X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fimpulse.qc;h=2320eb830ef50db38913df89c96a724ce801080d;hb=6e44347e3ec9f9df3882325707e966e9fd9b7f42;hp=5a6321772f57cba774037377d1e3415dcf58878d;hpb=3e4a23f2e91f5470511f0a9e0985152395ecdc58;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/impulse.qc b/qcsrc/server/impulse.qc index 5a6321772..2320eb830 100644 --- a/qcsrc/server/impulse.qc +++ b/qcsrc/server/impulse.qc @@ -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" @@ -52,18 +51,20 @@ // 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); -}