1 // =======================================================
2 // Server side client commands code, reworked by Samual
3 // Last updated: August 4th, 2011
4 // =======================================================
6 #define CC_REQUEST_HELP 1
7 #define CC_REQUEST_COMMAND 2
8 #define CC_REQUEST_USAGE 3
13 .float cmd_floodcount;
15 .float lms_spectate_warning;
17 float readyrestart_happened;
20 string MapVote_Suggest(string m);
25 // ============================
26 // Misc. Supporting Functions
27 // ============================
29 float SV_ParseClientCommand_floodcheck()
31 if (timeoutStatus != 2) // if the game is not paused... but wait, doesn't that mean it could be dos'd by pausing it? eh? (old code)
33 if(time == self.cmd_floodtime) // todo: add buffer time as well, ONLY one second is a short amount of time for someone to be spamming.
35 self.cmd_floodcount += 1;
36 if(self.cmd_floodcount > 8) // todo: replace constant 8 with a cvar for the server to control
37 return FALSE; // too much spam, halt
41 self.cmd_floodtime = time;
42 self.cmd_floodcount = 1;
45 return TRUE; // continue, as we're not flooding yet
48 float Nagger_SendEntity(entity to, float sendflags)
52 WriteByte(MSG_ENTITY, ENT_CLIENT_NAGGER);
56 // 2 = player needs to ready up
58 // 8 = player needs to vote
86 if(!(nags & 4)) // no vote called? send no string
89 WriteByte(MSG_ENTITY, nags);
93 WriteByte(MSG_ENTITY, vote_yescount);
94 WriteByte(MSG_ENTITY, vote_nocount);
95 WriteByte(MSG_ENTITY, vote_needed_absolute);
96 WriteChar(MSG_ENTITY, to.vote_vote);
100 WriteString(MSG_ENTITY, votecalledvote_display);
104 for(i = 1; i <= maxclients; i += 8)
106 for(f = 0, e = edict_num(i), b = 1; b < 256; b *= 2, e = nextent(e))
107 if(clienttype(e) != CLIENTTYPE_REAL || e.ready)
109 WriteByte(MSG_ENTITY, f);
117 Net_LinkEntity(nagger = spawn(), FALSE, 0, Nagger_SendEntity);
119 void Nagger_VoteChanged()
122 nagger.SendFlags |= 128;
124 void Nagger_VoteCountChanged()
127 nagger.SendFlags |= 64;
129 void Nagger_ReadyCounted()
132 nagger.SendFlags |= 1;
135 void ReadyRestartForce()
139 bprint("^1Server is restarting...\n");
144 if (checkrules_overtimesadded > 0 && g_race_qualifying != 2) {
145 //we have to decrease timelimit to its original value again!!
147 newTL = autocvar_timelimit;
148 newTL -= checkrules_overtimesadded * autocvar_timelimit_overtime;
149 cvar_set("timelimit", ftos(newTL));
152 checkrules_suddendeathend = checkrules_overtimesadded = checkrules_suddendeathwarning = 0;
155 readyrestart_happened = 1;
156 game_starttime = time;
157 if(!g_ca && !g_arena)
158 game_starttime += RESTART_COUNTDOWN;
159 restart_mapalreadyrestarted = 0; //reset this var, needed when cvar sv_ready_restart_repeatable is in use
161 inWarmupStage = 0; //once the game is restarted the game is in match stage
163 //reset the .ready status of all players (also spectators)
164 FOR_EACH_CLIENTSLOT(e)
167 Nagger_ReadyCounted(); // NOTE: this causes a resend of that entity, and will also turn off warmup state on the client
169 if(autocvar_teamplay_lockonrestart && teamplay) {
171 bprint("^1The teams are now locked.\n");
174 //initiate the restart-countdown-announcer entity
175 if(autocvar_sv_ready_restart_after_countdown && !g_ca && !g_arena)
177 restartTimer = spawn();
178 restartTimer.think = restartTimer_Think;
179 restartTimer.nextthink = game_starttime;
182 //after a restart every players number of allowed timeouts gets reset, too
183 if(autocvar_sv_timeout)
185 FOR_EACH_REALPLAYER(e)
186 e.allowedTimeouts = autocvar_sv_timeout_number;
189 //reset map immediately if this cvar is not set
190 if (!autocvar_sv_ready_restart_after_countdown)
193 if(autocvar_sv_eventlog)
194 GameLogEcho(":restart");
199 // no arena, assault support yet...
