]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Impulse refactor
authorTimePath <andrew.hardaker1995@gmail.com>
Sun, 6 Dec 2015 11:08:40 +0000 (22:08 +1100)
committerTimePath <andrew.hardaker1995@gmail.com>
Sun, 6 Dec 2015 11:08:40 +0000 (22:08 +1100)
qcsrc/server/cl_client.qc
qcsrc/server/cl_impulse.qc
qcsrc/server/cl_impulse.qh
qcsrc/server/mutators/mutator/gamemode_ctf.qc

index c9d178720f95bca81fb9626ac2b60c0cee9c5658..2001d940443e277726429f7312ceddb98558b7aa 100644 (file)
@@ -2601,7 +2601,7 @@ void PlayerPostThink ()
                CheckRules_Player();
                UpdateChatBubble();
                if (self.impulse)
-                       ImpulseCommands();
+                       ImpulseCommands(self);
                if (intermission_running)
                        return;         // intermission or finale
                GetPressedKeys();
index 05cd17d0d99a9dc9b8d8e564c62e66fc7fe6ef71..879567b1d6e443191ed52435f109de054942ae4a 100644 (file)
 
 .entity vehicle;
 
+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;
+
+#define IMPULSE(id, n) _IMPULSE(IMP_##id, n)
+#define _IMPULSE(id, n) \
+       void id##_handle(entity this); \
+       REGISTER(IMPULSES, id, m_id, new(Impulse)) \
+       { \
+               make_pure(this); \
+               this.impulse = n; \
+               this.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 ()
-{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, imp) \
+       IMPULSE(weapon_group_##slot, imp) \
+       { \
+               if (this.deadflag != DEAD_NO) return; \
+               W_NextWeaponOnImpulse(slot); \
+       }
+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
 
-       if ( self.active_minigame )
-       if ( MinigameImpulse(imp) )
-               return;
+IMPULSE(weapon_next_byid, 10)
+{
+       if (this.vehicle) return;
+       if (this.deadflag != DEAD_NO) return;
+       W_NextWeapon(0);
+}
+
+IMPULSE(weapon_prev_byid, 12)
+{
+       if (this.vehicle) return;
+       if (this.deadflag != DEAD_NO) return;
+       W_PreviousWeapon(0);
+}
+
+IMPULSE(weapon_next_bygroup, 18)
+{
+       if (this.vehicle) return;
+       if (this.deadflag != DEAD_NO) return;
+       W_NextWeapon(1);
+}
+IMPULSE(weapon_prev_bygroup, 19)
+{
+       if (this.vehicle) return;
+       if (this.deadflag != DEAD_NO) return;
+       W_PreviousWeapon(1);
+}
+
+IMPULSE(weapon_next_bypriority, 15)
+{
+       if (this.vehicle) return;
+       if (this.deadflag != DEAD_NO) return;
+       W_NextWeapon(2);
+}
+IMPULSE(weapon_prev_bypriority, 16)
+{
+       if (this.vehicle) return;
+       if (this.deadflag != DEAD_NO) return;
+       W_PreviousWeapon(2);
+}
+
+IMPULSE(weapon_last, 11)
+{
+       if (this.vehicle) return;
+       if (this.deadflag != DEAD_NO) return;
+       W_LastWeapon();
+}
+
+IMPULSE(weapon_best, 13)
+{
+       if (this.vehicle) return;
+       if (this.deadflag != DEAD_NO) return;
+       W_SwitchWeapon(w_getbestweapon(this));
+}
+
+IMPULSE(weapon_throw, 17)
+{
+       if (this.vehicle) return;
+       if (this.deadflag != DEAD_NO) return;
+       W_ThrowWeapon(W_CalculateProjectileVelocity(this.velocity, v_forward * 750, false), '0 0 0', true);
+}
+
+IMPULSE(weapon_reload, 20)
+{
+       if (this.vehicle) return;
+       if (this.deadflag != DEAD_NO) return;
+       if (forbidWeaponUse(this)) return;
+       Weapon w = Weapons_from(this.weapon);
+       w.wr_reload(w);
+}
+
+void ImpulseCommands(entity this)
+{
+       if (gameover) return;
+
+       int imp = this.impulse;
+       if (!imp) return;
+       this.impulse = 0;
+
+       if (this.active_minigame && MinigameImpulse(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(imp == 17 || (imp >= 20 && imp < 200) || imp > 253)
-               return;
+       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
+       if (this.vehicle && this.vehicle.deadflag == DEAD_NO)
+       {
+               bool(int) f = this.vehicle.vehicles_impulse;
+               if (f && f(imp)) return;
+               if (vehicle_impulse(imp)) return;
+       }
+
+       if (CheatImpulse(imp)) return;
+
+       FOREACH(IMPULSES, it.impulse == imp, {
+               it.impulse_handle(this);
                return;
+       });
 
