]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/cl_impulse.qc
Merge branch 'TimePath/globalforces' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_impulse.qc
index 79001c239274d831b421dce23d6b33c7507a9bfd..00c4ec22cd869a0a1cac51f6df9e52be43a52b67 100644 (file)
@@ -1,15 +1,17 @@
+#include "cl_impulse.qh"
 #include "round_handler.qh"
 
-#include "bot/waypoints.qh"
+#include "bot/api.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/state.qh>
+
 #include "../common/minigames/sv_minigames.qh"
 
 #include "../common/weapons/all.qh"
@@ -19,8 +21,8 @@
 
 .entity vehicle;
 
-#define IMPULSE(id, n) _IMPULSE(IMP_##id, n)
-#define _IMPULSE(id, n) \
+#define IMPULSE(id) _IMPULSE(IMP_##id)
+#define _IMPULSE(id) \
        void id##_handle(entity this); \
        STATIC_INIT_LATE(id) \
        { \
 
 // weapon switching impulses
 
-#define X(slot, imp) \
-       IMPULSE(weapon_group_##slot, imp) \
+#define X(slot) \
+       IMPULSE(weapon_group_##slot) \
        { \
-               if (this.deadflag != DEAD_NO) return; \
-               W_NextWeaponOnImpulse(slot); \
+               if (IS_DEAD(this)) \
+               { \
+                       this.impulse = IMP_weapon_group_##slot.impulse; \
+                       return; \
+               } \
+               W_NextWeaponOnImpulse(this, 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)
+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, imp) \
-       IMPULSE(weapon_priority_##slot##_##dir, imp) \
+#define X(slot, dir) \
+       IMPULSE(weapon_priority_##slot##_##dir) \
        { \
                if (this.vehicle) return; \
-               if (this.deadflag != DEAD_NO) 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.cvar_cl_weaponpriorities[slot], dir); \
+               W_CycleWeapon(this, this.cvar_cl_weaponpriorities[slot], dir); \
        }
-X(0, prev, 200)
-X(1, prev, 201)
-X(2, prev, 202)
-X(3, prev, 203)
-X(4, prev, 204)
-X(5, prev, 205)
-X(6, prev, 206)
-X(7, prev, 207)
-X(8, prev, 208)
-X(9, prev, 209)
-
-X(0, best, 210)
-X(1, best, 211)
-X(2, best, 212)
-X(3, best, 213)
-X(4, best, 214)
-X(5, best, 215)
-X(6, best, 216)
-X(7, best, 217)
-X(8, best, 218)
-X(9, best, 219)
-
-X(0, next, 220)
-X(1, next, 221)
-X(2, next, 222)
-X(3, next, 223)
-X(4, next, 224)
-X(5, next, 225)
-X(6, next, 226)
-X(7, next, 227)
-X(8, next, 228)
-X(9, next, 229)
+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
 
-IMPULSE(weapon_next_byid, 10)
+// 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
+
+IMPULSE(weapon_next_byid)
 {
        if (this.vehicle) return;
-       if (this.deadflag != DEAD_NO) return;
-       W_NextWeapon(0);
+       if (IS_DEAD(this))
+       {
+               this.impulse = IMP_weapon_next_byid.impulse;
+               return;
+       }
+       W_NextWeapon(this, 0);
 }
 
-IMPULSE(weapon_prev_byid, 12)
+IMPULSE(weapon_prev_byid)
 {
        if (this.vehicle) return;
-       if (this.deadflag != DEAD_NO) return;
-       W_PreviousWeapon(0);
+       if (IS_DEAD(this))
+       {
+               this.impulse = IMP_weapon_prev_byid.impulse;
+               return;
+       }
+       W_PreviousWeapon(this, 0);
 }
 
-IMPULSE(weapon_next_bygroup, 18)
+IMPULSE(weapon_next_bygroup)
 {
        if (this.vehicle) return;
-       if (this.deadflag != DEAD_NO) return;
-       W_NextWeapon(1);
+       if (IS_DEAD(this))
+       {
+               this.impulse = IMP_weapon_next_bygroup.impulse;
+               return;
+       }
+       W_NextWeapon(this, 1);
 }
 
-IMPULSE(weapon_prev_bygroup, 19)
+IMPULSE(weapon_prev_bygroup)
 {
        if (this.vehicle) return;
-       if (this.deadflag != DEAD_NO) return;
-       W_PreviousWeapon(1);
+       if (IS_DEAD(this))
+       {
+               this.impulse = IMP_weapon_prev_bygroup.impulse;
+               return;
+       }
+       W_PreviousWeapon(this, 1);
 }
 
