlayer) { pPlayer->SelectItem((char *)args[1]); } } static ConCommand use("use", CC_Player_Use, "Use a particular weapon\t\nArguments: <weapon_name>", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS );
class SimplePhysicsTraceFilter : public IPhysicsTraceFilter { CBaseEntity *m_pEntity; int m_mask;
public: SimplePhysicsTraceFilter( CBaseEntity *pEntity, int mask ) { m_pEntity = pEntity; m_mask = mask; }
virtual bool ShouldHitObject( IPhysicsObject *pObject, int contentsMask ) { if ( m_pEntity->VPhysicsGetObject() == pObject ) return false;
if ( (m_mask & contentsMask) == 0 ) return false;
return true; }
virtual PhysicsTraceType_t GetTraceType() const { return VPHYSICS_TRACE_STATIC_AND_MOVING; } };
//------------------------------------------------------------------------------
// A small wrapper around SV_Move that never clips against the supplied entity.
//------------------------------------------------------------------------------
bool TestEntityPosition ( CBaseEntity *pEntity, unsigned int mask ) { trace_t trace; IPhysicsObject *physObject = pEntity->VPhysicsGetObject(); const Vector &origin = pEntity->GetAbsOrigin(); if ( physObject ) { QAngle angles = pEntity->GetAbsAngles();
//Vector obbMins, obbMaxs;
Vector mins, maxs; //obbMins = pEntity->CollisionProp()->OBBMins();
//obbMaxs = pEntity->CollisionProp()->OBBMaxs();
//pEntity->CollisionProp()->CollisionAABBToWorldAABB( obbMins, obbMaxs, &mins, &maxs );
pEntity->CollisionProp()->WorldSpaceSurroundingBounds( &mins, &maxs );
UTIL_TraceHull( vec3_origin, vec3_origin, mins, maxs, mask, pEntity, COLLISION_GROUP_NONE, &trace ); //SimplePhysicsTraceFilter filter( pEntity, (int)mask );
//physenv->SweepCollideable( physObject->GetCollide(), origin, origin, angles, mask, &filter, &trace );
} else { UTIL_TraceEntity( pEntity, origin, origin, mask, &trace ); } return (trace.startsolid == 0); }
//------------------------------------------------------------------------------
// Searches along the direction ray in steps of "step" to see if
// the entity position is passible.
// Used for putting the player in valid space when toggling off noclip mode.
//------------------------------------------------------------------------------
static int FindPassableSpace( CBaseEntity *pEntity, unsigned int mask, const Vector& direction, float step, Vector& oldorigin ) { int i; for ( i = 0; i < 100; i++ ) { Vector origin = pEntity->GetAbsOrigin(); VectorMA( origin, step, direction, origin ); pEntity->SetAbsOrigin( origin ); if ( TestEntityPosition( pEntity, mask ) ) { VectorCopy( pEntity->GetAbsOrigin(), oldorigin ); return 1; } } return 0; }
//------------------------------------------------------------------------------
// Test various directions for empty space -- for debugging only; this is slow and
// meant for finding a place to put a noclipped player who goes solid again.