-       if(self.vehicle)
-       if(self.vehicle.deadflag == DEAD_NO)
+       if (imp >= 200 && imp <= 229)
+       {
+               if (!this.vehicle && this.deadflag == DEAD_NO)
+               {
+                       // custom order weapon cycling
+                       int i = imp % 10;
+                       int m = (imp - (210 + i));  // <0 for prev, =0 for best, >0 for next
+                       W_CycleWeapon(this.(cvar_cl_weaponpriorities[i]), m);
+               }
+               // else // don't retry, as this can break weaplast bind
+               // this.impulse = imp; // retry in next frame
+       }
+       else if (imp >= WEP_IMPULSE_BEGIN && imp <= WEP_IMPULSE_END)
        {
-               if(self.vehicle.vehicles_impulse)
-               if(self.vehicle.vehicles_impulse(imp))
-                       return;
-               if(vehicle_impulse(imp))
-                       return;
+               if (!this.vehicle && this.deadflag == DEAD_NO) W_SwitchWeapon(imp - WEP_IMPULSE_BEGIN + WEP_FIRST);
+               // else // don't retry, as this can break weaplast bind
+               // this.impulse = imp; // retry in next frame
        }
+}
+
+IMPULSE(use, 21)
+{
+       PlayerUseKey();
+}
+
+IMPULSE(waypoint_personal_here, 30)
+{
+       entity wp = WaypointSprite_DeployPersonal(WP_Waypoint, this.origin, RADARICON_WAYPOINT);
+       if (wp) WaypointSprite_Ping(wp);
+       sprint(this, "personal waypoint spawned at location\n");
+}
 
