Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
/*
===== client.cpp ========================================================
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 <ctype.h>
#include "tier1/strtools.h"
#include "te_effect_dispatch.h"
#include "globals.h"
#include "nav_mesh.h"
#include "team.h"
#include "datacache/imdlcache.h"
#include "basemultiplayerplayer.h"
#include "voice_gamemgr.h"
#ifdef TF_DLL
#include "tf_player.h"
#include "tf_gamerules.h"
#endif
#ifdef HL2_DLL
#include "weapon_physcannon.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern int giPrecacheGrunt;
// For not just using one big ai net
extern CBaseEntity* FindPickerEntity( CBasePlayer* pPlayer );
extern bool IsInCommentaryMode( void );
ConVar *sv_cheats = NULL;
void ClientKill( edict_t *pEdict, const Vector &vecForce, bool bExplode = false )
{
CBasePlayer *pPlayer = static_cast<CBasePlayer*>( 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
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 ) != GR_TEAMMATE )
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", true );
if ( event )
{
event->SetInt("userid", userid );
event->SetString("text", p );
event->SetInt("priority", 1 ); // HLTV event priority, not transmitted
gameeventmanager->FireEvent( event, true );
}
}
void ClientPrecache( void )
{
// Precache cable textures.
CBaseEntity::PrecacheModel( "cable/cable.vmt" );
CBaseEntity::PrecacheModel( "cable/cable_lit.vmt" );
CBaseEntity::PrecacheModel( "cable/chain.vmt" );
CBaseEntity::PrecacheModel( "cable/rope.vmt" );
CBaseEntity::PrecacheModel( "sprites/blueglow1.vmt" );
CBaseEntity::PrecacheModel( "sprites/purpleglow1.vmt" );
CBaseEntity::PrecacheModel( "sprites/purplelaser1.vmt" );
#ifndef HL2MP
CBaseEntity::PrecacheScriptSound( "Hud.Hint" );
#endif // HL2MP
CBaseEntity::PrecacheScriptSound( "Player.FallDamage" );
CBaseEntity::PrecacheScriptSound( "Player.Swim" );
// General HUD sounds
CBaseEntity::PrecacheScriptSound( "Player.PickupWeapon" );
CBaseEntity::PrecacheScriptSound( "Player.DenyWeaponSelection" );
CBaseEntity::PrecacheScriptSound( "Player.WeaponSelected" );
CBaseEntity::PrecacheScriptSound( "Player.WeaponSelectionClose" );
CBaseEntity::PrecacheScriptSound( "Player.WeaponSelectionMoveSlot" );
// General legacy temp ents sounds
CBaseEntity::PrecacheScriptSound( "Bounce.Glass" );
CBaseEntity::PrecacheScriptSound( "Bounce.Metal" );
CBaseEntity::PrecacheScriptSound( "Bounce.Flesh" );
CBaseEntity::PrecacheScriptSound( "Bounce.Wood" );
CBaseEntity::PrecacheScriptSound( "Bounce.Shrapnel" );
CBaseEntity::PrecacheScriptSound( "Bounce.ShotgunShell" );
CBaseEntity::PrecacheScriptSound( "Bounce.Shell" );
CBaseEntity::PrecacheScriptSound( "Bounce.Concrete" );
ClientGamePrecache();
}
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 %08x\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 FindPickerEntity( pPlayer );
}
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 = FindPickerEntity( pPlayer );
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 = engine->PEntityOfEntIndex( 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 = engine->PEntityOfEntIndex( 1 );
}
}
if ( !pClient || !pClient->GetUnknown() )
return;
engine->ClientCommand( pClient, "%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 : 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 bExplode )
{
if ( args.ArgC() > 1 && sv_cheats->GetBool() )
{
// Find the matching netname
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
CBasePlayer *pPlayer = ToBasePlayer( UTIL_PlayerByIndex(i) );
if ( pPlayer )
{
if ( Q_strstr( pPlayer->GetPlayerName(), args[1] ) )
{
pPlayer->CommitSuicide( bExplode );
}
}
}
}
else
{
CBasePlayer *pPlayer = UTIL_GetCommandClient();
if ( pPlayer )
{
pPlayer->CommitSuicide( bExplode );
}
}
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
CON_COMMAND( kill, "Kills the player with generic damage" )
{
kill_helper( args, false );
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
CON_COMMAND( explode, "Kills the player with explosive damage" )
{
kill_helper( args, true );
}
//------------------------------------------------------------------------------
// helper function for killvector and explodevector
//------------------------------------------------------------------------------
void killvector_helper( const CCommand &args, bool bExplode )
{
CBasePlayer *pPlayer = UTIL_GetCommandClient();
if ( pPlayer && args.ArgC() == 5 )
{
// Find the matching netname.
for ( int iClient = 1; iClient <= gpGlobals->maxClients; iClient++ )
{
CBasePlayer *pPlayer = ToBasePlayer( UTIL_PlayerByIndex( iClient ) );
if ( pPlayer )
{
if ( Q_strstr( pPlayer->GetPlayerName(), args[1] ) )
{
// Build world-space force vector.
