mirror of
https://github.com/ddnet/ddnet.git
synced 2024-11-10 10:08:18 +00:00
Merge branch 'master' of http://github.com/heinrich5991/DDRace
This commit is contained in:
commit
46d66aa06e
|
@ -1510,32 +1510,15 @@ void CGameContext::ConKillPlayer(IConsole::IResult *pResult, void *pUserData, in
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void CGameContext::ConNinjaMe(IConsole::IResult *pResult, void *pUserData, int ClientId)
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{
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CGameContext *pSelf = (CGameContext *)pUserData;
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if(!pSelf->CheatsAvailable(pSelf->Console(), ClientId)) return;
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CCharacter* chr = pSelf->GetPlayerChar(ClientId);
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if(chr)
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{
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chr->GiveNinja();
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if(!g_Config.m_SvCheatTime)
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chr->m_DDRaceState = DDRACE_CHEAT;
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}
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pSelf->ModifyWeapons(ClientId, ClientId, WEAPON_NINJA, false);
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}
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void CGameContext::ConNinja(IConsole::IResult *pResult, void *pUserData, int ClientId)
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{
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CGameContext *pSelf = (CGameContext *)pUserData;
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if(!pSelf->CheatsAvailable(pSelf->Console(), ClientId)) return;
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int Victim = clamp(pResult->GetInteger(0), 0, (int)MAX_CLIENTS-1);
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CCharacter* chr = pSelf->GetPlayerChar(Victim);
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if(chr)
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{
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if(pSelf->m_apPlayers[Victim] && compare_players(pSelf->m_apPlayers[ClientId],pSelf->m_apPlayers[Victim]))
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{
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chr->GiveNinja();
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if(!g_Config.m_SvCheatTime)
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chr->m_DDRaceState = DDRACE_CHEAT;
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}
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}
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pSelf->ModifyWeapons(ClientId, pResult->GetInteger(0), WEAPON_NINJA, false);
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}
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@ -1668,245 +1651,201 @@ void CGameContext::ConUnSuperMe(IConsole::IResult *pResult, void *pUserData, int
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void CGameContext::ConShotgun(IConsole::IResult *pResult, void *pUserData, int ClientId)
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{
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CGameContext *pSelf = (CGameContext *)pUserData;
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if(!pSelf->CheatsAvailable(pSelf->Console(), ClientId)) return;
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int Victim = clamp(pResult->GetInteger(0), 0, (int)MAX_CLIENTS-1);
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if(pSelf->m_apPlayers[Victim] && compare_players(pSelf->m_apPlayers[ClientId],pSelf->m_apPlayers[Victim]))
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{
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CCharacter* chr = pSelf->GetPlayerChar(Victim);
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if(chr)
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{
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chr->GiveWeapon(WEAPON_SHOTGUN,-1);
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if(!g_Config.m_SvCheatTime)
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chr->m_DDRaceState = DDRACE_CHEAT;
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}
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}
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pSelf->ModifyWeapons(ClientId, pResult->GetInteger(0), WEAPON_SHOTGUN, false);
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}
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void CGameContext::ConShotgunMe(IConsole::IResult *pResult, void *pUserData, int ClientId)