//------------------------------------------------------------------------------
bool FindEmptySpace( CBaseEntity *pEntity, unsigned int mask, const Vector &forward, const Vector &right, const Vector &up, Vector *testOrigin ) { return FindPassableSpace( pEntity, mask, forward, 1, *testOrigin ) || // forward
FindPassableSpace( pEntity, mask, right, 1, *testOrigin ) || // right
FindPassableSpace( pEntity, mask, right, -1, *testOrigin ) || // left
FindPassableSpace( pEntity, mask, up, 1, *testOrigin ) || // up
FindPassableSpace( pEntity, mask, up, -1, *testOrigin ) || // down
FindPassableSpace( pEntity, mask, forward, -1, *testOrigin ) ; // back
}
//------------------------------------------------------------------------------
// Noclip
//------------------------------------------------------------------------------
ConVar noclip_fixup( "noclip_fixup", "1", FCVAR_CHEAT ); void EnableNoClip( CBasePlayer *pPlayer ) { // Disengage from hierarchy
pPlayer->SetParent( NULL ); pPlayer->SetMoveType( MOVETYPE_NOCLIP ); ClientPrint( pPlayer, HUD_PRINTCONSOLE, "noclip ON\n"); pPlayer->AddEFlags( EFL_NOCLIP_ACTIVE ); pPlayer->NoClipStateChanged();
engine->SetNoClipEnabled( true );
UTIL_LogPrintf( "%s entered NOCLIP mode\n", GameLogSystem()->FormatPlayer( pPlayer ) ); }
void DisableNoClip( CBasePlayer *pPlayer ) { CPlayerState *pl = pPlayer->PlayerData(); Assert( pl );
pPlayer->RemoveEFlags( EFL_NOCLIP_ACTIVE ); pPlayer->SetMoveType( MOVETYPE_WALK );
ClientPrint( pPlayer, HUD_PRINTCONSOLE, "noclip OFF\n"); Vector oldorigin = pPlayer->GetAbsOrigin(); unsigned int mask = MASK_PLAYERSOLID; if ( noclip_fixup.GetBool() && !TestEntityPosition( pPlayer, mask ) ) { Vector forward, right, up;
AngleVectors ( pl->v_angle, &forward, &right, &up);
if ( !FindEmptySpace( pPlayer, mask, forward, right, up, &oldorigin ) ) { Msg( "Can't find the world\n" ); }
pPlayer->SetAbsOrigin( oldorigin ); }
pPlayer->NoClipStateChanged();
engine->SetNoClipEnabled( false );
UTIL_LogPrintf( "%s left NOCLIP mode\n", GameLogSystem()->FormatPlayer( pPlayer ) ); }
CON_COMMAND_F( noclip, "Toggle. Player becomes non-solid and flies. Optional argument of 0 or 1 to force enable/disable", FCVAR_CHEAT ) { if ( !sv_cheats->GetBool() ) return;
CBasePlayer *pPlayer = ToBasePlayer( UTIL_GetCommandClient() ); if ( !pPlayer ) return;
if ( args.ArgC() >= 2 ) { bool bEnable = Q_atoi( args.Arg( 1 ) ) ? true : false; if ( bEnable && pPlayer->GetMoveType() != MOVETYPE_NOCLIP ) { EnableNoClip( pPlayer ); } else if ( !bEnable && pPlayer->GetMoveType() == MOVETYPE_NOCLIP ) { DisableNoClip( pPlayer ); } } else { // Toggle the noclip state if there aren't any arguments.
if ( pPlayer->GetMoveType() != MOVETYPE_NOCLIP ) { EnableNoClip( pPlayer ); } else { DisableNoClip( pPlayer ); } } }
//------------------------------------------------------------------------------
// Sets client to godmode
//------------------------------------------------------------------------------
void CC_God_f (void) { if ( !sv_cheats->GetBool() ) return;
CBasePlayer *pPlayer = ToBasePlayer( UTIL_GetCommandClient() ); if ( !pPlayer ) return;
// if ( gpGlobals->deathmatch )
// return;
pPlayer->ToggleFlag( FL_GODMODE ); if (!(pPlayer->GetFlags() & FL_GODMODE ) ) ClientPrint( pPlayer, HUD_PRINTCONSOLE, "godmode OFF\n"); else ClientPrint( pPlayer, HUD_PRINTCONSOLE, "godmode ON\n"); }
//------------------------------------------------------------------------------
// Sets all players to godmode
//------------------------------------------------------------------------------
void CC_Gods_f (void) { if ( !sv_cheats->GetBool() ) return; // Decide how to toggle based on the state of the local player.