Vector vecForce;
vecForce.x = atof( args[2] );
vecForce.y = atof( args[3] );
vecForce.z = atof( args[4] );
ClientKill( pPlayer->edict(), vecForce, bExplode );
}
}
}
}
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
CON_COMMAND_F( killvector, "Kills a player applying force. Usage: killvector <player> <x value> <y value> <z value>", FCVAR_CHEAT )
{
killvector_helper( args, false );
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
CON_COMMAND_F( explodevector, "Kills a player applying an explosive force. Usage: explodevector <player> <x value> <y value> <z value>", FCVAR_CHEAT )
{
killvector_helper( args, false );
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
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();
}
}
// This will result in a "console" say. Ignore anything from
// an index greater than 0 when we don't have a player pointer,
// as would be the case when a client that's connecting generates
// text via a script. This can be exploited to flood everyone off.
else if ( UTIL_GetCommandClientIndex() == 0 )
{
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: <item_name>" )
{
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 );
// Don't allow regular users to create point_servercommand entities for the same reason as blocking ent_fire
if ( !Q_stricmp( item_to_give, "point_servercommand" ) )
{
if ( engine->IsDedicatedServer() )
{
// We allow people with disabled autokick to do it, because they already have rcon.
if ( pPlayer->IsAutoKickDisabled() == false )
return;
}
else if ( gpGlobals->maxClients > 1 )
{
// On listen servers with more than 1 player, only allow the host to create point_servercommand.
CBasePlayer *pHostPlayer = UTIL_GetListenServerHost();
if ( pPlayer != pHostPlayer )
return;
}
}
// 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) );
}
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
CON_COMMAND( fov, "Change players FOV" )
{
CBasePlayer *pPlayer = ToBasePlayer( UTIL_GetCommandClient() );
if ( pPlayer && sv_cheats->GetBool() )
{
if ( args.ArgC() > 1 )
{
int nFOV = atoi( args[1] );
pPlayer->SetDefaultFOV( nFOV );
}
else
{
ClientPrint( pPlayer, HUD_PRINTCONSOLE, UTIL_VarArgs( "\"fov\" is \"%d\"\n", pPlayer->GetFOV() ) );
}
}
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
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 <effect name> <distance away> <flags> <magnitude> <scale>\n " );
Msg(" defaults are: <distance 1024> <flags 0> <magnitude 0> <scale 0>\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;
DispatchEffect( (char *)args[1], data );
}
static ConCommand test_dispatcheffect("test_dispatcheffect", CC_Player_TestDispatchEffect, "Test a clientside dispatch effect.\n\tUsage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale>\n\tDefaults are: <distance 1024> <flags 0> <magnitude 0> <scale 0>\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: <weapon_name>");
//------------------------------------------------------------------------------
// A small wrapper around SV_Move that never clips against the supplied entity.
