777 lines
16 KiB
C
777 lines
16 KiB
C
//=======================================================================
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// Copyright XashXT Group 2007 ©
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// sv_cmds.c - server console commands
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//=======================================================================
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#include "common.h"
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#include "server.h"
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sv_client_t *sv_client; // current client
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/*
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=================
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SV_ClientPrintf
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Sends text across to be displayed if the level passes
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=================
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*/
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void SV_ClientPrintf( sv_client_t *cl, int level, char *fmt, ... )
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{
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va_list argptr;
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char string[MAX_SYSPATH];
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if( level < cl->messagelevel )
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return;
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if( cl->fakeclient )
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return;
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va_start( argptr, fmt );
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com.vsprintf( string, fmt, argptr );
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va_end( argptr );
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BF_WriteByte( &cl->netchan.message, svc_print );
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BF_WriteByte( &cl->netchan.message, level );
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BF_WriteString( &cl->netchan.message, string );
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}
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/*
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=================
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SV_BroadcastPrintf
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Sends text to all active clients
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=================
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*/
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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;
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sv_client_t *cl;
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int i;
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if( !sv.state ) return;
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va_start( argptr, fmt );
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com.vsprintf( string, fmt, argptr );
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va_end( argptr );
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// 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->fakeclient ) continue;
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BF_WriteByte( &cl->netchan.message, svc_print );
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BF_WriteByte( &cl->netchan.message, level );
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BF_WriteString( &cl->netchan.message, string );
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}
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}
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/*
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=================
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SV_BroadcastCommand
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Sends text to all active clients
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=================
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*/
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void SV_BroadcastCommand( char *fmt, ... )
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{
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va_list argptr;
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char string[MAX_SYSPATH];
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if( !sv.state ) return;
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va_start( argptr, fmt );
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com.vsprintf( string, fmt, argptr );
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va_end( argptr );
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BF_WriteByte( &sv.reliable_datagram, svc_stufftext );
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BF_WriteString( &sv.reliable_datagram, string );
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}
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/*
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====================
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SV_SetMaster_f
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Specify a list of master servers
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====================
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*/
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void SV_SetMaster_f( void )
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{
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int i, slot;
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// 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;
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}
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// make sure the server is listed public
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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;
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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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}
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if( !master_adr[slot].port ) master_adr[slot].port = BF_BigShort( PORT_MASTER );
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Msg( "Master server at %s\n", NET_AdrToString( master_adr[slot] ));
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Msg( "Sending a ping.\n" );
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Netchan_OutOfBandPrint( NS_SERVER, master_adr[slot], "ping" );
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slot++;
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}
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svs.last_heartbeat = MAX_HEARTBEAT;
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}
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/*
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==================
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SV_SetPlayer
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Sets sv_client and sv_player to the player with idnum Cmd_Argv(1)
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==================
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*/
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qboolean SV_SetPlayer( void )
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{
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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 || Cmd_Argc() < 2 )
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{
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// sepcial case for local client
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sv_client = svs.clients;
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return true;
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}
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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 ));
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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;
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}
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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;
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}
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return true;
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}
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// 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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{
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sv_client = cl;
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return true;
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}
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}
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Msg( "Userid %s is not on the server\n", s );
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return false;
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}
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/*
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==================
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SV_Map_f
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Goes directly to a given map without any savegame archiving.
