X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fall.qc;h=5d029d6dad5d9e8e162b1bd5737762ad9128ba90;hb=42900a55bd97d36a949d0c95146c5921dc1a12de;hp=bb4ae216a5a5d6db8a582404ec1a7779a4b39823;hpb=5ea8bccb50ca76ead04bde011b2f64bb6afa7286;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/all.qc b/qcsrc/common/weapons/all.qc index bb4ae216a..5d029d6da 100644 --- a/qcsrc/common/weapons/all.qc +++ b/qcsrc/common/weapons/all.qc @@ -3,54 +3,50 @@ #define WEAPONS_ALL_C #if defined(CSQC) - #include "../constants.qh" - #include "../stats.qh" - #include - #include - #include - #include "../util.qh" - #include - #include "../deathtypes/all.qh" - #include - #include "../physics/movetypes/movetypes.qh" #include + #include + #include + #include + #include + #include + #include + #include #include + #include + #include + #include + #include #elif defined(MENUQC) + #include #elif defined(SVQC) + #include + #include #include - #include - #include - #include - #include - #include "../constants.qh" - #include "../stats.qh" - #include "../teams.qh" - #include - #include "../monsters/_mod.qh" - #include "config.qh" - #include - #include - #include - #include - #include - #include "../notifications/all.qh" - #include "../deathtypes/all.qh" - #include - #include "../mapinfo.qh" - #include - #include - #include - #include -#endif -#ifdef GAMEQC - #include "calculations.qc" -#endif -#ifdef SVQC - #include "config.qc" + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include #endif -#include "weapon/_mod.inc" - // WEAPON PLUGIN SYSTEM @@ -65,11 +61,11 @@ WepSet _WepSet_FromWeapon(int a) if (a >= 24) { a -= 24; - return '0 0 1' * (2 ** a); + return '0 0 1' * BIT(a); } - return '0 1 0' * (2 ** a); + return '0 1 0' * BIT(a); } - return '1 0 0' * (2 ** a); + return '1 0 0' * BIT(a); } #ifdef SVQC void WriteWepSet(float dst, WepSet w) @@ -159,12 +155,9 @@ float W_FixWeaponOrder_BuildImpulseList_cmp(int i, int j, entity pass) Weapon e2 = REGISTRY_GET(Weapons, sj); int d = (e1.impulse + 9) % 10 - (e2.impulse + 9) % 10; if (d != 0) return -d; // high impulse first! - return strstrofs(strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " "), - sprintf(" %d ", si), 0) - - - strstrofs(strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " "), - sprintf(" %d ", sj), 0) - ; // low char index first! + string s = strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " "); + return strstrofs(s, sprintf(" %d ", si), 0) + - strstrofs(s, sprintf(" %d ", sj), 0); // low char index first! } string W_FixWeaponOrder_BuildImpulseList(string o) { @@ -209,7 +202,8 @@ WepSet W_RandomWeapons(entity e, WepSet remaining, int n) return result; } -string GetAmmoPicture(int ammotype) +// TODO: registry handles for below functions +string GetAmmoPicture(Resource ammotype) { switch (ammotype) { @@ -223,7 +217,7 @@ string GetAmmoPicture(int ammotype) } } -string GetAmmoName(int ammotype) +string GetAmmoName(Resource ammotype) { switch (ammotype) { @@ -237,8 +231,25 @@ string GetAmmoName(int ammotype) } } +entity GetAmmoItem(Resource ammotype) +{ + switch (ammotype) + { + case RES_SHELLS: return ITEM_Shells; + case RES_BULLETS: return ITEM_Bullets; + case RES_ROCKETS: return ITEM_Rockets; + case RES_CELLS: return