#include "impulse.qh"
-#include "round_handler.qh"
-
-#include "bot/api.qh"
-
-#include "weapons/throwing.qh"
-#include "command/common.qh"
-#include "cheats.qh"
-#include "weapons/selection.qh"
-#include "weapons/tracing.qh"
-#include "weapons/weaponsystem.qh"
+#include <common/gamemodes/_mod.qh>
+#include <common/minigames/sv_minigames.qh>
+#include <common/mutators/mutator/waypoints/waypointsprites.qh>
#include <common/state.qh>
-
-#include "../common/minigames/sv_minigames.qh"
-
+#include <common/vehicles/sv_vehicles.qh>
#include <common/weapons/_all.qh>
-#include "../common/vehicles/sv_vehicles.qh"
-
-#include "../common/mutators/mutator/waypoints/waypointsprites.qh"
+#include <server/cheats.qh>
+#include <server/client.qh>
+#include <server/clientkill.qh>
+#include <server/command/common.qh>
+#include <server/damage.qh>
+#include <server/mutators/_mod.qh>
+#include <server/round_handler.qh>
+#include <server/weapons/selection.qh>
+#include <server/weapons/throwing.qh>
+#include <server/weapons/tracing.qh>
+#include <server/weapons/weaponsystem.qh>
.entity vehicle;
// weapon switching impulses
-#define X(slot) \
- IMPULSE(weapon_group_##slot) \
+void weapon_group_handle(entity this, int number, int imp)
+{
+ if (IS_DEAD(this))
+ {
+ this.impulse = imp;
+ return;
+ }
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ W_NextWeaponOnImpulse(this, number, weaponentity);
+ if(autocvar_g_weaponswitch_debug != 1)
+ break;
+ }
+}
+
+#define X(i) \
+ IMPULSE(weapon_group_##i) \
{ \
- if (IS_DEAD(this)) \
- { \
- this.impulse = IMP_weapon_group_##slot.impulse; \
- return; \
- } \
- for(int wepslot = 0; wepslot < MAX_WEAPONSLOTS; ++wepslot) \
- { \
- .entity weaponentity = weaponentities[wepslot]; \
- W_NextWeaponOnImpulse(this, slot, weaponentity); \
- if(wepslot == 0 && autocvar_g_weaponswitch_debug != 1) \
- break; \
- } \
+ weapon_group_handle(this, i, IMP_weapon_group_##i.impulse); \
}
X(1)
X(2)
// custom order weapon cycling
-#define X(slot, dir) \
- IMPULSE(weapon_priority_##slot##_##dir) \
+void weapon_priority_handle(entity this, int dir, int number, int imp)
+{
+ if (this.vehicle) return;
+ if (IS_DEAD(this))
+ {
+ this.impulse = imp;
+ return;
+ }
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ W_CycleWeapon(this, CS_CVAR(this).cvar_cl_weaponpriorities[number], dir, weaponentity);
+ if(autocvar_g_weaponswitch_debug != 1)
+ break;
+ }
+}
+
+#define X(i, dir) \
+ IMPULSE(weapon_priority_##i##_##dir) \
{ \
- if (this.vehicle) return; \
- if (IS_DEAD(this)) \
- { \
- this.impulse = IMP_weapon_priority_##slot##_##dir.impulse; \
- return; \
- } \
noref int prev = -1; \
noref int best = 0; \
noref int next = +1; \
- 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 != 1) \
- break; \
- } \
+ weapon_priority_handle(this, dir, i, IMP_weapon_priority_##i##_##dir.impulse); \
}
X(0, prev)
X(1, prev)
// direct weapons
+void weapon_byid_handle(entity this, int number, int imp)
+{
+ if (this.vehicle) return;
+ if (IS_DEAD(this))
