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cmd.c
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cmd.c
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/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// cmd.c -- Quake script command processing module
#include "quakedef.h"
#include "thread.h"
cmd_state_t *cmd_client;
cmd_state_t *cmd_server;
cmd_state_t *cmd_serverfromclient;
cmd_userdefined_t cmd_userdefined_all;
cmd_userdefined_t cmd_userdefined_null;
typedef struct cmd_iter_s {
cmd_state_t *cmd;
}
cmd_iter_t;
static cmd_iter_t *cmd_iter_all;
mempool_t *cbuf_mempool;
// we only run the +whatever commandline arguments once
qbool host_stuffcmdsrun = false;
//=============================================================================
void Cbuf_Lock(cmd_buf_t *cbuf)
{
Thread_LockMutex(cbuf->lock);
}
void Cbuf_Unlock(cmd_buf_t *cbuf)
{
Thread_UnlockMutex(cbuf->lock);
}
/*
============
Cmd_Wait_f
Causes execution of the remainder of the command buffer to be delayed until
next frame. This allows commands like:
bind g "impulse 5 ; +attack ; wait ; -attack ; impulse 2"
============
*/
static void Cmd_Wait_f (cmd_state_t *cmd)
{
cmd->cbuf->wait = true;
}
/*
============
Cmd_Defer_f
Cause a command to be executed after a delay.
============
*/
static cmd_input_t *Cbuf_LinkGet(cmd_buf_t *cbuf, cmd_input_t *existing);
static void Cmd_Defer_f (cmd_state_t *cmd)
{
cmd_input_t *current;
cmd_buf_t *cbuf = cmd->cbuf;
if(Cmd_Argc(cmd) == 1)
{
if(List_Is_Empty(&cbuf->deferred))
Con_Printf("No commands are pending.\n");
else
{
llist_t *pos;
List_For_Each(pos, &cbuf->deferred)
{
current = List_Entry(*pos, cmd_input_t, list);
Con_Printf("-> In %9.2f: %s\n", current->delay, current->text);
}
}
}
else if(Cmd_Argc(cmd) == 2 && !strcasecmp("clear", Cmd_Argv(cmd, 1)))
{
while(!List_Is_Empty(&cbuf->deferred))
List_Move_Tail(cbuf->deferred.next, &cbuf->free);
}
else if(Cmd_Argc(cmd) == 3)
{
const char *text = Cmd_Argv(cmd, 2);
current = Cbuf_LinkGet(cbuf, NULL);
current->length = strlen(text);
current->source = cmd;
current->delay = atof(Cmd_Argv(cmd, 1));
if(current->size < current->length)
{
current->text = (char *)Mem_Realloc(cbuf_mempool, current->text, current->length + 1);
current->size = current->length;
}
strlcpy(current->text, text, current->length + 1);
List_Move_Tail(¤t->list, &cbuf->deferred);
}
else
{
Con_Printf("usage: defer <seconds> <command>\n"
" defer clear\n");
return;
}
}
/*
============
Cmd_Centerprint_f
Print something to the center of the screen using SCR_Centerprint
============
*/
static void Cmd_Centerprint_f (cmd_state_t *cmd)
{
char msg[MAX_INPUTLINE];
unsigned int i, c, p;
c = Cmd_Argc(cmd);
if(c >= 2)
{
strlcpy(msg, Cmd_Argv(cmd,1), sizeof(msg));
for(i = 2; i < c; ++i)
{
strlcat(msg, " ", sizeof(msg));
strlcat(msg, Cmd_Argv(cmd, i), sizeof(msg));
}
c = (unsigned int)strlen(msg);
for(p = 0, i = 0; i < c; ++i)
{
if(msg[i] == '\\')
{
if(msg[i+1] == 'n')
msg[p++] = '\n';
else if(msg[i+1] == '\\')
msg[p++] = '\\';
else {
msg[p++] = '\\';
msg[p++] = msg[i+1];
}
++i;
} else {
msg[p++] = msg[i];
}
}
msg[p] = '\0';
SCR_CenterPrint(msg);
}
}
/*
=============================================================================
COMMAND BUFFER
=============================================================================
*/
static cmd_input_t *Cbuf_LinkGet(cmd_buf_t *cbuf, cmd_input_t *existing)
{
cmd_input_t *ret = NULL;
if(existing && existing->pending)
ret = existing;
else if(!List_Is_Empty(&cbuf->free))
{
ret = List_Entry(*cbuf->free.next, cmd_input_t, list);
ret->length = 0;
ret->pending = false;
}
return ret;
}
static cmd_input_t *Cmd_AllocInputNode(void)
{
cmd_input_t *node = (cmd_input_t *)Mem_Alloc(cbuf_mempool, sizeof(cmd_input_t));
node->list.prev = node->list.next = &node->list;
node->size = node->length = node->pending = 0;
return node;
}
static size_t Cmd_ParseInput (cmd_input_t **output, char **input)
{
size_t pos, cmdsize = 0, start = 0;
qbool command = false, lookahead = false;
qbool quotes = false, comment = false;
qbool escaped = false;
/*
* The Quake command-line is super basic. It can be entered in the console
* or in config files. A semicolon is used to terminate a command and chain
* them together. Otherwise, a newline delineates command input.
