+#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"
#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)
X(2)
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)
X(1, prev)
IMPULSE(weapon_byid_##i) \
{ \
if (this.vehicle) return; \
- if (this.deadflag != DEAD_NO) return; \
- W_SwitchWeapon(Weapons_from(WEP_FIRST + i)); \
+ if (IS_DEAD(this)) \
+ { \
+ this.impulse = IMP_weapon_byid_##i.impulse; \
+ return; \
+ } \
+ W_SwitchWeapon(this, Weapons_from(WEP_FIRST + i)); \
}
X(0)
X(1)
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)
{
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)
{
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)
{
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)
{
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)
{
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)
{
if (this.vehicle) return;
- if (this.deadflag != DEAD_NO) return;
+ if (IS_DEAD(this)) return;
W_LastWeapon(this);
}
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)
{
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, W_CalculateProjectileVelocity(this, this.velocity, v_forward * 750, false), '0 0 0', true);
}
IMPULSE(weapon_reload)
{
if (this.vehicle) return;
- if (this.deadflag != DEAD_NO) return;
+ if (IS_DEAD(this)) return;
if (forbidWeaponUse(this)) return;
Weapon w = PS(this).m_weapon;
- w.wr_reload(w);
+ entity actor = this;
+ .entity weaponentity = weaponentities[0]; // TODO: unhardcode
+ w.wr_reload(w, actor, weaponentity);
}
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;
IMPULSE(use)
{
- PlayerUseKey();
+ PlayerUseKey(this);
}
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)
{
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)
{
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)
{
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);
}
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)
{
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)
{
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)
{
- 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)
{
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)
{
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)
{
- WaypointSprite_ClearPersonal();
+ WaypointSprite_ClearPersonal(this);
if (this.personal)
{
remove(this.personal);
IMPULSE(waypoint_clear)
{
- WaypointSprite_ClearOwned();
+ WaypointSprite_ClearOwned(this);
if (this.personal)
{
remove(this.personal);
e.effects &= ~(EF_NODEPTHTEST | EF_RED | EF_BLUE);
}
entity e2 = navigation_findnearestwaypoint(this, false);
- navigation_markroutes(e2);
+ navigation_markroutes(this, e2);
int i, m;
for (entity e = findchain(classname, "info_player_deathmatch"); e; e = e.chain)
{
vector org = e.origin;
- tracebox(e.origin, PL_MIN, PL_MAX, e.origin - '0 0 512', MOVE_NOMONSTERS, world);
+ 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))
{