#define X(slot) \
IMPULSE(weapon_group_##slot) \
{ \
- if (IS_DEAD(this)) return; \
+ if (IS_DEAD(this)) \
+ { \
+ this.impulse = IMP_weapon_group_##slot.impulse; \
+ return; \
+ } \
+ LOG_INFO("PlayerPostThink impulse setting at time ", ftos(time), "\n"); \
W_NextWeaponOnImpulse(slot); \
}
X(1)
IMPULSE(weapon_priority_##slot##_##dir) \
{ \
if (this.vehicle) return; \
- if (IS_DEAD(this)) return; \
+ if (IS_DEAD(this)) \
+ { \
+ this.impulse = IMP_weapon_priority_##slot##_##dir.impulse; \
+ return; \
+ } \
noref int prev = -1; \
noref int best = 0; \
noref int next = +1; \
+ LOG_INFO("Setting weapon by cycle\n"); \
W_CycleWeapon(this.cvar_cl_weaponpriorities[slot], dir); \
}
X(0, prev)
IMPULSE(weapon_byid_##i) \
{ \
if (this.vehicle) return; \
- if (IS_DEAD(this)) return; \
+ if (IS_DEAD(this)) \
+ { \
+ this.impulse = IMP_weapon_byid_##i.impulse; \
+ return; \
+ } \
+ LOG_INFO("Setting weapon by ID\n"); \
W_SwitchWeapon(Weapons_from(WEP_FIRST + i)); \
}
X(0)
IMPULSE(weapon_next_byid)
{
if (this.vehicle) return;
- if (IS_DEAD(this)) return;
+ if (IS_DEAD(this))
+ {
+ this.impulse = IMP_weapon_next_byid.impulse;
+ return;
+ }
+ LOG_INFO("Setting next by ID\n");
W_NextWeapon(0);
}
IMPULSE(weapon_prev_byid)
{
if (this.vehicle) return;
- if (IS_DEAD(this)) return;
+ if (IS_DEAD(this))
+ {
+ this.impulse = IMP_weapon_prev_byid.impulse;
+ return;
+ }
+ LOG_INFO("Setting prev by ID\n");
W_PreviousWeapon(0);
}
IMPULSE(weapon_next_bygroup)
{
if (this.vehicle) return;
- if (IS_DEAD(this)) return;
+ if (IS_DEAD(this))
+ {
+ this.impulse = IMP_weapon_next_bygroup.impulse;
+ return;
+ }
+ LOG_INFO("Setting next by group\n");
W_NextWeapon(1);
}
IMPULSE(weapon_prev_bygroup)
{
if (this.vehicle) return;
- if (IS_DEAD(this)) return;
+ if (IS_DEAD(this))
+ {
+ this.impulse = IMP_weapon_prev_bygroup.impulse;
+ return;
+ }
+ LOG_INFO("Setting prev by group\n");
W_PreviousWeapon(1);
}
IMPULSE(weapon_next_bypriority)
{
if (this.vehicle) return;
- if (IS_DEAD(this)) return;
+ if (IS_DEAD(this))
+ {
+ this.impulse = IMP_weapon_next_bypriority.impulse;
+ return;
+ }
+ LOG_INFO("Setting next by priority\n");
W_NextWeapon(2);
}
IMPULSE(weapon_prev_bypriority)
{
if (this.vehicle) return;
- if (IS_DEAD(this)) return;
+ if (IS_DEAD(this))
+ {
+ this.impulse = IMP_weapon_prev_bypriority.impulse;
+ return;
+ }
+ LOG_INFO("Setting prev by priority\n");
W_PreviousWeapon(2);
}