200 if(g_arena | g_assault | gameover | intermission_running | race_completing)
201 localcmd("restart\n");
203 localcmd("\nsv_hook_gamerestart\n");
207 // reset ALL scores, but only do that at the beginning
208 //of the countdown if sv_ready_restart_after_countdown is off!
209 //Otherwise scores could be manipulated during the countdown!
210 if (!autocvar_sv_ready_restart_after_countdown)
215 * Counts how many players are ready. If not enough players are ready, the function
216 * does nothing. If all players are ready, the timelimit will be extended and the
217 * restart_countdown variable is set to allow other functions like PlayerPostThink
218 * to detect that the countdown is now active. If the cvar sv_ready_restart_after_countdown
219 * is not set the map will be resetted.
221 * Function is called after the server receives a 'ready' sign from a player.
230 FOR_EACH_REALPLAYER(e)
239 Nagger_ReadyCounted();
241 if(r) // at least one is ready
242 if(r == p) // and, everyone is ready
247 * Restarts the map after the countdown is over (and cvar sv_ready_restart_after_countdown
250 void restartTimer_Think() {
251 restart_mapalreadyrestarted = 1;
259 * Checks whether the player who calls the timeout is allowed to do so.
260 * If so, it initializes the timeout countdown. It also checks whether another
261 * timeout was already running at this time and reacts correspondingly.
263 * affected globals/fields: .allowedTimeouts, remainingTimeoutTime, remainingLeadTime,
264 * timeoutInitiator, timeoutStatus, timeoutHandler
266 * This function is called when a player issues the calltimeout command.
268 void evaluateTimeout() {
269 if (inWarmupStage && !g_warmup_allow_timeout)
270 return sprint(self, "^7Error: You can not call a timeout in warmup-stage!\n");
271 if (time < game_starttime )
272 return sprint(self, "^7Error: You can not call a timeout while the map is being restarted!\n");
273 if (timeoutStatus != 2) {
274 //if the map uses a timelimit make sure that timeout cannot be called right before the map ends
275 if (autocvar_timelimit) {
276 //a timelimit was used
278 myTl = autocvar_timelimit;
280 local float lastPossibleTimeout;
281 lastPossibleTimeout = (myTl*60) - autocvar_sv_timeout_leadtime - 1;
283 if (lastPossibleTimeout < time - game_starttime)
284 return sprint(self, "^7Error: It is too late to call a timeout now!\n");
287 //player may not call a timeout if he has no calls left
288 if (self.allowedTimeouts < 1)
289 return sprint(self, "^7Error: You already used all your timeout calls for this map!\n");
290 //now all required checks are passed
291 self.allowedTimeouts -= 1;
292 bprint(self.netname, " ^7called a timeout (", ftos(self.allowedTimeouts), " timeouts left)!\n"); //write a bprint who started the timeout (and how many he has left)
293 remainingTimeoutTime = autocvar_sv_timeout_length;
294 remainingLeadTime = autocvar_sv_timeout_leadtime;
295 timeoutInitiator = self;
296 if (timeoutStatus == 0) { //if another timeout was already active, don't change its status (which was 1 or 2) to 1, only change it to 1 if no timeout was active yet
298 //create the timeout indicator which centerprints the information to all players and takes care of pausing/unpausing
299 timeoutHandler = spawn();
300 timeoutHandler.think = timeoutHandler_Think;
302 timeoutHandler.nextthink = time; //always let the entity think asap
304 //inform all connected clients about the timeout call
305 Announce("timeoutcalled");
309 * Checks whether a player is allowed to resume the game. If he is allowed to do it,
310 * and the lead time for the timeout is still active, this countdown just will be aborted (the
311 * game will never be paused). Otherwise the remainingTimeoutTime will be set to the corresponding
312 * value of the cvar sv_timeout_resumetime.
314 * This function is called when a player issues the resumegame command.
