// commented out commands are really only intended for internal use, or already have declaration in the engine
alias autoswitch "qc_cmd_cmd autoswitch ${* ?}" // Whether or not to switch automatically when getting a better weapon
+alias clear_bestcptimes "qc_cmd_cmd clear_bestcptimes ${* ?}" // Clear all your best checkpoint times for this Race/CTS match
alias clientversion "qc_cmd_cmd clientversion ${* ?}" // Release version of the game
alias join "qc_cmd_cmd join ${* ?}" // Become a player in the game
//alias kill "qc_cmd_cmd kill ${* ?}" // Become a member of the dead
#include <server/mapvoting.qh>
#include <server/mutators/_mod.qh>
#include <server/player.qh>
+#include <server/race.qh>
#include <server/scores.qh>
#include <server/teamplay.qh>
#include <server/world.qh>
}
}
+void ClientCommand_clear_bestcptimes(entity caller, int request)
+{
+ switch (request)
+ {
+ case CMD_REQUEST_COMMAND:
+ {
+ race_ClearPlayerRecords(caller);
+ return;
+ }
+
+ default:
+ case CMD_REQUEST_USAGE:
+ {
+ sprint(caller, "\nUsage:^3 cmd clear_bestcptimes\n");
+ sprint(caller, " Clear all your checkpoint times for this game.\n");
+ return;
+ }
+ }
+}
+
void ClientCommand_clientversion(entity caller, int request, int argc) // internal command, used only by code
{
switch (request)
// Do not hard code aliases for these, instead create them in commands.cfg... also: keep in alphabetical order, please ;)
CLIENT_COMMAND(autoswitch, "Whether or not to switch automatically when getting a better weapon") { ClientCommand_autoswitch(caller, request, arguments); }
+CLIENT_COMMAND(clear_bestcptimes, "Clear all your best checkpoint times for this Race/CTS match") { ClientCommand_clear_bestcptimes(caller, request); }
CLIENT_COMMAND(clear_ignores, "Remove all existing ignores of players") { ClientCommand_clear_ignores(caller, request); }
CLIENT_COMMAND(clientversion, "Release version of the game") { ClientCommand_clientversion(caller, request, arguments); }
CLIENT_COMMAND(ignore, "Ignore a player in the game keeping them out of your personal chat log") { ClientCommand_ignore(caller, request, arguments, command); }
string race_readName(string map, float pos);
void race_checkAndWriteName(entity player);
+void race_ClearPlayerRecords(entity player);
void race_ClearRecords();
void race_SendNextCheckpoint(entity e, float spec);
void race_PreparePlayer(entity this);