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@ -155,6 +155,21 @@ DEF_CONSOLE_HOOK(ConHookNeedNetwork)
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return CHR_ALLOW;
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return CHR_ALLOW;
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}
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}
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/**
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* Check whether we are in a multiplayer game and are playing, i.e. we are not the dedicated server.
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* @return Are we a client or non-dedicated server in a network game? True when yes, false otherwise.
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*/
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DEF_CONSOLE_HOOK(ConHookNeedNonDedicatedNetwork)
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{
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if (!NetworkAvailable(echo)) return CHR_DISALLOW;
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if (_network_dedicated) {
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if (echo) IConsolePrint(CC_ERROR, "This command is not available to a dedicated network server.");
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return CHR_DISALLOW;
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}
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return CHR_ALLOW;
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}
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/**
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/**
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* Check whether we are in singleplayer mode.
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* Check whether we are in singleplayer mode.
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* @return True when no network is active.
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* @return True when no network is active.
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@ -2693,7 +2708,7 @@ void IConsoleStdLibRegister()
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IConsole::CmdRegister("reconnect", ConNetworkReconnect, ConHookClientOnly);
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IConsole::CmdRegister("reconnect", ConNetworkReconnect, ConHookClientOnly);
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IConsole::CmdRegister("rcon", ConRcon, ConHookNeedNetwork);
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IConsole::CmdRegister("rcon", ConRcon, ConHookNeedNetwork);
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IConsole::CmdRegister("join", ConJoinCompany, ConHookNeedNetwork);
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IConsole::CmdRegister("join", ConJoinCompany, ConHookNeedNonDedicatedNetwork);
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IConsole::AliasRegister("spectate", "join 255");
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IConsole::AliasRegister("spectate", "join 255");
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IConsole::CmdRegister("move", ConMoveClient, ConHookServerOnly);
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IConsole::CmdRegister("move", ConMoveClient, ConHookServerOnly);
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IConsole::CmdRegister("reset_company", ConResetCompany, ConHookServerOnly);
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IConsole::CmdRegister("reset_company", ConResetCompany, ConHookServerOnly);
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