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 (timeoutStatus == 2) //don't allow any impulses while the game is paused
55 else if (imp >= 1 && imp <= 9)
57 // weapon switching impulses
58 if(self.deadflag == DEAD_NO)
59 W_NextWeaponOnImpulse(imp);
61 self.impulse = imp; // retry in next frame
63 else if(imp >= 10 && imp <= 20)
65 if(self.deadflag == DEAD_NO)
73 W_SwitchWeapon (self.cnt); // previously used
79 W_SwitchWeapon (w_getbestweapon(self));
82 W_NextWeaponOnImpulse(0);
92 W_ThrowWeapon(W_CalculateProjectileVelocity(self.velocity, v_forward * 750, FALSE), '0 0 0', TRUE);
106 self.impulse = imp; // retry in next frame
112 else if(imp >= 200 && imp <= 229)
114 if(self.deadflag == DEAD_NO)
116 // custom order weapon cycling
118 m = (imp - (210 + i)); // <0 for prev, =0 for best, >0 for next
119 W_CycleWeapon(self.(cvar_cl_weaponpriorities[i]), m);
122 self.impulse = imp; // retry in next frame
124 else if(imp >= 230 && imp <= 253)
126 if(self.deadflag == DEAD_NO)
127 W_SwitchWeapon (imp - 230 + WEP_FIRST);
129 self.impulse = imp; // retry in next frame
132 else if (imp >= 30 && imp <= 49)
138 wp = WaypointSprite_DeployPersonal("waypoint", self.origin);
141 WaypointSprite_UpdateTeamRadar(wp, RADARICON_WAYPOINT, '0 1 1');
142 WaypointSprite_Ping(wp);
144 sprint(self, "personal waypoint spawned at location\n");
147 WarpZone_crosshair_trace(self);
148 wp = WaypointSprite_DeployPersonal("waypoint", trace_endpos);
151 WaypointSprite_UpdateTeamRadar(wp, RADARICON_WAYPOINT, '0 1 1');
152 WaypointSprite_Ping(wp);
154 sprint(self, "personal waypoint spawned at crosshair\n");
157 if(vlen(self.death_origin))
159 wp = WaypointSprite_DeployPersonal("waypoint", self.death_origin);
162 WaypointSprite_UpdateTeamRadar(wp, RADARICON_WAYPOINT, '0 1 1');
163 WaypointSprite_Ping(wp);
165 sprint(self, "personal waypoint spawned at death location\n");
169 if(self.deadflag == DEAD_NO && teamplay)
171 wp = WaypointSprite_Attach("helpme", TRUE);
173 WaypointSprite_UpdateTeamRadar(wp, RADARICON_HELPME, '1 0.5 0'); // TODO choose better color
175 wp = self.waypointsprite_attachedforcarrier; // flag sprite?
177 WaypointSprite_Ping(wp);
178 sprint(self, "HELP ME attached\n");
182 wp = WaypointSprite_DeployFixed("here", FALSE, self.origin);
185 WaypointSprite_UpdateTeamRadar(wp, RADARICON_HERE, '0 1 0');
186 WaypointSprite_Ping(wp);
188 sprint(self, "HERE spawned at location\n");
191 WarpZone_crosshair_trace(self);
192 wp = WaypointSprite_DeployFixed("here", FALSE, trace_endpos);
195 WaypointSprite_UpdateTeamRadar(wp, RADARICON_HERE, '0 1 0');
196 WaypointSprite_Ping(wp);
198 sprint(self, "HERE spawned at crosshair\n");
201 if(vlen(self.death_origin))
203 wp = WaypointSprite_DeployFixed("here", FALSE, self.death_origin);
206 WaypointSprite_UpdateTeamRadar(wp, RADARICON_HERE, '0 1 0');
207 WaypointSprite_Ping(wp);
209 sprint(self, "HERE spawned at death location\n");
213 wp = WaypointSprite_DeployFixed("danger", FALSE, self.origin);
216 WaypointSprite_UpdateTeamRadar(wp, RADARICON_DANGER, '1 0.5 0');
217 WaypointSprite_Ping(wp);
219 sprint(self, "DANGER spawned at location\n");
222 WarpZone_crosshair_trace(self);
223 wp = WaypointSprite_DeployFixed("danger", FALSE, trace_endpos);
226 WaypointSprite_UpdateTeamRadar(wp, RADARICON_DANGER, '1 0.5 0');
227 WaypointSprite_Ping(wp);
229 sprint(self, "DANGER spawned at crosshair\n");
232 if(vlen(self.death_origin))
234 wp = WaypointSprite_DeployFixed("danger", FALSE, self.death_origin);
237 WaypointSprite_UpdateTeamRadar(wp, RADARICON_DANGER, '1 0.5 0');
238 WaypointSprite_Ping(wp);
240 sprint(self, "DANGER spawned at death location\n");
244 WaypointSprite_ClearPersonal();
247 remove(self.personal);
248 self.personal = world;
250 sprint(self, "personal waypoint cleared\n");
253 WaypointSprite_ClearOwned();
256 remove(self.personal);
257 self.personal = world;
259 sprint(self, "all waypoints cleared\n");
263 else if(imp >= 103 && imp <= 107)
265 if(autocvar_g_waypointeditor)
270 waypoint_schedulerelink(waypoint_spawn(self.origin, self.origin, 0));
271 bprint(strcat("Waypoint spawned at ",vtos(self.origin),"\n"));
274 e = navigation_findnearestwaypoint(self, FALSE);
276 if not(e.wpflags & WAYPOINTFLAG_GENERATED)
278 bprint(strcat("Waypoint removed at ",vtos(e.origin),"\n"));
283 waypoint_schedulerelinkall();
289 for(e = findchain(classname, "waypoint"); e; e = e.chain)
292 e.effects &~= EF_NODEPTHTEST | EF_RED | EF_BLUE;
294 e2 = navigation_findnearestwaypoint(self, FALSE);
295 navigation_markroutes(e2);
298 for(e = findchain(classname, "waypoint"); e; e = e.chain)
300 if(e.wpcost >= 10000000)
302 print("unreachable: ", etos(e), " ", vtos(e.origin), "\n");
304 e.effects |= EF_NODEPTHTEST | EF_BLUE;
310 print(ftos(i), " waypoints cannot be reached from here in any way (marked with blue light)\n");
311 navigation_markroutes_inverted(e2);
313 for(e = findchain(classname, "waypoint"); e; e = e.chain)
315 if(e.wpcost >= 10000000)
317 print("cannot reach me: ", etos(e), " ", vtos(e.origin), "\n");
319 if not(e.effects & EF_NODEPTHTEST) // not already reported before
321 e.effects |= EF_NODEPTHTEST | EF_RED;
326 print(ftos(i), " waypoints cannot walk to here in any way (marked with red light)\n");
328 print(ftos(m), " waypoints have been marked total\n");
330 for(e = findchain(classname, "info_player_deathmatch"); e; e = e.chain)
333 tracebox(e.origin, PL_MIN, PL_MAX, e.origin - '0 0 512', MOVE_NOMONSTERS, world);
334 setorigin(e, trace_endpos);
335 if(navigation_findnearestwaypoint(e, FALSE))
338 e.effects &~= EF_NODEPTHTEST;
344 print("spawn without waypoint: ", etos(e), " ", vtos(e.origin), "\n");
345 e.effects |= EF_NODEPTHTEST;
346 setmodel(e, self.model);
347 e.frame = self.frame;
349 setsize(e, '0 0 0', '0 0 0');
354 print(ftos(i), " spawnpoints have no nearest waypoint (marked by player model)\n");