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{
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CGameContext *pSelf = (CGameContext *)pUserData;
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if(!pSelf->CheatsAvailable(pSelf->Console(), ClientId)) return;
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CCharacter* chr = pSelf->GetPlayerChar(ClientId);
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if(chr)
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{
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chr->GiveWeapon(WEAPON_SHOTGUN,-1);
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if(!g_Config.m_SvCheatTime)
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chr->m_DDRaceState = DDRACE_CHEAT;
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}
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pSelf->ModifyWeapons(ClientId, ClientId, WEAPON_SHOTGUN, false);
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}
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void CGameContext::ConGrenade(IConsole::IResult *pResult, void *pUserData, int ClientId)
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{
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CGameContext *pSelf = (CGameContext *)pUserData;
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if(!pSelf->CheatsAvailable(pSelf->Console(), ClientId)) return;
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int Victim = clamp(pResult->GetInteger(0), 0, (int)MAX_CLIENTS-1);
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if(pSelf->m_apPlayers[Victim] && compare_players(pSelf->m_apPlayers[ClientId],pSelf->m_apPlayers[Victim]))
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{
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CCharacter* chr = pSelf->GetPlayerChar(Victim);
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if(chr)
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{
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chr->GiveWeapon(WEAPON_GRENADE,-1);
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if(!g_Config.m_SvCheatTime)
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chr->m_DDRaceState = DDRACE_CHEAT;
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}
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}
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pSelf->ModifyWeapons(ClientId, pResult->GetInteger(0), WEAPON_GRENADE, false);
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}
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void CGameContext::ConGrenadeMe(IConsole::IResult *pResult, void *pUserData, int ClientId)
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{
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CGameContext *pSelf = (CGameContext *)pUserData;
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if(!pSelf->CheatsAvailable(pSelf->Console(), ClientId)) return;
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CCharacter* chr = pSelf->GetPlayerChar(ClientId);
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if(chr)
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{
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chr->GiveWeapon(WEAPON_GRENADE,-1);
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if(!g_Config.m_SvCheatTime)
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chr->m_DDRaceState = DDRACE_CHEAT;
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}
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pSelf->ModifyWeapons(ClientId, ClientId, WEAPON_GRENADE, false);
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}
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void CGameContext::ConRifle(IConsole::IResult *pResult, void *pUserData, int ClientId)
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{
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CGameContext *pSelf = (CGameContext *)pUserData;
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if(!pSelf->CheatsAvailable(pSelf->Console(), ClientId)) return;
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int Victim = clamp(pResult->GetInteger(0), 0, (int)MAX_CLIENTS-1);
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if(pSelf->m_apPlayers[Victim] && compare_players(pSelf->m_apPlayers[ClientId],pSelf->m_apPlayers[Victim]))
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{
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CCharacter* chr = pSelf->GetPlayerChar(Victim);
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if(chr)
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{
