@@ -101,82 +101,81 @@ static void CmdGOCMode(IConsoleCmdArgs* cmdArgs)
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}
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}
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- SCVars::SCVars ()
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- {
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- std::memset (this , 0 , sizeof (SCVars));
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- }
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-
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- SCVars::~SCVars ()
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- {
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- this ->ReleaseCVars ();
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- }
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// game related cvars must start with an g_
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// game server related cvars must start with sv_
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// game client related cvars must start with cl_
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// no other types of cvars are allowed to be defined here!
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- void SCVars::InitCVars (IConsole* pConsole )
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+ SCVars::SCVars ( )
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{
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const int OPTIONAL_SYNC = 0 ;
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- #define GAMECVAR_REGISTERLIST
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- #include " GameCVarsLib.h"
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- #undef GAMECVAR_REGISTERLIST
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-
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- ca_GameControlledStrafingPtr = pConsole->GetCVar (" ca_GameControlledStrafing" );
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- pl_debug_filter = pConsole->RegisterString (" pl_debug_filter" , " " , VF_CHEAT);
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-
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- aln_debug_filter = pConsole->RegisterString (" aln_debug_filter" , " " , VF_CHEAT);
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+ std::memset (this , 0 , sizeof (SCVars));
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+ // marcok TODO: seem to be only used on script side ...
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- pAltitudeLimitCVar = pConsole->Register (" v_altitudeLimit" , &v_altitudeLimit, v_altitudeLimitDefault (), VF_CHEAT, " Used to restrict the helicopter and VTOL movement from going higher than a set altitude. If set to zero, the altitude limit is disabled." );
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- pAltitudeLimitLowerOffsetCVar = pConsole->Register (" v_altitudeLimitLowerOffset" , &v_altitudeLimitLowerOffset, 0 .1f , VF_CHEAT, " Used in conjunction with v_altitudeLimit to set the zone when gaining altitude start to be more difficult." );
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-
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- // weapon system
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- i_debuggun_1 = pConsole->RegisterString (" i_debuggun_1" , " ai_statsTarget" , VF_DUMPTODISK, " Command to execute on primary DebugGun fire" );
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- i_debuggun_2 = pConsole->RegisterString (" i_debuggun_2" , " ag_debug" , VF_DUMPTODISK, " Command to execute on secondary DebugGun fire" );
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+ ICVar* p_cl_motionBlur = pConsole->RegisterFloat (" cl_motionBlur" , 2 , 0 , " motion blur type (0=off, 1=accumulation-based, 2=velocity-based)" );
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+ ICVar* p_cl_sprintBlur = pConsole->RegisterFloat (" cl_sprintBlur" , 0 .6f , 0 , " sprint blur" );
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+ ICVar* p_cl_hitShake = pConsole->RegisterFloat (" cl_hitShake" , 1 .25f , 0 , " hit shake" );
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+ ICVar* p_cl_hitBlur = pConsole->RegisterFloat (" cl_hitBlur" , 0 .25f , 0 , " blur on hit" );
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- // quick game
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+ ICVar* p_cl_righthand = pConsole->RegisterInt (" cl_righthand" , 1 , 0 , " Select right-handed weapon!" );
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+ ICVar* p_cl_screeneffects = pConsole->RegisterInt (" cl_screeneffects" , 1 , 0 , " Enable player screen effects (depth-of-field, motion blur, ...)." );
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- g_quickGame_map = pConsole->RegisterString (" g_quickGame_map" , " " , VF_DUMPTODISK, " QuickGame option" );
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- g_quickGame_mode = pConsole->RegisterString (" g_quickGame_mode" , " PowerStruggle" , VF_DUMPTODISK, " QuickGame option" );
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-
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- // battledust
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- g_battleDust_effect = pConsole->RegisterString (" g_battleDust_effect" , " misc.battledust.light" , 0 , " Sets the effect to use for battledust" );
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+ ICVar* p_g_grabLog = pConsole->RegisterInt (" g_grabLog" , 0 , 0 , " verbosity for grab logging (0-2)" );
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+ ICVar* p_cl_actorsafemode = pConsole->RegisterInt (" cl_actorsafemode" , 0 , VF_CHEAT, " Enable/disable actor safe mode" , BroadcastChangeSafeMode);
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+ ICVar* p_aa_maxDist = pConsole->RegisterFloat (" aa_maxDist" , 10 .0f , VF_CHEAT, " max lock distance" );
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+ ICVar* p_g_showIdleStats = pConsole->RegisterInt (" g_showIdleStats" , 0 , 0 , " " );
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- pVehicleQuality = pConsole->GetCVar (" v_vehicle_quality" ); assert (pVehicleQuality);
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+ #define GAMECVAR_REGISTERLIST
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+ #include " GameCvarsLib.h"
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+ #undef GAMECVAR_REGISTERLIST
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NetInputChainInitCVars ();
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- }
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- // ------------------------------------------------------------------------
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- void SCVars::ReleaseCVars ()
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- {
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- IConsole* pConsole = gEnv ->pConsole ;
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-
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- pConsole->UnregisterVariable (" pl_debug_filter" , true );
