Console Commands

You can now define a selection of commands to run on the console in a commands.lst file. These will be placed in the Console Commands menu.
This is particularly useful if you a) just want to cheat or b) need to skip a scene or to a particular map because a mod isn't working correctly.
This commit is contained in:
Simon committed 2019-10-15 22:20:51 +01:00
1 parent c2f1cb0029
commit ed9534af2b
7 files changed
+288 -169

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@@ -136,143 +136,8 @@ import static android.system.Os.setenv;
public void create()
{
copy_asset(getFilesDir().getPath(), "extras.pak", false);
copy_asset("/sdcard/xash/valve/", "config.cfg", false); // Copy in case user has deleted their config
copy_asset("/sdcard/xash/", "commandline.txt", false); // Copy in case user has deleted their config
//Copy our special sprites
copy_asset("/sdcard/xash/valve/", "sprites/s_stealth.spr", true);
//Copy modified weapon models
if (!(new File("/sdcard/xash/valve/models/no_copy").exists()))
{
//Colt (A-16)
copy_asset("/sdcard/xash/valve/", "models/v_9mmar.mdl", true);
copy_asset("/sdcard/xash/valve/", "models/p_9mmar.mdl", true);
copy_asset("/sdcard/xash/valve/", "models/w_9mmar.mdl", true);
copy_asset("/sdcard/xash/valve/", "sound/items/clipinsert1.wav", true);
copy_asset("/sdcard/xash/valve/", "sound/items/cliprelease1.wav", true);
copy_asset("/sdcard/xash/valve/", "sound/weapons/t_m4_boltpull.wav", true);
copy_asset("/sdcard/xash/valve/", "sound/weapons/t_m4_deploy.wav", true);
copy_asset("/sdcard/xash/valve/", "sound/weapons/t_m4_m203_in.wav", true);
copy_asset("/sdcard/xash/valve/", "sound/weapons/t_m4_m203_out.wav", true);
copy_asset("/sdcard/xash/valve/", "sound/weapons/t_m4_m203_shell.wav", true);
//Colt Pistol M1911
copy_asset("/sdcard/xash/valve/", "models/v_9mmhandgun.mdl", true);
copy_asset("/sdcard/xash/valve/", "models/p_9mmhandgun.mdl", true);
copy_asset("/sdcard/xash/valve/", "models/w_9mmhandgun.mdl", true);
//357 Python
copy_asset("/sdcard/xash/valve/", "models/v_357.mdl", true);
copy_asset("/sdcard/xash/valve/", "models/p_357.mdl", true);
copy_asset("/sdcard/xash/valve/", "models/w_357.mdl", true);
copy_asset("/sdcard/xash/valve/", "sound/weapons/357_shot1.wav", true);
copy_asset("/sdcard/xash/valve/", "sound/weapons/357_shot2.wav", true);
//RGD Grenade
copy_asset("/sdcard/xash/valve/", "models/v_grenade.mdl", true);
copy_asset("/sdcard/xash/valve/", "models/w_grenade.mdl", true);
copy_asset("/sdcard/xash/valve/", "models/p_grenade.mdl", true);
copy_asset("/sdcard/xash/valve/", "sound/weapons/grenade_pinpull.wav", true);
copy_asset("/sdcard/xash/valve/", "sound/weapons/grenade_throw.wav", true);
copy_asset("/sdcard/xash/valve/", "sound/weapons/grenade_draw.wav", true);
copy_asset("/sdcard/xash/valve/", "sound/weapons/explode3.wav", true);
copy_asset("/sdcard/xash/valve/", "sound/weapons/explode4.wav", true);
copy_asset("/sdcard/xash/valve/", "sound/weapons/explode5.wav", true);
//Shotgun Benelli M3
copy_asset("/sdcard/xash/valve/", "models/v_shotgun.mdl", true);
