// ============================================== // CSQC client commands code, written by Samual // Last updated: December 16th, 2011 // ============================================== /* else if(cmd == "vyes") { if(uid2name_dialog) { vote_active = 0; // force the panel to disappear right as we have selected the value (to prevent it from fading out in the normal vote panel pos) vote_prev = 0; localcmd("setreport cl_allow_uid2name 1\n"); vote_change = -9999; uid2name_dialog = 0; } else { localcmd("cmd vote yes\n"); } } else if(cmd == "vno") { if(uid2name_dialog) { vote_active = 0; vote_prev = 0; localcmd("setreport cl_allow_uid2name 0\n"); vote_change = -9999; uid2name_dialog = 0; } else { localcmd("cmd vote no\n"); } } */ // ============================ // Misc. Supporting Functions // ============================ float cvar_clientsettemp(string tmp_cvar, string value) { entity e; for(e = world; (e = find(e, classname, "saved_cvar_value")); ) if(e.netname == tmp_cvar) goto saved; // creating a new entity to keep track of this cvar e = spawn(); e.classname = "saved_cvar_value"; e.netname = strzone(tmp_cvar); e.message = strzone(cvar_string(tmp_cvar)); return TRUE; // an entity for this cvar already exists, update the value :saved cvar_set(tmp_cvar, value); return FALSE; } float cvar_clientsettemp_restore() { float i; entity e; for(e = world; (e = find(e, classname, "saved_cvar_value")); ) { cvar_set(e.netname, e.message); ++i; } return i; } void DrawDebugModel() { if(time - floor(time) > 0.5) { PolyDrawModel(self); self.drawmask = 0; } else { self.renderflags = 0; self.drawmask = MASK_NORMAL; } } // ======================= // Command Sub-Functions // ======================= void GameCommand_blurtest(float request) { // Simple command to work with postprocessing temporarily... possibly completely pointless, the glsl shader is used for a real feature now... // Anyway, to enable it, just compile the client with -DBLURTEST and then you can use the command. #ifdef BLURTEST switch(request) { case CMD_REQUEST_COMMAND: { blurtest_time0 = time; blurtest_time1 = time + stof(argv(1)); blurtest_radius = stof(argv(2)); blurtest_power = stof(argv(3)); print("Enabled blurtest\n"); return; } default: case CMD_REQUEST_USAGE: { print("\nUsage:^3 cl_cmd blurtest\n"); print(" No arguments required.\n"); return; } } #else if(request) { print("Blurtest is not enabled on this client.\n"); return; } #endif } void GameCommand_debugmodel(float request, float argc) { switch(request) { case CMD_REQUEST_COMMAND: { string modelname = argv(1); entity debugmodel_entity; debugmodel_entity = spawn(); precache_model(modelname); setmodel(debugmodel_entity, modelname); setorigin(debugmodel_entity, view_origin); debugmodel_entity.angles = view_angles; debugmodel_entity.draw = DrawDebugModel; debugmodel_entity.classname = "debugmodel"; return; } default: case CMD_REQUEST_USAGE: { print("\nUsage:^3 cl_cmd debugmodel model\n"); print(" Where 'model' is a string of the model name to use for the debug model.\n"); return; } } } void GameCommand_handlevote(float request, float argc) { switch(request) { case CMD_REQUEST_COMMAND: { float vote_selection; string vote_string; switch(argv(1)) { case "yes": vote_selection = 2; vote_string = "yes"; break; case "no": vote_selection = 1; vote_string = "no"; break; default: break; } if(vote_selection) { if(uid2name_dialog) // handled by "uid2name" option { vote_active = 0; vote_prev = 0; vote_change = -9999; localcmd(strcat("setreport cl_allow_uid2name ", ftos(vote_selection - 1), "\n")); uid2name_dialog = 0; } else { localcmd(strcat("cmd vote ", vote_string, "\n")); } return; } } default: print("Incorrect parameters for ^2handlevote^7\n"); case CMD_REQUEST_USAGE: { print("\nUsage:^3 cl_cmd handlevote vote\n"); print(" Where 'vote' is the selection for either the current poll or uid2name.\n"); return; } } } void GameCommand_hud(float request, float argc) // TODO: Add aliases in commands.cfg { switch(request) { case CMD_REQUEST_COMMAND: { switch(argv(1)) { case "configure": { cvar_set("_hud_configure", ftos(!autocvar__hud_configure)); return; } case "save": { if(argv(2)) { HUD_Panel_ExportCfg(argv(2)); return; } else { break; // go to usage, we're missing the paramater needed here. } } case "radar": { if(argv(2)) hud_panel_radar_maximized = (stof(argv(2)) != 0); else hud_panel_radar_maximized = !hud_panel_radar_maximized; return; } case "scoreboard_columns_set": { Cmd_HUD_SetFields(argc); // todo update this function return; } case "scoreboard_columns_help": { Cmd_HUD_Help(argc); // todo update this function return; } } return; } default: print("Incorrect parameters for ^2hud^7\n"); case CMD_REQUEST_USAGE: { print("\nUsage:^3 cl_cmd hud action [configname | radartoggle]\n"); print(" Where 'action' is the command to complete,\n"); print(" 'configname' is the name to save to for \"save\" action,\n"); print(" and 'radartoggle' is to control hud_panel_radar_maximized for \"radar\" action.