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For development work
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==================
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*/
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void SV_Map_f( void )
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{
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char *spawn_entity;
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string mapname;
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int flags;
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if( Cmd_Argc() != 2 )
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{
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Msg( "Usage: map <mapname>\n" );
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return;
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}
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// hold mapname to other place
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com.strncpy( mapname, Cmd_Argv( 1 ), sizeof( mapname ));
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// determine spawn entity classname
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if( sv_maxclients->integer == 1 )
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spawn_entity = GI->sp_entity;
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else spawn_entity = GI->mp_entity;
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flags = SV_MapIsValid( mapname, spawn_entity, NULL );
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if( flags & MAP_INVALID_VERSION )
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{
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Msg( "SV_NewMap: map %s is invalid or not supported\n", mapname );
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return;
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}
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if(!( flags & MAP_IS_EXIST ))
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{
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Msg( "SV_NewMap: map %s doesn't exist\n", mapname );
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return;
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}
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if(!( flags & MAP_HAS_SPAWNPOINT ))
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{
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Msg( "SV_NewMap: map %s doesn't have a valid spawnpoint\n", mapname );
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return;
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}
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SCR_BeginLoadingPlaque();
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sv.loadgame = false; // set right state
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SV_ClearSaveDir (); // delete all temporary *.hl files
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SV_DeactivateServer();
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SV_SpawnServer( mapname, NULL );
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SV_LevelInit( mapname, NULL, NULL, false );
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SV_ActivateServer ();
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}
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void SV_Newgame_f( void )
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{
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if( Cmd_Argc() != 1 )
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{
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Msg( "Usage: newgame\n" );
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return;
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}
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Host_NewGame( GI->startmap, false );
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}
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void SV_HazardCourse_f( void )
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{
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if( Cmd_Argc() != 1 )
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{
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Msg( "Usage: hazardcourse\n" );
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return;
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}
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Host_NewGame( GI->trainmap, false );
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}
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void SV_Endgame_f( void )
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{
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Host_EndGame( "The End" );
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}
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/*
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==============
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SV_Load_f
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==============
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*/
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void SV_Load_f( void )
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{
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if( Cmd_Argc() != 2 )
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{
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Msg( "Usage: load <savename>\n" );
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return;
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}
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SV_LoadGame( Cmd_Argv( 1 ));
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}
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/*
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==============
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SV_QuickLoad_f
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==============
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*/
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void SV_QuickLoad_f( void )
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{
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Cbuf_ExecuteText( EXEC_APPEND, "echo Quick Loading...; wait; load quick" );
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}
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/*
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==============
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SV_Save_f
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==============
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*/
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void SV_Save_f( void )
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{
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const char *name;
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switch( Cmd_Argc() )
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{
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case 1: name = "new"; break;
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case 2: name = Cmd_Argv( 1 ); break;
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default:
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Msg( "Usage: save <savename>\n" );
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return;
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}
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SV_SaveGame( name );
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}
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/*
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==============
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SV_QuickSave_f
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==============
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*/
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void SV_QuickSave_f( void )
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{
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Cbuf_ExecuteText( EXEC_APPEND, "echo Quick Saving...; wait; save quick" );
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}
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/*
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==============
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SV_DeleteSave_f
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==============
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*/
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void SV_DeleteSave_f( void )
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{
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if( Cmd_Argc() != 2 )
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{
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Msg( "Usage: delsave <name>\n" );
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return;
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}
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// delete save and saveshot
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FS_Delete( va( "save/%s.sav", Cmd_Argv( 1 )));
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FS_Delete( va( "save/%s.tga", Cmd_Argv( 1 )));
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}
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/*
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==============
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SV_AutoSave_f
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==============
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*/
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void SV_AutoSave_f( void )
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{
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SV_SaveGame( "autosave" );
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}
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/*
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==================
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SV_ChangeLevel_f
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Saves the state of the map just being exited and goes to a new map.
