#include "gamecontext.h" #include #include #include #include #include void CGameContext::ConClearVotes(IConsole::IResult *pResult, void *pUserData, int ClientID) { CGameContext *pSelf = (CGameContext *)pUserData; pSelf->m_pVoteOptionHeap->Reset(); pSelf->m_pVoteOptionFirst = 0; pSelf->m_pVoteOptionLast = 0; pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "server", "cleared vote options"); CNetMsg_Sv_VoteClearOptions ClearOptionsMsg; pSelf->Server()->SendPackMsg(&ClearOptionsMsg, MSGFLAG_VITAL, -1); } void CGameContext::ConGoLeft(IConsole::IResult *pResult, void *pUserData, int ClientId) { CGameContext *pSelf = (CGameContext *)pUserData; pSelf->MoveCharacter(ClientId, pResult->GetVictim(), -1, 0); } void CGameContext::ConGoRight(IConsole::IResult *pResult, void *pUserData, int ClientId) { CGameContext *pSelf = (CGameContext *)pUserData; pSelf->MoveCharacter(ClientId, pResult->GetVictim(), 1, 0); } void CGameContext::ConGoDown(IConsole::IResult *pResult, void *pUserData, int ClientId) { CGameContext *pSelf = (CGameContext *)pUserData; pSelf->MoveCharacter(ClientId, pResult->GetVictim(), 0, 1); } void CGameContext::ConGoUp(IConsole::IResult *pResult, void *pUserData, int ClientId) { CGameContext *pSelf = (CGameContext *)pUserData; pSelf->MoveCharacter(ClientId, pResult->GetVictim(), 0, -1); } void CGameContext::ConMove(IConsole::IResult *pResult, void *pUserData, int ClientId) { CGameContext *pSelf = (CGameContext *)pUserData; pSelf->MoveCharacter(ClientId, pResult->GetVictim(), pResult->GetInteger(0), pResult->GetInteger(1)); } void CGameContext::ConMoveRaw(IConsole::IResult *pResult, void *pUserData, int ClientId) { CGameContext *pSelf = (CGameContext *)pUserData; pSelf->MoveCharacter(ClientId, pResult->GetVictim(), pResult->GetInteger(0), pResult->GetInteger(1), true); } void CGameContext::MoveCharacter(int ClientId, int Victim, int X, int Y, bool Raw) { CCharacter* pChr = GetPlayerChar(ClientId); if(!pChr) return; pChr->m_Core.m_Pos.x += ((Raw) ? 1 : 32) * X; pChr->m_Core.m_Pos.y += ((Raw) ? 1 : 32) * Y; if(!g_Config.m_SvCheatTime) pChr->m_DDRaceState = DDRACE_CHEAT; } void CGameContext::ConMute(IConsole::IResult *pResult, void *pUserData, int ClientId) { CGameContext *pSelf = (CGameContext *)pUserData; int Victim = pResult->GetVictim(); int Seconds = pResult->GetInteger(0); char buf[512]; if(Seconds < 10) Seconds = 10; if(pSelf->m_apPlayers[Victim]->m_Muted < Seconds * pSelf->Server()->TickSpeed()) { pSelf->m_apPlayers[Victim]->m_Muted = Seconds * pSelf->Server()->TickSpeed(); str_format(buf, sizeof(buf), "%s muted by %s for %d seconds", pSelf->Server()->ClientName(Victim), pSelf->Server()->ClientName(ClientId), Seconds); pSelf->SendChat(-1, CGameContext::CHAT_ALL, buf); } } void CGameContext::ConSetlvl3(IConsole::IResult *pResult, void *pUserData, int ClientId) { CGameContext *pSelf = (CGameContext *)pUserData; int Victim = pResult->GetVictim(); CServer* pServ = (CServer*)pSelf->Server(); if(pSelf->m_apPlayers[Victim]) { pSelf->m_apPlayers[Victim]->m_Authed = 3; pServ->SetRconLevel(Victim, 3); } } void CGameContext::ConSetlvl2(IConsole::IResult *pResult, void *pUserData, int ClientId) { CGameContext *pSelf = (CGameContext *)pUserData; int Victim = pResult->GetVictim(); CServer* pServ = (CServer*)pSelf->Server(); if(pSelf->m_apPlayers[Victim]) { pSelf->m_apPlayers[Victim]->m_Authed = 2; pServ->SetRconLevel(Victim, 2); } } void CGameContext::ConSetlvl1(IConsole::IResult *pResult, void *pUserData, int ClientId) { CGameContext *pSelf = (CGameContext *)pUserData; int Victim = pResult->GetVictim(); CServer* pServ = (CServer*)pSelf->Server(); if(pSelf->m_apPlayers[Victim]) { pSelf->m_apPlayers[Victim]->m_Authed = 1; pServ->SetRconLevel(Victim, 1); } } void CGameContext::ConLogOut(IConsole::IResult *pResult, void *pUserData, int