you can't just "create a console command"
the way the system works is there's header files full of ID numbers for the console. when you call a console command, your not actually calling a command itself, your telling a variable to be equal to a number. You can't just add to that list and ID's
if you wanna do a custom command like "RunWallHack 1" just make a menu...
something like
Code:
If(RunWallHack == 1) {
<insert cham code here>
} else {
<off code here>
}
this isn't the console stuff, but these are an example list of ID's that are hard coded to the game engine
Code:
#define SFX_POLYGRID_ID 1
#define SFX_PARTICLETRAIL_ID 2
#define SFX_PARTICLESYSTEM_ID 3
#define SFX_PARTICLESHOWER_ID 4
#define SFX_TRACER_ID 5
#define SFX_WEAPON_ID 6
#define SFX_DYNAMICLIGHT_ID 7
#define SFX_PARTICLETRAILSEG_ID 8
#define SFX_SMOKE_ID 9
#define SFX_BULLETTRAIL_ID 10
#define SFX_VOLUMEBRUSH_ID 11
#define SFX_SHELLCASING_ID 12
#define SFX_CAMERA_ID 13
#define SFX_PARTICLEEXPLOSION_ID 14
#define SFX_SCALE_ID 15 // Sprites/Models
#define SFX_DEBRIS_ID 16
#define SFX_DEATH_ID 17
#define SFX_GIB_ID 18
#define SFX_PROJECTILE_ID 19
#define SFX_MARK_ID 20
#define SFX_LIGHT_ID 21
#define SFX_RANDOMSPARKS_ID 22
#define SFX_PICKUPITEM_ID 23
#define SFX_CHARACTER_ID 24
#define SFX_PLAYERSOUND_ID 25
#define SFX_NODELINES_ID 26
#define SFX_WEATHER_ID 27
#define SFX_LIGHTNING_ID 28
#define SFX_SPRINKLES_ID 29
#define SFX_FIRE_ID 30
#define SFX_LENSFLARE_ID 31
#define SFX_MUZZLEFLASH_ID 32
#define SFX_SEARCHLIGHT_ID 33
#define SFX_POLYDEBRIS_ID 34
#define SFX_STEAM_ID 35
#define SFX_EXPLOSION_ID 36
#define SFX_POLYLINE_ID 37
#define SFX_BODY_ID 38
#define SFX_LASERTRIGGER_ID 39
#define SFX_MINE_ID 40
#define SFX_BEAM_ID 41
#define SFX_PLAYERVEHICLE_ID 42
#define SFX_SOUND_ID 43
#define SFX_OBJSPRITE_ID 44
#define SFX_LIGHTGROUP_ID 45
#define SFX_DEBUGLINE_ID 46
#define SFX_TEXTUREFX_ID 47
#define SFX_SNOW_ID 48
#define SFX_JUMPVOLUME_ID 49
#define SFX_PLAYERLURE_ID 50
#define SFX_GADGETTARGET_ID 51
#define SFX_DISPLAYTIMER_ID 52
#define SFX_DYNAMIC_OCCLUDER_ID 53
#define SFX_SCATTER_ID 54
#define SFX_TRIGGER_ID 55
#define SFX_RADAROBJECT_ID 56
#define SFX_ACTIVATEOBJECT_ID 57
#define SFX_DOOMSDAYPIECE_ID 58
#define SFX_TOTAL_NUMBER 58 // Important that this is the same as the last FX defined...
// Shared fx related stuff...
// CharacterFX messages...
