#ifndef IMPULSES_ALL_H #define IMPULSES_ALL_H REGISTRY(IMPULSES, 255) REGISTER_REGISTRY(IMPULSES) REGISTRY_SORT(IMPULSES) STATIC_INIT(IMPULSES_renumber) { FOREACH(IMPULSES, true, LAMBDA(it.m_id = i)); } REGISTRY_CHECK(IMPULSES) .void(entity this) impulse_handle; #if defined(CSQC) #define IMPULSE_ALIAS(alias, id) localcmd("\nalias " #alias " \"" id "\"\n") #else #define IMPULSE_ALIAS(alias, id) #endif #define REGISTER_IMPULSE(id, n) _REGISTER_IMPULSE(IMP_##id, id, n) #define _REGISTER_IMPULSE(id, alias, n) \ REGISTER(IMPULSES, id, m_id, new(Impulse)) \ { \ make_pure(this); \ this.impulse = n; \ IMPULSE_ALIAS(alias, "impulse " #n); \ } #define LEGACY_IMPULSE(alias, id, new) \ STATIC_INIT(legacy_##alias) { IMPULSE_ALIAS(alias, new); } \ SHUTDOWN(legacy_##alias) { IMPULSE_ALIAS(alias, "impulse " #id); } #define X(slot, imp) \ REGISTER_IMPULSE(weapon_group_##slot, imp) LEGACY_IMPULSE(weapon_group_##slot, imp, "impulse" #imp) X(1, 1) X(2, 2) X(3, 3) X(4, 4) X(5, 5) X(6, 6) X(7, 7) X(8, 8) X(9, 9) X(0, 14) #undef X REGISTER_IMPULSE(weapon_next_byid, 10) LEGACY_IMPULSE(_weapnext_2, 10, "weapon_next_byid") REGISTER_IMPULSE(weapon_prev_byid, 12) LEGACY_IMPULSE(_weapprev_2, 12, "weapon_prev_byid") REGISTER_IMPULSE(weapon_next_bygroup, 18) LEGACY_IMPULSE(_weapnext_0, 18, "weapon_next_bygroup") REGISTER_IMPULSE(weapon_prev_bygroup, 19) LEGACY_IMPULSE(_weapprev_0, 19, "weapon_prev_bygroup") REGISTER_IMPULSE(weapon_next_bypriority, 15) LEGACY_IMPULSE(_weapnext_1, 15, "weapon_next_bypriority") REGISTER_IMPULSE(weapon_prev_bypriority, 16) LEGACY_IMPULSE(_weapprev_1, 16, "weapon_prev_bypriority") REGISTER_IMPULSE(weapon_last, 11) LEGACY_IMPULSE(weaplast, 11, "weapon_last") REGISTER_IMPULSE(weapon_best, 13) LEGACY_IMPULSE(weapbest, 13, "weapon_best") REGISTER_IMPULSE(weapon_drop, 17) LEGACY_IMPULSE(dropweapon, 17, "weapon_drop") REGISTER_IMPULSE(weapon_reload, 20) LEGACY_IMPULSE(reload, 20, "weapon_reload") REGISTER_IMPULSE(use, 21) LEGACY_IMPULSE(use, 21, "use") REGISTER_IMPULSE(waypoint_personal_here, 30) LEGACY_IMPULSE(g_waypointsprite_personal, 30, "waypoint_personal_here") REGISTER_IMPULSE(waypoint_personal_crosshair, 31) LEGACY_IMPULSE(g_waypointsprite_personal_p, 31, "waypoint_personal_crosshair") REGISTER_IMPULSE(waypoint_personal_death, 32) LEGACY_IMPULSE(g_waypointsprite_personal_d, 32, "waypoint_personal_death") REGISTER_IMPULSE(waypoint_here_follow, 33) LEGACY_IMPULSE(g_waypointsprite_team_helpme, 33, "waypoint_here_follow") REGISTER_IMPULSE(waypoint_here_here, 34) LEGACY_IMPULSE(g_waypointsprite_team_here, 34, "waypoint_here_here") REGISTER_IMPULSE(waypoint_here_crosshair, 35) LEGACY_IMPULSE(g_waypointsprite_team_here_p, 35, "waypoint_here_crosshair") REGISTER_IMPULSE(waypoint_here_death, 36) LEGACY_IMPULSE(g_waypointsprite_team_here_d, 36, "waypoint_here_death") REGISTER_IMPULSE(waypoint_danger_here, 37) LEGACY_IMPULSE(g_waypointsprite_team_danger, 37, "waypoint_danger_here") REGISTER_IMPULSE(waypoint_danger_crosshair, 38) LEGACY_IMPULSE(g_waypointsprite_team_danger_p, 38, "waypoint_danger_crosshair") REGISTER_IMPULSE(waypoint_danger_death, 39) LEGACY_IMPULSE(g_waypointsprite_team_danger_d, 39, "waypoint_danger_death") REGISTER_IMPULSE(waypoint_clear_personal, 47) LEGACY_IMPULSE(g_waypointsprite_clear_personal, 47, "waypoint_clear_personal") REGISTER_IMPULSE(waypoint_clear, 48) LEGACY_IMPULSE(g_waypointsprite_clear, 48, "waypoint_clear") REGISTER_IMPULSE(navwaypoint_spawn, 103) LEGACY_IMPULSE(g_waypointeditor_spawn, 103, "navwaypoint_spawn") REGISTER_IMPULSE(navwaypoint_remove, 104) LEGACY_IMPULSE(g_waypointeditor_remove, 104, "navwaypoint_remove") REGISTER_IMPULSE(navwaypoint_relink, 105) LEGACY_IMPULSE(g_waypointeditor_relinkall, 105, "navwaypoint_relink") REGISTER_IMPULSE(navwaypoint_save, 106) LEGACY_IMPULSE(g_waypointeditor_saveall, 106, "navwaypoint_save") REGISTER_IMPULSE(navwaypoint_unreachable, 107) LEGACY_IMPULSE(g_waypointeditor_unreachable, 107, "navwaypoint_unreachable") #define CHIMPULSE(id, n) _CHIMPULSE(CHIMPULSE_##id, n) #define _CHIMPULSE(id, n) \ REGISTER(IMPULSES, id, m_id, new(Impulse)) \ { \ make_pure(this); \ this.impulse = n; \ } CHIMPULSE(SPEEDRUN_INIT, 30) CHIMPULSE(GIVE_ALL, 99) CHIMPULSE(CLONE_MOVING, 140) CHIMPULSE(SPEEDRUN, 141) CHIMPULSE(CLONE_STANDING, 142) CHIMPULSE(TELEPORT, 143) CHIMPULSE(R00T, 148) #endif