X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fall.qh;h=7a829d5d1bd5eeef0a2a69e7457f2ec7a03ff358;hb=e757068f0bf4ce3c5b29c9e52f251b39a4ef7470;hp=c2ed2af7bef0ac769898438c95475abaa67b7989;hpb=782d5e9cf0561ce07a78cafef5bd7725709aaac3;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/all.qh b/qcsrc/common/weapons/all.qh index c2ed2af7be..43398e6a5d 100644 --- a/qcsrc/common/weapons/all.qh +++ b/qcsrc/common/weapons/all.qh @@ -1,312 +1,390 @@ -#ifndef WEAPONS_ALL_H -#define WEAPONS_ALL_H +#pragma once -#ifndef MENUQC +#include +#include +#include "config.qh" + +#include "weapon.qh" + +#ifdef SVQC +void WriteWepSet(float dest, WepSet w); +#endif + +#ifdef CSQC +WepSet WepSet_GetFromStat(); +WepSet WepSet_GetFromStat_InMap(); +WepSet ReadWepSet(); +#endif + +#ifdef GAMEQC #include "calculations.qh" +#include "projectiles.qh" +#include +#endif + +#include + +REGISTRY(Weapons, 72) // Increase as needed. Can be up to 72. +#define Weapons_from(i) _Weapons_from(i, WEP_Null) +REGISTER_REGISTRY(Weapons) +STATIC_INIT(WeaponPickup) { FOREACH(Weapons, true, it.m_pickup = NEW(WeaponPickup, it)); } + +#ifdef SVQC +#include #endif -#include "../util.qh" +.WepSet m_wepset; +#define WEPSET(id) (WEP_##id.m_wepset) +#define WepSet_FromWeapon(it) ((it).m_wepset) +WepSet _WepSet_FromWeapon(int i); + +GENERIC_COMMAND(dumpweapons, "Dump all weapons into weapons_dump.txt") // WEAPONTODO: make this work with other progs than just server +{ + switch(request) + { + case CMD_REQUEST_COMMAND: + { + #ifdef SVQC + wep_config_file = -1; + wep_config_alsoprint = -1; + string filename = argv(1); + + if(filename == "") + { + filename = "weapons_dump.cfg"; + wep_config_alsoprint = false; + } + else if(filename == "-") + { + filename = "weapons_dump.cfg"; + wep_config_alsoprint = true; + } + wep_config_file = fopen(filename, FILE_WRITE); + + if(wep_config_file >= 0) + { + Dump_Weapon_Settings(); + LOG_INFOF("Dumping weapons... File located in ^2data/data/%s^7.", filename); + fclose(wep_config_file); + wep_config_file = -1; + wep_config_alsoprint = -1; + } + else + { + LOG_INFOF("^1Error: ^7Could not open file '%s'!", filename); + } + #else + LOG_INFO(_("Weapons dump command only works with sv_cmd.")); + #endif + return; + } + + default: + case CMD_REQUEST_USAGE: + { + LOG_INFO("Usage:^3 ", GetProgramCommandPrefix(), " dumpweapons [filename]"); + LOG_INFO(" Where 'filename' is the file to write (default is weapons_dump.cfg),"); + LOG_INFO(" if supplied with '-' output to console as well as default,"); + LOG_INFO(" if left blank, it will only write to default."); + return; + } + } +} + #ifdef SVQC -#include "../../server/bot/aim.qh" +entity W_PROP_reloader; +float autocvar_w_prop_interval = 5; +.void(Weapon this, int) wr_net; +void W_PROP_reload(int chan, entity to) +{ + W_PROP_reloader.nextthink = time + autocvar_w_prop_interval; + msg_entity = to; + FOREACH(Weapons, true, { + it.wr_update(it); + void(Weapon, int) f = it.wr_net; + if (f) f(it, chan); + }); +} +void W_PROP_think(entity this) +{ + W_PROP_reload(MSG_ALL, NULL); +} +STATIC_INIT_LATE(W_PROP_reloader) +{ + entity e = W_PROP_reloader = new_pure(W_PROP_reloader); + setthink(e, W_PROP_think); + W_PROP_think(e); +} #endif -const int MAX_SHOT_DISTANCE = 32768; - -// weapon pickup ratings for