bool turnOn = false; CBasePlayer *pLocalPlayer = ToBasePlayer( UTIL_GetCommandClient() ); if ( pLocalPlayer ) { turnOn = !(pLocalPlayer->GetFlags() & FL_GODMODE); }
for ( int i = 1; i <= gpGlobals->maxClients; ++i ) { CBasePlayer *pPlayer = ToBasePlayer( UTIL_PlayerByIndex( i ) ); if ( !pPlayer ) continue;
if ( turnOn != ( ( pPlayer->GetFlags() & FL_GODMODE ) > 0 ) ) { pPlayer->ToggleFlag( FL_GODMODE ); } }
ClientPrint( pLocalPlayer, HUD_PRINTCONSOLE, turnOn ? "godsmode ON\n" : "godsmode OFF\n"); }
static ConCommand god("god", CC_God_f, "Toggle. Player becomes invulnerable.", FCVAR_CHEAT ); static ConCommand gods("gods", CC_Gods_f, "Toggle. All players become invulnerable.", FCVAR_CHEAT );
CON_COMMAND_F( ent_setpos, "Move entity to position", FCVAR_CHEAT ) { if ( !sv_cheats->GetBool() ) return;
CBasePlayer *pPlayer = ToBasePlayer( UTIL_GetCommandClient() ); if ( !pPlayer ) return;
if ( args.ArgC() < 4 ) { ClientPrint( pPlayer, HUD_PRINTCONSOLE, "Usage: ent_setpos index x y <optional z>\n"); return; }
int nIndex = Q_atoi( args[ 1 ] ); CBaseEntity *ent = CBaseEntity::Instance( nIndex ); if ( !ent ) { ClientPrint( pPlayer, HUD_PRINTCONSOLE, UTIL_VarArgs( "ent_setpos no entity %d\n", nIndex ) ); return; }
Vector oldorigin = ent->GetAbsOrigin();
Vector newpos; newpos.x = atof( args[2] ); newpos.y = atof( args[3] ); newpos.z = args.ArgC() == 5 ? atof( args[4] ) : oldorigin.z;
ent->SetAbsOrigin( newpos ); }
CON_COMMAND_F( ent_setang, "Set entity angles", FCVAR_CHEAT ) { if ( !sv_cheats->GetBool() ) return;
CBasePlayer *pPlayer = ToBasePlayer( UTIL_GetCommandClient() ); if ( !pPlayer ) return;
if ( args.ArgC() < 4 ) { ClientPrint( pPlayer, HUD_PRINTCONSOLE, "Usage: ent_setang index pitch yaw <optional roll>\n"); return; }
int nIndex = Q_atoi( args[ 1 ] ); CBaseEntity *ent = CBaseEntity::Instance( nIndex ); if ( !ent ) { ClientPrint( pPlayer, HUD_PRINTCONSOLE, UTIL_VarArgs( "ent_setang no entity %d\n", nIndex ) ); return; }
QAngle old = ent->GetAbsAngles();
QAngle newAng; newAng.x = atof( args[2] ); newAng.y = atof( args[3] ); newAng.z = args.ArgC() == 5 ? atof( args[4] ) : old.z;
ent->SetAbsAngles( newAng ); }
//------------------------------------------------------------------------------
// Sets client to godmode
//------------------------------------------------------------------------------
CON_COMMAND_F( setpos, "Move player to specified origin (must have sv_cheats).", FCVAR_CHEAT ) { if ( !sv_cheats->GetBool() ) return;
CBasePlayer *pPlayer = ToBasePlayer( UTIL_GetCommandClient() ); if ( !pPlayer ) return;
if ( args.ArgC() < 3 ) { ClientPrint( pPlayer, HUD_PRINTCONSOLE, "Usage: setpos x y <z optional>\n"); return; }
Vector oldorigin = pPlayer->GetAbsOrigin();
Vector newpos; newpos.x = clamp( atof( args[1] ), MIN_COORD_FLOAT, MAX_COORD_FLOAT ); newpos.y = clamp( atof( args[2] ), MIN_COORD_FLOAT, MAX_COORD_FLOAT ); newpos.z = args.ArgC() == 4 ? clamp( atof( args[3] ), MIN_COORD_FLOAT, MAX_COORD_FLOAT ) : oldorigin.z;
pPlayer->SetAbsOrigin( newpos );
if ( !TestEntityPosition( pPlayer, MASK_PLAYERSOLID ) ) { ClientPrint( pPlayer, HUD_PRINTCONSOLE, "setpos into world, use noclip to unstick yourself!\n"); } }
//------------------------------------------------------------------------------
// Sets client to godmode
//------------------------------------------------------------------------------
