in the game engine (referenced to quake3 code) i found the following
/*
===================
CL_ForwardCommandToServer
adds the current command line as a clientCommand
things like godmode, noclip, etc, are commands directed to the server,
so when they are typed in at the console, they will need to be forwarded.
===================
*/
void CL_ForwardCommandToServer( const char *string ) {
char *cmd;
cmd = Cmd_Argv(0);
// ignore key up commands
if ( cmd[0] == '-' ) {
return;
}
###################################
###################################
if ( clc.demoplaying || cls.state < CA_CONNECTED || cmd[0] == '+' ) {
Com_Printf ("Unknown command \"%s\"
", cmd);
return;
}
###################################
###################################
if ( Cmd_Argc() > 1 ) {
CL_AddReliableCommand( string );
} else {
CL_AddReliableCommand( cmd );
}
}
So because im playing a demo the “Cmd_SetViewpos_f” function is not reachable for me. I did get it to work when i start a server but not for demos.
Any1 got an idea how to fix it that i can use all the commands in demoplayback too?
cg_consolecmds.c
trap_AddCommand ("freecamsetpos");
|
–> cl_main.c (here the command gets blocked!)
|
–> g_cmds.c
else if (Q_stricmp (cmd, "freecamsetpos") == 0) {
Cmd_SetViewpos_f( ent );
|
–>
void Cmd_SetViewpos_f( gentity_t *ent ) {
<-- this is the goal.
So how can i get over the block @ cl_main.c
No need to say that i do not have ET Engine code 
thx in advance