-IMPULSE(weapon_next_bypriority, 15)
+IMPULSE(weapon_next_bypriority)
 {
        if (this.vehicle) return;
-       if (this.deadflag != DEAD_NO) return;
-       W_NextWeapon(2);
+       if (IS_DEAD(this))
+       {
+               this.impulse = IMP_weapon_next_bypriority.impulse;
+               return;
+       }
+       W_NextWeapon(this, 2);
 }
 
-IMPULSE(weapon_prev_bypriority, 16)
+IMPULSE(weapon_prev_bypriority)
 {
        if (this.vehicle) return;
-       if (this.deadflag != DEAD_NO) return;
-       W_PreviousWeapon(2);
+       if (IS_DEAD(this))
+       {
+               this.impulse = IMP_weapon_prev_bypriority.impulse;
+               return;
+       }
+       W_PreviousWeapon(this, 2);
 }
 
-IMPULSE(weapon_last, 11)
+IMPULSE(weapon_last)
 {
        if (this.vehicle) return;
-       if (this.deadflag != DEAD_NO) return;
-       W_LastWeapon();
+       if (IS_DEAD(this)) return;
+       W_LastWeapon(this);
 }
 
-IMPULSE(weapon_best, 13)
+IMPULSE(weapon_best)
 {
        if (this.vehicle) return;
-       if (this.deadflag != DEAD_NO) return;
-       W_SwitchWeapon(w_getbestweapon(this));
+       if (IS_DEAD(this)) return;
+       W_SwitchWeapon(this, w_getbestweapon(this));
 }
 
-IMPULSE(weapon_drop, 17)
+IMPULSE(weapon_drop)
 {
        if (this.vehicle) return;
-       if (this.deadflag != DEAD_NO) return;
-       W_ThrowWeapon(W_CalculateProjectileVelocity(this.velocity, v_forward * 750, false), '0 0 0', true);
+       if (IS_DEAD(this)) return;
+       W_ThrowWeapon(this, weaponentities[0], W_CalculateProjectileVelocity(this, this.velocity, v_forward * 750, false), '0 0 0', true);
 }
 
-IMPULSE(weapon_reload, 20)
+IMPULSE(weapon_reload)
 {
        if (this.vehicle) return;
-       if (this.deadflag != DEAD_NO) return;
+       if (IS_DEAD(this)) return;
        if (forbidWeaponUse(this)) return;
-       Weapon w = Weapons_from(this.weapon);
-       w.wr_reload(w);
+       Weapon w = PS(this).m_weapon;
+       entity actor = this;
+       for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+       {
+               .entity weaponentity = weaponentities[slot];
+               w.wr_reload(w, actor, weaponentity);
+       }
 }
 
 void ImpulseCommands(entity this)
@@ -204,7 +282,6 @@ void ImpulseCommands(entity this)
                #define X(id) case IMP_##id.impulse:
                switch (imp)
                {
-                       case WEP_IMPULSE_BEGIN <= imp && imp <= WEP_IMPULSE_END:
                        X(weapon_group_0)
                        X(weapon_group_1)
                        X(weapon_group_2)
@@ -254,6 +331,30 @@ void ImpulseCommands(entity this)
             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;
                }
@@ -262,7 +363,7 @@ void ImpulseCommands(entity this)
 
        if (vehicle_impulse(this, imp)) return;
 
-       if (CheatImpulse(imp)) return;
+       if (CheatImpulse(this, imp)) return;
 
        FOREACH(IMPULSES, it.impulse == imp, {
                void(entity) f = it.impulse_handle;
@@ -270,130 +371,125 @@ void ImpulseCommands(entity this)
                f(this);
                return;
        });
-
-       if (imp >= WEP_IMPULSE_BEGIN && imp <= WEP_IMPULSE_END)
-       {
-               if (!this.vehicle && this.deadflag == DEAD_NO) W_SwitchWeapon(imp - WEP_IMPULSE_BEGIN + WEP_FIRST);
-       }
 }
 
-IMPULSE(use, 21)
+IMPULSE(use)
 {
-       PlayerUseKey();
+       PlayerUseKey(this);
 }
 