CON_COMMAND_F( setpos_player, "Move specified player to specified origin (must have sv_cheats).", FCVAR_CHEAT ) { if ( !sv_cheats->GetBool() ) return;
CBasePlayer *pCommandPlayer = ToBasePlayer( UTIL_GetCommandClient() ); if ( !pCommandPlayer ) return;
if ( args.ArgC() < 4 ) { ClientPrint( pCommandPlayer, HUD_PRINTCONSOLE, "Usage: setpos player_index x y <z optional>\n"); return; }
CBasePlayer *pPlayer = ToBasePlayer( UTIL_PlayerByIndex( atoi( args[1] ) ) ); if ( !pPlayer ) return;
Vector oldorigin = pPlayer->GetAbsOrigin();
Vector newpos; newpos.x = atof( args[2] ); newpos.y = atof( args[3] ); newpos.z = args.ArgC() == 5 ? atof( args[4] ) : oldorigin.z;
pPlayer->SetAbsOrigin( newpos );
if ( !TestEntityPosition( pPlayer, MASK_PLAYERSOLID ) ) { ClientPrint( pPlayer, HUD_PRINTCONSOLE, "setpos into world, use noclip to unstick yourself!\n"); } }
//------------------------------------------------------------------------------
// Sets client to godmode
//------------------------------------------------------------------------------
void CC_setang_f (const CCommand &args) { if ( !sv_cheats->GetBool() ) return;
CBasePlayer *pPlayer = ToBasePlayer( UTIL_GetCommandClient() ); if ( !pPlayer ) return;
if ( args.ArgC() < 3 ) { ClientPrint( pPlayer, HUD_PRINTCONSOLE, "Usage: setang pitch yaw <roll optional>\n"); return; }
QAngle oldang = pPlayer->GetAbsAngles();
QAngle newang; newang.x = atof( args[1] ); newang.y = atof( args[2] ); newang.z = args.ArgC() == 4 ? atof( args[3] ) : oldang.z;
pPlayer->SnapEyeAngles( newang ); }
static ConCommand setang("setang", CC_setang_f, "Snap player eyes to specified pitch yaw <roll:optional> (must have sv_cheats).", FCVAR_CHEAT );
//------------------------------------------------------------------------------
// Move position
//------------------------------------------------------------------------------
CON_COMMAND_F( setpos_exact, "Move player to an exact specified origin (must have sv_cheats).", FCVAR_CHEAT ) { if ( !sv_cheats->GetBool() ) return;
CBasePlayer *pPlayer = ToBasePlayer( UTIL_GetCommandClient() ); if ( !pPlayer ) return;
if ( args.ArgC() < 3 ) { ClientPrint( pPlayer, HUD_PRINTCONSOLE, "Usage: setpos_exact x y <z optional>\n"); return; }
Vector oldorigin = pPlayer->GetAbsOrigin();
Vector newpos; newpos.x = atof( args[1] ); newpos.y = atof( args[2] ); newpos.z = args.ArgC() == 4 ? atof( args[3] ) : oldorigin.z;
pPlayer->Teleport( &newpos, NULL, NULL );
if ( !TestEntityPosition( pPlayer, MASK_PLAYERSOLID ) ) { if ( pPlayer->GetMoveType() != MOVETYPE_NOCLIP ) { EnableNoClip( pPlayer ); return; } } }
CON_COMMAND_F( setang_exact, "Snap player eyes and orientation to specified pitch yaw <roll:optional> (must have sv_cheats).", FCVAR_CHEAT ) { if ( !sv_cheats->GetBool() ) return;
CBasePlayer *pPlayer = ToBasePlayer( UTIL_GetCommandClient() ); if ( !pPlayer ) return;
if ( args.ArgC() < 3 ) { ClientPrint( pPlayer, HUD_PRINTCONSOLE, "Usage: setang_exact pitch yaw <roll optional>\n"); return; }
QAngle oldang = pPlayer->GetAbsAngles();
QAngle newang; newang.x = atof( args[1] ); newang.y = atof( args[2] ); newang.z = args.ArgC() == 4 ? atof( args[3] ) : oldang.z;
pPlayer->Teleport( NULL, &newang, NULL ); pPlayer->SnapEyeAngles( newang );
#ifdef TF_DLL
static_cast<CTFPlayer*>( pPlayer )->DoAnimationEvent( PLAYERANIMEVENT_SNAP_YAW ); #endif
}
//------------------------------------------------------------------------------
// Sets client to notarget mode.