-       if(CheatImpulse(imp))
+IMPULSE(waypoint_personal_crosshair, 31)
+{
+       WarpZone_crosshair_trace(this);
+       entity wp = WaypointSprite_DeployPersonal(WP_Waypoint, trace_endpos, RADARICON_WAYPOINT);
+       if (wp) WaypointSprite_Ping(wp);
+       sprint(this, "personal waypoint spawned at crosshair\n");
+}
+
+IMPULSE(waypoint_personal_death, 32)
+{
+       if (!this.death_origin) return;
+       entity wp = WaypointSprite_DeployPersonal(WP_Waypoint, this.death_origin, RADARICON_WAYPOINT);
+       if (wp) WaypointSprite_Ping(wp);
+       sprint(this, "personal waypoint spawned at death location\n");
+}
+
+IMPULSE(waypoint_here_follow, 33)
+{
+       if (!teamplay) return;
+       if (this.deadflag != DEAD_NO) return;
+       if (!MUTATOR_CALLHOOK(HelpMePing, this))
        {
+               entity wp = WaypointSprite_Attach(WP_Helpme, true, RADARICON_HELPME);
+               if (!wp) WaypointSprite_HelpMePing(this.waypointsprite_attachedforcarrier);
+               else WaypointSprite_Ping(wp);
        }
-       else if (imp >= 1 && imp <= 9)
+       sprint(this, "HELP ME attached\n");
+}
+
+IMPULSE(waypoint_here_here, 34)
+{
+       entity wp = WaypointSprite_DeployFixed(WP_Here, false, this.origin, RADARICON_HERE);
+       if (wp) WaypointSprite_Ping(wp);
+       sprint(this, "HERE spawned at location\n");
+}
+
+IMPULSE(waypoint_here_crosshair, 35)
+{
+       WarpZone_crosshair_trace(this);
+       entity wp = WaypointSprite_DeployFixed(WP_Here, false, trace_endpos, RADARICON_HERE);
+       if (wp) WaypointSprite_Ping(wp);
+       sprint(this, "HERE spawned at crosshair\n");
+}
+
+IMPULSE(waypoint_here_death, 36)
+{
+       if (!this.death_origin) return;
+       entity wp = WaypointSprite_DeployFixed(WP_Here, false, this.death_origin, RADARICON_HERE);
+       if (wp) WaypointSprite_Ping(wp);
+       sprint(this, "HERE spawned at death location\n");
+}
+
+IMPULSE(waypoint_danger_here, 37)
+{
+       entity wp = WaypointSprite_DeployFixed(WP_Danger, false, this.origin, RADARICON_DANGER);
+       if (wp) WaypointSprite_Ping(wp);
+       sprint(this, "DANGER spawned at location\n");
+}
+
+IMPULSE(waypoint_danger_crosshair, 38)
+{
+       WarpZone_crosshair_trace(this);
+       entity wp = WaypointSprite_DeployFixed(WP_Danger, false, trace_endpos, RADARICON_DANGER);
+       if (wp) WaypointSprite_Ping(wp);
+       sprint(this, "DANGER spawned at crosshair\n");
+}
+
+IMPULSE(waypoint_danger_death, 39)
+{
+       if (!this.death_origin) return;
+       entity wp = WaypointSprite_DeployFixed(WP_Danger, false, this.death_origin, RADARICON_DANGER);
+       if (wp) WaypointSprite_Ping(wp);
+       sprint(this, "DANGER spawned at death location\n");
+}
+
+IMPULSE(waypoint_clear_personal, 47)
+{
+       WaypointSprite_ClearPersonal();
+       if (this.personal)
        {
-               // weapon switching impulses
-               if(self.deadflag == DEAD_NO)
-                       W_NextWeaponOnImpulse(imp);
-               //else // don't retry, as this can break weaplast bind
-               //      self.impulse = imp; // retry in next frame
+               remove(this.personal);
+               this.personal = NULL;
        }
-       else if(imp >= 10 && imp <= 20)
+       sprint(this, "personal waypoint cleared\n");
+}
+
+IMPULSE(waypoint_clear_team, 48)
+{
+       WaypointSprite_ClearOwned();
+       if (this.personal)
        {
-               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)) {
-                                               Weapon w = Weapons_from(self.weapon);
-                                               w.wr_reload(w);
-                                       }
-                                       break;
-                       }
-               }
-               //else // don't retry, as this can break weaplast bind
-                       //self.impulse = imp; // retry in next frame
+               remove(this.personal);
+               this.personal = NULL;
        }
-       else if(imp == 21)
+       sprint(this, "all waypoints cleared\n");
+}
+
+IMPULSE(navwaypoint_spawn, 103)
+{
+       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, 104)
+{
+       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, 105)
+{
+       if (!autocvar_g_waypointeditor) return;
+       waypoint_schedulerelinkall();
+}
+
+IMPULSE(navwaypoint_save, 106)
+{
+       if (!autocvar_g_waypointeditor) return;
+       waypoint_saveall();
+}
+
+IMPULSE(navwaypoint_debug, 107)
+{
+       if (!autocvar_g_waypointeditor) return;
+       for (entity e = findchain(classname, "waypoint"); e; e = e.chain)
        {
-               PlayerUseKey ();
+               e.colormod = '0.5 0.5 0.5';
+               e.effects &= ~(EF_NODEPTHTEST | EF_RED | EF_BLUE);
        }
-       else if(imp >= 200 && imp <= 229)
+       entity e2 = navigation_findnearestwaypoint(this, false);
+       navigation_markroutes(e2);
+
+       int i, m;
+
+       i = 0;
+       m = 0;
+       for (entity e = findchain(classname, "waypoint"); e; e = e.chain)
        {
-               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 // don't retry, as this can break weaplast bind
-                       //self.impulse = imp; // retry in next frame
+               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;
        }
-       else if(imp >= WEP_IMPULSE_BEGIN && imp <= WEP_IMPULSE_END)
+       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(!self.vehicle)
-               if(self.deadflag == DEAD_NO)
-                       W_SwitchWeapon (imp - WEP_IMPULSE_BEGIN + WEP_FIRST);
-               //else // don't retry, as this can break weaplast bind
-                       //self.impulse = imp; // retry in next frame
+               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;
        }
-       // deploy waypoints
-       else if (imp >= 30 && imp <= 49)
+       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)
        {
-               entity wp;
-               switch(imp)
+               vector 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))
                {
-                       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;
+                       setorigin(e, org);
+                       e.effects &= ~EF_NODEPTHTEST;
+                       e.model = "";
                }
-       }
-       else if(imp >= 103 && imp <= 107)
-       {
-               if(autocvar_g_waypointeditor)
+               else
                {
-                       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;
-                       }
+                       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;
                }
        }
+       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)
+       {
+               e.effects &= ~(EF_NODEPTHTEST | EF_RED | EF_BLUE);
+               e.colormod = '0.5 0.5 0.5';
+       }
+       for (entity e = start; e; e = e.chain)
+       {
+               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;
+       }
+       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 (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);
 }
index 3a5ed9ecdfdf821398dc2f8c8a3378fc460628a8..aecf079b787f35cf8022f38ba23205675272eee1 100644 (file)
@@ -1,40 +1,5 @@
 #ifndef CL_IMPULSE_H
 #define CL_IMPULSE_H
 
-/*
- * 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 ImpulseCommands(entity this);
 #endif
index 432c32de710dead3ac8d9c185c2f05aa3a0c50c3..40ce3ce95f5ddd47de293bcc9cdb7ef881e13bde 100644 (file)
@@ -1126,7 +1126,7 @@ void ctf_FlagThink()
 
                                setself(self.owner);
                                self.impulse = CHIMPULSE_SPEEDRUN; // move the player back to the waypoint they set
-                               ImpulseCommands();
+                               ImpulseCommands(self);
                                setself(this);
                        }
                        if(autocvar_g_ctf_stalemate)