string W_FixWeaponOrder(string order, float complete);
string W_NameWeaponOrder(string order);
string W_NumberWeaponOrder(string order);
+string W_FixWeaponOrder_BuildImpulseList(string o);
+string W_FixWeaponOrder_AllowIncomplete(string order);
+string W_FixWeaponOrder_ForceComplete(string order);
+
+void W_RandomWeapons(entity e, float n);
+
+string W_Name(float weaponid);
+
// ammo types
.float ammo_shells;
.float ammo_rockets;
.float ammo_cells;
.float ammo_fuel;
-.float ammo_batteries; // dummy
+.float ammo_none;
// entity properties of weaponinfo:
.float weapon; // WEP_...
.string message; // human readable name
.float items; // IT_...
.float(float) weapon_func; // w_...
+.vector wpcolor; // waypointsprite color
.string mdl; // modelname without g_, v_, w_
.string model; // full name of g_ model
.float spawnflags; // WEPSPAWNFLAG_... combined
.float impulse; // weapon impulse
.float bot_pickupbasevalue; // bot weapon priority
.string model2; // wpn- sprite name
-..float ammo_field; // main ammo field
+..float current_ammo; // main ammo field
// other useful macros
#define WEP_ACTION(wpn,wrequest) (get_weaponinfo(wpn)).weapon_func(wrequest)
+#define AMMO_VAL(wpn) ((get_weaponinfo(wpn)).current_ammo)
// =====================
// Weapon Registration
// =====================
+// create cvars for weapon settings
+#define WEP_ADD_CVAR_NONE(wepname,name) final float autocvar_g_balance_##wepname##_##name;
+
+#define WEP_ADD_CVAR_PRI(wepname,name) WEP_ADD_CVAR_NONE(wepname, primary_##name)
+#define WEP_ADD_CVAR_SEC(wepname,name) WEP_ADD_CVAR_NONE(wepname, secondary_##name)
+#define WEP_ADD_CVAR_BOTH(wepname,name) \
+ WEP_ADD_CVAR_PRI(wepname, name) \
+ WEP_ADD_CVAR_SEC(wepname, name)
+
+#define WEP_ADD_CVAR(wepid,wepname,mode,name) WEP_ADD_CVAR_##mode(wepname, name)
+
+// create properties for weapon settings
+#define WEP_ADD_PROP(wepid,wepname,type,prop,name) \
+ .type ##prop; \
+ final type autocvar_g_balance_##wepname##_##name;
+
+// read cvars from weapon settings
+#define WEP_CVAR(wepname,name) autocvar_g_balance_##wepname##_##name
+#define WEP_CVAR_PRI(wepname,name) WEP_CVAR(wepname, primary_##name)
+#define WEP_CVAR_SEC(wepname,name) WEP_CVAR(wepname, secondary_##name)
+#define WEP_CVAR_BOTH(wepname,isprimary,name) ((isprimary) ? WEP_CVAR_PRI(wepname, name) : WEP_CVAR_SEC(wepname, name))
+
+// set initialization values for weapon settings
+#define WEP_SKIPCVAR(unuseda,unusedb,unusedc,unusedd) /* skip cvars */
+#define WEP_SET_PROP(wepid,wepname,type,prop,name) get_weaponinfo(WEP_##wepid).##prop = autocvar_g_balance_##wepname##_##name;
+
float w_null(float dummy);
-void register_weapon(float id, WepSet bit, float(float) func, float ammotype, float i, float weapontype, float pickupbasevalue, string modelname, string shortname, string wname);
+void register_weapon(float id, WepSet bit, float(float) func, .float ammotype, float i, float weapontype, float pickupbasevalue, vector clr, string modelname, string shortname, string wname);
void register_weapons_done();
// note: the fabs call is just there to hide "if result is constant" warning
-#define REGISTER_WEAPON_2(id,bit,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \
+#define REGISTER_WEAPON_2(id,bit,func,ammotype,i,weapontype,pickupbasevalue,clr,modelname,shortname,wname) \
float id; \
WepSet bit; \
float func(float); \
if((weapontype) & WEP_FLAG_SUPERWEAPON) \
WEPSET_SUPERWEAPONS |= bit; \
++WEP_COUNT; \
- register_weapon(id,bit,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname); \
