/* * Impulse map: * * 0 reserved (no input) * 1 to 9, 14: weapon shortcuts * 10: next weapon according to linear list * 11: most recently used weapon * 12: previous weapon according to linear list * 13: best weapon according to priority list * 15: next weapon according to priority list * 16: previous weapon according to priority list * 17: throw weapon * 18: next weapon according to sbar_hudselector 1 list * 19: previous weapon according to sbar_hudselector 1 list * * 30 to 39: create waypoints * 47: clear personal waypoints * 48: clear team waypoints * * 99: loaded * * 140: moving clone * 141: ctf speedrun * 142: fixed clone * 143: emergency teleport * 148: unfairly eliminate * * TODO: * 200 to 209: prev weapon shortcuts * 210 to 219: best weapon shortcuts * 220 to 229: next weapon shortcuts * 230 to 253: individual weapons (up to 24) */ void ImpulseCommands (void) { local float imp; vector org; float i; float m; entity e, e2; imp = self.impulse; if (!imp || gameover) return; self.impulse = 0; if (timeoutStatus == 2) //don't allow any impulses while the game is paused return; if(CheatImpulse(imp)) { } else if (imp >= 1 && imp <= 9) { // weapon switching impulses if(self.deadflag == DEAD_NO) W_NextWeaponOnImpulse(imp); else self.impulse = imp; // retry in next frame } else if(imp >= 10 && imp <= 20) { if(self.deadflag == DEAD_NO) { switch(imp) { case 10: W_NextWeapon (0); break; case 11: W_SwitchWeapon (self.cnt); // previously used break; case 12: W_PreviousWeapon (0); break; case 13: W_SwitchWeapon (w_getbestweapon(self)); break; case 14: W_NextWeaponOnImpulse(0); break; case 15: W_NextWeapon (2); break; case 16: W_PreviousWeapon (2); break; case 17: W_ThrowWeapon(W_CalculateProjectileVelocity(self.velocity, v_forward * 750), '0 0 0', TRUE); break; case 18: W_NextWeapon (1); break; case 19: W_PreviousWeapon (1); break; } } else self.impulse = imp; // retry in next frame } else if(imp >= 200 && imp <= 229) { if(self.deadflag == DEAD_NO) { // custom order weapon cycling i = mod(imp, 10); m = (imp - (210 + i)); // <0 for prev, =0 for best, >0 for next W_CycleWeapon(self.(cvar_cl_weaponpriorities[i]), m); } else self.impulse = imp; // retry in next frame } else if(imp >= 230 && imp <= 253) { if(self.deadflag == DEAD_NO) W_SwitchWeapon (imp - 230 + WEP_FIRST); else self.impulse = imp; // retry in next frame } // deploy waypoints else if (imp >= 30 && imp <= 49) { entity wp; switch(imp) { case 30: wp = WaypointSprite_DeployPersonal("waypoint", self.origin); if(wp) { WaypointSprite_UpdateTeamRadar(wp, RADARICON_WAYPOINT, '0 1 1'); WaypointSprite_Ping(wp); } sprint(self, "personal waypoint spawned at location\n"); break; case 31: WarpZone_crosshair_trace(self); wp = WaypointSprite_DeployPersonal("waypoint", trace_endpos); if(wp) { WaypointSprite_UpdateTeamRadar(wp, RADARICON_WAYPOINT, '0 1 1'); WaypointSprite_Ping(wp); } sprint(self, "personal waypoint spawned at crosshair\n"); break; case 32: if(vlen(self.death_origin)) { wp = WaypointSprite_DeployPersonal("waypoint", self.death_origin); if(wp) { WaypointSprite_UpdateTeamRadar(wp, RADARICON_WAYPOINT, '0 1 1'); WaypointSprite_Ping(wp); } sprint(self, "personal waypoint spawned at death location\n"); } break; case 33: if(self.deadflag == DEAD_NO && teams_matter) { wp = WaypointSprite_Attach("helpme", TRUE); if(wp) WaypointSprite_UpdateTeamRadar(wp, RADARICON_HELPME, '1 0.5 0'); // TODO choose better color if(!wp) wp = self.waypointsprite_attachedforcarrier; // flag sprite? if(wp) WaypointSprite_Ping(wp); sprint(self, "HELP ME attached\n"); } break; case 34: wp = WaypointSprite_DeployFixed("here", FALSE, self.origin); if(wp) { WaypointSprite_UpdateTeamRadar(wp, RADARICON_HERE, '0 1 0'); WaypointSprite_Ping(wp); } sprint(self, "HERE spawned at location\n"); break; case 35: WarpZone_crosshair_trace(self); wp = WaypointSprite_DeployFixed("here", FALSE, trace_endpos); if(wp) { WaypointSprite_UpdateTeamRadar(wp, RADARICON_HERE, '0 1 0'); WaypointSprite_Ping(wp); } sprint(self, "HERE spawned at crosshair\n"); break; case 36: if(vlen(self.death_origin)) { wp = WaypointSprite_DeployFixed("here", FALSE, self.death_origin); if(wp) { WaypointSprite_UpdateTeamRadar(wp, RADARICON_HERE, '0 1 0'); WaypointSprite_Ping(wp); } sprint(self, "HERE spawned at death location\n"); } break; case 37: wp = WaypointSprite_DeployFixed("danger", FALSE, self.origin); if(wp) { WaypointSprite_UpdateTeamRadar(wp, RADARICON_DANGER, '1 0.5 0'); WaypointSprite_Ping(wp); } sprint(self, "DANGER spawned at location\n"); break; case 38: WarpZone_crosshair_trace(self); wp = WaypointSprite_DeployFixed("danger", FALSE, trace_endpos); if(wp) { WaypointSprite_UpdateTeamRadar(wp, RADARICON_DANGER, '1 0.5 0'); WaypointSprite_Ping(wp); } sprint(self, "DANGER spawned at crosshair\n"); break; case 39: if(vlen(self.death_origin)) { wp = WaypointSprite_DeployFixed("danger", FALSE, self.death_origin); if(wp) { WaypointSprite_UpdateTeamRadar(wp, RADARICON_DANGER, '1 0.5 0'); WaypointSprite_Ping(wp); } sprint(self, "DANGER spawned at death location\n"); } break; case 47: WaypointSprite_ClearPersonal(); if(self.personal) { remove(self.personal); self.personal = world; } sprint(self, "personal waypoint cleared\n"); break; case 48: WaypointSprite_ClearOwned(); if(self.personal) { remove(self.personal); self.personal = world; } sprint(self, "all waypoints cleared\n"); break; } } else if(imp >= 103 && imp <= 107) { if(cvar("g_waypointeditor")) { switch(imp) { case 103: waypoint_schedulerelink(waypoint_spawn(self.origin, self.origin, 0)); bprint(strcat("Waypoint spawned at ",vtos(self.origin),"\n")); break; case 104: e = navigation_findnearestwaypoint(self, FALSE); if (e) if not(e.wpflags & WAYPOINTFLAG_GENERATED) { bprint(strcat("Waypoint removed at ",vtos(e.origin),"\n")); waypoint_remove(e); } break; case 105: waypoint_schedulerelinkall(); break; case 106: waypoint_saveall(); break; case 107: for(e = findchain(classname, "waypoint"); e; e = e.chain) { e.colormod_x = 1; e.effects &~= EF_NODEPTHTEST | EF_RED | EF_BLUE; } e2 = navigation_findnearestwaypoint(self, FALSE); navigation_markroutes(e2); i = 0; m = 0; for(e = findchain(classname, "waypoint"); e; e = e.chain) { if(e.wpcost >= 10000000) { print("unreachable: ", etos(e), " ", vtos(e.origin), "\n"); e.colormod_x = 0.1; e.effects |= EF_NODEPTHTEST | EF_BLUE; ++i; ++m; } } if(i) print(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"); e.colormod_x = 0.1; if not(e.effects & EF_NODEPTHTEST) // not already reported before ++m; e.effects |= EF_NODEPTHTEST | EF_RED; ++i; } } if(i) print(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"); i = 0; for(e = findchain(classname, "info_player_deathmatch"); e; e = e.chain) { 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)) { setorigin(e, org); e.effects &~= EF_NODEPTHTEST; e.model = ""; } else { setorigin(e, org); print("spawn without waypoint: ", etos(e), " ", vtos(e.origin), "\n"); e.effects |= EF_NODEPTHTEST; setmodel(e, self.model); e.frame = self.frame; e.skin = self.skin; setsize(e, '0 0 0', '0 0 0'); ++i; } } if(i) print(ftos(i), " spawnpoints have no nearest waypoint (marked by player model)\n"); break; } } } #ifdef TETRIS else if(imp == 100) TetrisImpulse(); #endif }