23#define IMPULSE(id) _IMPULSE(IMP_##id)
25 void id##_handle(entity this); \
26 STATIC_INIT_LATE(id) \
28 id.impulse_handle = id##_handle; \
30 void id##_handle(entity this)
71 IMPULSE(weapon_group_##i) \
73 weapon_group_handle(this, i, IMP_weapon_group_##i.impulse); \
107 IMPULSE(weapon_priority_##i##_##dir) \
109 noref int prev = -1; \
110 noref int best = 0; \
111 noref int next = +1; \
112 weapon_priority_handle(this, dir, i, IMP_weapon_priority_##i##_##dir.impulse); \
168 IMPULSE(weapon_byid_##i) \
170 weapon_byid_handle(this, i, IMP_weapon_byid_##i.impulse); \
203 this.
impulse = IMP_weapon_next_byid.impulse;
221 this.
impulse = IMP_weapon_prev_byid.impulse;
239 this.
impulse = IMP_weapon_next_bygroup.impulse;
257 this.
impulse = IMP_weapon_prev_bygroup.impulse;
275 this.
impulse = IMP_weapon_next_bypriority.impulse;
293 this.
impulse = IMP_weapon_prev_bypriority.impulse;
375 int imp =
CS(
this).impulse;
377 CS(
this).impulse = 0;
386 #define X(id) case IMP_##id.impulse:
402 void(entity) f = it.impulse_handle;
418 sprint(
this,
"personal waypoint spawned at location\n");
426 sprint(
this,
"personal waypoint spawned at crosshair\n");
434 sprint(
this,
"personal waypoint spawned at death location\n");
447 sprint(
this,
"HELP ME attached\n");
454 sprint(
this,
"HERE spawned at location\n");
462 sprint(
this,
"HERE spawned at crosshair\n");
470 sprint(
this,
"HERE spawned at death location\n");
477 sprint(
this,
"DANGER spawned at location\n");
485 sprint(
this,
"DANGER spawned at crosshair\n");
493 sprint(
this,
"DANGER spawned at death location\n");
507 sprint(
this,
"personal waypoint cleared\n");
520 sprint(
this,
"all waypoints cleared\n");
#define MUTATOR_CALLHOOK(id,...)
float CheatImpulse(entity this, int imp)
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
fields which are explicitly/manually set are marked with "M", fields set automatically are marked wit...
virtual void wr_reload()
(SERVER) handles reloading for weapon
#define FOREACH(list, cond, body)
#define round_handler_IsActive()
#define round_handler_IsRoundStarted()
bool W_SwitchWeapon(entity this, Weapon w,.entity weaponentity)
void W_PreviousWeapon(entity this, float list,.entity weaponentity)
void W_NextWeapon(entity this, int list,.entity weaponentity)
void W_CycleWeapon(entity this, string weaponorder, float dir,.entity weaponentity)
void W_SwitchWeapon_TryOthers(entity this, Weapon w,.entity weaponentity)
void W_NextWeaponOnImpulse(entity this, float imp,.entity weaponentity)
void W_LastWeapon(entity this,.entity weaponentity)
#define w_getbestweapon(ent, wepent)
bool autocvar_g_weaponswitch_debug
void PlayerUseKey(entity this)
const float TIMEOUT_ACTIVE
void weapon_group_handle(entity this, int number, int imp)
Impulse map:
void ImpulseCommands(entity this)
prev prev prev prev prev best best best best best next next next next next void weapon_byid_handle(entity this, int number, int imp)
bool autocvar_g_allow_checkpoints
bool W_DualWielding(entity player)
ClientState CS(Client this)
bool MinigameImpulse(entity this, int imp)
bool vehicle_impulse(entity this, int imp)
entity vehicle
Entity to disply the shild effect on damage.
void W_ThrowWeapon(entity this,.entity weaponentity, vector velo, vector delta, float doreduce)
vector W_CalculateProjectileVelocity(entity actor, vector pvelocity, vector mvelocity, float forceAbsolute)
void WarpZone_crosshair_trace_plusvisibletriggers(entity pl)
void WarpZone_crosshair_trace(entity pl)
void WaypointSprite_HelpMePing(entity e)
void WaypointSprite_ClearOwned(entity this)
entity WaypointSprite_DeployPersonal(entity spr, entity player, vector ofs, entity icon)
entity WaypointSprite_DeployFixed(entity spr, bool limited_range, entity player, vector ofs, entity icon)
void WaypointSprite_Ping(entity e)
void WaypointSprite_ClearPersonal(entity this)
entity WaypointSprite_Attach(entity spr, entity player, bool limited_range, entity icon)
entity waypointsprite_attachedforcarrier
Weapon Weapon_from_impulse(int imp)
const int MAX_WEAPONSLOTS
entity weaponentities[MAX_WEAPONSLOTS]
bool weaponLocked(entity player)