mirror of
https://github.com/ddnet/ddnet.git
synced 2024-11-14 20:18:19 +00:00
643 lines
18 KiB
C++
643 lines
18 KiB
C++
/* (c) Shereef Marzouk. See "licence DDRace.txt" and the readme.txt in the root of the distribution for more information. */
|
|
#include "gamecontext.h"
|
|
#include <engine/shared/config.h>
|
|
#include <game/server/teams.h>
|
|
#include <game/server/gamemodes/DDRace.h>
|
|
#include <game/version.h>
|
|
#if defined(CONF_SQL)
|
|
#include <game/server/score/sql_score.h>
|
|
#endif
|
|
|
|
bool CheckClientID(int ClientID);
|
|
|
|
void CGameContext::ConGoLeft(IConsole::IResult *pResult, void *pUserData)
|
|
{
|
|
CGameContext *pSelf = (CGameContext *) pUserData;
|
|
if (!CheckClientID(pResult->m_ClientID))
|
|
return;
|
|
pSelf->MoveCharacter(pResult->m_ClientID, -1, 0);
|
|
}
|
|
|
|
void CGameContext::ConGoRight(IConsole::IResult *pResult, void *pUserData)
|
|
{
|
|
CGameContext *pSelf = (CGameContext *) pUserData;
|
|
if (!CheckClientID(pResult->m_ClientID))
|
|
return;
|
|
pSelf->MoveCharacter(pResult->m_ClientID, 1, 0);
|
|
}
|
|
|
|
void CGameContext::ConGoDown(IConsole::IResult *pResult, void *pUserData)
|
|
{
|
|
CGameContext *pSelf = (CGameContext *) pUserData;
|
|
if (!CheckClientID(pResult->m_ClientID))
|
|
return;
|
|
pSelf->MoveCharacter(pResult->m_ClientID, 0, 1);
|
|
}
|
|
|
|
void CGameContext::ConGoUp(IConsole::IResult *pResult, void *pUserData)
|
|
{
|
|
CGameContext *pSelf = (CGameContext *) pUserData;
|
|
if (!CheckClientID(pResult->m_ClientID))
|
|
return;
|
|
pSelf->MoveCharacter(pResult->m_ClientID, 0, -1);
|
|
}
|
|
|
|
void CGameContext::ConMove(IConsole::IResult *pResult, void *pUserData)
|
|
{
|
|
CGameContext *pSelf = (CGameContext *) pUserData;
|
|
if (!CheckClientID(pResult->m_ClientID))
|
|
return;
|
|
pSelf->MoveCharacter(pResult->m_ClientID, pResult->GetInteger(0),
|
|
pResult->GetInteger(1));
|
|
}
|
|
|
|
void CGameContext::ConMoveRaw(IConsole::IResult *pResult, void *pUserData)
|
|
{
|
|
CGameContext *pSelf = (CGameContext *) pUserData;
|
|
if (!CheckClientID(pResult->m_ClientID))
|
|
return;
|
|
pSelf->MoveCharacter(pResult->m_ClientID, pResult->GetInteger(0),
|
|
pResult->GetInteger(1), true);
|
|
}
|
|
|
|
void CGameContext::MoveCharacter(int ClientID, int X, int Y, bool Raw)
|
|
{
|
|
CCharacter* pChr = GetPlayerChar(ClientID);
|
|
|
|
if (!pChr)
|
|
return;
|
|
|
|
pChr->Core()->m_Pos.x += ((Raw) ? 1 : 32) * X;
|
|
pChr->Core()->m_Pos.y += ((Raw) ? 1 : 32) * Y;
|
|
pChr->m_DDRaceState = DDRACE_CHEAT;
|
|
}
|
|
|
|
void CGameContext::ConKillPlayer(IConsole::IResult *pResult, void *pUserData)
|
|
{
|
|
CGameContext *pSelf = (CGameContext *) pUserData;
|
|
if (!CheckClientID(pResult->m_ClientID))
|
|
return;
|
|
int Victim = pResult->GetVictim();
|
|
|
|
if (pSelf->m_apPlayers[Victim])
|
|
{
|
|
pSelf->m_apPlayers[Victim]->KillCharacter(WEAPON_GAME);
|
|
char aBuf[512];
|
|
str_format(aBuf, sizeof(aBuf), "%s was killed by %s",
|
|
pSelf->Server()->ClientName(Victim),
|
|
pSelf->Server()->ClientName(pResult->m_ClientID));
|
|
