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Add undeep
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@ -24,6 +24,7 @@ CONSOLE_COMMAND("ninja", "", CFGFLAG_SERVER|CMDFLAG_TEST, ConNinja, this, "Makes
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CONSOLE_COMMAND("super", "", CFGFLAG_SERVER|CMDFLAG_TEST, ConSuper, this, "Makes you super")
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CONSOLE_COMMAND("unsuper", "", CFGFLAG_SERVER|CMDFLAG_TEST, ConUnSuper, this, "Removes super from you")
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CONSOLE_COMMAND("unsolo", "", CFGFLAG_SERVER|CMDFLAG_TEST, ConUnSolo, this, "Puts you out of solo part")
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CONSOLE_COMMAND("undeep", "", CFGFLAG_SERVER|CMDFLAG_TEST, ConUnDeep, this, "Puts you out of deep freeze")
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CONSOLE_COMMAND("left", "", CFGFLAG_SERVER|CMDFLAG_TEST, ConGoLeft, this, "Makes you move 1 tile left")
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CONSOLE_COMMAND("right", "", CFGFLAG_SERVER|CMDFLAG_TEST, ConGoRight, this, "Makes you move 1 tile right")
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CONSOLE_COMMAND("up", "", CFGFLAG_SERVER|CMDFLAG_TEST, ConGoUp, this, "Makes you move 1 tile up")
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@ -137,6 +137,15 @@ void CGameContext::ConUnSolo(IConsole::IResult *pResult, void *pUserData)
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pChr->Teams()->m_Core.SetSolo(pResult->m_ClientID, false);
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}
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void CGameContext::ConUnDeep(IConsole::IResult *pResult, void *pUserData)
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{
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CGameContext *pSelf = (CGameContext *) pUserData;
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if (!CheckClientID(pResult->m_ClientID))
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return;
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CCharacter* pChr = pSelf->GetPlayerChar(pResult->m_ClientID);
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pChr->m_DeepFreeze = false;
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}
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void CGameContext::ConShotgun(IConsole::IResult *pResult, void *pUserData)
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{
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CGameContext *pSelf = (CGameContext *) pUserData;
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@ -218,6 +218,7 @@ private:
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static void ConNinja(IConsole::IResult *pResult, void *pUserData);
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static void ConUnSolo(IConsole::IResult *pResult, void *pUserData);
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static void ConUnDeep(IConsole::IResult *pResult, void *pUserData);
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static void ConUnSuper(IConsole::IResult *pResult, void *pUserData);
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static void ConSuper(IConsole::IResult *pResult, void *pUserData);
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static void ConShotgun(IConsole::IResult *pResult, void *pUserData);
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