ClientId) { CGameContext *pSelf = (CGameContext *)pUserData; int Victim = pResult->GetVictim(); CServer* pServ = (CServer*)pSelf->Server(); if(pSelf->m_apPlayers[Victim]) { pSelf->m_apPlayers[Victim]->m_Authed = -1; pServ->SetRconLevel(Victim, -1); } } void CGameContext::ConKillPlayer(IConsole::IResult *pResult, void *pUserData, int ClientId) { CGameContext *pSelf = (CGameContext *)pUserData; int Victim = pResult->GetVictim(); if(pSelf->m_apPlayers[Victim]) { pSelf->m_apPlayers[Victim]->KillCharacter(WEAPON_GAME); char buf[512]; str_format(buf, sizeof(buf), "%s was killed by %s", pSelf->Server()->ClientName(Victim), pSelf->Server()->ClientName(ClientId)); pSelf->SendChat(-1, CGameContext::CHAT_ALL, buf); } } void CGameContext::ConNinja(IConsole::IResult *pResult, void *pUserData, int ClientId) { CGameContext *pSelf = (CGameContext *)pUserData; pSelf->ModifyWeapons(ClientId, pResult->GetVictim(), WEAPON_NINJA, false); } void CGameContext::ConHammer(IConsole::IResult *pResult, void *pUserData, int ClientId) { CGameContext *pSelf = (CGameContext *)pUserData; int Victim = pResult->GetVictim(); char buf[128]; int type = pResult->GetInteger(0); CCharacter* chr = pSelf->GetPlayerChar(Victim); if(!chr) return; CServer* pServ = (CServer*)pSelf->Server(); if(type>3 || type<0) { pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Select hammer between 0 and 3"); } else { chr->m_HammerType = type; if(!g_Config.m_SvCheatTime) chr->m_DDRaceState = DDRACE_CHEAT; str_format(buf, sizeof(buf), "Hammer of '%s' ClientId=%d setted to %d", pServ->ClientName(ClientId), Victim, type); pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", buf); } } void CGameContext::ConSuper(IConsole::IResult *pResult, void *pUserData, int ClientId) { CGameContext *pSelf = (CGameContext *)pUserData; int Victim = pResult->GetVictim(); CCharacter* chr = pSelf->GetPlayerChar(Victim); if(chr && !chr->m_Super) { chr->m_Super = true; chr->UnFreeze(); chr->m_TeamBeforeSuper = chr->Team(); dbg_msg("Teamb4super","%d",chr->m_TeamBeforeSuper = chr->Team()); chr->Teams()->SetCharacterTeam(Victim, TEAM_SUPER); if(!g_Config.m_SvCheatTime) chr->m_DDRaceState = DDRACE_CHEAT; } } void CGameContext::ConUnSuper(IConsole::IResult *pResult, void *pUserData, int ClientId) { CGameContext *pSelf = (CGameContext *)pUserData; int Victim = pResult->GetVictim(); CCharacter* chr = pSelf->GetPlayerChar(Victim); if(chr && chr->m_Super) { chr->m_Super = false; chr->Teams()->SetForceCharacterTeam(Victim, chr->m_TeamBeforeSuper); } } void CGameContext::ConShotgun(IConsole::IResult *pResult, void *pUserData, int ClientId) { CGameContext *pSelf = (CGameContext *)pUserData; pSelf->ModifyWeapons(ClientId, pResult->GetVictim(), WEAPON_SHOTGUN, false); } void CGameContext::ConGrenade(IConsole::IResult *pResult, void *pUserData, int ClientId) { CGameContext *pSelf = (CGameContext *)pUserData; pSelf->ModifyWeapons(ClientId, pResult->GetVictim(), WEAPON_GRENADE, false); } void CGameContext::ConRifle(IConsole::IResult *pResult, void *pUserData, int ClientId) { CGameContext *pSelf = (CGameContext *)pUserData; pSelf->ModifyWeapons(ClientId, pResult->GetVictim(), WEAPON_RIFLE, false); } void CGameContext::ConWeapons(IConsole::IResult *pResult, void *pUserData, int ClientId) { CGameContext *pSelf = (CGameContext *)pUserData; pSelf->ModifyWeapons(ClientId, pResult->GetVictim(), -1, false); } void CGameContext::ConUnShotgun(IConsole::IResult *pResult, void *pUserData, int ClientId) { CGameContext *pSelf = (CGameContext *)pUserData; pSelf->ModifyWeapons(ClientId, pResult->GetVictim(), WEAPON_SHOTGUN, true); } void CGameContext::ConUnGrenade(IConsole::IResult *pResult, void *pUserData, int ClientId) { CGameContext *pSelf = (CGameContext *)pUserData; pSelf->ModifyWeapons(ClientId, pResult->GetVictim(), WEAPON_GRENADE, true); } void