+ {
+ #define X(id) case IMP_##id.impulse:
+ switch (imp)
+ {
+ X(weapon_group_0)
+ X(weapon_group_1)
+ X(weapon_group_2)
+ X(weapon_group_3)
+ X(weapon_group_4)
+ X(weapon_group_5)
+ X(weapon_group_6)
+ X(weapon_group_7)
+ X(weapon_group_8)
+ X(weapon_group_9)
+ X(weapon_next_byid)
+ X(weapon_prev_byid)
+ X(weapon_next_bygroup)
+ X(weapon_prev_bygroup)
+ X(weapon_next_bypriority)
+ X(weapon_prev_bypriority)
+ X(weapon_last)
+ X(weapon_best)
+ X(weapon_reload)
+ X(weapon_priority_0_prev)
+ X(weapon_priority_1_prev)
+ X(weapon_priority_2_prev)
+ X(weapon_priority_3_prev)
+ X(weapon_priority_4_prev)
+ X(weapon_priority_5_prev)
+ X(weapon_priority_6_prev)
+ X(weapon_priority_7_prev)
+ X(weapon_priority_8_prev)
+ X(weapon_priority_9_prev)
+ X(weapon_priority_0_next)
+ X(weapon_priority_1_next)
+ X(weapon_priority_2_next)
+ X(weapon_priority_3_next)
+ X(weapon_priority_4_next)
+ X(weapon_priority_5_next)
+ X(weapon_priority_6_next)
+ X(weapon_priority_7_next)
+ X(weapon_priority_8_next)
+ X(weapon_priority_9_next)
+ X(weapon_priority_0_best)
+ X(weapon_priority_1_best)
+ X(weapon_priority_2_best)
+ X(weapon_priority_3_best)
+ X(weapon_priority_4_best)
+ X(weapon_priority_5_best)
+ X(weapon_priority_6_best)
+ X(weapon_priority_7_best)
+ X(weapon_priority_8_best)
+ X(weapon_priority_9_best)
+ X(weapon_byid_0)
+ X(weapon_byid_1)
+ X(weapon_byid_2)
+ X(weapon_byid_3)
+ X(weapon_byid_4)
+ X(weapon_byid_5)
+ X(weapon_byid_6)
+ X(weapon_byid_7)
+ X(weapon_byid_8)
+ X(weapon_byid_9)
+ X(weapon_byid_10)
+ X(weapon_byid_11)
+ X(weapon_byid_12)
+ X(weapon_byid_13)
+ X(weapon_byid_14)
+ X(weapon_byid_15)
+ X(weapon_byid_16)
+ X(weapon_byid_17)
+ X(weapon_byid_18)
+ X(weapon_byid_19)
+ X(weapon_byid_20)
+ X(weapon_byid_21)
+ X(weapon_byid_22)
+ X(weapon_byid_23)
+ break;
+ default: return;
+ }
+#undef X
+ }