-#include "_all.qh"
+#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"
+#include "../common/vehicles/sv_vehicles.qh"
+
+#include "../common/mutators/mutator/waypoints/waypointsprites.qh"
+
+.entity vehicle;
+
+#define IMPULSE(id) _IMPULSE(IMP_##id)
+#define _IMPULSE(id) \
+ void id##_handle(entity this); \
+ STATIC_INIT_LATE(id) \
+ { \
+ id.impulse_handle = id##_handle; \
+ } \
+ void id##_handle(entity this)
-/*
+/**
* Impulse map:
*
* 0 reserved (no input)
- * 1 to 9, 14: weapon shortcuts
- * 10: next weapon according to linear list
- * 11: most recently used weapon
- * 12: previous weapon according to linear list
- * 13: best weapon according to priority list
- * 15: next weapon according to priority list
- * 16: previous weapon according to priority list
- * 17: throw weapon
- * 18: next weapon according to sbar_hudselector 1 list
- * 19: previous weapon according to sbar_hudselector 1 list
- * 20: reload if needed
- *
- * 30 to 39: create waypoints
- * 47: clear personal waypoints
- * 48: clear team waypoints
*
* 99: loaded
*
* 230 to 253: individual weapons (up to 24)
*/
-void ImpulseCommands (void)
-{SELFPARAM();
- int imp;
- vector org;
- float i;
- float m;
- entity e, e2;
+// weapon switching impulses
+
+#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)
- imp = self.impulse;
- if (!imp || gameover)
+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.vehicle) return; \
+ if (IS_DEAD(this)) \
+ { \
+ this.impulse = IMP_weapon_byid_##i.impulse; \
+ return; \
+ } \
+ W_SwitchWeapon(this, Weapons_from(WEP_FIRST + i)); \
+ }
+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)
+{
+ if (this.vehicle) return;
+ if (IS_DEAD(this))
+ {
+ this.impulse = IMP_weapon_next_byid.impulse;
return;
- self.impulse = 0;
+ }
+ W_NextWeapon(this, 0);
+}
- if ( self.active_minigame )
- if ( MinigameImpulse(imp) )
+IMPULSE(weapon_prev_byid)
+{
+ if (this.vehicle) return;
+ if (IS_DEAD(this))
+ {
+ this.impulse = IMP_weapon_prev_byid.impulse;
return;
+ }
+ W_PreviousWeapon(this, 0);
+}
- // 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)
+IMPULSE(weapon_next_bygroup)
+{
+ if (this.vehicle) return;
+ if (IS_DEAD(this))
+ {
+ this.impulse = IMP_weapon_next_bygroup.impulse;
return;
+ }
+ W_NextWeapon(this, 1);
+}
- if (timeout_status == TIMEOUT_ACTIVE) //don't allow any impulses while the game is paused
+IMPULSE(weapon_prev_bygroup)
+{
+ if (this.vehicle) return;
+ if (IS_DEAD(this))
+ {
+ this.impulse = IMP_weapon_prev_bygroup.impulse;
return;
+ }
+ W_PreviousWeapon(this, 1);
+}
- if(self.vehicle)
- if(self.vehicle.deadflag == DEAD_NO)
+IMPULSE(weapon_next_bypriority)
+{
+ if (this.vehicle) return;
+ if (IS_DEAD(this))
{
- if(self.vehicle.vehicles_impulse)
- if(self.vehicle.vehicles_impulse(imp))
- return;
- if(vehicle_impulse(imp))
- return;
+ this.impulse = IMP_weapon_next_bypriority.impulse;
+ return;
}
+ W_NextWeapon(this, 2);
+}
- if(CheatImpulse(imp))
+IMPULSE(weapon_prev_bypriority)
+{
+ if (this.vehicle) return;
+ if (IS_DEAD(this))
{
+ this.impulse = IMP_weapon_prev_bypriority.impulse;
+ return;
}
- else if (imp >= 1 && imp <= 9)
+ W_PreviousWeapon(this, 2);
+}
+
+IMPULSE(weapon_last)
+{
+ if (this.vehicle) return;
+ if (IS_DEAD(this)) return;
+ W_LastWeapon(this);
+}
+
+IMPULSE(weapon_best)
+{
+ if (this.vehicle) return;
+ if (IS_DEAD(this)) return;
+ W_SwitchWeapon(this, w_getbestweapon(this));
+}
+
+IMPULSE(weapon_drop)
+{
+ if (this.vehicle) return;
+ 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)
+{
+ if (this.vehicle) return;
+ if (IS_DEAD(this)) return;
+ if (forbidWeaponUse(this)) return;
+ Weapon w = PS(this).m_weapon;
+ entity actor = this;
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
- // weapon switching impulses