-IMPULSE(waypoint_personal_here, 30)
+IMPULSE(waypoint_personal_here)
 {
-       entity wp = WaypointSprite_DeployPersonal(WP_Waypoint, this.origin, RADARICON_WAYPOINT);
+       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, 31)
+IMPULSE(waypoint_personal_crosshair)
 {
        WarpZone_crosshair_trace(this);
-       entity wp = WaypointSprite_DeployPersonal(WP_Waypoint, trace_endpos, RADARICON_WAYPOINT);
+       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, 32)
+IMPULSE(waypoint_personal_death)
 {
        if (!this.death_origin) return;
-       entity wp = WaypointSprite_DeployPersonal(WP_Waypoint, this.death_origin, RADARICON_WAYPOINT);
+       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, 33)
+IMPULSE(waypoint_here_follow)
 {
        if (!teamplay) return;
-       if (this.deadflag != DEAD_NO) return;
+       if (IS_DEAD(this)) return;
        if (!MUTATOR_CALLHOOK(HelpMePing, this))
        {
-               entity wp = WaypointSprite_Attach(WP_Helpme, true, RADARICON_HELPME);
+               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, 34)
+IMPULSE(waypoint_here_here)
 {
-       entity wp = WaypointSprite_DeployFixed(WP_Here, false, this.origin, RADARICON_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, 35)
+IMPULSE(waypoint_here_crosshair)
 {
        WarpZone_crosshair_trace(this);
-       entity wp = WaypointSprite_DeployFixed(WP_Here, false, trace_endpos, RADARICON_HERE);
+       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, 36)
+IMPULSE(waypoint_here_death)
 {
        if (!this.death_origin) return;
-       entity wp = WaypointSprite_DeployFixed(WP_Here, false, this.death_origin, RADARICON_HERE);
+       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, 37)
+IMPULSE(waypoint_danger_here)
 {
-       entity wp = WaypointSprite_DeployFixed(WP_Danger, false, this.origin, RADARICON_DANGER);
+       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, 38)
+IMPULSE(waypoint_danger_crosshair)
 {
        WarpZone_crosshair_trace(this);
-       entity wp = WaypointSprite_DeployFixed(WP_Danger, false, trace_endpos, RADARICON_DANGER);
+       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, 39)
+IMPULSE(waypoint_danger_death)
 {
        if (!this.death_origin) return;
-       entity wp = WaypointSprite_DeployFixed(WP_Danger, false, this.death_origin, RADARICON_DANGER);
+       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, 47)
+IMPULSE(waypoint_clear_personal)
 {
-       WaypointSprite_ClearPersonal();
+       WaypointSprite_ClearPersonal(this);
        if (this.personal)
        {
-               remove(this.personal);
+               delete(this.personal);
                this.personal = NULL;
        }
        sprint(this, "personal waypoint cleared\n");
 }
 
-IMPULSE(waypoint_clear, 48)
+IMPULSE(waypoint_clear)
 {
-       WaypointSprite_ClearOwned();
+       WaypointSprite_ClearOwned(this);
        if (this.personal)
        {
-               remove(this.personal);
+               delete(this.personal);
                this.personal = NULL;
        }
        sprint(this, "all waypoints cleared\n");
 }
 
-IMPULSE(navwaypoint_spawn, 103)
+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, 104)
+IMPULSE(navwaypoint_remove)
 {
        if (!autocvar_g_waypointeditor) return;
        entity e = navigation_findnearestwaypoint(this, false);
@@ -403,111 +499,108 @@ IMPULSE(navwaypoint_remove, 104)
        waypoint_remove(e);
 }
 
-IMPULSE(navwaypoint_relink, 105)
+IMPULSE(navwaypoint_relink)
 {
        if (!autocvar_g_waypointeditor) return;
        waypoint_schedulerelinkall();
 }
 
-IMPULSE(navwaypoint_save, 106)
+IMPULSE(navwaypoint_save)
 {
        if (!autocvar_g_waypointeditor) return;
        waypoint_saveall();
 }
 
-IMPULSE(navwaypoint_unreachable, 107)
+IMPULSE(navwaypoint_unreachable)
 {
        if (!autocvar_g_waypointeditor) return;
-       for (entity e = findchain(classname, "waypoint"); e; e = e.chain)
+       IL_EACH(g_waypoints, true,
        {
-               e.colormod = '0.5 0.5 0.5';
-               e.effects &= ~(EF_NODEPTHTEST | EF_RED | EF_BLUE);
-       }
+               it.colormod = '0.5 0.5 0.5';
+               it.effects &= ~(EF_NODEPTHTEST | EF_RED | EF_BLUE);
+       });
        entity e2 = navigation_findnearestwaypoint(this, false);
-       navigation_markroutes(e2);
+       navigation_markroutes(this, e2);
 