\n"); print(" Full list of commands here: \"configure, save, radar.\"\n"); return; } } } void GameCommand_mv_download(float request, float argc) { switch(request) { case CMD_REQUEST_COMMAND: { Cmd_MapVote_MapDownload(argc); return; } default: case CMD_REQUEST_USAGE: { print("\nUsage:^3 cl_cmd mapvote_download mapid\n"); print(" Where 'mapid' is the id number of the map to request an image of on the map vote selection menu.\n"); return; } } } void GameCommand_sendcvar(float request, float argc) { switch(request) { case CMD_REQUEST_COMMAND: { // W_FixWeaponOrder will trash argv, so save what we need. string thiscvar = strzone(argv(1)); string s = cvar_string(thiscvar); if(thiscvar == "cl_weaponpriority") s = W_FixWeaponOrder(W_NumberWeaponOrder(s), 1); else if(substring(thiscvar, 0, 17) == "cl_weaponpriority" && strlen(thiscvar) == 18) s = W_FixWeaponOrder(W_NumberWeaponOrder(s), 0); localcmd("cmd sentcvar ", thiscvar, " \"", s, "\"\n"); strunzone(thiscvar); return; } default: case CMD_REQUEST_USAGE: { print("\nUsage:^3 cl_cmd sendcvar \n"); print(" Where 'cvar' is the cvar plus arguments to send to the server.\n"); return; } } } void GameCommand_settemp(float request, float argc) { switch(request) { case CMD_REQUEST_COMMAND: { if((argv(1) == "restore") && (argc == 3)) { float i = cvar_clientsettemp_restore(); if(i) dprint("Restored ", ftos(i), " temporary cvar settings to their original values.\n"); else dprint("Nothing to restore.\n"); } else { if(cvar_clientsettemp(argv(1), argv(2))) dprint("Creating new settemp tracker for ", argv(1), " and setting it to \"", argv(2), "\" temporarily.\n"); else dprint("Already had a tracker for ", argv(1), ", updating it to \"", argv(2), "\".\n"); } return; } default: case CMD_REQUEST_USAGE: { print("\nUsage:^3 cl_cmd settemp | [restore]\n"); print(" Where 'cvar' is the cvar plus arguments to send to the server,\n"); print(" or 'restore' allows you to restore all of the original temporary cvar values.\n"); return; } } } /* use this when creating a new command, making sure to place it in alphabetical order. void GameCommand_(float request) { switch(request) { case CMD_REQUEST_COMMAND: { return; } default: case CMD_REQUEST_USAGE: { print("\nUsage:^3 cl_cmd \n"); print(" No arguments required.\n"); return; } } } */ // ================================== // Macro system for client commands // ================================== // Do not hard code aliases for these, instead create them in commands.cfg... also: keep in alphabetical order, please ;) #define CLIENT_COMMANDS(request,arguments) \ CLIENT_COMMAND("blurtest", GameCommand_blurtest(request), "Feature for testing blur postprocessing") \ CLIENT_COMMAND("debugmodel", GameCommand_debugmodel(request, arguments), "Spawn a debug model manually") \ CLIENT_COMMAND("handlevote", GameCommand_handlevote(request, arguments), "System to handle selecting a vote or option") \ CLIENT_COMMAND("hud", GameCommand_hud(request, arguments), "Commands regarding/controlling the HUD system") \ CLIENT_COMMAND("mv_download", GameCommand_mv_download(request, arguments), "Retrieve mapshot picture from the server") \ CLIENT_COMMAND("sendcvar", GameCommand_sendcvar(request, arguments), "Send a cvar to the server (like weaponpriority)") \ CLIENT_COMMAND("settemp", GameCommand_settemp(request, arguments), "Temporarily set a value to a cvar which is restored by command or end of each match") \ /* nothing */ void GameCommand_macro_help() { #define CLIENT_COMMAND(name,function,description) \ { print(" ^2", name, "^7: ", description, "\n"); } CLIENT_COMMANDS(0, 0) #undef CLIENT_COMMAND return; } float GameCommand_macro_command(float argc) { #define CLIENT_COMMAND(name,function,description) \ { if(name == strtolower(argv(0))) { function; return TRUE; } } CLIENT_COMMANDS(CMD_REQUEST_COMMAND, argc) #undef CLIENT_COMMAND return FALSE; } float GameCommand_macro_usage(float argc) { #define CLIENT_COMMAND(name,function,description) \ { if(name == strtolower(argv(1))) { function; return TRUE; } } CLIENT_COMMANDS(CMD_REQUEST_USAGE, argc) #undef CLIENT_COMMAND return FALSE; } // ========================================= // Main Function Called By Engine (cl_cmd) // ========================================= // If this function exists, client code handles gamecommand instead of the engine code. void GameCommand(string command) { float argc = tokenize_console(command); if(strtolower(argv(0)) == "help") { if(argc == 1) { print("\nUsage:^3 cl_cmd COMMAND...