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chr->GiveWeapon(WEAPON_RIFLE,-1);
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if(!g_Config.m_SvCheatTime)
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chr->m_DDRaceState = DDRACE_CHEAT;
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||||
}
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}
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pSelf->ModifyWeapons(ClientId, pResult->GetInteger(0), WEAPON_RIFLE, false);
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}
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void CGameContext::ConRifleMe(IConsole::IResult *pResult, void *pUserData, int ClientId)
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{
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CGameContext *pSelf = (CGameContext *)pUserData;
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if(!pSelf->CheatsAvailable(pSelf->Console(), ClientId)) return;
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CCharacter* chr = pSelf->GetPlayerChar(ClientId);
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if(chr)
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{
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chr->GiveWeapon(WEAPON_RIFLE,-1);
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if(!g_Config.m_SvCheatTime)
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chr->m_DDRaceState = DDRACE_CHEAT;
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}
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pSelf->ModifyWeapons(ClientId, ClientId, WEAPON_RIFLE, false);
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}
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void CGameContext::ConWeapons(IConsole::IResult *pResult, void *pUserData, int ClientId)
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{
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CGameContext *pSelf = (CGameContext *)pUserData;
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if(!pSelf->CheatsAvailable(pSelf->Console(), ClientId)) return;
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int Victim = clamp(pResult->GetInteger(0), 0, (int)MAX_CLIENTS-1);
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if(pSelf->m_apPlayers[Victim] && compare_players(pSelf->m_apPlayers[ClientId],pSelf->m_apPlayers[Victim]))
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{
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CCharacter* chr = pSelf->GetPlayerChar(Victim);
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if(chr)
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{
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chr->GiveAllWeapons();
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if(!g_Config.m_SvCheatTime)
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chr->m_DDRaceState = DDRACE_CHEAT;
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}
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}
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pSelf->ModifyWeapons(ClientId, pResult->GetInteger(0), -1, false);
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}
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void CGameContext::ConWeaponsMe(IConsole::IResult *pResult, void *pUserData, int ClientId)
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{
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||||
CGameContext *pSelf = (CGameContext *)pUserData;
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if(!pSelf->CheatsAvailable(pSelf->Console(), ClientId)) return;
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CCharacter* chr = pSelf->GetPlayerChar(ClientId);
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if(chr)
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{
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chr->GiveAllWeapons();
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if(!g_Config.m_SvCheatTime)
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chr->m_DDRaceState = DDRACE_CHEAT;
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}
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pSelf->ModifyWeapons(ClientId, ClientId, -1, false);
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}
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void CGameContext::ConUnShotgun(IConsole::IResult *pResult, void *pUserData, int ClientId)
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{
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CGameContext *pSelf = (CGameContext *)pUserData;
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if(!pSelf->CheatsAvailable(pSelf->Console(), ClientId)) return;
