1 // WEAPON PLUGIN SYSTEM
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2 entity weapon_info[24];
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3 entity dummy_weapon_info;
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5 void register_weapon(float id, float(float) func, float ammotype, float i, float weapontype, float pickupbasevalue, string modelname, string shortname, string wname)
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8 weapon_info[id - 1] = e = spawn();
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9 e.classname = "weapon_info";
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11 e.weapons = power2of(id - WEP_FIRST);
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12 e.netname = shortname;
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15 e.weapon_func = func;
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17 e.model = strzone(strcat("models/weapons/g_", modelname, ".md3"));
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18 e.spawnflags = weapontype;
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19 e.model2 = strzone(strcat("wpn-", e.mdl));
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21 e.bot_pickupbasevalue = pickupbasevalue;
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23 float w_null(float dummy)
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27 void register_weapons_done()
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31 dummy_weapon_info = spawn();
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32 dummy_weapon_info.classname = "weapon_info";
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33 dummy_weapon_info.weapon = 0; // you can recognize dummies by this
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34 dummy_weapon_info.weapons = 0; // you can recognize dummies by this too
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35 dummy_weapon_info.netname = "N/A";
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36 dummy_weapon_info.items = 0;
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37 dummy_weapon_info.weapon_func = w_null;
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38 dummy_weapon_info.mdl = "";
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39 dummy_weapon_info.model = "";
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40 dummy_weapon_info.spawnflags = 0;
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41 dummy_weapon_info.impulse = -1;
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42 dummy_weapon_info.bot_pickupbasevalue = 0;
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43 dummy_weapon_info.model2 = "";
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46 weaponpriority_hudselector_0 = "";
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47 for(i = 24; i >= 1; --i)
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48 if(weapon_info[i-1])
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49 weaponpriority_hudselector_0 = strcat(weaponpriority_hudselector_0, " ", ftos(i));
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52 weaponpriority_hudselector_1 = "";
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53 for(i = 1; i <= 24; ++i)
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55 wi = weapon_info[i-1];
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56 if(wi && wi.impulse == 0)
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57 weaponpriority_hudselector_1 = strcat(weaponpriority_hudselector_1, " ", ftos(i));
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59 for(imp = 9; imp > 0; --imp)
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60 for(i = 1; i <= 24; ++i)
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62 wi = weapon_info[i-1];
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63 if(wi && wi.impulse == imp)
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64 weaponpriority_hudselector_1 = strcat(weaponpriority_hudselector_1, " ", ftos(i));
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67 weaponpriority_hudselector_0 = strzone(substring(weaponpriority_hudselector_0, 1, strlen(weaponpriority_hudselector_0) - 1));
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68 weaponpriority_hudselector_1 = strzone(substring(weaponpriority_hudselector_1, 1, strlen(weaponpriority_hudselector_1) - 1));
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70 entity get_weaponinfo(float id)
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73 if(id < WEP_FIRST || id > WEP_LAST)
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74 return dummy_weapon_info;
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75 w = weapon_info[id - 1];
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78 return dummy_weapon_info;
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80 string W_FixWeaponOrder(string order, float complete)
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82 return fixPriorityList(order, WEP_FIRST, WEP_LAST, 230 - WEP_FIRST, complete);
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84 string W_NameWeaponOrder_MapFunc(string s)
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87 if(s == "0" || stof(s))
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89 wi = get_weaponinfo(stof(s));
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90 if(wi != dummy_weapon_info)
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95 string W_NameWeaponOrder(string order)
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97 return mapPriorityList(order, W_NameWeaponOrder_MapFunc);
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99 string W_NumberWeaponOrder_MapFunc(string s)
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102 if(s == "0" || stof(s))
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104 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
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105 if(s == get_weaponinfo(i).netname)
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109 string W_NumberWeaponOrder(string order)
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111 return mapPriorityList(order, W_NumberWeaponOrder_MapFunc);
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