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i thought i added those like 10 years ago
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5f47d105ae
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@ -1983,10 +1983,18 @@ void CClient::RegisterCommands()
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m_pConsole->Register("shotgun_me", "", CFGFLAG_SERVER, 0, 0, "Gives shotgun to yourself", 1);
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m_pConsole->Register("grenade", "i", CFGFLAG_SERVER, 0, 0, "Gives a grenade launcher to player i", 2);
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m_pConsole->Register("grenade_me", "", CFGFLAG_SERVER, 0, 0, "Gives grenade launcher to yourself", 1);
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m_pConsole->Register("laser", "i", CFGFLAG_SERVER, 0, 0, "Gives a lasergun to player i", 2);
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m_pConsole->Register("laser_me", "", CFGFLAG_SERVER, 0, 0, "Gives lasergun to yourself", 1);
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m_pConsole->Register("rifle", "i", CFGFLAG_SERVER, 0, 0, "Gives a lasergun to player i", 2);
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m_pConsole->Register("rifle_me", "", CFGFLAG_SERVER, 0, 0, "Gives lasergun to yourself", 1);
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m_pConsole->Register("weapons", "i", CFGFLAG_SERVER, 0, 0, "Gives all weapons to player i", 2);
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m_pConsole->Register("weapons_me", "", CFGFLAG_SERVER, 0, 0, "Gives all weapons to yourself", 1);
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m_pConsole->Register("unshotgun", "i", CFGFLAG_SERVER, 0, 0, "Takes a shotgun from player i", 2);
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m_pConsole->Register("unshotgun_me", "", CFGFLAG_SERVER, 0, 0, "Takes shotgun from yourself", 1);
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m_pConsole->Register("ungrenade", "i", CFGFLAG_SERVER, 0, 0, "Takes a grenade launcher from player i", 2);
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m_pConsole->Register("ungrenade_me", "", CFGFLAG_SERVER, 0, 0, "Takes grenade launcher from yourself", 1);
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m_pConsole->Register("unrifle", "i", CFGFLAG_SERVER, 0, 0, "Takes a rifle from player i", 2);
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m_pConsole->Register("unrifle_me", "", CFGFLAG_SERVER, 0, 0, "Takes rifle from yourself", 1);
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m_pConsole->Register("unweapons", "i", CFGFLAG_SERVER, 0, 0, "Takes all weapons from player i", 2);
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m_pConsole->Register("unweapons_me", "", CFGFLAG_SERVER, 0, 0, "Takes all weapons from yourself", 1);
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m_pConsole->Register("ninja", "i", CFGFLAG_SERVER, 0, 0, "Makes player i a ninja", 2);
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m_pConsole->Register("ninja_me", "", CFGFLAG_SERVER, 0, 0, "Makes yourself a ninja", 1);
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m_pConsole->Register("hammer_me", "i", CFGFLAG_SERVER, 0, 0, "Sets your hammer power to i", 1);
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@ -1725,7 +1725,7 @@ void CGameContext::ConGrenadeMe(IConsole::IResult *pResult, void *pUserData, int
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}
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}
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void CGameContext::ConLaser(IConsole::IResult *pResult, void *pUserData, int ClientId)
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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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@ -1742,7 +1742,7 @@ void CGameContext::ConLaser(IConsole::IResult *pResult, void *pUserData, int Cli
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}
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}
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void CGameContext::ConLaserMe(IConsole::IResult *pResult, void *pUserData, int ClientId)
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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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@ -1785,6 +1785,130 @@ void CGameContext::ConWeaponsMe(IConsole::IResult *pResult, void *pUserData, int
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}
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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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}
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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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}
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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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}
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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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}
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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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{
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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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}
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void CGameContext::ConUnRifleMe(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_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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void CGameContext::ConUnWeapons(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 || chr->m_ActiveWeapon == WEAPON_GRENADE || chr->m_ActiveWeapon == WEAPON_RIFLE)
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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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chr->m_aWeapons[WEAPON_GRENADE].m_Got = false;
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chr->m_aWeapons[WEAPON_RIFLE].m_Got = false;
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}
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}
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}
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void CGameContext::ConUnWeaponsMe(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 || chr->m_ActiveWeapon == WEAPON_GRENADE || chr->m_ActiveWeapon == WEAPON_RIFLE)
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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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chr->m_aWeapons[WEAPON_GRENADE].m_Got = false;
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chr->m_aWeapons[WEAPON_RIFLE].m_Got = false;
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}
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}
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void CGameContext::ConTeleport(IConsole::IResult *pResult, void *pUserData, int ClientId)