pSelf->SendChat(-1, CGameContext::CHAT_ALL, aBuf);
|
|
}
|
|
}
|
|
|
|
void CGameContext::ConNinja(IConsole::IResult *pResult, void *pUserData)
|
|
{
|
|
CGameContext *pSelf = (CGameContext *) pUserData;
|
|
pSelf->ModifyWeapons(pResult, pUserData, WEAPON_NINJA, false);
|
|
}
|
|
|
|
void CGameContext::ConSuper(IConsole::IResult *pResult, void *pUserData)
|
|
{
|
|
CGameContext *pSelf = (CGameContext *) pUserData;
|
|
if (!CheckClientID(pResult->m_ClientID))
|
|
return;
|
|
CCharacter* pChr = pSelf->GetPlayerChar(pResult->m_ClientID);
|
|
if (pChr && !pChr->m_Super)
|
|
{
|
|
pChr->m_Super = true;
|
|
pChr->UnFreeze();
|
|
pChr->m_TeamBeforeSuper = pChr->Team();
|
|
pChr->Teams()->SetCharacterTeam(pResult->m_ClientID, TEAM_SUPER);
|
|
pChr->m_DDRaceState = DDRACE_CHEAT;
|
|
}
|
|
}
|
|
|
|
void CGameContext::ConUnSuper(IConsole::IResult *pResult, void *pUserData)
|
|
{
|
|
CGameContext *pSelf = (CGameContext *) pUserData;
|
|
if (!CheckClientID(pResult->m_ClientID))
|
|
return;
|
|
CCharacter* pChr = pSelf->GetPlayerChar(pResult->m_ClientID);
|
|
if (pChr && pChr->m_Super)
|
|
{
|
|
pChr->m_Super = false;
|
|
pChr->Teams()->SetForceCharacterTeam(pResult->m_ClientID,
|
|
pChr->m_TeamBeforeSuper);
|
|
}
|
|
}
|
|
|
|
void CGameContext::ConUnSolo(IConsole::IResult *pResult, void *pUserData)
|
|
{
|
|
CGameContext *pSelf = (CGameContext *) pUserData;
|
|
if (!CheckClientID(pResult->m_ClientID))
|
|
return;
|
|
CCharacter* pChr = pSelf->GetPlayerChar(pResult->m_ClientID);
|
|
if (pChr)
|
|
pChr->SetSolo(false);
|
|
}
|
|
|
|
void CGameContext::ConUnDeep(IConsole::IResult *pResult, void *pUserData)
|
|
{
|
|
CGameContext *pSelf = (CGameContext *) pUserData;
|
|
if (!CheckClientID(pResult->m_ClientID))
|
|
return;
|
|
CCharacter* pChr = pSelf->GetPlayerChar(pResult->m_ClientID);
|
|
if (pChr)
|
|
pChr->m_DeepFreeze = false;
|
|
}
|
|
|
|
void CGameContext::ConShotgun(IConsole::IResult *pResult, void *pUserData)
|
|
{
|
|
CGameContext *pSelf = (CGameContext *) pUserData;
|
|
pSelf->ModifyWeapons(pResult, pUserData, WEAPON_SHOTGUN, false);
|
|
}
|
|
|
|
void CGameContext::ConGrenade(IConsole::IResult *pResult, void *pUserData)
|
|
{
|
|
CGameContext *pSelf = (CGameContext *) pUserData;
|
|
pSelf->ModifyWeapons(pResult, pUserData, WEAPON_GRENADE, false);
|
|
}
|
|
|
|
void CGameContext::ConRifle(IConsole::IResult *pResult, void *pUserData)
|
|
{
|
|
CGameContext *pSelf = (CGameContext *) pUserData;
|
|
pSelf->ModifyWeapons(pResult, pUserData, WEAPON_RIFLE, false);
|
|
}
|
|
|
|
void CGameContext::ConJetpack(IConsole::IResult *pResult, void *pUserData)
|
|
{
|
|
CGameContext *pSelf = (CGameContext *)pUserData;
|
|
CCharacter* pChr = pSelf->GetPlayerChar(pResult->m_ClientID);
|
|
if (pChr)
|
|
pChr->m_Jetpack = true;
|
|
}
|
|
|
|
void CGameContext::ConWeapons(IConsole::IResult *pResult, void *pUserData)
|
|
{
|
|
CGameContext *pSelf = (CGameContext *) pUserData;
|
|
pSelf->ModifyWeapons(pResult, pUserData, -1, false);
|
|
}
|
|
|
|
void CGameContext::ConUnShotgun(IConsole::IResult *pResult, void *pUserData)
|
|
{
|
|