CGameContext::ConUnRifle(IConsole::IResult *pResult, void *pUserData, int ClientId) { CGameContext *pSelf = (CGameContext *)pUserData; pSelf->ModifyWeapons(ClientId, pResult->GetVictim(), WEAPON_RIFLE, true); } void CGameContext::ConUnWeapons(IConsole::IResult *pResult, void *pUserData, int ClientId) { CGameContext *pSelf = (CGameContext *)pUserData; pSelf->ModifyWeapons(ClientId, pResult->GetVictim(), -1, true); } void CGameContext::ConAddWeapon(IConsole::IResult *pResult, void *pUserData, int ClientId) { CGameContext *pSelf = (CGameContext *)pUserData; pSelf->ModifyWeapons(ClientId, pResult->GetVictim(), pResult->GetInteger(0), false); } void CGameContext::ConRemoveWeapon(IConsole::IResult *pResult, void *pUserData, int ClientId) { CGameContext *pSelf = (CGameContext *)pUserData; pSelf->ModifyWeapons(ClientId, pResult->GetVictim(), pResult->GetInteger(0), true); } void CGameContext::ModifyWeapons(int ClientId, int Victim, int Weapon, bool Remove) { if(clamp(Weapon, -1, NUM_WEAPONS - 1) != Weapon) { Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "invalid weapon id"); return; } CCharacter* pChr = GetPlayerChar(Victim); if(!pChr) return; 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) { CGameContext *pSelf = (CGameContext *)pUserData; int Victim = pResult->GetVictim(); int TeleTo = clamp(pResult->GetInteger(0), 0, (int)MAX_CLIENTS-1); if(pSelf->m_apPlayers[TeleTo]) { { CCharacter* chr = pSelf->GetPlayerChar(Victim); if(chr) { chr->m_Core.m_Pos = pSelf->m_apPlayers[TeleTo]->m_ViewPos; if(!g_Config.m_SvCheatTime) chr->m_DDRaceState = DDRACE_CHEAT; } } } } void CGameContext::ConTimerStop(IConsole::IResult *pResult, void *pUserData, int ClientId) { CGameContext *pSelf = (CGameContext *)pUserData; CServer* pServ = (CServer*)pSelf->Server(); int Victim = pResult->GetVictim(); char buf[128]; CCharacter* chr = pSelf->GetPlayerChar(Victim); if(!chr) return; if(pSelf->m_apPlayers[Victim]) { chr->m_DDRaceState=DDRACE_CHEAT; str_format(buf, sizeof(buf), "'%s' ClientId=%d Hasn't time now (Timer Stopped)", pServ->ClientName(ClientId), Victim); pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", buf); } } void CGameContext::ConTimerStart(IConsole::IResult *pResult, void *pUserData, int ClientId) { CGameContext *pSelf = (CGameContext *)pUserData; CServer* pServ = (CServer*)pSelf->Server(); int Victim = pResult->GetVictim(); char buf[128]; CCharacter* chr = pSelf->GetPlayerChar(Victim); if(!chr) return; if(pSelf->m_apPlayers[Victim]) { chr->m_DDRaceState = DDRACE_STARTED; str_format(buf, sizeof(buf), "'%s' ClientId=%d Has time now (Timer Started)", pServ->ClientName(ClientId), Victim); pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", buf); } } void CGameContext::ConTimerZero(IConsole::IResult *pResult, void *pUserData, int ClientId) { CGameContext *pSelf = (CGameContext *)pUserData; CServer* pServ = (CServer*)pSelf->Server(); int Victim = pResult->GetVictim(); char buf[128]; CCharacter* chr = pSelf->GetPlayerChar(Victim); if(!chr) return; if(pSelf->m_apPlayers[Victim]) { chr->m_StartTime = pSelf->Server()->Tick(); chr->m_RefreshTime = pSelf->Server()->Tick(); chr->m_DDRaceState=DDRACE_CHEAT; str_format(buf, sizeof(buf), "'%s' ClientId=%d time has been reset & stopped.", pServ->ClientName(ClientId), Victim); pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", buf); } } void CGameContext::ConTimerReStart(IConsole::IResult *pResult, void *pUserData, int ClientId) { CGameContext *pSelf = (CGameContext *)pUserData; int Victim = pResult->GetVictim(); CServer* pServ = (CServer*)pSelf->Server(); char buf[128]; CCharacter* chr = pSelf->GetPlayerChar(Victim); if(!chr) return; if(pSelf->m_apPlayers[Victim]) { chr->m_StartTime = pSelf->Server()->Tick(); chr->m_RefreshTime = pSelf->Server()->Tick(); chr->m_DDRaceState=DDRACE_STARTED; str_format(buf, sizeof(buf), "'%s' ClientId=%d time has been reset & stopped.", pServ->ClientName(ClientId), Victim); pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", buf); } } void CGameContext::ConFreeze(IConsole::IResult *pResult, void *pUserData, int ClientId) { CGameContext *pSelf = (CGameContext *)pUserData; int time=-1; int Victim = pResult->GetVictim(); char buf[128]; if(pResult->NumArguments() >= 1) time = clamp(pResult->GetInteger(1), -1, 29999); CCharacter* chr = pSelf->GetPlayerChar(Victim); if(!chr) return; if(pSelf->m_apPlayers[Victim]) { chr->Freeze(((time!=0&&time!=-1)?(pSelf->Server()->TickSpeed()*time):(-1))); chr->m_pPlayer->m_RconFreeze = true; CServer* pServ = (CServer*)pSelf->Server(); str_format(buf, sizeof(buf), "'%s' ClientId=%d has been Frozen.", pServ->ClientName(ClientId), Victim); pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", buf); } } void CGameContext::ConUnFreeze(IConsole::IResult *pResult, void *pUserData, int ClientId) { CGameContext *pSelf = (CGameContext *)pUserData; int Victim = pResult->GetVictim(); char buf[128]; CCharacter* chr = pSelf->GetPlayerChar(Victim); if(!chr) return; chr->m_FreezeTime=2; chr->m_pPlayer->m_RconFreeze = false; CServer* pServ = (CServer*)pSelf->Server(); str_format(buf, sizeof(buf), "'%s' ClientId=%d has been defrosted.", pServ->ClientName(ClientId), Victim); pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", buf); } void CGameContext::ConInvis(IConsole::IResult *pResult, void *pUserData, int ClientId) { CGameContext *pSelf = (CGameContext *)pUserData; char buf[128]; int Victim = pResult->GetVictim(); if(!pSelf->m_apPlayers[ClientId]) return; if(pSelf->m_apPlayers[Victim]) { pSelf->m_apPlayers[Victim]->m_Invisible = true; CServer* pServ = (CServer*)pSelf->Server(); str_format(buf, sizeof(buf), "'%s' ClientId=%d is now invisible.", pServ->ClientName(ClientId), Victim); pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", buf); } } void CGameContext::ConVis(IConsole::IResult *pResult, void *pUserData, int ClientId) { CGameContext *pSelf = (CGameContext *)pUserData; int Victim = pResult->GetVictim(); if(!pSelf->m_apPlayers[ClientId]) return; char buf[128]; if(pSelf->m_apPlayers[Victim]) { pSelf->m_apPlayers[Victim]->m_Invisible = false; CServer* pServ = (CServer*)pSelf->Server(); str_format(buf, sizeof(buf), "'%s' ClientId=%d is visible.", pServ->ClientName(ClientId), Victim); pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", buf); } } void CGameContext::ConCredits(IConsole::IResult *pResult, void *pUserData, int ClientId) { CGameContext *pSelf = (CGameContext *)pUserData; pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "This mod was originally created by 3DA"); pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Now it is maintained & coded by:"); pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "[Egypt]GreYFoX@GTi and [BlackTee]den among others:"); pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Others Helping on the code: heinrich5991, noother"); pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Documentation: Zeta-Hoernchen, Entities: Fisico"); pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Code (in the past): LemonFace and Fluxid"); pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Please check the changelog on DDRace.info."); pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Also the commit log on github.com/GreYFoXGTi/DDRace."); } void CGameContext::ConInfo(IConsole::IResult *pResult, void *pUserData, int ClientId) { CGameContext *pSelf = (CGameContext *)pUserData; pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "DDRace Mod. Version: " DDRACE_VERSION); pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Official site: DDRace.info"); pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "For