4 * 0 reserved (no input)
5 * 1 to 9, 14: weapon shortcuts
6 * 10: next weapon according to linear list
7 * 11: most recently used weapon
8 * 12: previous weapon according to linear list
9 * 13: best weapon according to priority list
10 * 15: next weapon according to priority list
11 * 16: previous weapon according to priority list
13 * 18: next weapon according to sbar_hudselector 1 list
14 * 19: previous weapon according to sbar_hudselector 1 list
15 * 20: reload if needed
17 * 30 to 39: create waypoints
18 * 47: clear personal waypoints
19 * 48: clear team waypoints
26 * 143: emergency teleport
27 * 148: unfairly eliminate
30 * 200 to 209: prev weapon shortcuts
31 * 210 to 219: best weapon shortcuts
32 * 220 to 229: next weapon shortcuts
33 * 230 to 253: individual weapons (up to 24)
36 void ImpulseCommands (void)
49 if (timeout_status == TIMEOUT_ACTIVE) //don't allow any impulses while the game is paused
53 if(self.vehicle.deadflag == DEAD_NO)
54 if(self.vehicle.vehicles_impusle)
55 if(self.vehicle.vehicles_impusle(imp))
61 else if (imp >= 1 && imp <= 9)
63 // weapon switching impulses
64 if(self.deadflag == DEAD_NO)
65 W_NextWeaponOnImpulse(imp);
67 self.impulse = imp; // retry in next frame
69 else if(imp >= 10 && imp <= 20)
71 if(self.deadflag == DEAD_NO)
85 W_SwitchWeapon (w_getbestweapon(self));
88 W_NextWeaponOnImpulse(0);
97 W_ThrowWeapon(W_CalculateProjectileVelocity(self.velocity, v_forward * 750, FALSE), '0 0 0', TRUE);
103 W_PreviousWeapon (1);
111 self.impulse = imp; // retry in next frame
117 else if(imp >= 200 && imp <= 229)
119 if(self.deadflag == DEAD_NO)
121 // custom order weapon cycling
123 m = (imp - (210 + i)); // <0 for prev, =0 for best, >0 for next
124 W_CycleWeapon(self.(cvar_cl_weaponpriorities[i]), m);
127 self.impulse = imp; // retry in next frame
129 else if(imp >= 230 && imp <= 253)
131 if(self.deadflag == DEAD_NO)
132 W_SwitchWeapon (imp - 230 + WEP_FIRST);
134 self.impulse = imp; // retry in next frame
137 else if (imp >= 30 && imp <= 49)
143 wp = WaypointSprite_DeployPersonal("waypoint", self.origin, RADARICON_WAYPOINT, '0 1 1');
145 WaypointSprite_Ping(wp);
146 sprint(self, "personal waypoint spawned at location\n");
149 WarpZone_crosshair_trace(self);
150 wp = WaypointSprite_DeployPersonal("waypoint", trace_endpos, RADARICON_WAYPOINT, '0 1 1');
152 WaypointSprite_Ping(wp);
153 sprint(self, "personal waypoint spawned at crosshair\n");
156 if(vlen(self.death_origin))
158 wp = WaypointSprite_DeployPersonal("waypoint", self.death_origin, RADARICON_WAYPOINT, '0 1 1');
160 WaypointSprite_Ping(wp);
161 sprint(self, "personal waypoint spawned at death location\n");
165 if(self.deadflag == DEAD_NO && teamplay)
167 if not(MUTATOR_CALLHOOK(HelpMePing))
169 wp = WaypointSprite_Attach("helpme", TRUE, RADARICON_HELPME, '1 0.5 0');
171 WaypointSprite_HelpMePing(self.waypointsprite_attachedforcarrier);
173 WaypointSprite_Ping(wp);
175 sprint(self, "HELP ME attached\n");
179 wp = WaypointSprite_DeployFixed("here", FALSE, self.origin, RADARICON_HERE, '0 1 0');
181 WaypointSprite_Ping(wp);
182 sprint(self, "HERE spawned at location\n");
185 WarpZone_crosshair_trace(self);
186 wp = WaypointSprite_DeployFixed("here", FALSE, trace_endpos, RADARICON_HERE, '0 1 0');
188 WaypointSprite_Ping(wp);
189 sprint(self, "HERE spawned at crosshair\n");
192 if(vlen(self.death_origin))
194 wp = WaypointSprite_DeployFixed("here", FALSE, self.death_origin, RADARICON_HERE, '0 1 0');
196 WaypointSprite_Ping(wp);
197 sprint(self, "HERE spawned at death location\n");
201 wp = WaypointSprite_DeployFixed("danger", FALSE, self.origin, RADARICON_DANGER, '1 0.5 0');