//------------------------------------------------------------------------------
static bool TestEntityPosition ( CBasePlayer *pPlayer )
{
trace_t trace;
UTIL_TraceEntity( pPlayer, pPlayer->GetAbsOrigin(), pPlayer->GetAbsOrigin(), MASK_PLAYERSOLID, &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( CBasePlayer *pPlayer, const Vector& direction, float step, Vector& oldorigin )
{
int i;
for ( i = 0; i < 100; i++ )
{
Vector origin = pPlayer->GetAbsOrigin();
VectorMA( origin, step, direction, origin );
pPlayer->SetAbsOrigin( origin );
if ( TestEntityPosition( pPlayer ) )
{
VectorCopy( pPlayer->GetAbsOrigin(), oldorigin );
return 1;
}
}
return 0;
}
//------------------------------------------------------------------------------
// Noclip
//------------------------------------------------------------------------------
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 );
}
void CC_Player_NoClip( void )
{
if ( !sv_cheats->GetBool() )
return;
CBasePlayer *pPlayer = ToBasePlayer( UTIL_GetCommandClient() );
if ( !pPlayer )
return;
CPlayerState *pl = pPlayer->PlayerData();
Assert( pl );
if (pPlayer->GetMoveType() != MOVETYPE_NOCLIP)
{
EnableNoClip( pPlayer );
return;
}
pPlayer->RemoveEFlags( EFL_NOCLIP_ACTIVE );
pPlayer->SetMoveType( MOVETYPE_WALK );
Vector oldorigin = pPlayer->GetAbsOrigin();
ClientPrint( pPlayer, HUD_PRINTCONSOLE, "noclip OFF\n");
if ( !TestEntityPosition( pPlayer ) )
{
Vector forward, right, up;
AngleVectors ( pl->v_angle, &forward, &right, &up);
// Try to move into the world
if ( !FindPassableSpace( pPlayer, forward, 1, oldorigin ) )
{
if ( !FindPassableSpace( pPlayer, right, 1, oldorigin ) )
{
if ( !FindPassableSpace( pPlayer, right, -1, oldorigin ) ) // left
{
if ( !FindPassableSpace( pPlayer, up, 1, oldorigin ) ) // up
{
if ( !FindPassableSpace( pPlayer, up, -1, oldorigin ) ) // down
{
if ( !FindPassableSpace( pPlayer, forward, -1, oldorigin ) ) // back
{
Msg( "Can't find the world\n" );
}
}
}
}
}
}
pPlayer->SetAbsOrigin( oldorigin );
}
}
static ConCommand noclip("noclip", CC_Player_NoClip, "Toggle. Player becomes non-solid and flies.", FCVAR_CHEAT);
//------------------------------------------------------------------------------
// Sets client to godmode
//------------------------------------------------------------------------------
void CC_God_f (void)
{
if ( !sv_cheats->GetBool() )
return;
CBasePlayer *pPlayer = ToBasePlayer( UTIL_GetCommandClient() );
if ( !pPlayer )
return;
#ifdef TF_DLL
if ( TFGameRules() && ( TFGameRules()->IsPVEModeActive() == false ) )
{
if ( gpGlobals->deathmatch )
return;
}
#else
if ( gpGlobals->deathmatch )
return;
#endif
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 );
//------------------------------------------------------------------------------
// 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 <z optional>\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->SetAbsOrigin( newpos );
if ( !TestEntityPosition( pPlayer ) )
{
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 <roll optional>\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 <roll:optional> (must have sv_cheats).", FCVAR_CHEAT );
static float GetHexFloat( const char *pStr )
{
if ( ( pStr[0] == '0' ) && ( pStr[1] == 'x' ) )
{
uint32 f = (uint32)V_atoi64( pStr );
return *reinterpret_cast< const float * >( &f );
}
return atof( pStr );
}
//------------------------------------------------------------------------------
// 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 <z optional>\n");
return;
}
Vector oldorigin = pPlayer->GetAbsOrigin();
Vector newpos;
newpos.x = GetHexFloat( args[1] );
newpos.y = GetHexFloat( args[2] );
newpos.z = args.ArgC() == 4 ? GetHexFloat( args[3] ) : oldorigin.z;
pPlayer->Teleport( &newpos, NULL, NULL );
if ( !TestEntityPosition( pPlayer ) )
{
if ( pPlayer->GetMoveType() != MOVETYPE_NOCLIP )
{
EnableNoClip( pPlayer );
return;
}
}
}
CON_COMMAND_F( setang_exact, "Snap player eyes and orientation to specified pitch yaw <roll:optional> (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 <roll optional>\n");
return;
}
QAngle oldang = pPlayer->GetAbsAngles();
QAngle newang;
newang.x = GetHexFloat( args[1] );
newang.y = GetHexFloat( args[2] );
newang.z = args.ArgC() == 4 ? GetHexFloat( args[3] ) : oldang.z;
pPlayer->Teleport( NULL, &newang, NULL );
pPlayer->SnapEyeAngles( newang );
#ifdef TF_DLL
static_cast<CTFPlayer*>( pPlayer )->DoAnimationEvent( PLAYERANIMEVENT_SNAP_YAW );
#endif
}
//------------------------------------------------------------------------------
// 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_PREVENT_PHYSICS_FORCE ) );
}
static ConCommand hurtme("hurtme", CC_HurtMe_f, "Hurts the player.\n\tArguments: <health to lose>", 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 ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
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 <index>" );
//-----------------------------------------------------------------------------
// 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 ( !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 ) );
}
}
}
}