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Xash3DArchive/engine/server/sv_cmds.c

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//=======================================================================
// Copyright XashXT Group 2007 <20>
// sv_cmds.c - server console commands
//=======================================================================
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#include "common.h"
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#include "server.h"
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#include "byteorder.h"
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sv_client_t *sv_client; // current client
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/*
=================
SV_ClientPrintf
Sends text across to be displayed if the level passes
=================
*/
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void SV_ClientPrintf( sv_client_t *cl, int level, char *fmt, ... )
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{
va_list argptr;
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char string[MAX_SYSPATH];
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if( level < cl->messagelevel )
return;
if( cl->edict && (cl->edict->v.flags & FL_FAKECLIENT ))
return;
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va_start( argptr, fmt );
com.vsprintf( string, fmt, argptr );
va_end( argptr );
MSG_WriteByte( &cl->netchan.message, svc_print );
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MSG_WriteByte( &cl->netchan.message, level );
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MSG_WriteString( &cl->netchan.message, string );
}
/*
=================
SV_BroadcastPrintf
Sends text to all active clients
=================
*/
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void SV_BroadcastPrintf( int level, char *fmt, ... )
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{
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char string[MAX_SYSPATH];
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va_list argptr;
sv_client_t *cl;
int i;
va_start( argptr, fmt );
com.vsprintf( string, fmt, argptr );
va_end( argptr );
// echo to console
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if( host.type == HOST_DEDICATED ) Msg( "%s", string );
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for( i = 0, cl = svs.clients; i < sv_maxclients->integer; i++, cl++ )
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{
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if( level < cl->messagelevel ) continue;
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if( cl->state != cs_spawned ) continue;
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if( cl->edict && (cl->edict->v.flags & FL_FAKECLIENT ))
continue;
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MSG_WriteByte( &cl->netchan.message, svc_print );
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MSG_WriteByte( &cl->netchan.message, level );
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MSG_WriteString( &cl->netchan.message, string );
}
}
/*
=================
SV_BroadcastCommand
Sends text to all active clients
=================
*/
void SV_BroadcastCommand( char *fmt, ... )
{
va_list argptr;
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char string[MAX_SYSPATH];
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if( !sv.state ) return;
va_start( argptr, fmt );
com.vsprintf( string, fmt, argptr );
va_end( argptr );
MSG_Begin( svc_stufftext );
MSG_WriteString( &sv.multicast, string );
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MSG_Send( MSG_ALL, NULL, NULL );
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}
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/*
====================
SV_SetMaster_f
Specify a list of master servers
====================
*/
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void SV_SetMaster_f( void )
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{
int i, slot;
// only dedicated servers send heartbeats
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if( host.type != HOST_DEDICATED )
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{
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Msg("Only dedicated servers use masters.\n");
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return;
}
// make sure the server is listed public
Cvar_Set ("public", "1");
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for( i = 1; i < MAX_MASTERS; i++ )
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{
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Mem_Set( &master_adr[i], 0, sizeof( master_adr[i] ));
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}
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// slot 0 will always contain the id master
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for( i = 1, slot = 1; i < Cmd_Argc(); i++ )
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{
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if( slot == MAX_MASTERS ) break;
if(!NET_StringToAdr(Cmd_Argv(i), &master_adr[i]))
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{
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Msg( "Bad address: %s\n", Cmd_Argv(i));
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continue;
}
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if(!master_adr[slot].port) master_adr[slot].port = BigShort (PORT_MASTER);
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Msg( "Master server at %s\n", NET_AdrToString (master_adr[slot]));
Msg( "Sending a ping.\n");
Netchan_OutOfBandPrint( NS_SERVER, master_adr[slot], "ping" );
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slot++;
}
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svs.last_heartbeat = MAX_HEARTBEAT;
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}
/*
==================
SV_SetPlayer
Sets sv_client and sv_player to the player with idnum Cmd_Argv(1)
==================
*/
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bool SV_SetPlayer( void )
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{
char *s;
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sv_client_t *cl;
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int i, idnum;
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if( sv_maxclients->integer == 1 )
{
// sepcial case for singleplayer
sv_client = svs.clients;
return true;
}
if( Cmd_Argc() < 2 ) return false;
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s = Cmd_Argv( 1 );
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// numeric values are just slot numbers
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if( s[0] >= '0' && s[0] <= '9' )
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{
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idnum = com.atoi( Cmd_Argv( 1 ));
if( idnum < 0 || idnum >= sv_maxclients->integer )
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{
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Msg( "Bad client slot: %i\n", idnum );
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return false;
}
sv_client = &svs.clients[idnum];
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if( !sv_client->state )
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{
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Msg( "Client %i is not active\n", idnum );
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return false;
}
return true;
}
// check for a name match
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for( i = 0, cl = svs.clients; i < sv_maxclients->integer; i++, cl++ )
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{
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if( !cl->state ) continue;
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if( !com.strcmp( cl->name, s ))
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{
sv_client = cl;
return true;
}
}
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Msg( "Userid %s is not on the server\n", s );
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return false;
}
/*
==================
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SV_Map_f
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Goes directly to a given map without any savegame archiving.
