-#include "_all.qh"
#include "round_handler.qh"
#include "bot/waypoints.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;
+
+/**
* Impulse map:
*
* 0 reserved (no input)
* 230 to 253: individual weapons (up to 24)
*/
-void ImpulseCommands (void)
+void ImpulseCommands ()
{SELFPARAM();
int imp;
vector org;
break;
}
}
- else
- self.impulse = imp; // retry in next frame
+ //else
+ //self.impulse = imp; // retry in next frame
}
else if(imp == 21)
{
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
+ //else
+ //self.impulse = imp; // retry in next frame
}
else if(imp >= WEP_IMPULSE_BEGIN && imp <= WEP_IMPULSE_END)
{
if(!self.vehicle)
if(self.deadflag == DEAD_NO)
W_SwitchWeapon (imp - WEP_IMPULSE_BEGIN + WEP_FIRST);
- else
- self.impulse = imp; // retry in next frame
+ //else
+ //self.impulse = imp; // retry in next frame
}
// deploy waypoints
else if (imp >= 30 && imp <= 49)