// Command Sub-Functions
// =======================
- void ClientCommand_autoswitch(entity caller, float request, float argc)
+ void ClientCommand_autoswitch(entity caller, int request, int argc)
{
switch (request)
{
}
}
- void ClientCommand_clientversion(entity caller, float request, float argc) // internal command, used only by code
+ void ClientCommand_clientversion(entity caller, int request, int argc) // internal command, used only by code
{
switch (request)
{
{
// JoinBestTeam(caller, false, true);
}
- else if (teamplay && !autocvar_sv_spectate && !(caller.team_forced > 0))
+ else if (teamplay && !autocvar_sv_spectate && !(Player_GetForcedTeamIndex(caller) > 0))
{
TRANSMUTE(Observer, caller); // really?
stuffcmd(caller, "menu_showteamselect\n");
}
}
- void ClientCommand_mv_getpicture(entity caller, float request, float argc) // internal command, used only by code
+ void ClientCommand_mv_getpicture(entity caller, int request, int argc) // internal command, used only by code
{
switch (request)
{
}
}
- void ClientCommand_join(entity caller, float request)
+ void ClientCommand_join(entity caller, int request)
{
switch (request)
{
}
}
- void ClientCommand_physics(entity caller, float request, float argc)
+ void ClientCommand_physics(entity caller, int request, int argc)
{
switch (request)
{
}
}
- void ClientCommand_ready(entity caller, float request) // todo: anti-spam for toggling readyness
+ void ClientCommand_ready(entity caller, int request) // todo: anti-spam for toggling readyness
{
switch (request)
{
}
}
- void ClientCommand_say(entity caller, float request, float argc, string command)
+ void ClientCommand_say(entity caller, int request, int argc, string command)
{
switch (request)
{
}
}
- void ClientCommand_say_team(entity caller, float request, float argc, string command)
+ void ClientCommand_say_team(entity caller, int request, int argc, string command)
{
switch (request)
{
}
.bool team_selected;
- void ClientCommand_selectteam(entity caller, float request, float argc)
+ void ClientCommand_selectteam(entity caller, int request, int argc)
{
switch (request)
{
sprint(caller, "^7selectteam can only be used in teamgames\n");
return;
}
- if (caller.team_forced > 0)
+ if (Player_GetForcedTeamIndex(caller) > 0)
{
sprint(caller, "^7selectteam can not be used as your team is forced\n");
return;
}
}
- void ClientCommand_selfstuff(entity caller, float request, string command)
+ void ClientCommand_selfstuff(entity caller, int request, string command)
{
switch (request)
{
}
}
- void ClientCommand_sentcvar(entity caller, float request, float argc, string command)
+ void ClientCommand_sentcvar(entity caller, int request, int argc, string command)
{
switch (request)
{
}
}
- void ClientCommand_spectate(entity caller, float request)
+ void ClientCommand_spectate(entity caller, int request)
{
switch (request)
{
}
}
- void ClientCommand_suggestmap(entity caller, float request, float argc)
+ void ClientCommand_suggestmap(entity caller, int request, int argc)
{
switch (request)
{
}
}
- void ClientCommand_tell(entity caller, float request, float argc, string command)
+ void ClientCommand_tell(entity caller, int request, int argc, string command)
{
switch (request)
{
}
}
- void ClientCommand_voice(entity caller, float request, float argc, string command)
+ void ClientCommand_voice(entity caller, int request, int argc, string command)
{
switch (request)
{
/* use this when creating a new command, making sure to place it in alphabetical order... also,
