Add a cheat command to make it easier for developers to try the weapons.
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@ -26,6 +26,10 @@ ClientGame_Init(float apilevel, string enginename, float engineversion)
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{
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{
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registercommand("build");
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registercommand("build");
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registercommand("dismantle");
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registercommand("dismantle");
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registercommand("+gren1");
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registercommand("-gren1");
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registercommand("+gren2");
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registercommand("-gren2");
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Obituary_Init();
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Obituary_Init();
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}
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}
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@ -30,5 +30,7 @@ class TFCGameRules:CGameRules
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virtual void(NSClientPlayer) DropGoalItem;
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virtual void(NSClientPlayer) DropGoalItem;
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virtual float ImpulseCommand(NSClient, float);
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virtual void(void) LevelNewParms;
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virtual void(void) LevelNewParms;
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};
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};
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@ -132,6 +132,42 @@ TFCGameRules::PlayerSpawn(NSClientPlayer pp)
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Spawn_ObserverCam(pl);
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Spawn_ObserverCam(pl);
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}
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}
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bool
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TFCGameRules::ImpulseCommand(NSClient bp, float num)
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{
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switch (num) {
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case 101:
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player pl = (player)bp;
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if (cvar("sv_cheats") > 0) {
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Weapons_AddItem(pl, WEAPON_CROWBAR, -1);
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Weapons_AddItem(pl, WEAPON_MEDKIT, -1);
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Weapons_AddItem(pl, WEAPON_KNIFE, -1);
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Weapons_AddItem(pl, WEAPON_WRENCH, -1);
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Weapons_AddItem(pl, WEAPON_UMBRELLA, -1);
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Weapons_AddItem(pl, WEAPON_SBS, -1);
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Weapons_AddItem(pl, WEAPON_SNIPER, -1);
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Weapons_AddItem(pl, WEAPON_TRANQUIL, -1);
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Weapons_AddItem(pl, WEAPON_RAILGUN, -1);
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Weapons_AddItem(pl, WEAPON_AUTORIFLE, -1);
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Weapons_AddItem(pl, WEAPON_DBS, -1);
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Weapons_AddItem(pl, WEAPON_NAILGUN, -1);
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Weapons_AddItem(pl, WEAPON_GLAUNCHER, -1);
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Weapons_AddItem(pl, WEAPON_SUPERNAIL, -1);
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Weapons_AddItem(pl, WEAPON_FLAMER, -1);
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Weapons_AddItem(pl, WEAPON_RPG, -1);
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Weapons_AddItem(pl, WEAPON_PIPEBOMB, -1);
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Weapons_AddItem(pl, WEAPON_ASSCAN, -1);
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Weapons_AddItem(pl, WEAPON_INCENDIARY, -1);
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Weapons_AddItem(pl, WEAPON_GRAPPLE, -1);
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}
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break;
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default:
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return super::ImpulseCommand(bp, num);
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}
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return true;
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}
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void
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void
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TFCGameRules::TFCGameRules(void)
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TFCGameRules::TFCGameRules(void)
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{
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{
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