]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/command/sv_cmd.qc
Use normal movelib function for monster movement
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / command / sv_cmd.qc
index 2a967151d199ddeb516731976b708bb60b1cd988..337138bd01a03cc2615029e589ad1d4f6408ee7e 100644 (file)
@@ -145,31 +145,38 @@ void GameCommand_butcher(float request)
        {
                case CMD_REQUEST_COMMAND:
                {
-                       if(g_td) { print("This command doesn't work in Tower Defense.\n"); return; }
+                       if(autocvar_g_campaign) { print("This command doesn't work in campaign mode.\n"); return; }
+                       if(g_invasion) { print("This command doesn't work during an invasion.\n"); return; }
                
             float removed_count = 0;
-                       entity montokill, head;
+                       entity head;
                        
-            FOR_EACH_MONSTER(montokill)
-            {
-                               WaypointSprite_Kill(montokill.sprite);
-                               
-                               if(montokill.weaponentity)
-                                       remove(montokill.weaponentity);
-                    
-                remove(montokill);
-                removed_count += 1;
-            }
+                       FOR_EACH_MONSTER(head)
+                       {
+                               if(head.weaponentity)
+                                       remove(head.weaponentity);
+                                       
+                               if(head.iceblock)
+                                       remove(head.iceblock);
+                                       
+                               WaypointSprite_Kill(head.sprite);
+                                       
+                               remove(head);
+                               ++removed_count;
+                       }
                        
                        FOR_EACH_PLAYER(head)
                                head.monstercount = 0;
                                
+                       monsters_total = 0; // reset stats?
+                       monsters_killed = 0;
+                               
                        totalspawned = 0;
                        
                        if(removed_count <= 0)
                                print("No monsters to kill\n");
                        else
-                               print(strcat("Killed ", ftos(removed_count), " monster", ((removed_count == 1) ? "\n" : "s\n")));
+                               print(sprintf("Killed %d monster%s\n", removed_count, ((removed_count == 1) ? "" : "s")));
                                
                        return; // never fall through to usage
                }
@@ -781,7 +788,12 @@ void GameCommand_gametype(float request, float argc)
                                        MapInfo_SwitchGameType(t);
                                        MapInfo_FilterGametype(MapInfo_CurrentGametype(), MapInfo_CurrentFeatures(), MapInfo_RequiredFlags(), MapInfo_ForbiddenFlags(), 0);
                                        if(MapInfo_count > 0)
+                                       {
+                                               // update lsmaps in case the gametype changed, this way people can easily list maps for it
+                                               if(lsmaps_reply != "") { strunzone(lsmaps_reply); }
+                                               lsmaps_reply = strzone(getlsmaps());
                                                bprint("Game type successfully switched to ", s, "\n");
+                                       }
                                        else
                                        {
                                                bprint("Cannot use this game type: no map for it found\n");
@@ -1041,7 +1053,7 @@ void GameCommand_moveplayer(float request, float argc)
                                        // Where are we putting this player?
                                        if(destination == "spec" || destination == "spectator") 
                                        {
-                                               if(client.classname != "spectator" && client.classname != "observer")
+                                               if(!IS_SPEC(client) && !IS_OBSERVER(client))
                                                {
                                                        self = client;
                                                        PutObserverInServer();
@@ -1056,7 +1068,7 @@ void GameCommand_moveplayer(float request, float argc)
                                        }
                                        else
                                        {
-                                               if(client.classname != "spectator" && client.classname != "observer")
+                                               if(!IS_SPEC(client) && !IS_OBSERVER(client))
                                                {
                                                        if(teamplay)
                                                        {
@@ -1150,7 +1162,7 @@ void GameCommand_nospectators(float request)
                        entity plr;
                        FOR_EACH_CLIENT(plr) //give every spectator <g_maxplayers_spectator_blocktime> seconds time to become a player
                        {
-                               if(plr.classname == "spectator" || plr.classname == "observer")
+                               if(IS_SPEC(plr) || IS_OBSERVER(plr))
                                {
                                        plr.spectatortime = time;
                                        Send_Notification(NOTIF_ONE_ONLY, plr, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
@@ -1633,10 +1645,10 @@ void GameCommand_trace(float request, float argc)
                                
                                case "walk":
                                {
-                                       if(argc == 3)
+                                       if(argc == 4)
                                        {
                                                e = nextent(world);
-                                               if(tracewalk(e, stov(argv(1)), e.mins, e.maxs, stov(argv(2)), MOVE_NORMAL))
+                                               if(tracewalk(e, stov(argv(2)), e.mins, e.maxs, stov(argv(3)), MOVE_NORMAL))
                                                        print("can walk\n");
                                                else
                                                        print("cannot walk\n");
@@ -1646,10 +1658,10 @@ void GameCommand_trace(float request, float argc)
                                
                                case "showline":
                                {
-                                       if(argc == 3)
+                                       if(argc == 4)
                                        {
-                                               vv = stov(argv(1));
-                                               dv = stov(argv(2));
+                                               vv = stov(argv(2));
+                                               dv = stov(argv(3));
                                                traceline(vv, dv, MOVE_NORMAL, world);
                                                trailparticles(world, particleeffectnum("TR_NEXUIZPLASMA"), vv, trace_endpos);
                                                trailparticles(world, particleeffectnum("TR_CRYLINKPLASMA"), trace_endpos, dv);
@@ -1766,10 +1778,9 @@ void GameCommand_(float request)
 // ==================================
 
 // Do not hard code aliases for these, instead create them in commands.cfg... also: keep in alphabetical order, please ;)
-// Common commands have double indentation to separate them a bit.
 #define SERVER_COMMANDS(request,arguments,command) \
        SERVER_COMMAND("adminmsg", GameCommand_adminmsg(request, arguments), "Send an admin message to a client directly") \
-       SERVER_COMMAND("butcher", GameCommand_butcher(request), "Instantly removes all monsters on the map") \
+       SERVER_COMMAND("butcher", GameCommand_butcher(request), "Instantly removes all monsters on the map") \
        SERVER_COMMAND("allready", GameCommand_allready(request), "Restart the server and reset the players") \
        SERVER_COMMAND("allspec", GameCommand_allspec(request, arguments), "Force all players to spectate") \
        SERVER_COMMAND("anticheat", GameCommand_anticheat(request, arguments), "Create an anticheat report for a client") \