- if(self.deadflag == DEAD_NO)
- W_NextWeaponOnImpulse(imp);
- //else
- // self.impulse = imp; // retry in next frame
+ .entity weaponentity = weaponentities[slot];
+ w.wr_reload(w, actor, weaponentity);
}
- else if(imp >= 10 && imp <= 20)
+}
+
+void ImpulseCommands(entity this)
+{
+ if (gameover) return;
+
+ int imp = this.impulse;
+ if (!imp) return;
+ this.impulse = 0;
+
+ 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(!self.vehicle)
- if(self.deadflag == DEAD_NO)
+ #define X(id) case IMP_##id.impulse:
+ switch (imp)
{
- switch(imp)
- {
- case 10:
- W_NextWeapon(0);
- break;
- case 11:
- W_LastWeapon();
- break;
- case 12:
- W_PreviousWeapon(0);
- break;
- case 13:
- W_SwitchWeapon(w_getbestweapon(self));
- break;
- case 14:
- W_NextWeaponOnImpulse(0);
- break;
- case 15:
- W_NextWeapon(2);
- break;
- case 16:
- W_PreviousWeapon(2);
- break;
- case 17:
- W_ThrowWeapon(W_CalculateProjectileVelocity(self.velocity, v_forward * 750, false), '0 0 0', true);
- break;
- case 18:
- W_NextWeapon(1);
- break;
- case 19:
- W_PreviousWeapon(1);
- break;
- case 20:
- if(!forbidWeaponUse(self)) {
- Weapon w = get_weaponinfo(self.weapon);
- w.wr_reload(w);
- }
- break;
- }
+ 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;
}
- else
- self.impulse = imp; // retry in next frame
+#undef X
}
- else if(imp == 21)
+
+ if (vehicle_impulse(this, imp)) return;
+
+ if (CheatImpulse(this, imp)) return;
+
+ FOREACH(IMPULSES, it.impulse == imp, {
+ void(entity) f = it.impulse_handle;
+ if (!f) continue;
+ f(this);
+ return;
+ });
+}
+
+IMPULSE(use)
+{
+ PlayerUseKey(this);
+}
+
+IMPULSE(waypoint_personal_here)
+{
+ 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, 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, this.death_origin, RADARICON_WAYPOINT);
+ if (wp) WaypointSprite_Ping(wp);
+ sprint(this, "personal waypoint spawned at death location\n");
+}
+
+IMPULSE(waypoint_here_follow)
+{
+ if (!teamplay) return;
+ if (IS_DEAD(this)) return;
+ if (!MUTATOR_CALLHOOK(HelpMePing, this))
{
- PlayerUseKey ();
+ entity wp = WaypointSprite_Attach(WP_Helpme, this, true, RADARICON_HELPME);
+ if (!wp) WaypointSprite_HelpMePing(this.waypointsprite_attachedforcarrier);
+ else WaypointSprite_Ping(wp);
}
- else if(imp >= 200 && imp <= 229)
+ sprint(this, "HELP ME attached\n");
+}
+
+IMPULSE(waypoint_here_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, 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, 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, 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, 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, this.death_origin, RADARICON_DANGER);
+ if (wp) WaypointSprite_Ping(wp);
+ sprint(this, "DANGER spawned at death location\n");
+}
+
+IMPULSE(waypoint_clear_personal)
+{
+ WaypointSprite_ClearPersonal(this);
+ if (this.personal)
{
- if(!self.vehicle)
- if(self.deadflag == DEAD_NO)
- {
- // custom order weapon cycling
- int i = imp % 10;
- m = (imp - (210 + i)); // <0 for prev, =0 for best, >0 for next
- W_CycleWeapon(self.(cvar_cl_weaponpriorities[i]), m);
- }
- else
- self.impulse = imp; // retry in next frame
+ delete(this.personal);
+ this.personal = NULL;
}
- else if(imp >= WEP_IMPULSE_BEGIN && imp <= WEP_IMPULSE_END)
+ sprint(this, "personal waypoint cleared\n");
+}
+
+IMPULSE(waypoint_clear)
+{
+ WaypointSprite_ClearOwned(this);
+ if (this.personal)
{
- if(!self.vehicle)
- if(self.deadflag == DEAD_NO)
- W_SwitchWeapon (imp - WEP_IMPULSE_BEGIN + WEP_FIRST);
- else
- self.impulse = imp; // retry in next frame
+ delete(this.personal);
+ this.personal = NULL;
}
- // deploy waypoints
- else if (imp >= 30 && imp <= 49)
+ sprint(this, "all waypoints cleared\n");
+}
+
+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)