+ {
+ this.impulse = imp;
+ return;
+ }
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ W_SwitchWeapon_TryOthers(this, REGISTRY_GET(Weapons, WEP_FIRST + number), weaponentity);
+ if(autocvar_g_weaponswitch_debug != 1)
+ break;
+ }
+}
+
#define X(i) \
IMPULSE(weapon_byid_##i) \
{ \
- if (this.vehicle) return; \
- if (IS_DEAD(this)) \
- { \
- this.impulse = IMP_weapon_byid_##i.impulse; \
- return; \
- } \
- 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 != 1) \
- break; \
- } \
+ weapon_byid_handle(this, i, IMP_weapon_byid_##i.impulse); \
}
X(0)
X(1)
.entity weaponentity = weaponentities[slot];
W_NextWeapon(this, 0, weaponentity);
- if(slot == 0 && autocvar_g_weaponswitch_debug != 1)
+ if(autocvar_g_weaponswitch_debug != 1)
break;
}
}
.entity weaponentity = weaponentities[slot];
W_PreviousWeapon(this, 0, weaponentity);
- if(slot == 0 && autocvar_g_weaponswitch_debug != 1)
+ if(autocvar_g_weaponswitch_debug != 1)
break;
}
}
.entity weaponentity = weaponentities[slot];
W_NextWeapon(this, 1, weaponentity);
- if(slot == 0 && autocvar_g_weaponswitch_debug != 1)
+ if(autocvar_g_weaponswitch_debug != 1)
break;
}
}
.entity weaponentity = weaponentities[slot];
W_PreviousWeapon(this, 1, weaponentity);
- if(slot == 0 && autocvar_g_weaponswitch_debug != 1)
+ if(autocvar_g_weaponswitch_debug != 1)
break;
}
}
.entity weaponentity = weaponentities[slot];
W_NextWeapon(this, 2, weaponentity);
- if(slot == 0 && autocvar_g_weaponswitch_debug != 1)
+ if(autocvar_g_weaponswitch_debug != 1)
break;
}
}
.entity weaponentity = weaponentities[slot];
W_PreviousWeapon(this, 2, weaponentity);
- if(slot == 0 && autocvar_g_weaponswitch_debug != 1)
+ if(autocvar_g_weaponswitch_debug != 1)
break;
}
}
.entity weaponentity = weaponentities[slot];
W_LastWeapon(this, weaponentity);
- if(slot == 0 && autocvar_g_weaponswitch_debug != 1)
+ if(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 != 1)
+ if(autocvar_g_weaponswitch_debug != 1)
break;
}
}
{
if (this.vehicle) return;
if (IS_DEAD(this)) return;
+ bool is_dualwielding = W_DualWielding(this);
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 != 1)
- break;
+ vector md = this.(weaponentity).movedir;
+ vector vecs = ((md.x > 0) ? md : '0 0 0');
+ vector dv = v_right * -vecs.y;
+ if(!is_dualwielding)
+ dv = '0 0 0'; // don't override!
+ W_ThrowWeapon(this, weaponentity, W_CalculateProjectileVelocity(this, this.velocity, v_forward * 750, false), dv, true);
+
+ if(autocvar_g_weaponswitch_debug == 2)
+ break; // in this mode, the off-hand weapon is selected based on the primary weapon, don't drop it twice!
}
}
{
if (this.vehicle) return;
if (IS_DEAD(this)) return;
- if (forbidWeaponUse(this)) return;
+ if (weaponLocked(this)) return;
entity actor = this;
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
Weapon w = this.(weaponentity).m_weapon;
w.wr_reload(w, actor, weaponentity);
- if(slot == 0 && autocvar_g_weaponswitch_debug != 1)
- break;
+ // allow reloading all active slots?