-       int i, m;
+       int j, m;
 
-       i = 0;
+       j = 0;
        m = 0;
-       for (entity e = findchain(classname, "waypoint"); e; e = e.chain)
+       IL_EACH(g_waypoints, it.wpcost >= 10000000,
        {
-               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;
+               LOG_INFO("unreachable: ", etos(it), " ", vtos(it.origin), "\n");
+               it.colormod_z = 8;
+               it.effects |= EF_NODEPTHTEST | EF_BLUE;
+               ++j;
                ++m;
-       }
-       if (i) LOG_INFOF("%d waypoints cannot be reached from here in any way (marked with blue light)\n", i);
+       });
+       if (j) LOG_INFOF("%d waypoints cannot be reached from here in any way (marked with blue light)\n", j);
        navigation_markroutes_inverted(e2);
 
-       i = 0;
-       for (entity e = findchain(classname, "waypoint"); e; e = e.chain)
+       j = 0;
+       IL_EACH(g_waypoints, it.wpcost >= 10000000,
        {
-               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
+               LOG_INFO("cannot reach me: ", etos(it), " ", vtos(it.origin), "\n");
+               it.colormod_x = 8;
+               if (!(it.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);
+               it.effects |= EF_NODEPTHTEST | EF_RED;
+               ++j;
+       });
+       if (j) LOG_INFOF("%d waypoints cannot walk to here in any way (marked with red light)\n", j);
        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)
+       j = 0;
+       FOREACH_ENTITY_CLASS("info_player_deathmatch", true,
        {
-               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))
+               vector org = it.origin;
+               tracebox(it.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - '0 0 512', MOVE_NOMONSTERS, NULL);
+               setorigin(it, trace_endpos);
+               if (navigation_findnearestwaypoint(it, false))
                {
-                       setorigin(e, org);
-                       e.effects &= ~EF_NODEPTHTEST;
-                       e.model = "";
+                       setorigin(it, org);
+                       it.effects &= ~EF_NODEPTHTEST;
+                       it.model = "";
                }
                else
                {
-                       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;
+                       setorigin(it, org);
+                       LOG_INFO("spawn without waypoint: ", etos(it), " ", vtos(it.origin), "\n");
+                       it.effects |= EF_NODEPTHTEST;
+                       _setmodel(it, this.model);
+                       it.frame = this.frame;
+                       it.skin = this.skin;
+                       it.colormod = '8 0.5 8';
+                       setsize(it, '0 0 0', '0 0 0');
+                       ++j;
                }
-       }
-       if (i) LOG_INFOF("%d spawnpoints have no nearest waypoint (marked by player model)\n", i);
+       });
+       if (j) LOG_INFOF("%d spawnpoints have no nearest waypoint (marked by player model)\n", j);
 
-       i = 0;
-       entity start = findchainflags(flags, FL_ITEM);
-       for (entity e = start; e; e = e.chain)
+       j = 0;
+       FOREACH_ENTITY_FLAGS(flags, FL_ITEM,
        {
-               e.effects &= ~(EF_NODEPTHTEST | EF_RED | EF_BLUE);
-               e.colormod = '0.5 0.5 0.5';
-       }
-       for (entity e = start; e; e = e.chain)
+               it.effects &= ~(EF_NODEPTHTEST | EF_RED | EF_BLUE);
+               it.colormod = '0.5 0.5 0.5';
+       });
+       FOREACH_ENTITY_FLAGS(flags, FL_ITEM,
        {
-               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);
+               if (navigation_findnearestwaypoint(it, false)) continue;
+               LOG_INFO("item without waypoint: ", etos(it), " ", vtos(it.origin), "\n");
+               it.effects |= EF_NODEPTHTEST | EF_RED;
+               it.colormod_x = 8;
+               ++j;
+       });
+       if (j) LOG_INFOF("%d items have no nearest waypoint and cannot be walked away from (marked with red light)\n", j);
 
-       i = 0;
-       for (entity e = start; e; e = e.chain)
+       j = 0;
+       FOREACH_ENTITY_FLAGS(flags, FL_ITEM,
        {
-               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);
+               if (navigation_findnearestwaypoint(it, true)) continue;
+               LOG_INFO("item without waypoint: ", etos(it), " ", vtos(it.origin), "\n");
+               it.effects |= EF_NODEPTHTEST | EF_BLUE;
+               it.colormod_z = 8;
+               ++j;
+       });
+       if (j) LOG_INFOF("%d items have no nearest waypoint and cannot be walked to (marked with blue light)\n", j);
 }