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==================
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*/
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void SV_ChangeLevel_f( void )
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{
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char *spawn_entity, *mapname;
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int flags, c = Cmd_Argc();
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mapname = Cmd_Argv( 1 );
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// determine spawn entity classname
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if( sv_maxclients->integer == 1 )
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spawn_entity = GI->sp_entity;
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else spawn_entity = GI->mp_entity;
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flags = SV_MapIsValid( mapname, spawn_entity, Cmd_Argv( 2 ));
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if( flags & MAP_INVALID_VERSION )
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{
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Msg( "SV_ChangeLevel: map %s is invalid or not supported\n", mapname );
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return;
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}
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if(!( flags & MAP_IS_EXIST ))
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{
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Msg( "SV_ChangeLevel: map %s doesn't exist\n", mapname );
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return;
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}
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if( c == 3 && !( flags & MAP_HAS_LANDMARK ))
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{
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// NOTE: we find valid map but specified landmark it's doesn't exist
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// run simple changelevel like in q1, throw warning
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MsgDev( D_INFO, "SV_ChangeLevel: map %s is exist but doesn't contain\n", mapname );
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MsgDev( D_INFO, "landmark with name %s. Run classic quake changelevel\n", Cmd_Argv( 2 ));
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c = 2; // reduce args
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}
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if( c == 3 && !com.stricmp( sv.name, Cmd_Argv( 1 )))
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{
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MsgDev( D_INFO, "SV_ChangeLevel: can't changelevel with same map. Ignored.\n" );
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return;
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}
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if( c == 2 && !( flags & MAP_HAS_SPAWNPOINT ))
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{
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MsgDev( D_INFO, "SV_ChangeLevel: map %s doesn't have a valid spawnpoint. Ignored.\n", mapname );
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return;
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}
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SCR_BeginLoadingPlaque();
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if( sv.state != ss_active )
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{
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// just load map
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Cbuf_AddText( va( "map %s\n", mapname ));
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return;
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}
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switch( c )
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{
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case 2: SV_ChangeLevel( false, Cmd_Argv( 1 ), NULL ); break;
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case 3: SV_ChangeLevel( true, Cmd_Argv( 1 ), Cmd_Argv( 2 )); break;
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default: Msg( "Usage: changelevel <map> [landmark]\n" ); break;
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}
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}
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/*
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==================
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SV_Restart_f
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restarts current level
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==================
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*/
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void SV_Restart_f( void )
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{
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if( sv.state != ss_active ) return;
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// just sending console command
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Cbuf_AddText( va( "map %s\n", sv.name ));
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}
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void SV_Reload_f( void )
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{
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const char *save;
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string loadname;
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if( sv.state != ss_active )
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return;
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save = SV_GetLatestSave();
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if( save )