CGameContext *pSelf = (CGameContext *) pUserData;
|
|
pSelf->ModifyWeapons(pResult, pUserData, WEAPON_SHOTGUN, true);
|
|
}
|
|
|
|
void CGameContext::ConUnGrenade(IConsole::IResult *pResult, void *pUserData)
|
|
{
|
|
CGameContext *pSelf = (CGameContext *) pUserData;
|
|
pSelf->ModifyWeapons(pResult, pUserData, WEAPON_GRENADE, true);
|
|
}
|
|
|
|
void CGameContext::ConUnRifle(IConsole::IResult *pResult, void *pUserData)
|
|
{
|
|
CGameContext *pSelf = (CGameContext *) pUserData;
|
|
pSelf->ModifyWeapons(pResult, pUserData, WEAPON_RIFLE, true);
|
|
}
|
|
|
|
void CGameContext::ConUnJetpack(IConsole::IResult *pResult, void *pUserData)
|
|
{
|
|
CGameContext *pSelf = (CGameContext *)pUserData;
|
|
CCharacter* pChr = pSelf->GetPlayerChar(pResult->m_ClientID);
|
|
if (pChr)
|
|
pChr->m_Jetpack = false;
|
|
}
|
|
|
|
void CGameContext::ConUnWeapons(IConsole::IResult *pResult, void *pUserData)
|
|
{
|
|
CGameContext *pSelf = (CGameContext *) pUserData;
|
|
pSelf->ModifyWeapons(pResult, pUserData, -1, true);
|
|
}
|
|
|
|
void CGameContext::ConAddWeapon(IConsole::IResult *pResult, void *pUserData)
|
|
{
|
|
CGameContext *pSelf = (CGameContext *) pUserData;
|
|
pSelf->ModifyWeapons(pResult, pUserData, pResult->GetInteger(0), false);
|
|
}
|
|
|
|
void CGameContext::ConRemoveWeapon(IConsole::IResult *pResult, void *pUserData)
|
|
{
|
|
CGameContext *pSelf = (CGameContext *) pUserData;
|
|
pSelf->ModifyWeapons(pResult, pUserData, pResult->GetInteger(0), true);
|
|
}
|
|
|
|
void CGameContext::ModifyWeapons(IConsole::IResult *pResult, void *pUserData,
|
|
int Weapon, bool Remove)
|
|
{
|
|
CGameContext *pSelf = (CGameContext *)pUserData;
|
|
CCharacter* pChr = GetPlayerChar(pResult->m_ClientID);
|
|
if (!pChr)
|
|
return;
|
|
|
|
if (clamp(Weapon, -1, NUM_WEAPONS - 1) != Weapon)
|
|
{
|
|
pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "info",
|
|
"invalid weapon id");
|
|
return;
|
|
}
|
|
|
|
if (Weapon == -1)
|
|
{
|
|
pChr->GiveWeapon(WEAPON_SHOTGUN, Remove);
|
|
pChr->GiveWeapon(WEAPON_GRENADE, Remove);
|
|
pChr->GiveWeapon(WEAPON_RIFLE, Remove);
|
|
}
|
|
else
|
|
{
|
|
pChr->GiveWeapon(Weapon, Remove);
|
|
}
|
|
|
|
pChr->m_DDRaceState = DDRACE_CHEAT;
|
|
}
|
|
|
|
void CGameContext::ConToTeleporter(IConsole::IResult *pResult, void *pUserData)
|
|
{
|
|
CGameContext *pSelf = (CGameContext *) pUserData;
|
|
unsigned int TeleTo = pResult->GetInteger(0);
|
|
|
|
if (((CGameControllerDDRace*)pSelf->m_pController)->m_TeleOuts[TeleTo-1].size())
|
|
{
|
|
int Num = ((CGameControllerDDRace*)pSelf->m_pController)->m_TeleOuts[TeleTo-1].size();
|
|
vec2 TelePos = ((CGameControllerDDRace*)pSelf->m_pController)->m_TeleOuts[TeleTo-1][(!Num)?Num:rand() % Num];
|
|
CCharacter* pChr = pSelf->GetPlayerChar(pResult->m_ClientID);
|
|
if (pChr)
|
|
{
|
|
pChr->Core()->m_Pos = TelePos;
|
|
pChr->m_Pos = TelePos;
|
|
pChr->m_PrevPos = TelePos;
|
|
pChr->m_DDRaceState = DDRACE_CHEAT;
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGameContext::ConToCheckTeleporter(IConsole::IResult *pResult, void *pUserData)
|
|
{
|
|
