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