4 #include "../command/all.qh"
11 void WriteWepSet(float dest, WepSet w);
15 WepSet WepSet_GetFromStat();
16 WepSet WepSet_GetFromStat_InMap();
23 #include "calculations.qh"
24 #include "../models/all.qh"
30 #include "../../server/bot/aim.qh"
33 REGISTRY(Weapons, 72) // Increase as needed. Can be up to 72.
34 #define Weapons_from(i) _Weapons_from(i, WEP_Null)
35 #define get_weaponinfo(i) Weapons_from(i)
36 REGISTER_REGISTRY(Weapons)
37 STATIC_INIT(WeaponPickup) { FOREACH(Weapons, true, LAMBDA(it.m_pickup = NEW(WeaponPickup, it))); }
40 #define WEPSET(id) (WEP_##id.m_wepset)
41 #define WepSet_FromWeapon(i) (Weapons_from(i).m_wepset)
42 WepSet _WepSet_FromWeapon(int i);
45 FOREACH(Weapons, true, LAMBDA(it.m_wepset = _WepSet_FromWeapon(it.m_id)));
48 GENERIC_COMMAND(dumpweapons, "Dump all weapons into weapons_dump.txt") // WEAPONTODO: make this work with other progs than just server
52 case CMD_REQUEST_COMMAND:
56 wep_config_alsoprint = -1;
57 string filename = argv(1);
61 filename = "weapons_dump.cfg";
62 wep_config_alsoprint = false;
64 else if(filename == "-")
66 filename = "weapons_dump.cfg";
67 wep_config_alsoprint = true;
69 wep_config_file = fopen(filename, FILE_WRITE);
71 if(wep_config_file >= 0)
73 Dump_Weapon_Settings();
74 LOG_INFO(sprintf("Dumping weapons... File located in ^2data/data/%s^7.\n", filename));
75 fclose(wep_config_file);
77 wep_config_alsoprint = -1;
81 LOG_INFO(sprintf("^1Error: ^7Could not open file '%s'!\n", filename));
84 LOG_INFO(_("Weapons dump command only works with sv_cmd.\n"));
90 case CMD_REQUEST_USAGE:
92 LOG_INFO(strcat("\nUsage:^3 ", GetProgramCommandPrefix(), " dumpweapons [filename]"));
93 LOG_INFO(" Where 'filename' is the file to write (default is weapons_dump.cfg),\n");
94 LOG_INFO(" if supplied with '-' output to console as well as default,\n");
95 LOG_INFO(" if left blank, it will only write to default.\n");
101 #define REGISTER_WEAPON(id, inst) \
102 /* WepSet WEPSET_##id; */ \
103 REGISTER(Weapons, WEP, id, m_id, inst)
105 // create cvars for weapon settings
106 #define WEP_ADD_CVAR_NONE(wepname,name) [[last]] float autocvar_g_balance_##wepname##_##name;
108 #define WEP_ADD_CVAR_PRI(wepname,name) WEP_ADD_CVAR_NONE(wepname, primary_##name)
109 #define WEP_ADD_CVAR_SEC(wepname,name) WEP_ADD_CVAR_NONE(wepname, secondary_##name)
110 #define WEP_ADD_CVAR_BOTH(wepname,name) \
111 WEP_ADD_CVAR_PRI(wepname, name) \
112 WEP_ADD_CVAR_SEC(wepname, name)
114 #define WEP_ADD_CVAR(wepid,wepname,mode,name) WEP_ADD_CVAR_##mode(wepname, name)
116 // create properties for weapon settings
117 #define WEP_ADD_PROP(wepid,wepname,type,prop,name) \
119 [[last]] type autocvar_g_balance_##wepname##_##name;
121 // read cvars from weapon settings
122 #define WEP_CVAR(wepname,name) autocvar_g_balance_##wepname##_##name
123 #define WEP_CVAR_PRI(wepname,name) WEP_CVAR(wepname, primary_##name)
124 #define WEP_CVAR_SEC(wepname,name) WEP_CVAR(wepname, secondary_##name)
125 #define WEP_CVAR_BOTH(wepname,isprimary,name) ((isprimary) ? WEP_CVAR_PRI(wepname, name) : WEP_CVAR_SEC(wepname, name))
127 // set initialization values for weapon settings
128 #define WEP_SKIP_CVAR(unuseda,unusedb,unusedc,unusedd) /* skip cvars */
129 #define WEP_SET_PROP(wepid,wepname,type,prop,name) WEP_##wepid.prop = autocvar_g_balance_##wepname##_##name;
131 const int WEP_FIRST = 1;
132 #define WEP_LAST (Weapons_COUNT - 1)
134 WepSet WEPSET_SUPERWEAPONS;
136 REGISTER_WEAPON(Null, NEW(Weapon));
140 // TODO: remove after 0.8.2. Retains impulse number compatibility because 0.8.1 clients don't reload the weapons.cfg
141 #define WEP_HARDCODED_IMPULSES 20
143 // TODO: invert after 0.8.2. Will require moving 'best weapon' impulses
144 #define WEP_IMPULSE_BEGIN 230
145 #define WEP_IMPULSE_END bound(WEP_IMPULSE_BEGIN, WEP_IMPULSE_BEGIN + (Weapons_COUNT - 1) - 1, 253)
147 REGISTRY_SORT(Weapons, WEP_HARDCODED_IMPULSES + 1)
148 REGISTRY_CHECK(Weapons)
150 STATIC_INIT(register_weapons_done)
152 FOREACH(Weapons, true, LAMBDA(
154 WepSet set = it.m_wepset;
156 if ((it.spawnflags) & WEP_FLAG_SUPERWEAPON) WEPSET_SUPERWEAPONS |= set;
159 int imp = WEP_IMPULSE_BEGIN + it.m_id - 1;
160 if (imp <= WEP_IMPULSE_END)
161 localcmd(sprintf("alias weapon_%s \"impulse %d\"\n", it.netname, imp));
163 LOG_TRACEF(_("Impulse limit exceeded, weapon will not be directly accessible: %s\n"), it.netname);
166 FOREACH(Weapons, true, LAMBDA(it.wr_init(it)));
168 weaponorder_byid = "";
169 for (int i = Weapons_MAX - 1; i >= 1; --i)
171 weaponorder_byid = strcat(weaponorder_byid, " ", ftos(i));
172 weaponorder_byid = strzone(substring(weaponorder_byid, 1, strlen(weaponorder_byid) - 1));
178 .entity exteriorweaponentity;
179 .vector weaponentity_glowmod;
181 //.int weapon; // current weapon
183 .int switchweapon = _STAT(SWITCHWEAPON);
184 .int switchingweapon = _STAT(SWITCHINGWEAPON);
186 .string weaponname; // name of .weapon
188 .vector spawnorigin; // for casings
190 // weapon animation vectors:
196 // static frame globals
199 CASE(WFRAME, DONTCHANGE)
204 ENUMCLASS_END(WFRAME)
208 vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn);
209 void CL_WeaponEntity_SetModel(entity this, string name);