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 // allow only weapon change impulses when not in round time
50 if(round_handler_IsActive() && !round_handler_IsRoundStarted())
51 if(imp == 17 || (imp >= 20 && imp < 200) || imp > 253)
54 if (timeout_status == TIMEOUT_ACTIVE) //don't allow any impulses while the game is paused
58 if(self.vehicle.deadflag == DEAD_NO)
59 if(self.vehicle.vehicles_impulse)
60 if(self.vehicle.vehicles_impulse(imp))
66 else if (imp >= 1 && imp <= 9)
68 // weapon switching impulses
69 if(self.deadflag == DEAD_NO)
70 W_NextWeaponOnImpulse(imp);
72 // self.impulse = imp; // retry in next frame
74 else if(imp >= 10 && imp <= 20)
76 if(self.deadflag == DEAD_NO)
90 W_SwitchWeapon(w_getbestweapon(self));
93 W_NextWeaponOnImpulse(0);
102 W_ThrowWeapon(W_CalculateProjectileVelocity(self.velocity, v_forward * 750, FALSE), '0 0 0', TRUE);
111 if(!forbidWeaponUse()) { WEP_ACTION(self.weapon, WR_RELOAD); }
116 self.impulse = imp; // retry in next frame
122 else if(imp >= 200 && imp <= 229)
124 if(self.deadflag == DEAD_NO)
126 // custom order weapon cycling
128 m = (imp - (210 + i)); // <0 for prev, =0 for best, >0 for next
129 W_CycleWeapon(self.(cvar_cl_weaponpriorities[i]), m);
132 self.impulse = imp; // retry in next frame
134 else if(imp >= 230 && imp <= 253)
136 if(self.deadflag == DEAD_NO)
137 W_SwitchWeapon (imp - 230 + WEP_FIRST);
139 self.impulse = imp; // retry in next frame
142 else if (imp >= 30 && imp <= 49)
148 wp = WaypointSprite_DeployPersonal("waypoint", self.origin, RADARICON_WAYPOINT, '0 1 1');
150 WaypointSprite_Ping(wp);
151 sprint(self, "personal waypoint spawned at location\n");
154 WarpZone_crosshair_trace(self);
155 wp = WaypointSprite_DeployPersonal("waypoint", trace_endpos, RADARICON_WAYPOINT, '0 1 1');
157 WaypointSprite_Ping(wp);
158 sprint(self, "personal waypoint spawned at crosshair\n");
161 if(vlen(self.death_origin))
163 wp = WaypointSprite_DeployPersonal("waypoint", self.death_origin, RADARICON_WAYPOINT, '0 1 1');
165 WaypointSprite_Ping(wp);
166 sprint(self, "personal waypoint spawned at death location\n");
170 if(self.deadflag == DEAD_NO && teamplay)
172 if (!MUTATOR_CALLHOOK(HelpMePing))
174 wp = WaypointSprite_Attach("helpme", TRUE, RADARICON_HELPME, '1 0.5 0');
176 WaypointSprite_HelpMePing(self.waypointsprite_attachedforcarrier);
178 WaypointSprite_Ping(wp);
180 sprint(self, "HELP ME attached\n");
184 wp = WaypointSprite_DeployFixed("here", FALSE, self.origin, RADARICON_HERE, '0 1 0');
186 WaypointSprite_Ping(wp);
187 sprint(self, "HERE spawned at location\n");
190 WarpZone_crosshair_trace(self);
191 wp = WaypointSprite_DeployFixed("here", FALSE, trace_endpos, RADARICON_HERE, '0 1 0');
193 WaypointSprite_Ping(wp);
194 sprint(self, "HERE spawned at crosshair\n");
197 if(vlen(self.death_origin))
199 wp = WaypointSprite_DeployFixed("here", FALSE, self.death_origin, RADARICON_HERE, '0 1 0');
201 WaypointSprite_Ping(wp);
202 sprint(self, "HERE spawned at death location\n");
206 wp = WaypointSprite_DeployFixed("danger", FALSE, self.origin, RADARICON_DANGER, '1 0.5 0');
208 WaypointSprite_Ping(wp);
209 sprint(self, "DANGER spawned at location\n");
212 WarpZone_crosshair_trace(self);
213 wp = WaypointSprite_DeployFixed("danger", FALSE, trace_endpos, RADARICON_DANGER, '1 0.5 0');
215 WaypointSprite_Ping(wp);