//------------------------------------------------------------------------------
void CC_Notarget_f (void) { if ( !sv_cheats->GetBool() ) return;
CBasePlayer *pPlayer = ToBasePlayer( UTIL_GetCommandClient() ); if ( !pPlayer ) return;
if ( gpGlobals->deathmatch ) return;
pPlayer->ToggleFlag( FL_NOTARGET ); if ( !(pPlayer->GetFlags() & FL_NOTARGET ) ) ClientPrint( pPlayer, HUD_PRINTCONSOLE, "notarget OFF\n"); else ClientPrint( pPlayer, HUD_PRINTCONSOLE, "notarget ON\n"); }
ConCommand notarget("notarget", CC_Notarget_f, "Toggle. Player becomes hidden to NPCs.", FCVAR_CHEAT);
//------------------------------------------------------------------------------
// Damage the client the specified amount
//------------------------------------------------------------------------------
void CC_HurtMe_f(const CCommand &args) { if ( !sv_cheats->GetBool() ) return;
CBasePlayer *pPlayer = ToBasePlayer( UTIL_GetCommandClient() ); if ( !pPlayer ) return;
int iDamage = 10; if ( args.ArgC() >= 2 ) { iDamage = atoi( args[ 1 ] ); }
pPlayer->TakeDamage( CTakeDamageInfo( pPlayer, pPlayer, iDamage, DMG_PREVENT_PHYSICS_FORCE ) ); }
static ConCommand hurtme("hurtme", CC_HurtMe_f, "Hurts the player.\n\tArguments: <health to lose>", FCVAR_CHEAT);
static bool IsInGroundList( CBaseEntity *ent, CBaseEntity *ground ) { if ( !ground || !ent ) return false;
groundlink_t *root = ( groundlink_t * )ground->GetDataObject( GROUNDLINK ); if ( root ) { groundlink_t *link = root->nextLink; while ( link != root ) { CBaseEntity *other = link->entity; if ( other == ent ) return true; link = link->nextLink; } }
return false;
}
static int DescribeGroundList( CBaseEntity *ent ) { if ( !ent ) return 0;
int c = 1;
Msg( "%i : %s (ground %i %s)\n", ent->entindex(), ent->GetClassname(), ent->GetGroundEntity() ? ent->GetGroundEntity()->entindex() : -1, ent->GetGroundEntity() ? ent->GetGroundEntity()->GetClassname() : "NULL" ); groundlink_t *root = ( groundlink_t * )ent->GetDataObject( GROUNDLINK ); if ( root ) { groundlink_t *link = root->nextLink; while ( link != root ) { CBaseEntity *other = link->entity; if ( other ) { Msg( " %02i: %i %s\n", c++, other->entindex(), other->GetClassname() );
if ( other->GetGroundEntity() != ent ) { Assert( 0 ); Msg( " mismatched!!!\n" ); } } else { Assert( 0 ); Msg( " %02i: NULL link\n", c++ ); } link = link->nextLink; } }
if ( ent->GetGroundEntity() != NULL ) { Assert( IsInGroundList( ent, ent->GetGroundEntity() ) ); }
return c - 1; }
void CC_GroundList_f(const CCommand &args) { if ( !UTIL_IsCommandIssuedByServerAdmin() ) return;
if ( args.ArgC() == 2 ) { int idx = atoi( args[1] );
