4 * 0 reserved (no input)
5 * 1 to 9, 14: weapon shortcuts
6 * 10: next weapon according to linear list
7 * 11: most recently used weapon
8 * 12: previous weapon according to linear list
9 * 13: best weapon according to priority list
10 * 15: next weapon according to priority list
11 * 16: previous weapon according to priority list
13 * 18: next weapon according to sbar_hudselector 1 list
14 * 19: previous weapon according to sbar_hudselector 1 list
15 * 20: reload if needed
17 * 30 to 39: create waypoints
18 * 47: clear personal waypoints
19 * 48: clear team waypoints
26 * 143: emergency teleport
27 * 148: unfairly eliminate
30 * 200 to 209: prev weapon shortcuts
31 * 210 to 219: best weapon shortcuts
32 * 220 to 229: next weapon shortcuts
33 * 230 to 253: individual weapons (up to 24)
36 void ImpulseCommands (void)
49 if (timeoutStatus == 2) //don't allow any impulses while the game is paused
55 else if (imp >= 1 && imp <= 9)
57 // weapon switching impulses
58 if(self.deadflag == DEAD_NO)
59 W_NextWeaponOnImpulse(imp);
61 self.impulse = imp; // retry in next frame
63 else if(imp >= 10 && imp <= 20)
65 if(self.deadflag == DEAD_NO)
79 W_SwitchWeapon (w_getbestweapon(self));
82 W_NextWeaponOnImpulse(0);
92 W_ThrowWeapon(W_CalculateProjectileVelocity(self.velocity, v_forward * 750, FALSE), '0 0 0', TRUE);
106 self.impulse = imp; // retry in next frame
112 else if(imp >= 200 && imp <= 229)
114 if(self.deadflag == DEAD_NO)
116 // custom order weapon cycling
118 m = (imp - (210 + i)); // <0 for prev, =0 for best, >0 for next
119 W_CycleWeapon(self.(cvar_cl_weaponpriorities[i]), m);
122 self.impulse = imp; // retry in next frame
124 else if(imp >= 230 && imp <= 253)
126 if(self.deadflag == DEAD_NO)
127 W_SwitchWeapon (imp - 230 + WEP_FIRST);
129 self.impulse = imp; // retry in next frame
132 else if (imp >= 30 && imp <= 49)
138 wp = WaypointSprite_DeployPersonal("waypoint", self.origin, RADARICON_WAYPOINT, '0 1 1');
140 WaypointSprite_Ping(wp);
141 sprint(self, "personal waypoint spawned at location\n");
144 WarpZone_crosshair_trace(self);
145 wp = WaypointSprite_DeployPersonal("waypoint", trace_endpos, RADARICON_WAYPOINT, '0 1 1');
147 WaypointSprite_Ping(wp);
148 sprint(self, "personal waypoint spawned at crosshair\n");
151 if(vlen(self.death_origin))
153 wp = WaypointSprite_DeployPersonal("waypoint", self.death_origin, RADARICON_WAYPOINT, '0 1 1');
155 WaypointSprite_Ping(wp);
156 sprint(self, "personal waypoint spawned at death location\n");
160 if(self.deadflag == DEAD_NO && teamplay)
162 wp = WaypointSprite_Attach("helpme", TRUE, RADARICON_HELPME, '1 0.5 0');
164 WaypointSprite_HelpMePing(self.waypointsprite_attachedforcarrier);
166 WaypointSprite_Ping(wp);
167 sprint(self, "HELP ME attached\n");
171 wp = WaypointSprite_DeployFixed("here", FALSE, self.origin, RADARICON_HERE, '0 1 0');
173 WaypointSprite_Ping(wp);
174 sprint(self, "HERE spawned at location\n");
177 WarpZone_crosshair_trace(self);
178 wp = WaypointSprite_DeployFixed("here", FALSE, trace_endpos, RADARICON_HERE, '0 1 0');
180 WaypointSprite_Ping(wp);
181 sprint(self, "HERE spawned at crosshair\n");
184 if(vlen(self.death_origin))
186 wp = WaypointSprite_DeployFixed("here", FALSE, self.death_origin, RADARICON_HERE, '0 1 0');
188 WaypointSprite_Ping(wp);
189 sprint(self, "HERE spawned at death location\n");
193 wp = WaypointSprite_DeployFixed("danger", FALSE, self.origin, RADARICON_DANGER, '1 0.5 0');
195 WaypointSprite_Ping(wp);
196 sprint(self, "DANGER spawned at location\n");