^7, where possible commands are:\n"); GameCommand_macro_help(); GameCommand_Generic("help"); print("For help about specific commands, type cl_cmd help COMMAND\n"); return; } else if(GameCommand_macro_usage(argc)) // Instead of trying to call a command, we're going to see detailed information about it { return; } } else if(GameCommand_Generic(command)) { return; // handled by common/gamecommand.qc } else if(GameCommand_macro_command(argc)) // continue as usual and scan for normal commands { return; // handled by one of the above GameCommand_* functions } // nothing above caught the command, must be invalid print("Unknown client command", ((command != "") ? strcat(" \"", command, "\"") : ""), ". For a list of supported commands, try cl_cmd help.\n"); return; } // =================================== // Macro system for console commands // =================================== // These functions are here specifically to add special + - commands to the game, and are not really normal commands. // Please add client commands to the function above this, as this is only for special reasons. #define CONSOLE_COMMANDS_NORMAL \ CONSOLE_COMMAND("+showscores", { scoreboard_showscores = TRUE; }) \ CONSOLE_COMMAND("-showscores", { scoreboard_showscores = FALSE; }) \ CONSOLE_COMMAND("+showaccuracy", { scoreboard_showaccuracy = TRUE; }) \ CONSOLE_COMMAND("-showaccuracy", { scoreboard_showaccuracy = FALSE; }) \ /* nothing */ #define CONSOLE_COMMANDS_MOVEMENT \ CONSOLE_COMMAND("+forward", { ++camera_direction_x; }) \ CONSOLE_COMMAND("-forward", { --camera_direction_x; }) \ CONSOLE_COMMAND("+back", { --camera_direction_x; }) \ CONSOLE_COMMAND("-back", { ++camera_direction_x; }) \ CONSOLE_COMMAND("+moveup", { ++camera_direction_z; }) \ CONSOLE_COMMAND("-moveup", { --camera_direction_z; }) \ CONSOLE_COMMAND("+movedown", { --camera_direction_z; }) \ CONSOLE_COMMAND("-movedown", { ++camera_direction_z; }) \ CONSOLE_COMMAND("+moveright", { --camera_direction_y; }) \ CONSOLE_COMMAND("-moveright", { ++camera_direction_y; }) \ CONSOLE_COMMAND("+moveleft", { ++camera_direction_y; }) \ CONSOLE_COMMAND("-moveleft", { --camera_direction_y; }) \ CONSOLE_COMMAND("+roll_right", { ++camera_roll; }) \ CONSOLE_COMMAND("-roll_right", { --camera_roll; }) \ CONSOLE_COMMAND("+roll_left", { --camera_roll; }) \ CONSOLE_COMMAND("-roll_left", { ++camera_roll; }) \ /* nothing */ void ConsoleCommand_macro_init() { // first init normal commands #define CONSOLE_COMMAND(name,execution) \ { registercommand(name); } CONSOLE_COMMANDS_NORMAL #undef CONSOLE_COMMAND // then init movement commands #ifndef CAMERATEST if(isdemo()) { #endif #define CONSOLE_COMMAND(name,execution) \ { registercommand(name); } CONSOLE_COMMANDS_MOVEMENT #undef CONSOLE_COMMAND #ifndef CAMERATEST } #endif return; } float ConsoleCommand_macro_normal(float argc) { #define CONSOLE_COMMAND(name,execution) \ { if(name == strtolower(argv(0))) { { execution } return TRUE; } } CONSOLE_COMMANDS_NORMAL #undef CONSOLE_COMMAND return FALSE; } float ConsoleCommand_macro_movement(float argc) { if(camera_active) { #define CONSOLE_COMMAND(name,execution) \ { if(name == strtolower(argv(0))) { { execution } return TRUE; } } CONSOLE_COMMANDS_MOVEMENT #undef CONSOLE_COMMAND } return FALSE; } // ====================================================== // Main Function Called By Engine (registered commands) // ====================================================== // Used to parse commands in the console that have been registered with the "registercommand" function float CSQC_ConsoleCommand(string command) { float argc = tokenize_console(command); if(ConsoleCommand_macro_normal(argc)) { return TRUE; } else if(ConsoleCommand_macro_movement(argc)) { return TRUE; } // Return value should be 1 if CSQC handled the command, otherwise return 0 to have the engine handle it. return FALSE; }