CGameContext *pSelf = (CGameContext *) pUserData;
|
|
unsigned int TeleTo = pResult->GetInteger(0);
|
|
|
|
if (((CGameControllerDDRace*)pSelf->m_pController)->m_TeleCheckOuts[TeleTo-1].size())
|
|
{
|
|
int Num = ((CGameControllerDDRace*)pSelf->m_pController)->m_TeleCheckOuts[TeleTo-1].size();
|
|
vec2 TelePos = ((CGameControllerDDRace*)pSelf->m_pController)->m_TeleCheckOuts[TeleTo-1][(!Num)?Num:rand() % Num];
|
|
CCharacter* pChr = pSelf->GetPlayerChar(pResult->m_ClientID);
|
|
if (pChr)
|
|
{
|
|
pChr->Core()->m_Pos = TelePos;
|
|
pChr->m_Pos = TelePos;
|
|
pChr->m_PrevPos = TelePos;
|
|
pChr->m_DDRaceState = DDRACE_CHEAT;
|
|
pChr->m_TeleCheckpoint = TeleTo;
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGameContext::ConTeleport(IConsole::IResult *pResult, void *pUserData)
|
|
{
|
|
CGameContext *pSelf = (CGameContext *) pUserData;
|
|
int TeleTo = pResult->GetInteger(1);
|
|
int Tele = pResult->m_ClientID;
|
|
if (pResult->NumArguments() > 0)
|
|
Tele = pResult->GetVictim();
|
|
|
|
CCharacter* pChr = pSelf->GetPlayerChar(Tele);
|
|
if (pChr && pSelf->GetPlayerChar(TeleTo))
|
|
{
|
|
pChr->Core()->m_Pos = pSelf->m_apPlayers[TeleTo]->m_ViewPos;
|
|
pChr->m_Pos = pSelf->m_apPlayers[TeleTo]->m_ViewPos;
|
|
pChr->m_PrevPos = pSelf->m_apPlayers[TeleTo]->m_ViewPos;
|
|
pChr->m_DDRaceState = DDRACE_CHEAT;
|
|
}
|
|
}
|
|
|
|
void CGameContext::ConKill(IConsole::IResult *pResult, void *pUserData)
|
|
{
|
|
CGameContext *pSelf = (CGameContext *) pUserData;
|
|
if (!CheckClientID(pResult->m_ClientID))
|
|
return;
|
|
CPlayer *pPlayer = pSelf->m_apPlayers[pResult->m_ClientID];
|
|
|
|
if (!pPlayer
|
|
|| (pPlayer->m_LastKill
|
|
&& pPlayer->m_LastKill
|
|
+ pSelf->Server()->TickSpeed()
|
|
* g_Config.m_SvKillDelay
|
|
> pSelf->Server()->Tick()))
|
|
return;
|
|
|
|
pPlayer->m_LastKill = pSelf->Server()->Tick();
|
|
pPlayer->KillCharacter(WEAPON_SELF);
|
|
//pPlayer->m_RespawnTick = pSelf->Server()->Tick() + pSelf->Server()->TickSpeed() * g_Config.m_SvSuicidePenalty;
|
|
}
|
|
|
|
void CGameContext::ConForcePause(IConsole::IResult *pResult, void *pUserData)
|
|
{
|
|
CGameContext *pSelf = (CGameContext *)pUserData;
|
|
int Victim = pResult->GetVictim();
|
|
int Seconds = 0;
|
|
if (pResult->NumArguments() > 1)
|
|
Seconds = clamp(pResult->GetInteger(1), 0, 360);
|
|
|
|
CPlayer *pPlayer = pSelf->m_apPlayers[Victim];
|
|
if (!pPlayer)
|
|
return;
|
|
|
|
pPlayer->ForcePause(Seconds);
|
|
}
|
|
|
|
void CGameContext::VoteMute(IConsole::IResult *pResult, NETADDR *pAddr, int Secs,
|
|
const char *pDisplayName, int AuthedID)
|
|
{
|
|
char aBuf[128];
|
|
bool Found = 0;
|
|
|
|
pAddr->port = 0; // ignore port number for vote mutes
|
|
|
|
// find a matching vote mute for this ip, update expiration time if found
|
|
for(int i = 0; i < m_NumVoteMutes; i++)
|
|
{
|
|
if(net_addr_comp(&m_aVoteMutes[i].m_Addr, pAddr) == 0)
|
|
{
|
|
m_aVoteMutes[i].m_Expire = Server()->Tick()
|
|
+ Secs * Server()->TickSpeed();
|
|
Found = 1;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if(!Found) // nothing found so far, find a free slot..