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{
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FS_FileBase( save, loadname );
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Cbuf_AddText( va( "load %s\n", loadname ));
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}
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else Cbuf_AddText( "newgame\n" ); // begin new game
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}
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/*
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==================
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SV_Kick_f
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Kick a user off of the server
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==================
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*/
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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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}
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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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}
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if( !SV_SetPlayer( )) return;
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SV_BroadcastPrintf( PRINT_HIGH, "%s was kicked\n", sv_client->name );
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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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// min case there is a funny zombie
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sv_client->lastmessage = host.realtime;
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}
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/*
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==================
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SV_Kill_f
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==================
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*/
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void SV_Kill_f( void )
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{
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if( !Cvar_VariableInteger( "sv_cheats" )) return;
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if( !SV_SetPlayer()) return;
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if( sv_client->edict->v.health <= 0.0f )
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{
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SV_ClientPrintf( sv_client, PRINT_HIGH, "Can't suicide -- allready dead!\n");
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return;
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}
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svgame.dllFuncs.pfnClientKill( sv_client->edict );
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}
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/*
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==================
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SV_EntPatch_f
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==================
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*/
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void SV_EntPatch_f( void )
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{
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const char *mapname;
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if( Cmd_Argc() < 2 )
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{
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if( sv.state != ss_dead )
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{
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mapname = sv.name;
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}
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else
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{
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Msg( "Usage: entpatch <mapname>\n" );
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return;
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}
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}
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else mapname = Cmd_Argv( 1 );
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SV_WriteEntityPatch( mapname );
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}
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/*
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================
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SV_Status_f
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================
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*/
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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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}
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Msg( "map: %s\n", sv.name );
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Msg( "num score ping name lastmsg address port \n" );
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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;
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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" );
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else if( cl->state == cs_zombie ) Msg( "Zombie " );
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else
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{
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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 );
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l = 24 - com.strlen( cl->name );
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for( j = 0; j < l; j++ ) Msg( " " );