more Info /cmdlist"); pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Or visit DDRace.info"); } void CGameContext::ConHelp(IConsole::IResult *pResult, void *pUserData, int ClientId) { CGameContext *pSelf = (CGameContext *)pUserData; if(pResult->NumArguments() == 0) { pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "/cmdlist will show a list of all chat commands"); pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "/help + any command will show you the help for this command"); pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Example /help flags will display the help about "); } else { const char *pArg = pResult->GetString(0); IConsole::CCommandInfo *pCmdInfo = pSelf->Console()->GetCommandInfo(pArg, CFGFLAG_SERVER); if(pCmdInfo && pCmdInfo->m_pHelp) pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", pCmdInfo->m_pHelp); else pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Command is either unknown or you have given a blank command without any parameters."); } } void CGameContext::ConFlags(IConsole::IResult *pResult, void *pUserData, int ClientId) { CGameContext *pSelf = (CGameContext *)pUserData; char buf[64]; float temp1; float temp2; pSelf->m_Tuning.Get("player_collision",&temp1); pSelf->m_Tuning.Get("player_hooking",&temp2); str_format(buf, sizeof(buf), "Flags: cheats[%s]%s%s collision[%s] hooking[%s]", g_Config.m_SvCheats?"yes":"no", (g_Config.m_SvCheats)?" w/Time":"", (g_Config.m_SvCheats)?(g_Config.m_SvCheatTime)?"[yes]":"[no]":"", temp1?"yes":"no", temp2?"yes":"no"); pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", buf); str_format(buf, sizeof(buf), "endless hook[%s] weapons effect others[%s]",g_Config.m_SvEndlessDrag?"yes":"no",g_Config.m_SvHit?"yes":"no"); pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", buf); if(g_Config.m_SvPauseable) { str_format(buf, sizeof(buf), "Server Allows /pause with%s",g_Config.m_SvPauseTime?" time pause.":"out time pause."); pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", buf); } } void CGameContext::ConRules(IConsole::IResult *pResult, void *pUserData, int ClientId) { CGameContext *pSelf = (CGameContext *)pUserData; bool printed=false; if(g_Config.m_SvDDRaceRules) { pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "No blocking."); pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "No insulting / spamming."); pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "No fun voting / vote spamming."); pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Breaking any of these rules will result in a penalty, decided by server admins."); printed=true; } if(g_Config.m_SvRulesLine1[0]) { pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", g_Config.m_SvRulesLine1); printed=true; } if(g_Config.m_SvRulesLine2[0]) { pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", g_Config.m_SvRulesLine2); printed=true; } if(g_Config.m_SvRulesLine3[0]) { pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", g_Config.m_SvRulesLine3); printed=true; } if(g_Config.m_SvRulesLine4[0]) { pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", g_Config.m_SvRulesLine4); printed=true; } if(g_Config.m_SvRulesLine5[0]) { pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", g_Config.m_SvRulesLine5); printed=true; } if(g_Config.m_SvRulesLine6[0]) { pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", g_Config.m_SvRulesLine6); printed=true; } if(g_Config.m_SvRulesLine7[0]) { pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", g_Config.m_SvRulesLine7); printed=true; } if(g_Config.m_SvRulesLine8[0]) { pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", g_Config.m_SvRulesLine8); printed=true; } if(g_Config.m_SvRulesLine9[0]) { pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", g_Config.m_SvRulesLine9); printed=true; } if(g_Config.m_SvRulesLine10[0]) { pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", g_Config.m_SvRulesLine10); printed=true; } if(!printed) pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "No