+#include "cl_impulse.qh"
#include "round_handler.qh"
-#include "bot/waypoints.qh"
+#include "bot/api.qh"
#include "weapons/throwing.qh"
#include "command/common.qh"
#include "cheats.qh"
-#include "bot/navigation.qh"
#include "weapons/selection.qh"
#include "weapons/tracing.qh"
#include "weapons/weaponsystem.qh"
+#include <common/state.qh>
+
#include "../common/minigames/sv_minigames.qh"
#include "../common/weapons/all.qh"
.entity vehicle;
-REGISTRY(IMPULSES, 255)
-REGISTER_REGISTRY(IMPULSES)
-REGISTRY_SORT(IMPULSES)
-STATIC_INIT(IMPULSES_renumber)
-{
- FOREACH(IMPULSES, true, LAMBDA(it.m_id = i));
-}
-REGISTRY_CHECK(IMPULSES)
-
-.void(entity this) impulse_handle;
-
-#define IMPULSE(id, n) _IMPULSE(IMP_##id, n)
-#define _IMPULSE(id, n) \
+#define IMPULSE(id) _IMPULSE(IMP_##id)
+#define _IMPULSE(id) \
void id##_handle(entity this); \
- REGISTER(IMPULSES, id, m_id, new(Impulse)) \
+ STATIC_INIT_LATE(id) \
{ \
- make_pure(this); \
- this.impulse = n; \
- this.impulse_handle = id##_handle; \
+ id.impulse_handle = id##_handle; \
} \
void id##_handle(entity this)
// weapon switching impulses
-#define X(slot, imp) \
- IMPULSE(weapon_group_##slot, imp) \
+#define X(slot) \
+ IMPULSE(weapon_group_##slot) \
+ { \
+ if (IS_DEAD(this)) \
+ { \
+ this.impulse = IMP_weapon_group_##slot.impulse; \
+ return; \
+ } \
+ W_NextWeaponOnImpulse(this, slot); \
+ }
+X(1)
+X(2)
+X(3)
+X(4)
+X(5)
+X(6)
+X(7)
+X(8)
+X(9)
+X(0)
+#undef X
+
+// custom order weapon cycling
+
+#define X(slot, dir) \
+ IMPULSE(weapon_priority_##slot##_##dir) \
+ { \
+ if (this.vehicle) return; \
+ if (IS_DEAD(this)) \
+ { \
+ this.impulse = IMP_weapon_priority_##slot##_##dir.impulse; \
+ return; \
+ } \
+ noref int prev = -1; \
+ noref int best = 0; \
+ noref int next = +1; \
+ W_CycleWeapon(this, this.cvar_cl_weaponpriorities[slot], dir); \
+ }
+X(0, prev)
+X(1, prev)
+X(2, prev)
+X(3, prev)
+X(4, prev)
+X(5, prev)
+X(6, prev)
+X(7, prev)
+X(8, prev)
+X(9, prev)
+
+X(0, best)
+X(1, best)
+X(2, best)
+X(3, best)
+X(4, best)
+X(5, best)
+X(6, best)
+X(7, best)
+X(8, best)
+X(9, best)
+
+X(0, next)
+X(1, next)
+X(2, next)
+X(3, next)
+X(4, next)
+X(5, next)
+X(6, next)
+X(7, next)
+X(8, next)
+X(9, next)
+#undef X
+
+// direct weapons
+
+#define X(i) \
+ IMPULSE(weapon_byid_##i) \
{ \
- if (this.deadflag != DEAD_NO) return; \
- W_NextWeaponOnImpulse(slot); \
+ if (this.vehicle) return; \
+ if (IS_DEAD(this)) \
+ { \
+ this.impulse = IMP_weapon_byid_##i.impulse; \
+ return; \
+ } \
+ W_SwitchWeapon(this, Weapons_from(WEP_FIRST + i)); \
}
-X(1, 1)
-X(2, 2)
-X(3, 3)
-X(4, 4)
-X(5, 5)
-X(6, 6)
-X(7, 7)
-X(8, 8)
-X(9, 9)
-X(0, 14)
+X(0)
+X(1)
+X(2)
+X(3)
+X(4)
+X(5)
+X(6)
+X(7)
+X(8)
+X(9)
+X(10)
+X(11)
+X(12)
+X(13)
+X(14)
+X(15)
+X(16)
+X(17)
+X(18)
+X(19)
+X(20)
+X(21)
+X(22)
+X(23)
#undef X
-IMPULSE(weapon_next_byid, 10)
+IMPULSE(weapon_next_byid)
{
if (this.vehicle) return;
- if (this.deadflag != DEAD_NO) return;
- W_NextWeapon(0);
+ if (IS_DEAD(this))