316 void evaluateTimein() {
318 return sprint(self, "^7Error: There is no active timeout which could be aborted!\n");
319 if (self != timeoutInitiator)
320 return sprint(self, "^7Error: You may not abort the active timeout. Only the player who called it can do that!\n");
321 if (timeoutStatus == 1) {
322 remainingTimeoutTime = timeoutStatus = 0;
323 timeoutHandler.nextthink = time; //timeoutHandler has to take care of it immediately
324 bprint(strcat("^7The timeout was aborted by ", self.netname, " !\n"));
326 else if (timeoutStatus == 2) {
327 //only shorten the remainingTimeoutTime if it makes sense
328 if( remainingTimeoutTime > (autocvar_sv_timeout_resumetime + 1) ) {
329 bprint(strcat("^1Attention: ^7", self.netname, " resumed the game! Prepare for battle!\n"));
330 remainingTimeoutTime = autocvar_sv_timeout_resumetime;
331 timeoutHandler.nextthink = time; //timeoutHandler has to take care of it immediately
334 sprint(self, "^7Error: Your resumegame call was discarded!\n");
340 // =======================
341 // Command Sub-Functions
342 // =======================
344 void ClientCommand_autoswitch(float request, float argc)
348 case CC_REQUEST_HELP:
349 sprint(self, " ^2autoswitch^7: Whether or not to switch automatically when getting a better weapon\n");
352 case CC_REQUEST_COMMAND:
353 self.autoswitch = ("0" != argv(1));
354 sprint(self, strcat("^1autoswitch is currently turned ", (self.autoswitch ? "on" : "off"), ".\n"));
355 return; // never fall through to usage
358 case CC_REQUEST_USAGE:
359 sprint(self, "\nUsage:^3 cmd autoswitch selection\n");
360 sprint(self, " Where 'selection' is 1 or 0 for on or off.\n");
365 void ClientCommand_checkfail(float request, string command) // used only by client side code
369 case CC_REQUEST_HELP:
370 sprint(self, " ^2checkfail^7: Report if a client-side check failed\n");
373 case CC_REQUEST_COMMAND:
374 print(sprintf("CHECKFAIL: %s (%s) epically failed check %s\n", self.netname, self.netaddress, substring(command, argv_start_index(1), argv_end_index(-1) - argv_start_index(1))));
376 return; // never fall through to usage
379 case CC_REQUEST_USAGE:
380 sprint(self, "\nUsage:^3 cmd checkfail message\n");
381 sprint(self, " Where 'message' is the message reported by client about the fail.\n");
386 void ClientCommand_clientversion(float request, float argc) // used only by client side code
390 case CC_REQUEST_HELP:
391 sprint(self, " ^2clientversion^7: Release version of the game\n");
394 case CC_REQUEST_COMMAND:
395 if(self.flags & FL_CLIENT)
397 self.version = ((argv(1) == "$gameversion") ? 1 : stof(argv(1)));
399 if(self.version < autocvar_gameversion_min || self.version > autocvar_gameversion_max)
401 self.version_mismatch = 1;
402 ClientKill_TeamChange(-2); // observe
404 else if(autocvar_g_campaign || autocvar_g_balance_teams || autocvar_g_balance_teams_force)
406 //JoinBestTeam(self, FALSE, TRUE);
408 else if(teamplay && !autocvar_sv_spectate && !(self.team_forced > 0))
410 self.classname = "observer"; // really?
411 stuffcmd(self, "menu_showteamselect\n");
414 return; // never fall through to usage
417 case CC_REQUEST_USAGE:
418 sprint(self, "\nUsage:^3 cmd clientversion version\n");
419 sprint(self, " Where 'version' is the game version reported by self.\n");
424 void ClientCommand_cvar_changes(float request)
428 case CC_REQUEST_HELP:
429 sprint(self, " ^2cvar_changes^7: Prints a list of all changed server cvars\n");
432 case CC_REQUEST_COMMAND:
433 sprint(self, cvar_changes);
434 return; // never fall through to usage
437 case CC_REQUEST_USAGE:
438 sprint(self, "\nUsage:^3 sv_cmd cvar_changes\n");
439 sprint(self, " No arguments required.\n");
440 //sprint(self, "See also: ^2cvar_purechanges^7\n");
445 void ClientCommand_cvar_purechanges(float request)
449 case CC_REQUEST_HELP:
450 sprint(self, " ^2cvar_purechanges^7: Prints a list of all changed gameplay cvars\n");
453 case CC_REQUEST_COMMAND:
454 sprint(self, cvar_purechanges);
455 return; // never fall through to usage
458 case CC_REQUEST_USAGE:
459 sprint(self, "\nUsage:^3 sv_cmd cvar_purechanges\n");
460 sprint(self, " No arguments required.\n");
461 //sprint(self, "See also: ^2cvar_changes^7\n");
466 void ClientCommand_info(float request, float argc)
472 case CC_REQUEST_HELP:
473 sprint(self, " ^2info^7: Request for unique server information set up by admin\n");
476 case CC_REQUEST_COMMAND:
477 command = cvar_string_builtin(strcat("sv_info_", argv(1)));
479 wordwrap_sprint(command, 1111); // why 1111?
