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/**
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* This feature provides a mechanism to define commands that automatically
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* parse their arguments into standard Acedia collection. It also allows to
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* manage them (and specify limitation on how they can be called) in a
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* centralized manner.
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* Copyright 2021 - 2022 Anton Tarasenko
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*------------------------------------------------------------------------------
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* This file is part of Acedia.
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*
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* Acedia is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, version 3 of the License, or
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* (at your option) any later version.
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*
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* Acedia is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
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*/
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class Commands_Feature extends Feature;
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// Delimiters that always separate command name from it's parameters
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var private array<Text> commandDelimiters;
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// Registered commands, recorded as (<command_name>, <command_instance>) pairs.
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// Keys should be deallocated when their entry is removed.
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var private HashTable registeredCommands;
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// `HashTable` of "<command_group_name>" <-> `ArrayList` of commands pairs
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// to allow quick fetch of commands belonging to a single group
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var private HashTable groupedCommands;
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// When this flag is set to true, mutate input becomes available
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// despite `useMutateInput` flag to allow to unlock server in case of an error
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var private bool emergencyEnabledMutate;
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// Setting this to `true` enables players to input commands right in the chat
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// by prepending them with `chatCommandPrefix`.
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// Default is `true`.
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var private /*config*/ bool useChatInput;
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// Setting this to `true` enables players to input commands with "mutate"
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// console command.
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// Default is `true`.
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var private /*config*/ bool useMutateInput;
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// Chat messages, prepended by this prefix will be treated as commands.
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// Default is "!". Empty values are also treated as "!".
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var private /*config*/ Text chatCommandPrefix;
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// List of steam IDs of players allowed to use commands.
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// Temporary measure until a better solution is finished.
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var private /*config*/ array<string> allowedPlayers;
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var LoggerAPI.Definition errCommandDuplicate;
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protected function OnEnabled()
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{
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registeredCommands = _.collections.EmptyHashTable();
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groupedCommands = _.collections.EmptyHashTable();
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RegisterCommand(class'ACommandHelp');
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// Macro selector
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commandDelimiters[0] = _.text.FromString("@");
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// Key selector
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commandDelimiters[1] = _.text.FromString("#");
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// Player array (possibly JSON array)
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commandDelimiters[2] = _.text.FromString("[");
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// Negation of the selector
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commandDelimiters[3] = _.text.FromString("!");
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}
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protected function OnDisabled()
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{
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if (useChatInput) {
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_.chat.OnMessage(self).Disconnect();
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}
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if (useMutateInput) {
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_server.unreal.mutator.OnMutate(self).Disconnect();
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}
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useChatInput = false;
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useMutateInput = false;
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_.memory.Free(registeredCommands);
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_.memory.Free(groupedCommands);
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_.memory.Free(chatCommandPrefix);
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_.memory.FreeMany(commandDelimiters);
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registeredCommands = none;
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groupedCommands = none;
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chatCommandPrefix = none;
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commandDelimiters.length = 0;
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}
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protected function SwapConfig(FeatureConfig config)
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{
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local Commands newConfig;
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newConfig = Commands(config);
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if (newConfig == none) {
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return;
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}
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_.memory.Free(chatCommandPrefix);
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chatCommandPrefix = _.text.FromString(newConfig.chatCommandPrefix);
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allowedPlayers = newConfig.allowedPlayers;
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if (useChatInput != newConfig.useChatInput)
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{
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useChatInput = newConfig.useChatInput;
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if (newConfig.useChatInput) {
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_.chat.OnMessage(self).connect = HandleCommands;
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}
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else {
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_.chat.OnMessage(self).Disconnect();
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}
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}
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// Do not make any modifications here in case "mutate" was
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// emergency-enabled
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if (useMutateInput != newConfig.useMutateInput && !emergencyEnabledMutate)
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{
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useMutateInput = newConfig.useMutateInput;
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if (newConfig.useMutateInput) {
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_server.unreal.mutator.OnMutate(self).connect = HandleMutate;
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}
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else {
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_server.unreal.mutator.OnMutate(self).Disconnect();
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}
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}
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}
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/**
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* `Command_Feature` is a critical command to have running on your server and,
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* if disabled by accident, there will be no way of starting it again without
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* restarting the level or even editing configs.