+ {
+ this.impulse = IMP_weapon_next_byid.impulse;
+ return;
+ }
+ W_NextWeapon(this, 0);
}
-IMPULSE(weapon_prev_byid, 12)
+IMPULSE(weapon_prev_byid)
{
if (this.vehicle) return;
- if (this.deadflag != DEAD_NO) return;
- W_PreviousWeapon(0);
+ if (IS_DEAD(this))
+ {
+ this.impulse = IMP_weapon_prev_byid.impulse;
+ return;
+ }
+ W_PreviousWeapon(this, 0);
}
-IMPULSE(weapon_next_bygroup, 18)
+IMPULSE(weapon_next_bygroup)
{
if (this.vehicle) return;
- if (this.deadflag != DEAD_NO) return;
- W_NextWeapon(1);
+ if (IS_DEAD(this))
+ {
+ this.impulse = IMP_weapon_next_bygroup.impulse;
+ return;
+ }
+ W_NextWeapon(this, 1);
}
-IMPULSE(weapon_prev_bygroup, 19)
+
+IMPULSE(weapon_prev_bygroup)
{
if (this.vehicle) return;
- if (this.deadflag != DEAD_NO) return;
- W_PreviousWeapon(1);
+ if (IS_DEAD(this))
+ {
+ this.impulse = IMP_weapon_prev_bygroup.impulse;
+ return;
+ }
+ W_PreviousWeapon(this, 1);
}
-IMPULSE(weapon_next_bypriority, 15)
+IMPULSE(weapon_next_bypriority)
{
if (this.vehicle) return;
- if (this.deadflag != DEAD_NO) return;
- W_NextWeapon(2);
+ if (IS_DEAD(this))
+ {
+ this.impulse = IMP_weapon_next_bypriority.impulse;
+ return;
+ }
+ W_NextWeapon(this, 2);
}
-IMPULSE(weapon_prev_bypriority, 16)
+
+IMPULSE(weapon_prev_bypriority)
{
if (this.vehicle) return;
- if (this.deadflag != DEAD_NO) return;
- W_PreviousWeapon(2);
+ if (IS_DEAD(this))
+ {
+ this.impulse = IMP_weapon_prev_bypriority.impulse;
+ return;
+ }
+ W_PreviousWeapon(this, 2);
}
-IMPULSE(weapon_last, 11)
+IMPULSE(weapon_last)
{
if (this.vehicle) return;
- if (this.deadflag != DEAD_NO) return;
- W_LastWeapon();
+ if (IS_DEAD(this)) return;
+ W_LastWeapon(this);
}
-IMPULSE(weapon_best, 13)
+IMPULSE(weapon_best)
{
if (this.vehicle) return;
- if (this.deadflag != DEAD_NO) return;
- W_SwitchWeapon(w_getbestweapon(this));
+ if (IS_DEAD(this)) return;
+ W_SwitchWeapon(this, w_getbestweapon(this));
}
-IMPULSE(weapon_throw, 17)
+IMPULSE(weapon_drop)
{
if (this.vehicle) return;
- if (this.deadflag != DEAD_NO) return;
- W_ThrowWeapon(W_CalculateProjectileVelocity(this.velocity, v_forward * 750, false), '0 0 0', true);
+ if (IS_DEAD(this)) return;
+ W_ThrowWeapon(this, weaponentities[0], W_CalculateProjectileVelocity(this, this.velocity, v_forward * 750, false), '0 0 0', true);
}
-IMPULSE(weapon_reload, 20)
+IMPULSE(weapon_reload)
{
if (this.vehicle) return;
- if (this.deadflag != DEAD_NO) return;
+ if (IS_DEAD(this)) return;
if (forbidWeaponUse(this)) return;
- Weapon w = Weapons_from(this.weapon);
- w.wr_reload(w);
+ Weapon w = PS(this).m_weapon;
+ entity actor = this;
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ w.wr_reload(w, actor, weaponentity);
+ }
}
void ImpulseCommands(entity this)
if (!imp) return;
this.impulse = 0;
- if (this.active_minigame && MinigameImpulse(imp)) return;
+ if (MinigameImpulse(this, imp)) return;
if (timeout_status == TIMEOUT_ACTIVE) return; // don't allow any impulses while the game is paused
