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 REGISTER_REGISTRY(Weapons)
36 STATIC_INIT(WeaponPickup) { FOREACH(Weapons, true, LAMBDA(it.m_pickup = NEW(WeaponPickup, it))); }
39 #define WEPSET(id) (WEP_##id.m_wepset)
40 #define WepSet_FromWeapon(it) ((it).m_wepset)
41 WepSet _WepSet_FromWeapon(int i);
44 FOREACH(Weapons, true, LAMBDA(it.m_wepset = _WepSet_FromWeapon(it.m_id)));
47 GENERIC_COMMAND(dumpweapons, "Dump all weapons into weapons_dump.txt") // WEAPONTODO: make this work with other progs than just server
51 case CMD_REQUEST_COMMAND:
55 wep_config_alsoprint = -1;
56 string filename = argv(1);
60 filename = "weapons_dump.cfg";
61 wep_config_alsoprint = false;
63 else if(filename == "-")
65 filename = "weapons_dump.cfg";
66 wep_config_alsoprint = true;
68 wep_config_file = fopen(filename, FILE_WRITE);
70 if(wep_config_file >= 0)
72 Dump_Weapon_Settings();
73 LOG_INFO(sprintf("Dumping weapons... File located in ^2data/data/%s^7.\n", filename));
74 fclose(wep_config_file);
76 wep_config_alsoprint = -1;
80 LOG_INFO(sprintf("^1Error: ^7Could not open file '%s'!\n", filename));
83 LOG_INFO(_("Weapons dump command only works with sv_cmd.\n"));
89 case CMD_REQUEST_USAGE:
91 LOG_INFO(strcat("\nUsage:^3 ", GetProgramCommandPrefix(), " dumpweapons [filename]"));
92 LOG_INFO(" Where 'filename' is the file to write (default is weapons_dump.cfg),\n");
93 LOG_INFO(" if supplied with '-' output to console as well as default,\n");
94 LOG_INFO(" if left blank, it will only write to default.\n");
100 #define REGISTER_WEAPON(id, inst) \
101 /* WepSet WEPSET_##id; */ \
102 REGISTER(Weapons, WEP, id, m_id, inst)
104 // create cvars for weapon settings
105 #define WEP_ADD_CVAR_NONE(wepname,name) [[last]] float autocvar_g_balance_##wepname##_##name;
107 #define WEP_ADD_CVAR_PRI(wepname,name) WEP_ADD_CVAR_NONE(wepname, primary_##name)
108 #define WEP_ADD_CVAR_SEC(wepname,name) WEP_ADD_CVAR_NONE(wepname, secondary_##name)
109 #define WEP_ADD_CVAR_BOTH(wepname,name) \
110 WEP_ADD_CVAR_PRI(wepname, name) \
111 WEP_ADD_CVAR_SEC(wepname, name)
113 #define WEP_ADD_CVAR(wepid,wepname,mode,name) WEP_ADD_CVAR_##mode(wepname, name)
115 // create properties for weapon settings
116 #define WEP_ADD_PROP(wepid,wepname,type,prop,name) \
118 [[last]] type autocvar_g_balance_##wepname##_##name;
120 // read cvars from weapon settings
121 #define WEP_CVAR(wepname,name) autocvar_g_balance_##wepname##_##name
122 #define WEP_CVAR_PRI(wepname,name) WEP_CVAR(wepname, primary_##name)
123 #define WEP_CVAR_SEC(wepname,name) WEP_CVAR(wepname, secondary_##name)
124 #define WEP_CVAR_BOTH(wepname,isprimary,name) ((isprimary) ? WEP_CVAR_PRI(wepname, name) : WEP_CVAR_SEC(wepname, name))
126 // set initialization values for weapon settings
127 #define WEP_SKIP_CVAR(unuseda,unusedb,unusedc,unusedd) /* skip cvars */
128 #define WEP_SET_PROP(wepid,wepname,type,prop,name) WEP_##wepid.prop = autocvar_g_balance_##wepname##_##name;
130 const int WEP_FIRST = 1;
131 #define WEP_LAST (Weapons_COUNT - 1)
133 WepSet WEPSET_SUPERWEAPONS;
135 REGISTER_WEAPON(Null, NEW(Weapon));
139 // TODO: remove after 0.8.2. Retains impulse number compatibility because 0.8.1 clients don't reload the weapons.cfg
140 #define WEP_HARDCODED_IMPULSES 20
142 // TODO: invert after 0.8.2. Will require moving 'best weapon' impulses
143 #define WEP_IMPULSE_BEGIN 230
144 #define WEP_IMPULSE_END bound(WEP_IMPULSE_BEGIN, WEP_IMPULSE_BEGIN + (Weapons_COUNT - 1) - 1, 253)
146 REGISTRY_SORT(Weapons, WEP_HARDCODED_IMPULSES + 1)
147 REGISTRY_CHECK(Weapons)
149 STATIC_INIT(register_weapons_done)
151 FOREACH(Weapons, true, LAMBDA(
153 WepSet set = it.m_wepset;
155 if ((it.spawnflags) & WEP_FLAG_SUPERWEAPON) WEPSET_SUPERWEAPONS |= set;
158 int imp = WEP_IMPULSE_BEGIN + it.m_id - 1;
159 if (imp <= WEP_IMPULSE_END)
160 localcmd(sprintf("alias weapon_%s \"impulse %d\"\n", it.netname, imp));
162 LOG_TRACEF(_("Impulse limit exceeded, weapon will not be directly accessible: %s\n"), it.netname);
165 FOREACH(Weapons, true, LAMBDA(it.wr_init(it)));
167 weaponorder_byid = "";
168 for (int i = Weapons_MAX - 1; i >= 1; --i)
170 weaponorder_byid = strcat(weaponorder_byid, " ", ftos(i));
171 weaponorder_byid = strzone(substring(weaponorder_byid, 1, -1));
177 .entity exteriorweaponentity;
178 .vector weaponentity_glowmod;
180 //.int weapon; // current weapon
182 .int switchweapon = _STAT(SWITCHWEAPON);
183 .int switchingweapon = _STAT(SWITCHINGWEAPON);
185 .string weaponname; // name of .weapon
187 .vector spawnorigin; // for casings
189 // weapon animation vectors:
195 // static frame globals
198 CASE(WFRAME, DONTCHANGE)
203 ENUMCLASS_END(WFRAME)
207 vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn);
208 void CL_WeaponEntity_SetModel(entity this, string name);