]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/cl_impulse.qc
Remove .move_* fields and MOVETYPE_PUSH logic (doesn't work)
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_impulse.qc
index 823f2a6652005ca493c695d265d45a1db7bea7c9..517ee3796100c028220a10e0842d64d9f675e7ce 100644 (file)
@@ -1,4 +1,4 @@
-#include "_all.qh"
+#include "cl_impulse.qh"
 #include "round_handler.qh"
 
 #include "bot/waypoints.qh"
 #include "weapons/tracing.qh"
 #include "weapons/weaponsystem.qh"
 
+#include <common/state.qh>
+
 #include "../common/minigames/sv_minigames.qh"
 
 #include "../common/weapons/all.qh"
+#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)
- * 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
  *
  * 230 to 253: individual weapons (up to 24)
  */
 
-void ImpulseCommands (void)
-{SELFPARAM();
-       int imp;
-       vector org;
-       float i;
-       float m;
-       entity e, e2;
+// weapon switching impulses
 
-       imp = self.impulse;
-       if (!imp || gameover)
-               return;
-       self.impulse = 0;
+#define X(slot) \
+       IMPULSE(weapon_group_##slot) \
+       { \
+               if (IS_DEAD(this)) \
+               { \
+                       this.impulse = IMP_weapon_group_##slot.impulse; \
+                       return; \
+               } \
+               W_NextWeaponOnImpulse(this, slot); \
+       }
+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(slot, dir) \
+       IMPULSE(weapon_priority_##slot##_##dir) \
+       { \
+               if (this.vehicle) return; \
+               if (IS_DEAD(this)) \
+               { \
+                       this.impulse = IMP_weapon_priority_##slot##_##dir.impulse; \
+                       return; \
+               } \
+               noref int prev = -1; \
+               noref int best =  0; \
+               noref int next = +1; \
+               W_CycleWeapon(this, this.cvar_cl_weaponpriorities[slot], dir); \
+       }
+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; \
+               } \
+               W_SwitchWeapon(this, Weapons_from(WEP_FIRST + i)); \
+       }
+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
 
-       if ( self.active_minigame )
-       if ( MinigameImpulse(imp) )
+IMPULSE(weapon_next_byid)
+{
+       if (this.vehicle) return;
+       if (IS_DEAD(this))
+       {
+               this.impulse = IMP_weapon_next_byid.impulse;
                return;
+       }
+       W_NextWeapon(this, 0);
+}
 
-       // 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)
+IMPULSE(weapon_prev_byid)
+{
+       if (this.vehicle) return;
+       if (IS_DEAD(this))
+       {
+               this.impulse = IMP_weapon_prev_byid.impulse;
                return;
+       }
+       W_PreviousWeapon(this, 0);
+}
 
-       if (timeout_status == TIMEOUT_ACTIVE) //don't allow any impulses while the game is paused
+IMPULSE(weapon_next_bygroup)
+{
+       if (this.vehicle) return;
+       if (IS_DEAD(this))
+       {
+               this.impulse = IMP_weapon_next_bygroup.impulse;
                return;
+       }
+       W_NextWeapon(this, 1);
+}
 
-       if(self.vehicle)
-       if(self.vehicle.deadflag == DEAD_NO)
+IMPULSE(weapon_prev_bygroup)
+{
+       if (this.vehicle) return;
+       if (IS_DEAD(this))
        {
-               if(self.vehicle.vehicles_impulse)
-               if(self.vehicle.vehicles_impulse(imp))
-                       return;
-               if(vehicle_impulse(imp))
-                       return;
+               this.impulse = IMP_weapon_prev_bygroup.impulse;
+               return;
        }
+       W_PreviousWeapon(this, 1);
+}
 