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- pConsole->UnregisterVariable (" v_altitudeLimit" , true );
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- pConsole->UnregisterVariable (" v_altitudeLimitLowerOffset" , true );
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-
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- // weapon system
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- pConsole->UnregisterVariable (" i_debuggun_1" , true );
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- pConsole->UnregisterVariable (" i_debuggun_2" , true );
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-
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- pConsole->UnregisterVariable (" g_quickGame_map" , true );
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- pConsole->UnregisterVariable (" g_quickGame_mode" , true );
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-
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- pConsole->UnregisterVariable (" g_battleDust_effect" , true );
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-
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- // alien debugging
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- pConsole->UnregisterVariable (" aln_debug_movement" , true );
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- pConsole->UnregisterVariable (" aln_debug_filter" , true );
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-
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- #define UNREGISTER_GAMECVAR
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- #include " GameCvarsLib.h"
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- #undef UNREGISTER_GAMECVAR
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- }
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+ pConsole->AddCommand (" quit" , " System.Quit()" , VF_RESTRICTEDMODE, " Quits the game" );
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+ pConsole->AddCommand (" goto" , " g_localActor:SetWorldPos({x=%1, y=%2, z=%3})" , VF_CHEAT, " Sets current player position." );
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+ pConsole->AddCommand (" freeze" , " g_gameRules:SetFrozenAmount(g_localActor,1)" , 0 , " Freezes player" );
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+
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+ pConsole->AddCommand (" loadactionmap" , g_pGame->CmdLoadActionmap , 0 , " Loads a key configuration file" );
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+ pConsole->AddCommand (" restartgame" , CmdRestartGame, 0 , " Restarts Crysis completely." );
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+
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+ pConsole->AddCommand (" name" , CmdName, VF_RESTRICTEDMODE, " Sets player name." );
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+ pConsole->AddCommand (" team" , CmdTeam, VF_RESTRICTEDMODE, " Sets player team." );
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+ pConsole->AddCommand (" kill" , CmdKill, VF_RESTRICTEDMODE, " Kills the player." );
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+ pConsole->AddCommand (" v_kill" , CmdVehicleKill, VF_CHEAT, " Kills the players vehicle." );
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+ pConsole->AddCommand (" sv_restart" , CmdRestart, 0 , " Restarts the round." );
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+ pConsole->AddCommand (" sv_say" , CmdSay, 0 , " Broadcasts a message to all clients." );
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+ pConsole->AddCommand (" i_reload" , CmdReloadItems, 0 , " Reloads item scripts." );
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+ pConsole->AddCommand (" dumpss" , CmdDumpSS, 0 , " test synched storage." );
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+
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+ pConsole->AddCommand (" g_reloadGameRules" , CmdReloadGameRules, 0 , " Reload GameRules script" );
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+ pConsole->AddCommand (" g_quickGame" , CmdQuickGame, 0 , " Quick connect to good server." );
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+ pConsole->AddCommand (" g_quickGameStop" , CmdQuickGameStop, 0 , " Cancel quick game search." );
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+ pConsole->AddCommand (" g_nextlevel" , CmdNextLevel, 0 , " Switch to next level in rotation or restart current one." );
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+
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+ pConsole->AddCommand (" vote" , CmdVote, VF_RESTRICTEDMODE, " Vote on current topic." );
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+ pConsole->AddCommand (" startKickVoting" , CmdStartKickVoting, VF_RESTRICTEDMODE, " Initiate voting." );
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+ pConsole->AddCommand (" listplayers" , CmdListPlayers, VF_RESTRICTEDMODE, " Initiate voting." );
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+ pConsole->AddCommand (" startNextMapVoting" , CmdStartNextMapVoting, VF_RESTRICTEDMODE, " Initiate voting." );
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+
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+ pConsole->AddCommand (" g_battleDust_reload" , CmdBattleDustReload, 0 , " Reload the battle dust parameters xml" );
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+
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+ pConsole->AddCommand (" lastinv" , CmdLastInv, 0 , " Selects last inventory item used." );
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+ pConsole->AddCommand (" gotoe" , " local e=System.GetEntityByName(%1); if (e) then g_localActor:SetWorldPos(e:GetWorldPos()); end" , VF_CHEAT, " Sets current player position." );
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+
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+ pConsole->AddCommand (" loadLastSave" , CmdLoadLastSave, 0 , " Loads the last savegame if available." );
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+ pConsole->AddCommand (" spectator" , CmdSpectator, 0 , " Sets the player as a spectator." );
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+ pConsole->AddCommand (" join_game" , CmdJoinGame, VF_RESTRICTEDMODE, " Enter the current ongoing game." );
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+
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+ pConsole->AddCommand (" dumpnt" , CmdDumpItemNameTable, 0 , " Dump ItemString table." );
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+ pConsole->AddCommand (" preloadforstats" , " PreloadForStats()" , VF_CHEAT, " Preload multiplayer assets for memory statistics." );
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+ }
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+ #undef GAMECVAR
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+
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+ SCVars::~SCVars () {}
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// ------------------------------------------------------------------------
