}
}
+void ClientCommand_mobspawn(float request, float argc)
+{
+ switch(request)
+ {
+ case CMD_REQUEST_COMMAND:
+ {
+ entity e;
+ string tospawn, mname, s;
+ float spawncount = 0, moveflag, max_global, max_perplayer, i;
+
+ max_global = autocvar_g_monsters_max;
+ max_perplayer = autocvar_g_monsters_max_perplayer;
+ moveflag = (argv(3) ? stof(argv(3)) : 1); // follow owner if not defined
+ spawncount = ((argv(2)) ? stof(argv(2)) : 1);
+ tospawn = argv(1);
+ mname = argv(4);
+ s = ((spawncount == 1) ? "" : "s");
+
+ if(tospawn == "list")
+ {
+ sprint(self, "Available monsters:\n");
+ sprint(self, strcat(monsterlist(), "\n"));
+ return;
+ }
+
+ if(self.classname != STR_PLAYER) { sprint(self, "You can't spawn monsters while spectating.\n"); return; }
+ else if(self.deadflag) { sprint(self, "You can't spawn monsters while dead.\n"); return; }
+ else if(self.monstercount > max_perplayer) { sprint(self, "You have spawned too many monsters, kill some before trying to spawn any more.\n"); return; }
+ else if(totalspawned > max_global) { sprint(self, "The global maximum monster count has been reached, kill some before trying to spawn any more.\n"); return; }
+ else if(spawncount == 0) { sprint(self, "No monsters to spawn.\n"); return; }
+
+ makevectors(self.v_angle);
+ WarpZone_TraceLine(self.origin + self.view_ofs, self.origin + self.view_ofs + v_forward * 100, MOVE_NORMAL, self);
+
+ for(i = 0; i < spawncount; i++)
+ {
+ self.monstercount++;
+ if(self.monstercount > max_perplayer) break; // FIXME: check for these properly
+ e = spawnmonster(tospawn, self, self, trace_endpos, FALSE, moveflag);
+ if(e == world) { self.monstercount -= 1; break; } // take back the 1 that was lost
+ if(mname != "") e.netname = mname;
+ totalspawned++;
+ }
+
+ sprint(self, sprintf("Spawned %d %s%s\n", spawncount, tospawn, s));
+
+ return;
+ }
+
+ default:
+ sprint(self, "Incorrect parameters for ^2mobspawn^7\n");
+ case CMD_REQUEST_USAGE:
+ {
+ sprint(self, "\nUsage:^3 cmd mobspawn monster\n");
+ sprint(self, " See 'cmd mobspawn list' for available arguments.\n");
+ return;
+ }
+ }
+}
+
void ClientCommand_ready(float request) // todo: anti-spam for toggling readyness
{
switch(request)
CLIENT_COMMAND("clientversion", ClientCommand_clientversion(request, arguments), "Release version of the game") \
CLIENT_COMMAND("mv_getpicture", ClientCommand_mv_getpicture(request, arguments), "Retrieve mapshot picture from the server") \
CLIENT_COMMAND("join", ClientCommand_join(request), "Become a player in the game") \
+ CLIENT_COMMAND("mobspawn", ClientCommand_mobspawn(request, arguments), "Spawn monsters infront of yourself") \
CLIENT_COMMAND("ready", ClientCommand_ready(request), "Qualify as ready to end warmup stage (or restart server if allowed)") \
CLIENT_COMMAND("say", ClientCommand_say(request, arguments, command), "Print a message to chat to all players") \
CLIENT_COMMAND("say_team", ClientCommand_say_team(request, arguments, command), "Print a message to chat to all team mates") \