#define CFX_NODECONTROL_LIP_SYNC 2
#define CFX_NODECONTROL_HEAD_FOLLOW_OBJ 3
#define CFX_CINEMATICAI_MSG 4
#define CFX_NODECONTROL_SCRIPT 5
#define CFX_STEALTH_MSG 6
#define CFX_RESET_TRACKER 7
#define CFX_CLIENTID_MSG 8
#define CFX_CHAT_MSG 9
#define CFX_FLASHLIGHT_CREATE_MSG 10
#define CFX_FLASHLIGHT_DESTROY_MSG 11
#define CFX_DMGFLAGS_MSG 12
#define CFX_CIGARETTE_CREATE_MSG 13
#define CFX_CIGARETTE_DESTROY_MSG 14
#define CFX_CIGARETTESMOKE_CREATE_MSG 15
#define CFX_CIGARETTESMOKE_DESTROY_MSG 16
#define CFX_ALLFX_MSG 17
#define CFX_DIALOGUE_MSG 18
#define CFX_CROSSHAIR_MSG 19
#define CFX_ZZZ_CREATE_MSG 20
#define CFX_ZZZ_DESTROY_MSG 21
#define CFX_TAUNT_MSG 22
#define CFX_INFO_STRING 23
#define CFX_WEAPON_SOUND_LOOP_MSG 24
#define CFX_TRACK_TARGET_MSG 25
#define CFX_PITCH 26
#define CFX_HITBOX_MSG 27
#define CFX_CAN_CARRY 28
#define CFX_PLAYER_DEAD 29
#define CFX_PLAYER_REVIVED 30
#define CFX_PLAYER_RESPAWN 31
#define CFX_INSTANTDMGFLAGS_MSG 32
#define CFX_CHARACTER_TRACKING 33
#define CFX_UPDATE_ATTACHMENTS 34
#define CFX_CAN_WAKE 35
#define CFX_CHARACTER_RADAR 36
#define CFX_CARRY 37
//sub-messages for CFX_CARRY
#define CFX_CARRY_NONE 0
#define CFX_CARRY_BODY 1
#define CFX_CARRY_DD_TRAN 2
#define CFX_CARRY_DD_BATT 3
#define CFX_CARRY_DD_CORE 4
// CameraFX messages...
#define CAMFX_FOV 1
// BodyFX messages...
#define BFX_TWITCH_MSG 1
#define BFX_FADE_MSG 2
#define BFX_HITBOX_MSG 3
#define BFX_CAN_CARRY 4
#define BFX_CARRIED 5
#define BFX_DAMAGEFX_MSG 6
#define BFX_PERMANENT 7
#define BFX_CANREVIVE 8
// TriggerFX messages...
#define TRIGFX_ALLFX_MSG 1
#define TRIGFX_LOCKED_MSG 2
// ActivateFX messages...
#define ACTIVATEFX_DISABLED 1
#define ACTIVATEFX_STATE 2
// PickupItemFX messages...
#define PUFX_CLIENTFX 1
#define PUFX_TEAMID 2
// BodyState values..
enum BodyState
{
eBodyStateNormal = 0, // Normal death (shot, etc)
eBodyStateChair = 1, // Killed in a chair
eBodyStateLedge = 2, // Falling off a ledge
eBodyStateLaser = 3, // Vap-o-rized by a lazer
eBodyStateExplode = 4, // Hit by an explosion
eBodyStateStuck = 5, // Stuck to a wall w/ xbow/spear
eBodyStateUnderwater = 6, // Killed underwater
eBodyStateStairs = 7, // Fall down stairs (and break hip)
eBodyStateFly = 8, // Flying through the air
eBodyStateDecay = 9, // Decay powder dumped on body
eBodyStateCrush = 10, // Crushed
eBodyStatePoison = 11, // Killed by poison
eBodyStateAcid = 12, // Killed by acid
eBodyStateArrow = 13, // Killed by arrow (wall stick)
eBodyStateFade = 14, // Fade for low-violence setting
eBodyStateLadder = 15, // Falling off a ladder
};
// PolyLine values...
enum PolyLineWidthStyle
{
PLWS_BIG_TO_SMALL=0,
PLWS_SMALL_TO_BIG,
PLWS_SMALL_TO_SMALL,
PLWS_CONSTANT
};
// Used with SFX_PLAYERLURE_ID
enum PlayerLureFlags
{
ePlayerLureFlagsAllowWeapon = (1<<0),
ePlayerLureFlagsRetainOffsets = (1<<1),
ePlayerLureFlagsBicycle = (1<<2),
};
enum PlayerLureCameraFreedom
{
kPlayerLureCameraFreedomNone,
kPlayerLureCameraFreedomLimited,
kPlayerLureCameraFreedomUnlimited
};