// weapon switching impulses
-bool autocvar_g_weaponswitch_debug;
-
#define X(slot) \
IMPULSE(weapon_group_##slot) \
{ \
{ \
.entity weaponentity = weaponentities[wepslot]; \
W_NextWeaponOnImpulse(this, slot, weaponentity); \
- if(wepslot == 0 && !autocvar_g_weaponswitch_debug) \
+ if(wepslot == 0 && autocvar_g_weaponswitch_debug != 1) \
break; \
} \
}
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) \
+ W_CycleWeapon(this, CS(this).cvar_cl_weaponpriorities[slot], dir, weaponentity); \
+ if(wepslot == 0 && autocvar_g_weaponswitch_debug != 1) \
break; \
} \
}
{ \
.entity weaponentity = weaponentities[slot]; \
W_SwitchWeapon(this, Weapons_from(WEP_FIRST + i), weaponentity); \
- if(slot == 0 && !autocvar_g_weaponswitch_debug) \
+ if(slot == 0 && autocvar_g_weaponswitch_debug != 1) \
break; \
} \
}
.entity weaponentity = weaponentities[slot];
W_NextWeapon(this, 0, weaponentity);
- if(slot == 0 && !autocvar_g_weaponswitch_debug)
+ if(slot == 0 && autocvar_g_weaponswitch_debug != 1)
break;
}
}
.entity weaponentity = weaponentities[slot];
W_PreviousWeapon(this, 0, weaponentity);
- if(slot == 0 && !autocvar_g_weaponswitch_debug)
+ if(slot == 0 && autocvar_g_weaponswitch_debug != 1)
break;
}
}
.entity weaponentity = weaponentities[slot];
W_NextWeapon(this, 1, weaponentity);
- if(slot == 0 && !autocvar_g_weaponswitch_debug)
+ if(slot == 0 && autocvar_g_weaponswitch_debug != 1)
break;
}
}
.entity weaponentity = weaponentities[slot];
W_PreviousWeapon(this, 1, weaponentity);
- if(slot == 0 && !autocvar_g_weaponswitch_debug)
+ if(slot == 0 && autocvar_g_weaponswitch_debug != 1)
break;
}
}
.entity weaponentity = weaponentities[slot];
W_NextWeapon(this, 2, weaponentity);
- if(slot == 0 && !autocvar_g_weaponswitch_debug)
+ if(slot == 0 && autocvar_g_weaponswitch_debug != 1)
break;
}
}
.entity weaponentity = weaponentities[slot];
W_PreviousWeapon(this, 2, weaponentity);
- if(slot == 0 && !autocvar_g_weaponswitch_debug)
+ if(slot == 0 && autocvar_g_weaponswitch_debug != 1)
break;
}
}
.entity weaponentity = weaponentities[slot];
W_LastWeapon(this, weaponentity);
- if(slot == 0 && !autocvar_g_weaponswitch_debug)
+ if(slot == 0 && autocvar_g_weaponswitch_debug != 1)
break;
}
}
.entity weaponentity = weaponentities[slot];
W_SwitchWeapon(this, w_getbestweapon(this, weaponentity), weaponentity);
- if(slot == 0 && !autocvar_g_weaponswitch_debug)
+ if(slot == 0 && autocvar_g_weaponswitch_debug != 1)
break;
}
}
.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)
+ if(slot == 0 && autocvar_g_weaponswitch_debug != 1)
break;
}
}
Weapon w = this.(weaponentity).m_weapon;
w.wr_reload(w, actor, weaponentity);
- if(slot == 0 && !autocvar_g_weaponswitch_debug)
- break;
+ // allow reloading all active slots?