481 sprint(self, "ERROR: unsupported info command\n");
482 return; // never fall through to usage
485 case CC_REQUEST_USAGE:
486 sprint(self, "\nUsage:^3 cmd info request\n");
487 sprint(self, " Where 'request' is the suffixed string appended onto the request for cvar.\n");
492 void ClientCommand_join(float request)
496 case CC_REQUEST_HELP:
497 sprint(self, " ^2join^7: Become a player in the game\n");
500 case CC_REQUEST_COMMAND:
501 if(self.flags & FL_CLIENT)
503 if(self.classname != "player" && !lockteams && !g_arena)
507 if(g_ca) { self.caplayer = 1; }
508 if(autocvar_g_campaign) { campaign_bots_may_start = 1; }
510 self.classname = "player";
511 PlayerScore_Clear(self);
512 bprint ("^4", self.netname, "^4 is playing now\n");
517 //player may not join because of g_maxplayers is set
518 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
522 return; // never fall through to usage
525 case CC_REQUEST_USAGE:
526 sprint(self, "\nUsage:^3 cmd join\n");
527 sprint(self, " No arguments required.\n");
532 void ClientCommand_ladder(float request)
536 case CC_REQUEST_HELP:
537 sprint(self, " ^2ladder^7: Get information about top players if supported\n");
540 case CC_REQUEST_COMMAND:
541 sprint(self, ladder_reply);
542 return; // never fall through to usage
545 case CC_REQUEST_USAGE:
546 sprint(self, "\nUsage:^3 cmd ladder\n");
547 sprint(self, " No arguments required.\n");
552 void ClientCommand_lsmaps(float request)
556 case CC_REQUEST_HELP:
557 sprint(self, " ^2lsmaps^7: List maps which can be used with the current game mode\n");
560 case CC_REQUEST_COMMAND:
561 sprint(self, lsmaps_reply);
562 return; // never fall through to usage
565 case CC_REQUEST_USAGE:
566 sprint(self, "\nUsage:^3 cmd lsmaps\n");
567 sprint(self, " No arguments required.\n");
572 void ClientCommand_lsnewmaps(float request)
576 case CC_REQUEST_HELP:
577 sprint(self, " ^2lsnewmaps^7: List maps which TODO\n");
580 case CC_REQUEST_COMMAND:
581 sprint(self, lsnewmaps_reply);
582 return; // never fall through to usage
585 case CC_REQUEST_USAGE:
586 sprint(self, "\nUsage:^3 cmd lsnewmaps\n");
587 sprint(self, " No arguments required.\n");
592 void ClientCommand_maplist(float request)
596 case CC_REQUEST_HELP:
597 sprint(self, " ^2maplist^7: Full server maplist reply\n");
600 case CC_REQUEST_COMMAND:
601 sprint(self, maplist_reply);
602 return; // never fall through to usage
605 case CC_REQUEST_USAGE:
606 sprint(self, "\nUsage:^3 cmd maplist\n");
607 sprint(self, " No arguments required.\n");
612 void ClientCommand_rankings(float request)
616 case CC_REQUEST_HELP:
617 sprint(self, " ^2rankings^7: Print information about rankings\n");
620 case CC_REQUEST_COMMAND:
621 sprint(self, rankings_reply);
622 return; // never fall through to usage
625 case CC_REQUEST_USAGE:
626 sprint(self, "\nUsage:^3 cmd rankings\n");
627 sprint(self, " No arguments required.\n");
632 void ClientCommand_ready(float request)
636 case CC_REQUEST_HELP:
637 sprint(self, " ^2ready^7: Qualify as ready to end warmup stage (or restart server if allowed)\n");
640 case CC_REQUEST_COMMAND:
641 if(self.flags & FL_CLIENT)
643 if(inWarmupStage || autocvar_sv_ready_restart || g_race_qualifying == 2)
645 if(!readyrestart_happened || autocvar_sv_ready_restart_repeatable)
647 if (self.ready) // toggle
650 bprint(self.netname, "^2 is ^1NOT^2 ready\n");
655 bprint(self.netname, "^2 is ready\n");
658 // cannot reset the game while a timeout is active!
