#include "impulse.qh"
#include "round_handler.qh"
-#include "bot/api.qh"
-
#include "weapons/throwing.qh"
#include "command/common.qh"
#include "cheats.qh"
+#include "clientkill.qh"
#include "weapons/selection.qh"
#include "weapons/tracing.qh"
#include "weapons/weaponsystem.qh"
for(int wepslot = 0; wepslot < MAX_WEAPONSLOTS; ++wepslot) \
{ \
.entity weaponentity = weaponentities[wepslot]; \
- W_CycleWeapon(this, this.cvar_cl_weaponpriorities[slot], dir, weaponentity); \
+ W_CycleWeapon(this, CS(this).cvar_cl_weaponpriorities[slot], dir, weaponentity); \
if(wepslot == 0 && autocvar_g_weaponswitch_debug != 1) \
break; \
} \
Weapon w = this.(weaponentity).m_weapon;
w.wr_reload(w, actor, weaponentity);
- if(slot == 0 && autocvar_g_weaponswitch_debug != 1)
- break;
+ // allow reloading all active slots?
+ //if(slot == 0 && autocvar_g_weaponswitch_debug != 1)
+ //break;
}
}
{
if (game_stopped) return;
- int imp = this.impulse;
+ int imp = CS(this).impulse;
if (!imp) return;
- this.impulse = 0;
+ CS(this).impulse = 0;
if (MinigameImpulse(this, imp)) return;
}
sprint(this, "all waypoints cleared\n");
}
-
-IMPULSE(navwaypoint_spawn)
-{
- if (!autocvar_g_waypointeditor) return;
- waypoint_spawn_fromeditor(this);
-}
-
-IMPULSE(navwaypoint_remove)
-{
- if (!autocvar_g_waypointeditor) return;
- waypoint_remove_fromeditor(this);
-}
-
-IMPULSE(navwaypoint_relink)
-{
- if (!autocvar_g_waypointeditor) return;
- waypoint_schedulerelinkall();
-}
-
-IMPULSE(navwaypoint_save)
-{
- if (!autocvar_g_waypointeditor) return;
- waypoint_saveall();
-}
-
-IMPULSE(navwaypoint_unreachable)
-{
- if (!autocvar_g_waypointeditor) return;
- waypoint_unreachable(this);
-}