*
* In most engines, the Quake command-line is a simple linear text buffer that
* is parsed when it executes. In Darkplaces, we use a linked list of command
* input and parse the input on the spot.
*
* This was done because Darkplaces allows multiple command interpreters on the
* same thread. Previously, each interpreter maintained its own buffer and this
* caused problems related to execution order, and maintaining a single simple
* buffer for all interpreters makes it non-trivial to keep track of which
* command should execute on which interpreter.
*/
// Run until command and lookahead are both true, or until we run out of input.
for (pos = 0; (*input)[pos]; pos++)
{
// Look for newlines and semicolons. Ignore semicolons in quotes.
switch((*input)[pos])
{
case '\r':
case '\n':
command = false;
comment = false;
break;
default:
if(!comment) // Not a newline so far. Still not a valid command yet.
{
if(!quotes && (*input)[pos] == ';') // Ignore semicolons in quotes.
command = false;
else if (ISCOMMENT((*input), pos)) // Comments
{
comment = true;
command = false;
}
else
{
command = true;
if(!lookahead)
{
if(!cmdsize)
start = pos;
cmdsize++;
}
switch((*input)[pos])
{
case '"':
if (!escaped)
quotes = !quotes;
else
escaped = false;
break;
case '\\':
if (!escaped && quotes)
escaped = true;
else if (escaped)
escaped = false;
break;
}
}
}
}
if(cmdsize && !command)
lookahead = true;
if(command && lookahead)
break;
}
if(cmdsize)
{
size_t offset = 0;
if(!*output)
*output = Cmd_AllocInputNode();
if((*output)->pending)
offset = (*output)->length;
(*output)->length += cmdsize;
if((*output)->size < (*output)->length)
{
(*output)->text = (char *)Mem_Realloc(cbuf_mempool, (*output)->text, (*output)->length + 1);
(*output)->size = (*output)->length;
}
strlcpy(&(*output)->text[offset], &(*input)[start], cmdsize + 1);
(*output)->pending = !lookahead;
}
// Set input to its new position. Can be NULL.
*input = &(*input)[pos];
return cmdsize;
}
// Cloudwalk: Not happy with this, but it works.
static void Cbuf_LinkCreate(cmd_state_t *cmd, llist_t *head, cmd_input_t *existing, const char *text)
{
char *in = (char *)&text[0];
cmd_buf_t *cbuf = cmd->cbuf;
size_t totalsize = 0, newsize = 0;
cmd_input_t *current = NULL;
// Slide the pointer down until we reach the end
while(*in)
{
current = Cbuf_LinkGet(cbuf, existing);
newsize = Cmd_ParseInput(¤t, &in);
// Valid command
if(newsize)
{
if(current != existing)
{
current->source = cmd;
List_Move_Tail(¤t->list, head);
}
totalsize += newsize;
}
else if (current == existing && !totalsize)
current->pending = false;
current = NULL;
}
cbuf->size += totalsize;
}
/*
============
Cbuf_AddText
Adds command text at the end of the buffer
============
*/
void Cbuf_AddText (cmd_state_t *cmd, const char *text)
{
size_t l = strlen(text);
cmd_buf_t *cbuf = cmd->cbuf;
llist_t llist = {&llist, &llist};
Cbuf_Lock(cbuf);
if (cbuf->maxsize - cbuf->size <= l)
Con_Print("Cbuf_AddText: overflow\n");
else
{
Cbuf_LinkCreate(cmd, &llist, (List_Is_Empty(&cbuf->start) ? NULL : List_Entry(*cbuf->start.prev, cmd_input_t, list)), text);
if(!List_Is_Empty(&llist))
List_Splice_Tail(&llist, &cbuf->start);
}
Cbuf_Unlock(cbuf);
}
/*
============
Cbuf_InsertText
Adds command text immediately after the current command
FIXME: actually change the command buffer to do less copying
============
*/
void Cbuf_InsertText (cmd_state_t *cmd, const char *text)
{
cmd_buf_t *cbuf = cmd->cbuf;
llist_t llist = {&llist, &llist};
size_t l = strlen(text);
Cbuf_Lock(cbuf);
// we need to memmove the existing text and stuff this in before it...
