4 * 0 reserved (no input)
\r
5 * 1 to 9, 14: weapon shortcuts
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6 * 10: next weapon according to linear list
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7 * 11: most recently used weapon
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8 * 12: previous weapon according to linear list
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9 * 13: best weapon according to priority list
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10 * 15: next weapon according to priority list
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11 * 16: previous weapon according to priority list
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13 * 18: next weapon according to sbar_hudselector 1 list
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14 * 19: previous weapon according to sbar_hudselector 1 list
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16 * 30 to 39: create waypoints
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17 * 47: clear personal waypoints
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18 * 48: clear team waypoints
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25 * 143: emergency teleport
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26 * 148: unfairly eliminate
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29 * 200 to 209: prev weapon shortcuts
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30 * 210 to 219: best weapon shortcuts
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31 * 220 to 229: next weapon shortcuts
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32 * 230 to 253: individual weapons (up to 24)
\r
35 void ImpulseCommands (void)
\r
44 if (!imp || gameover)
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48 if (timeoutStatus == 2) //don't allow any impulses while the game is paused
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51 if(CheatImpulse(imp))
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54 else if (imp >= 1 && imp <= 9)
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56 // weapon switching impulses
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57 if(self.deadflag == DEAD_NO)
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58 W_NextWeaponOnImpulse(imp);
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60 self.impulse = imp; // retry in next frame
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62 else if(imp >= 10 && imp <= 20)
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64 if(self.deadflag == DEAD_NO)
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72 W_SwitchWeapon (self.cnt); // previously used
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75 W_PreviousWeapon (0);
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78 W_SwitchWeapon (w_getbestweapon(self));
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81 W_NextWeaponOnImpulse(0);
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87 W_PreviousWeapon (2);
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90 W_ThrowWeapon(W_CalculateProjectileVelocity(self.velocity, v_forward * 750), '0 0 0', TRUE);
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96 W_PreviousWeapon (1);
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101 self.impulse = imp; // retry in next frame
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103 else if(imp >= 200 && imp <= 229)
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105 if(self.deadflag == DEAD_NO)
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107 // custom order weapon cycling
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109 m = (imp - (210 + i)); // <0 for prev, =0 for best, >0 for next
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110 W_CycleWeapon(self.(cvar_cl_weaponpriorities[i]), m);
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113 self.impulse = imp; // retry in next frame
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115 else if(imp >= 230 && imp <= 253)
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117 if(self.deadflag == DEAD_NO)
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118 W_SwitchWeapon (imp - 230 + WEP_FIRST);
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120 self.impulse = imp; // retry in next frame
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122 // deploy waypoints
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123 else if (imp >= 30 && imp <= 49)
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129 wp = WaypointSprite_DeployPersonal("waypoint", self.origin);
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132 WaypointSprite_UpdateTeamRadar(wp, RADARICON_WAYPOINT, '0 1 1');
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133 WaypointSprite_Ping(wp);
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135 sprint(self, "personal waypoint spawned at location\n");
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138 WarpZone_crosshair_trace(self);
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139 wp = WaypointSprite_DeployPersonal("waypoint", trace_endpos);
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142 WaypointSprite_UpdateTeamRadar(wp, RADARICON_WAYPOINT, '0 1 1');
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143 WaypointSprite_Ping(wp);
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145 sprint(self, "personal waypoint spawned at crosshair\n");
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148 if(vlen(self.death_origin))
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150 wp = WaypointSprite_DeployPersonal("waypoint", self.death_origin);
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153 WaypointSprite_UpdateTeamRadar(wp, RADARICON_WAYPOINT, '0 1 1');
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154 WaypointSprite_Ping(wp);
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156 sprint(self, "personal waypoint spawned at death location\n");
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160 if(self.deadflag == DEAD_NO && teams_matter)
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162 wp = WaypointSprite_Attach("helpme", TRUE);
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164 WaypointSprite_UpdateTeamRadar(wp, RADARICON_HELPME, '1 0.5 0'); // TODO choose better color
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166 wp = self.waypointsprite_attachedforcarrier; // flag sprite?
