// 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)
// 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)
// 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)