mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-23 22:24:45 +00:00
124 lines
4.2 KiB
C#
124 lines
4.2 KiB
C#
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Misc server commands avialable to clients
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//-----------------------------------------------------------------------------
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function serverCmdSuicide(%client)
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{
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if (isObject(%client.player))
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%client.player.kill("Suicide");
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}
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function serverCmdPlayCel(%client,%anim)
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{
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if (isObject(%client.player))
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%client.player.playCelAnimation(%anim);
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}
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function serverCmdTestAnimation(%client, %anim)
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{
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if (isObject(%client.player))
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%client.player.playTestAnimation(%anim);
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}
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function serverCmdPlayDeath(%client)
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{
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if (isObject(%client.player))
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%client.player.playDeathAnimation();
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}
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// ----------------------------------------------------------------------------
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// Throw/Toss
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// ----------------------------------------------------------------------------
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function serverCmdThrow(%client, %data)
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{
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%player = %client.player;
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if(!isObject(%player) || %player.getState() $= "Dead" || !$Game::Running)
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return;
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switch$ (%data)
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{
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case "Weapon":
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%item = (%player.getMountedImage($WeaponSlot) == 0) ? "" : %player.getMountedImage($WeaponSlot).item;
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if (%item !$="")
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%player.throw(%item);
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case "Ammo":
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%weapon = (%player.getMountedImage($WeaponSlot) == 0) ? "" : %player.getMountedImage($WeaponSlot);
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if (%weapon !$= "")
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{
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if(%weapon.ammo !$= "")
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%player.throw(%weapon.ammo);
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}
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default:
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if(%player.hasInventory(%data.getName()))
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%player.throw(%data);
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}
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}
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// ----------------------------------------------------------------------------
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// Force game end and cycle
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// Probably don't want this in a final game without some checks. Anyone could
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// restart a game.
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// ----------------------------------------------------------------------------
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function serverCmdFinishGame()
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{
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cycleGame();
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}
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// ----------------------------------------------------------------------------
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// Cycle weapons
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// ----------------------------------------------------------------------------
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function serverCmdCycleWeapon(%client, %direction)
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{
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%client.getControlObject().cycleWeapon(%direction);
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}
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// ----------------------------------------------------------------------------
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// Unmount current weapon
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// ----------------------------------------------------------------------------
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function serverCmdUnmountWeapon(%client)
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{
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%client.getControlObject().unmountImage($WeaponSlot);
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}
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// ----------------------------------------------------------------------------
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// Weapon reloading
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// ----------------------------------------------------------------------------
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function serverCmdReloadWeapon(%client)
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{
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%player = %client.getControlObject();
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%image = %player.getMountedImage($WeaponSlot);
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// Don't reload if the weapon's full.
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if (%player.getInventory(%image.ammo) == %image.ammo.maxInventory)
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return;
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if (%image > 0)
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%image.clearAmmoClip(%player, $WeaponSlot);
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}
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