#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 "../common/minigames/sv_minigames.qh" #include "../common/weapons/all.qh" /* * Impulse map: * * 0 reserved (no input) * 1 to 9, 14: weapon shortcuts * 10: next weapon according to linear list * 11: most recently used weapon * 12: previous weapon according to linear list * 13: best weapon according to priority list * 15: next weapon according to priority list * 16: previous weapon according to priority list * 17: throw weapon * 18: next weapon according to sbar_hudselector 1 list * 19: previous weapon according to sbar_hudselector 1 list * 20: reload if needed * * 30 to 39: create waypoints * 47: clear personal waypoints * 48: clear team waypoints * * 99: loaded * * 140: moving clone * 141: ctf speedrun * 142: fixed clone * 143: emergency teleport * 148: unfairly eliminate * * TODO: * 200 to 209: prev weapon shortcuts * 210 to 219: best weapon shortcuts * 220 to 229: next weapon shortcuts * 230 to 253: individual weapons (up to 24) */ void ImpulseCommands (void) { int imp; vector org; float i; float m; entity e, e2; imp = self.impulse; if (!imp || gameover) return; self.impulse = 0; if ( self.active_minigame ) if ( MinigameImpulse(imp) ) return; // allow only weapon change impulses when not in round time if(round_handler_IsActive() && !round_handler_IsRoundStarted()) if(imp == 17 || (imp >= 20 && imp < 200) || imp > 253) return; if (timeout_status == TIMEOUT_ACTIVE) //don't allow any impulses while the game is paused return; if(self.vehicle) if(self.vehicle.deadflag == DEAD_NO) { if(self.vehicle.vehicles_impulse) if(self.vehicle.vehicles_impulse(imp)) return; if(vehicle_impulse(imp)) return; } if(CheatImpulse(imp)) { } else if (imp >= 1 && imp <= 9) { // weapon switching impulses if(self.deadflag == DEAD_NO) W_NextWeaponOnImpulse(imp); //else // self.impulse = imp; // retry in next frame } else if(imp >= 10 && imp <= 20) { if(!self.vehicle) if(self.deadflag == DEAD_NO) { switch(imp) { case 10: W_NextWeapon(0); break; case 11: W_LastWeapon(); break; case 12: W_PreviousWeapon(0); break; case 13: W_SwitchWeapon(w_getbestweapon(self)); break; case 14: W_NextWeaponOnImpulse(0); break; case 15: W_NextWeapon(2); break; case 16: W_PreviousWeapon(2); break; case 17: W_ThrowWeapon(W_CalculateProjectileVelocity(self.velocity, v_forward * 750, false), '0 0 0', true); break; case 18: W_NextWeapon(1); break; case 19: W_PreviousWeapon(1); break; case 20: if(!forbidWeaponUse(self)) { WEP_ACTION(self.weapon, WR_RELOAD); } break; } } else self.impulse = imp; // retry in next frame } else if(imp == 21) { PlayerUseKey (); } else if(imp >= 200 && imp <= 229) { if(!self.vehicle) if(self.deadflag == DEAD_NO) { // custom order weapon cycling 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); } else self.impulse = imp; // retry in next frame } else if(imp >= 230 && imp <= 253) { if(!self.vehicle) if(self.deadflag == DEAD_NO) W_SwitchWeapon (imp - 230 + WEP_FIRST); else self.impulse = imp; // retry in next frame } // deploy waypoints else if (imp >= 30 && imp <= 49) { entity wp; switch(imp) { case 30: wp = WaypointSprite_DeployPersonal(WP_Waypoint, self.origin, RADARICON_WAYPOINT); if(wp) WaypointSprite_Ping(wp); sprint(self, "personal waypoint spawned at location\n"); break; case 31: WarpZone_crosshair_trace(self); wp = WaypointSprite_DeployPersonal(WP_Waypoint, trace_endpos, RADARICON_WAYPOINT); if(wp) WaypointSprite_Ping(wp); sprint(self, "personal waypoint spawned at crosshair\n"); break; case 32: if(vlen(self.death_origin)) { wp = WaypointSprite_DeployPersonal(WP_Waypoint, self.death_origin, RADARICON_WAYPOINT); if(wp) WaypointSprite_Ping(wp); sprint(self, "personal waypoint spawned at death location\n"); } break; case 33: if(self.deadflag == DEAD_NO && teamplay) { if (!MUTATOR_CALLHOOK(HelpMePing, self)) { wp = WaypointSprite_Attach(WP_Helpme, true, RADARICON_HELPME); if(!wp) WaypointSprite_HelpMePing(self.waypointsprite_attachedforcarrier); else WaypointSprite_Ping(wp); } sprint(self, "HELP ME attached\n"); } break; case 34: wp = WaypointSprite_DeployFixed(WP_Here, false, self.origin, RADARICON_HERE); if(wp) WaypointSprite_Ping(wp); sprint(self, "HERE spawned at location\n"); break; case 35: WarpZone_crosshair_trace(self); wp = WaypointSprite_DeployFixed(WP_Here, false, trace_endpos, RADARICON_HERE); if(wp) WaypointSprite_Ping(wp); sprint(self, "HERE