#endif
}
+void GameCommand_debugmodel(float request, float argc)
+{
+ switch(request)
+ {
+ case CMD_REQUEST_COMMAND:
+ {
+ string modelname = argv(1);
+ entity debugmodel_entity;
+
+ debugmodel_entity = spawn();
+ precache_model(modelname);
+ setmodel(debugmodel_entity, modelname);
+ setorigin(debugmodel_entity, view_origin);
+ debugmodel_entity.angles = view_angles;
+ debugmodel_entity.draw = DrawDebugModel;
+ debugmodel_entity.classname = "debugmodel";
+
+ return;
+ }
+
+ default:
+ case CMD_REQUEST_USAGE:
+ {
+ print("\nUsage:^3 cl_cmd debugmodel model\n");
+ print(" Where 'model' is a string of the model name to use for the debug model.\n");
+ return;
+ }
+ }
+}
+
void GameCommand_hud(float request, float argc) // TODO: Add aliases in commands.cfg
{
switch(request)
// Do not hard code aliases for these, instead create them in commands.cfg... also: keep in alphabetical order, please ;)
#define CLIENT_COMMANDS(request,arguments) \
CLIENT_COMMAND("blurtest", GameCommand_blurtest(request), "Feature for testing blur postprocessing") \
+ CLIENT_COMMAND("debugmodel", GameCommand_debugmodel(request, arguments), "Spawn a debug model manually") \
CLIENT_COMMAND("hud", GameCommand_hud(request, arguments), "Commands regarding/controlling the HUD system") \
CLIENT_COMMAND("mv_download", GameCommand_mv_download(request, arguments), "Retrieve mapshot picture from the server") \
CLIENT_COMMAND("sendcvar", GameCommand_sendcvar(request, arguments), "Send a cvar to the server (like weaponpriority)") \