if (cbuf->size + l >= cbuf->maxsize)
Con_Print("Cbuf_InsertText: overflow\n");
else
{
Cbuf_LinkCreate(cmd, &llist, List_Entry(*cbuf->start.next, cmd_input_t, list), text);
if(!List_Is_Empty(&llist))
List_Splice(&llist, &cbuf->start);
}
Cbuf_Unlock(cbuf);
}
/*
============
Cbuf_Execute_Deferred --blub
============
*/
static void Cbuf_Execute_Deferred (cmd_buf_t *cbuf)
{
llist_t *pos;
cmd_input_t *current;
double eat;
if (host.realtime - cbuf->deferred_oldtime < 0 || host.realtime - cbuf->deferred_oldtime > 1800)
cbuf->deferred_oldtime = host.realtime;
eat = host.realtime - cbuf->deferred_oldtime;
if (eat < (1.0 / 120.0))
return;
cbuf->deferred_oldtime = host.realtime;
List_For_Each(pos, &cbuf->deferred)
{
current = List_Entry(*pos, cmd_input_t, list);
current->delay -= eat;
if(current->delay <= 0)
{
cbuf->size += current->length;
List_Move(pos, &cbuf->start);
// We must return and come back next frame or the engine will freeze. Fragile... like glass :3
return;
}
}
}
/*
============
Cbuf_Execute
============
*/
static qbool Cmd_PreprocessString(cmd_state_t *cmd, const char *intext, char *outtext, unsigned maxoutlen, cmd_alias_t *alias );
void Cbuf_Execute (cmd_buf_t *cbuf)
{
cmd_input_t *current;
char preprocessed[MAX_INPUTLINE];
char *firstchar;
// LadyHavoc: making sure the tokenizebuffer doesn't get filled up by repeated crashes
cbuf->tokenizebufferpos = 0;
while (!List_Is_Empty(&cbuf->start))
{
/*
* Delete the text from the command buffer and move remaining
* commands down. This is necessary because commands (exec, alias)
* can insert data at the beginning of the text buffer
*/
current = List_Entry(*cbuf->start.next, cmd_input_t, list);
// Recycle memory so using WASD doesn't cause a malloc and free
List_Move_Tail(¤t->list, &cbuf->free);
/*
* Assume we're rolling with the current command-line and
* always set this false because alias expansion or cbuf insertion
* without a newline may set this true, and cause weirdness.