Rules Defined, Kill em all!!"); } void CGameContext::ConKill(IConsole::IResult *pResult, void *pUserData, int ClientId) { CGameContext *pSelf = (CGameContext *)pUserData; CPlayer *pPlayer = pSelf->m_apPlayers[ClientId]; if(pPlayer->m_Last_Kill && pPlayer->m_Last_Kill + pSelf->Server()->TickSpeed() * g_Config.m_SvKillDelay > pSelf->Server()->Tick()) return; pPlayer->m_Last_Kill = pSelf->Server()->Tick(); pPlayer->KillCharacter(WEAPON_SELF); pPlayer->m_RespawnTick = pSelf->Server()->Tick() + pSelf->Server()->TickSpeed() * g_Config.m_SvSuicidePenalty; } void CGameContext::ConTogglePause(IConsole::IResult *pResult, void *pUserData, int ClientId) { CGameContext *pSelf = (CGameContext *)pUserData; CPlayer *pPlayer = pSelf->m_apPlayers[ClientId]; if(g_Config.m_SvPauseable) { CCharacter* chr = pPlayer->GetCharacter(); if(!pPlayer->GetTeam() && chr && (!chr->m_aWeapons[WEAPON_NINJA].m_Got || chr->m_FreezeTime) && chr->IsGrounded() && chr->m_Pos==chr->m_PrevPos && !pPlayer->m_InfoSaved) { pPlayer->SaveCharacter(); pPlayer->SetTeam(-1); pPlayer->m_InfoSaved = true; } else if(pPlayer->GetTeam()==-1 && pPlayer->m_InfoSaved) { pPlayer->m_InfoSaved = false; pPlayer->m_PauseInfo.m_Respawn = true; pPlayer->SetTeam(0); //pPlayer->LoadCharacter();//TODO:Check if this system Works } else if(chr) pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", (chr->m_aWeapons[WEAPON_NINJA].m_Got)?"You can't use /pause while you are a ninja":(!chr->IsGrounded())?"You can't use /pause while you are a in air":"You can't use /pause while you are moving"); else pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "No pause data saved."); } else pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Pause isn't allowed on this server."); } void CGameContext::ConTop5(IConsole::IResult *pResult, void *pUserData, int ClientId) { CGameContext *pSelf = (CGameContext *)pUserData; CPlayer *pPlayer = pSelf->m_apPlayers[ClientId]; if(g_Config.m_SvHideScore) { pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Showing the top 5 is not allowed on this server."); return; } if(pResult->NumArguments() > 0) pSelf->Score()->ShowTop5(pPlayer->GetCID(), pResult->GetInteger(0)); else pSelf->Score()->ShowTop5(pPlayer->GetCID()); } void CGameContext::ConRank(IConsole::IResult *pResult, void *pUserData, int ClientId) { CGameContext *pSelf = (CGameContext *)pUserData; CPlayer *pPlayer = pSelf->m_apPlayers[ClientId]; if(/*g_Config.m_SvSpamprotection && */pPlayer->m_Last_Chat && pPlayer->m_Last_Chat + pSelf->Server()->TickSpeed() + g_Config.m_SvChatDelay > pSelf->Server()->Tick()) return; pPlayer->m_Last_Chat = pSelf->Server()->Tick(); if(pResult->NumArguments() > 0) if(!g_Config.m_SvHideScore) pSelf->Score()->ShowRank(pPlayer->GetCID(), pResult->GetString(0), true); else pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Showing the rank of other players is not allowed on this server."); else pSelf->Score()->ShowRank(pPlayer->GetCID(), pSelf->Server()->ClientName(ClientId)); } void CGameContext::ConBroadTime(IConsole::IResult *pResult, void *pUserData, int ClientId) { CGameContext *pSelf = (CGameContext *)pUserData; CCharacter* pChr = pSelf->m_apPlayers[ClientId]->GetCharacter(); if(pChr) pChr->m_BroadTime = !pChr->m_BroadTime; } void CGameContext::ConJoinTeam(IConsole::IResult *pResult, void *pUserData, int ClientId) { CGameContext *pSelf = (CGameContext *)pUserData; if(g_Config.m_SvTeam == -1) { pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Admin disable teams"); return; } else if (g_Config.m_SvTeam == 1) { pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "You must join to any