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*
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* This method allows to enable it along with "mutate" input in case something
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* goes wrong.
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*/
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public final static function EmergencyEnable()
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{
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local Text autoConfig;
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local Commands_Feature feature;
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if (!IsEnabled())
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{
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autoConfig = GetAutoEnabledConfig();
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EnableMe(autoConfig);
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__().memory.Free(autoConfig);
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}
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feature = Commands_Feature(GetEnabledInstance());
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if ( !feature.emergencyEnabledMutate
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&& !feature.IsUsingMutateInput() && !feature.IsUsingChatInput())
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{
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default.emergencyEnabledMutate = true;
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feature.emergencyEnabledMutate = true;
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__server().unreal.mutator.OnMutate(feature).connect = HandleMutate;
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}
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}
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/**
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* Checks if `Commands_Feature` currently uses chat as input.
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* If `Commands_Feature` is not enabled, then it does not use anything
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* as input.
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*
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* @return `true` if `Commands_Feature` is currently enabled and is using chat
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* as input and `false` otherwise.
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*/
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public final static function bool IsUsingChatInput()
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{
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local Commands_Feature instance;
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instance = Commands_Feature(GetEnabledInstance());
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if (instance != none) {
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return instance.useChatInput;
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}
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return false;
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}
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/**
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* Checks if `Commands_Feature` currently uses mutate command as input.
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* If `Commands_Feature` is not enabled, then it does not use anything
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* as input.
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*
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* @return `true` if `Commands_Feature` is currently enabled and is using
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* mutate command as input and `false` otherwise.
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*/
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public final static function bool IsUsingMutateInput()
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{
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local Commands_Feature instance;
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instance = Commands_Feature(GetEnabledInstance());
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if (instance != none) {
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|
return instance.useMutateInput;
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}
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return false;
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}
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/**
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* Returns prefix that will indicate that chat message is intended to be
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* a command. By default "!".
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*
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* @return Prefix that indicates that chat message is intended to be a command.
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* If `Commands_Feature` is disabled, always returns `false`.
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*/
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public final static function Text GetChatPrefix()
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{
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local Commands_Feature instance;
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instance = Commands_Feature(GetEnabledInstance());
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if (instance != none && instance.chatCommandPrefix != none) {
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|
return instance.chatCommandPrefix.Copy();
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}
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return none;
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}
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|
/**
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* Registers given command class, making it available for usage.
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*
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* If `commandClass` provides command with a name that is already taken
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|
* (comparison is case-insensitive) by a different command - a warning will be
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* logged and newly passed `commandClass` discarded.
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*
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* @param commandClass New command class to register.
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|
*/
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public final function RegisterCommand(class<Command> commandClass)
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{
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local Text commandName, groupName;
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local ArrayList groupArray;
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|
local Command newCommandInstance, existingCommandInstance;
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if (commandClass == none) return;
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if (registeredCommands == none) return;
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newCommandInstance = Command(_.memory.Allocate(commandClass, true));
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|
commandName = newCommandInstance.GetName();
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groupName = newCommandInstance.GetGroupName();
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|
// Check for duplicates and report them
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|
existingCommandInstance = Command(registeredCommands.GetItem(commandName));
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|
if (existingCommandInstance != none)
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|
{
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|
_.logger.Auto(errCommandDuplicate)
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.ArgClass(existingCommandInstance.class)
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.Arg(commandName)
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|
|
.ArgClass(commandClass);
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|
_.memory.Free(groupName);
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|
_.memory.Free(newCommandInstance);
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|
_.memory.Free(existingCommandInstance);
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|
return;
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|
|
}
|
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|
|
// Otherwise record new command
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|
|
// `commandName` used as a key, do not deallocate it
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|
|
registeredCommands.SetItem(commandName, newCommandInstance);
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|
|
// Add to grouped collection
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|
groupArray = groupedCommands.GetArrayList(groupName);
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|
if (groupArray == none) {
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|
|
groupArray = _.collections.EmptyArrayList();
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|
}
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|
groupArray.AddItem(newCommandInstance);
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|
groupedCommands.SetItem(groupName, groupArray);
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|
_.memory.Free(groupArray);
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|
_.memory.Free(groupName);
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|
_.memory.Free(commandName);
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|
_.memory.Free(newCommandInstance);
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|
}
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|
|
/**
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|
|
* Removes command of class `commandClass` from the list of
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|
* registered commands.
