#include "impulse.qh" #include "round_handler.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" #include #include "../common/minigames/sv_minigames.qh" #include #include "../common/vehicles/sv_vehicles.qh" #include "../common/mutators/mutator/waypoints/waypointsprites.qh" .entity vehicle; #define IMPULSE(id) _IMPULSE(IMP_##id) #define _IMPULSE(id) \ void id##_handle(entity this); \ STATIC_INIT_LATE(id) \ { \ id.impulse_handle = id##_handle; \ } \ void id##_handle(entity this) /** * Impulse map: * * 0 reserved (no input) * * 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) */ // weapon switching impulses #define X(i) \ IMPULSE(weapon_group_##i) \ { \ if (IS_DEAD(this)) \ { \ this.impulse = IMP_weapon_group_##i.impulse; \ return; \ } \ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) \ { \ .entity weaponentity = weaponentities[slot]; \ W_NextWeaponOnImpulse(this, i, weaponentity); \ if(autocvar_g_weaponswitch_debug != 1) \ break; \ } \ } X(1) X(2) X(3) X(4) X(5) X(6) X(7) X(8) X(9) X(0) #undef X // custom order weapon cycling #define X(i, dir) \ IMPULSE(weapon_priority_##i##_##dir) \ { \ if (this.vehicle) return; \ if (IS_DEAD(this)) \ { \ this.impulse = IMP_weapon_priority_##i##_##dir.impulse; \ return; \ } \ noref int prev = -1; \ noref int best = 0; \ noref int next = +1; \ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) \ { \ .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) X(1, prev) X(2, prev) X(3, prev) X(4, prev) X(5, prev) X(6, prev) X(7, prev) X(8, prev) X(9, prev) X(0, best) X(1, best) X(2, best) X(3, best) X(4, best) X(5, best) X(6, best) X(7, best) X(8, best) X(9, best) X(0, next) X(1, next) X(2, next) X(3, next) X(4, next) X(5, next) X(6, next) X(7, next) X(8, next) X(9, next) #undef X // direct weapons #define X(i) \ IMPULSE(weapon_byid_##i) \ { \ if (this.vehicle) return; \ if (IS_DEAD(this)) \ { \ this.impulse = IMP_weapon_byid_##i.impulse; \ return; \ } \ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) \ { \ .entity weaponentity = weaponentities[slot]; \ W_SwitchWeapon_TryOthers(this, Weapons_from(WEP_FIRST + i), weaponentity); \ if(autocvar_g_weaponswitch_debug != 1) \ break; \ } \ } X(0) X(1) X(2) X(3) X(4) X(5) X(6) X(7) X(8) X(9) X(10) X(11) X(12) X(13) X(14) X(15) X(16) X(17) X(18) X(19) X(20) X(21) X(22) X(23) #undef X IMPULSE(weapon_next_byid) { if (this.vehicle) return; if (IS_DEAD(this)) { this.impulse = IMP_weapon_next_byid.impulse; return; } for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; W_NextWeapon(this, 0, weaponentity); if(autocvar_g_weaponswitch_debug != 1) break; } } IMPULSE(weapon_prev_byid) { if (this.vehicle) return; if (IS_DEAD(this)) { this.impulse = IMP_weapon_prev_byid.impulse; return; } for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; W_PreviousWeapon(this, 0, weaponentity); if(autocvar_g_weaponswitch_debug != 1) break; } } IMPULSE(weapon_next_bygroup) { if (this.vehicle) return; if (IS_DEAD(this)) { this.impulse = IMP_weapon_next_bygroup.impulse; return; } for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; W_NextWeapon(this, 1, weaponentity); if(autocvar_g_weaponswitch_debug != 1) break; } } IMPULSE(weapon_prev_bygroup) { if (this.vehicle) return; if (IS_DEAD(this)) { this.impulse = IMP_weapon_prev_bygroup.impulse; return; } for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; W_PreviousWeapon(this, 