+ //if(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;
if (timeout_status == TIMEOUT_ACTIVE) return; // don't allow any impulses while the game is paused
- // allow only weapon change impulses when not in round time
if (round_handler_IsActive() && !round_handler_IsRoundStarted())
{
+ // impulses forbidden while waiting for the start of a round
#define X(id) case IMP_##id.impulse:
switch (imp)
{
- X(weapon_group_0)
- X(weapon_group_1)
- X(weapon_group_2)
- X(weapon_group_3)
- X(weapon_group_4)
- X(weapon_group_5)
- X(weapon_group_6)
- X(weapon_group_7)
- X(weapon_group_8)
- X(weapon_group_9)
- X(weapon_next_byid)
- X(weapon_prev_byid)
- X(weapon_next_bygroup)
- X(weapon_prev_bygroup)
- X(weapon_next_bypriority)
- X(weapon_prev_bypriority)
- X(weapon_last)
- X(weapon_best)
+ X(weapon_drop)
X(weapon_reload)
- X(weapon_priority_0_prev)
- X(weapon_priority_1_prev)
- X(weapon_priority_2_prev)
- X(weapon_priority_3_prev)
- X(weapon_priority_4_prev)
- X(weapon_priority_5_prev)
- X(weapon_priority_6_prev)
- X(weapon_priority_7_prev)
- X(weapon_priority_8_prev)
- X(weapon_priority_9_prev)
- X(weapon_priority_0_next)
- X(weapon_priority_1_next)
- X(weapon_priority_2_next)
- X(weapon_priority_3_next)
- X(weapon_priority_4_next)
- X(weapon_priority_5_next)
- X(weapon_priority_6_next)
- X(weapon_priority_7_next)
- X(weapon_priority_8_next)
- X(weapon_priority_9_next)
- X(weapon_priority_0_best)
- X(weapon_priority_1_best)
- X(weapon_priority_2_best)
- X(weapon_priority_3_best)
- X(weapon_priority_4_best)
- X(weapon_priority_5_best)
- X(weapon_priority_6_best)
- X(weapon_priority_7_best)
- X(weapon_priority_8_best)
- X(weapon_priority_9_best)
- X(weapon_byid_0)
- X(weapon_byid_1)
- X(weapon_byid_2)
- X(weapon_byid_3)
- X(weapon_byid_4)
- X(weapon_byid_5)
- X(weapon_byid_6)
- X(weapon_byid_7)
- X(weapon_byid_8)
- X(weapon_byid_9)
- X(weapon_byid_10)
- X(weapon_byid_11)
- X(weapon_byid_12)
- X(weapon_byid_13)
- X(weapon_byid_14)
- X(weapon_byid_15)
- X(weapon_byid_16)
- X(weapon_byid_17)
- X(weapon_byid_18)
- X(weapon_byid_19)
- X(weapon_byid_20)
- X(weapon_byid_21)
- X(weapon_byid_22)
- X(weapon_byid_23)
- break;
- default: return;
+ X(use)
+ return;
}
#undef X
}
IMPULSE(waypoint_here_crosshair)
{
- WarpZone_crosshair_trace(this);
+ WarpZone_crosshair_trace_plusvisibletriggers(this);
entity wp = WaypointSprite_DeployFixed(WP_Here, false, this, trace_endpos, RADARICON_HERE);
if (wp) WaypointSprite_Ping(wp);
sprint(this, "HERE spawned at crosshair\n");
}
sprint(this, "all waypoints cleared\n");
}
-
-IMPULSE(navwaypoint_spawn)
-{
- if (!autocvar_g_waypointeditor) return;
- waypoint_spawn_fromeditor(this);
-}
-
-IMPULSE(navwaypoint_remove)
-{
- if (!autocvar_g_waypointeditor) return;
- waypoint_remove_fromeditor(this);
-}
-
-IMPULSE(navwaypoint_relink)
-{
- if (!autocvar_g_waypointeditor) return;
- waypoint_schedulerelinkall();
-}
-
-IMPULSE(navwaypoint_save)
-{
- if (!autocvar_g_waypointeditor) return;
- waypoint_saveall();
-}
-
-IMPULSE(navwaypoint_unreachable)
-{
- if (!autocvar_g_waypointeditor) return;
- waypoint_unreachable(this);
-}