]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Reduce code duplication in weapon impulse code by calling a handler function from...
authorMario <mario.mario@y7mail.com>
Tue, 29 Sep 2020 12:58:51 +0000 (22:58 +1000)
committerMario <mario.mario@y7mail.com>
Tue, 29 Sep 2020 12:58:51 +0000 (22:58 +1000)
qcsrc/server/impulse.qc

index 2d30b4c7aed825b830ccb38530ee34afdf336b27..3477c0c88dea665063cb73332b1898a09a9d8600 100644 (file)
 
 // weapon switching impulses
 
+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_##i.impulse; \
-                       return; \
-               } \
-               for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) \
-               { \
-                       .entity weaponentity = weaponentities[slot]; \
-                       W_NextWeaponOnImpulse(this, i, weaponentity); \
-                       if(autocvar_g_weaponswitch_debug != 1) \
-                               break; \
-               } \
+               weapon_group_handle(this, i, IMP_weapon_group_##i.impulse); \
        }
 X(1)
 X(2)
@@ -86,25 +91,30 @@ X(0)
 
 // custom order weapon cycling
 
+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(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_##i##_##dir.impulse; \
-                       return; \
-               } \
                noref int prev = -1; \
                noref int best =  0; \
                noref int next = +1; \
-               for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) \
-               { \
-                       .entity weaponentity = weaponentities[slot]; \
-                       W_CycleWeapon(this, CS(this).cvar_cl_weaponpriorities[i], dir, weaponentity); \
-                       if(autocvar_g_weaponswitch_debug != 1) \
-                               break; \
-               } \
+               weapon_priority_handle(this, dir, i, IMP_weapon_priority_##i##_##dir.impulse); \
        }
 X(0, prev)
 X(1, prev)
@@ -142,22 +152,27 @@ X(9, next)
 
 // 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_TryOthers(this, REGISTRY_GET(Weapons, WEP_FIRST + i), weaponentity); \
-                       if(autocvar_g_weaponswitch_debug != 1) \
-                               break; \
-               } \
+               weapon_byid_handle(this, i, IMP_weapon_byid_##i.impulse); \
        }
 X(0)
 X(1)