#include "getreplies.qh"
#include <common/weapons/_all.qh>
+#include <common/wepent.qh>
#include <common/stats.qh>
#include <server/intermission.qh>
#include <server/world.qh>
return sprintf("^7Monsters available: %s\n", monsterlist);
}
+
+/*
+=============
+GetCvars
+=============
+Called with:
+ 0: sends the request
+ >0: receives a cvar from name=argv(f) value=argv(f+1)
+*/
+void GetCvars_handleString(entity this, entity store, string thisname, float f, .string field, string name)
+{
+ if (f < 0)
+ {
+ strfree(store.(field));
+ }
+ else if (f > 0)
+ {
+ if (thisname == name)
+ {
+ strcpy(store.(field), argv(f + 1));
+ }
+ }
+ else
+ stuffcmd(this, strcat("cl_cmd sendcvar ", name, "\n"));
+}
+void GetCvars_handleString_Fixup(entity this, entity store, string thisname, float f, .string field, string name, string(entity, string) func)
+{
+ GetCvars_handleString(this, store, thisname, f, field, name);
+ if (f >= 0) // also initialize to the fitting value for "" when sending cvars out
+ if (thisname == name)
+ {
+ string s = func(this, strcat1(store.(field)));
+ if (s != store.(field))
+ {
+ strcpy(store.(field), s);
+ }
+ }
+}
+void GetCvars_handleFloat(entity this, entity store, string thisname, float f, .float field, string name)
+{
+ if (f < 0)
+ {
+ }
+ else if (f > 0)
+ {
+ if (thisname == name)
+ store.(field) = stof(argv(f + 1));
+ }
+ else
+ stuffcmd(this, strcat("cl_cmd sendcvar ", name, "\n"));
+}
+void GetCvars_handleFloatOnce(entity this, entity store, string thisname, float f, .float field, string name)
+{
+ if (f < 0)
+ {
+ }
+ else if (f > 0)
+ {
+ if (thisname == name)
+ {
+ if (!store.(field))
+ {
+ store.(field) = stof(argv(f + 1));
+ if (!store.(field))
+ store.(field) = -1;
+ }
+ }
+ }
+ else
+ {
+ if (!store.(field))
+ stuffcmd(this, strcat("cl_cmd sendcvar ", name, "\n"));
+ }
+}
+string W_FixWeaponOrder_ForceComplete_AndBuildImpulseList(entity this, string wo)
+{
+ string o = W_FixWeaponOrder_ForceComplete(wo);
+ strcpy(CS(this).weaponorder_byimpulse, W_FixWeaponOrder_BuildImpulseList(o));
+ return o;
+}
+
+/**
+ * @param f -1: cleanup, 0: request, 1: receive
+ */
+void GetCvars(entity this, entity store, int f)
+{
+ string s = string_null;
+
+ if (f == 0)
+ LOG_INFO("Warning: requesting cvar values is deprecated. Client should send them automatically using REPLICATE.\n");
+
+ if (f > 0)
+ s = strcat1(argv(f));
+
+ get_cvars_f = f;
+ get_cvars_s = s;
+ MUTATOR_CALLHOOK(GetCvars);
+
+ Notification_GetCvars(this);
+
+ ReplicateVars(this, store, s, f);
+
+ GetCvars_handleString_Fixup(this, store, s, f, cvar_cl_weaponpriority, "cl_weaponpriority", W_FixWeaponOrder_ForceComplete_AndBuildImpulseList);
+ GetCvars_handleString_Fixup(this, store, s, f, cvar_cl_weaponpriorities[0], "cl_weaponpriority0", W_FixWeaponOrder_AllowIncomplete);
+ GetCvars_handleString_Fixup(this, store, s, f, cvar_cl_weaponpriorities[1], "cl_weaponpriority1", W_FixWeaponOrder_AllowIncomplete);
+ GetCvars_handleString_Fixup(this, store, s, f, cvar_cl_weaponpriorities[2], "cl_weaponpriority2", W_FixWeaponOrder_AllowIncomplete);
+ GetCvars_handleString_Fixup(this, store, s, f, cvar_cl_weaponpriorities[3], "cl_weaponpriority3", W_FixWeaponOrder_AllowIncomplete);
+ GetCvars_handleString_Fixup(this, store, s, f, cvar_cl_weaponpriorities[4], "cl_weaponpriority4", W_FixWeaponOrder_AllowIncomplete);
+ GetCvars_handleString_Fixup(this, store, s, f, cvar_cl_weaponpriorities[5], "cl_weaponpriority5", W_FixWeaponOrder_AllowIncomplete);
+ GetCvars_handleString_Fixup(this, store, s, f, cvar_cl_weaponpriorities[6], "cl_weaponpriority6", W_FixWeaponOrder_AllowIncomplete);
+ GetCvars_handleString_Fixup(this, store, s, f, cvar_cl_weaponpriorities[7], "cl_weaponpriority7", W_FixWeaponOrder_AllowIncomplete);
+ GetCvars_handleString_Fixup(this, store, s, f, cvar_cl_weaponpriorities[8], "cl_weaponpriority8", W_FixWeaponOrder_AllowIncomplete);
+ GetCvars_handleString_Fixup(this, store, s, f, cvar_cl_weaponpriorities[9], "cl_weaponpriority9", W_FixWeaponOrder_AllowIncomplete);
+
+ GetCvars_handleFloat(this, store, s, f, cvar_cl_allow_uidtracking, "cl_allow_uidtracking");
+
+ // fixup of switchweapon (needed for LMS or when spectating is disabled, as PutClientInServer comes too early)
+ if (f > 0)
+ {
+ if (s == "cl_weaponpriority")
+ {
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ if (this.(weaponentity) && (this.(weaponentity).m_weapon != WEP_Null || slot == 0))
+ this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
+ }
+ }
+ if (s == "cl_allow_uidtracking")
+ PlayerStats_GameReport_AddPlayer(this);
+ //if (s == "cl_gunalign")
+ //W_ResetGunAlign(this, store.cvar_cl_gunalign);
+ }
+}