]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/impulse.qc
Merge branch 'master' into Mario/wepent_experimental
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / impulse.qc
index 9b36010fec98015253b4e4a92d38054f1d13fed4..ceca2ce91c64c6c2b2455b80f3c8a8e2c139c683 100644 (file)
@@ -52,6 +52,8 @@
 
 // weapon switching impulses
 
+bool autocvar_g_weaponswitch_debug;
+
 #define X(slot) \
        IMPULSE(weapon_group_##slot) \
        { \
                        this.impulse = IMP_weapon_group_##slot.impulse; \
                        return; \
                } \
-               W_NextWeaponOnImpulse(this, slot); \
+               for(int wepslot = 0; wepslot < MAX_WEAPONSLOTS; ++wepslot) \
+               { \
+                       .entity weaponentity = weaponentities[wepslot]; \
+                       W_NextWeaponOnImpulse(this, slot, weaponentity); \
+                       if(wepslot == 0 && !autocvar_g_weaponswitch_debug) \
+                               break; \
+               } \
        }
 X(1)
 X(2)
@@ -88,7 +96,13 @@ X(0)
                noref int prev = -1; \
                noref int best =  0; \
                noref int next = +1; \
-               W_CycleWeapon(this, this.cvar_cl_weaponpriorities[slot], dir); \
+               for(int wepslot = 0; wepslot < MAX_WEAPONSLOTS; ++wepslot) \
+               { \
+                       .entity weaponentity = weaponentities[wepslot]; \
+                       W_CycleWeapon(this, this.cvar_cl_weaponpriorities[slot], dir, weaponentity); \
+                       if(wepslot == 0 && !autocvar_g_weaponswitch_debug) \
+                               break; \
+               } \
        }
 X(0, prev)
 X(1, prev)
@@ -135,7 +149,13 @@ X(9, next)
                        this.impulse = IMP_weapon_byid_##i.impulse; \
                        return; \
                } \
-               W_SwitchWeapon(this, Weapons_from(WEP_FIRST + i)); \
+               for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) \
+               { \
+                       .entity weaponentity = weaponentities[slot]; \
+                       W_SwitchWeapon(this, Weapons_from(WEP_FIRST + i), weaponentity); \
+                       if(slot == 0 && !autocvar_g_weaponswitch_debug) \
+                               break; \
+               } \
        }
 X(0)
 X(1)
@@ -171,7 +191,14 @@ IMPULSE(weapon_next_byid)
                this.impulse = IMP_weapon_next_byid.impulse;
                return;
        }
-       W_NextWeapon(this, 0);
+       for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+       {
+               .entity weaponentity = weaponentities[slot];
+               W_NextWeapon(this, 0, weaponentity);
+
+               if(slot == 0 && !autocvar_g_weaponswitch_debug)
+                       break;
+       }
 }
 
 IMPULSE(weapon_prev_byid)
@@ -182,7 +209,14 @@ IMPULSE(weapon_prev_byid)
                this.impulse = IMP_weapon_prev_byid.impulse;
                return;
        }
-       W_PreviousWeapon(this, 0);
+       for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+       {
+               .entity weaponentity = weaponentities[slot];
+               W_PreviousWeapon(this, 0, weaponentity);
+
+               if(slot == 0 && !autocvar_g_weaponswitch_debug)
+                       break;
+       }
 }
 
 IMPULSE(weapon_next_bygroup)
@@ -193,7 +227,14 @@ IMPULSE(weapon_next_bygroup)
                this.impulse = IMP_weapon_next_bygroup.impulse;
                return;
        }
-       W_NextWeapon(this, 1);
+       for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+       {
+               .entity weaponentity = weaponentities[slot];
+               W_NextWeapon(this, 1, weaponentity);
+
+               if(slot == 0 && !autocvar_g_weaponswitch_debug)
+                       break;
+       }
 }
 
 IMPULSE(weapon_prev_bygroup)
@@ -204,7 +245,14 @@ IMPULSE(weapon_prev_bygroup)
                this.impulse = IMP_weapon_prev_bygroup.impulse;
                return;
        }
-       W_PreviousWeapon(this, 1);
+       for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+       {
+               .entity weaponentity = weaponentities[slot];
+               W_PreviousWeapon(this, 1, weaponentity);
+
+               if(slot == 0 && !autocvar_g_weaponswitch_debug)
+                       break;
+       }
 }
 
 IMPULSE(weapon_next_bypriority)
@@ -215,7 +263,14 @@ IMPULSE(weapon_next_bypriority)
                this.impulse = IMP_weapon_next_bypriority.impulse;
                return;
        }
-       W_NextWeapon(this, 2);
+       for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+       {
+               .entity weaponentity = weaponentities[slot];
+               W_NextWeapon(this, 2, weaponentity);
+
+               if(slot == 0 && !autocvar_g_weaponswitch_debug)
+                       break;
+       }
 }
 
 IMPULSE(weapon_prev_bypriority)
@@ -226,28 +281,56 @@ IMPULSE(weapon_prev_bypriority)
                this.impulse = IMP_weapon_prev_bypriority.impulse;
                return;
        }
-       W_PreviousWeapon(this, 2);
+       for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+       {
+               .entity weaponentity = weaponentities[slot];
+               W_PreviousWeapon(this, 2, weaponentity);
+
+               if(slot == 0 && !autocvar_g_weaponswitch_debug)
+                       break;
+       }
 }
 
 IMPULSE(weapon_last)
 {
        if (this.vehicle) return;
        if (IS_DEAD(this)) return;
-       W_LastWeapon(this);
+       for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+       {
+               .entity weaponentity = weaponentities[slot];
+               W_LastWeapon(this, weaponentity);
+
+               if(slot == 0 && !autocvar_g_weaponswitch_debug)
+                       break;
+       }
 }
 
 IMPULSE(weapon_best)
 {
        if (this.vehicle) return;
        if (IS_DEAD(this)) return;
-       W_SwitchWeapon(this, w_getbestweapon(this));
+       for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+       {
+               .entity weaponentity = weaponentities[slot];
+               W_SwitchWeapon(this, w_getbestweapon(this, weaponentity), weaponentity);
+
+               if(slot == 0 && !autocvar_g_weaponswitch_debug)
+                       break;
+       }
 }
 
 IMPULSE(weapon_drop)
 {
        if (this.vehicle) return;
        if (IS_DEAD(this)) return;
-       W_ThrowWeapon(this, weaponentities[0], W_CalculateProjectileVelocity(this, this.velocity, v_forward * 750, false), '0 0 0', true);
+       for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+       {
+               .entity weaponentity = weaponentities[slot];
+               W_ThrowWeapon(this, weaponentity, W_CalculateProjectileVelocity(this, this.velocity, v_forward * 750, false), '0 0 0', true);
+
+               if(slot == 0 && !autocvar_g_weaponswitch_debug)
+                       break;
+       }
 }
 
 IMPULSE(weapon_reload)
@@ -255,12 +338,15 @@ IMPULSE(weapon_reload)
        if (this.vehicle) return;
        if (IS_DEAD(this)) return;
        if (forbidWeaponUse(this)) return;
-       Weapon w = PS(this).m_weapon;
        entity actor = this;
        for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
        {
                .entity weaponentity = weaponentities[slot];
+               Weapon w = this.(weaponentity).m_weapon;
                w.wr_reload(w, actor, weaponentity);
+
+               if(slot == 0 && !autocvar_g_weaponswitch_debug)
+                       break;
        }
 }