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int Victim = clamp(pResult->GetInteger(0), 0, (int)MAX_CLIENTS-1);
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if(pSelf->m_apPlayers[Victim] && compare_players(pSelf->m_apPlayers[ClientId],pSelf->m_apPlayers[Victim]))
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{
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CCharacter* chr = pSelf->GetPlayerChar(Victim);
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if(chr)
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{
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if(chr->m_ActiveWeapon == WEAPON_SHOTGUN)
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chr->m_ActiveWeapon = WEAPON_GUN;
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chr->m_aWeapons[WEAPON_SHOTGUN].m_Got = false;
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}
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}
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pSelf->ModifyWeapons(ClientId, pResult->GetInteger(0), WEAPON_SHOTGUN, true);
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}
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void CGameContext::ConUnShotgunMe(IConsole::IResult *pResult, void *pUserData, int ClientId)
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{
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CGameContext *pSelf = (CGameContext *)pUserData;
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if(!pSelf->CheatsAvailable(pSelf->Console(), ClientId)) return;
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CCharacter* chr = pSelf->GetPlayerChar(ClientId);
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if(chr)
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{
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if(chr->m_ActiveWeapon == WEAPON_SHOTGUN)
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chr->m_ActiveWeapon = WEAPON_GUN;
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chr->m_aWeapons[WEAPON_SHOTGUN].m_Got = false;
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}
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pSelf->ModifyWeapons(ClientId, ClientId, WEAPON_SHOTGUN, true);
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}
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void CGameContext::ConUnGrenade(IConsole::IResult *pResult, void *pUserData, int ClientId)
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{
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CGameContext *pSelf = (CGameContext *)pUserData;
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if(!pSelf->CheatsAvailable(pSelf->Console(), ClientId)) return;
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int Victim = clamp(pResult->GetInteger(0), 0, (int)MAX_CLIENTS-1);
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if(pSelf->m_apPlayers[Victim] && compare_players(pSelf->m_apPlayers[ClientId],pSelf->m_apPlayers[Victim]))
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{
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CCharacter* chr = pSelf->GetPlayerChar(Victim);
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if(chr)
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{
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if(chr->m_ActiveWeapon == WEAPON_GRENADE)
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chr->m_ActiveWeapon = WEAPON_GUN;
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chr->m_aWeapons[WEAPON_GRENADE].m_Got = false;
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}
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}
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pSelf->ModifyWeapons(ClientId, pResult->GetInteger(0), WEAPON_GRENADE, true);
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}
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void CGameContext::ConUnGrenadeMe(IConsole::IResult *pResult, void *pUserData, int ClientId)
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{
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CGameContext *pSelf = (CGameContext *)pUserData;
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if(!pSelf->CheatsAvailable(pSelf->Console(), ClientId)) return;
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CCharacter* chr = pSelf->GetPlayerChar(ClientId);
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if(chr)
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{
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if(chr->m_ActiveWeapon == WEAPON_GRENADE)
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chr->m_ActiveWeapon = WEAPON_GUN;
