for(int wepslot = 0; wepslot < MAX_WEAPONSLOTS; ++wepslot) \
{ \
.entity weaponentity = weaponentities[wepslot]; \
- W_CycleWeapon(this, this.cvar_cl_weaponpriorities[slot], dir, weaponentity); \
+ W_CycleWeapon(this, CS(this).cvar_cl_weaponpriorities[slot], dir, weaponentity); \
if(wepslot == 0 && 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 (e.wphardwired)
{
- LOG_INFO("^1Warning: ^7Removal of hardwired waypoints is not allowed in the editor. Please remove links from/to this waypoint (", vtos(e.origin), ") by hand from maps/", mapname, ".waypoints.hardwired\n");
+ LOG_INFO("^1Warning: ^7Removal of hardwired waypoints is not allowed in the editor. Please remove links from/to this waypoint (", vtos(e.origin), ") by hand from maps/", mapname, ".waypoints.hardwired");
return;
}
m = 0;
IL_EACH(g_waypoints, it.wpcost >= 10000000,
{
- LOG_INFO("unreachable: ", etos(it), " ", vtos(it.origin), "\n");
+ LOG_INFO("unreachable: ", etos(it), " ", vtos(it.origin));
it.colormod_z = 8;
it.effects |= EF_NODEPTHTEST | EF_BLUE;
++j;
++m;
});
- if (j) LOG_INFOF("%d waypoints cannot be reached from here in any way (marked with blue light)\n", j);
+ if (j) LOG_INFOF("%d waypoints cannot be reached from here in any way (marked with blue light)", j);
navigation_markroutes_inverted(e2);
j = 0;
IL_EACH(g_waypoints, it.wpcost >= 10000000,
{
- LOG_INFO("cannot reach me: ", etos(it), " ", vtos(it.origin), "\n");
+ LOG_INFO("cannot reach me: ", etos(it), " ", vtos(it.origin));
it.colormod_x = 8;
if (!(it.effects & EF_NODEPTHTEST)) // not already reported before
++m;
it.effects |= EF_NODEPTHTEST | EF_RED;
++j;
});
- if (j) LOG_INFOF("%d waypoints cannot walk to here in any way (marked with red light)\n", j);
- if (m) LOG_INFOF("%d waypoints have been marked total\n", m);
+ if (j) LOG_INFOF("%d waypoints cannot walk to here in any way (marked with red light)", j);
+ if (m) LOG_INFOF("%d waypoints have been marked total", m);
j = 0;
IL_EACH(g_spawnpoints, true,
else
{
setorigin(it, org);
- LOG_INFO("spawn without waypoint: ", etos(it), " ", vtos(it.origin), "\n");
+ LOG_INFO("spawn without waypoint: ", etos(it), " ", vtos(it.origin));
it.effects |= EF_NODEPTHTEST;
_setmodel(it, this.model);
it.frame = this.frame;
++j;
}
});
- if (j) LOG_INFOF("%d spawnpoints have no nearest waypoint (marked by player model)\n", j);
+ if (j) LOG_INFOF("%d spawnpoints have no nearest waypoint (marked by player model)", j);
j = 0;
IL_EACH(g_items, true,
IL_EACH(g_items, true,
{
if (navigation_findnearestwaypoint(it, false)) continue;
- LOG_INFO("item without waypoint: ", etos(it), " ", vtos(it.origin), "\n");
+ LOG_INFO("item without waypoint: ", etos(it), " ", vtos(it.origin));
it.effects |= EF_NODEPTHTEST | EF_RED;
it.colormod_x = 8;
++j;
});
- if (j) LOG_INFOF("%d items have no nearest waypoint and cannot be walked away from (marked with red light)\n", j);
+ if (j) LOG_INFOF("%d items have no nearest waypoint and cannot be walked away from (marked with red light)", j);
j = 0;
IL_EACH(g_items, true,
{
if (navigation_findnearestwaypoint(it, true)) continue;
- LOG_INFO("item without waypoint: ", etos(it), " ", vtos(it.origin), "\n");
+ LOG_INFO("item without waypoint: ", etos(it), " ", vtos(it.origin));
it.effects |= EF_NODEPTHTEST | EF_BLUE;
it.colormod_z = 8;
++j;
});
- if (j) LOG_INFOF("%d items have no nearest waypoint and cannot be walked to (marked with blue light)\n", j);
+ if (j) LOG_INFOF("%d items have no nearest waypoint and cannot be walked to (marked with blue light)", j);
}