203 WaypointSprite_Ping(wp);
204 sprint(self, "DANGER spawned at location\n");
207 WarpZone_crosshair_trace(self);
208 wp = WaypointSprite_DeployFixed("danger", FALSE, trace_endpos, RADARICON_DANGER, '1 0.5 0');
210 WaypointSprite_Ping(wp);
211 sprint(self, "DANGER spawned at crosshair\n");
214 if(vlen(self.death_origin))
216 wp = WaypointSprite_DeployFixed("danger", FALSE, self.death_origin, RADARICON_DANGER, '1 0.5 0');
218 WaypointSprite_Ping(wp);
219 sprint(self, "DANGER spawned at death location\n");
223 WaypointSprite_ClearPersonal();
226 remove(self.personal);
227 self.personal = world;
229 sprint(self, "personal waypoint cleared\n");
232 WaypointSprite_ClearOwned();
235 remove(self.personal);
236 self.personal = world;
238 sprint(self, "all waypoints cleared\n");
242 else if(imp >= 103 && imp <= 107)
244 if(autocvar_g_waypointeditor)
249 waypoint_schedulerelink(waypoint_spawn(self.origin, self.origin, 0));
250 bprint(strcat("Waypoint spawned at ",vtos(self.origin),"\n"));
253 e = navigation_findnearestwaypoint(self, FALSE);
255 if not(e.wpflags & WAYPOINTFLAG_GENERATED)
257 bprint(strcat("Waypoint removed at ",vtos(e.origin),"\n"));
262 waypoint_schedulerelinkall();
268 for(e = findchain(classname, "waypoint"); e; e = e.chain)
270 e.colormod = '0.5 0.5 0.5';
271 e.effects &~= EF_NODEPTHTEST | EF_RED | EF_BLUE;
273 e2 = navigation_findnearestwaypoint(self, FALSE);
274 navigation_markroutes(e2);
277 for(e = findchain(classname, "waypoint"); e; e = e.chain)
279 if(e.wpcost >= 10000000)
281 print("unreachable: ", etos(e), " ", vtos(e.origin), "\n");
283 e.effects |= EF_NODEPTHTEST | EF_BLUE;
289 print(ftos(i), " waypoints cannot be reached from here in any way (marked with blue light)\n");
290 navigation_markroutes_inverted(e2);
292 for(e = findchain(classname, "waypoint"); e; e = e.chain)
294 if(e.wpcost >= 10000000)
296 print("cannot reach me: ", etos(e), " ", vtos(e.origin), "\n");
298 if not(e.effects & EF_NODEPTHTEST) // not already reported before
300 e.effects |= EF_NODEPTHTEST | EF_RED;
305 print(ftos(i), " waypoints cannot walk to here in any way (marked with red light)\n");
307 print(ftos(m), " waypoints have been marked total\n");
309 for(e = findchain(classname, "info_player_deathmatch"); e; e = e.chain)
312 tracebox(e.origin, PL_MIN, PL_MAX, e.origin - '0 0 512', MOVE_NOMONSTERS, world);
313 setorigin(e, trace_endpos);
314 if(navigation_findnearestwaypoint(e, FALSE))
317 e.effects &~= EF_NODEPTHTEST;
323 print("spawn without waypoint: ", etos(e), " ", vtos(e.origin), "\n");
324 e.effects |= EF_NODEPTHTEST;
325 setmodel(e, self.model);
326 e.frame = self.frame;
328 e.colormod = '8 0.5 8';
329 setsize(e, '0 0 0', '0 0 0');
334 print(ftos(i), " spawnpoints have no nearest waypoint (marked by player model)\n");
337 start = findchainflags(flags, FL_ITEM);
338 for(e = start; e; e = e.chain)
340 e.effects &~= EF_NODEPTHTEST | EF_RED | EF_BLUE;
341 e.colormod = '0.5 0.5 0.5';
343 for(e = start; e; e = e.chain)
345 if(navigation_findnearestwaypoint(e, FALSE))
350 print("item without waypoint: ", etos(e), " ", vtos(e.origin), "\n");
351 e.effects |= EF_NODEPTHTEST | EF_RED;
357 print(ftos(i), " items have no nearest waypoint and cannot be walked away from (marked with red light)\n");
359 for(e = start; e; e = e.chain)
362 if(navigation_findnearestwaypoint(e, TRUE))
367 print("item without waypoint: ", etos(e), " ", vtos(e.origin), "\n");
368 e.effects |= EF_NODEPTHTEST | EF_BLUE;
374 print(ftos(i), " items have no nearest waypoint and cannot be walked to (marked with blue light)\n");