|
|
{
|
|
if(m_NumVoteMutes < MAX_VOTE_BANS)
|
|
{
|
|
m_aVoteMutes[m_NumVoteMutes].m_Addr = *pAddr;
|
|
m_aVoteMutes[m_NumVoteMutes].m_Expire = Server()->Tick()
|
|
+ Secs * Server()->TickSpeed();
|
|
m_NumVoteMutes++;
|
|
Found = 1;
|
|
}
|
|
}
|
|
if(Found)
|
|
{
|
|
if(pDisplayName)
|
|
{
|
|
str_format(aBuf, sizeof aBuf, "'%s' banned '%s' for %d seconds from voting.",
|
|
Server()->ClientName(AuthedID), pDisplayName, Secs);
|
|
Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "votemute", aBuf);
|
|
}
|
|
}
|
|
else // no free slot found
|
|
Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "votemute", "vote mute array is full");
|
|
}
|
|
|
|
void CGameContext::Mute(IConsole::IResult *pResult, NETADDR *Addr, int Secs,
|
|
const char *pDisplayName)
|
|
{
|
|
char aBuf[128];
|
|
int Found = 0;
|
|
|
|
Addr->port = 0; // ignore port number for mutes
|
|
|
|
// find a matching mute for this ip, update expiration time if found
|
|
for (int i = 0; i < m_NumMutes; i++)
|
|
{
|
|
if (net_addr_comp(&m_aMutes[i].m_Addr, Addr) == 0)
|
|
{
|
|
m_aMutes[i].m_Expire = Server()->Tick()
|
|
+ Secs * Server()->TickSpeed();
|
|
Found = 1;
|
|
}
|
|
}
|
|
|
|
if (!Found) // nothing found so far, find a free slot..
|
|
{
|
|
if (m_NumMutes < MAX_MUTES)
|
|
{
|
|
m_aMutes[m_NumMutes].m_Addr = *Addr;
|
|
m_aMutes[m_NumMutes].m_Expire = Server()->Tick()
|
|
+ Secs * Server()->TickSpeed();
|
|
m_NumMutes++;
|
|
Found = 1;
|
|
}
|
|
}
|
|
if (Found)
|
|
{
|
|
if (pDisplayName)
|
|
{
|
|
str_format(aBuf, sizeof aBuf, "'%s' has been muted for %d seconds.",
|
|
pDisplayName, Secs);
|
|
SendChat(-1, CHAT_ALL, aBuf);
|
|
}
|
|
}
|
|
else // no free slot found
|
|
Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "mutes", "mute array is full");
|
|
}
|
|
|
|
void CGameContext::ConVoteMute(IConsole::IResult *pResult, void *pUserData)
|
|
{
|
|
CGameContext *pSelf = (CGameContext *)pUserData;
|
|
int Victim = pResult->GetVictim();
|
|
|
|
if(Victim < 0 || Victim > MAX_CLIENTS || !pSelf->m_apPlayers[Victim])
|
|
{
|
|
pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "votemute", "Client ID not found");
|
|
return;
|
|
}
|
|
|
|
NETADDR Addr;
|
|
pSelf->Server()->GetClientAddr(Victim, &Addr);
|
|
|
|
pSelf->VoteMute(pResult, &Addr, clamp(pResult->GetInteger(1), 1, 86400),
|
|