-       if(CheatImpulse(imp))
+IMPULSE(weapon_next_bypriority)
+{
+       if (this.vehicle) return;
+       if (IS_DEAD(this))
        {
+               this.impulse = IMP_weapon_next_bypriority.impulse;
+               return;
        }
-       else if (imp >= 1 && imp <= 9)
+       W_NextWeapon(this, 2);
+}
+
+IMPULSE(weapon_prev_bypriority)
+{
+       if (this.vehicle) return;
+       if (IS_DEAD(this))
        {
-               // weapon switching impulses
-               if(self.deadflag == DEAD_NO)
-                       W_NextWeaponOnImpulse(imp);
-               //else
-               //      self.impulse = imp; // retry in next frame
+               this.impulse = IMP_weapon_prev_bypriority.impulse;
+               return;
        }
-       else if(imp >= 10 && imp <= 20)
+       W_PreviousWeapon(this, 2);
+}
+
+IMPULSE(weapon_last)
+{
+       if (this.vehicle) return;
+       if (IS_DEAD(this)) return;
+       W_LastWeapon(this);
+}
+
+IMPULSE(weapon_best)
+{
+       if (this.vehicle) return;
+       if (IS_DEAD(this)) return;
+       W_SwitchWeapon(this, w_getbestweapon(this));
+}
+
+IMPULSE(weapon_drop)
+{
+       if (this.vehicle) return;
+       if (IS_DEAD(this)) return;
+       W_ThrowWeapon(this, W_CalculateProjectileVelocity(this, this.velocity, v_forward * 750, false), '0 0 0', true);
+}
+
+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;
+       .entity weaponentity = weaponentities[0]; // TODO: unhardcode
+       w.wr_reload(w, actor, weaponentity);
+}
+
+void ImpulseCommands(entity this)
+{
+       if (gameover) return;
+
+       int imp = this.impulse;
+       if (!imp) return;
+       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())
        {
-               if(!self.vehicle)
-               if(self.deadflag == DEAD_NO)
+               #define X(id) case IMP_##id.impulse:
+               switch (imp)
                {
-                       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;
-                       }
+                       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;
                }
-               else
-                       self.impulse = imp; // retry in next frame
+#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);
        }
-       else if(imp == 21)
+       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(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)
        {
-               PlayerUseKey ();
+               remove(this.personal);
+               this.personal = NULL;
        }
-       else if(imp >= 200 && imp <= 229)
+       sprint(this, "personal waypoint cleared\n");
+}
+
+IMPULSE(waypoint_clear)
+{
+       WaypointSprite_ClearOwned(this);
+       if (this.personal)
        {
-               if(!self.vehicle)
-               if(self.deadflag == DEAD_NO)
+               remove(this.personal);
+               this.personal = NULL;
+       }
+       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;
+       for (entity e = findchain(classname, "waypoint"); e; e = e.chain)
+       {
+               e.colormod = '0.5 0.5 0.5';
+               e.effects &= ~(EF_NODEPTHTEST | EF_RED | EF_BLUE);
+       }
+       entity e2 = navigation_findnearestwaypoint(this, false);
+       navigation_markroutes(this, e2);
+
+       int i, m;
+
+       i = 0;
+       m = 0;
+       for (entity e = findchain(classname, "waypoint"); e; e = e.chain)
+       {
+               if (e.wpcost < 10000000) continue;
+               LOG_INFO("unreachable: ", etos(e), " ", vtos(e.origin), "\n");
+               e.colormod_z = 8;
+               e.effects |= EF_NODEPTHTEST | EF_BLUE;
+               ++i;
+               ++m;
+       }
+       if (i) LOG_INFOF("%d waypoints cannot be reached from here in any way (marked with blue light)\n", i);
+       navigation_markroutes_inverted(e2);
+
+       i = 0;
+       for (entity e = findchain(classname, "waypoint"); e; e = e.chain)
+       {
+               if (e.wpcost < 10000000) continue;
+               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_INFOF("%d waypoints cannot walk to here in any way (marked with red light)\n", i);
+       if (m) LOG_INFOF("%d waypoints have been marked total\n", m);
+
+       i = 0;
+       for (entity e = findchain(classname, "info_player_deathmatch"); e; e = e.chain)
+       {
+               vector org = e.origin;
+               tracebox(e.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), e.origin - '0 0 512', MOVE_NOMONSTERS, NULL);
+               setorigin(e, trace_endpos);
+               if (navigation_findnearestwaypoint(e, false))
                {
-                       // 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);
+                       setorigin(e, org);
+                       e.effects &= ~EF_NODEPTHTEST;
+                       e.model = "";
                }
                else
-                       self.impulse = imp; // retry in next frame
+               {
+                       setorigin(e, org);
+                       LOG_INFO("spawn without waypoint: ", etos(e), " ", vtos(e.origin), "\n");
+                       e.effects |= EF_NODEPTHTEST;
+                       _setmodel(e, this.model);
+                       e.frame = this.frame;
+                       e.skin = this.skin;
+                       e.colormod = '8 0.5 8';
+                       setsize(e, '0 0 0', '0 0 0');
+                       ++i;
+               }
        }
-       else if(imp >= 230 && imp <= 253)
+       if (i) LOG_INFOF("%d spawnpoints have no nearest waypoint (marked by player model)\n", i);
+
+       i = 0;
+       entity start = findchainflags(flags, FL_ITEM);
+       for (entity e = start; e; e = e.chain)
        {
-               if(!self.vehicle)
-               if(self.deadflag == DEAD_NO)
-                       W_SwitchWeapon (imp - 230 + WEP_FIRST);
-               else
-                       self.impulse = imp; // retry in next frame
+               e.effects &= ~(EF_NODEPTHTEST | EF_RED | EF_BLUE);
+               e.colormod = '0.5 0.5 0.5';
        }
-       // deploy waypoints
-       else if (imp >= 30 && imp <= 49)
+       for (entity e = start; e; e = e.chain)
        {
-               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;
-               }
+               if (navigation_findnearestwaypoint(e, false)) continue;
+               LOG_INFO("item without waypoint: ", etos(e), " ", vtos(e.origin), "\n");
+               e.effects |= EF_NODEPTHTEST | EF_RED;
+               e.colormod_x = 8;
+               ++i;
        }
-       else if(imp >= 103 && imp <= 107)
+       if (i) LOG_INFOF("%d items have no nearest waypoint and cannot be walked away from (marked with red light)\n", i);
+
+       i = 0;
+       for (entity e = start; e; e = e.chain)
        {
-               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;
-                       }
-               }
+               if (navigation_findnearestwaypoint(e, true)) continue;
+               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_INFOF("%d items have no nearest waypoint and cannot be walked to (marked with blue light)\n", i);
 }