// allow only weapon change impulses when not in round time
if (round_handler_IsActive() && !round_handler_IsRoundStarted())
- if (imp == 17 || (imp >= 20 && imp < 200) || imp > 253) return;
-
- if (this.vehicle && this.vehicle.deadflag == DEAD_NO)
{
- bool(int) f = this.vehicle.vehicles_impulse;
- if (f && f(imp)) return;
- if (vehicle_impulse(imp)) return;
+ #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
}
- if (CheatImpulse(imp)) return;
+ if (vehicle_impulse(this, imp)) return;
+
+ if (CheatImpulse(this, imp)) return;
FOREACH(IMPULSES, it.impulse == imp, {
- it.impulse_handle(this);
+ void(entity) f = it.impulse_handle;
+ if (!f) continue;
+ f(this);
return;
});
-
- if (imp >= 200 && imp <= 229)
- {
- if (!this.vehicle && this.deadflag == DEAD_NO)
- {
- // custom order weapon cycling
- int i = imp % 10;
- int m = (imp - (210 + i)); // <0 for prev, =0 for best, >0 for next
- W_CycleWeapon(this.(cvar_cl_weaponpriorities[i]), m);
- }
- // else // don't retry, as this can break weaplast bind
- // this.impulse = imp; // retry in next frame
- }
- else if (imp >= WEP_IMPULSE_BEGIN && imp <= WEP_IMPULSE_END)
- {
- if (!this.vehicle && this.deadflag == DEAD_NO) W_SwitchWeapon(imp - WEP_IMPULSE_BEGIN + WEP_FIRST);
- // else // don't retry, as this can break weaplast bind
- // this.impulse = imp; // retry in next frame
- }
}
-IMPULSE(use, 21)
+IMPULSE(use)
{
- PlayerUseKey();
+ PlayerUseKey(this);
}
-IMPULSE(waypoint_personal_here, 30)
+IMPULSE(waypoint_personal_here)
{
- entity wp = WaypointSprite_DeployPersonal(WP_Waypoint, this.origin, RADARICON_WAYPOINT);
+ entity wp = WaypointSprite_DeployPersonal(WP_Waypoint, this, this.origin, RADARICON_WAYPOINT);
if (wp) WaypointSprite_Ping(wp);
sprint(this, "personal waypoint spawned at location\n");
}
-IMPULSE(waypoint_personal_crosshair, 31)
+IMPULSE(waypoint_personal_crosshair)
{
WarpZone_crosshair_trace(this);
- entity wp = WaypointSprite_DeployPersonal(WP_Waypoint, trace_endpos, RADARICON_WAYPOINT);
+ entity wp = WaypointSprite_DeployPersonal(WP_Waypoint, this, trace_endpos, RADARICON_WAYPOINT);
if (wp) WaypointSprite_Ping(wp);
sprint(this, "personal waypoint spawned at crosshair\n");
}
-IMPULSE(waypoint_personal_death, 32)
+IMPULSE(waypoint_personal_death)
{
if (!this.death_origin) return;
- entity wp = WaypointSprite_DeployPersonal(WP_Waypoint, this.death_origin, RADARICON_WAYPOINT);
+ entity wp = WaypointSprite_DeployPersonal(WP_Waypoint, this, this.death_origin, RADARICON_WAYPOINT);
if (wp) WaypointSprite_Ping(wp);
sprint(this, "personal waypoint spawned at death location\n");
}
-IMPULSE(waypoint_here_follow, 33)
+IMPULSE(waypoint_here_follow)
{
if (!teamplay) return;
- if (this.deadflag != DEAD_NO) return;
+ if (IS_DEAD(this)) return;
if (!MUTATOR_CALLHOOK(HelpMePing, this))
{
- entity wp = WaypointSprite_Attach(WP_Helpme, true, RADARICON_HELPME);
+ entity wp = WaypointSprite_Attach(WP_Helpme, this, true, RADARICON_HELPME);