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{
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CGameContext *pSelf = (CGameContext *)pUserData;
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@ -2421,11 +2545,20 @@ void CGameContext::OnConsoleInit()
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Console()->Register("shotgun_me", "", CFGFLAG_SERVER, ConShotgunMe, this, "Gives shotgun to yourself", 1);
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Console()->Register("grenade", "i", CFGFLAG_SERVER, ConGrenade, this, "Gives a grenade launcher to player i", 2);
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Console()->Register("grenade_me", "", CFGFLAG_SERVER, ConGrenadeMe, this, "Gives grenade launcher to yourself", 1);
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Console()->Register("laser", "i", CFGFLAG_SERVER, ConLaser, this, "Gives a lasergun to player i", 2);
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Console()->Register("laser_me", "", CFGFLAG_SERVER, ConLaserMe, this, "Gives lasergun to yourself", 1);
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Console()->Register("rifle", "i", CFGFLAG_SERVER, ConRifle, this, "Gives a rifle to player i", 2);
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Console()->Register("rifle_me", "", CFGFLAG_SERVER, ConRifleMe, this, "Gives rifle to yourself", 1);
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Console()->Register("weapons", "i", CFGFLAG_SERVER, ConWeapons, this, "Gives all weapons to player i", 2);
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Console()->Register("weapons_me", "", CFGFLAG_SERVER, ConWeaponsMe, this, "Gives all weapons to yourself", 1);
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Console()->Register("unshotgun", "i", CFGFLAG_SERVER, ConUnShotgun, this, "Takes a shotgun from player i", 2);
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Console()->Register("unshotgun_me", "", CFGFLAG_SERVER, ConUnShotgunMe, this, "Takes shotgun from yourself", 1);
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Console()->Register("ungrenade", "i", CFGFLAG_SERVER, ConUnGrenade, this, "Takes a grenade launcher from player i", 2);
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Console()->Register("ungrenade_me", "", CFGFLAG_SERVER, ConUnGrenadeMe, this, "Takes grenade launcher from yourself", 1);
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Console()->Register("unrifle", "i", CFGFLAG_SERVER, ConUnRifle, this, "Takes a rifle from player i", 2);
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Console()->Register("unrifle_me", "", CFGFLAG_SERVER, ConUnRifleMe, this, "Takes rifle from yourself", 1);
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Console()->Register("unweapons", "i", CFGFLAG_SERVER, ConUnWeapons, this, "Takes all weapons from player i", 2);
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Console()->Register("unweapons_me", "", CFGFLAG_SERVER, ConUnWeaponsMe, this, "Takes all weapons from yourself", 1);
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Console()->Register("ninja", "i", CFGFLAG_SERVER, ConNinja, this, "Makes player i a ninja", 2);
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Console()->Register("ninja_me", "", CFGFLAG_SERVER, ConNinjaMe, this, "Makes yourself a ninja", 1);
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@ -2453,7 +2586,7 @@ void CGameContext::OnConsoleInit()
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Console()->Register("help", "?r", CFGFLAG_SERVER, ConHelp, this, "Helps you with commands", -1);
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Console()->Register("info", "", CFGFLAG_SERVER, ConInfo, this, "Shows info about this server", -1);
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Console()->Register("kill", "", CFGFLAG_SERVER, ConKill, this, "Kills you", -1);
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Console()->Register("me", "s", CFGFLAG_SERVER, ConMe, this, "", -1); // TODO: add help text, cause idk how to describe this (heinrich5991)
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Console()->Register("me", "s", CFGFLAG_SERVER, ConMe, this, "Like the famous irc commands /me says hi, will display YOURNAME says hi", -1);
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Console()->Register("pause", "", CFGFLAG_SERVER, ConTogglePause, this, "If enabled on this server it pauses the game for you", -1);
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Console()->Register("rank", "?r", CFGFLAG_SERVER, ConRank, this, "Shows either your rank or the rank of the given player", -1);
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Console()->Register("rules", "", CFGFLAG_SERVER, ConRules, this, "Shows the rules of this server", -1);
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@ -73,12 +73,21 @@ class CGameContext : public IGameServer
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static void ConRifle(IConsole::IResult *pResult, void *pUserData, int ClientId);
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static void ConRifleMe(IConsole::IResult *pResult, void *pUserData, int ClientId);
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static void ConLaser(IConsole::IResult *pResult, void *pUserData, int ClientId);
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static void ConLaserMe(IConsole::IResult *pResult, void *pUserData, int ClientId);
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static void ConWeapons(IConsole::IResult *pResult, void *pUserData, int ClientId);
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static void ConWeaponsMe(IConsole::IResult *pResult, void *pUserData, int ClientId);
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static void ConUnShotgun(IConsole::IResult *pResult, void *pUserData, int ClientId);
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static void ConUnShotgunMe(IConsole::IResult *pResult, void *pUserData, int ClientId);
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static void ConUnGrenade(IConsole::IResult *pResult, void *pUserData, int ClientId);
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static void ConUnGrenadeMe(IConsole::IResult *pResult, void *pUserData, int ClientId);
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static void ConUnRifle(IConsole::IResult *pResult, void *pUserData, int ClientId);
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static void ConUnRifleMe(IConsole::IResult *pResult, void *pUserData, int ClientId);
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static void ConUnWeapons(IConsole::IResult *pResult, void *pUserData, int ClientId);
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static void ConUnWeaponsMe(IConsole::IResult *pResult, void *pUserData, int ClientId);
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static void ConTeleport(IConsole::IResult *pResult, void *pUserData, int ClientId);
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static void ConTuneParam(IConsole::IResult *pResult, void *pUserData, int ClientId);
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