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Xonotic
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#include "impulse.qh"#include <common/gamemodes/_mod.qh>#include <common/minigames/sv_minigames.qh>#include <common/mutators/mutator/waypoints/waypointsprites.qh>#include <common/state.qh>#include <common/vehicles/sv_vehicles.qh>#include <common/weapons/_all.qh>#include <server/cheats.qh>#include <server/client.qh>#include <server/clientkill.qh>#include <server/command/common.qh>#include <server/damage.qh>#include <server/mutators/_mod.qh>#include <server/round_handler.qh>#include <server/weapons/selection.qh>#include <server/weapons/throwing.qh>#include <server/weapons/tracing.qh>#include <server/weapons/weaponsystem.qh>
Include dependency graph for impulse.qc:
This graph shows which files directly or indirectly include this file:Go to the source code of this file.
Macros | |
| #define | _IMPULSE(id) |
| #define | IMPULSE(id) _IMPULSE(IMP_##id) |
| #define | X(i) |
| #define | X(i, dir) |
| #define | X(i) |
| #define | X(id) case IMP_##id.impulse: |
Functions | |
| for (int slot=0;slot< MAX_WEAPONSLOTS;++slot) | |
| if (IS_DEAD(this)) | |
| IMPULSE (weapon_prev_byid) | |
| IMPULSE (weapon_next_bygroup) | |
| IMPULSE (weapon_prev_bygroup) | |
| IMPULSE (weapon_next_bypriority) | |
| IMPULSE (weapon_prev_bypriority) | |
| IMPULSE (weapon_last) | |
| IMPULSE (weapon_best) | |
| IMPULSE (weapon_drop) | |
| IMPULSE (weapon_reload) | |
| IMPULSE (use) | |
| IMPULSE (waypoint_personal_here) | |
| IMPULSE (waypoint_personal_crosshair) | |
| IMPULSE (waypoint_personal_death) | |
| IMPULSE (waypoint_here_follow) | |
| IMPULSE (waypoint_here_here) | |
| IMPULSE (waypoint_here_crosshair) | |
| IMPULSE (waypoint_here_death) | |
| IMPULSE (waypoint_danger_here) | |
| IMPULSE (waypoint_danger_crosshair) | |
| IMPULSE (waypoint_danger_death) | |
| IMPULSE (waypoint_clear_personal) | |
| IMPULSE (waypoint_clear) | |
| 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) |
| void | weapon_group_handle (entity this, int number, int imp) |
| Impulse map: More... | |
| X (1) X(2) X(3) X(4) X(5) X(6) X(7) X(8) X(9) X(0) void weapon_priority_handle(entity this | |
| X (0, prev) X(1 | |
| prev | X (2, prev) X(3 |
| prev prev | X (4, prev) X(5 |
| prev prev prev | X (6, prev) X(7 |
| prev prev prev prev | X (8, prev) X(9 |
| prev prev prev prev prev | X (0, best) X(1 |
| prev prev prev prev prev best | X (2, best) X(3 |
| prev prev prev prev prev best best | X (4, best) X(5 |
| prev prev prev prev prev best best best | X (6, best) X(7 |
| prev prev prev prev prev best best best best | X (8, best) X(9 |
| prev prev prev prev prev best best best best best | X (0, next) X(1 |
| prev prev prev prev prev best best best best best next | X (2, next) X(3 |
| prev prev prev prev prev best best best best best next next | X (4, next) X(5 |
| prev prev prev prev prev best best best best best next next next | X (6, next) X(7 |
| prev prev prev prev prev best best best best best next next next next | X (8, next) X(9 |
| X (0) X(1) X(2) X(3) X(4) X(5) X(6) X(7) X(8) X(9) X(10) X(11) X(12) X(13) X(14) X(15) X(16) X(17) X(18) X(19) X(20) X(21) X(22) X(23) IMPULSE(weapon_next_byid) | |
Variables | |
| int | dir |
| int int int | imp |
| int int | number |
| entity | vehicle |
| #define _IMPULSE | ( | id | ) |
Definition at line 24 of file impulse.qc.
| #define IMPULSE | ( | id | ) | _IMPULSE(IMP_##id) |
Definition at line 23 of file impulse.qc.
| #define X | ( | i | ) |
Definition at line 167 of file impulse.qc.
Referenced by for(), ImpulseCommands(), and weapon_group_handle().
| #define X | ( | i, | |
| dir | |||
| ) |
Definition at line 167 of file impulse.qc.
| #define X | ( | i | ) |
Definition at line 167 of file impulse.qc.
| #define X | ( | id | ) | case IMP_##id.impulse: |
Definition at line 167 of file impulse.qc.
| for | ( | ) |
Definition at line 97 of file impulse.qc.
References autocvar_g_weaponswitch_debug, best, CS_CVAR, next, prev, W_CycleWeapon(), weaponentities, and X.
Referenced by Dump_Weapon_Settings().
Here is the call graph for this function:
Here is the caller graph for this function:Definition at line 92 of file impulse.qc.