216 sprint(self, "DANGER spawned at crosshair\n");
219 if(vlen(self.death_origin))
221 wp = WaypointSprite_DeployFixed("danger", FALSE, self.death_origin, RADARICON_DANGER, '1 0.5 0');
223 WaypointSprite_Ping(wp);
224 sprint(self, "DANGER spawned at death location\n");
228 WaypointSprite_ClearPersonal();
231 remove(self.personal);
232 self.personal = world;
234 sprint(self, "personal waypoint cleared\n");
237 WaypointSprite_ClearOwned();
240 remove(self.personal);
241 self.personal = world;
243 sprint(self, "all waypoints cleared\n");
247 else if(imp >= 103 && imp <= 107)
249 if(autocvar_g_waypointeditor)
254 waypoint_schedulerelink(waypoint_spawn(self.origin, self.origin, 0));
255 bprint(strcat("Waypoint spawned at ",vtos(self.origin),"\n"));
258 e = navigation_findnearestwaypoint(self, FALSE);
260 if (!(e.wpflags & WAYPOINTFLAG_GENERATED))
262 bprint(strcat("Waypoint removed at ",vtos(e.origin),"\n"));
267 waypoint_schedulerelinkall();
273 for(e = findchain(classname, "waypoint"); e; e = e.chain)
275 e.colormod = '0.5 0.5 0.5';
276 e.effects &= ~(EF_NODEPTHTEST | EF_RED | EF_BLUE);
278 e2 = navigation_findnearestwaypoint(self, FALSE);
279 navigation_markroutes(e2);
282 for(e = findchain(classname, "waypoint"); e; e = e.chain)
284 if(e.wpcost >= 10000000)
286 print("unreachable: ", etos(e), " ", vtos(e.origin), "\n");
288 e.effects |= EF_NODEPTHTEST | EF_BLUE;
294 print(ftos(i), " waypoints cannot be reached from here in any way (marked with blue light)\n");
295 navigation_markroutes_inverted(e2);
297 for(e = findchain(classname, "waypoint"); e; e = e.chain)
299 if(e.wpcost >= 10000000)
301 print("cannot reach me: ", etos(e), " ", vtos(e.origin), "\n");
303 if(!(e.effects & EF_NODEPTHTEST)) // not already reported before
305 e.effects |= EF_NODEPTHTEST | EF_RED;
310 print(ftos(i), " waypoints cannot walk to here in any way (marked with red light)\n");
312 print(ftos(m), " waypoints have been marked total\n");
314 for(e = findchain(classname, "info_player_deathmatch"); e; e = e.chain)
317 tracebox(e.origin, PL_MIN, PL_MAX, e.origin - '0 0 512', MOVE_NOMONSTERS, world);
318 setorigin(e, trace_endpos);
319 if(navigation_findnearestwaypoint(e, FALSE))
322 e.effects &= ~EF_NODEPTHTEST;
328 print("spawn without waypoint: ", etos(e), " ", vtos(e.origin), "\n");
329 e.effects |= EF_NODEPTHTEST;
330 setmodel(e, self.model);
331 e.frame = self.frame;
333 e.colormod = '8 0.5 8';
334 setsize(e, '0 0 0', '0 0 0');
339 print(ftos(i), " spawnpoints have no nearest waypoint (marked by player model)\n");
342 start = findchainflags(flags, FL_ITEM);
343 for(e = start; e; e = e.chain)
345 e.effects &= ~(EF_NODEPTHTEST | EF_RED | EF_BLUE);
346 e.colormod = '0.5 0.5 0.5';
348 for(e = start; e; e = e.chain)
350 if(navigation_findnearestwaypoint(e, FALSE))
355 print("item without waypoint: ", etos(e), " ", vtos(e.origin), "\n");
356 e.effects |= EF_NODEPTHTEST | EF_RED;
362 print(ftos(i), " items have no nearest waypoint and cannot be walked away from (marked with red light)\n");
364 for(e = start; e; e = e.chain)
367 if(navigation_findnearestwaypoint(e, TRUE))
372 print("item without waypoint: ", etos(e), " ", vtos(e.origin), "\n");
373 e.effects |= EF_NODEPTHTEST | EF_BLUE;
379 print(ftos(i), " items have no nearest waypoint and cannot be walked to (marked with blue light)\n");