pSelf->Server()->ClientName(Victim), pResult->m_ClientID);
|
|
}
|
|
|
|
void CGameContext::ConMute(IConsole::IResult *pResult, void *pUserData)
|
|
{
|
|
CGameContext *pSelf = (CGameContext *) pUserData;
|
|
pSelf->Console()->Print(
|
|
IConsole::OUTPUT_LEVEL_STANDARD,
|
|
"mutes",
|
|
"Use either 'muteid <client_id> <seconds>' or 'muteip <ip> <seconds>'");
|
|
}
|
|
|
|
// mute through client id
|
|
void CGameContext::ConMuteID(IConsole::IResult *pResult, void *pUserData)
|
|
{
|
|
CGameContext *pSelf = (CGameContext *) pUserData;
|
|
int Victim = pResult->GetVictim();
|
|
|
|
if (Victim < 0 || Victim > MAX_CLIENTS || !pSelf->m_apPlayers[Victim])
|
|
{
|
|
pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "muteid", "Client id not found.");
|
|
return;
|
|
}
|
|
|
|
NETADDR Addr;
|
|
pSelf->Server()->GetClientAddr(Victim, &Addr);
|
|
|
|
pSelf->Mute(pResult, &Addr, clamp(pResult->GetInteger(1), 1, 86400),
|
|
pSelf->Server()->ClientName(Victim));
|
|
}
|
|
|
|
// mute through ip, arguments reversed to workaround parsing
|
|
void CGameContext::ConMuteIP(IConsole::IResult *pResult, void *pUserData)
|
|
{
|
|
CGameContext *pSelf = (CGameContext *) pUserData;
|
|
NETADDR Addr;
|
|
if (net_addr_from_str(&Addr, pResult->GetString(0)))
|
|
{
|
|
pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "mutes",
|
|
"Invalid network address to mute");
|
|
}
|
|
pSelf->Mute(pResult, &Addr, clamp(pResult->GetInteger(1), 1, 86400), NULL);
|
|
}
|
|
|
|
// unmute by mute list index
|
|
void CGameContext::ConUnmute(IConsole::IResult *pResult, void *pUserData)
|
|
{
|
|
CGameContext *pSelf = (CGameContext *) pUserData;
|
|
char aIpBuf[64];
|
|
char aBuf[64];
|
|
int Victim = pResult->GetVictim();
|
|
|
|
if (Victim < 0 || Victim >= pSelf->m_NumMutes)
|
|
return;
|
|
|
|
pSelf->m_NumMutes--;
|
|
pSelf->m_aMutes[Victim] = pSelf->m_aMutes[pSelf->m_NumMutes];
|
|
|
|
net_addr_str(&pSelf->m_aMutes[Victim].m_Addr, aIpBuf, sizeof(aIpBuf), false);
|
|
str_format(aBuf, sizeof(aBuf), "Unmuted %s", aIpBuf);
|
|
pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "mutes", aBuf);
|
|
}
|
|
|
|
// list mutes
|
|
void CGameContext::ConMutes(IConsole::IResult *pResult, void *pUserData)
|
|
{
|
|
CGameContext *pSelf = (CGameContext *) pUserData;
|
|
|
|
if (pSelf->m_NumMutes <= 0)
|
|
{
|
|
// Just to make sure.