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|
*
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|
* WARNING: removing once registered commands is not an action that is expected
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|
|
* to be performed under normal circumstances and it is not efficient.
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|
|
* It is linear on the current amount of commands.
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|
*
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|
|
* @param commandClass Class of command to remove from being registered.
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|
|
*/
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|
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public final function RemoveCommand(class<Command> commandClass)
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|
|
{
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|
|
local int i;
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|
local CollectionIterator iter;
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|
local Command nextCommand;
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|
|
local Text nextCommandName;
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|
|
local array<Text> commandGroup;
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|
|
local array<Text> keysToRemove;
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|
|
if (commandClass == none) return;
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|
if (registeredCommands == none) return;
|
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|
|
for (iter = registeredCommands.Iterate(); !iter.HasFinished(); iter.Next())
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|
|
{
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|
nextCommand = Command(iter.Get());
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|
|
nextCommandName = Text(iter.GetKey());
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|
|
if ( nextCommand == none || nextCommandName == none
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|
|
|| nextCommand.class != commandClass)
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|
|
{
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|
_.memory.Free(nextCommand);
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|
_.memory.Free(nextCommandName);
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|
continue;
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|
}
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|
keysToRemove[keysToRemove.length] = nextCommandName;
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|
commandGroup[commandGroup.length] = nextCommand.GetGroupName();
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|
_.memory.Free(nextCommand);
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|
}
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|
|
iter.FreeSelf();
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|
|
for (i = 0; i < keysToRemove.length; i += 1)
|
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|
|
{
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|
|
registeredCommands.RemoveItem(keysToRemove[i]);
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|
|
_.memory.Free(keysToRemove[i]);
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|
|
}
|
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|
|
|
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|
|
for (i = 0; i < commandGroup.length; i += 1) {
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|
|
RemoveClassFromGroup(commandClass, commandGroup[i]);
|
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|
|
}
|
|
|
|
_.memory.FreeMany(commandGroup);
|
|
|
|
}
|
|
|
|
|
|
|
|
private final function RemoveClassFromGroup(
|
|
|
|
class<Command> commandClass,
|
|
|
|
BaseText commandGroup)
|
|
|
|
{
|
|
|
|
local int i;
|
|
|
|
local ArrayList groupArray;
|
|
|
|
local Command nextCommand;
|
|
|
|
|
|
|
|
groupArray = groupedCommands.GetArrayList(commandGroup);
|
|
|
|
if (groupArray == none) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
while (i < groupArray.GetLength())
|
|
|
|
{
|
|
|
|
nextCommand = Command(groupArray.GetItem(i));
|
|
|
|
if (nextCommand != none && nextCommand.class == commandClass) {
|
|
|
|
groupArray.RemoveIndex(i);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
i += 1;
|
|
|
|
}
|
|
|
|
_.memory.Free(nextCommand);
|
|
|
|
}
|
|
|
|
if (groupArray.GetLength() == 0) {
|
|
|
|
groupedCommands.RemoveItem(commandGroup);
|
|
|
|
}
|
|
|
|
_.memory.Free(groupArray);
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns command based on a given name.