ITEM_Cells; + case RES_PLASMA: return ITEM_Plasma; + case RES_FUEL: return ITEM_JetpackFuel; + } + LOG_WARNF("Invalid ammo type %d ", ammotype.m_id); + return NULL; + // WEAPONTODO: use this generic func to reduce duplication ? + // GetAmmoPicture GetAmmoName notif_arg_item_wepammo ammo_pickupevalfunc ? +} + #ifdef CSQC -int GetAmmoTypeFromNum(int i) +Resource GetAmmoTypeFromNum(int i) { switch (i) { @@ -252,7 +263,7 @@ int GetAmmoTypeFromNum(int i) } } -int GetAmmoStat(int ammotype) +int GetAmmoStat(Resource ammotype) { switch (ammotype) { @@ -383,6 +394,7 @@ vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn * this.origin, this.angles * this.weaponchild * this.movedir, this.view_ofs, this.movedir_aligned + * this.spawnorigin (SVQC only) * attachment stuff * anim stuff * to free: @@ -399,7 +411,9 @@ void CL_WeaponEntity_SetModel(entity this, string name, bool _anim) if (this.weaponchild) delete(this.weaponchild); this.weaponchild = NULL; this.movedir = '0 0 0'; +#ifdef SVQC this.spawnorigin = '0 0 0'; +#endif this.oldorigin = '0 0 0'; this.anim_fire1 = '0 1 0.01'; this.anim_fire2 = '0 1 0.01'; @@ -471,11 +485,12 @@ void CL_WeaponEntity_SetModel(entity this, string name, bool _anim) this.movedir = '0 0 0'; } } +#ifdef SVQC { int idx = 0; // v_ model attached to invisible h_ model if (this.weaponchild - && ((idx = gettagindex(this.weaponchild, "shell")) || (idx = gettagindex(this.weaponchild, "tag_shell")))) + && ((idx = gettagindex(this.weaponchild, "shell")) || (idx = gettagindex(this.weaponchild, "tag_shell")))) { this.spawnorigin = gettaginfo(this.weaponchild, idx); } @@ -490,6 +505,7 @@ void CL_WeaponEntity_SetModel(entity this, string name, bool _anim) this.spawnorigin = this.movedir; } } +#endif if (v_shot_idx) { this.oldorigin = '0 0 0'; // use regular attachment @@ -536,19 +552,19 @@ void CL_WeaponEntity_SetModel(entity this, string name, bool _anim) vector v = this.movedir; this.movedir = shotorg_adjust(v, false, false, algn); this.movedir_aligned = shotorg_adjust(v, false, true, algn); - this.view_ofs = shotorg_adjust(v, false, true, algn) - v; + this.view_ofs = this.movedir_aligned - v; } int compressed_shotorg = compressShotOrigin(this.movedir); // make them match perfectly #ifdef SVQC - // null during init - if (this.owner) STAT(SHOTORG, this.owner) = compressed_shotorg; - this.movedir = decompressShotOrigin(compressed_shotorg); -#else - this.movedir = decompressShotOrigin(compressed_shotorg); + // null during init + if (this.owner) STAT(SHOTORG, this.owner) = compressed_shotorg; #endif + this.movedir = decompressShotOrigin(compressed_shotorg); +#ifdef SVQC this.spawnorigin += this.view_ofs; // offset the casings origin by the same amount +#endif // check if an instant weapon switch occurred setorigin(this, this.view_ofs); @@ -567,7 +583,7 @@ NET_HANDLE(wframe, bool isNew) { WFRAME fr = ReadByte(); float t = ReadFloat(); - int slot = ReadByte(); + int slot = ReadByte(); bool restartanim = ReadByte(); entity wepent = viewmodels[slot]; if(fr == WFRAME_IDLE) @@ -596,9 +612,9 @@ NET_HANDLE(wframe, bool isNew) case WS_DROP: wepent.weapon_switchdelay = wepent.activeweapon.switchdelay_drop; break; - default: - wepent.weapon_switchdelay = 0; - break; + default: + wepent.weapon_switchdelay = 0; + break; } return true; } @@ -663,8 +679,8 @@ CLIENT_COMMAND(weapon_find, "Show spawn locations of a weapon") LOG_INFOF("Incorrect parameters for ^2%s^7", argv(0)); case CMD_REQUEST_USAGE: { - LOG_HELP("Usage:^3 cl_cmd weapon_find weapon"); - LOG_HELP(" Where 'weapon' is the lowercase weapon name, 'all' or 'unowned'."); + LOG_HELP("Usage:^3 cl_cmd weapon_find "); + LOG_HELP(" Where is the lowercase weapon name, 'all' or 'unowned'."); return; } } @@ -776,11 +792,11 @@ NET_HANDLE(w_muzzleflash, bool isNew) { return = true; int weapon_id = ReadByte(); - int slot = ReadByte(); - vector sv_shotorg = ReadVector(); + int slot = ReadByte(); + vector sv_shotorg = ReadVector(); Weapon thiswep = REGISTRY_GET(Weapons, weapon_id); - vector viewangles = getpropertyvec(VF_CL_VIEWANGLES); + vector viewangles = getpropertyvec(VF_CL_VIEWANGLES); vector forward, right, up; MAKE_VECTORS(viewangles, forward, right, up); @@ -791,7 +807,7 @@ NET_HANDLE(w_muzzleflash, bool isNew) pointparticles(thiswep.m_muzzleeffect, sv_shotorg, forward * 1000, 1); return; } - if(!autocvar_r_drawviewmodel) return; + if(!autocvar_r_drawviewmodel) return; entity wepent = viewmodels[slot]; // get the local player entity to calculate shot origin @@ -818,3 +834,35 @@ NET_HANDLE(w_muzzleflash, bool isNew) #endif #endif + +#ifdef SVQC +string W_FixWeaponOrder_ForceComplete_AndBuildImpulseList(entity this, string wo) +{ + string o = W_FixWeaponOrder_ForceComplete(wo); + strcpy(CS_CVAR(this).weaponorder_byimpulse, W_FixWeaponOrder_BuildImpulseList(o)); + return o; +} +#endif + +#ifdef CSQC +REPLICATE(cvar_cl_accuracy_data_share, bool, "cl_accuracy_data_share"); +REPLICATE(cvar_cl_accuracy_data_receive, bool, "cl_accuracy_data_receive"); +#endif + +#ifdef GAMEQC +REPLICATE(cvar_cl_gunalign, int, "cl_gunalign"); +REPLICATE(cvar_cl_weapon_switch_reload, bool, "cl_weapon_switch_reload"); +REPLICATE(cvar_cl_weapon_switch_fallback_to_impulse, bool, "cl_weapon_switch_fallback_to_impulse"); +REPLICATE(cvar_cl_weaponimpulsemode, int, "cl_weaponimpulsemode"); +REPLICATE(cvar_cl_weaponpriority, string, "cl_weaponpriority", W_FixWeaponOrder_ForceComplete_AndBuildImpulseList); +REPLICATE(cvar_cl_weaponpriorities[0], string, "cl_weaponpriority0", W_FixWeaponOrder_AllowIncomplete); +REPLICATE(cvar_cl_weaponpriorities[1], string, "cl_weaponpriority1", W_FixWeaponOrder_AllowIncomplete); +REPLICATE(cvar_cl_weaponpriorities[2], string, "cl_weaponpriority2", W_FixWeaponOrder_AllowIncomplete); +REPLICATE(cvar_cl_weaponpriorities[3], string, "cl_weaponpriority3", W_FixWeaponOrder_AllowIncomplete); +REPLICATE(cvar_cl_weaponpriorities[4], string, "cl_weaponpriority4", W_FixWeaponOrder_AllowIncomplete); +REPLICATE(cvar_cl_weaponpriorities[5], string, "cl_weaponpriority5", W_FixWeaponOrder_AllowIncomplete); +REPLICATE(cvar_cl_weaponpriorities[6], string, "cl_weaponpriority6", W_FixWeaponOrder_AllowIncomplete); +REPLICATE(cvar_cl_weaponpriorities[7], string, "cl_weaponpriority7", W_FixWeaponOrder_AllowIncomplete); +REPLICATE(cvar_cl_weaponpriorities[8], string, "cl_weaponpriority8", W_FixWeaponOrder_AllowIncomplete); +REPLICATE(cvar_cl_weaponpriorities[9], string, "cl_weaponpriority9", W_FixWeaponOrder_AllowIncomplete); +#endif