X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fimpulse.qc;h=779384d70c08747fe6e29c13fa6c4ccec2644721;hb=HEAD;hp=e9ebaec8766d8ec740ce48090006779c74692573;hpb=ad464bb5417768682f9989dd025871d14a438e68;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/impulse.qc b/qcsrc/server/impulse.qc index e9ebaec87..b9f9d7766 100644 --- a/qcsrc/server/impulse.qc +++ b/qcsrc/server/impulse.qc @@ -97,7 +97,7 @@ void weapon_priority_handle(entity this, int dir, int number, int imp) for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; - W_CycleWeapon(this, CS(this).cvar_cl_weaponpriorities[number], dir, weaponentity); + W_CycleWeapon(this, CS_CVAR(this).cvar_cl_weaponpriorities[number], dir, weaponentity); if(autocvar_g_weaponswitch_debug != 1) break; } @@ -340,8 +340,7 @@ IMPULSE(weapon_drop) { .entity weaponentity = weaponentities[slot]; vector md = this.(weaponentity).movedir; - vector vecs = ((md.x > 0) ? md : '0 0 0'); - vector dv = v_right * -vecs.y; + vector dv = v_right * -md.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); @@ -381,87 +380,16 @@ void ImpulseCommands(entity this) 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 }