*/
current->pending = false;
cbuf->size -= current->length;
firstchar = current->text;
while(*firstchar && ISWHITESPACE(*firstchar))
++firstchar;
if((strncmp(firstchar, "alias", 5) || !ISWHITESPACE(firstchar[5])) &&
(strncmp(firstchar, "bind", 4) || !ISWHITESPACE(firstchar[4])) &&
(strncmp(firstchar, "in_bind", 7) || !ISWHITESPACE(firstchar[7])))
{
if(Cmd_PreprocessString(current->source, current->text, preprocessed, sizeof(preprocessed), NULL ))
Cmd_ExecuteString(current->source, preprocessed, src_local, false);
}
else
{
Cmd_ExecuteString (current->source, current->text, src_local, false);
}
current = NULL;
if (cbuf->wait)
{
/*
* Skip out while text still remains in
* buffer, leaving it for next frame
*/
cbuf->wait = false;
break;
}
}
}
void Cbuf_Frame(cmd_buf_t *cbuf)
{
Cbuf_Execute_Deferred(cbuf);
if (cbuf->size)
{
SV_LockThreadMutex();
Cbuf_Execute(cbuf);
SV_UnlockThreadMutex();
}
}
/*
==============================================================================
SCRIPT COMMANDS
==============================================================================
*/
/*
===============
Cmd_StuffCmds_f
Adds command line parameters as script statements
Commands lead with a +, and continue until a - or another +
quake +prog jctest.qp +cmd amlev1
quake -nosound +cmd amlev1
===============
*/
static void Cmd_StuffCmds_f (cmd_state_t *cmd)
{
int i, j, l;
// this is for all commandline options combined (and is bounds checked)
char build[MAX_INPUTLINE];
if (Cmd_Argc (cmd) != 1)
{
Con_Print("stuffcmds : execute command line parameters\n");
return;
}
// no reason to run the commandline arguments twice
if (host_stuffcmdsrun)
return;
host_stuffcmdsrun = true;
build[0] = 0;
l = 0;
for (i = 0;i < sys.argc;i++)
{
if (sys.argv[i] && sys.argv[i][0] == '+' && (sys.argv[i][1] < '0' || sys.argv[i][1] > '9') && l + strlen(sys.argv[i]) - 1 <= sizeof(build) - 1)
{
j = 1;
while (sys.argv[i][j])
build[l++] = sys.argv[i][j++];
i++;
for (;i < sys.argc;i++)
{
if (!sys.argv[i])
continue;
if ((sys.argv[i][0] == '+' || sys.argv[i][0] == '-') && (sys.argv[i][1] < '0' || sys.argv[i][1] > '9'))
break;
if (l + strlen(sys.argv[i]) + 4 > sizeof(build) - 1)
break;
build[l++] = ' ';
if (strchr(sys.argv[i], ' '))
build[l++] = '\"';
for (j = 0;sys.argv[i][j];j++)
build[l++] = sys.argv[i][j];
if (strchr(sys.argv[i], ' '))
build[l++] = '\"';
}
build[l++] = '\n';
i--;
}
}
// now terminate the combined string and prepend it to the command buffer
// we already reserved space for the terminator
build[l++] = 0;
Cbuf_InsertText (cmd, build);
}
static void Cmd_Exec(cmd_state_t *cmd, const char *filename)
{
char *f;
size_t filenameLen = strlen(filename);
qbool isdefaultcfg =
!strcmp(filename, "default.cfg") ||
(filenameLen >= 12 && !strcmp(filename + filenameLen - 12, "/default.cfg"));
if (!strcmp(filename, "config.cfg"))
{
filename = CONFIGFILENAME;
if (Sys_CheckParm("-noconfig"))
return; // don't execute config.cfg
}
f = (char *)FS_LoadFile (filename, tempmempool, false, NULL);
if (!f)
{
Con_Printf("couldn't exec %s\n",filename);
return;
}
Con_Printf("execing %s\n",filename);
// if executing default.cfg for the first time, lock the cvar defaults
// it may seem backwards to insert this text BEFORE the default.cfg
// but Cbuf_InsertText inserts before, so this actually ends up after it.