199 WarpZone_crosshair_trace(self);
200 wp = WaypointSprite_DeployFixed("danger", FALSE, trace_endpos, RADARICON_DANGER, '1 0.5 0');
202 WaypointSprite_Ping(wp);
203 sprint(self, "DANGER spawned at crosshair\n");
206 if(vlen(self.death_origin))
208 wp = WaypointSprite_DeployFixed("danger", FALSE, self.death_origin, RADARICON_DANGER, '1 0.5 0');
210 WaypointSprite_Ping(wp);
211 sprint(self, "DANGER spawned at death location\n");
215 WaypointSprite_ClearPersonal();
218 remove(self.personal);
219 self.personal = world;
221 sprint(self, "personal waypoint cleared\n");
224 WaypointSprite_ClearOwned();
227 remove(self.personal);
228 self.personal = world;
230 sprint(self, "all waypoints cleared\n");
234 else if(imp >= 103 && imp <= 107)
236 if(autocvar_g_waypointeditor)
241 waypoint_schedulerelink(waypoint_spawn(self.origin, self.origin, 0));
242 bprint(strcat("Waypoint spawned at ",vtos(self.origin),"\n"));
245 e = navigation_findnearestwaypoint(self, FALSE);
247 if not(e.wpflags & WAYPOINTFLAG_GENERATED)
249 bprint(strcat("Waypoint removed at ",vtos(e.origin),"\n"));
254 waypoint_schedulerelinkall();
260 for(e = findchain(classname, "waypoint"); e; e = e.chain)
262 e.colormod = '0.5 0.5 0.5';
263 e.effects &~= EF_NODEPTHTEST | EF_RED | EF_BLUE;
265 e2 = navigation_findnearestwaypoint(self, FALSE);
266 navigation_markroutes(e2);
269 for(e = findchain(classname, "waypoint"); e; e = e.chain)
271 if(e.wpcost >= 10000000)
273 print("unreachable: ", etos(e), " ", vtos(e.origin), "\n");
275 e.effects |= EF_NODEPTHTEST | EF_BLUE;
281 print(ftos(i), " waypoints cannot be reached from here in any way (marked with blue light)\n");
282 navigation_markroutes_inverted(e2);
284 for(e = findchain(classname, "waypoint"); e; e = e.chain)
286 if(e.wpcost >= 10000000)
288 print("cannot reach me: ", etos(e), " ", vtos(e.origin), "\n");
290 if not(e.effects & EF_NODEPTHTEST) // not already reported before
292 e.effects |= EF_NODEPTHTEST | EF_RED;
297 print(ftos(i), " waypoints cannot walk to here in any way (marked with red light)\n");
299 print(ftos(m), " waypoints have been marked total\n");
301 for(e = findchain(classname, "info_player_deathmatch"); e; e = e.chain)
304 tracebox(e.origin, PL_MIN, PL_MAX, e.origin - '0 0 512', MOVE_NOMONSTERS, world);
305 setorigin(e, trace_endpos);
306 if(navigation_findnearestwaypoint(e, FALSE))
309 e.effects &~= EF_NODEPTHTEST;
315 print("spawn without waypoint: ", etos(e), " ", vtos(e.origin), "\n");
316 e.effects |= EF_NODEPTHTEST;
317 setmodel(e, self.model);
318 e.frame = self.frame;
320 e.colormod = '8 0.5 8';
321 setsize(e, '0 0 0', '0 0 0');
326 print(ftos(i), " spawnpoints have no nearest waypoint (marked by player model)\n");
329 start = findchainflags(flags, FL_ITEM);
330 for(e = start; e; e = e.chain)
332 e.effects &~= EF_NODEPTHTEST | EF_RED | EF_BLUE;
333 e.colormod = '0.5 0.5 0.5';
335 for(e = start; e; e = e.chain)
337 if(navigation_findnearestwaypoint(e, FALSE))
342 print("item without waypoint: ", etos(e), " ", vtos(e.origin), "\n");
343 e.effects |= EF_NODEPTHTEST | EF_RED;
349 print(ftos(i), " items have no nearest waypoint and cannot be walked away from (marked with red light)\n");
351 for(e = start; e; e = e.chain)
354 if(navigation_findnearestwaypoint(e, TRUE))
359 print("item without waypoint: ", etos(e), " ", vtos(e.origin), "\n");
360 e.effects |= EF_NODEPTHTEST | EF_BLUE;
366 print(ftos(i), " items have no nearest waypoint and cannot be walked to (marked with blue light)\n");