#include "getreplies.qh"
-#include <common/weapons/_all.qh>
-#include <common/wepent.qh>
-#include <common/stats.qh>
-#include <server/intermission.qh>
-#include <server/world.qh>
-#include <server/miscfunctions.qh>
-
#include <common/command/_mod.qh>
-#include "getreplies.qh"
-
-#include "../race.qh"
-
#include <common/constants.qh>
#include <common/gamemodes/_mod.qh>
+#include <common/monsters/_mod.qh>
#include <common/net_linked.qh>
+#include <common/notifications/all.qh>
+#include <common/playerstats.qh>
+#include <common/stats.qh>
#include <common/util.qh>
-
-#include <common/monsters/_mod.qh>
+#include <common/weapons/_all.qh>
+#include <common/wepent.qh>
+#include <server/command/getreplies.qh>
+#include <server/intermission.qh>
+#include <server/main.qh>
+#include <server/mapvoting.qh>
+#include <server/mutators/_mod.qh>
+#include <server/race.qh>
+#include <server/weapons/selection.qh>
+#include <server/world.qh>
// =========================================================
// Reply messages for common commands, re-worked by Samual
// See common.qc for their proper commands
-string getrecords(int page) // 50 records per page
+string getrecords(int page)
{
string s = "";
s = M_ARGV(1, string);
MapInfo_ClearTemps();
-
- if (s == "" && page == 0)
- return "No records are available on this server for the current game mode.\n";
return s;
}
n = race_readName(map, i);
p = count_ordinal(i);
- s = strcat(s, strpad(8, p), " ", strpad(-8, TIME_ENCODED_TOSTRING(t)), " ", n, "\n");
+ s = strcat(s, strpad(8, p), " ", strpad(-8, TIME_ENCODED_TOSTRING(t, false)), " ", n, "\n");
}
MapInfo_ClearTemps();
=============
GetCvars
=============
+Superseded by REPLICATE
Called with:
0: sends the request
>0: receives a cvar from name=argv(f) value=argv(f+1)
stuffcmd(this, strcat("cl_cmd sendcvar ", name, "\n"));
}
}
-string W_FixWeaponOrder_ForceComplete_AndBuildImpulseList(entity this, string wo)
-{
- string o = W_FixWeaponOrder_ForceComplete(wo);
- strcpy(CS(this).weaponorder_byimpulse, W_FixWeaponOrder_BuildImpulseList(o));
- return o;
-}
/**
* @param f -1: cleanup, 0: request, 1: receive
get_cvars_s = s;
MUTATOR_CALLHOOK(GetCvars);
- Notification_GetCvars(this);
+ Notification_GetCvars(this, store);
ReplicateVars(this, store, s, f);
-
- GetCvars_handleString_Fixup(this, store, s, f, cvar_cl_weaponpriority, "cl_weaponpriority", W_FixWeaponOrder_ForceComplete_AndBuildImpulseList);
- GetCvars_handleString_Fixup(this, store, s, f, cvar_cl_weaponpriorities[0], "cl_weaponpriority0", W_FixWeaponOrder_AllowIncomplete);
- GetCvars_handleString_Fixup(this, store, s, f, cvar_cl_weaponpriorities[1], "cl_weaponpriority1", W_FixWeaponOrder_AllowIncomplete);
- GetCvars_handleString_Fixup(this, store, s, f, cvar_cl_weaponpriorities[2], "cl_weaponpriority2", W_FixWeaponOrder_AllowIncomplete);
- GetCvars_handleString_Fixup(this, store, s, f, cvar_cl_weaponpriorities[3], "cl_weaponpriority3", W_FixWeaponOrder_AllowIncomplete);
- GetCvars_handleString_Fixup(this, store, s, f, cvar_cl_weaponpriorities[4], "cl_weaponpriority4", W_FixWeaponOrder_AllowIncomplete);
- GetCvars_handleString_Fixup(this, store, s, f, cvar_cl_weaponpriorities[5], "cl_weaponpriority5", W_FixWeaponOrder_AllowIncomplete);
- GetCvars_handleString_Fixup(this, store, s, f, cvar_cl_weaponpriorities[6], "cl_weaponpriority6", W_FixWeaponOrder_AllowIncomplete);
- GetCvars_handleString_Fixup(this, store, s, f, cvar_cl_weaponpriorities[7], "cl_weaponpriority7", W_FixWeaponOrder_AllowIncomplete);
- GetCvars_handleString_Fixup(this, store, s, f, cvar_cl_weaponpriorities[8], "cl_weaponpriority8", W_FixWeaponOrder_AllowIncomplete);
- GetCvars_handleString_Fixup(this, store, s, f, cvar_cl_weaponpriorities[9], "cl_weaponpriority9", W_FixWeaponOrder_AllowIncomplete);
-
- GetCvars_handleFloat(this, store, s, f, cvar_cl_allow_uidtracking, "cl_allow_uidtracking");
-
- // fixup of switchweapon (needed for LMS or when spectating is disabled, as PutClientInServer comes too early)
if (f > 0)
- {
- if (s == "cl_weaponpriority")
- {
- for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
- {
- .entity weaponentity = weaponentities[slot];
- if (this.(weaponentity) && (this.(weaponentity).m_weapon != WEP_Null || slot == 0))
- this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
- }
- }
- if (s == "cl_allow_uidtracking")
- PlayerStats_GameReport_AddPlayer(this);
- //if (s == "cl_gunalign")
- //W_ResetGunAlign(this, store.cvar_cl_gunalign);
- }
+ ReplicateVars_ApplyChange(this, store, s, f);
}