CBaseEntity *ground = CBaseEntity::Instance( idx ); if ( ground ) { DescribeGroundList( ground ); } } else { CBaseEntity *ent = NULL; int linkCount = 0; while ( (ent = gEntList.NextEnt(ent)) != NULL ) { linkCount += DescribeGroundList( ent ); }
extern int groundlinksallocated; Assert( linkCount == groundlinksallocated );
Msg( "--- %i links\n", groundlinksallocated ); } }
static ConCommand groundlist("groundlist", CC_GroundList_f, "Display ground entity list <index>" );
//-----------------------------------------------------------------------------
// Purpose: called each time a player uses a "cmd" command
// Input : *pEdict - the player who issued the command
//-----------------------------------------------------------------------------
void ClientCommand( CBasePlayer *pPlayer, const CCommand &args ) { const char *pCmd = args[0];
// Is the client spawned yet?
if ( !pPlayer ) return;
MDLCACHE_CRITICAL_SECTION();
/*
const char *pstr;
if (((pstr = strstr(pcmd, "weapon_")) != NULL) && (pstr == pcmd)) { // Subtype may be specified
if ( args.ArgC() == 2 ) { pPlayer->SelectItem( pcmd, atoi( args[1] ) ); } else { pPlayer->SelectItem(pcmd); } } */ if ( FStrEq( pCmd, "killtarget" ) ) { if ( g_pDeveloper->GetBool() && sv_cheats->GetBool() && UTIL_IsCommandIssuedByServerAdmin() ) { ConsoleKillTarget( pPlayer, args[1] ); } } else if ( FStrEq( pCmd, "demorestart" ) ) { pPlayer->ForceClientDllUpdate(); } else if ( FStrEq( pCmd, "fade" ) ) { color32 black = {32,63,100,200}; UTIL_ScreenFade( pPlayer, black, 3, 3, FFADE_OUT ); } else if ( FStrEq( pCmd, "te" ) ) { if ( sv_cheats->GetBool() && UTIL_IsCommandIssuedByServerAdmin() ) { if ( FStrEq( args[1], "stop" ) ) { // Destroy it
//
CBaseEntity *ent = gEntList.FindEntityByClassname( NULL, "te_tester" ); while ( ent ) { CBaseEntity *next = gEntList.FindEntityByClassname( ent, "te_tester" ); UTIL_Remove( ent ); ent = next; } } else { CTempEntTester::Create( pPlayer->WorldSpaceCenter(), pPlayer->EyeAngles(), args[1], args[2] ); } } } #ifdef _DEBUG
else if ( FStrEq( pCmd, "bugpause" ) ) { // bug reporter opening, pause all connected clients
CFmtStr str; UTIL_ClientPrintAll( HUD_PRINTTALK, str.sprintf( "BUG REPORTER ACTIVATED BY: %s\n", pPlayer->GetPlayerName() ) ); engine->Pause( true, true ); } else if ( FStrEq( pCmd, "bugunpause" ) ) { // bug reporter closing, unpause all connected clients
engine->Pause( false, true ); } #endif
else { if ( !g_pGameRules->ClientCommand( pPlayer, args ) ) { if ( Q_strlen( pCmd ) > 128 ) { ClientPrint( pPlayer, HUD_PRINTCONSOLE, "Console command too long.\n" ); } else { // tell the user they entered an unknown command
ClientPrint( pPlayer, HUD_PRINTCONSOLE, UTIL_VarArgs( "Unknown command: %s\n", pCmd ) ); } } } }
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