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chr->m_aWeapons[WEAPON_GRENADE].m_Got = false;
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}
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pSelf->ModifyWeapons(ClientId, ClientId, WEAPON_GRENADE, true);
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}
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void CGameContext::ConUnRifle(IConsole::IResult *pResult, void *pUserData, int ClientId)
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{
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CGameContext *pSelf = (CGameContext *)pUserData;
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if(!pSelf->CheatsAvailable(pSelf->Console(), ClientId)) return;
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int Victim = clamp(pResult->GetInteger(0), 0, (int)MAX_CLIENTS-1);
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if(pSelf->m_apPlayers[Victim] && compare_players(pSelf->m_apPlayers[ClientId],pSelf->m_apPlayers[Victim]))
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||||
{
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||||
CCharacter* chr = pSelf->GetPlayerChar(Victim);
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||||
if(chr)
|
||||
{
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||||
if(chr->m_ActiveWeapon == WEAPON_RIFLE)
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chr->m_ActiveWeapon = WEAPON_GUN;
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chr->m_aWeapons[WEAPON_RIFLE].m_Got = false;
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||||
}
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||||
}
|
||||
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||||
pSelf->ModifyWeapons(ClientId, pResult->GetInteger(0), WEAPON_RIFLE, true);
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}
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||||
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void CGameContext::ConUnRifleMe(IConsole::IResult *pResult, void *pUserData, int ClientId)
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||||
{
|
||||
CGameContext *pSelf = (CGameContext *)pUserData;
|
||||
if(!pSelf->CheatsAvailable(pSelf->Console(), ClientId)) return;
|
||||
CCharacter* chr = pSelf->GetPlayerChar(ClientId);
|
||||
if(chr)
|
||||
{
|
||||
if(chr->m_ActiveWeapon == WEAPON_RIFLE)
|
||||
chr->m_ActiveWeapon = WEAPON_GUN;
|
||||
chr->m_aWeapons[WEAPON_RIFLE].m_Got = false;
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||||
}
|
||||
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||||
pSelf->ModifyWeapons(ClientId, ClientId, WEAPON_RIFLE, true);
|
||||
}
|
||||
|
||||
void CGameContext::ConUnWeapons(IConsole::IResult *pResult, void *pUserData, int ClientId)
|
||||
{
|
||||
CGameContext *pSelf = (CGameContext *)pUserData;
|
||||
if(!pSelf->CheatsAvailable(pSelf->Console(), ClientId)) return;
|
||||
int Victim = clamp(pResult->GetInteger(0), 0, (int)MAX_CLIENTS-1);
|
||||
if(pSelf->m_apPlayers[Victim] && compare_players(pSelf->m_apPlayers[ClientId],pSelf->m_apPlayers[Victim]))
|
||||
{
|
||||
CCharacter* chr = pSelf->GetPlayerChar(Victim);
|
||||
if(chr)
|
||||
{
|
||||
if(chr->m_ActiveWeapon == WEAPON_SHOTGUN || chr->m_ActiveWeapon == WEAPON_GRENADE || chr->m_ActiveWeapon == WEAPON_RIFLE)
|
||||
chr->m_ActiveWeapon = WEAPON_GUN;
|
||||
chr->m_aWeapons[WEAPON_SHOTGUN].m_Got = false;
|
||||
chr->m_aWeapons[WEAPON_GRENADE].m_Got = false;
|
||||
chr->m_aWeapons[WEAPON_RIFLE].m_Got = false;
|
||||
}
|
||||
}
|
||||
|
||||
pSelf->ModifyWeapons(ClientId, pResult->GetInteger(0), -1, true);
|
||||
}
|
||||
|
||||
void CGameContext::ConUnWeaponsMe(IConsole::IResult *pResult, void *pUserData, int ClientId)
|
||||
{
|
||||
CGameContext *pSelf = (CGameContext *)pUserData;
|
||||
if(!pSelf->CheatsAvailable(pSelf->Console(), ClientId)) return;
|
||||
CCharacter* chr = pSelf->GetPlayerChar(ClientId);
|
||||
if(chr)
|
||||
|
||||
pSelf->ModifyWeapons(ClientId, ClientId, -1, true);
|
||||
}
|
||||
|
||||
void CGameContext::ConAddWeapon(IConsole::IResult *pResult, void *pUserData, int ClientId)
|
||||
{
|
||||
CGameContext *pSelf = (CGameContext *)pUserData;
|
||||
|
||||
if (pResult->NumArguments() > 1)
|
||||
pSelf->ModifyWeapons(ClientId, pResult->GetInteger(0), pResult->GetInteger(1), false);
|
||||
else
|
||||
pSelf->ModifyWeapons(ClientId, ClientId, pResult->GetInteger(0), false);
|
||||
}
|
||||
|
||||
void CGameContext::ConRemoveWeapon(IConsole::IResult *pResult, void *pUserData, int ClientId)
|
||||
{
|
||||
CGameContext *pSelf = (CGameContext *)pUserData;
|
||||
|
||||
if (pResult->NumArguments() > 1)
|
||||