For development work
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==================
*/
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void SV_Map_f( void )
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{
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string filename;
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char *spawn_entity;
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if( Cmd_Argc() != 2 )
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{
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Msg( "Usage: map <filename>\n" );
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return;
}
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// determine spawn entity classname
if( Cvar_VariableInteger( "deathmatch" ))
spawn_entity = GI->dm_entity;
else if( Cvar_VariableInteger( "coop" ))
spawn_entity = GI->coop_entity;
else if( Cvar_VariableInteger( "teamplay" ))
spawn_entity = GI->team_entity;
else spawn_entity = GI->sp_entity;
com.strncpy( filename, Cmd_Argv( 1 ), sizeof( filename ));
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if( !SV_MapIsValid( filename, spawn_entity ))
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{
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Msg( "SV_NewMap: invalid map %s\n", filename );
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return;
}
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sv.loadgame = false; // set right state
sv.changelevel = false;
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if( com.strcmp( sv.name, filename ))
SV_InitGame ();
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SV_SpawnServer( filename, NULL );
SV_LevelInit( filename, NULL, NULL );
SV_ActivateServer ();
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}
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void SV_Newgame_f( void )
{
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// FIXME: parse newgame script or somewhat
Cbuf_ExecuteText( EXEC_APPEND, va( "map %s\n", GI->startmap ));
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}
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void SV_Endgame_f( void )
{
Host_EndGame( "end game" );
}
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/*
==============
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SV_Load_f
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==============
*/
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void SV_Load_f( void )
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{
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string filename;
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if( Cmd_Argc() != 2 )
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{
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Msg( "Usage: load <filename>\n" );
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return;
}
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com.strncpy( filename, Cmd_Argv( 1 ), sizeof( filename ));
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if(WAD_Check( va( "save/%s.sav", filename )) != 1 )
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{
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Msg( "Can't loading %s\n", filename );
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return;
}
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sv.loadgame = true; // set right state
sv.changelevel = false;
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SV_ReadSaveFile( filename );
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SV_SpawnServer( svs.mapname, NULL );
SV_LevelInit( svs.mapname, NULL, filename );
SV_ActivateServer();
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}
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/*
==============
SV_QuickLoad_f
==============
*/
void SV_QuickLoad_f( void )
{
Cbuf_ExecuteText( EXEC_APPEND, "echo Quick Loading...; wait; load quick" );
}
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/*
==============
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SV_Save_f
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==============
*/
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void SV_Save_f( void )
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{
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const char *name;
if( Cmd_Argc() == 1 )
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name = "new";
else if( Cmd_Argc() == 2 )
name = Cmd_Argv( 1 );
else
{
Msg( "Usage: save <savename>\n" );
return;
}
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SV_WriteSaveFile( name, false, true );
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}
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/*
==============
SV_QuickSave_f
==============
*/
void SV_QuickSave_f( void )
{
Cbuf_ExecuteText( EXEC_APPEND, "echo Quick Saving...; wait; save quick" );
}
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/*
==============
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SV_DeleteSave_f
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==============
*/
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void SV_DeleteSave_f( void )
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{
if( Cmd_Argc() != 2 )
{
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Msg( "Usage: delsave <name>\n" );
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return;
}
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// delete save and saveshot
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FS_Delete( va( "%s/save/%s.sav", GI->gamedir, Cmd_Argv( 1 )));
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FS_Delete( va( "%s/save/%s.jpg", GI->gamedir, Cmd_Argv( 1 )));
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}
/*
==============
SV_AutoSave_f
==============
*/
void SV_AutoSave_f( void )
{
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SV_WriteSaveFile( "autosave", true, true );
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}
/*
==================
SV_ChangeLevel_f
Saves the state of the map just being exited and goes to a new map.