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168 WaypointSprite_Ping(wp);
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169 sprint(self, "HELP ME attached\n");
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173 wp = WaypointSprite_DeployFixed("here", FALSE, self.origin);
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176 WaypointSprite_UpdateTeamRadar(wp, RADARICON_HERE, '0 1 0');
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177 WaypointSprite_Ping(wp);
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179 sprint(self, "HERE spawned at location\n");
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182 WarpZone_crosshair_trace(self);
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183 wp = WaypointSprite_DeployFixed("here", FALSE, trace_endpos);
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186 WaypointSprite_UpdateTeamRadar(wp, RADARICON_HERE, '0 1 0');
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187 WaypointSprite_Ping(wp);
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189 sprint(self, "HERE spawned at crosshair\n");
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192 if(vlen(self.death_origin))
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194 wp = WaypointSprite_DeployFixed("here", FALSE, self.death_origin);
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197 WaypointSprite_UpdateTeamRadar(wp, RADARICON_HERE, '0 1 0');
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198 WaypointSprite_Ping(wp);
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200 sprint(self, "HERE spawned at death location\n");
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204 wp = WaypointSprite_DeployFixed("danger", FALSE, self.origin);
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207 WaypointSprite_UpdateTeamRadar(wp, RADARICON_DANGER, '1 0.5 0');
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208 WaypointSprite_Ping(wp);
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210 sprint(self, "DANGER spawned at location\n");
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213 WarpZone_crosshair_trace(self);
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214 wp = WaypointSprite_DeployFixed("danger", FALSE, trace_endpos);
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217 WaypointSprite_UpdateTeamRadar(wp, RADARICON_DANGER, '1 0.5 0');
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218 WaypointSprite_Ping(wp);
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220 sprint(self, "DANGER spawned at crosshair\n");
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223 if(vlen(self.death_origin))
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225 wp = WaypointSprite_DeployFixed("danger", FALSE, self.death_origin);
\r
228 WaypointSprite_UpdateTeamRadar(wp, RADARICON_DANGER, '1 0.5 0');
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229 WaypointSprite_Ping(wp);
\r
231 sprint(self, "DANGER spawned at death location\n");
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235 WaypointSprite_ClearPersonal();
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238 remove(self.personal);
\r
239 self.personal = world;
\r
241 sprint(self, "personal waypoint cleared\n");
\r
244 WaypointSprite_ClearOwned();
\r
247 remove(self.personal);
\r
248 self.personal = world;
\r
250 sprint(self, "all waypoints cleared\n");
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254 else if(imp >= 103 && imp <= 107)
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256 if(cvar("g_waypointeditor"))
\r
261 waypoint_schedulerelink(waypoint_spawn(self.origin, self.origin, 0));
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262 bprint(strcat("Waypoint spawned at ",vtos(self.origin),"\n"));
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265 e = navigation_findnearestwaypoint(self, FALSE);
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267 if not(e.wpflags & WAYPOINTFLAG_GENERATED)
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269 bprint(strcat("Waypoint removed at ",vtos(e.origin),"\n"));
\r
270 waypoint_remove(e);
\r
274 waypoint_schedulerelinkall();
\r
277 waypoint_saveall();
\r
280 for(e = findchain(classname, "waypoint"); e; e = e.chain)
\r
283 e.effects &~= EF_NODEPTHTEST | EF_RED | EF_BLUE;
\r
285 e2 = navigation_findnearestwaypoint(self, FALSE);
\r
286 navigation_markroutes(e2);
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289 for(e = findchain(classname, "waypoint"); e; e = e.chain)
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291 if(e.wpcost >= 10000000)
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293 print("unreachable: ", etos(e), " ", vtos(e.origin), "\n");
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294 e.colormod_x = 0.1;
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295 e.effects |= EF_NODEPTHTEST | EF_BLUE;
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301 print(ftos(i), " waypoints cannot be reached from here in any way (marked with blue light)\n");
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302 navigation_markroutes_inverted(e2);
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304 for(e = findchain(classname, "waypoint"); e; e = e.chain)
\r
306 if(e.wpcost >= 10000000)
\r
308 print("cannot reach me: ", etos(e), " ", vtos(e.origin), "\n");
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309 e.colormod_x = 0.1;
\r
310 if not(e.effects & EF_NODEPTHTEST) // not already reported before
\r
312 e.effects |= EF_NODEPTHTEST | EF_RED;
\r
317 print(ftos(i), " waypoints cannot walk to here in any way (marked with red light)\n");
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319 print(ftos(m), " waypoints have been marked total\n");
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321 for(e = findchain(classname, "info_player_deathmatch"); e; e = e.chain)
\r
324 tracebox(e.origin, PL_MIN, PL_MAX, e.origin - '0 0 512', MOVE_NOMONSTERS, world);
\r
325 setorigin(e, trace_endpos);
\r
326 if(navigation_findnearestwaypoint(e, FALSE))
\r
329 e.effects &~= EF_NODEPTHTEST;
\r
335 print("spawn without waypoint: ", etos(e), " ", vtos(e.origin), "\n");
\r
336 e.effects |= EF_NODEPTHTEST;
\r
337 setmodel(e, self.model);
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338 e.frame = self.frame;
\r
339 e.skin = self.skin;
\r
340 setsize(e, '0 0 0', '0 0 0');
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345 print(ftos(i), " spawnpoints have no nearest waypoint (marked by player model)\n");
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351 else if(imp == 100)
\r