textureslotusagelist <what>
Return a list of 256 numbers representing the number of uses for every
texture slot. If <what> is "onlygeometry", uses as map model skin do
not count. If <what> is "onlymodels", the uses in map geometry do not
count.
gettextureorigin <path>
Returns the location where the texture actually can be found. The
possibilities are:
"official": texture was found in the working directory, which
indicates an official texture.
"custom": texture was found in the profile directory, which means,
the texture is either manually installed or downloaded.
"package dir #x": texture was found in a mod directory.
"<file not found>": that.
textureslotbyname <texture path>
Returns the list of numbers of all texture slots which use that texture
file.
edittexturestack <floor|wall|ceiling> <texture slot number>
Puts a texture slot in a "last used" list up front. The first
parameter picks the list, the second parameter is the texture
slot number to be used for the next edit
getautomapconfig
Returns "1" if automapconfig is already enabled, "0" otherwise.
getmapsoundorigin <path>
Returns the location where the map sound file actually can be found. The
possibilities are:
"official": the sound file was found in the working directory, which
indicates an official mapsound.
"custom": the file was found in the profile directory, which means,
the mapsound is either manually installed or downloaded.
"package dir #x": mapsound was found in a mod directory.
"<file not found>": that.
mapsoundslotbyname <mapsound path>
Returns the list of numbers of all mapsound slots which use that texture
file.
getmapsoundlist
Returns a list of all *.wav and *.ogg files below packages/audio/ambient.
DOCREF textureslotusagelist gettextureorigin textureslotbyname
DOCREF edittexturestack getautomapconfig
DOCREF getmapsoundorigin mapsoundslotbyname getmapsoundlist
Casting a string constant to "char *" causes segfaults if a command tries
to write to it. Now, empty strings are rarely written to, but it is
inconsistent, if command arguments change memory segments depending on the
argument value.
This adds a means to store additional attributes for mapmodels, including
a caching mechanism, so the mapmodels don't have to be loaded to access
the information. The goal is, to provide fully automatic mapmodel menus
for map editing who also add information about downloaded mapmodels.
Model attributes are extracted everytime, when a model is loaded. At game
end, all available data is written to config/mapmodelattributes.cfg and
restored at next startup. On release, a file with all (but only) official
models should be included. Since autodownloaded models are usually "loaded"
after download, those are automatically added to the database. If someone
adds models manually to the directories (media pack, w/e), the command
"loadallmapmodels" can be used to try to find all available models. The
only way to delete something from the database, is to delete the file
config/mapmodelattributes.cfg when the game is closed.
The current list of attributes is:
keywords
List of one or more menu topics to list the model under. Check
config/menus_edit.cfg for available keywords. Unknown keywords will
be listed separately.
desc
Short name or description of the model. Will be used as menu entry.
usage
Important information for how to use that specific model.
author
Who created the mapmodel. If it's a derivative of another model, state
the author of the mod (refer to the original author under "license", if
you like). Always use the exact same spelling for the same author, to
allow menus to automatically group models by author.
license
Free-text attribute for license info or info about additional
contributors (or original authors for derivated works).
distribution
One of "official", "autodownload" or "manual". Other values default to
"manual". This is used to determine, if a map contains only original
media or media that can be download automatically.
version
Single numerical value to separate older from newer versions. Defaults
to zero. Higher numbers mean "newer". Maybe someone manages to implement
a versioning system for custom media in the future...
New commands:
mdlattribute <attr> <value>
To be used in model config files. Adds a value for a specified
attribute to the model.
mapmodelregister <modelpath> <attr1> <attr2> ...
Adds values for all attributes to a specific mapmodel. This is used to
restore the cached values from config/mapmodelattributes.cfg during
game start. Does not actually verify of load the model.
mapmodelattributes <modelpath> <attr>
Returns the value of a specific attribute of a mapmodel. If modelpath
is a number, it is interpreted as index for the list of models in the
current map config. If no attribute name is specified, all attributes
are printed to the console instead.
getmapmodelattributes <list of attribute names>
Returns a table of all known mapmodels. Each model is listed with the
modelpath and the values for the requested attributes. To be used
instead of a fixed table in menu_edit.cfg. In addition to attribute
names, the function also allows the keywords "explodekeywords" and
"sortby:" as arguments. If "explodekeywords" is given, all mapmodels
with more than one keyword are listed multiple times, once for each
keyword. If an attribute name is preceeded by "sortby:" the list will
be sorted by this table column. If "sortby:" is used several times,
this first sort will have highest priority. The list is always sorted
by path by default.
example:
getmapmodelattributes sortby: author sortby: desc explodekeywords
loadallmapmodels
Tries to load mapmodels from /all/ paths below packages/models/mapmodels.