1, weaponentity); if(autocvar_g_weaponswitch_debug != 1) break; } } IMPULSE(weapon_next_bypriority) { if (this.vehicle) return; if (IS_DEAD(this)) { this.impulse = IMP_weapon_next_bypriority.impulse; return; } for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; W_NextWeapon(this, 2, weaponentity); if(autocvar_g_weaponswitch_debug != 1) break; } } IMPULSE(weapon_prev_bypriority) { if (this.vehicle) return; if (IS_DEAD(this)) { this.impulse = IMP_weapon_prev_bypriority.impulse; return; } for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; W_PreviousWeapon(this, 2, weaponentity); if(autocvar_g_weaponswitch_debug != 1) break; } } IMPULSE(weapon_last) { if (this.vehicle) return; if (IS_DEAD(this)) return; for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; W_LastWeapon(this, weaponentity); if(autocvar_g_weaponswitch_debug != 1) break; } } IMPULSE(weapon_best) { if (this.vehicle) return; if (IS_DEAD(this)) return; for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; W_SwitchWeapon(this, w_getbestweapon(this, weaponentity), weaponentity); if(autocvar_g_weaponswitch_debug != 1) break; } } IMPULSE(weapon_drop) { if (this.vehicle) return; if (IS_DEAD(this)) return; 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(autocvar_g_weaponswitch_debug != 1) break; } } IMPULSE(weapon_reload) { if (this.vehicle) return; if (IS_DEAD(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 (game_stopped) return; int imp = CS(this).impulse; if (!imp) return; CS(this).impulse = 0; if (MinigameImpulse(this, imp)) return; if (timeout_status == TIMEOUT_ACTIVE) return; // don't allow any impulses while the game is paused // allow only weapon change impulses when not in round time if (round_handler_IsActive() && !round_handler_IsRoundStarted()) { #define X(id) case IMP_##id.impulse: switch (imp) { X(weapon_group_0) X(weapon_group_1) X(weapon_group_2) X(weapon_group_3) X(weapon_group_4) X(weapon_group_5) X(weapon_group_6) X(weapon_group_7) X(weapon_group_8) X(weapon_group_9) X(weapon_next_byid) X(weapon_prev_byid) X(weapon_next_bygroup) X(weapon_prev_bygroup) X(weapon_next_bypriority) X(weapon_prev_bypriority) X(weapon_last) X(weapon_best) X(weapon_reload) X(weapon_priority_0_prev) X(weapon_priority_1_prev) X(weapon_priority_2_prev) X(weapon_priority_3_prev) X(weapon_priority_4_prev) X(weapon_priority_5_prev) X(weapon_priority_6_prev) X(weapon_priority_7_prev) X(weapon_priority_8_prev) X(weapon_priority_9_prev) X(weapon_priority_0_next) X(weapon_priority_1_next) X(weapon_priority_2_next) X(weapon_priority_3_next) X(weapon_priority_4_next) X(weapon_priority_5_next) X(weapon_priority_6_next) X(weapon_priority_7_next) X(weapon_priority_8_next) X(weapon_priority_9_next) X(weapon_priority_0_best) X(weapon_priority_1_best) X(weapon_priority_2_best) X(weapon_priority_3_best) X(weapon_priority_4_best) X(weapon_priority_5_best) X(weapon_priority_6_best) X(weapon_priority_7_best) X(weapon_priority_8_best) X(weapon_priority_9_best) X(weapon_byid_0) X(weapon_byid_1) X(weapon_byid_2) X(weapon_byid_3) X(weapon_byid_4) X(weapon_byid_5) X(weapon_byid_6) X(weapon_byid_7) X(weapon_byid_8) X(weapon_byid_9) X(weapon_byid_10) X(weapon_byid_11) X(weapon_byid_12) X(weapon_byid_13) X(weapon_byid_14) X(weapon_byid_15) X(weapon_byid_16) X(weapon_byid_17) X(weapon_byid_18) X(weapon_byid_19) X(weapon_byid_20) X(weapon_byid_21) X(weapon_byid_22) X(weapon_byid_23) break; default: return; } #undef X } if (vehicle_impulse(this, imp)) return; if (CheatImpulse(this, imp)) return; FOREACH(IMPULSES, it.impulse == imp, { void(entity) f = it.impulse_handle; if (!f) continue; f(this); return; }); } IMPULSE(use) { PlayerUseKey(this); } IMPULSE(waypoint_personal_here) { entity wp = WaypointSprite_DeployPersonal(WP_Waypoint, this, this.origin, RADARICON_WAYPOINT); if (wp) WaypointSprite_Ping(wp); sprint(this, "personal waypoint spawned at location\n"); } IMPULSE(waypoint_personal_crosshair) { WarpZone_crosshair_trace(this); entity wp = WaypointSprite_DeployPersonal(WP_Waypoint, this, trace_endpos, RADARICON_WAYPOINT); if (wp) WaypointSprite_Ping(wp); sprint(this, "personal waypoint spawned at crosshair\n"); } IMPULSE(waypoint_personal_death) { if (!this.death_origin) return; entity wp = WaypointSprite_DeployPersonal(WP_Waypoint, this, this.death_origin, RADARICON_WAYPOINT); if (wp) WaypointSprite_Ping(wp); sprint(this, "personal waypoint spawned at death location\n"); } IMPULSE(waypoint_here_follow) { if (!teamplay) return; if (IS_DEAD(this)) return; if (!MUTATOR_CALLHOOK(HelpMePing, this)) { entity wp = WaypointSprite_Attach(WP_Helpme, this, true, RADARICON_HELPME); if (!wp) WaypointSprite_HelpMePing(this.waypointsprite_attachedforcarrier); else WaypointSprite_Ping(wp); } sprint(this, "HELP ME attached\n"); } IMPULSE(waypoint_here_here) { entity wp = WaypointSprite_DeployFixed(WP_Here, false, this, this.origin, RADARICON_HERE); if (wp) WaypointSprite_Ping(wp); sprint(this, "HERE spawned at location\n"); } IMPULSE(waypoint_here_crosshair) { WarpZone_crosshair_trace_plusvisibletriggers(this); entity wp = WaypointSprite_DeployFixed(WP_Here, false, this, trace_endpos, RADARICON_HERE); if (wp) WaypointSprite_Ping(wp); sprint(this, "HERE spawned at crosshair\n"); } IMPULSE(waypoint_here_death) { if (!this.death_origin) return; entity wp = WaypointSprite_DeployFixed(WP_Here, false, this, this.death_origin, RADARICON_HERE); if (wp) WaypointSprite_Ping(wp); sprint(this, "HERE spawned at death location\n"); } IMPULSE(waypoint_danger_here) { entity wp = WaypointSprite_DeployFixed(WP_Danger, false, this, this.origin, RADARICON_DANGER); if (wp) WaypointSprite_Ping(wp); sprint(this, "DANGER spawned at location\n"); } IMPULSE(waypoint_danger_crosshair) { WarpZone_crosshair_trace(this); entity wp = WaypointSprite_DeployFixed(WP_Danger, false, this, trace_endpos, RADARICON_DANGER); if (wp) WaypointSprite_Ping(wp); sprint(this, "DANGER spawned at crosshair\n"); } IMPULSE(waypoint_danger_death) { if (!this.death_origin) return; entity wp = WaypointSprite_DeployFixed(WP_Danger, false, this, this.death_origin, RADARICON_DANGER); if (wp) WaypointSprite_Ping(wp); sprint(this, "DANGER spawned at death location\n"); } IMPULSE(waypoint_clear_personal) { WaypointSprite_ClearPersonal(this); if (this.personal) { delete(this.personal); this.personal = NULL; if((g_cts || g_race) && autocvar_g_allow_checkpoints) ClientKill(this); } sprint(this, "personal waypoint cleared\n"); } IMPULSE(waypoint_clear) { WaypointSprite_ClearOwned(this); if (this.personal) { delete(this.personal); this.personal = NULL; if((g_cts || g_race) && autocvar_g_allow_checkpoints) ClientKill(this); } sprint(this, "all waypoints cleared\n"); }