662 sprint(self, "^1Game has already been restarted\n");
666 return; // never fall through to usage
669 case CC_REQUEST_USAGE:
670 sprint(self, "\nUsage:^3 cmd ready\n");
671 sprint(self, " No arguments required.\n");
676 void ClientCommand_records(float request) // TODO: Isn't this flooding with the sprint messages? Old code, but perhaps bad?
682 case CC_REQUEST_HELP:
683 sprint(self, " ^2records^7: List top 10 records for the current map\n");
686 case CC_REQUEST_COMMAND:
687 for(i = 0; i < 10; ++i)
688 sprint(self, records_reply[i]);
689 return; // never fall through to usage
692 case CC_REQUEST_USAGE:
693 sprint(self, "\nUsage:^3 cmd records\n");
694 sprint(self, " No arguments required.\n");
699 void ClientCommand_reportcvar(float request, float argc, string command) // TODO: confirm this works
706 case CC_REQUEST_HELP:
707 sprint(self, " ^2reportcvar^7: Old system for sending a client cvar to the server\n");
710 case CC_REQUEST_COMMAND:
711 if(substring(argv(2), 0, 1) == "$") // undefined cvar: use the default value on the server then
713 s = strcat(substring(command, argv_start_index(0), argv_end_index(1) - argv_start_index(0)), " \"", cvar_defstring(argv(1)), "\"");
714 tokens = tokenize_console(s);
717 return; // never fall through to usage
720 case CC_REQUEST_USAGE:
721 sprint(self, "\nUsage:^3 cmd reportcvar <cvar>\n");
722 sprint(self, " Where 'cvar' is the cvar plus arguments to send to the server.\n");
727 void ClientCommand_say(float request, float argc, string command)
731 case CC_REQUEST_HELP:
732 sprint(self, " ^2say^7: Print a message to chat to all players\n");
735 case CC_REQUEST_COMMAND:
737 Say(self, FALSE, world, substring(command, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), 1);
738 return; // never fall through to usage
741 case CC_REQUEST_USAGE:
742 sprint(self, "\nUsage:^3 cmd say <message>\n");
743 sprint(self, " Where 'message' is the string of text to say.\n");
748 void ClientCommand_say_team(float request, float argc, string command)
752 case CC_REQUEST_HELP:
753 sprint(self, " ^2say_team^7: Print a message to chat to all team mates\n");
756 case CC_REQUEST_COMMAND:
758 Say(self, TRUE, world, substring(command, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), 1);
759 return; // never fall through to usage
762 case CC_REQUEST_USAGE:
763 sprint(self, "\nUsage:^3 cmd say_team <message>\n");
764 sprint(self, " Where 'message' is the string of text to say.\n");
769 void ClientCommand_selectteam(float request, float argc) // TODO: Update the messages for this command
773 case CC_REQUEST_HELP:
774 sprint(self, " ^2selectteam^7: Attempt to choose a team to join into\n");
777 case CC_REQUEST_COMMAND:
778 if (self.flags & FL_CLIENT)
781 if not(self.team_forced > 0)
785 case "red": ClientKill_TeamChange(COLOR_TEAM1); break;
786 case "blue": ClientKill_TeamChange(COLOR_TEAM2); break;
787 case "yellow": ClientKill_TeamChange(COLOR_TEAM3); break;
788 case "pink": ClientKill_TeamChange(COLOR_TEAM4); break;
789 case "auto": ClientKill_TeamChange(-1); break;
794 sprint(self, "^7The game has already begun, you must wait until the next map to be able to join a team.\n");
796 sprint(self, "selectteam can not be used as your team is forced\n");
798 sprint(self, "selectteam can only be used in teamgames\n");
800 return; // never fall through to usage
803 case CC_REQUEST_USAGE:
804 //sprint(self, strcat( "selectteam none/red/blue/yellow/pink/auto - \"", argv(1), "\" not recognised\n" ) );
805 sprint(self, "\nUsage:^3 cmd selectteam team\n");
806 sprint(self, " Where 'team' is the prefered team to try and join.\n");
807 sprint(self, " Full list of options here: \"red, blue, yellow, pink, auto\"\n");