Will throw a lot of error messages, because not all directories contain
models to load. This command can be used to build or rebuild the
complete list of all available mapmodels. It is only necessary, if models
are added manually to the directories, since every mapmodel gets added
to the list when it is loaded - which takes care of all automatically
downloaded models.
DOCREF mdlattribute mapmodelregister mapmodelattributes
DOCREF getmapmodelattributes loadallmapmodels
like this:
alias listwiththreeelements [
first // first element
second // second element
third // third element
]
"echo $listwiththreeelements" will print everything, including comments,
but "echo (listlen $listwiththreeelements)" will print "3", and
"echo (at $listwiththreeelements 1)" will print "second".
instead of "pop var_a ; pop var_b" you can write "pop var_a var_b"
Also, "pop" will now give back the removed value of the first alias from
the argument list. This allows using the pop'd value one last time.
DOCREF pop
Some operations, like pop or looplist, leave empty aliases behind. Mostly,
this is without consequence - but before this commit, they showed up
during command completion.
An alias, that was at least once used with the new "tempalias" will not be
written to saved.cfg.
So, now there are four ways to create aliases:
1) alias (or "=")
General alias, who's value gets saved at game exit in saved.cfg, and
restored at the next restart - unless the alias was created at a time,
where persistidents was zero (usually during execution of the game's own
config files during startup).
2) const
Creates an alias, that can not be changed. Makes it harder for users
to destroy their config.
3) push
Reassigns an alias with a new value. After "pop", the old value is
restored. Allows the use of "local" aliases in scripts. Also avoids
name conflicts.
4) tempalias
Like "alias", but the value will not be written to saved.cfg.
The commit also changes aliases, written by the engine itself, to "temp":
gametimestart, __getmaprevisions
DOCREF tempalias
Defaults to omitting variables from saved.cfg, that are still at default
value. By setting omitunchangeddefaults to zero, those variables get
written, but commented out. The variable "groupvariables" sets the number
of variables with similar names, that can be grouped on one line. Setting
it to zero will additionally write min, max and default values and a
short description of the variable to file.
In general, variables, that are still at default value, will not be
restored from saved.cfg, so when the default in the game is changed, all
clients will use that new default. This way, testers don't have to erase
their saved.cfg as often.
DOCREF omitunchangeddefaults groupvariables
If an alias has a local value assigned (by "push"), this change will write
the original value to saved.cfg instead of the last local value.
This has the additional effect, that aliases, that were created by "push",
will not be written to saved.cfg, since the original value was empty.
* combine all weapon attributes in a table
* sort variables and aliases
* group variables
* implement curname as SVAR
* implement cmdbuf as temporary alias
* parsed words starting with " will handle richtext
* all strings in saved.cfg that need escaping are escaped
* new command "escape" to escape a string manually
DOCREF escape
* use the same list of gun names for all occasions
* switched syntax, so that argument completion will work
* support old syntax, so old config files will work
* fix path handling by disallowing paths altogether ;)
DOCREF loadcrosshair
allows a SVAR to be assembled when needed
also:
* mapmsg is now a SVAR
* getmapmsg was removed (now: $mapmsg)
* new editsvar script to edit any SVAR in the console buffer
* nonfunctional menu removed
DOCREF mapmsg getmapmsg editsvar
* new command "listoptions" lists the argument options for several
argument types like entities, weapons and teamnames
* "burstshots", "weapon", "magcontent", "magreserve", "fragmessage" and
"gibmessage" now allow guns to be specified by name
* "addpunct" allows plaintext arguments like "brackets" and "quotes"
* the "team" command now understands numeric teams
* entity types can now be specified by type index number
* removed some lists from the config files (now provided by listoptions)
* added argument completion for several commands
* change nextprimary from integer to string variable
DOCREF listoptions burstshots weapon addpunct
DOCREF fragmessage gibmessage magcontent magreserve
DOCREF nextprimary
Use LSHIFT to direct TAB-completion to browse backwards through the
available alternatives.
also: full cleanup of the commandcomplete()-code [by stef]
* fix crashing buffer overflow
* remove some ancient ludicrous code
* ignore more spaces
* browse command- and filename-alternatives in alphabetical order
* clean up nickcomplete
* more comments (sry)
- provide a function to easily assemble and execute the command
- context-selective execution of hooks
- restrict potentially exploitable or harmful hooks to singleplayer-modes
Renames the existing saved.cfg to saved-old-1.cfg (and an existing -1 to
-2, and so on) before the new saved.cfg is written.
This should help in cases where players mess up their config, because the
config is deleted with a five-game-starts delay.
- fix possible crash in conc (but it's still an ugly hack)
- fix noob usage of strcmp
- flag some memory leaks (it would be nice, if the author(s) would clean
up the mess himself)
- fix crash in substr
- whitespace cleanup
there are plenty more memory leaks in command.cpp - for example, every
goto in cubescript does not clean up anything