Referenced by _Movetype_LinkEdict_TouchAreaGrid(), bot_removefromlargestteam(), botframe_deleteuselesswaypoints(), botframe_showwaypointlinks(), findnearest(), getNewChildValue(), HUD_Panel_DrawProgressBar(), HUD_Radar(), Item_ItemsTime_Allow(), Label_recalcPositionWithText(), lms_RemovePlayer(), MUTATOR_HOOKFUNCTION(), navigation_findnearestwaypoint_withdist_except(), Nexposee_Calc_Scale(), reset_map(), Scoreboard_AccuracyStats_Draw(), Slider_mouseDrag(), STATIC_INIT(), sys_phys_simulate_simple(), trigger_push_test(), trigger_race_checkpoint_verify(), waypoint_remove(), and waypoint_think().
Here is the caller graph for this function:| IMPULSE | ( | weapon_prev_byid | ) |
Definition at line 216 of file impulse.qc.
References autocvar_g_weaponswitch_debug, impulse, IS_DEAD, MAX_WEAPONSLOTS, vehicle, W_PreviousWeapon(), and weaponentities.
Here is the call graph for this function:| IMPULSE | ( | weapon_next_bygroup | ) |
Definition at line 234 of file impulse.qc.
References autocvar_g_weaponswitch_debug, impulse, IS_DEAD, MAX_WEAPONSLOTS, vehicle, W_NextWeapon(), and weaponentities.
Here is the call graph for this function:| IMPULSE | ( | weapon_prev_bygroup | ) |
Definition at line 252 of file impulse.qc.
References autocvar_g_weaponswitch_debug, impulse, IS_DEAD, MAX_WEAPONSLOTS, vehicle, W_PreviousWeapon(), and weaponentities.
Here is the call graph for this function:| IMPULSE | ( | weapon_next_bypriority | ) |
Definition at line 270 of file impulse.qc.
References autocvar_g_weaponswitch_debug, impulse, IS_DEAD, MAX_WEAPONSLOTS, vehicle, W_NextWeapon(), and weaponentities.
Here is the call graph for this function:| IMPULSE | ( | weapon_prev_bypriority | ) |
Definition at line 288 of file impulse.qc.
References autocvar_g_weaponswitch_debug, impulse, IS_DEAD, MAX_WEAPONSLOTS, vehicle, W_PreviousWeapon(), and weaponentities.
Here is the call graph for this function:| IMPULSE | ( | weapon_last | ) |
Definition at line 306 of file impulse.qc.
References autocvar_g_weaponswitch_debug, IS_DEAD, MAX_WEAPONSLOTS, vehicle, W_LastWeapon(), and weaponentities.
Here is the call graph for this function:| IMPULSE | ( | weapon_best | ) |
Definition at line 320 of file impulse.qc.
References autocvar_g_weaponswitch_debug, IS_DEAD, MAX_WEAPONSLOTS, vehicle, w_getbestweapon, W_SwitchWeapon(), and weaponentities.
Here is the call graph for this function:| IMPULSE | ( | weapon_drop | ) |
Definition at line 334 of file impulse.qc.
References autocvar_g_weaponswitch_debug, IS_DEAD, MAX_WEAPONSLOTS, movedir, v_forward, v_right, vector(), vehicle, velocity, W_CalculateProjectileVelocity(), W_DualWielding(), W_ThrowWeapon(), and weaponentities.
Here is the call graph for this function:| IMPULSE | ( | weapon_reload | ) |
Definition at line 354 of file impulse.qc.
References entity(), IS_DEAD, MAX_WEAPONSLOTS, vehicle, weaponentities, and weaponLocked().
Here is the call graph for this function:| IMPULSE | ( | use | ) |
Definition at line 410 of file impulse.qc.
References PlayerUseKey().
Here is the call graph for this function:| IMPULSE | ( | waypoint_personal_here | ) |
Definition at line 415 of file impulse.qc.
References entity(), origin, and sprint().
Here is the call graph for this function:| IMPULSE | ( | waypoint_personal_crosshair | ) |
Definition at line 422 of file impulse.qc.
References entity(), sprint(), trace_endpos, and WarpZone_crosshair_trace().
Here is the call graph for this function:| IMPULSE | ( | waypoint_personal_death | ) |
Definition at line 430 of file impulse.qc.
References death_origin, entity(), and sprint().
Here is the call graph for this function:| IMPULSE | ( | waypoint_here_follow | ) |
Definition at line 438 of file impulse.qc.
References entity(), IS_DEAD, MUTATOR_CALLHOOK, sprint(), and teamplay.
Here is the call graph for this function:| IMPULSE | ( | waypoint_here_here | ) |
Definition at line 451 of file impulse.qc.
References entity(), origin, and sprint().
Here is the call graph for this function:| IMPULSE | ( | waypoint_here_crosshair | ) |
Definition at line 458 of file impulse.qc.
References entity(), sprint(), trace_endpos, and WarpZone_crosshair_trace_plusvisibletriggers().