team and play with anybody or you will not play"); } CPlayer *pPlayer = pSelf->m_apPlayers[ClientId]; if(pResult->NumArguments() > 0) { if(pPlayer->GetCharacter() == 0) { pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "You can't change teams while you are dead/a spectator."); } else { if(((CGameControllerDDRace*)pSelf->m_pController)->m_Teams.SetCharacterTeam(pPlayer->GetCID(), pResult->GetInteger(0))) { char aBuf[512]; str_format(aBuf, sizeof(aBuf), "%s joined team %d", pSelf->Server()->ClientName(pPlayer->GetCID()), pResult->GetInteger(0)); pSelf->SendChat(-1, CGameContext::CHAT_ALL, aBuf); } else { pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "You cannot join this team"); } } } else { char aBuf[512]; if(pPlayer->GetCharacter() == 0) { pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "You can't check your team while you are dead/a spectator."); } else { str_format(aBuf, sizeof(aBuf), "You are in team %d", pPlayer->GetCharacter()->Team()); pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", aBuf); } } } void CGameContext::ConToggleFly(IConsole::IResult *pResult, void *pUserData, int ClientId) { CGameContext *pSelf = (CGameContext *)pUserData; CCharacter* pChr = pSelf->m_apPlayers[ClientId]->GetCharacter(); if(pChr && pChr->m_Super) { pChr->m_Fly = !pChr->m_Fly; pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", (pChr->m_Fly) ? "Fly enabled" : "Fly disabled"); } } void CGameContext::ConMe(IConsole::IResult *pResult, void *pUserData, int ClientId) { CGameContext *pSelf = (CGameContext *)pUserData; char aBuf[256 + 24]; str_format(aBuf, 256 + 24, "'%s' %s", pSelf->Server()->ClientName(ClientId), pResult->GetString(0)); pSelf->SendChat(-2, CGameContext::CHAT_ALL, aBuf, ClientId); } void CGameContext::ConToggleEyeEmote(IConsole::IResult *pResult, void *pUserData, int ClientId) { CGameContext *pSelf = (CGameContext *)pUserData; CCharacter *pChr = pSelf->m_apPlayers[ClientId]->GetCharacter(); if(pChr) { pChr->m_EyeEmote = !pChr->m_EyeEmote; pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", (pChr->m_EyeEmote) ? "You can now use the preset eye emotes." : "You don't have any eye emotes, remember to bind some. (until you die)"); } } void CGameContext::ConToggleBroadcast(IConsole::IResult *pResult, void *pUserData, int ClientId) { CGameContext *pSelf = (CGameContext *)pUserData; CCharacter *pChr = pSelf->m_apPlayers[ClientId]->GetCharacter(); if(pChr) pChr->m_BroadCast = !pChr->m_BroadCast; } void CGameContext::ConEyeEmote(IConsole::IResult *pResult, void *pUserData, int ClientId) { CGameContext *pSelf = (CGameContext *)pUserData; CCharacter *pChr = pSelf->m_apPlayers[ClientId]->GetCharacter(); if (pResult->NumArguments() == 0) { pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Emote commands are: /emote surprise /emote blink /emote close /emote angry /emote happy /emote pain"); pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Example: /emote surprise 10 for 10 seconds or /emote surprise (default 1 second)"); } else { if (pChr) { if (!str_comp(pResult->GetString(0), "angry")) pChr->m_EmoteType = EMOTE_ANGRY; else if (!str_comp(pResult->GetString(0), "blink")) pChr->m_EmoteType = EMOTE_BLINK; else if (!str_comp(pResult->GetString(0), "close")) pChr->m_EmoteType = EMOTE_BLINK; else if (!str_comp(pResult->GetString(0), "happy")) pChr->m_EmoteType = EMOTE_HAPPY; else if (!str_comp(pResult->GetString(0), "pain")) pChr->m_EmoteType = EMOTE_PAIN; else if (!str_comp(pResult->GetString(0), "surprise")) pChr->m_EmoteType = EMOTE_SURPRISE; else { pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Unkown emote... Say /emote"); } int Duration = 1; if (pResult->NumArguments() > 1) Duration = pResult->GetInteger(1); pChr->m_EmoteStop = pSelf->Server()->Tick() + Duration * pSelf->Server()->TickSpeed(); } } }