copy_asset("/sdcard/xash/valve/", "models/p_shotgun.mdl", true);
copy_asset("/sdcard/xash/valve/", "models/w_shotgun.mdl", true);
copy_asset("/sdcard/xash/valve/", "sound/weapons/m3_insertshell.wav", true);
copy_asset("/sdcard/xash/valve/", "sound/weapons/m3_pump.wav", true);
//Stalker Rocket
copy_asset("/sdcard/xash/valve/", "models/v_rpg.mdl", true);
copy_asset("/sdcard/xash/valve/", "models/p_rpg.mdl", true);
copy_asset("/sdcard/xash/valve/", "models/w_rpg.mdl", true);
copy_asset("/sdcard/xash/valve/", "models/rpgrocket.mdl", true);
copy_asset("/sdcard/xash/valve/", "models/v_rpgammo.mdl", true);
copy_asset("/sdcard/xash/valve/", "sound/weapons/rocket1.wav", true);
copy_asset("/sdcard/xash/valve/", "sound/weapons/rocketfire1.wav", true);
copy_asset("/sdcard/xash/valve/", "sound/weapons/rpg7_reload.wav", true);
//Satchel
copy_asset("/sdcard/xash/valve/", "models/v_satchel.mdl", true);
copy_asset("/sdcard/xash/valve/", "models/v_satchel_radio.mdl", true);
copy_asset("/sdcard/xash/valve/", "models/w_satchel.mdl", true);
copy_asset("/sdcard/xash/valve/", "models/p_satchel.mdl", true);
copy_asset("/sdcard/xash/valve/", "models/p_satchel_radio.mdl", true);
//Tripmine
copy_asset("/sdcard/xash/valve/", "models/v_tripmine.mdl", true);
copy_asset("/sdcard/xash/valve/", "models/p_tripmine.mdl", true);
copy_asset("/sdcard/xash/valve/", "sound/weapons/mine_activate.wav", true);
copy_asset("/sdcard/xash/valve/", "sound/weapons/mine_deploy.wav", true);
copy_asset("/sdcard/xash/valve/", "sound/weapons/tripmine_ant.wav", true);
copy_asset("/sdcard/xash/valve/", "sound/weapons/tripmine_button.wav", true);
copy_asset("/sdcard/xash/valve/", "sound/weapons/tripmine_move.wav", true);
//BMS Crossbow
copy_asset("/sdcard/xash/valve/", "models/v_crossbow.mdl", true);
copy_asset("/sdcard/xash/valve/", "models/p_crossbow.mdl", true);
copy_asset("/sdcard/xash/valve/", "models/w_crossbow.mdl", true);
copy_asset("/sdcard/xash/valve/", "models/w_crossbow_clip.mdl", true);
copy_asset("/sdcard/xash/valve/", "sound/weapons/natianul.wav", true);
copy_asset("/sdcard/xash/valve/", "sound/weapons/xbow.wav", true);
copy_asset("/sdcard/xash/valve/", "sound/weapons/xbow_fire1.wav", true);
copy_asset("/sdcard/xash/valve/", "sound/weapons/xbow_reload1.wav", true);
//Egon (Overhaul)
copy_asset("/sdcard/xash/valve/", "models/v_egon.mdl", true);
copy_asset("/sdcard/xash/valve/", "models/p_egon.mdl", true);
copy_asset("/sdcard/xash/valve/", "models/w_egon.mdl", true);
//Gauss (Overhaul)
copy_asset("/sdcard/xash/valve/", "models/v_gauss.mdl", true);
copy_asset("/sdcard/xash/valve/", "models/p_gauss.mdl", true);
copy_asset("/sdcard/xash/valve/", "models/w_gauss.mdl", true);
copy_asset("/sdcard/xash/valve/", "models/w_gaussammo.mdl", true);
//HGun (Overhaul)
copy_asset("/sdcard/xash/valve/", "models/v_hgun.mdl", true);
copy_asset("/sdcard/xash/valve/", "models/p_hgun.mdl", true);
copy_asset("/sdcard/xash/valve/", "models/w_hgun.mdl", true);
//Squeak (Overhaul)
copy_asset("/sdcard/xash/valve/", "models/v_squeak.mdl", true);
