]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/impulse.qc
Merge branch 'master' into develop
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / impulse.qc
index e9ebaec8766d8ec740ce48090006779c74692573..be66fe968c2b6a2eadc8ac35b8390805ad519289 100644 (file)
@@ -97,7 +97,7 @@ void weapon_priority_handle(entity this, int dir, int number, int imp)
        for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
        {
                .entity weaponentity = weaponentities[slot];
-               W_CycleWeapon(this, CS(this).cvar_cl_weaponpriorities[number], dir, weaponentity);
+               W_CycleWeapon(this, CS_CVAR(this).cvar_cl_weaponpriorities[number], dir, weaponentity);
                if(autocvar_g_weaponswitch_debug != 1)
                        break;
        }
@@ -381,87 +381,16 @@ void ImpulseCommands(entity this)
 
        if (timeout_status == TIMEOUT_ACTIVE) return;  // don't allow any impulses while the game is paused
 
-       // allow only weapon change impulses when not in round time
        if (round_handler_IsActive() && !round_handler_IsRoundStarted())
        {
+               // impulses forbidden while waiting for the start of a round
                #define X(id) case IMP_##id.impulse:
                switch (imp)
                {
-                       X(weapon_group_0)
-                       X(weapon_group_1)
-                       X(weapon_group_2)
-                       X(weapon_group_3)
-                       X(weapon_group_4)
-                       X(weapon_group_5)
-                       X(weapon_group_6)
-                       X(weapon_group_7)
-                       X(weapon_group_8)
-                       X(weapon_group_9)
-                       X(weapon_next_byid)
-                       X(weapon_prev_byid)
-                       X(weapon_next_bygroup)
-                       X(weapon_prev_bygroup)
-                       X(weapon_next_bypriority)
-                       X(weapon_prev_bypriority)
-                       X(weapon_last)
-                       X(weapon_best)
+                       X(weapon_drop)
                        X(weapon_reload)
-                       X(weapon_priority_0_prev)
-            X(weapon_priority_1_prev)
-            X(weapon_priority_2_prev)
-            X(weapon_priority_3_prev)
-            X(weapon_priority_4_prev)
-            X(weapon_priority_5_prev)
-            X(weapon_priority_6_prev)
-            X(weapon_priority_7_prev)
-            X(weapon_priority_8_prev)
-            X(weapon_priority_9_prev)
-            X(weapon_priority_0_next)
-                       X(weapon_priority_1_next)
-                       X(weapon_priority_2_next)
-                       X(weapon_priority_3_next)
-                       X(weapon_priority_4_next)
-                       X(weapon_priority_5_next)
-                       X(weapon_priority_6_next)
-                       X(weapon_priority_7_next)
-                       X(weapon_priority_8_next)
-                       X(weapon_priority_9_next)
-                       X(weapon_priority_0_best)
-            X(weapon_priority_1_best)
-            X(weapon_priority_2_best)
-            X(weapon_priority_3_best)
-            X(weapon_priority_4_best)
-            X(weapon_priority_5_best)
-            X(weapon_priority_6_best)
-            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;
+                       X(use)
+                               return;
                }
 #undef X
        }