|
|
|
|
*
|
|
|
|
* @param commandName Name of the registered `Command` to return.
|
|
|
|
* Case-insensitive.
|
|
|
|
* @return Command, registered with a given name `commandName`.
|
|
|
|
* If no command with such name was registered - returns `none`.
|
|
|
|
*/
|
|
|
|
public final function Command GetCommand(BaseText commandName)
|
|
|
|
{
|
|
|
|
local Text commandNameLowerCase;
|
|
|
|
local Command commandInstance;
|
|
|
|
|
|
|
|
if (commandName == none) return none;
|
|
|
|
if (registeredCommands == none) return none;
|
|
|
|
|
|
|
|
commandNameLowerCase = commandName.LowerCopy();
|
|
|
|
commandInstance = Command(registeredCommands.GetItem(commandNameLowerCase));
|
|
|
|
commandNameLowerCase.FreeSelf();
|
|
|
|
return commandInstance;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns array of names of all available commands.
|
|
|
|
*
|
|
|
|
* @return Array of names of all available (registered) commands.
|
|
|
|
*/
|
|
|
|
public final function array<Text> GetCommandNames()
|
|
|
|
{
|
|
|
|
local array<Text> emptyResult;
|
|
|
|
|
|
|
|
if (registeredCommands != none) {
|
|
|
|
return registeredCommands.GetTextKeys();
|
|
|
|
}
|
|
|
|
return emptyResult;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns array of names of all available commands belonging to the group
|
|
|
|
* `groupName`.
|
|
|
|
*
|
|
|
|
* @return Array of names of all available (registered) commands, belonging to
|
|
|
|
* the group `groupName`.
|
|
|
|
*/
|
|
|
|
public final function array<Text> GetCommandNamesInGroup(BaseText groupName)
|
|
|
|
{
|
|
|
|
local int i;
|
|
|
|
local ArrayList groupArray;
|
|
|
|
local Command nextCommand;
|
|
|
|
local array<Text> result;
|
|
|
|
|
|
|
|
if (groupedCommands == none) return result;
|
|
|
|
groupArray = groupedCommands.GetArrayList(groupName);
|
|
|
|
if (groupArray == none) return result;
|
|
|
|
|
|
|
|
for (i = 0; i < groupArray.GetLength(); i += 1)
|
|
|
|
{
|
|
|
|
nextCommand = Command(groupArray.GetItem(i));
|
|
|
|
if (nextCommand != none) {
|
|
|
|
result[result.length] = nextCommand.GetName();
|
|
|
|
}
|
|
|
|
_.memory.Free(nextCommand);
|
|
|
|
}
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns all available command groups' names.
|
|
|
|
*
|
|
|
|
* @return Array of all available command groups' names.
|
|
|
|
*/
|
|
|
|
public final function array<Text> GetGroupsNames()
|
|
|
|
{
|
|
|
|
local array<Text> emptyResult;
|
|
|
|
|
|
|
|
if (groupedCommands != none) {
|
|
|
|
return groupedCommands.GetTextKeys();
|
|
|
|
}
|
|
|
|
return emptyResult;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Handles user input: finds appropriate command and passes the rest of
|
|
|
|
* the arguments to it for further processing.
|
|
|
|
*
|
|
|
|
* @param input Test that contains user's command input.
|
|
|
|
* @param callerPlayer Player that caused this command call.
|
|
|
|
*/
|
|
|
|
public final function HandleInput(BaseText input, EPlayer callerPlayer)
|
|
|
|
{
|
|
|
|
local Parser wrapper;
|
|
|
|
|
|
|
|
if (input == none) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
wrapper = input.Parse();
|
|
|
|
HandleInputWith(wrapper, callerPlayer);
|
|
|
|
wrapper.FreeSelf();
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Handles user input: finds appropriate command and passes the rest of
|
|
|
|
* the arguments to it for further processing.
