#include "weapons/tracing.qh"
#include "weapons/weaponsystem.qh"
+#include "../common/minigames/sv_minigames.qh"
+
#include "../common/weapons/all.qh"
/*
*/
void ImpulseCommands (void)
-{
+{SELFPARAM();
int imp;
vector org;
float i;
return;
self.impulse = 0;
+ if ( self.active_minigame )
+ if ( MinigameImpulse(imp) )
+ return;
+
// 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)
{
if(e.wpcost >= 10000000)
{
- print("unreachable: ", etos(e), " ", vtos(e.origin), "\n");
+ LOG_INFO("unreachable: ", etos(e), " ", vtos(e.origin), "\n");
e.colormod_z = 8;
e.effects |= EF_NODEPTHTEST | EF_BLUE;
++i;
}
}
if(i)
- print(ftos(i), " waypoints cannot be reached from here in any way (marked with blue light)\n");
+ 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)
{
- print("cannot reach me: ", etos(e), " ", vtos(e.origin), "\n");
+ 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;
}
}
if(i)
- print(ftos(i), " waypoints cannot walk to here in any way (marked with red light)\n");
+ LOG_INFO(ftos(i), " waypoints cannot walk to here in any way (marked with red light)\n");
if(m)
- print(ftos(m), " waypoints have been marked total\n");
+ LOG_INFO(ftos(m), " waypoints have been marked total\n");
i = 0;
for(e = findchain(classname, "info_player_deathmatch"); e; e = e.chain)
{
else
{
setorigin(e, org);
- print("spawn without waypoint: ", etos(e), " ", vtos(e.origin), "\n");
+ LOG_INFO("spawn without waypoint: ", etos(e), " ", vtos(e.origin), "\n");
e.effects |= EF_NODEPTHTEST;
setmodel(e, self.model);
e.frame = self.frame;
}
}
if(i)
- print(ftos(i), " spawnpoints have no nearest waypoint (marked by player model)\n");
+ LOG_INFO(ftos(i), " spawnpoints have no nearest waypoint (marked by player model)\n");
i = 0;
entity start;
start = findchainflags(flags, FL_ITEM);
}
else
{
- print("item without waypoint: ", etos(e), " ", vtos(e.origin), "\n");
+ LOG_INFO("item without waypoint: ", etos(e), " ", vtos(e.origin), "\n");
e.effects |= EF_NODEPTHTEST | EF_RED;
e.colormod_x = 8;
++i;
}
}
if(i)
- print(ftos(i), " items have no nearest waypoint and cannot be walked away from (marked with red light)\n");
+ 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)
{
}
else
{
- print("item without waypoint: ", etos(e), " ", vtos(e.origin), "\n");
+ LOG_INFO("item without waypoint: ", etos(e), " ", vtos(e.origin), "\n");
e.effects |= EF_NODEPTHTEST | EF_BLUE;
e.colormod_z = 8;
++i;
}
}
if(i)
- print(ftos(i), " items have no nearest waypoint and cannot be walked to (marked with blue light)\n");
+ LOG_INFO(ftos(i), " items have no nearest waypoint and cannot be walked to (marked with blue light)\n");
break;
}
}
}
-#ifdef TETRIS
- else if(imp == 100)
- TetrisImpulse();
-#endif
}