** ADD ALL NEW COMMANDS TO commands.cfg WITH PROPER ALIASES IN THE SAME FASHION!
- void ClientCommand_(entity caller, float request)
+ void ClientCommand_(entity caller, int request)
{
switch(request)
{
#define CLIENT_COMMANDS(ent, request, arguments, command) \
CLIENT_COMMAND("autoswitch", ClientCommand_autoswitch(ent, request, arguments), "Whether or not to switch automatically when getting a better weapon") \
CLIENT_COMMAND("clientversion", ClientCommand_clientversion(ent, request, arguments), "Release version of the game") \
- CLIENT_COMMAND("mv_getpicture", ClientCommand_mv_getpicture(ent, request, arguments), "Retrieve mapshot picture from the server") \
CLIENT_COMMAND("join", ClientCommand_join(ent, request), "Become a player in the game") \
+ CLIENT_COMMAND("minigame", ClientCommand_minigame(ent, request, arguments, command), "Start a minigame") \
+ CLIENT_COMMAND("mv_getpicture", ClientCommand_mv_getpicture(ent, request, arguments), "Retrieve mapshot picture from the server") \
CLIENT_COMMAND("physics", ClientCommand_physics(ent, request, arguments), "Change physics set") \
CLIENT_COMMAND("ready", ClientCommand_ready(ent, request), "Qualify as ready to end warmup stage (or restart server if allowed)") \
CLIENT_COMMAND("say", ClientCommand_say(ent, request, arguments, command), "Print a message to chat to all players") \
CLIENT_COMMAND("suggestmap", ClientCommand_suggestmap(ent, request, arguments), "Suggest a map to the mapvote at match end") \
CLIENT_COMMAND("tell", ClientCommand_tell(ent, request, arguments, command), "Send a message directly to a player") \
CLIENT_COMMAND("voice", ClientCommand_voice(ent, request, arguments, command), "Send voice message via sound") \
- CLIENT_COMMAND("minigame", ClientCommand_minigame(ent, request, arguments, command), "Start a minigame") \
/* nothing */
void ClientCommand_macro_help(entity caller)
#undef CLIENT_COMMAND
}
- float ClientCommand_macro_command(float argc, entity caller, string command)
+ float ClientCommand_macro_command(int argc, entity caller, string command)
{
#define CLIENT_COMMAND(name, function, description) \
{ if (name == strtolower(argv(0))) { function; return true; } }
return false;
}
- float ClientCommand_macro_usage(float argc, entity caller)
+ float ClientCommand_macro_usage(int argc, entity caller)
{
#define CLIENT_COMMAND(name, function, description) \
{ if (name == strtolower(argv(1))) { function; return true; } }
// if we're banned, don't even parse the command
if (Ban_MaybeEnforceBanOnce(this)) return;
- float argc = tokenize_console(command);
+ int argc = tokenize_console(command);
// Guide for working with argc arguments by example:
// argc: 1 - 2 - 3 - 4
// Command Sub-Functions
// =======================
- void GameCommand_adminmsg(float request, float argc)
+ void GameCommand_adminmsg(int request, int argc)
{
switch (request)
{
}
}
- void GameCommand_allready(float request)
+ void GameCommand_allready(int request)
{
switch (request)
{
}
}
- void GameCommand_allspec(float request, float argc)
+ void GameCommand_allspec(int request, int argc)
{
switch (request)
{
}
}
- void GameCommand_anticheat(float request, float argc)
+ void GameCommand_anticheat(int request, int argc)
{
switch (request)
{
}
}
- void GameCommand_bbox(float request)
+ void GameCommand_bbox(int request)
{
switch (request)
{
}
}
- void GameCommand_bot_cmd(float request, float argc, string command)
+ void GameCommand_bot_cmd(int request, int argc, string command)
{
switch (request)
{
}
}
- void GameCommand_cointoss(float request, float argc)
+ void GameCommand_cointoss(int request, int argc)
{
switch (request)
{
}
}
- void GameCommand_database(float request, float argc)
+ void GameCommand_database(int request, int argc)
{
switch (request)
{
}
}
- void GameCommand_defer_clear(float request, float argc)
+ void GameCommand_defer_clear(int request, int argc)
{
switch (request)
{
}
}
- void GameCommand_defer_clear_all(float request)
+ void GameCommand_defer_clear_all(int request)
{
switch (request)
{
case CMD_REQUEST_COMMAND:
{
int n = 0;
- float argc;
+ int argc;
FOREACH_CLIENT(true, {
argc = tokenize_console(strcat("defer_clear ", ftos(etof(it))));
}
}
- void GameCommand_delrec(float request, float argc) // perhaps merge later with records and printstats and such?