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- void CGame:: CmdDumpSS (IConsoleCmdArgs* pArgs)
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+ void CmdDumpSS (IConsoleCmdArgs* pArgs)
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{
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if (g_pGame->GetSynchedStorage ())
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g_pGame->GetSynchedStorage ()->Dump ();
@@ -200,17 +199,7 @@ void CmdDumpItemNameTable(IConsoleCmdArgs* pArgs)
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}
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// ------------------------------------------------------------------------
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- void CGame::RegisterConsoleCommands ()
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- {
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- assert (m_pConsole);
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-
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- #define COMMAND_REGISTERLIST
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- #include " GameCvarsLib.h"
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- #undef COMMAND_REGISTERLIST
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- }
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-
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- // ------------------------------------------------------------------------
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- void CGame::CmdLastInv (IConsoleCmdArgs* pArgs)
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+ void CmdLastInv (IConsoleCmdArgs* pArgs)
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{
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if (!gEnv ->bClient )
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return ;
@@ -220,7 +209,7 @@ void CGame::CmdLastInv(IConsoleCmdArgs* pArgs)
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}
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// ------------------------------------------------------------------------
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- void CGame:: CmdName (IConsoleCmdArgs* pArgs)
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+ void CmdName (IConsoleCmdArgs* pArgs)
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{
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if (!gEnv ->bClient )
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return ;
@@ -235,7 +224,7 @@ void CGame::CmdName(IConsoleCmdArgs* pArgs)
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}
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// ------------------------------------------------------------------------
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- void CGame:: CmdTeam (IConsoleCmdArgs* pArgs)
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+ void CmdTeam (IConsoleCmdArgs* pArgs)
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{
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if (!gEnv ->bClient )
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return ;
@@ -250,7 +239,7 @@ void CGame::CmdTeam(IConsoleCmdArgs* pArgs)
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}
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// ------------------------------------------------------------------------
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- void CGame:: CmdLoadLastSave (IConsoleCmdArgs* pArgs)
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+ void CmdLoadLastSave (IConsoleCmdArgs* pArgs)
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{
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if (!gEnv ->bClient || gEnv ->bMultiplayer )
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return ;
@@ -275,7 +264,7 @@ void CGame::CmdLoadLastSave(IConsoleCmdArgs* pArgs)
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}
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// ------------------------------------------------------------------------
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- void CGame:: CmdSpectator (IConsoleCmdArgs* pArgs)
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+ void CmdSpectator (IConsoleCmdArgs* pArgs)
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{
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if (!gEnv ->bClient )
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return ;
@@ -295,7 +284,7 @@ void CGame::CmdSpectator(IConsoleCmdArgs* pArgs)
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}
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// ------------------------------------------------------------------------
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- void CGame:: CmdJoinGame (IConsoleCmdArgs* pArgs)
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+ void CmdJoinGame (IConsoleCmdArgs* pArgs)
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{
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if (!gEnv ->bClient )
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return ;
@@ -313,7 +302,7 @@ void CGame::CmdJoinGame(IConsoleCmdArgs* pArgs)
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}
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// ------------------------------------------------------------------------
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- void CGame:: CmdKill (IConsoleCmdArgs* pArgs)
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+ void CmdKill (IConsoleCmdArgs* pArgs)
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{
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if (!gEnv ->bClient )
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return ;
@@ -334,7 +323,7 @@ void CGame::CmdKill(IConsoleCmdArgs* pArgs)
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}
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// ------------------------------------------------------------------------
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- void CGame:: CmdVehicleKill (IConsoleCmdArgs* pArgs)
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+ void CmdVehicleKill (IConsoleCmdArgs* pArgs)
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{
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if (!gEnv ->bClient )
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return ;
@@ -359,14 +348,14 @@ void CGame::CmdVehicleKill(IConsoleCmdArgs* pArgs)
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}
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// ------------------------------------------------------------------------
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- void CGame:: CmdRestart (IConsoleCmdArgs* pArgs)
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+ void CmdRestart (IConsoleCmdArgs* pArgs)
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{
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if (g_pGame && g_pGame->GetGameRules ())
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g_pGame->GetGameRules ()->Restart ();