if (!wp) WaypointSprite_HelpMePing(this.waypointsprite_attachedforcarrier);
else WaypointSprite_Ping(wp);
}
sprint(this, "HELP ME attached\n");
}
-IMPULSE(waypoint_here_here, 34)
+IMPULSE(waypoint_here_here)
{
- entity wp = WaypointSprite_DeployFixed(WP_Here, false, this.origin, RADARICON_HERE);
+ entity wp = WaypointSprite_DeployFixed(WP_Here, false, this, this.origin, RADARICON_HERE);
if (wp) WaypointSprite_Ping(wp);
sprint(this, "HERE spawned at location\n");
}
-IMPULSE(waypoint_here_crosshair, 35)
+IMPULSE(waypoint_here_crosshair)
{
WarpZone_crosshair_trace(this);
- entity wp = WaypointSprite_DeployFixed(WP_Here, false, trace_endpos, RADARICON_HERE);
+ entity wp = WaypointSprite_DeployFixed(WP_Here, false, this, trace_endpos, RADARICON_HERE);
if (wp) WaypointSprite_Ping(wp);
sprint(this, "HERE spawned at crosshair\n");
}
-IMPULSE(waypoint_here_death, 36)
+IMPULSE(waypoint_here_death)
{
if (!this.death_origin) return;
- entity wp = WaypointSprite_DeployFixed(WP_Here, false, this.death_origin, RADARICON_HERE);
+ entity wp = WaypointSprite_DeployFixed(WP_Here, false, this, this.death_origin, RADARICON_HERE);
if (wp) WaypointSprite_Ping(wp);
sprint(this, "HERE spawned at death location\n");
}
-IMPULSE(waypoint_danger_here, 37)
+IMPULSE(waypoint_danger_here)
{
- entity wp = WaypointSprite_DeployFixed(WP_Danger, false, this.origin, RADARICON_DANGER);
+ entity wp = WaypointSprite_DeployFixed(WP_Danger, false, this, this.origin, RADARICON_DANGER);
if (wp) WaypointSprite_Ping(wp);
sprint(this, "DANGER spawned at location\n");
}
-IMPULSE(waypoint_danger_crosshair, 38)
+IMPULSE(waypoint_danger_crosshair)
{
WarpZone_crosshair_trace(this);
- entity wp = WaypointSprite_DeployFixed(WP_Danger, false, trace_endpos, RADARICON_DANGER);
+ entity wp = WaypointSprite_DeployFixed(WP_Danger, false, this, trace_endpos, RADARICON_DANGER);
if (wp) WaypointSprite_Ping(wp);
sprint(this, "DANGER spawned at crosshair\n");
}
-IMPULSE(waypoint_danger_death, 39)
+IMPULSE(waypoint_danger_death)
{
if (!this.death_origin) return;
- entity wp = WaypointSprite_DeployFixed(WP_Danger, false, this.death_origin, RADARICON_DANGER);
+ entity wp = WaypointSprite_DeployFixed(WP_Danger, false, this, this.death_origin, RADARICON_DANGER);
if (wp) WaypointSprite_Ping(wp);
sprint(this, "DANGER spawned at death location\n");
}
-IMPULSE(waypoint_clear_personal, 47)
+IMPULSE(waypoint_clear_personal)
{
- WaypointSprite_ClearPersonal();
+ WaypointSprite_ClearPersonal(this);
if (this.personal)
{
- remove(this.personal);
+ delete(this.personal);
this.personal = NULL;
}
sprint(this, "personal waypoint cleared\n");
}
-IMPULSE(waypoint_clear_team, 48)
+IMPULSE(waypoint_clear)
{
- WaypointSprite_ClearOwned();
+ WaypointSprite_ClearOwned(this);
if (this.personal)
{
- remove(this.personal);
+ delete(this.personal);
this.personal = NULL;
}
sprint(this, "all waypoints cleared\n");
}
-IMPULSE(navwaypoint_spawn, 103)
+IMPULSE(navwaypoint_spawn)
{
if (!autocvar_g_waypointeditor) return;