Here is the call graph for this function:| IMPULSE | ( | waypoint_here_death | ) |
Definition at line 466 of file impulse.qc.
References death_origin, entity(), and sprint().
Here is the call graph for this function:| IMPULSE | ( | waypoint_danger_here | ) |
Definition at line 474 of file impulse.qc.
References entity(), origin, and sprint().
Here is the call graph for this function:| IMPULSE | ( | waypoint_danger_crosshair | ) |
Definition at line 481 of file impulse.qc.
References entity(), sprint(), trace_endpos, and WarpZone_crosshair_trace().
Here is the call graph for this function:| IMPULSE | ( | waypoint_danger_death | ) |
Definition at line 489 of file impulse.qc.
References death_origin, entity(), and sprint().
Here is the call graph for this function:| IMPULSE | ( | waypoint_clear_personal | ) |
Definition at line 497 of file impulse.qc.
References autocvar_g_allow_checkpoints, ClientKill(), g_cts, g_race, NULL, personal, and sprint().
Here is the call graph for this function:| IMPULSE | ( | waypoint_clear | ) |
Definition at line 511 of file impulse.qc.
References autocvar_g_allow_checkpoints, ClientKill(), g_cts, g_race, NULL, personal, and sprint().
Here is the call graph for this function:Definition at line 372 of file impulse.qc.
References CheatImpulse(), CS(), FOREACH, MinigameImpulse(), round_handler_IsActive, round_handler_IsRoundStarted, TIMEOUT_ACTIVE, use, vehicle_impulse(), and X.
Referenced by ctf_FlagThink(), PlayerPostThink(), and PutPlayerInServer().
Here is the call graph for this function:
Here is the caller graph for this function:| 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 | ||
| ) |
Definition at line 150 of file impulse.qc.
References autocvar_g_weaponswitch_debug, imp, impulse, IS_DEAD, MAX_WEAPONSLOTS, REGISTRY_GET, vehicle, W_SwitchWeapon_TryOthers(), weaponentities, and WEP_FIRST.
Here is the call graph for this function:Impulse map:
0 reserved (no input)
99: loaded
140: moving clone 141: ctf speedrun 142: fixed clone 143: emergency teleport 148: unfairly eliminate
TODO: 200 to 209: prev weapon shortcuts 210 to 219: best weapon shortcuts 220 to 229: next weapon shortcuts 230 to 253: individual weapons (up to 24)
Definition at line 54 of file impulse.qc.
References autocvar_g_weaponswitch_debug, imp, impulse, IS_DEAD, MAX_WEAPONSLOTS, W_NextWeaponOnImpulse(), weaponentities, and X.
Here is the call graph for this function:| X | ( | 1 | ) |
| X | ( | 0 | , |
| prev | |||
| ) |
| X | ( | 0 | ) |
Definition at line 172 of file impulse.qc.
References autocvar_g_weaponswitch_debug, impulse, IS_DEAD, MAX_WEAPONSLOTS, vehicle, W_NextWeapon(), and weaponentities.
Here is the call graph for this function:| int dir |
Definition at line 89 of file impulse.qc.
Referenced by _Movetype_FlyMove(), _Movetype_NudgeOutOfSolid_PivotIsKnownGood(), bd_find_dozer(), bd_load_piece(), bd_move_dozer(), CSQC_Demo_Camera(), findtrajectorywithleading(), FireRailgunBullet(), GrapplingHookThink(), havocbot_ai(), havocbot_moveto(), havocbot_movetogoal(), ons_camSetup(), and steerlib_beamsteer().
Definition at line 90 of file impulse.qc.
Referenced by if(), MapVote_InputEvent(), MapVote_MoveDown(), MapVote_MoveLeft(), MapVote_MoveRight(), MapVote_MoveUp(), STATIC_INIT(), weapon_byid_handle(), and weapon_group_handle().
Definition at line 89 of file impulse.qc.
Referenced by bd_close_editor(), bd_controller_update(), bd_do_fill(), bd_editor_place(), bd_find_dozer(), bd_load_piece(), bd_move_dozer(), bd_valid_tile(), c4_valid_tile(), c4_winning_piece(), minigame_relative_tile(), minigame_tile_name(), nmm_spawn_tile_square(), nmm_tile_build_hmill(), nmm_tile_build_vmill(), pp_valid_move(), pp_valid_tile(), pp_winning_piece(), ps_move(), ps_tile_blacklisted(), ps_valid_tile(), ps_winning_piece(), ShowRespawnCountdown(), Team_SetNumberOfAlivePlayers(), Team_SetNumberOfOwnedItems(), ttt_valid_tile(), and ttt_winning_piece().
| entity vehicle |
Definition at line 21 of file impulse.qc.
Referenced by ClientDisconnect(), ClientKill_Now(), DrownPlayer(), IMPULSE(), player_powerups(), player_regen(), PlayerPreThink(), PlayerUseKey(), PutObserverInServer(), PutPlayerInServer(), TEST(), vehicle_impulse(), weapon_byid_handle(), and X().