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}
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// ------------------------------------------------------------------------
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- void CGame:: CmdSay (IConsoleCmdArgs* pArgs)
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+ void CmdSay (IConsoleCmdArgs* pArgs)
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{
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if (pArgs->GetArgCount () > 1 && gEnv ->bServer )
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{
@@ -386,22 +375,22 @@ void CGame::CmdLoadActionmap(IConsoleCmdArgs* pArgs)
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}
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// ------------------------------------------------------------------------
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- void CGame:: CmdRestartGame (IConsoleCmdArgs* pArgs)
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+ void CmdRestartGame (IConsoleCmdArgs* pArgs)
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{
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GetISystem ()->Relaunch (true );
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GetISystem ()->Quit ();
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}
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// ------------------------------------------------------------------------
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- void CGame:: CmdReloadItems (IConsoleCmdArgs* pArgs)
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+ void CmdReloadItems (IConsoleCmdArgs* pArgs)
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{
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g_pGame->GetItemSharedParamsList ()->Reset ();
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g_pGame->GetIGameFramework ()->GetIItemSystem ()->Reload ();
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g_pGame->GetWeaponSystem ()->Reload ();
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}
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// ------------------------------------------------------------------------
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- void CGame:: CmdReloadGameRules (IConsoleCmdArgs* pArgs)
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+ void CmdReloadGameRules (IConsoleCmdArgs* pArgs)
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{
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if (gEnv ->bMultiplayer )
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return ;
@@ -431,14 +420,14 @@ void CGame::CmdReloadGameRules(IConsoleCmdArgs* pArgs)
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}
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}
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- void CGame:: CmdNextLevel (IConsoleCmdArgs* pArgs)
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+ void CmdNextLevel (IConsoleCmdArgs* pArgs)
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{
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ILevelRotation* pLevelRotation = g_pGame->GetIGameFramework ()->GetILevelSystem ()->GetLevelRotation ();
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if (pLevelRotation->GetLength ())
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pLevelRotation->ChangeLevel (pArgs);
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}
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- void CGame:: CmdStartKickVoting (IConsoleCmdArgs* pArgs)
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+ void CmdStartKickVoting (IConsoleCmdArgs* pArgs)
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{
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if (!gEnv ->bClient )
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return ;
@@ -462,7 +451,7 @@ void CGame::CmdStartKickVoting(IConsoleCmdArgs* pArgs)
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}
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}
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- void CGame:: CmdStartNextMapVoting (IConsoleCmdArgs* pArgs)
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+ void CmdStartNextMapVoting (IConsoleCmdArgs* pArgs)
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{
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if (!gEnv ->bClient )
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return ;
@@ -476,7 +465,7 @@ void CGame::CmdStartNextMapVoting(IConsoleCmdArgs* pArgs)
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}
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- void CGame:: CmdVote (IConsoleCmdArgs* pArgs)
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+ void CmdVote (IConsoleCmdArgs* pArgs)
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{
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if (!gEnv ->bClient )
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return ;
@@ -489,7 +478,7 @@ void CGame::CmdVote(IConsoleCmdArgs* pArgs)
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pGameRules->Vote (pGameRules->GetActorByEntityId (pClientActor->GetEntityId ()), true );
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}
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- void CGame:: CmdListPlayers (IConsoleCmdArgs* pArgs)
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+ void CmdListPlayers (IConsoleCmdArgs* pArgs)
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{
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IActor* pClientActor = g_pGame->GetIGameFramework ()->GetClientActor ();
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if (!pClientActor)
@@ -570,17 +559,17 @@ void CGame::CmdListPlayers(IConsoleCmdArgs* pArgs)
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}
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}
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- void CGame:: CmdQuickGame (IConsoleCmdArgs* pArgs)
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+ void CmdQuickGame (IConsoleCmdArgs* pArgs)
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{
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g_pGame->GetMenu ()->GetMPHub ()->OnQuickGame ();
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}
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- void CGame:: CmdQuickGameStop (IConsoleCmdArgs* pArgs)
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+ void CmdQuickGameStop (IConsoleCmdArgs* pArgs)
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{
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}
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- void CGame:: CmdBattleDustReload (IConsoleCmdArgs* pArgs)
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+ void CmdBattleDustReload (IConsoleCmdArgs* pArgs)
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{
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if (CBattleDust* pBD = g_pGame->GetGameRules ()->GetBattleDust ())
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{
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