#include "impulse.qh"
#include "round_handler.qh"
-#include "bot/api.qh"
-
#include "weapons/throwing.qh"
#include "command/common.qh"
#include "cheats.qh"
+#include "clientkill.qh"
#include "weapons/selection.qh"
#include "weapons/tracing.qh"
#include "weapons/weaponsystem.qh"
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) \
{ \
.entity weaponentity = weaponentities[slot]; \
- W_SwitchWeapon(this, Weapons_from(WEP_FIRST + i), weaponentity); \
+ W_SwitchWeapon_TryOthers(this, Weapons_from(WEP_FIRST + i), weaponentity); \
if(slot == 0 && autocvar_g_weaponswitch_debug != 1) \
break; \
} \
Weapon w = this.(weaponentity).m_weapon;
w.wr_reload(w, actor, weaponentity);
- if(slot == 0 && autocvar_g_weaponswitch_debug != 1)
- break;
+ // allow reloading all active slots?
+ //if(slot == 0 && autocvar_g_weaponswitch_debug != 1)
+ //break;
}
}
}
sprint(this, "all waypoints cleared\n");
}
-
-IMPULSE(navwaypoint_spawn)
-{
- if (!autocvar_g_waypointeditor) return;
- waypoint_spawn_fromeditor(this);
-}
-
-IMPULSE(navwaypoint_remove)
-{
- if (!autocvar_g_waypointeditor) return;
- waypoint_remove_fromeditor(this);
-}
-
-IMPULSE(navwaypoint_relink)
-{
- if (!autocvar_g_waypointeditor) return;
- waypoint_schedulerelinkall();
-}
-
-IMPULSE(navwaypoint_save)
-{
- if (!autocvar_g_waypointeditor) return;
- waypoint_saveall();
-}
-
-IMPULSE(navwaypoint_unreachable)
-{
- if (!autocvar_g_waypointeditor) return;
- waypoint_unreachable(this);
-}