812 void ClientCommand_sentcvar(float request, float argc, string command)
819 case CC_REQUEST_HELP:
820 sprint(self, " ^2sentcvar^7: New system for sending a client cvar to the server\n");
823 case CC_REQUEST_COMMAND:
824 if(argc == 2) // undefined cvar: use the default value on the server then
826 s = strcat(substring(command, argv_start_index(0), argv_end_index(1) - argv_start_index(0)), " \"", cvar_defstring(argv(1)), "\"");
827 tokens = tokenize_console(s);
830 return; // never fall through to usage
833 case CC_REQUEST_USAGE:
834 sprint(self, "\nUsage:^3 cmd sentcvar <cvar>\n");
835 sprint(self, " Where 'cvar' is the cvar plus arguments to send to the server.\n");
840 void ClientCommand_spectate(float request)
844 case CC_REQUEST_HELP:
845 sprint(self, " ^2spectate^7: Become an observer\n");
848 case CC_REQUEST_COMMAND:
849 if(self.flags & FL_CLIENT)
851 if(g_arena) { return; }
854 if(self.lms_spectate_warning)
856 // mark player as spectator
857 PlayerScore_Add(self, SP_LMS_RANK, 666 - PlayerScore_Add(self, SP_LMS_RANK, 0));
861 self.lms_spectate_warning = 1;
862 sprint(self, "WARNING: you won't be able to enter the game again after spectating in LMS. Use the same command again to spectate anyway.\n");
867 if(self.classname == "player" && autocvar_sv_spectate == 1)
868 ClientKill_TeamChange(-2); // observe
870 // in CA, allow a dead player to move to spectatators (without that, caplayer!=0 will be moved back to the player list)
871 // note: if arena game mode is ever done properly, this needs to be removed.
872 if(g_ca && self.caplayer && (self.classname == "spectator" || self.classname == "observer"))
874 sprint(self, "WARNING: you will spectate in the next round.\n");
878 return; // never fall through to usage
881 case CC_REQUEST_USAGE:
882 sprint(self, "\nUsage:^3 cmd spectate\n");
883 sprint(self, " No arguments required.\n");
888 void ClientCommand_suggestmap(float request, float argc)
892 case CC_REQUEST_HELP:
893 sprint(self, " ^2suggestmap^7: Suggest a map to the mapvote at match end\n");
896 case CC_REQUEST_COMMAND:
897 sprint(self, strcat(MapVote_Suggest(argv(1)), "\n"));
898 return; // never fall through to usage
901 case CC_REQUEST_USAGE:
902 sprint(self, "\nUsage:^3 cmd suggestmap map\n");
903 sprint(self, " Where 'map' is the name of the map to suggest.\n");
909 void ClientCommand_(float request)
913 case CC_REQUEST_HELP:
914 sprint(self, " ^2blah^7: foobar\n");
917 case CC_REQUEST_COMMAND:
919 return; // never fall through to usage
922 case CC_REQUEST_USAGE:
923 sprint(self, "\nUsage:^3 cmd \n");
924 sprint(self, " No arguments required.\n");
931 // ======================================
932 // Main Function Called By Engine (cmd)
933 // ======================================
934 // If this function exists, server game code parses clientcommand before the engine code gets it.
936 void SV_ParseClientCommand(string command)
938 float search_request_type;
939 float argc = tokenize_console(command);
942 switch(strtolower(argv(0)))
944 // exempt commands which are not subject to floodcheck
945 case "begin": break; // handled by engine in host_cmd.c
946 case "pause": break; // handled by engine in host_cmd.c
947 case "prespawn": break; // handled by engine in host_cmd.c
948 case "reportcvar": break; // handled by server in this file
949 case "sentcvar": break; // handled by server in this file
950 case "spawn": break; // handled by engine in host_cmd.c
953 if(SV_ParseClientCommand_floodcheck())
954 break; // "TRUE": continue, as we're not flooding yet
956 return; // "FALSE": not allowed to continue, halt
959 /* NOTE: totally disabled for now, however the functionality and descriptions are there if we ever want it.