waypoint_schedulerelink(waypoint_spawn(this.origin, this.origin, 0));
bprint(strcat("Waypoint spawned at ", vtos(this.origin), "\n"));
}
-IMPULSE(navwaypoint_remove, 104)
+IMPULSE(navwaypoint_remove)
{
if (!autocvar_g_waypointeditor) return;
entity e = navigation_findnearestwaypoint(this, false);
waypoint_remove(e);
}
-IMPULSE(navwaypoint_relink, 105)
+IMPULSE(navwaypoint_relink)
{
if (!autocvar_g_waypointeditor) return;
waypoint_schedulerelinkall();
}
-IMPULSE(navwaypoint_save, 106)
+IMPULSE(navwaypoint_save)
{
if (!autocvar_g_waypointeditor) return;
waypoint_saveall();
}
-IMPULSE(navwaypoint_debug, 107)
+IMPULSE(navwaypoint_unreachable)
{
if (!autocvar_g_waypointeditor) return;
- for (entity e = findchain(classname, "waypoint"); e; e = e.chain)
+ IL_EACH(g_waypoints, true,
{
- e.colormod = '0.5 0.5 0.5';
- e.effects &= ~(EF_NODEPTHTEST | EF_RED | EF_BLUE);
- }
+ it.colormod = '0.5 0.5 0.5';
+ it.effects &= ~(EF_NODEPTHTEST | EF_RED | EF_BLUE);
+ });
entity e2 = navigation_findnearestwaypoint(this, false);
- navigation_markroutes(e2);
+ navigation_markroutes(this, e2);
- int i, m;
+ int j, m;
- i = 0;
+ j = 0;
m = 0;
- for (entity e = findchain(classname, "waypoint"); e; e = e.chain)
+ IL_EACH(g_waypoints, it.wpcost >= 10000000,
{
- if (e.wpcost < 10000000) continue;
- LOG_INFO("unreachable: ", etos(e), " ", vtos(e.origin), "\n");
- e.colormod_z = 8;
- e.effects |= EF_NODEPTHTEST | EF_BLUE;
- ++i;
+ LOG_INFO("unreachable: ", etos(it), " ", vtos(it.origin), "\n");
+ it.colormod_z = 8;
+ it.effects |= EF_NODEPTHTEST | EF_BLUE;
+ ++j;
++m;
- }
- if (i) LOG_INFOF("%d waypoints cannot be reached from here in any way (marked with blue light)\n", i);
+ });
+ if (j) LOG_INFOF("%d waypoints cannot be reached from here in any way (marked with blue light)\n", j);
navigation_markroutes_inverted(e2);
- i = 0;
- for (entity e = findchain(classname, "waypoint"); e; e = e.chain)
+ j = 0;
+ IL_EACH(g_waypoints, it.wpcost >= 10000000,
{
- if (e.wpcost < 10000000) continue;
- LOG_INFO("cannot reach me: ", etos(e), " ", vtos(e.origin), "\n");
- e.colormod_x = 8;
- if (!(e.effects & EF_NODEPTHTEST)) // not already reported before
+ LOG_INFO("cannot reach me: ", etos(it), " ", vtos(it.origin), "\n");
+ it.colormod_x = 8;
+ if (!(it.effects & EF_NODEPTHTEST)) // not already reported before
++m;
- e.effects |= EF_NODEPTHTEST | EF_RED;
- ++i;
- }
- if (i) LOG_INFOF("%d waypoints cannot walk to here in any way (marked with red light)\n", i);
+ it.effects |= EF_NODEPTHTEST | EF_RED;
+ ++j;
+ });
+ if (j) LOG_INFOF("%d waypoints cannot walk to here in any way (marked with red light)\n", j);
if (m) LOG_INFOF("%d waypoints have been marked total\n", m);
- i = 0;
- for (entity e = findchain(classname, "info_player_deathmatch"); e; e = e.chain)
+ j = 0;
+ FOREACH_ENTITY_CLASS("info_player_deathmatch", true,
{
- vector org = e.origin;
- tracebox(e.origin, PL_MIN, PL_MAX, e.origin - '0 0 512', MOVE_NOMONSTERS, world);
- setorigin(e, trace_endpos);