if (isdefaultcfg)
Cbuf_InsertText(cmd, "\ncvar_lockdefaults\n");
Cbuf_InsertText (cmd, f);
Mem_Free(f);
if (isdefaultcfg)
{
// special defaults for specific games go here, these execute before default.cfg
// Nehahra pushable crates malfunction in some levels if this is on
// Nehahra NPC AI is confused by blowupfallenzombies
switch(gamemode)
{
case GAME_NORMAL:
Cbuf_InsertText(cmd, "\n"
"sv_gameplayfix_blowupfallenzombies 0\n"
"sv_gameplayfix_findradiusdistancetobox 0\n"
"sv_gameplayfix_grenadebouncedownslopes 0\n"
"sv_gameplayfix_slidemoveprojectiles 0\n"
"sv_gameplayfix_upwardvelocityclearsongroundflag 0\n"
"sv_gameplayfix_setmodelrealbox 0\n"
"sv_gameplayfix_droptofloorstartsolid 0\n"
"sv_gameplayfix_droptofloorstartsolid_nudgetocorrect 0\n"
"sv_gameplayfix_noairborncorpse 0\n"
"sv_gameplayfix_noairborncorpse_allowsuspendeditems 0\n"
"sv_gameplayfix_easierwaterjump 0\n"
"sv_gameplayfix_delayprojectiles 0\n"
"sv_gameplayfix_multiplethinksperframe 0\n"
"sv_gameplayfix_fixedcheckwatertransition 0\n"
"sv_gameplayfix_q1bsptracelinereportstexture 0\n"
"sv_gameplayfix_swiminbmodels 0\n"
"sv_gameplayfix_downtracesupportsongroundflag 0\n"
"sys_ticrate 0.01388889\n"
"r_shadow_gloss 1\n"
"r_shadow_bumpscale_basetexture 0\n"
"csqc_polygons_defaultmaterial_nocullface 0\n"
);
break;
case GAME_NEHAHRA:
Cbuf_InsertText(cmd, "\n"
"sv_gameplayfix_blowupfallenzombies 0\n"
"sv_gameplayfix_findradiusdistancetobox 0\n"
"sv_gameplayfix_grenadebouncedownslopes 0\n"
"sv_gameplayfix_slidemoveprojectiles 0\n"
"sv_gameplayfix_upwardvelocityclearsongroundflag 0\n"
"sv_gameplayfix_setmodelrealbox 0\n"
"sv_gameplayfix_droptofloorstartsolid 0\n"
"sv_gameplayfix_droptofloorstartsolid_nudgetocorrect 0\n"
"sv_gameplayfix_noairborncorpse 0\n"
"sv_gameplayfix_noairborncorpse_allowsuspendeditems 0\n"
"sv_gameplayfix_easierwaterjump 0\n"
"sv_gameplayfix_delayprojectiles 0\n"
"sv_gameplayfix_multiplethinksperframe 0\n"
"sv_gameplayfix_fixedcheckwatertransition 0\n"
"sv_gameplayfix_q1bsptracelinereportstexture 0\n"
"sv_gameplayfix_swiminbmodels 0\n"
"sv_gameplayfix_downtracesupportsongroundflag 0\n"
"sys_ticrate 0.01388889\n"
"r_shadow_gloss 1\n"
"r_shadow_bumpscale_basetexture 0\n"
"csqc_polygons_defaultmaterial_nocullface 0\n"
);
break;
// hipnotic mission pack has issues in their 'friendly monster' ai, which seem to attempt to attack themselves for some reason when findradius() returns non-solid entities.
// hipnotic mission pack has issues with bobbing water entities 'jittering' between different heights on alternate frames at the default 0.0138889 ticrate, 0.02 avoids this issue
// hipnotic mission pack has issues in their proximity mine sticking code, which causes them to bounce off.
case GAME_HIPNOTIC:
case GAME_QUOTH:
Cbuf_InsertText(cmd, "\n"
"sv_gameplayfix_blowupfallenzombies 0\n"
"sv_gameplayfix_findradiusdistancetobox 0\n"
"sv_gameplayfix_grenadebouncedownslopes 0\n"
"sv_gameplayfix_slidemoveprojectiles 0\n"
"sv_gameplayfix_upwardvelocityclearsongroundflag 0\n"
"sv_gameplayfix_setmodelrealbox 0\n"
"sv_gameplayfix_droptofloorstartsolid 0\n"
