//======= 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 #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" #ifdef HL2_DLL #include "weapon_physcannon.h" #endif #ifdef INFESTED_DLL #include "asw_player.h" #include "asw_marine.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; void ClientKill( edict_t *pEdict, const Vector &vecForce, bool bExplode = false ) { CBasePlayer *pPlayer = static_cast( 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 ( teamonly && !g_pGameRules->PlayerCanHearChat( client, pPlayer ) ) 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, true, pszFormat, pszPlayerName, p, pszLocation ); } else { UTIL_SayTextFilter( user, text, pPlayer, true ); } } if ( pPlayer ) { // print to the sending client CSingleUserRecipientFilter user( pPlayer ); user.MakeReliable(); if ( pszFormat ) { UTIL_SayText2Filter( user, pPlayer, true, pszFormat, pszPlayerName, p, pszLocation ); } else { UTIL_SayTextFilter( user, text, pPlayer, true ); } } // 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 ); IGameEvent * event = gameeventmanager->CreateEvent( "player_say" ); if ( event ) // will be null if there are no listeners! { event->SetInt("userid", userid ); event->SetString("text", p ); event->SetInt("priority", 1 ); // HLTV event priority, not transmitted gameeventmanager->FireEvent( event ); } } PRECACHE_REGISTER_BEGIN( GLOBAL, ClientPrecache ) // Precache cable textures. 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" ) PRECACHE_CONDITIONAL( MODEL, "models/germangibs.mdl", g_Language.GetInt() == LANGUAGE_GERMAN ) PRECACHE_CONDITIONAL( MODEL, "models/gibs/hgibs.mdl", g_Language.GetInt() != LANGUAGE_GERMAN ) 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.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" ) // Game Instructor sounds PRECACHE( GAMESOUND, "Instructor.LessonStart" ) PRECACHE( GAMESOUND, "Instructor.ImportantLessonStart" ) PRECACHE_REGISTER_END() void ClientPrecache( void ) { ClientGamePrecache(); if ( !IsX360() && !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" ); // weapon scripts engine->ForceExactFile( "scripts/asw_weapon_ammo_bag.txt" ); engine->ForceExactFile( "scripts/asw_weapon_ammo_satchel.txt" ); engine->ForceExactFile( "scripts/asw_weapon_autogun.txt" ); engine->ForceExactFile( "scripts/asw_weapon_blink.txt" ); engine->ForceExactFile( "scripts/asw_weapon_buff_grenade.txt" ); engine->ForceExactFile( "scripts/asw_weapon_chainsaw.txt" ); engine->ForceExactFile( "scripts/asw_weapon_electrified_armor.txt" ); engine->ForceExactFile( "scripts/asw_weapon_fire_extinguisher.txt" ); engine->ForceExactFile( "scripts/asw_weapon_fist.txt" ); engine->ForceExactFile( "scripts/asw_weapon_flamer.txt" ); engine->ForceExactFile( "scripts/asw_weapon_flares.txt" ); engine->ForceExactFile( "scripts/asw_weapon_flashlight.txt" ); engine->ForceExactFile( "scripts/asw_weapon_freeze_grenades.txt" ); engine->ForceExactFile( "scripts/asw_weapon_grenades.txt" ); engine->ForceExactFile( "scripts/asw_weapon_grenade_launcher.txt" ); engine->ForceExactFile( "scripts/asw_weapon_heal_grenade.txt" ); engine->ForceExactFile( "scripts/asw_weapon_heal_gun.txt" ); engine->ForceExactFile( "scripts/asw_weapon_hornet_barrage.txt" ); engine->ForceExactFile( "scripts/asw_weapon_jump_jet.txt" ); engine->ForceExactFile( "scripts/asw_weapon_laser_mines.txt" ); engine->ForceExactFile( "scripts/asw_weapon_medical_satchel.txt" ); engine->ForceExactFile( "scripts/asw_weapon_medkit.txt" ); engine->ForceExactFile( "scripts/asw_weapon_mines.txt" ); engine->ForceExactFile( "scripts/asw_weapon_minigun.txt" ); engine->ForceExactFile( "scripts/asw_weapon_mining_laser.txt" ); engine->ForceExactFile( "scripts/asw_weapon_night_vision.txt" ); engine->ForceExactFile( "scripts/asw_weapon_normal_armor.txt" ); engine->ForceExactFile( "scripts/asw_weapon_pdw.txt" ); engine->ForceExactFile( "scripts/asw_weapon_pistol.txt" ); engine->ForceExactFile( "scripts/asw_weapon_prifle.txt" ); engine->ForceExactFile( "scripts/asw_weapon_railgun.txt" ); engine->ForceExactFile( "scripts/asw_weapon_rifle.txt" ); engine->ForceExactFile( "scripts/asw_weapon_sentry.txt" ); engine->ForceExactFile( "scripts/asw_weapon_sentry_cannon.txt" ); engine->ForceExactFile( "scripts/asw_weapon_sentry_flamer.txt" ); engine->ForceExactFile( "scripts/asw_weapon_sentry_freeze.txt" ); engine->ForceExactFile( "scripts/asw_weapon_shotgun.txt" ); engine->ForceExactFile( "scripts/asw_weapon_smart_bomb.txt" ); engine->ForceExactFile( "scripts/asw_weapon_sniper_rifle.txt" ); engine->ForceExactFile( "scripts/asw_weapon_stim.txt" ); engine->ForceExactFile( "scripts/asw_weapon_tesla_gun.txt" ); engine->ForceExactFile( "scripts/asw_weapon_tesla_trap.txt" ); engine->ForceExactFile( "scripts/asw_weapon_vindicator.txt" ); engine->ForceExactFile( "scripts/asw_weapon_welder.