+ void GameCommand_delrec(int request, int argc) // perhaps merge later with records and printstats and such?
{
switch (request)
{
}
}
- void GameCommand_effectindexdump(float request)
+ void GameCommand_effectindexdump(int request)
{
switch (request)
{
}
}
- void GameCommand_extendmatchtime(float request)
+ void GameCommand_extendmatchtime(int request)
{
switch (request)
{
}
}
- void GameCommand_gametype(float request, float argc)
+ void GameCommand_gametype(int request, int argc)
{
switch (request)
{
}
}
- void GameCommand_gettaginfo(float request, float argc)
+ void GameCommand_gettaginfo(int request, int argc)
{
switch (request)
{
}
}
- void GameCommand_animbench(float request, float argc)
+ void GameCommand_animbench(int request, int argc)
{
switch (request)
{
}
}
- void GameCommand_gotomap(float request, float argc)
+ void GameCommand_gotomap(int request, int argc)
{
switch (request)
{
}
}
- void GameCommand_lockteams(float request)
+ void GameCommand_lockteams(int request)
{
switch (request)
{
}
}
- void GameCommand_make_mapinfo(float request)
+ void GameCommand_make_mapinfo(int request)
{
switch (request)
{
}
}
- void GameCommand_moveplayer(float request, float argc)
+ void GameCommand_moveplayer(int request, int argc)
{
switch (request)
{
{
// set up
float team_id;
- float save = client.team_forced;
- client.team_forced = 0;
+ int save = Player_GetForcedTeamIndex(client);
+ Player_SetForcedTeamIndex(client, TEAM_FORCE_DEFAULT);
// find the team to move the player to
team_id = Team_ColorToTeam(destination);
{
balance = TeamBalance_CheckAllowedTeams(client);
}
- client.team_forced = save;
+ Player_SetForcedTeamIndex(client, save);
// Check to see if the destination team is even available
switch (team_id)
}
// If so, lets continue and finally move the player
- client.team_forced = 0;
+ Player_SetForcedTeamIndex(client, TEAM_FORCE_DEFAULT);
if (MoveToTeam(client, Team_TeamToIndex(team_id), 6))
{
successful = strcat(successful, (successful ? ", " : ""), playername(client, false));
}
}
- void GameCommand_nospectators(float request)
+ void GameCommand_nospectators(int request)
{
switch (request)
{
}
}
- void GameCommand_printstats(float request)
+ void GameCommand_printstats(int request)
{
switch (request)
{
}
}
- void GameCommand_radarmap(float request, float argc)
+ void GameCommand_radarmap(int request, int argc)
{
switch (request)
{
}
}
- void GameCommand_reducematchtime(float request)
+ void GameCommand_reducematchtime(int request)
{
switch (request)
{
}
}
- void GameCommand_setbots(float request, float argc)
+ void GameCommand_setbots(int request, int argc)
{
switch (request)
{
}
}
- void GameCommand_shuffleteams(float request)
+ void GameCommand_shuffleteams(int request)
{
switch (request)
{
}
FOREACH_CLIENT(IS_PLAYER(it) || it.caplayer, {
- if (it.team_forced) {
+ if (Player_HasRealForcedTeam(it)) {
// we could theoretically assign forced players to their teams
// and shuffle the rest to fill the empty spots but in practise
// either all players or none are gonna have forced teams
}
}
- void GameCommand_stuffto(float request, float argc)
+ void GameCommand_stuffto(int request, int argc)
{
// This... is a fairly dangerous and powerful command... - It allows any arguments to be sent to a client via rcon.
