-#if defined(CSQC)
-#elif defined(MENUQC)
-#elif defined(SVQC)
- #include "../dpdefs/progsdefs.qc"
- #include "../dpdefs/dpextensions.qc"
- #include "../common/constants.qh"
- #include "../common/weapons/weapons.qh"
- #include "autocvars.qh"
- #include "defs.qh"
- #include "mutators/mutators_include.qh"
- #include "vehicles/vehicles_def.qh"
- #include "command/common.qh"
- #include "../csqcmodellib/sv_model.qh"
- #include "cheats.qh"
- #include "round_handler.qh"
-#endif
+#include "_all.qh"
+#include "round_handler.qh"
+
+#include "bot/waypoints.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 "vehicles/vehicle.qh"
+#include "waypointsprites.qh"
+
+#include "../common/weapons/all.qh"
/*
* Impulse map:
void ImpulseCommands (void)
{
- float imp;
+ int imp;
vector org;
float i;
float m;
if(self.deadflag == DEAD_NO)
{
// custom order weapon cycling
- i = imp % 10;
+ 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);
}