copy_asset("/sdcard/xash/valve/", "models/p_squeak.mdl", true);
copy_asset("/sdcard/xash/valve/", "models/w_squeak.mdl", true);
copy_asset("/sdcard/xash/valve/", "models/w_sqknest.mdl", true);
//Crowbar
copy_asset("/sdcard/xash/valve/", "models/v_crowbar.mdl", true);
copy_asset("/sdcard/xash/valve/", "models/w_crowbar.mdl", true);
copy_asset("/sdcard/xash/valve/", "sound/weapons/cbar_draw.wav", true);
copy_asset("/sdcard/xash/valve/", "sound/weapons/cbar_hit1.wav", true);
copy_asset("/sdcard/xash/valve/", "sound/weapons/cbar_hit2.wav", true);
copy_asset("/sdcard/xash/valve/", "sound/weapons/cbar_hitbod1.wav", true);
copy_asset("/sdcard/xash/valve/", "sound/weapons/cbar_hitbod2.wav", true);
copy_asset("/sdcard/xash/valve/", "sound/weapons/cbar_hitbod3.wav", true);
copy_asset("/sdcard/xash/valve/", "sound/weapons/cbar_miss1.wav", true);
copy_asset("/sdcard/xash/valve/", "models/v_torch.mdl", true);
}
//Set default environment
try {
setenv("XASH3D_BASEDIR", "/sdcard/xash/", true);
setenv("XASH3D_ENGLIBDIR", getFilesDir().getParentFile().getPath() + "/lib", true);
setenv("XASH3D_GAMELIBDIR", getFilesDir().getParentFile().getPath() + "/lib", true);
setenv("XASH3D_GAMEDIR", "valve", true);
setenv( "XASH3D_EXTRAS_PAK1", getFilesDir().getPath() + "/extras.pak", true );
}
catch (Exception e)
{
}
//Read these from a file and pass through
commandLineParams = new String("xash3d -dev 3 -log");
@@ -299,6 +164,159 @@ import static android.system.Os.setenv;
}
}
String[] params = commandLineParams.split(" ");
String game = "valve";
int i = 0;
for (i = 0; i < params.length; ++i)
{
if (params[i].compareTo("-game") == 0)
{
game = params[i+1];
}
}
//game configuration
copy_asset("/sdcard/xash/" + game + "/", "config.cfg", false); // Copy in case user has deleted their config
//special commands
copy_asset("/sdcard/xash/" + game + "/", "commands.lst", false); // Copy in case user has deleted their config
//Copy our special sprites
copy_asset("/sdcard/xash/" + game + "/", "sprites/s_stealth.spr", true);
//Copy modified weapon models
if (!(new File("/sdcard/xash/" + game + "/models/no_copy").exists()))
{
//Colt (A-16)
copy_asset("/sdcard/xash/" + game + "/", "models/v_9mmar.mdl", true);
copy_asset("/sdcard/xash/" + game + "/", "models/p_9mmar.mdl", true);
copy_asset("/sdcard/xash/" + game + "/", "models/w_9mmar.mdl", true);
copy_asset("/sdcard/xash/" + game + "/", "sound/items/clipinsert1.wav", true);
copy_asset("/sdcard/xash/" + game + "/", "sound/items/cliprelease1.wav", true);
copy_asset("/sdcard/xash/" + game + "/", "sound/weapons/t_m4_boltpull.wav", true);
copy_asset("/sdcard/xash/" + game + "/", "sound/weapons/t_m4_deploy.wav", true);
copy_asset("/sdcard/xash/" + game + "/", "sound/weapons/t_m4_m203_in.wav", true);
copy_asset("/sdcard/xash/" + game + "/", "sound/weapons/t_m4_m203_out.wav", true);
copy_asset("/sdcard/xash/" + game + "/", "sound/weapons/t_m4_m203_shell.wav", true);
//Colt Pistol M1911
copy_asset("/sdcard/xash/" + game + "/", "models/v_9mmhandgun.mdl", true);
copy_asset("/sdcard/xash/" + game + "/", "models/p_9mmhandgun.mdl", true);