|
|
|
|
*
|
|
|
|
* @param parser Parser filled with user input that is expected to
|
|
|
|
* contain command's name and it's parameters.
|
|
|
|
* @param callerPlayer Player that caused this command call.
|
|
|
|
*/
|
|
|
|
public final function HandleInputWith(Parser parser, EPlayer callerPlayer)
|
|
|
|
{
|
|
|
|
local int i;
|
|
|
|
local bool foundID;
|
|
|
|
local string steamID;
|
|
|
|
local PlayerController controller;
|
|
|
|
local Command commandInstance;
|
|
|
|
local Command.CallData callData;
|
|
|
|
local MutableText commandName;
|
|
|
|
|
|
|
|
if (parser == none) return;
|
|
|
|
if (callerPlayer == none) return;
|
|
|
|
if (!parser.Ok()) return;
|
|
|
|
controller = callerPlayer.GetController();
|
|
|
|
if (controller == none) return;
|
|
|
|
|
|
|
|
steamID = controller.GetPlayerIDHash();
|
|
|
|
for (i = 0; i < allowedPlayers.length; i += 1)
|
|
|
|
{
|
|
|
|
if (allowedPlayers[i] == steamID)
|
|
|
|
{
|
|
|
|
foundID = true;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (!foundID) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
parser.MUntilMany(commandName, commandDelimiters, true, true);
|
|
|
|
commandInstance = GetCommand(commandName);
|
|
|
|
if ( commandInstance == none
|
|
|
|
&& callerPlayer != none && callerPlayer.IsExistent())
|
|
|
|
{
|
|
|
|
callerPlayer
|
|
|
|
.BorrowConsole()
|
|
|
|
.Flush()
|
|
|
|
.Say(F("{$TextFailure Command not found!}"));
|
|
|
|
}
|
|
|
|
commandName.FreeSelf();
|
|
|
|
if (parser.Ok() && commandInstance != none)
|
|
|
|
{
|
|
|
|
callData = commandInstance.ParseInputWith(parser, callerPlayer);
|
|
|
|
commandInstance.Execute(callData, callerPlayer);
|
|
|
|
commandInstance.DeallocateCallData(callData);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
private function bool HandleCommands(
|
|
|
|
EPlayer sender,
|
|
|
|
MutableText message,
|
|
|
|
bool teamMessage)
|
|
|
|
{
|
|
|
|
local Parser parser;
|
|
|
|
|
|
|
|
// We are only interested in messages that start with `chatCommandPrefix`
|
|
|
|
parser = _.text.Parse(message);
|
|
|
|
if (!parser.Match(chatCommandPrefix).Ok())
|
|
|
|
{
|
|
|
|
parser.FreeSelf();
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
// Pass input to command feature
|
|
|
|
HandleInputWith(parser, sender);
|
|
|
|
parser.FreeSelf();
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
private function HandleMutate(string command, PlayerController sendingPlayer)
|
|
|
|
{
|
|
|
|
local Parser parser;
|
|
|
|
local EPlayer sender;
|
|
|
|
|
|
|
|
// A lot of other mutators use these commands
|
|
|
|
if (command ~= "help") return;
|
|
|
|
if (command ~= "version") return;
|
|
|
|
if (command ~= "status") return;
|
|
|
|
if (command ~= "credits") return;
|
|
|
|
|
|
|
|
parser = _.text.ParseString(command);
|
|
|
|
sender = _.players.FromController(sendingPlayer);
|
|
|
|
HandleInputWith(parser, sender);
|
|
|
|
sender.FreeSelf();
|
|
|
|
parser.FreeSelf();
|
|
|
|
}
|
|
|
|
|
|
|
|
defaultproperties
|
|
|
|
{
|
|
|
|
configClass = class'Commands'
|
|
|
|
errCommandDuplicate = (l=LOG_Error,m="Command `%1` is already registered with name '%2'. Command `%3` with the same name will be ignored.")
|
|
|
|
}
|