"sv_gameplayfix_droptofloorstartsolid_nudgetocorrect 0\n"
"sv_gameplayfix_noairborncorpse 0\n"
"sv_gameplayfix_noairborncorpse_allowsuspendeditems 0\n"
"sv_gameplayfix_easierwaterjump 0\n"
"sv_gameplayfix_delayprojectiles 0\n"
"sv_gameplayfix_multiplethinksperframe 0\n"
"sv_gameplayfix_fixedcheckwatertransition 0\n"
"sv_gameplayfix_q1bsptracelinereportstexture 0\n"
"sv_gameplayfix_swiminbmodels 0\n"
"sv_gameplayfix_downtracesupportsongroundflag 0\n"
"sys_ticrate 0.02\n"
"r_shadow_gloss 1\n"
"r_shadow_bumpscale_basetexture 0\n"
"csqc_polygons_defaultmaterial_nocullface 0\n"
);
break;
// rogue mission pack has a guardian boss that does not wake up if findradius returns one of the entities around its spawn area
case GAME_ROGUE:
Cbuf_InsertText(cmd, "\n"
"sv_gameplayfix_blowupfallenzombies 0\n"
"sv_gameplayfix_findradiusdistancetobox 0\n"
"sv_gameplayfix_grenadebouncedownslopes 0\n"
"sv_gameplayfix_slidemoveprojectiles 0\n"
"sv_gameplayfix_upwardvelocityclearsongroundflag 0\n"
"sv_gameplayfix_setmodelrealbox 0\n"
"sv_gameplayfix_droptofloorstartsolid 0\n"
"sv_gameplayfix_droptofloorstartsolid_nudgetocorrect 0\n"
"sv_gameplayfix_noairborncorpse 0\n"
"sv_gameplayfix_noairborncorpse_allowsuspendeditems 0\n"
"sv_gameplayfix_easierwaterjump 0\n"
"sv_gameplayfix_delayprojectiles 0\n"
"sv_gameplayfix_multiplethinksperframe 0\n"
"sv_gameplayfix_fixedcheckwatertransition 0\n"
"sv_gameplayfix_q1bsptracelinereportstexture 0\n"
"sv_gameplayfix_swiminbmodels 0\n"
"sv_gameplayfix_downtracesupportsongroundflag 0\n"
"sys_ticrate 0.01388889\n"
"r_shadow_gloss 1\n"
"r_shadow_bumpscale_basetexture 0\n"
"csqc_polygons_defaultmaterial_nocullface 0\n"
);
break;
case GAME_TENEBRAE:
Cbuf_InsertText(cmd, "\n"
"sv_gameplayfix_blowupfallenzombies 0\n"
"sv_gameplayfix_findradiusdistancetobox 0\n"
"sv_gameplayfix_grenadebouncedownslopes 0\n"
"sv_gameplayfix_slidemoveprojectiles 0\n"
"sv_gameplayfix_upwardvelocityclearsongroundflag 0\n"
"sv_gameplayfix_setmodelrealbox 0\n"
"sv_gameplayfix_droptofloorstartsolid 0\n"
"sv_gameplayfix_droptofloorstartsolid_nudgetocorrect 0\n"
"sv_gameplayfix_noairborncorpse 0\n"
"sv_gameplayfix_noairborncorpse_allowsuspendeditems 0\n"
"sv_gameplayfix_easierwaterjump 0\n"
"sv_gameplayfix_delayprojectiles 0\n"
"sv_gameplayfix_multiplethinksperframe 0\n"
"sv_gameplayfix_fixedcheckwatertransition 0\n"
"sv_gameplayfix_q1bsptracelinereportstexture 0\n"
"sv_gameplayfix_swiminbmodels 0\n"
"sv_gameplayfix_downtracesupportsongroundflag 0\n"
"sys_ticrate 0.01388889\n"
"r_shadow_gloss 2\n"
"r_shadow_bumpscale_basetexture 4\n"
"csqc_polygons_defaultmaterial_nocullface 0\n"
);
break;
case GAME_NEXUIZ:
Cbuf_InsertText(cmd, "\n"
"sv_gameplayfix_blowupfallenzombies 1\n"
"sv_gameplayfix_findradiusdistancetobox 1\n"
"sv_gameplayfix_grenadebouncedownslopes 1\n"
"sv_gameplayfix_slidemoveprojectiles 1\n"
"sv_gameplayfix_upwardvelocityclearsongroundflag 1\n"
"sv_gameplayfix_setmodelrealbox 1\n"
"sv_gameplayfix_droptofloorstartsolid 1\n"
"sv_gameplayfix_droptofloorstartsolid_nudgetocorrect 1\n"
"sv_gameplayfix_noairborncorpse 1\n"