|
|
pSelf->m_NumMutes = 0;
|
|
pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "mutes",
|
|
"There are no active mutes.");
|
|
return;
|
|
}
|
|
|
|
char aIpBuf[64];
|
|
char aBuf[128];
|
|
pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "mutes",
|
|
"Active mutes:");
|
|
for (int i = 0; i < pSelf->m_NumMutes; i++)
|
|
{
|
|
net_addr_str(&pSelf->m_aMutes[i].m_Addr, aIpBuf, sizeof(aIpBuf), false);
|
|
str_format(
|
|
aBuf,
|
|
sizeof aBuf,
|
|
"%d: \"%s\", %d seconds left",
|
|
i,
|
|
aIpBuf,
|
|
(pSelf->m_aMutes[i].m_Expire - pSelf->Server()->Tick())
|
|
/ pSelf->Server()->TickSpeed());
|
|
pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "mutes", aBuf);
|
|
}
|
|
}
|
|
|
|
void CGameContext::ConModerate(IConsole::IResult *pResult, void *pUserData)
|
|
{
|
|
CGameContext *pSelf = (CGameContext *)pUserData;
|
|
if (!CheckClientID(pResult->m_ClientID))
|
|
return;
|
|
|
|
bool HadModerator = pSelf->PlayerModerating();
|
|
|
|
CPlayer* player = pSelf->m_apPlayers[pResult->m_ClientID];
|
|
player->m_Moderating = !player->m_Moderating;
|
|
|
|
char aBuf[256];
|
|
|
|
if(!HadModerator && player->m_Moderating)
|
|
str_format(aBuf, sizeof(aBuf), "Server kick/spec votes will now be actively moderated.");
|
|
|
|
if (!pSelf->PlayerModerating())
|
|
str_format(aBuf, sizeof(aBuf), "Server kick/spec votes are no longer actively moderated.");
|
|
|
|
pSelf->SendChat(-1, CHAT_ALL, aBuf, 0);
|
|
|
|
if(player->m_Moderating)
|
|
pSelf->SendChatTarget(pResult->m_ClientID,
|
|
"Active moderator mode enabled for you.");
|
|
else
|
|
pSelf->SendChatTarget(pResult->m_ClientID, "Active moderator mode disabled for you.");
|
|
}
|
|
|
|
void CGameContext::ConList(IConsole::IResult *pResult, void *pUserData)
|
|
{
|
|
CGameContext *pSelf = (CGameContext *)pUserData;
|
|
int ClientID = pResult->m_ClientID;
|
|
if(!CheckClientID(ClientID)) return;
|
|
|
|
char zerochar = 0;
|
|
if(pResult->NumArguments() > 0)
|
|
pSelf->List(ClientID, pResult->GetString(0));
|
|
else
|
|
pSelf->List(ClientID, &zerochar);
|
|
}
|
|
|
|
|
|
void CGameContext::ConSetDDRTeam(IConsole::IResult *pResult, void *pUserData)
|
|
{
|
|
CGameContext *pSelf = (CGameContext *)pUserData;
|
|
CGameControllerDDRace *pController = (CGameControllerDDRace *)pSelf->m_pController;
|
|
|
|
int Target = pResult->GetVictim();
|
|
int Team = pResult->GetInteger(1);
|
|
|
|
if(pController->m_Teams.m_Core.Team(Target) && pController->m_Teams.GetDDRaceState(pSelf->m_apPlayers[Target]) == DDRACE_STARTED)
|
|
pSelf->m_apPlayers[Target]->KillCharacter(WEAPON_SELF);
|
|
|
|
pController->m_Teams.SetForceCharacterTeam(pResult->GetVictim(), Team);
|
|
}
|
|
|
|
void CGameContext::ConFreezeHammer(IConsole::IResult *pResult, void *pUserData)
|
|
{
|
|
CGameContext *pSelf = (CGameContext *) pUserData;
|
|
int Victim = pResult->GetVictim();
|
|
|
|
CCharacter* pChr = pSelf->GetPlayerChar(Victim);
|
|
|
|
if (!pChr)
|
|
return;
|
|
|
|
char aBuf[128];
|
|
str_format(aBuf, sizeof aBuf, "'%s' got freeze hammer!",
|
|
pSelf->Server()->ClientName(Victim));
|
|
pSelf->SendChat(-1, CHAT_ALL, aBuf);
|
|
|
|
pChr->m_FreezeHammer = true;
|
|
}
|
|
|
|
void CGameContext::ConUnFreezeHammer(IConsole::IResult *pResult, void *pUserData)
|
|
{
|
|
CGameContext *pSelf = (CGameContext *) pUserData;
|
|
int Victim = pResult->GetVictim();
|
|
|
|
CCharacter* pChr = pSelf->GetPlayerChar(Victim);
|
|
|
|
if (!pChr)
|
|
return;
|
|
|
|
char aBuf[128];
|
|
str_format(aBuf, sizeof aBuf, "'%s' lost freeze hammer!",
|
|
pSelf->Server()->ClientName(Victim));
|
|
pSelf->SendChat(-1, CHAT_ALL, aBuf);
|
|
|
|
pChr->m_FreezeHammer = false;
|
|
}
|
|
void CGameContext::ConVoteNo(IConsole::IResult *pResult, void *pUserData)
|
|
{
|
|
CGameContext *pSelf = (CGameContext *)pUserData;
|
|
|
|
pSelf->ForceVote(pResult->m_ClientID, false);
|
|
}
|