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Msg( "%g ", ( host.realtime - cl->lastmessage ));
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s = NET_BaseAdrToString( cl->netchan.remote_address );
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Msg( "%s", s );
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l = 22 - com.strlen( s );
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for( j = 0; j < l; j++ ) Msg( " " );
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Msg( "%5i", cl->netchan.qport );
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Msg( "\n" );
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}
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Msg( "\n" );
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}
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/*
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==================
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SV_ConSay_f
|
|
==================
|
|
*/
|
|
void SV_ConSay_f( void )
|
|
{
|
|
char *p, text[MAX_SYSPATH];
|
|
sv_client_t *client;
|
|
int i;
|
|
|
|
if(Cmd_Argc() < 2) return;
|
|
|
|
com.strncpy( text, "console: ", MAX_SYSPATH );
|
|
p = Cmd_Args();
|
|
|
|
if( *p == '"' )
|
|
{
|
|
p++;
|
|
p[com.strlen(p) - 1] = 0;
|
|
}
|
|
com.strncat( text, p, MAX_SYSPATH );
|
|
|
|
for( i = 0, client = svs.clients; i < sv_maxclients->integer; i++, client++ )
|
|
{
|
|
if( client->state != cs_spawned ) continue;
|
|
SV_ClientPrintf( client, PRINT_CHAT, "%s\n", text );
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
SV_Heartbeat_f
|
|
==================
|
|
*/
|
|
void SV_Heartbeat_f( void )
|
|
{
|
|
svs.last_heartbeat = MAX_HEARTBEAT;
|
|
}
|
|
|
|
/*
|
|
===========
|
|
SV_ServerInfo_f
|
|
|
|
Examine serverinfo string
|
|
===========
|
|
*/
|
|
void SV_ServerInfo_f( void )
|
|
{
|
|
Msg( "Server info settings:\n" );
|
|
Info_Print( Cvar_Serverinfo( ));
|
|
}
|
|
|
|
/*
|
|
===========
|
|
SV_ClientInfo_f
|
|
|
|
Examine all a users info strings
|
|
===========
|
|
*/
|
|
void SV_ClientInfo_f( void )
|
|
{
|
|
if( Cmd_Argc() != 2 )
|
|
{
|
|
Msg( "Usage: clientinfo <userid>\n" );
|
|
return;
|
|
}
|
|
|
|
if( !SV_SetPlayer( )) return;
|
|
Msg( "userinfo\n" );
|
|
Msg( "--------\n" );
|
|
Info_Print( sv_client->userinfo );
|
|
|
|
}
|
|
|
|
/*
|
|
===============
|
|
SV_KillServer_f
|
|
|
|
Kick everyone off, possibly in preparation for a new game
|
|
===============
|
|
*/
|
|
void SV_KillServer_f( void )
|
|
{
|
|
if( !svs.initialized ) return;
|
|
com.strncpy( host.finalmsg, "Server was killed\n", MAX_STRING );
|
|
SV_Shutdown( false );
|
|
NET_Config ( false ); // close network sockets
|
|
}
|
|
|
|
/*
|
|
===============
|
|
SV_PlayersOnly_f
|
|
|
|
disable plhysics but players
|
|
===============
|
|
*/
|
|
void SV_PlayersOnly_f( void )
|
|
{
|
|
if( !Cvar_VariableInteger( "sv_cheats" )) return;
|
|
sv.hostflags = sv.hostflags ^ SVF_PLAYERSONLY;
|
|
|
|
if(!( sv.hostflags & SVF_PLAYERSONLY ))
|
|
SV_BroadcastPrintf( D_INFO, "Resume server physic" );
|
|
else SV_BroadcastPrintf( D_INFO, "Freeze server physic" );
|
|
}
|
|
|
|
/*
|
|
==================
|
|
SV_InitOperatorCommands
|
|
==================
|
|
*/
|
|
void SV_InitOperatorCommands( void )
|
|
{
|
|
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" );
|
|
Cmd_AddCommand( "kill", SV_Kill_f, "die instantly" );
|
|
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( "playersonly", SV_PlayersOnly_f, "freezes time, except for players" );
|
|
|
|
Cmd_AddCommand( "map", SV_Map_f, "start new level" );
|
|
Cmd_AddCommand( "newgame", SV_Newgame_f, "begin new game" );
|
|
Cmd_AddCommand( "endgame", SV_Endgame_f, "end current game" );
|
|
Cmd_AddCommand( "hazardcourse", SV_HazardCourse_f, "starting a Hazard Course" );
|
|
Cmd_AddCommand( "changelevel", SV_ChangeLevel_f, "changing level" );
|
|
Cmd_AddCommand( "restart", SV_Restart_f, "restarting current level" );
|
|
Cmd_AddCommand( "reload", SV_Reload_f, "continue from latest save or restart level" );
|
|
Cmd_AddCommand( "entpatch", SV_EntPatch_f, "write entity patch to allow external editing" );
|
|
|
|
if( host.type == HOST_DEDICATED )
|
|
{
|
|
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" );
|
|
}
|
|
|
|
Cmd_AddCommand( "save", SV_Save_f, "save the game to a file" );
|
|
Cmd_AddCommand( "load", SV_Load_f, "load a saved game file" );
|
|
Cmd_AddCommand( "savequick", SV_QuickSave_f, "save the game to the quicksave" );
|
|
Cmd_AddCommand( "loadquick", SV_QuickLoad_f, "load a quick-saved game file" );
|
|
Cmd_AddCommand( "killsave", SV_DeleteSave_f, "delete a saved game file and saveshot" );
|
|
Cmd_AddCommand( "autosave", SV_AutoSave_f, "save the game to 'autosave' file" );
|
|
Cmd_AddCommand( "killserver", SV_KillServer_f, "shutdown current server" );
|
|
|
|
}
|
|
|
|
void SV_KillOperatorCommands( void )
|
|
{
|
|
Cmd_RemoveCommand( "heartbeat" );
|
|
Cmd_RemoveCommand( "kick" );
|
|
Cmd_RemoveCommand( "kill" );
|
|
Cmd_RemoveCommand( "status" );
|
|
Cmd_RemoveCommand( "serverinfo" );
|
|
Cmd_RemoveCommand( "clientinfo" );
|
|
Cmd_RemoveCommand( "playersonly" );
|
|
|
|
Cmd_RemoveCommand( "map" );
|
|
Cmd_RemoveCommand( "newgame" );
|
|
Cmd_RemoveCommand( "endgame" );
|
|
Cmd_RemoveCommand( "hazardcourse" );
|
|
Cmd_RemoveCommand( "changelevel" );
|
|
Cmd_RemoveCommand( "restart" );
|
|
Cmd_RemoveCommand( "reload" );
|
|
Cmd_RemoveCommand( "entpatch" );
|
|
|
|
if( host.type == HOST_DEDICATED )
|
|
{
|
|
Cmd_RemoveCommand( "say" );
|
|
Cmd_RemoveCommand( "setmaster" );
|
|
}
|
|
|
|
Cmd_RemoveCommand( "save" );
|
|
Cmd_RemoveCommand( "load" );
|
|
Cmd_RemoveCommand( "savequick" );
|
|
Cmd_RemoveCommand( "loadquick" );
|
|
Cmd_RemoveCommand( "killsave" );
|
|
Cmd_RemoveCommand( "autosave" );
|
|
Cmd_RemoveCommand( "killserver" );
|
|
} |