// Because of this, it is disabled by default and must be enabled by the server owner when doing compilation. That way,
#endif
}
- void GameCommand_trace(float request, float argc)
+ void GameCommand_trace(int request, int argc)
{
switch (request)
{
}
}
- void GameCommand_unlockteams(float request)
+ void GameCommand_unlockteams(int request)
{
switch (request)
{
}
}
- void GameCommand_warp(float request, float argc)
+ void GameCommand_warp(int request, int argc)
{
switch (request)
{
/* use this when creating a new command, making sure to place it in alphabetical order... also,
** ADD ALL NEW COMMANDS TO commands.cfg WITH PROPER ALIASES IN THE SAME FASHION!
- void GameCommand_(float request)
+ void GameCommand_(int request)
{
switch(request)
{
FOREACH(SERVER_COMMANDS, true, { LOG_INFOF(" ^2%s^7: %s", it.m_name, it.m_description); });
}
- float GameCommand_macro_command(float argc, string command)
+ float GameCommand_macro_command(int argc, string command)
{
string c = strtolower(argv(0));
FOREACH(SERVER_COMMANDS, it.m_name == c, {
return false;
}
- float GameCommand_macro_usage(float argc)
+ float GameCommand_macro_usage(int argc)
{
string c = strtolower(argv(1));
FOREACH(SERVER_COMMANDS, it.m_name == c, {
void GameCommand(string command)
{
- float argc = tokenize_console(command);
+ int argc = tokenize_console(command);
// Guide for working with argc arguments by example:
// argc: 1 - 2 - 3 - 4
float bots_would_leave;
void UpdateFrags(entity player, int f);
- .float totalfrags;
+ .int totalfrags;
// flag set on worldspawn so that the code knows if it is dedicated or not
float server_is_dedicated;
//.float worldtype;
// Needed for dynamic clientwalls
- .float inactive; // Clientwall disappears when inactive
+ .bool inactive; // Clientwall disappears when inactive
.float alpha_max, alpha_min;
.float fade_start, fade_end, fade_vertical_offset;
.float default_solid; // Variable to store default .solid for clientwalls
float ServerProgsDB;
float TemporaryDB;
- .float team_saved;
+ .int team_saved;
bool some_spawn_has_been_used;
int have_team_spawns; // 0 = no team spawns requested, -1 = team spawns requested but none found, 1 = team spawns requested and found
.float weapon_load[Weapons_MAX];
.int ammo_none; // used by the reloading system, must always be 0
- .float clip_load;
- .float old_clip_load;
- .float clip_size;
+ .int clip_load;
+ .int old_clip_load;
+ .int clip_size;
.int minelayer_mines;
.float vortex_charge;
// when doing this, hagar can go through clones
// #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_BBOX
- .float spectatee_status;
- .float zoomstate;
- .float restriction;
+ .int spectatee_status;
+ .bool zoomstate;
+ .int restriction;
.entity clientdata;
.entity personal;
.bool just_joined;
.float cvar_cl_weaponimpulsemode;
- .float selectweapon; // last selected weapon of the player
+ .int selectweapon; // last selected weapon of the player
.float ballistics_density; // wall piercing factor, larger = bullet can pass through more
- const float ACTIVE_NOT = 0;
- const float ACTIVE_ACTIVE = 1;
- const float ACTIVE_IDLE = 2;
- const float ACTIVE_BUSY = 2;
- const float ACTIVE_TOGGLE = 3;
- .float active;
+ const int ACTIVE_NOT = 0;
+ const int ACTIVE_ACTIVE = 1;
+ const int ACTIVE_IDLE = 2;
+ const int ACTIVE_BUSY = 2;
+ const int ACTIVE_TOGGLE = 3;
+ .int active;
.void (entity this, int act_state) setactive;
.entity realowner;
//float serverflags;
- .float player_blocked;
-.int team_forced; // can be a team number to force a team, or 0 for default action, or -1 for forced spectator
-
+ .bool player_blocked;
.float revival_time; // time at which player was last revived
.float revive_speed; // NOTE: multiplier (anything above 1 is instaheal)
string modname;
- .float missile_flags;
+ .int missile_flags;
const int MIF_SPLASH = BIT(1);
const int MIF_ARC = BIT(2);
const int MIF_PROXY = BIT(3);