]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/impulse.qc
Don't allow pressing F to enter a vehicle when in independent players mode, fixes...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / impulse.qc
index 5a6321772f57cba774037377d1e3415dcf58878d..2320eb830ef50db38913df89c96a724ce801080d 100644 (file)
@@ -1,11 +1,10 @@
 #include "impulse.qh"
 #include "round_handler.qh"
 
-#include "bot/api.qh"
-
 #include "weapons/throwing.qh"
 #include "command/common.qh"
 #include "cheats.qh"
+#include "clientkill.qh"
 #include "weapons/selection.qh"
 #include "weapons/tracing.qh"
 #include "weapons/weaponsystem.qh"
 
 // weapon switching impulses
 
-#define X(slot) \
-       IMPULSE(weapon_group_##slot) \
+#define X(i) \
+       IMPULSE(weapon_group_##i) \
        { \
                if (IS_DEAD(this)) \
                { \
-                       this.impulse = IMP_weapon_group_##slot.impulse; \
+                       this.impulse = IMP_weapon_group_##i.impulse; \
                        return; \
                } \
-               for(int wepslot = 0; wepslot < MAX_WEAPONSLOTS; ++wepslot) \
+               for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) \
                { \
-                       .entity weaponentity = weaponentities[wepslot]; \
-                       W_NextWeaponOnImpulse(this, slot, weaponentity); \
+                       .entity weaponentity = weaponentities[slot]; \
+                       W_NextWeaponOnImpulse(this, i, weaponentity); \
+                       if(autocvar_g_weaponswitch_debug != 1) \
+                               break; \
                } \
        }
 X(1)
@@ -80,22 +81,24 @@ X(0)
 
 // custom order weapon cycling
 
-#define X(slot, dir) \
-       IMPULSE(weapon_priority_##slot##_##dir) \
+#define X(i, dir) \
+       IMPULSE(weapon_priority_##i##_##dir) \
        { \
                if (this.vehicle) return; \
                if (IS_DEAD(this)) \
                { \
-                       this.impulse = IMP_weapon_priority_##slot##_##dir.impulse; \
+                       this.impulse = IMP_weapon_priority_##i##_##dir.impulse; \
                        return; \
                } \
                noref int prev = -1; \
                noref int best =  0; \
                noref int next = +1; \
-               for(int wepslot = 0; wepslot < MAX_WEAPONSLOTS; ++wepslot) \
+               for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) \
                { \
-                       .entity weaponentity = weaponentities[wepslot]; \
-                       W_CycleWeapon(this, this.cvar_cl_weaponpriorities[slot], dir, weaponentity); \
+                       .entity weaponentity = weaponentities[slot]; \
+                       W_CycleWeapon(this, CS(this).cvar_cl_weaponpriorities[i], dir, weaponentity); \
+                       if(autocvar_g_weaponswitch_debug != 1) \
+                               break; \
                } \
        }
 X(0, prev)
@@ -146,7 +149,9 @@ X(9, next)
                for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) \
                { \
                        .entity weaponentity = weaponentities[slot]; \
-                       W_SwitchWeapon(this, Weapons_from(WEP_FIRST + i), weaponentity); \
+                       W_SwitchWeapon_TryOthers(this, Weapons_from(WEP_FIRST + i), weaponentity); \
+                       if(autocvar_g_weaponswitch_debug != 1) \
+                               break; \
                } \
        }
 X(0)
@@ -187,6 +192,9 @@ IMPULSE(weapon_next_byid)
        {
                .entity weaponentity = weaponentities[slot];
                W_NextWeapon(this, 0, weaponentity);
+
+               if(autocvar_g_weaponswitch_debug != 1)
+                       break;
        }
 }
 
@@ -202,6 +210,9 @@ IMPULSE(weapon_prev_byid)
        {
                .entity weaponentity = weaponentities[slot];
                W_PreviousWeapon(this, 0, weaponentity);
+
+               if(autocvar_g_weaponswitch_debug != 1)
+                       break;
        }
 }
 
@@ -217,6 +228,9 @@ IMPULSE(weapon_next_bygroup)
        {
                .entity weaponentity = weaponentities[slot];
                W_NextWeapon(this, 1, weaponentity);
+
+               if(autocvar_g_weaponswitch_debug != 1)
+                       break;
        }
 }
 
