+#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"
#define X(slot) \
IMPULSE(weapon_group_##slot) \
{ \
- if (IS_DEAD(this)) return; \
- W_NextWeaponOnImpulse(slot); \
+ if (IS_DEAD(this)) \
+ { \
+ this.impulse = IMP_weapon_group_##slot.impulse; \
+ return; \
+ } \
+ W_NextWeaponOnImpulse(this, slot); \
}
X(1)
X(2)
IMPULSE(weapon_priority_##slot##_##dir) \
{ \
if (this.vehicle) return; \
- if (IS_DEAD(this)) 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.cvar_cl_weaponpriorities[slot], dir); \
+ W_CycleWeapon(this, this.cvar_cl_weaponpriorities[slot], dir); \
}
X(0, prev)
X(1, prev)
IMPULSE(weapon_byid_##i) \
{ \
if (this.vehicle) return; \
- if (IS_DEAD(this)) return; \
- W_SwitchWeapon(Weapons_from(WEP_FIRST + i)); \
+ if (IS_DEAD(this)) \
+ { \
+ this.impulse = IMP_weapon_byid_##i.impulse; \
+ return; \
+ } \
+ W_SwitchWeapon(this, Weapons_from(WEP_FIRST + i)); \
}
X(0)
X(1)
IMPULSE(weapon_next_byid)
{
if (this.vehicle) return;
- if (IS_DEAD(this)) return;
- W_NextWeapon(0);
+ if (IS_DEAD(this))
+ {
+ this.impulse = IMP_weapon_next_byid.impulse;
+ return;
+ }
+ W_NextWeapon(this, 0);
}
IMPULSE(weapon_prev_byid)
{
if (this.vehicle) return;
- if (IS_DEAD(this)) return;
- W_PreviousWeapon(0);
+ if (IS_DEAD(this))
+ {
+ this.impulse = IMP_weapon_prev_byid.impulse;
+ return;
+ }
+ W_PreviousWeapon(this, 0);
}
IMPULSE(weapon_next_bygroup)
{
if (this.vehicle) return;
- if (IS_DEAD(this)) return;
- W_NextWeapon(1);
+ if (IS_DEAD(this))
+ {
+ this.impulse = IMP_weapon_next_bygroup.impulse;
+ return;
+ }
+ W_NextWeapon(this, 1);
}
IMPULSE(weapon_prev_bygroup)
{
if (this.vehicle) return;
- if (IS_DEAD(this)) return;
- W_PreviousWeapon(1);
+ if (IS_DEAD(this))
+ {
+ this.impulse = IMP_weapon_prev_bygroup.impulse;
+ return;
+ }
+ W_PreviousWeapon(this, 1);
}
IMPULSE(weapon_next_bypriority)
{
if (this.vehicle) return;
- if (IS_DEAD(this)) return;
- W_NextWeapon(2);
+ if (IS_DEAD(this))
+ {
+ this.impulse = IMP_weapon_next_bypriority.impulse;
+ return;
+ }
+ W_NextWeapon(this, 2);
}
IMPULSE(weapon_prev_bypriority)
{
if (this.vehicle) return;
- if (IS_DEAD(this)) return;
- W_PreviousWeapon(2);
+ if (IS_DEAD(this))
+ {
+ this.impulse = IMP_weapon_prev_bypriority.impulse;
+ return;
+ }
+ W_PreviousWeapon(this, 2);
}
IMPULSE(weapon_last)
{
if (this.vehicle) return;
if (IS_DEAD(this)) return;
- W_SwitchWeapon(w_getbestweapon(this));
+ W_SwitchWeapon(this, w_getbestweapon(this));
}
IMPULSE(weapon_drop)
{
if (this.vehicle) return;
if (IS_DEAD(this)) return;
- W_ThrowWeapon(W_CalculateProjectileVelocity(this.velocity, v_forward * 750, false), '0 0 0', true);
+ W_ThrowWeapon(this, weaponentities[0], W_CalculateProjectileVelocity(this, this.velocity, v_forward * 750, false), '0 0 0', true);
}
IMPULSE(weapon_reload)
if (forbidWeaponUse(this)) return;
Weapon w = PS(this).m_weapon;
entity actor = this;
- .entity weaponentity = weaponentities[0]; // TODO: unhardcode
- w.wr_reload(w, actor, weaponentity);
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ w.wr_reload(w, actor, weaponentity);
+ }
}
void ImpulseCommands(entity this)
if (vehicle_impulse(this, imp)) return;
- if (CheatImpulse(imp)) return;
+ if (CheatImpulse(this, imp)) return;
FOREACH(IMPULSES, it.impulse == imp, {
void(entity) f = it.impulse_handle;
IMPULSE(use)
{
- PlayerUseKey();
+ PlayerUseKey(this);
}
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)
{
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)
{
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");
}
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);
}
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)
{
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)
{
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)
{
- 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)
{
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)
{
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)
{
- 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)
{
- 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_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, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), 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);
}