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 %08lx\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, UTIL_VarArgs( "%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; 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, UTIL_VarArgs( "%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 = atof(args[1]); startPos.y = atof(args[2]); startPos.z = atof(args[3]); endPos.x = atof(args[4]); endPos.y = atof(args[5]); endPos.z = atof(args[6]); 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 = atof(args[1]); vPosition.y = atof(args[2]); vPosition.z = atof(args[3]); // 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 ) return; if ( bVector ) { 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( kill, "Kills the player with generic damage" ) { kill_helper( args, false, false ); } //------------------------------------------------------------------------------ //------------------------------------------------------------------------------ CON_COMMAND( explode, "Kills the player with explosive damage" ) { kill_helper( args, false, true ); } //------------------------------------------------------------------------------ //------------------------------------------------------------------------------ CON_COMMAND( killvector, "Kills a player applying force. Usage: killvector " ) { kill_helper( args, true, false ); } //------------------------------------------------------------------------------ //------------------------------------------------------------------------------ CON_COMMAND( explodevector, "Kills a player applying an explosive force. Usage: explodevector " ) { 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( say, "Display player message" ) { CBasePlayer *pPlayer = ToBasePlayer( UTIL_GetCommandClient() ); if ( pPlayer ) { if (( pPlayer->LastTimePlayerTalked() + TALK_INTERVAL ) < gpGlobals->curtime) { Host_Say( pPlayer->edict(), args, 0 ); pPlayer->NotePlayerTalked(); } } else { Host_Say( NULL, args, 0 ); } } //------------------------------------------------------------------------------ //------------------------------------------------------------------------------ CON_COMMAND( say_team, "Display player message to team" ) { CBasePlayer *pPlayer = ToBasePlayer( UTIL_GetCommandClient() ); if (pPlayer) { if (( pPlayer->LastTimePlayerTalked() + TALK_INTERVAL ) < gpGlobals->curtime) { Host_Say( pPlayer->edict(), args, 1 ); pPlayer->NotePlayerTalked(); } } } //------------------------------------------------------------------------------ //------------------------------------------------------------------------------ CON_COMMAND( give, "Give item to player.\n\tArguments: " ) { 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 \n " ); Msg(" defaults are: \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 \n\tDefaults are: \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: "); 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(); 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(); 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"); } static ConCommand god("god", CC_God_f, "Toggle. Player becomes 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 \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 \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 \n"); return; } CBaseEntity *pTeleportEnt = pPlayer; #ifdef INFESTED_DLL CASW_Player *pASWPlayer = ToASW_Player( pPlayer ); pTeleportEnt = pASWPlayer->GetMarine(); if ( !pTeleportEnt ) return; #endif Vector oldorigin = pTeleportEnt->GetAbsOrigin(); Vector newpos; newpos.x = atof( args[1] ); newpos.y = atof( args[2] ); newpos.z = args.ArgC() == 4 ? atof( args[3] ) : oldorigin.z; pTeleportEnt->SetAbsOrigin( newpos ); if ( !TestEntityPosition( pTeleportEnt, 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 \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 \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 (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 \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 (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 \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 ); } //------------------------------------------------------------------------------ // 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_GENERIC ) ); } static ConCommand hurtme("hurtme", CC_HurtMe_f, "Hurts the player.\n\tArguments: ", 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 ( 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 " ); //----------------------------------------------------------------------------- // 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] ); } } } 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 ); } 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 ) ); } } } }