960 if(argv(0) == "help")
964 sprint(self, "\nUsage:^3 cmd COMMAND...^7, where possible commands are:\n");
965 ClientCommand_autoswitch(CC_REQUEST_HELP, 0);
966 ClientCommand_checkfail(CC_REQUEST_HELP, "");
967 ClientCommand_clientversion(CC_REQUEST_HELP, 0);
968 ClientCommand_cvar_changes(CC_REQUEST_HELP);
969 ClientCommand_cvar_purechanges(CC_REQUEST_HELP);
970 ClientCommand_info(CC_REQUEST_HELP, 0);
971 ClientCommand_join(CC_REQUEST_HELP);
972 ClientCommand_ladder(CC_REQUEST_HELP);
973 ClientCommand_lsmaps(CC_REQUEST_HELP);
974 ClientCommand_lsnewmaps(CC_REQUEST_HELP);
975 ClientCommand_maplist(CC_REQUEST_HELP);
976 ClientCommand_rankings(CC_REQUEST_HELP);
977 ClientCommand_ready(CC_REQUEST_HELP);
978 ClientCommand_records(CC_REQUEST_HELP);
979 ClientCommand_reportcvar(CC_REQUEST_HELP, 0, "");
980 ClientCommand_say(CC_REQUEST_HELP, 0, "");
981 ClientCommand_say_team(CC_REQUEST_HELP, 0, "");
982 ClientCommand_selectteam(CC_REQUEST_HELP, 0);
983 ClientCommand_sentcvar(CC_REQUEST_HELP, 0, "");
984 ClientCommand_spectate(CC_REQUEST_HELP);
985 ClientCommand_suggestmap(CC_REQUEST_HELP, 0);
986 sprint(self, "For help about specific commands, type cmd help COMMAND\n");
990 search_request_type = CC_REQUEST_USAGE; // Instead of trying to call a command, we're going to see detailed information about it
992 else*/ if(GameCommand_Vote(command, self))
994 return; // handled by server/vote.qc
996 else if(GameCommand_MapVote(argv(0)))
998 return; // handled by server/g_world.qc
1000 else if(CheatCommand(argc))
1002 return; // handled by server/cheats.qc
1005 search_request_type = CC_REQUEST_COMMAND; // continue as usual and scan for normal commands
1007 switch(strtolower((search_request_type == CC_REQUEST_USAGE) ? argv(1) : argv(0)))
1009 // Do not hard code aliases for these, instead create them in defaultXonotic.cfg
1010 // also: keep in alphabetical order, please ;)
1012 case "autoswitch": ClientCommand_autoswitch(search_request_type, argc); break;
1013 case "checkfail": ClientCommand_checkfail(search_request_type, command); break;
1014 case "clientversion": ClientCommand_clientversion(search_request_type, argc); break;
1015 case "cvar_changes": ClientCommand_cvar_changes(search_request_type); break;
1016 case "cvar_purechanges": ClientCommand_cvar_purechanges(search_request_type); break;
1017 case "info": ClientCommand_info(search_request_type, argc); break;
1018 case "join": ClientCommand_join(search_request_type); break;
1019 case "ladder": ClientCommand_ladder(search_request_type); break;
1020 case "lsmaps": ClientCommand_lsmaps(search_request_type); break;
1021 case "lsnewmaps": ClientCommand_lsnewmaps(search_request_type); break;
1022 case "maplist": ClientCommand_maplist(search_request_type); break;
1023 case "rankings": ClientCommand_rankings(search_request_type); break;
1024 case "ready": ClientCommand_ready(search_request_type); break;
1025 case "records": ClientCommand_records(search_request_type); break;
1026 case "reportcvar": ClientCommand_reportcvar(search_request_type, argc, command); break;
1027 case "say": ClientCommand_say(search_request_type, argc, command); break;
1028 case "say_team": ClientCommand_say_team(search_request_type, argc, command); break;
1029 case "selectteam": ClientCommand_selectteam(search_request_type, argc); break;
1030 case "sentcvar": ClientCommand_sentcvar(search_request_type, argc, command); break;
1031 case "spectate": ClientCommand_spectate(search_request_type); break;
1032 case "suggestmap": ClientCommand_suggestmap(search_request_type, argc); break;
1035 clientcommand(self, command); //print("Invalid command. For a list of supported commands, try cmd help.\n");