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: $
//=============================================================================//
#include "cbase.h"
#include "convar.h"
#include "tier0/dbg.h"
#include "player.h"
#include "world.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
void Test_CreateEntity( const CCommand &args )
{
CBasePlayer *pPlayer = UTIL_GetCommandClient();
// Require a player entity or that the command was entered from the dedicated server console
if ( !pPlayer && UTIL_GetCommandClientIndex() > 0 )
{
return;
}
if ( args.ArgC() < 2 )
{
Error( "Test_CreateEntity: requires entity classname argument." );
}
const char *pClassName = args[ 1 ];
// Don't allow regular users to create point_servercommand entities for the same reason as blocking ent_fire
if ( pPlayer && !Q_stricmp( pClassName, "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;
}
}
if ( !CreateEntityByName( pClassName ) )
{
Error( "Test_CreateEntity( %s ) failed.", pClassName );
}
}
void Test_RandomPlayerPosition()
{
CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
CWorld *pWorld = GetWorldEntity();
if ( !pPlayer )
{
Error( "Test_RandomPlayerPosition: no local player entity." );
}
else if ( !pWorld )
{
Error( "Test_RandomPlayerPosition: no world entity." );
}
Vector vMin, vMax;
pWorld->GetWorldBounds( vMin, vMax );
Vector vecOrigin;
vecOrigin.x = RandomFloat( vMin.x, vMax.x );
vecOrigin.y = RandomFloat( vMin.y, vMax.y );
vecOrigin.z = RandomFloat( vMin.z, vMax.z );
pPlayer->ForceOrigin( vecOrigin );
}
ConCommand cc_Test_CreateEntity( "Test_CreateEntity", Test_CreateEntity, 0, FCVAR_CHEAT );
ConCommand cc_Test_RandomPlayerPosition( "Test_RandomPlayerPosition", Test_RandomPlayerPosition, 0, FCVAR_CHEAT );