X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fimpulse.qc;h=57aaf4a2b51ae1208470cc4bdf3a3deeca573624;hb=37577ef2b6b6c9ef8b13d5bf5a9bf7f3046a3669;hp=8a10a6d7525f5c973367b7adef18c16546cfd8a6;hpb=7dec2b9c692306b16558fe84bae4df9a24a8f637;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/impulse.qc b/qcsrc/server/impulse.qc index 8a10a6d75..57aaf4a2b 100644 --- a/qcsrc/server/impulse.qc +++ b/qcsrc/server/impulse.qc @@ -60,7 +60,13 @@ this.impulse = IMP_weapon_group_##slot.impulse; \ return; \ } \ - W_NextWeaponOnImpulse(this, slot); \ + for(int wepslot = 0; wepslot < MAX_WEAPONSLOTS; ++wepslot) \ + { \ + .entity weaponentity = weaponentities[wepslot]; \ + W_NextWeaponOnImpulse(this, slot, weaponentity); \ + if(wepslot == 0 && autocvar_g_weaponswitch_debug != 1) \ + break; \ + } \ } X(1) X(2) @@ -88,7 +94,13 @@ X(0) noref int prev = -1; \ noref int best = 0; \ noref int next = +1; \ - W_CycleWeapon(this, this.cvar_cl_weaponpriorities[slot], dir); \ + for(int wepslot = 0; wepslot < MAX_WEAPONSLOTS; ++wepslot) \ + { \ + .entity weaponentity = weaponentities[wepslot]; \ + W_CycleWeapon(this, this.cvar_cl_weaponpriorities[slot], dir, weaponentity); \ + if(wepslot == 0 && autocvar_g_weaponswitch_debug != 1) \ + break; \ + } \ } X(0, prev) X(1, prev) @@ -135,7 +147,13 @@ X(9, next) this.impulse = IMP_weapon_byid_##i.impulse; \ return; \ } \ - W_SwitchWeapon(this, Weapons_from(WEP_FIRST + i)); \ + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) \ + { \ + .entity weaponentity = weaponentities[slot]; \ + W_SwitchWeapon(this, Weapons_from(WEP_FIRST + i), weaponentity); \ + if(slot == 0 && autocvar_g_weaponswitch_debug != 1) \ + break; \ + } \ } X(0) X(1) @@ -171,7 +189,14 @@ IMPULSE(weapon_next_byid) this.impulse = IMP_weapon_next_byid.impulse; return; } - W_NextWeapon(this, 0); + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + W_NextWeapon(this, 0, weaponentity); + + if(slot == 0 && autocvar_g_weaponswitch_debug != 1) + break; + } } IMPULSE(weapon_prev_byid) @@ -182,7 +207,14 @@ IMPULSE(weapon_prev_byid) this.impulse = IMP_weapon_prev_byid.impulse; return; } - W_PreviousWeapon(this, 0); + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + W_PreviousWeapon(this, 0, weaponentity); + + if(slot == 0 && autocvar_g_weaponswitch_debug != 1) + break; + } } IMPULSE(weapon_next_bygroup) @@ -193,7 +225,14 @@ IMPULSE(weapon_next_bygroup) this.impulse = IMP_weapon_next_bygroup.impulse; return; } - W_NextWeapon(this, 1); + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + W_NextWeapon(this, 1, weaponentity); + + if(slot == 0 && autocvar_g_weaponswitch_debug != 1) + break; + } } IMPULSE(weapon_prev_bygroup) @@ -204,7 +243,14 @@ IMPULSE(weapon_prev_bygroup) this.impulse = IMP_weapon_prev_bygroup.impulse; return; } - W_PreviousWeapon(this, 1); + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + W_PreviousWeapon(this, 1, weaponentity); + + if(slot == 0 && autocvar_g_weaponswitch_debug != 1) + break; + } } IMPULSE(weapon_next_bypriority) @@ -215,7 +261,14 @@ IMPULSE(weapon_next_bypriority) this.impulse = IMP_weapon_next_bypriority.impulse; return; } - W_NextWeapon(this, 2); + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + W_NextWeapon(this, 2, weaponentity); + + if(slot == 0 && autocvar_g_weaponswitch_debug != 1) + break; + } } IMPULSE(weapon_prev_bypriority) @@ -226,28 +279,56 @@ IMPULSE(weapon_prev_bypriority) this.impulse = IMP_weapon_prev_bypriority.impulse; return; } - W_PreviousWeapon(this, 2); + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + W_PreviousWeapon(this, 2, weaponentity); + + if(slot == 0 && autocvar_g_weaponswitch_debug != 1) + break; + } } IMPULSE(weapon_last) { if (this.vehicle) return; if (IS_DEAD(this)) return; - W_LastWeapon(this); + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + W_LastWeapon(this, weaponentity); + + if(slot == 0 && autocvar_g_weaponswitch_debug != 1) + break; + } } IMPULSE(weapon_best) { if (this.vehicle) return; if (IS_DEAD(this)) return; - W_SwitchWeapon(this, w_getbestweapon(this)); + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + W_SwitchWeapon(this, w_getbestweapon(this, weaponentity), weaponentity); + + if(slot == 0 && autocvar_g_weaponswitch_debug != 1) + break; + } } 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); + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + W_ThrowWeapon(this, weaponentity, W_CalculateProjectileVelocity(this, this.velocity, v_forward * 750, false), '0 0 0', true); + + if(slot == 0 && autocvar_g_weaponswitch_debug != 1) + break; + } } IMPULSE(weapon_reload) @@ -255,18 +336,21 @@ 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) { .entity weaponentity = weaponentities[slot]; + Weapon w = this.(weaponentity).m_weapon; w.wr_reload(w, actor, weaponentity); + + if(slot == 0 && autocvar_g_weaponswitch_debug != 1) + break; } } void ImpulseCommands(entity this) { - if (gameover) return; + if (game_stopped) return; int imp = this.impulse; if (!imp) return; @@ -554,7 +638,7 @@ IMPULSE(navwaypoint_unreachable) 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); + tracebox(it.origin, PL_MIN_CONST, PL_MAX_CONST, it.origin - '0 0 512', MOVE_NOMONSTERS, NULL); setorigin(it, trace_endpos); if (navigation_findnearestwaypoint(it, false)) {