"sv_gameplayfix_noairborncorpse_allowsuspendeditems 1\n"
"sv_gameplayfix_easierwaterjump 1\n"
"sv_gameplayfix_delayprojectiles 1\n"
"sv_gameplayfix_multiplethinksperframe 1\n"
"sv_gameplayfix_fixedcheckwatertransition 1\n"
"sv_gameplayfix_q1bsptracelinereportstexture 1\n"
"sv_gameplayfix_swiminbmodels 1\n"
"sv_gameplayfix_downtracesupportsongroundflag 1\n"
"sys_ticrate 0.01388889\n"
"sv_gameplayfix_q2airaccelerate 1\n"
"sv_gameplayfix_stepmultipletimes 1\n"
"csqc_polygons_defaultmaterial_nocullface 1\n"
"con_chatsound_team_mask 13\n"
);
break;
case GAME_XONOTIC:
case GAME_VORETOURNAMENT:
// compatibility for versions prior to 2020-05-25, this can be overridden in newer versions to get the default behavior and be consistent with FTEQW engine
Cbuf_InsertText(cmd, "\n"
"csqc_polygons_defaultmaterial_nocullface 1\n"
"con_chatsound_team_mask 13\n"
"sv_gameplayfix_customstats 1\n"
);
break;
// Steel Storm: Burning Retribution csqc misinterprets CSQC_InputEvent if type is a value other than 0 or 1
case GAME_STEELSTORM:
Cbuf_InsertText(cmd, "\n"
"sv_gameplayfix_blowupfallenzombies 1\n"
"sv_gameplayfix_findradiusdistancetobox 1\n"
"sv_gameplayfix_grenadebouncedownslopes 1\n"
"sv_gameplayfix_slidemoveprojectiles 1\n"
"sv_gameplayfix_upwardvelocityclearsongroundflag 1\n"
"sv_gameplayfix_setmodelrealbox 1\n"
"sv_gameplayfix_droptofloorstartsolid 1\n"
"sv_gameplayfix_droptofloorstartsolid_nudgetocorrect 1\n"
"sv_gameplayfix_noairborncorpse 1\n"
"sv_gameplayfix_noairborncorpse_allowsuspendeditems 1\n"
"sv_gameplayfix_easierwaterjump 1\n"
"sv_gameplayfix_delayprojectiles 1\n"
"sv_gameplayfix_multiplethinksperframe 1\n"
"sv_gameplayfix_fixedcheckwatertransition 1\n"
"sv_gameplayfix_q1bsptracelinereportstexture 1\n"
"sv_gameplayfix_swiminbmodels 1\n"
"sv_gameplayfix_downtracesupportsongroundflag 1\n"
"sys_ticrate 0.01388889\n"
"cl_csqc_generatemousemoveevents 0\n"
"csqc_polygons_defaultmaterial_nocullface 1\n"
);
break;
default:
Cbuf_InsertText(cmd, "\n"
"sv_gameplayfix_blowupfallenzombies 1\n"
"sv_gameplayfix_findradiusdistancetobox 1\n"
"sv_gameplayfix_grenadebouncedownslopes 1\n"
"sv_gameplayfix_slidemoveprojectiles 1\n"
"sv_gameplayfix_upwardvelocityclearsongroundflag 1\n"
"sv_gameplayfix_setmodelrealbox 1\n"
"sv_gameplayfix_droptofloorstartsolid 1\n"
"sv_gameplayfix_droptofloorstartsolid_nudgetocorrect 1\n"
"sv_gameplayfix_noairborncorpse 1\n"
"sv_gameplayfix_noairborncorpse_allowsuspendeditems 1\n"
"sv_gameplayfix_easierwaterjump 1\n"
"sv_gameplayfix_delayprojectiles 1\n"
"sv_gameplayfix_multiplethinksperframe 1\n"
"sv_gameplayfix_fixedcheckwatertransition 1\n"
"sv_gameplayfix_q1bsptracelinereportstexture 1\n"
"sv_gameplayfix_swiminbmodels 1\n"
"sv_gameplayfix_downtracesupportsongroundflag 1\n"
"sys_ticrate 0.01388889\n"
"csqc_polygons_defaultmaterial_nocullface 0\n"
);
break;
}
}
}
/*
===============
Cmd_Exec_f
===============
*/
static void Cmd_Exec_f (cmd_state_t *cmd)
{
fssearch_t *s;
int i;
if (Cmd_Argc(cmd) != 2)
{
Con_Print("exec <filename> : execute a script file\n");
return;
}