pSelf->ModifyWeapons(ClientId, pResult->GetInteger(0), pResult->GetInteger(1), true);
|
||||
else
|
||||
pSelf->ModifyWeapons(ClientId, ClientId, pResult->GetInteger(0), true);
|
||||
}
|
||||
|
||||
void CGameContext::ModifyWeapons(int ClientId, int Victim, int Weapon, bool Remove)
|
||||
{
|
||||
if(!CheatsAvailable(Console(), ClientId))
|
||||
return;
|
||||
|
||||
if(clamp(Victim, 0, (int) MAX_CLIENTS - 1) != Victim || GetPlayerChar(ClientId) == 0)
|
||||
{
|
||||
if(chr->m_ActiveWeapon == WEAPON_SHOTGUN || chr->m_ActiveWeapon == WEAPON_GRENADE || chr->m_ActiveWeapon == WEAPON_RIFLE)
|
||||
chr->m_ActiveWeapon = WEAPON_GUN;
|
||||
chr->m_aWeapons[WEAPON_SHOTGUN].m_Got = false;
|
||||
chr->m_aWeapons[WEAPON_GRENADE].m_Got = false;
|
||||
chr->m_aWeapons[WEAPON_RIFLE].m_Got = false;
|
||||
Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "invalid client id");
|
||||
return;
|
||||
}
|
||||
|
||||
if(ClientId != Victim && m_apPlayers[ClientId]->m_Authed <= 1)
|
||||
{
|
||||
Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "You have too low level to add/remove weapons from players");
|
||||
}
|
||||
|
||||
if(ClientId != Victim && !compare_players(m_apPlayers[ClientId], m_apPlayers[Victim]))
|
||||
{
|
||||
Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "You can't add/remove weapons from players with the same or a higher rank");
|
||||
return;
|
||||
}
|
||||
|
||||
if(clamp(Weapon, -1, NUM_WEAPONS - 1) != Weapon)
|
||||
{
|
||||
Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "invalid weapon id");
|
||||
return;
|
||||
}
|
||||
|
||||
CCharacter* pChr = GetPlayerChar(Victim);
|
||||
if(Weapon == -1)
|
||||
{
|
||||
if(Remove && pChr->m_ActiveWeapon == WEAPON_SHOTGUN || pChr->m_ActiveWeapon == WEAPON_GRENADE || pChr->m_ActiveWeapon == WEAPON_RIFLE)
|
||||
pChr->m_ActiveWeapon = WEAPON_GUN;
|
||||
|
||||
if(Remove)
|
||||
{
|
||||
pChr->m_aWeapons[WEAPON_SHOTGUN].m_Got = false;
|
||||
pChr->m_aWeapons[WEAPON_GRENADE].m_Got = false;
|
||||
pChr->m_aWeapons[WEAPON_RIFLE].m_Got = false;
|
||||
}
|
||||
else
|
||||
pChr->GiveAllWeapons();
|
||||
}
|
||||
else if(Weapon != WEAPON_NINJA)
|
||||
{
|
||||
if(Remove && pChr->m_ActiveWeapon == Weapon)
|
||||
pChr->m_ActiveWeapon = WEAPON_GUN;
|
||||
|
||||
if(Remove)
|
||||
pChr->m_aWeapons[Weapon].m_Got = false;
|
||||
else
|
||||
pChr->GiveWeapon(Weapon, -1);
|
||||
}
|
||||
else
|
||||
{
|
||||
if(Remove)
|
||||
{
|
||||
Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "you can't remove ninja");
|
||||
return;
|
||||
}
|
||||
|
||||
pChr->GiveNinja();
|
||||
}
|
||||
|
||||
if(!Remove && !g_Config.m_SvCheatTime)
|
||||
pChr->m_DDRaceState = DDRACE_CHEAT;
|
||||
}
|
||||
|
||||
void CGameContext::ConTeleport(IConsole::IResult *pResult, void *pUserData, int ClientId)
|
||||
|
@ -2541,6 +2480,9 @@ void CGameContext::OnConsoleInit()
|
|||
Console()->Register("freeze", "i?i", CFGFLAG_SERVER, ConFreeze, this, "Freezes player i1 for i2 seconds (infinity by default)", 2);
|
||||
Console()->Register("unfreeze", "i", CFGFLAG_SERVER, ConUnFreeze, this, "Unfreezes player i", 2);
|
||||
|
||||
Console()->Register("addweapon", "i?i", CFGFLAG_SERVER, ConAddWeapon, this, "First optional parameter is client id, next parameter is weapon (all = -1, hammer = 0, gun = 1, shotgun = 2, grenade = 3, rifle = 4, ninja = 5)", 1);
|
||||
Console()->Register("removeweapon", "i?i", CFGFLAG_SERVER, ConRemoveWeapon, this, "First optional parameter is client id, next parameter is weapon (all = -1, hammer = 0, gun = 1, shotgun = 2, grenade = 3, rifle = 4)", 1);
|
||||
|
||||
Console()->Register("shotgun", "i", CFGFLAG_SERVER, ConShotgun, this, "Gives a shotgun to player i", 2);
|
||||
Console()->Register("shotgun_me", "", CFGFLAG_SERVER, ConShotgunMe, this, "Gives shotgun to yourself", 1);
|
||||
Console()->Register("grenade", "i", CFGFLAG_SERVER, ConGrenade, this, "Gives a grenade launcher to player i", 2);
|
||||
|
|
|
@ -88,6 +88,11 @@ class CGameContext : public IGameServer
|
|||
static void ConUnWeapons(IConsole::IResult *pResult, void *pUserData, int ClientId);
|
||||
static void ConUnWeaponsMe(IConsole::IResult *pResult, void *pUserData, int ClientId);
|
||||
|
||||
static void ConAddWeapon(IConsole::IResult *pResult, void *pUserData, int ClientId);
|
||||
static void ConRemoveWeapon(IConsole::IResult *pResult, void *pUserData, int ClientId);
|
||||
|
||||
void ModifyWeapons(int ClientId, int Victim, int Weapon, bool Remove);
|
||||
|
||||
static void ConTeleport(IConsole::IResult *pResult, void *pUserData, int ClientId);
|
||||
|
||||
static void ConTuneParam(IConsole::IResult *pResult, void *pUserData, int ClientId);
|
||||
|
|
Loading…
Reference in a new issue