X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fimpulse.qc;h=6a5354aaff980cc21795ba4860291d33cb07cf44;hb=fc085ae494751c44e76760b3c65612830b9cb196;hp=9b36010fec98015253b4e4a92d38054f1d13fed4;hpb=34e7f534e2015466228eb3a78c9857741b736dca;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/impulse.qc b/qcsrc/server/impulse.qc index 9b36010fe..6a5354aaf 100644 --- a/qcsrc/server/impulse.qc +++ b/qcsrc/server/impulse.qc @@ -60,7 +60,13 @@ this.impulse = IMP_weapon_group_##slot.impulse; \ return; \ } \ - W_NextWeaponOnImpulse(this, slot); \ + 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; \ + } \ } X(1) X(2) @@ -88,7 +94,13 @@ X(0) noref int prev = -1; \ noref int best = 0; \ noref int next = +1; \ - W_CycleWeapon(this, this.cvar_cl_weaponpriorities[slot], dir); \ + 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; \ + } \ } X(0, prev) X(1, prev) @@ -135,7 +147,13 @@ X(9, next) this.impulse = IMP_weapon_byid_##i.impulse; \ return; \ } \ - W_SwitchWeapon(this, Weapons_from(WEP_FIRST + i)); \ + 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; \ + } \ } X(0) X(1) @@ -171,7 +189,14 @@ IMPULSE(weapon_next_byid) this.impulse = IMP_weapon_next_byid.impulse; return; } - W_NextWeapon(this, 0); + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + W_NextWeapon(this, 0, weaponentity); + + if(slot == 0 && autocvar_g_weaponswitch_debug != 1) + break; + } } IMPULSE(weapon_prev_byid) @@ -182,7 +207,14 @@ IMPULSE(weapon_prev_byid) this.impulse = IMP_weapon_prev_byid.impulse; return; } - W_PreviousWeapon(this, 0); + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + W_PreviousWeapon(this, 0, weaponentity); + + if(slot == 0 && autocvar_g_weaponswitch_debug != 1) + break; + } } IMPULSE(weapon_next_bygroup) @@ -193,7 +225,14 @@ IMPULSE(weapon_next_bygroup) this.impulse = IMP_weapon_next_bygroup.impulse; return; } - W_NextWeapon(this, 1); + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + W_NextWeapon(this, 1, weaponentity); + + if(slot == 0 && autocvar_g_weaponswitch_debug != 1) + break; + } } IMPULSE(weapon_prev_bygroup) @@ -204,7 +243,14 @@ IMPULSE(weapon_prev_bygroup) this.impulse = IMP_weapon_prev_bygroup.impulse; return; } - W_PreviousWeapon(this, 1); + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + W_PreviousWeapon(this, 1, weaponentity); + + if(slot == 0 && autocvar_g_weaponswitch_debug != 1) + break; + } } IMPULSE(weapon_next_bypriority) @@ -215,7 +261,14 @@ IMPULSE(weapon_next_bypriority) this.impulse = IMP_weapon_next_bypriority.impulse; return; } - W_NextWeapon(this, 2); + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + W_NextWeapon(this, 2, weaponentity); + + if(slot == 0 && autocvar_g_weaponswitch_debug != 1) + break; + } } IMPULSE(weapon_prev_bypriority) @@ -226,28 +279,56 @@ IMPULSE(weapon_prev_bypriority) this.impulse = IMP_weapon_prev_bypriority.impulse; return; } - W_PreviousWeapon(this, 2); + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + W_PreviousWeapon(this, 2, weaponentity); + + if(slot == 0 && autocvar_g_weaponswitch_debug != 1) + break; + } } IMPULSE(weapon_last) { if (this.vehicle) return; if (IS_DEAD(this)) return; - W_LastWeapon(this); + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + W_LastWeapon(this, weaponentity); + + if(slot == 0 && autocvar_g_weaponswitch_debug != 1) + break; + } } IMPULSE(weapon_best) { if (this.vehicle) return; if (IS_DEAD(this)) return; - W_SwitchWeapon(this, w_getbestweapon(this)); + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + W_SwitchWeapon(this, w_getbestweapon(this, weaponentity), weaponentity); + + if(slot == 0 && autocvar_g_weaponswitch_debug != 1) + break; + } } IMPULSE(weapon_drop) { if (this.vehicle) return; if (IS_DEAD(this)) return; - W_ThrowWeapon(this, weaponentities[0], W_CalculateProjectileVelocity(this, this.velocity, v_forward * 750, false), '0 0 0', true); + 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; + } } IMPULSE(weapon_reload) @@ -255,18 +336,21 @@ IMPULSE(weapon_reload) if (this.vehicle) return; if (IS_DEAD(this)) return; if (forbidWeaponUse(this)) return; - Weapon w = PS(this).m_weapon; entity actor = this; for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; + Weapon w = this.(weaponentity).m_weapon; w.wr_reload(w, actor, weaponentity); + + if(slot == 0 && autocvar_g_weaponswitch_debug != 1) + break; } } void ImpulseCommands(entity this) { - if (gameover) return; + if (game_stopped) return; int imp = this.impulse; if (!imp) return; @@ -467,6 +551,9 @@ IMPULSE(waypoint_clear_personal) { delete(this.personal); this.personal = NULL; + + if((g_cts || g_race) && autocvar_g_allow_checkpoints) + ClientKill(this); } sprint(this, "personal waypoint cleared\n"); } @@ -478,6 +565,8 @@ IMPULSE(waypoint_clear) { delete(this.personal); this.personal = NULL; + if((g_cts || g_race) && autocvar_g_allow_checkpoints) + ClientKill(this); } sprint(this, "all waypoints cleared\n"); }