==================
*/
void SV_ChangeLevel_f( void )
{
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char *spawn_entity;
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int c = Cmd_Argc();
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// determine spawn entity classname
if( Cvar_VariableInteger( "deathmatch" ))
spawn_entity = GI->dm_entity;
else if( Cvar_VariableInteger( "coop" ))
spawn_entity = GI->coop_entity;
else if( Cvar_VariableInteger( "teamplay" ))
spawn_entity = GI->team_entity;
else spawn_entity = GI->sp_entity;
if( !SV_MapIsValid( Cmd_Argv( 1 ), spawn_entity ))
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{
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Msg( "SV_ChangeLevel: invalid map %s\n", Cmd_Argv( 1 ));
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return;
}
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if( sv.state != ss_active )
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{
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// just load map
Cbuf_AddText( va( "map %s\n", Cmd_Argv( 1 )));
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return;
}
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switch( c )
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{
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case 2: SV_ChangeLevel( false, Cmd_Argv( 1 ), NULL ); break;
case 3: SV_ChangeLevel( true, Cmd_Argv( 1 ), Cmd_Argv( 2 )); break;
default: Msg( "Usage: changelevel <map> [landmark]\n" ); break;
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}
}
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/*
==================
SV_Restart_f
restarts current level
==================
*/
void SV_Restart_f( void )
{
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string filename;
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if( sv.state != ss_active ) return;
com.strncpy( filename, svs.mapname, MAX_STRING );
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FS_StripExtension( filename );
// just sending console command
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Cbuf_AddText( va( "map %s\n", filename ));
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}
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void SV_Reload_f( void )
{
const char *save;
string loadname;
if( sv.state != ss_active ) return;
save = SV_GetLatestSave();
if( save )
{
FS_FileBase( save, loadname );
Cbuf_AddText( va( "load %s\n", loadname ));
}
else Cbuf_AddText( "newgame\n" ); // begin new game
}
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/*
==================
SV_Kick_f
Kick a user off of the server
==================
*/
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void SV_Kick_f( void )
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{
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if( Cmd_Argc() != 2 )
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{
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Msg( "Usage: kick <userid>\n" );
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return;
}
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if( !svs.clients )
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{
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Msg( "^3no server running.\n" );
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return;
}
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if( !SV_SetPlayer()) return;
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SV_BroadcastPrintf( PRINT_HIGH, "%s was kicked\n", sv_client->name );
SV_ClientPrintf( sv_client, PRINT_HIGH, "You were kicked from the game\n" );
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SV_DropClient( sv_client );
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sv_client->lastmessage = svs.realtime; // min case there is a funny zombie
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}
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/*
==================
SV_Kill_f
==================
*/
void SV_Kill_f( void )
{
if( !SV_SetPlayer()) return;
if( sv_client->edict->v.health <= 0.0f )
{
SV_ClientPrintf( sv_client, PRINT_HIGH, "Can't suicide -- allready dead!\n");
return;
}
svgame.dllFuncs.pfnClientKill( sv_client->edict );
}
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/*
================
SV_Status_f
================
*/
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void SV_Status_f( void )
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{
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int i;
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sv_client_t *cl;
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if( !svs.clients )
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{
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Msg ( "^3no server running.\n" );
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return;
}
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Msg( "map: %s\n", sv.name );
Msg( "num score ping name lastmsg address port \n" );
Msg( "--- ----- ------- --------------- ------- --------------------- ------\n" );
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for( i = 0, cl = svs.clients; i < sv_maxclients->integer; i++, cl++ )
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{
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int j, l, ping;
char *s;
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if( !cl->state ) continue;
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Msg( "%3i ", i );
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Msg( "%5i ", (int)cl->edict->v.frags );
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if( cl->state == cs_connected ) Msg( "Connect" );
else if( cl->state == cs_zombie ) Msg( "Zombie " );
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else
{
ping = cl->ping < 9999 ? cl->ping : 9999;
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Msg( "%7i ", ping );
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}
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Msg( "%s", cl->name );
l = 24 - com.strlen( cl->name );
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for( j = 0; j < l; j++ ) Msg( " " );
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Msg( "%g ", (svs.realtime - cl->lastmessage) * 0.001f );
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s = NET_AdrToString( cl->netchan.remote_address );
Msg( "%s", s );
l = 22 - com.strlen( s );
for( j = 0; j < l; j++ ) Msg( " " );
Msg( "%5i", cl->netchan.qport );
Msg( "\n" );
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}
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Msg( "\n" );
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}
/*
==================
SV_ConSay_f
==================
*/
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void SV_ConSay_f( void )
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{
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char *p, text[MAX_SYSPATH];
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sv_client_t *client;
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int i;
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if(Cmd_Argc() < 2) return;
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com.strncpy( text, "console: ", MAX_SYSPATH );
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p = Cmd_Args();