s = FS_Search(Cmd_Argv(cmd, 1), true, true, NULL);
if(!s || !s->numfilenames)
{
Con_Printf("couldn't exec %s\n",Cmd_Argv(cmd, 1));
return;
}
for(i = 0; i < s->numfilenames; ++i)
Cmd_Exec(cmd, s->filenames[i]);
FS_FreeSearch(s);
}
/*
===============
Cmd_Echo_f
Just prints the rest of the line to the console
===============
*/
static void Cmd_Echo_f (cmd_state_t *cmd)
{
int i;
for (i=1 ; i<Cmd_Argc(cmd) ; i++)
Con_Printf("%s ",Cmd_Argv(cmd, i));
Con_Print("\n");
}
// DRESK - 5/14/06
// Support Doom3-style Toggle Console Command
/*
===============
Cmd_Toggle_f
Toggles a specified console variable amongst the values specified (default is 0 and 1)
===============
*/
static void Cmd_Toggle_f(cmd_state_t *cmd)
{
// Acquire Number of Arguments
int nNumArgs = Cmd_Argc(cmd);
if(nNumArgs == 1)
// No Arguments Specified; Print Usage
Con_Print("Toggle Console Variable - Usage\n toggle <variable> - toggles between 0 and 1\n toggle <variable> <value> - toggles between 0 and <value>\n toggle <variable> [string 1] [string 2]...[string n] - cycles through all strings\n");
else
{ // Correct Arguments Specified
// Acquire Potential CVar
cvar_t* cvCVar = Cvar_FindVar(cmd->cvars, Cmd_Argv(cmd, 1), cmd->cvars_flagsmask);
if(cvCVar != NULL)
{ // Valid CVar
if(nNumArgs == 2)
{ // Default Usage
if(cvCVar->integer)
Cvar_SetValueQuick(cvCVar, 0);
else
Cvar_SetValueQuick(cvCVar, 1);
}
else
if(nNumArgs == 3)
{ // 0 and Specified Usage
if(cvCVar->integer == atoi(Cmd_Argv(cmd, 2) ) )
// CVar is Specified Value; // Reset to 0
Cvar_SetValueQuick(cvCVar, 0);
else
if(cvCVar->integer == 0)
// CVar is 0; Specify Value
Cvar_SetQuick(cvCVar, Cmd_Argv(cmd, 2) );
else
// CVar does not match; Reset to 0
Cvar_SetValueQuick(cvCVar, 0);
}
else
{ // Variable Values Specified
int nCnt;
int bFound = 0;
for(nCnt = 2; nCnt < nNumArgs; nCnt++)
{ // Cycle through Values
if( strcmp(cvCVar->string, Cmd_Argv(cmd, nCnt) ) == 0)
{ // Current Value Located; Increment to Next
if( (nCnt + 1) == nNumArgs)
// Max Value Reached; Reset
Cvar_SetQuick(cvCVar, Cmd_Argv(cmd, 2) );
else
// Next Value
Cvar_SetQuick(cvCVar, Cmd_Argv(cmd, nCnt + 1) );
// End Loop
nCnt = nNumArgs;
// Assign Found
bFound = 1;
}
}
if(!bFound)
// Value not Found; Reset to Original
Cvar_SetQuick(cvCVar, Cmd_Argv(cmd, 2) );
}
}
else
{ // Invalid CVar
Con_Printf("ERROR : CVar '%s' not found\n", Cmd_Argv(cmd, 1) );
}
}
}
/*
===============
Cmd_Alias_f
Creates a new command that executes a command string (possibly ; seperated)
===============
*/
static void Cmd_Alias_f (cmd_state_t *cmd)
{
cmd_alias_t *a;
char line[MAX_INPUTLINE];
int i, c;
const char *s;
size_t alloclen;
if (Cmd_Argc(cmd) == 1)
{
Con_Print("Current alias commands:\n");
for (a = cmd->userdefined->alias ; a ; a=a->next)
Con_Printf("%s : %s", a->name, a->value);
return;
}
s = Cmd_Argv(cmd, 1);
if (strlen(s) >= MAX_ALIAS_NAME)
{
Con_Print("Alias name is too long\n");
return;
}
// if the alias already exists, reuse it
for (a = cmd->userdefined->alias ; a ; a=a->next)
{
if (!strcmp(s, a->name))
{
Z_Free (a->value);
break;
}
}
if (!a)
{
cmd_alias_t *prev, *current;