copy_asset("/sdcard/xash/" + game + "/", "models/w_9mmhandgun.mdl", true);
//357 Python
copy_asset("/sdcard/xash/" + game + "/", "models/v_357.mdl", true);
copy_asset("/sdcard/xash/" + game + "/", "models/p_357.mdl", true);
copy_asset("/sdcard/xash/" + game + "/", "models/w_357.mdl", true);
copy_asset("/sdcard/xash/" + game + "/", "sound/weapons/357_shot1.wav", true);
copy_asset("/sdcard/xash/" + game + "/", "sound/weapons/357_shot2.wav", true);
//RGD Grenade
copy_asset("/sdcard/xash/" + game + "/", "models/v_grenade.mdl", true);
copy_asset("/sdcard/xash/" + game + "/", "models/w_grenade.mdl", true);
copy_asset("/sdcard/xash/" + game + "/", "models/p_grenade.mdl", true);
copy_asset("/sdcard/xash/" + game + "/", "sound/weapons/grenade_pinpull.wav", true);
copy_asset("/sdcard/xash/" + game + "/", "sound/weapons/grenade_throw.wav", true);
copy_asset("/sdcard/xash/" + game + "/", "sound/weapons/grenade_draw.wav", true);
copy_asset("/sdcard/xash/" + game + "/", "sound/weapons/explode3.wav", true);
copy_asset("/sdcard/xash/" + game + "/", "sound/weapons/explode4.wav", true);
copy_asset("/sdcard/xash/" + game + "/", "sound/weapons/explode5.wav", true);
//Shotgun Benelli M3
copy_asset("/sdcard/xash/" + game + "/", "models/v_shotgun.mdl", true);
copy_asset("/sdcard/xash/" + game + "/", "models/p_shotgun.mdl", true);
copy_asset("/sdcard/xash/" + game + "/", "models/w_shotgun.mdl", true);
copy_asset("/sdcard/xash/" + game + "/", "sound/weapons/m3_insertshell.wav", true);
copy_asset("/sdcard/xash/" + game + "/", "sound/weapons/m3_pump.wav", true);
//Stalker Rocket
copy_asset("/sdcard/xash/" + game + "/", "models/v_rpg.mdl", true);
copy_asset("/sdcard/xash/" + game + "/", "models/p_rpg.mdl", true);
copy_asset("/sdcard/xash/" + game + "/", "models/w_rpg.mdl", true);
copy_asset("/sdcard/xash/" + game + "/", "models/rpgrocket.mdl", true);
copy_asset("/sdcard/xash/" + game + "/", "models/v_rpgammo.mdl", true);
copy_asset("/sdcard/xash/" + game + "/", "sound/weapons/rocket1.wav", true);
copy_asset("/sdcard/xash/" + game + "/", "sound/weapons/rocketfire1.wav", true);
copy_asset("/sdcard/xash/" + game + "/", "sound/weapons/rpg7_reload.wav", true);
//Satchel
copy_asset("/sdcard/xash/" + game + "/", "models/v_satchel.mdl", true);
copy_asset("/sdcard/xash/" + game + "/", "models/v_satchel_radio.mdl", true);
copy_asset("/sdcard/xash/" + game + "/", "models/w_satchel.mdl", true);
copy_asset("/sdcard/xash/" + game + "/", "models/p_satchel.mdl", true);
copy_asset("/sdcard/xash/" + game + "/", "models/p_satchel_radio.mdl", true);
//Tripmine
copy_asset("/sdcard/xash/" + game + "/", "models/v_tripmine.mdl", true);
copy_asset("/sdcard/xash/" + game + "/", "models/p_tripmine.mdl", true);
copy_asset("/sdcard/xash/" + game + "/", "sound/weapons/mine_activate.wav", true);
copy_asset("/sdcard/xash/" + game + "/", "sound/weapons/mine_deploy.wav", true);
copy_asset("/sdcard/xash/" + game + "/", "sound/weapons/tripmine_ant.wav", true);
copy_asset("/sdcard/xash/" + game + "/", "sound/weapons/tripmine_button.wav", true);
