}
else if (argv(1) == "hardwire")
{
- waypoint_start_hardwiredlink(caller);
+ string s = argv(2);
+ waypoint_start_hardwiredlink(caller, (s == "crosshair"));
+ return;
+ }
+ else if (argv(1) == "lock")
+ {
+ waypoint_lock(caller);
return;
}
else if (argv(1) == "unreachable")
sprint(caller, "\nUsage:^3 cmd wpeditor action\n");
sprint(caller, " Where 'action' can be:\n");
sprint(caller, " ^5spawn^7: spawns a waypoint at player's position\n");
- sprint(caller, " ^5remove^7: remove player's nearest waypoint\n");
- sprint(caller, " ^5unreachable^7: useful to reveal waypoints and items unreachable from the current position and spawnpoints without a nearest waypoint\n");
+ sprint(caller, " ^5remove^7: removes player's nearest waypoint\n");
+ sprint(caller, " ^5unreachable^7: reveals waypoints and items unreachable from the current position and spawnpoints without a nearest waypoint\n");
sprint(caller, " ^5saveall^7: saves all waypoints and links to file\n");
- sprint(caller, " ^5relinkall^7: relink all waypoints as if they were respawned\n");
- sprint(caller, " ^5spawn crosshair^7: spawns a waypoint at crosshair's position (useful to spawn custom jumppad waypoints (spawn another waypoint to create destination))\n");
- sprint(caller, " ^5spawn jump^7: spawns a jump waypoint (spawn another waypoint to create destination)\n");
- sprint(caller, " ^5spawn crouch^7: spawns a crouch waypoint\n");
+ sprint(caller, " ^5relinkall^7: relinks all waypoints as if they were respawned\n");
+ sprint(caller, " ^5spawn crosshair^7: spawns a waypoint at crosshair's position\n");
+ sprint(caller, " ^7 in general useful to create special and hardwired links with ease from existing waypoints\n");
+ sprint(caller, " ^7 in particular it's the only way to create custom jumppad waypoints (spawn another waypoint to create destination))\n");
+ sprint(caller, " ^5spawn jump^7: spawns a jump waypoint (place it at least 60 qu before jump start, spawn another waypoint to create destination)\n");
+ sprint(caller, " ^5spawn crouch^7: spawns a crouch waypoint (it links only to very close waypoints)\n");
+ sprint(caller, " ^5spawn support^7: spawns a support waypoint (spawn another waypoint to create destination from which all incoming links are removed)\n");
+ sprint(caller, " ^7 useful to replace links to problematic jumppad/teleport waypoints\n");
sprint(caller, " ^5hardwire^7: marks the nearest waypoint as origin of a new hardwired link (spawn another waypoint over an existing one to create destination)\n");
+ sprint(caller, " ^5hardwire crosshair^7: marks the waypoint at crosshair instead of the nearest waypoint\n");
+ sprint(caller, " ^5lock^7: locks link display of the aimed waypoint (unlocks if no waypoint is found at crosshair's position)\n");
sprint(caller, " ^5symorigin get|set\n");
sprint(caller, " ^5symorigin get|set p1 p2 ... pX\n");
sprint(caller, " ^5symaxis get|set p1 p2\n");
- sprint(caller, " ^7 where p1 p2 ... pX are positions (\"x y z\", z can be omitted) that you know are perfectly symmetrical");
- sprint(caller, " ^7 so you can determine origin/axis of symmetry of maps without ctf flags or where flags aren't perfectly symmetrical\n");
+ sprint(caller, " ^7 where p1 p2 ... pX are positions (\"x y z\", z can be omitted) that you know are perfectly symmetrical"
+ " so you can determine origin/axis of symmetry of maps without ctf flags or where flags aren't perfectly symmetrical\n");
+ sprint(caller, " See 'wpeditor_menu' for a selectable list of various commands and useful settings to edit waypoints.\n");
return;
}
}
if (Physics_Valid(command) || command == "default")
{
- stuffcmd(caller, strcat("\nseta cl_physics ", command, "\nsendcvar cl_physics\n"));
+ stuffcmd(caller, strcat("\nseta cl_physics ", command, "\n"));
sprint(caller, strcat("^2Physics set successfully changed to ^3", command, "\n"));
return;
}
sprint(caller, sprintf("Invalid voice. Use one of: %s\n", allvoicesamples));
return;
}
+ if (IS_DEAD(caller))
+ {
+ // don't warn the caller when trying to taunt while dead, just don't play any sounds!
+ // we still allow them to see warnings if it's invalid, so a dead player can find out the sounds in peace
+ return;
+ }
string msg = "";
if (argc >= 3)
msg = substring(command, argv_start_index(2), argv_end_index(-1) - argv_start_index(2));
case "prespawn": break; // handled by engine in host_cmd.c
case "sentcvar": break; // handled by server in this file
case "spawn": break; // handled by engine in host_cmd.c
+ case "color": case "topcolor": case "bottomcolor": if(teamplay) return; else break; // handled by engine in host_cmd.c
case "c2s": Net_ClientCommand(this, command); return; // handled by net.qh
default: