cvar_t noaim = {CVAR_CLIENT | CVAR_USERINFO | CVAR_SAVE, "noaim", "1", "QW option to disable vertical autoaim"};
cvar_t r_fixtrans_auto = {CVAR_CLIENT, "r_fixtrans_auto", "0", "automatically fixtrans textures (when set to 2, it also saves the fixed versions to a fixtrans directory)"};
-/*
-==================
-CL_Reconnect_f
-
-This command causes the client to wait for the signon messages again.
-This is sent just before a server changes levels
-==================
-*/
-void CL_Reconnect_f(cmd_state_t *cmd)
-{
- char temp[128];
- // if not connected, reconnect to the most recent server
- if (!cls.netcon)
- {
- // if we have connected to a server recently, the userinfo
- // will still contain its IP address, so get the address...
- InfoString_GetValue(cls.userinfo, "*ip", temp, sizeof(temp));
- if (temp[0])
- CL_EstablishConnection(temp, -1);
- else
- Con_Printf("Reconnect to what server? (you have not connected to a server yet)\n");
- return;
- }
- // if connected, do something based on protocol
- if (cls.protocol == PROTOCOL_QUAKEWORLD)
- {
- // quakeworld can just re-login
- if (cls.qw_downloadmemory) // don't change when downloading
- return;
-
- S_StopAllSounds();
-
- if (cls.state == ca_connected)
- {
- Con_Printf("Server is changing level...\n");
- MSG_WriteChar(&cls.netcon->message, qw_clc_stringcmd);
- MSG_WriteString(&cls.netcon->message, "new");
- }
- }
- else
- {
- // netquake uses reconnect on level changes (silly)
- if (Cmd_Argc(cmd) != 1)
- {
- Con_Print("reconnect : wait for signon messages again\n");
- return;
- }
- if (!cls.signon)
- {
- Con_Print("reconnect: no signon, ignoring reconnect\n");
- return;
- }
- cls.signon = 0; // need new connection messages
- }
-}
-
-/*
-=====================
-CL_Connect_f
-
-User command to connect to server
-=====================
-*/
-static void CL_Connect_f(cmd_state_t *cmd)
-{
- if (Cmd_Argc(cmd) < 2)
- {
- Con_Print("connect <serveraddress> [<key> <value> ...]: connect to a multiplayer game\n");
- return;
- }
- // clear the rcon password, to prevent vulnerability by stuffcmd-ing a connect command
- if(rcon_secure.integer <= 0)
- Cvar_SetQuick(&rcon_password, "");
- CL_EstablishConnection(Cmd_Argv(cmd, 1), 2);
-}
-
-
//============================================================================
/*
Cmd_AddCommand(CMD_CLIENT | CMD_SERVER_FROM_CLIENT, "playermodel", CL_Playermodel_f, "change your player model");
Cmd_AddCommand(CMD_CLIENT | CMD_SERVER_FROM_CLIENT, "playerskin", CL_Playerskin_f, "change your player skin number");
- Cmd_AddCommand(CMD_CLIENT, "connect", CL_Connect_f, "connect to a server by IP address or hostname");
- Cmd_AddCommand(CMD_CLIENT | CMD_CLIENT_FROM_SERVER, "reconnect", CL_Reconnect_f, "reconnect to the last server you were on, or resets a quakeworld connection (do not use if currently playing on a netquake server)");
Cmd_AddCommand(CMD_CLIENT, "sendcvar", CL_SendCvar_f, "sends the value of a cvar to the server as a sentcvar command, for use by QuakeC");
Cmd_AddCommand(CMD_CLIENT, "rcon", CL_Rcon_f, "sends a command to the server console (if your rcon_password matches the server's rcon_password), or to the address specified by rcon_address when not connected (again rcon_password must match the server's); note: if rcon_secure is set, client and server clocks must be synced e.g. via NTP");
Cmd_AddCommand(CMD_CLIENT, "srcon", CL_Rcon_f, "sends a command to the server console (if your rcon_password matches the server's rcon_password), or to the address specified by rcon_address when not connected (again rcon_password must match the server's); this always works as if rcon_secure is set; note: client and server clocks must be synced e.g. via NTP");