@@ -232,6 +246,9 @@ IMPULSE(weapon_prev_bygroup)
        {
                .entity weaponentity = weaponentities[slot];
                W_PreviousWeapon(this, 1, weaponentity);
+
+               if(autocvar_g_weaponswitch_debug != 1)
+                       break;
        }
 }
 
@@ -247,6 +264,9 @@ IMPULSE(weapon_next_bypriority)
        {
                .entity weaponentity = weaponentities[slot];
                W_NextWeapon(this, 2, weaponentity);
+
+               if(autocvar_g_weaponswitch_debug != 1)
+                       break;
        }
 }
 
@@ -262,6 +282,9 @@ IMPULSE(weapon_prev_bypriority)
        {
                .entity weaponentity = weaponentities[slot];
                W_PreviousWeapon(this, 2, weaponentity);
+
+               if(autocvar_g_weaponswitch_debug != 1)
+                       break;
        }
 }
 
@@ -273,6 +296,9 @@ IMPULSE(weapon_last)
        {
                .entity weaponentity = weaponentities[slot];
                W_LastWeapon(this, weaponentity);
+
+               if(autocvar_g_weaponswitch_debug != 1)
+                       break;
        }
 }
 
@@ -284,6 +310,9 @@ IMPULSE(weapon_best)
        {
                .entity weaponentity = weaponentities[slot];
                W_SwitchWeapon(this, w_getbestweapon(this, weaponentity), weaponentity);
+
+               if(autocvar_g_weaponswitch_debug != 1)
+                       break;
        }
 }
 
@@ -295,6 +324,9 @@ IMPULSE(weapon_drop)
        {
                .entity weaponentity = weaponentities[slot];
                W_ThrowWeapon(this, weaponentity, W_CalculateProjectileVelocity(this, this.velocity, v_forward * 750, false), '0 0 0', true);
+
+               if(autocvar_g_weaponswitch_debug != 1)
+                       break;
        }
 }
 
@@ -302,23 +334,27 @@ IMPULSE(weapon_reload)
 {
        if (this.vehicle) return;
        if (IS_DEAD(this)) return;
-       if (forbidWeaponUse(this)) return;
+       if (weaponLocked(this)) return;
        entity actor = this;
        for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
        {
                .entity weaponentity = weaponentities[slot];
                Weapon w = this.(weaponentity).m_weapon;
                w.wr_reload(w, actor, weaponentity);
+
+               // allow reloading all active slots?
+               //if(autocvar_g_weaponswitch_debug != 1)
+                       //break;
        }
 }
 
 void ImpulseCommands(entity this)
 {
-       if (gameover) return;
+       if (game_stopped) return;
 
-       int imp = this.impulse;
+       int imp = CS(this).impulse;
        if (!imp) return;
-       this.impulse = 0;
+       CS(this).impulse = 0;
 
        if (MinigameImpulse(this, imp)) return;
 
@@ -515,6 +551,9 @@ IMPULSE(waypoint_clear_personal)
        {
                delete(this.personal);
                this.personal = NULL;
+
+               if((g_cts || g_race) && autocvar_g_allow_checkpoints)
+                       ClientKill(this);
        }
        sprint(this, "personal waypoint cleared\n");
 }
@@ -526,129 +565,8 @@ IMPULSE(waypoint_clear)
        {
                delete(this.personal);
                this.personal = NULL;
+               if((g_cts || g_race) && autocvar_g_allow_checkpoints)
+                       ClientKill(this);
        }
        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,
-       {
-               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;
-       IL_EACH(g_spawnpoints, 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))
-               {
-                       setorigin(it, org);
-                       it.effects &= ~EF_NODEPTHTEST;
-                       it.model = "";
-               }
-               else
-               {
-                       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;
-       IL_EACH(g_items, true,
-       {
-               it.effects &= ~(EF_NODEPTHTEST | EF_RED | EF_BLUE);
-               it.colormod = '0.5 0.5 0.5';
-       });
-       IL_EACH(g_items, true,
-       {
-               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;
-       IL_EACH(g_items, true,
-       {
-               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);
-}