+{
+ if (!autocvar_g_waypointeditor) return;
+ entity e = navigation_findnearestwaypoint(this, false);
+ if (!e) return;
+ if (e.wpflags & WAYPOINTFLAG_GENERATED) return;
+ bprint(strcat("Waypoint removed at ", vtos(e.origin), "\n"));
+ waypoint_remove(e);
+}
+
+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;
+ IL_EACH(g_waypoints, true,
+ {
+ it.colormod = '0.5 0.5 0.5';
+ it.effects &= ~(EF_NODEPTHTEST | EF_RED | EF_BLUE);
+ });
+ entity e2 = navigation_findnearestwaypoint(this, false);
+ navigation_markroutes(this, e2);
+
+ int j, m;
+
+ j = 0;
+ m = 0;
+ IL_EACH(g_waypoints, it.wpcost >= 10000000,
{
- entity wp;
- switch(imp)
+ LOG_INFO("unreachable: ", etos(it), " ", vtos(it.origin), "\n");
+ it.colormod_z = 8;
+ it.effects |= EF_NODEPTHTEST | EF_BLUE;
+ ++j;
+ ++m;
+ });
+ if (j) LOG_INFOF("%d waypoints cannot be reached from here in any way (marked with blue light)\n", j);
+ navigation_markroutes_inverted(e2);
+
+ j = 0;
+ IL_EACH(g_waypoints, it.wpcost >= 10000000,
+ {
+ 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;
+ 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);
+
+ j = 0;
+ FOREACH_ENTITY_CLASS("info_player_deathmatch", true,
+ {
+ 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))
{
- case 30:
- wp = WaypointSprite_DeployPersonal(WP_Waypoint, self.origin, RADARICON_WAYPOINT);
- if(wp)
- WaypointSprite_Ping(wp);
- sprint(self, "personal waypoint spawned at location\n");
- break;
- case 31:
- WarpZone_crosshair_trace(self);
- wp = WaypointSprite_DeployPersonal(WP_Waypoint, trace_endpos, RADARICON_WAYPOINT);
- if(wp)
- WaypointSprite_Ping(wp);
- sprint(self, "personal waypoint spawned at crosshair\n");
- break;
- case 32:
- if(vlen(self.death_origin))
- {
- wp = WaypointSprite_DeployPersonal(WP_Waypoint, self.death_origin, RADARICON_WAYPOINT);
- if(wp)
- WaypointSprite_Ping(wp);
- sprint(self, "personal waypoint spawned at death location\n");
- }
- break;
- case 33:
- if(self.deadflag == DEAD_NO && teamplay)
- {
- if (!MUTATOR_CALLHOOK(HelpMePing, self))
- {
- wp = WaypointSprite_Attach(WP_Helpme, true, RADARICON_HELPME);
- if(!wp)
- WaypointSprite_HelpMePing(self.waypointsprite_attachedforcarrier);
- else
- WaypointSprite_Ping(wp);
- }
- sprint(self, "HELP ME attached\n");
- }
- break;
- case 34:
- wp = WaypointSprite_DeployFixed(WP_Here, false, self.origin, RADARICON_HERE);
- if(wp)
- WaypointSprite_Ping(wp);
- sprint(self, "HERE spawned at location\n");
- break;
- case 35:
- WarpZone_crosshair_trace(self);
- wp = WaypointSprite_DeployFixed(WP_Here, false, trace_endpos, RADARICON_HERE);
- if(wp)
- WaypointSprite_Ping(wp);
- sprint(self, "HERE spawned at crosshair\n");
- break;
- case 36:
- if(vlen(self.death_origin))
- {
- wp = WaypointSprite_DeployFixed(WP_Here, false, self.death_origin, RADARICON_HERE);
- if(wp)
- WaypointSprite_Ping(wp);
- sprint(self, "HERE spawned at death location\n");
- }
- break;
- case 37:
- wp = WaypointSprite_DeployFixed(WP_Danger, false, self.origin, RADARICON_DANGER);
- if(wp)
- WaypointSprite_Ping(wp);
- sprint(self, "DANGER spawned at location\n");
- break;
- case 38:
- WarpZone_crosshair_trace(self);
- wp = WaypointSprite_DeployFixed(WP_Danger, false, trace_endpos, RADARICON_DANGER);
- if(wp)
- WaypointSprite_Ping(wp);
- sprint(self, "DANGER spawned at crosshair\n");
- break;
- case 39:
- if(vlen(self.death_origin))
- {
- wp = WaypointSprite_DeployFixed(WP_Danger, false, self.death_origin, RADARICON_DANGER);
- if(wp)
- WaypointSprite_Ping(wp);
- sprint(self, "DANGER spawned at death location\n");
- }
- break;
- case 47:
- WaypointSprite_ClearPersonal();
- if(self.personal)
- {
- remove(self.personal);
- self.personal = world;
- }
- sprint(self, "personal waypoint cleared\n");
- break;
- case 48:
- WaypointSprite_ClearOwned();
- if(self.personal)
- {
- remove(self.personal);
- self.personal = world;
- }
- sprint(self, "all waypoints cleared\n");
- break;
+ setorigin(it, org);
+ it.effects &= ~EF_NODEPTHTEST;
+ it.model = "";
}
- }
- else if(imp >= 103 && imp <= 107)
- {
- if(autocvar_g_waypointeditor)
+ else
{
- switch(imp)
- {
- case 103:
- waypoint_schedulerelink(waypoint_spawn(self.origin, self.origin, 0));
- bprint(strcat("Waypoint spawned at ",vtos(self.origin),"\n"));
- break;
- case 104:
- e = navigation_findnearestwaypoint(self, false);
- if (e)
- if (!(e.wpflags & WAYPOINTFLAG_GENERATED))
- {
- bprint(strcat("Waypoint removed at ",vtos(e.origin),"\n"));
- waypoint_remove(e);
- }
- break;
- case 105:
- waypoint_schedulerelinkall();
- break;
- case 106:
- waypoint_saveall();
- break;
- case 107:
- for(e = findchain(classname, "waypoint"); e; e = e.chain)
- {
- e.colormod = '0.5 0.5 0.5';
- e.effects &= ~(EF_NODEPTHTEST | EF_RED | EF_BLUE);
- }
- e2 = navigation_findnearestwaypoint(self, false);
- navigation_markroutes(e2);
- i = 0;
- m = 0;
- for(e = findchain(classname, "waypoint"); e; e = e.chain)
- {
- if(e.wpcost >= 10000000)
- {
- LOG_INFO("unreachable: ", etos(e), " ", vtos(e.origin), "\n");
- e.colormod_z = 8;
- e.effects |= EF_NODEPTHTEST | EF_BLUE;
- ++i;
- ++m;
- }
- }
- if(i)
- LOG_INFO(ftos(i), " waypoints cannot be reached from here in any way (marked with blue light)\n");
- navigation_markroutes_inverted(e2);
- i = 0;
- for(e = findchain(classname, "waypoint"); e; e = e.chain)
- {
- if(e.wpcost >= 10000000)
- {
- LOG_INFO("cannot reach me: ", etos(e), " ", vtos(e.origin), "\n");
- e.colormod_x = 8;
- if(!(e.effects & EF_NODEPTHTEST)) // not already reported before
- ++m;
- e.effects |= EF_NODEPTHTEST | EF_RED;
- ++i;
- }
- }
- if(i)
- LOG_INFO(ftos(i), " waypoints cannot walk to here in any way (marked with red light)\n");
- if(m)
- LOG_INFO(ftos(m), " waypoints have been marked total\n");
- i = 0;
- for(e = findchain(classname, "info_player_deathmatch"); e; e = e.chain)
- {
- 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))
- {
- setorigin(e, org);
- e.effects &= ~EF_NODEPTHTEST;
- e.model = "";
- }
- else
- {
- setorigin(e, org);
- LOG_INFO("spawn without waypoint: ", etos(e), " ", vtos(e.origin), "\n");
- e.effects |= EF_NODEPTHTEST;
- _setmodel(e, self.model);
- e.frame = self.frame;
- e.skin = self.skin;
- e.colormod = '8 0.5 8';
- setsize(e, '0 0 0', '0 0 0');
- ++i;
- }
- }
- if(i)
- LOG_INFO(ftos(i), " spawnpoints have no nearest waypoint (marked by player model)\n");
- i = 0;
- entity start;
- start = findchainflags(flags, FL_ITEM);
- for(e = start; e; e = e.chain)
- {
- e.effects &= ~(EF_NODEPTHTEST | EF_RED | EF_BLUE);
- e.colormod = '0.5 0.5 0.5';
- }
- for(e = start; e; e = e.chain)
- {
- if(navigation_findnearestwaypoint(e, false))
- {
- }
- else
- {
- 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_INFO(ftos(i), " items have no nearest waypoint and cannot be walked away from (marked with red light)\n");
- i = 0;
- for(e = start; e; e = e.chain)
- {
- org = e.origin;
- if(navigation_findnearestwaypoint(e, true))
- {
- }
- else
- {
- 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_INFO(ftos(i), " items have no nearest waypoint and cannot be walked to (marked with blue light)\n");
- break;
- }
+ 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 (j) LOG_INFOF("%d spawnpoints have no nearest waypoint (marked by player model)\n", j);
+
+ j = 0;
+ FOREACH_ENTITY_FLAGS(flags, FL_ITEM,
+ {
+ 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(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);
+
+ j = 0;
+ FOREACH_ENTITY_FLAGS(flags, FL_ITEM,
+ {
+ 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);
}