copy_asset("/sdcard/xash/" + game + "/", "sound/weapons/tripmine_move.wav", true);
//BMS Crossbow
copy_asset("/sdcard/xash/" + game + "/", "models/v_crossbow.mdl", true);
copy_asset("/sdcard/xash/" + game + "/", "models/p_crossbow.mdl", true);
copy_asset("/sdcard/xash/" + game + "/", "models/w_crossbow.mdl", true);
copy_asset("/sdcard/xash/" + game + "/", "models/w_crossbow_clip.mdl", true);
copy_asset("/sdcard/xash/" + game + "/", "sound/weapons/natianul.wav", true);
copy_asset("/sdcard/xash/" + game + "/", "sound/weapons/xbow.wav", true);
copy_asset("/sdcard/xash/" + game + "/", "sound/weapons/xbow_fire1.wav", true);
copy_asset("/sdcard/xash/" + game + "/", "sound/weapons/xbow_reload1.wav", true);
//Egon (Overhaul)
copy_asset("/sdcard/xash/" + game + "/", "models/v_egon.mdl", true);
copy_asset("/sdcard/xash/" + game + "/", "models/p_egon.mdl", true);
copy_asset("/sdcard/xash/" + game + "/", "models/w_egon.mdl", true);
//Gauss (Overhaul)
copy_asset("/sdcard/xash/" + game + "/", "models/v_gauss.mdl", true);
copy_asset("/sdcard/xash/" + game + "/", "models/p_gauss.mdl", true);
copy_asset("/sdcard/xash/" + game + "/", "models/w_gauss.mdl", true);
copy_asset("/sdcard/xash/" + game + "/", "models/w_gaussammo.mdl", true);
//HGun (Overhaul)
copy_asset("/sdcard/xash/" + game + "/", "models/v_hgun.mdl", true);
copy_asset("/sdcard/xash/" + game + "/", "models/p_hgun.mdl", true);
copy_asset("/sdcard/xash/" + game + "/", "models/w_hgun.mdl", true);
//Squeak (Overhaul)
copy_asset("/sdcard/xash/" + game + "/", "models/v_squeak.mdl", true);
copy_asset("/sdcard/xash/" + game + "/", "models/p_squeak.mdl", true);
copy_asset("/sdcard/xash/" + game + "/", "models/w_squeak.mdl", true);
copy_asset("/sdcard/xash/" + game + "/", "models/w_sqknest.mdl", true);
//Crowbar
copy_asset("/sdcard/xash/" + game + "/", "models/v_crowbar.mdl", true);
copy_asset("/sdcard/xash/" + game + "/", "models/w_crowbar.mdl", true);
copy_asset("/sdcard/xash/" + game + "/", "sound/weapons/cbar_draw.wav", true);
copy_asset("/sdcard/xash/" + game + "/", "sound/weapons/cbar_hit1.wav", true);
copy_asset("/sdcard/xash/" + game + "/", "sound/weapons/cbar_hit2.wav", true);
copy_asset("/sdcard/xash/" + game + "/", "sound/weapons/cbar_hitbod1.wav", true);
copy_asset("/sdcard/xash/" + game + "/", "sound/weapons/cbar_hitbod2.wav", true);
copy_asset("/sdcard/xash/" + game + "/", "sound/weapons/cbar_hitbod3.wav", true);
copy_asset("/sdcard/xash/" + game + "/", "sound/weapons/cbar_miss1.wav", true);
copy_asset("/sdcard/xash/" + game + "/", "models/v_torch.mdl", true);
}
//Set default environment
try {
setenv("XASH3D_BASEDIR", "/sdcard/xash/", true);
setenv("XASH3D_ENGLIBDIR", getFilesDir().getParentFile().getPath() + "/lib", true);
setenv("XASH3D_GAMELIBDIR", getFilesDir().getParentFile().getPath() + "/lib", true);
setenv("XASH3D_GAMEDIR", "valve", true);
setenv( "XASH3D_EXTRAS_PAK1", getFilesDir().getPath() + "/extras.pak", true );
}
catch (Exception e)
{
}
mNativeHandle = GLES3JNILib.onCreate( this, commandLineParams );
}