+ //if(slot == 0 && autocvar_g_weaponswitch_debug != 1)
+ //break;
}
}
{
if (game_stopped) return;
- int imp = this.impulse;
+ int imp = CS(this).impulse;
if (!imp) return;
- this.impulse = 0;
+ CS(this).impulse = 0;
if (MinigameImpulse(this, imp)) return;
{
delete(this.personal);
this.personal = NULL;
+
+ if((g_cts || g_race) && autocvar_g_allow_checkpoints)
+ ClientKill(this);
}
sprint(this, "personal waypoint cleared\n");
}
{
delete(this.personal);
this.personal = NULL;
+ if((g_cts || g_race) && autocvar_g_allow_checkpoints)
+ ClientKill(this);
}
sprint(this, "all waypoints cleared\n");
}
IMPULSE(navwaypoint_spawn)
{
if (!autocvar_g_waypointeditor) return;
- waypoint_schedulerelink(waypoint_spawn(this.origin, this.origin, 0));
- bprint(strcat("Waypoint spawned at ", vtos(this.origin), "\n"));
+ waypoint_spawn_fromeditor(this);
}
IMPULSE(navwaypoint_remove)
{
if (!autocvar_g_waypointeditor) return;
- entity e = navigation_findnearestwaypoint(this, false);
- if (!e) return;
- if (e.wpflags & WAYPOINTFLAG_GENERATED) return;
- bprint(strcat("Waypoint removed at ", vtos(e.origin), "\n"));
- waypoint_remove(e);
+ waypoint_remove_fromeditor(this);
}
IMPULSE(navwaypoint_relink)
IMPULSE(navwaypoint_unreachable)
{
if (!autocvar_g_waypointeditor) return;
- IL_EACH(g_waypoints, true,
- {
- it.colormod = '0.5 0.5 0.5';
- it.effects &= ~(EF_NODEPTHTEST | EF_RED | EF_BLUE);
- });
- entity e2 = navigation_findnearestwaypoint(this, false);
- navigation_markroutes(this, e2);
-
- int j, m;
-
- j = 0;
- m = 0;
- IL_EACH(g_waypoints, it.wpcost >= 10000000,
- {
- LOG_INFO("unreachable: ", etos(it), " ", vtos(it.origin), "\n");
- it.colormod_z = 8;
- it.effects |= EF_NODEPTHTEST | EF_BLUE;
- ++j;
- ++m;
- });
- if (j) LOG_INFOF("%d waypoints cannot be reached from here in any way (marked with blue light)\n", j);
- navigation_markroutes_inverted(e2);
-
- j = 0;
- IL_EACH(g_waypoints, it.wpcost >= 10000000,
- {
- LOG_INFO("cannot reach me: ", etos(it), " ", vtos(it.origin), "\n");
- it.colormod_x = 8;
- if (!(it.effects & EF_NODEPTHTEST)) // not already reported before
- ++m;
- it.effects |= EF_NODEPTHTEST | EF_RED;
- ++j;
- });
- if (j) LOG_INFOF("%d waypoints cannot walk to here in any way (marked with red light)\n", j);
- if (m) LOG_INFOF("%d waypoints have been marked total\n", m);
-
- j = 0;
- IL_EACH(g_spawnpoints, true,
- {
- vector org = it.origin;
- tracebox(it.origin, PL_MIN_CONST, PL_MAX_CONST, it.origin - '0 0 512', MOVE_NOMONSTERS, NULL);
- setorigin(it, trace_endpos);
- if (navigation_findnearestwaypoint(it, false))
- {
- setorigin(it, org);
- it.effects &= ~EF_NODEPTHTEST;
- it.model = "";
- }
- else
- {
- setorigin(it, org);
- LOG_INFO("spawn without waypoint: ", etos(it), " ", vtos(it.origin), "\n");
- it.effects |= EF_NODEPTHTEST;
- _setmodel(it, this.model);
- it.frame = this.frame;
- it.skin = this.skin;
- it.colormod = '8 0.5 8';
- setsize(it, '0 0 0', '0 0 0');
- ++j;
- }
- });
- if (j) LOG_INFOF("%d spawnpoints have no nearest waypoint (marked by player model)\n", j);
-
- j = 0;
- IL_EACH(g_items, true,
- {
- it.effects &= ~(EF_NODEPTHTEST | EF_RED | EF_BLUE);
- it.colormod = '0.5 0.5 0.5';
- });
- IL_EACH(g_items, true,
- {
- if (navigation_findnearestwaypoint(it, false)) continue;
- LOG_INFO("item without waypoint: ", etos(it), " ", vtos(it.origin), "\n");
- it.effects |= EF_NODEPTHTEST | EF_RED;
- it.colormod_x = 8;
- ++j;
- });
- if (j) LOG_INFOF("%d items have no nearest waypoint and cannot be walked away from (marked with red light)\n", j);
-
- j = 0;
- IL_EACH(g_items, true,
- {
- if (navigation_findnearestwaypoint(it, true)) continue;
- LOG_INFO("item without waypoint: ", etos(it), " ", vtos(it.origin), "\n");
- it.effects |= EF_NODEPTHTEST | EF_BLUE;
- it.colormod_z = 8;
- ++j;
- });
- if (j) LOG_INFOF("%d items have no nearest waypoint and cannot be walked to (marked with blue light)\n", j);
+ waypoint_unreachable(this);
}