+ register_weapon(id,bit,func,ammotype,i,weapontype,pickupbasevalue,clr,modelname,shortname,wname); \
} \
ACCUMULATE_FUNCTION(RegisterWeapons, RegisterWeapons_##id)
#ifdef MENUQC
-#define REGISTER_WEAPON(id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \
- REGISTER_WEAPON_2(WEP_##id,WEPSET_##id,w_null,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname)
+#define REGISTER_WEAPON(id,func,ammotype,i,weapontype,pickupbasevalue,clr,modelname,shortname,wname) \
+ REGISTER_WEAPON_2(WEP_##id,WEPSET_##id,w_null,ammotype,i,weapontype,pickupbasevalue,clr,modelname,shortname,wname)
#else
-#define REGISTER_WEAPON(id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \
- REGISTER_WEAPON_2(WEP_##id,WEPSET_##id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname)
+#define REGISTER_WEAPON(id,func,ammotype,i,weapontype,pickupbasevalue,clr,modelname,shortname,wname) \
+ REGISTER_WEAPON_2(WEP_##id,WEPSET_##id,func,ammotype,i,weapontype,pickupbasevalue,clr,modelname,shortname,wname)
#endif
-#define MO_NONE 0
-#define MO_PRI 1
-#define MO_SEC 2
-#define MO_BOTH 3
-
-#define WEP_DUPECHECK(dupecheck,cvar) \
- #ifndef dupecheck \
- #define dupecheck \
- float cvar; \
- #else \
- #error DUPLICATE WEAPON CVAR: cvar \
- #endif
-
-/*
-#define WEP_CLEAN_DUPECHECK(dupecheck) \
- #ifdef WEP_CVAR_##weapon##_##name \
- #undef WEP_CVAR_##weapon##_##name \
- #endif
-*/
-
-#define WEP_ADD_CVAR(weapon,mode,name) \
- #if mode == MO_PRI \
- WEP_DUPECHECK(WEP_CVAR_P_##weapon##_##name, autocvar_g_balance_##weapon##_primary_##name) \
- #endif \
- #if mode == MO_SEC \
- WEP_DUPECHECK(WEP_CVAR_S_##weapon##_##name, autocvar_g_balance_##weapon##_secondary_##name) \
- #endif \
- #if mode == MO_BOTH \
- WEP_DUPECHECK(WEP_CVAR_P_##weapon##_##name, autocvar_g_balance_##weapon##_primary_##name) \
- WEP_DUPECHECK(WEP_CVAR_S_##weapon##_##name, autocvar_g_balance_##weapon##_secondary_##name) \
- #endif \
- #if mode == MO_NONE \
- WEP_DUPECHECK(WEP_CVAR_##weapon##_##name, autocvar_g_balance_##weapon##_##name) \
- #endif
-
-#define WEP_CVAR(weapon,name) autocvar_g_balance_##weapon##_##name
-#define WEP_CVAR_PRI(weapon,name) WEP_CVAR(weapon, primary_##name)
-#define WEP_CVAR_SEC(weapon,name) WEP_CVAR(weapon, secondary_##name)
-#define WEP_CVAR_BOTH(weapon,mode,name) ((mode == MO_PRI) ? WEP_CVAR_PRI(weapon, name) : WEP_CVAR_SEC(weapon, name))
-
-#define WEP_ADD_PROP(weapon,prop,name) \
- .float ##prop; \
- WEP_DUPECHECK(WEP_CVAR_##weapon##_##name, autocvar_g_balance_##weapon##_##name)
-
-#define WEP_SET_PROP(wepid,weapon,prop,name) get_weaponinfo(##wepid).##prop = autocvar_g_balance_##weapon##_##name;
-
-#define WEP_SET_PROPS(wepsettings,wepid) \
- #define WEP_ADD_CVAR(weapon,mode,name) \
- #define WEP_ADD_PROP(weapon,prop,name) WEP_SET_PROP(wepid,weapon,prop,name) \
- wepsettings \
- #undef WEP_ADD_CVAR \
- #undef WEP_ADD_PROP
-
#include "all.qh"
+#undef WEP_ADD_CVAR_MO_PRI
+#undef WEP_ADD_CVAR_MO_SEC
+#undef WEP_ADD_CVAR_MO_BOTH
+#undef WEP_ADD_CVAR_MO_NONE
#undef WEP_ADD_CVAR
#undef WEP_ADD_PROP
#undef REGISTER_WEAPON
-ACCUMULATE_FUNCTION(RegisterWeapons, register_weapons_done);
-string W_FixWeaponOrder(string order, float complete);
-string W_NumberWeaponOrder(string order);
-string W_NameWeaponOrder(string order);
-string W_FixWeaponOrder_BuildImpulseList(string o);
-string W_FixWeaponOrder_AllowIncomplete(string order);
-string W_FixWeaponOrder_ForceComplete(string order);
-
-void W_RandomWeapons(entity e, float n);
-
-string W_Name(float weaponid);
-
-float W_AmmoItemCode(float wpn);
+ACCUMULATE_FUNCTION(RegisterWeapons, register_weapons_done);