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if( *p == '"' )
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{
p++;
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p[com.strlen(p) - 1] = 0;
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}
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com.strncat( text, p, MAX_SYSPATH );
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for( i = 0, client = svs.clients; i < sv_maxclients->integer; i++, client++ )
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{
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if( client->state != cs_spawned ) continue;
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SV_ClientPrintf( client, PRINT_CHAT, "%s\n", text );
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}
}
/*
==================
SV_Heartbeat_f
==================
*/
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void SV_Heartbeat_f (void)
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{
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svs.last_heartbeat = MAX_HEARTBEAT;
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}
/*
===========
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SV_ServerInfo_f
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Examine serverinfo string
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===========
*/
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void SV_ServerInfo_f( void )
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{
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Msg( "Server info settings:\n" );
Info_Print( Cvar_Serverinfo( ));
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}
/*
===========
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SV_ClientInfo_f
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Examine all a users info strings
===========
*/
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void SV_ClientInfo_f( void )
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{
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if(Cmd_Argc() != 2)
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{
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Msg("Usage: clientinfo <userid>\n" );
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return;
}
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if(!SV_SetPlayer()) return;
Msg("userinfo\n");
Msg("--------\n");
Info_Print( sv_client->userinfo );
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}
/*
===============
SV_KillServer_f
Kick everyone off, possibly in preparation for a new game
===============
*/
void SV_KillServer_f (void)
{
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if( !svs.initialized ) return;
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com.strncpy( host.finalmsg, "Server was killed\n", MAX_STRING );
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SV_Shutdown( false );
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}
/*
==================
SV_InitOperatorCommands
==================
*/
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void SV_InitOperatorCommands( void )
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{
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Cmd_AddCommand( "heartbeat", SV_Heartbeat_f, "send a heartbeat to the master server" );
Cmd_AddCommand( "kick", SV_Kick_f, "kick a player off the server by number or name" );
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Cmd_AddCommand( "kill", SV_Kill_f, "die instantly" );
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Cmd_AddCommand( "status", SV_Status_f, "print server status information" );
Cmd_AddCommand( "serverinfo", SV_ServerInfo_f, "print server settings" );
Cmd_AddCommand( "clientinfo", SV_ClientInfo_f, "print user infostring (player num required)" );
Cmd_AddCommand( "map", SV_Map_f, "start new level" );
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Cmd_AddCommand( "devmap", SV_Map_f, "start new level" );
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Cmd_AddCommand( "newgame", SV_Newgame_f, "begin new game" );
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Cmd_AddCommand( "endgame", SV_Endgame_f, "end current game" );
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Cmd_AddCommand( "changelevel", SV_ChangeLevel_f, "changing level" );
Cmd_AddCommand( "restart", SV_Restart_f, "restarting current level" );
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Cmd_AddCommand( "reload", SV_Reload_f, "continue from latest save or restart level" );
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if( host.type == HOST_DEDICATED )
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{
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Cmd_AddCommand( "say", SV_ConSay_f, "send a chat message to everyone on the server" );
Cmd_AddCommand( "setmaster", SV_SetMaster_f, "set ip address for dedicated server" );
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}
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Cmd_AddCommand( "save", SV_Save_f, "save the game to a file" );
Cmd_AddCommand( "load", SV_Load_f, "load a saved game file" );
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Cmd_AddCommand( "savequick", SV_QuickSave_f, "save the game to the quicksave" );
Cmd_AddCommand( "loadquick", SV_QuickLoad_f, "load a quick-saved game file" );
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Cmd_AddCommand( "delsave", SV_DeleteSave_f, "delete a saved game file and saveshot" );
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Cmd_AddCommand( "autosave", SV_AutoSave_f, "save the game to 'autosave' file" );
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Cmd_AddCommand( "killserver", SV_KillServer_f, "shutdown current server" );
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}
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void SV_KillOperatorCommands( void )
{
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Cmd_RemoveCommand( "heartbeat" );
Cmd_RemoveCommand( "kick" );
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Cmd_RemoveCommand( "kill" );
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Cmd_RemoveCommand( "status" );
Cmd_RemoveCommand( "serverinfo" );
Cmd_RemoveCommand( "clientinfo" );
Cmd_RemoveCommand( "map" );
Cmd_RemoveCommand( "movie" );
Cmd_RemoveCommand( "newgame" );
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Cmd_RemoveCommand( "endgame" );
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Cmd_RemoveCommand( "changelevel" );
Cmd_RemoveCommand( "restart" );
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Cmd_RemoveCommand( "reload" );
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Cmd_RemoveCommand( "sectorlist" );
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if( host.type == HOST_DEDICATED )
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{
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Cmd_RemoveCommand( "say" );
Cmd_RemoveCommand( "setmaster" );
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}
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Cmd_RemoveCommand( "save" );
Cmd_RemoveCommand( "load" );
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Cmd_RemoveCommand( "delsave" );
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Cmd_RemoveCommand( "autosave" );
Cmd_RemoveCommand( "killserver" );
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}