spawned at crosshair\n"); break; case 36: if(vlen(self.death_origin)) { wp = WaypointSprite_DeployFixed(WP_Here, false, self.death_origin, RADARICON_HERE); if(wp) WaypointSprite_Ping(wp); sprint(self, "HERE spawned at death location\n"); } break; case 37: wp = WaypointSprite_DeployFixed(WP_Danger, false, self.origin, RADARICON_DANGER); if(wp) WaypointSprite_Ping(wp); sprint(self, "DANGER spawned at location\n"); break; case 38: WarpZone_crosshair_trace(self); wp = WaypointSprite_DeployFixed(WP_Danger, false, trace_endpos, RADARICON_DANGER); if(wp) WaypointSprite_Ping(wp); sprint(self, "DANGER spawned at crosshair\n"); break; case 39: if(vlen(self.death_origin)) { wp = WaypointSprite_DeployFixed(WP_Danger, false, self.death_origin, RADARICON_DANGER); if(wp) WaypointSprite_Ping(wp); sprint(self, "DANGER spawned at death location\n"); } break; case 47: WaypointSprite_ClearPersonal(); if(self.personal) { remove(self.personal); self.personal = world; } sprint(self, "personal waypoint cleared\n"); break; case 48: WaypointSprite_ClearOwned(); if(self.personal) { remove(self.personal); self.personal = world; } sprint(self, "all waypoints cleared\n"); break; } } else if(imp >= 103 && imp <= 107) { if(autocvar_g_waypointeditor) { switch(imp) { case 103: waypoint_schedulerelink(waypoint_spawn(self.origin, self.origin, 0)); bprint(strcat("Waypoint spawned at ",vtos(self.origin),"\n")); break; case 104: e = navigation_findnearestwaypoint(self, false); if (e) if (!(e.wpflags & WAYPOINTFLAG_GENERATED)) { bprint(strcat("Waypoint removed at ",vtos(e.origin),"\n")); waypoint_remove(e); } break; case 105: waypoint_schedulerelinkall(); break; case 106: waypoint_saveall(); break; case 107: for(e = findchain(classname, "waypoint"); e; e = e.chain) { e.colormod = '0.5 0.5 0.5'; e.effects &= ~(EF_NODEPTHTEST | EF_RED | EF_BLUE); } e2 = navigation_findnearestwaypoint(self, false); navigation_markroutes(e2); i = 0; m = 0; for(e = findchain(classname, "waypoint"); e; e = e.chain) { if(e.wpcost >= 10000000) { LOG_INFO("unreachable: ", etos(e), " ", vtos(e.origin), "\n"); e.colormod_z = 8; e.effects |= EF_NODEPTHTEST | EF_BLUE; ++i; ++m; } } if(i) LOG_INFO(ftos(i), " waypoints cannot be reached from here in any way (marked with blue light)\n"); navigation_markroutes_inverted(e2); i = 0; for(e = findchain(classname, "waypoint"); e; e = e.chain) { if(e.wpcost >= 10000000) { LOG_INFO("cannot reach me: ", etos(e), " ", vtos(e.origin), "\n"); e.colormod_x = 8; if(!(e.effects & EF_NODEPTHTEST)) // not already reported before ++m; e.effects |= EF_NODEPTHTEST | EF_RED; ++i; } } if(i) LOG_INFO(ftos(i), " waypoints cannot walk to here in any way (marked with red light)\n"); if(m) LOG_INFO(ftos(m), " waypoints have been marked total\n"); i = 0; for(e = findchain(classname, "info_player_deathmatch"); e; e = e.chain) { org = e.origin; tracebox(e.origin, PL_MIN, PL_MAX, e.origin - '0 0 512', MOVE_NOMONSTERS, world); setorigin(e, trace_endpos); if(navigation_findnearestwaypoint(e, false)) { setorigin(e, org); e.effects &= ~EF_NODEPTHTEST; e.model = ""; } else { setorigin(e, org); LOG_INFO("spawn without waypoint: ", etos(e), " ", vtos(e.origin), "\n"); e.effects |= EF_NODEPTHTEST; setmodel(e, self.model); e.frame = self.frame; e.skin = self.skin; e.colormod = '8 0.5 8'; setsize(e, '0 0 0', '0 0 0'); ++i; } } if(i) LOG_INFO(ftos(i), " spawnpoints have no nearest waypoint (marked by player model)\n"); i = 0; entity start; start = findchainflags(flags, FL_ITEM); for(e = start; e; e = e.chain) { e.effects &= ~(EF_NODEPTHTEST | EF_RED | EF_BLUE); e.colormod = '0.5 0.5 0.5'; } for(e = start; e; e = e.chain) { if(navigation_findnearestwaypoint(e, false)) { } else { LOG_INFO("item without waypoint: ", etos(e), " ", vtos(e.origin), "\n"); e.effects |= EF_NODEPTHTEST | EF_RED; e.colormod_x = 8; ++i; } } if(i) LOG_INFO(ftos(i), " items have no nearest waypoint and cannot be walked away from (marked with red light)\n"); i = 0; for(e = start; e; e = e.chain) { org = e.origin; if(navigation_findnearestwaypoint(e, true)) { } else { LOG_INFO("item without waypoint: ", etos(e), " ", vtos(e.origin), "\n"); e.effects |= EF_NODEPTHTEST | EF_BLUE; e.colormod_z = 8; ++i; } } if(i) LOG_INFO(ftos(i), " items have no nearest waypoint and cannot be walked to (marked with blue light)\n"); break; } } } }