- if (navigation_findnearestwaypoint(e, false))
+ vector org = it.origin;
+ tracebox(it.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - '0 0 512', MOVE_NOMONSTERS, NULL);
+ setorigin(it, trace_endpos);
+ if (navigation_findnearestwaypoint(it, false))
{
- setorigin(e, org);
- e.effects &= ~EF_NODEPTHTEST;
- e.model = "";
+ setorigin(it, org);
+ it.effects &= ~EF_NODEPTHTEST;
+ it.model = "";
}
else
{
- setorigin(e, org);
- LOG_INFO("spawn without waypoint: ", etos(e), " ", vtos(e.origin), "\n");
- e.effects |= EF_NODEPTHTEST;
- _setmodel(e, this.model);
- e.frame = this.frame;
- e.skin = this.skin;
- e.colormod = '8 0.5 8';
- setsize(e, '0 0 0', '0 0 0');
- ++i;
+ setorigin(it, org);
+ LOG_INFO("spawn without waypoint: ", etos(it), " ", vtos(it.origin), "\n");
+ it.effects |= EF_NODEPTHTEST;
+ _setmodel(it, this.model);
+ it.frame = this.frame;
+ it.skin = this.skin;
+ it.colormod = '8 0.5 8';
+ setsize(it, '0 0 0', '0 0 0');
+ ++j;
}
- }
- if (i) LOG_INFOF("%d spawnpoints have no nearest waypoint (marked by player model)\n", i);
+ });
+ if (j) LOG_INFOF("%d spawnpoints have no nearest waypoint (marked by player model)\n", j);
- i = 0;
- entity start = findchainflags(flags, FL_ITEM);
- for (entity e = start; e; e = e.chain)
+ j = 0;
+ FOREACH_ENTITY_FLAGS(flags, FL_ITEM,
{
- e.effects &= ~(EF_NODEPTHTEST | EF_RED | EF_BLUE);
- e.colormod = '0.5 0.5 0.5';
- }
- for (entity e = start; e; e = e.chain)
+ it.effects &= ~(EF_NODEPTHTEST | EF_RED | EF_BLUE);
+ it.colormod = '0.5 0.5 0.5';
+ });
+ FOREACH_ENTITY_FLAGS(flags, FL_ITEM,
{
- if (navigation_findnearestwaypoint(e, false)) continue;
- LOG_INFO("item without waypoint: ", etos(e), " ", vtos(e.origin), "\n");
- e.effects |= EF_NODEPTHTEST | EF_RED;
- e.colormod_x = 8;
- ++i;
- }
- if (i) LOG_INFOF("%d items have no nearest waypoint and cannot be walked away from (marked with red light)\n", i);
+ if (navigation_findnearestwaypoint(it, false)) continue;
+ LOG_INFO("item without waypoint: ", etos(it), " ", vtos(it.origin), "\n");
+ it.effects |= EF_NODEPTHTEST | EF_RED;
+ it.colormod_x = 8;
+ ++j;
+ });
+ if (j) LOG_INFOF("%d items have no nearest waypoint and cannot be walked away from (marked with red light)\n", j);
- i = 0;
- for (entity e = start; e; e = e.chain)
+ j = 0;
+ FOREACH_ENTITY_FLAGS(flags, FL_ITEM,
{
- if (navigation_findnearestwaypoint(e, true)) continue;
- LOG_INFO("item without waypoint: ", etos(e), " ", vtos(e.origin), "\n");
- e.effects |= EF_NODEPTHTEST | EF_BLUE;
- e.colormod_z = 8;
- ++i;
- }
- if (i) LOG_INFOF("%d items have no nearest waypoint and cannot be walked to (marked with blue light)\n", i);
+ if (navigation_findnearestwaypoint(it, true)) continue;
+ LOG_INFO("item without waypoint: ", etos(it), " ", vtos(it.origin), "\n");
+ it.effects |= EF_NODEPTHTEST | EF_BLUE;
+ it.colormod_z = 8;
+ ++j;
+ });
+ if (j) LOG_INFOF("%d items have no nearest waypoint and cannot be walked to (marked with blue light)\n", j);
}