bot logic -const int BOT_PICKUP_RATING_LOW = 2500; -const int BOT_PICKUP_RATING_MID = 5000; -const int BOT_PICKUP_RATING_HIGH = 10000; - -// weapon flags -const int WEP_TYPE_OTHER = 0x00; // not for damaging people -const int WEP_TYPE_SPLASH = 0x01; // splash damage -const int WEP_TYPE_HITSCAN = 0x02; // hitscan -const int WEP_TYPEMASK = 0x0F; -const int WEP_FLAG_CANCLIMB = 0x10; // can be used for movement -const int WEP_FLAG_NORMAL = 0x20; // in "most weapons" set -const int WEP_FLAG_HIDDEN = 0x40; // hides from menu -const int WEP_FLAG_RELOADABLE = 0x80; // can has reload -const int WEP_FLAG_SUPERWEAPON = 0x100; // powerup timer -const int WEP_FLAG_MUTATORBLOCKED = 0x200; // hides from impulse 99 etc. (mutators are allowed to clear this flag) - -// weapon requests -const int WR_SETUP = 1; // (SERVER) setup weapon data -.bool(entity this) wr_setup; -const int WR_THINK = 2; // (SERVER) logic to run every frame -.bool(entity this) wr_think; -const int WR_CHECKAMMO1 = 3; // (SERVER) checks ammo for weapon primary -.bool(entity this) wr_checkammo1; -const int WR_CHECKAMMO2 = 4; // (SERVER) checks ammo for weapon second -.bool(entity this) wr_checkammo2; -const int WR_AIM = 5; // (SERVER) runs bot aiming code for this weapon -.bool(entity this) wr_aim; -const int WR_INIT = 6; // (BOTH) precaches models/sounds used by this weapon, also sets up weapon properties -.bool(entity this) wr_init; -const int WR_SUICIDEMESSAGE = 7; // (SERVER) notification number for suicide message (may inspect w_deathtype for details) -.bool(entity this) wr_suicidemessage; -const int WR_KILLMESSAGE = 8; // (SERVER) notification number for kill message (may inspect w_deathtype for details) -.bool(entity this) wr_killmessage; -const int WR_RELOAD = 9; // (SERVER) handles reloading for weapon -.bool(entity this) wr_reload; -const int WR_RESETPLAYER = 10; // (SERVER) clears fields that the weapon may use -.bool(entity this) wr_resetplayer; -const int WR_IMPACTEFFECT = 11; // (CLIENT) impact effect for weapon explosion -.bool(entity this) wr_impacteffect; -const int WR_PLAYERDEATH = 12; // (SERVER) called whenever a player dies -.bool(entity this) wr_playerdeath; -const int WR_GONETHINK = 13; // (SERVER) logic to run when weapon is lost -.bool(entity this) wr_gonethink; -const int WR_CONFIG = 14; // (ALL) dump weapon cvars to config in data directory (see: sv_cmd dumpweapons) -.bool(entity this) wr_config; -const int WR_ZOOMRETICLE = 15; // (CLIENT) weapon specific zoom reticle -.bool(entity this) wr_zoomreticle; -const int WR_DROP = 16; // (SERVER) the weapon is dropped -.bool(entity this) wr_drop; -const int WR_PICKUP = 17; // (SERVER) a weapon is picked up -.bool(entity this) wr_pickup; - -bool w_new(entity this, int req) { - if (req == WR_SETUP) return this.wr_setup ? this.wr_setup(this) : false; - if (req == WR_THINK) return this.wr_think ? this.wr_think(this) : false; - if (req == WR_CHECKAMMO1) return this.wr_checkammo1 ? this.wr_checkammo1(this) : false; - if (req == WR_CHECKAMMO2) return this.wr_checkammo2 ? this.wr_checkammo2(this) : false; - if (req == WR_AIM) return this.wr_aim ? this.wr_aim(this) : false; - if (req == WR_INIT) return this.wr_init ? this.wr_init(this) : false; - if (req == WR_SUICIDEMESSAGE) return this.wr_suicidemessage ? this.wr_suicidemessage(this) : false; - if (req == WR_KILLMESSAGE) return this.wr_killmessage ? this.wr_killmessage(this) : false; - if (req == WR_RELOAD) return this.wr_reload ? this.wr_reload(this) : false; - if (req == WR_RESETPLAYER) return this.wr_resetplayer ? this.wr_resetplayer(this) : false; - if (req == WR_IMPACTEFFECT) return this.wr_impacteffect ? this.wr_impacteffect(this) : false; - if (req == WR_PLAYERDEATH) return this.wr_playerdeath ? this.wr_playerdeath(this) : false; - if (req == WR_GONETHINK) return this.wr_gonethink ? this.wr_gonethink(this) : false; - if (req == WR_CONFIG) return this.wr_config ? this.wr_config(this) : false; - if (req == WR_ZOOMRETICLE) return this.wr_zoomreticle ? this.wr_zoomreticle(this) : false; - if (req == WR_DROP) return this.wr_drop ? this.wr_drop(this) : false; - if (req == WR_PICKUP) return this.wr_pickup ? this.wr_pickup(this) : false; - return false; + +#define REGISTER_WEAPON(...) EVAL_REGISTER_WEAPON(OVERLOAD(REGISTER_WEAPON, __VA_ARGS__)) +#define EVAL_REGISTER_WEAPON(...) __VA_ARGS__ +#define REGISTER_WEAPON_2(id, inst) REGISTER(Weapons, WEP, id, m_id, inst) +/** TODO: deprecated - remove */ +#define REGISTER_WEAPON_3(id, sname, inst) \ + REGISTER_WEAPON_2(id, inst); \ + [[alias("WEP_" #id)]] Weapon _wep_##sname + +REGISTER_WEAPON(Null, NEW(Weapon)); + +Weapon Weapons_fromstr(string s) +{ + FOREACH(Weapons, it != WEP_Null && it.netname == s, return it); + return WEP_Null; } -// variables: -string weaponorder_byid; -// weapon sets -typedef vector WepSet; -WepSet WepSet_FromWeapon(int a); +#ifdef GAMEQC + +// legacy w_prop mappings +#define X(fld, T) .T fld; .T wepvar_##fld = fld; +X(switchdelay_drop, float) +X(switchdelay_raise, float) +X(weaponreplace, string) +X(weaponstartoverride, float) +X(weaponstart, float) +X(weaponthrowable, float) #ifdef SVQC -void WepSet_AddStat(); -void WepSet_AddStat_InMap(); -void WriteWepSet(float dest, WepSet w); +X(reload_ammo, float) +const .float reloading_ammo = reload_ammo; +X(reload_time, float) +const .float reloading_time = reload_time; #endif -#ifdef CSQC -WepSet WepSet_GetFromStat(); -WepSet WepSet_GetFromStat_InMap(); -WepSet ReadWepSet(); +#undef X + #endif -// weapon name macros + + +#define W_PROPS(L, class, prefix) \ + L(W_PROP_BEGIN, W_PROP, W_PROP_END, class, prefix) \ + L(W_CONFIG_BEGIN, W_CONFIG, W_CONFIG_END, class, prefix) \ + L(W_UPDATE_BEGIN, W_UPDATE, W_UPDATE_END, class, prefix) \ + L(W_NET_BEGIN, W_NET, W_NET_END, class, prefix) \ + /**/ \ + + + #define W_PROP(class, wepname, fld, T, m) W_PROP_##m(class, fld, T, wepname) + #define W_PROP_NONE(class, fld, T, wepname) _W_PROP(class, fld, T, wepname) + #define W_PROP_PRI(class, fld, T, wepname) _W_PROP(class, primary_##fld, T, wepname) + #define W_PROP_SEC(class, fld, T, wepname) _W_PROP(class, secondary_##fld, T, wepname) + #define W_PROP_BOTH(class, fld, T, wepname) \ + W_PROP_PRI(class, fld, T, wepname) \ + W_PROP_SEC(class, fld, T, wepname) + #define W_PROP_BEGIN(class) + #ifdef GAMEQC + #define _W_PROP(class, fld, T, wepname) \ + /* static */ T _W_PROP_CVAR(wepname, fld); \ + ATTRIB(class, wepvar_##fld, T, _W_PROP_CVAR(wepname, fld)); + #define _W_PROP_CVAR(wepname, fld) autocvar_g_balance_##wepname##_##fld + #else + #define _W_PROP(class, fld, T, wepname) + #define _W_PROP_CVAR(wepname, fld) + #endif + #define W_PROP_END() + + + + #define W_CONFIG(class, wepname, fld, T, m) W_CONFIG_##m(class, fld, T, wepname) + #define W_CONFIG_NONE(class, fld, T, wepname) _W_CONFIG(class, fld, T, wepname) + #define W_CONFIG_PRI(class, fld, T, wepname) _W_CONFIG(class, primary_##fld, T, wepname) + #define W_CONFIG_SEC(class, fld, T, wepname) _W_CONFIG(class, secondary_##fld, T, wepname) + #define W_CONFIG_BOTH(class, fld, T, wepname) \ + W_CONFIG_PRI(class, fld, T, wepname) \ + W_CONFIG_SEC(class, fld, T, wepname) + #ifdef SVQC + #define W_CONFIG_BEGIN(class) METHOD(class, wr_config, void(class this)) { + #define _W_CONFIG(class, fld, T, wepname) if (#wepname == this.netname) WEP_CONFIG_WRITE_CVARS(wepname, fld, T); + #define W_CONFIG_END() } + #else + #define W_CONFIG_BEGIN(class) + #define _W_CONFIG(class, fld, T, wepname) + #define W_CONFIG_END() + #endif + + + #define W_UPDATE(class, wepname, fld, T, m) W_UPDATE_##m(class, fld, T, wepname) + #define W_UPDATE_NONE(class, fld, T, wepname) _W_UPDATE(class, fld, T, wepname) + #define W_UPDATE_PRI(class, fld, T, wepname) _W_UPDATE(class, primary_##fld, T, wepname) + #define W_UPDATE_SEC(class, fld, T, wepname) _W_UPDATE(class, secondary_##fld, T, wepname) + #define W_UPDATE_BOTH(class, fld, T, wepname) \ + W_UPDATE_PRI(class, fld, T, wepname) \ + W_UPDATE_SEC(class, fld, T, wepname) + #ifdef GAMEQC + .entity baseline, baseline_target; + #define W_UPDATE_BEGIN(class) \ + METHOD(class, wr_update, void(class this)) \ + { \ + noref entity b = this.baseline; \ + if (!b) \ + { \ + b = this.baseline = new_pure(baseline); \ + b.baseline_target = this; \ + } + #ifdef SVQC + #define _W_UPDATE(class, fld, T, wepname) \ + { \ + T it = _W_PROP_CVAR(wepname, fld); \ + b.wepvar_##fld = this.wepvar_##fld; \ + this.wepvar_##fld = it; \ + } + #else + #define _W_UPDATE(class, fld, T, wepname) + #endif + #define W_UPDATE_END() } + #else + #define W_UPDATE_BEGIN(class) + #define _W_UPDATE(class, fld, T, wepname) + #define W_UPDATE_END() + #endif + + + #define W_NET(class, wepname, fld, T, m) W_NET_##m(class, fld, T, wepname) + #define W_NET_NONE(class, fld, T, wepname) _W_NET(class, fld, T, wepname) + #define W_NET_PRI(class, fld, T, wepname) _W_NET(class, primary_##fld, T, wepname) + #define W_NET_SEC(class, fld, T, wepname) _W_NET(class, secondary_##fld, T, wepname) + #define W_NET_BOTH(class, fld, T, wepname) \ + W_NET_PRI(class, fld, T, wepname) \ + W_NET_SEC(class, fld, T, wepname) + #if defined(CSQC) + REGISTER_NET_TEMP(WeaponUpdate) + #define W_NET_BEGIN(class) METHOD(class, wr_net, void(class this, int i)) { int n = 0; + #define _W_NET(class, fld, T, wepname) \ + { \ + if (++n == i) this.wepvar_##fld = Read_##T(); \ + } + .void(Weapon this, int i) wr_net; + NET_HANDLE(WeaponUpdate, bool isnew) + { + Weapon w = Weapons_from(ReadByte()); + for (int i; (i = ReadByte()); ) + { + w.wr_net(w, i); + } + return true; + } + #define W_NET_END() } + #elif defined(SVQC) + REGISTER_NET_TEMP(WeaponUpdate) + #define W_NET_BEGIN(class) \ + METHOD(class, wr_net, void(class this, int chan)) \ + { \ + bool commit = false; \ + int i = 0; + #define _W_NET(class, fld, T, wepname) \ + { \ + ++i; \ + T it = this.wepvar_##fld; \ + if (chan == MSG_ONE || it != this.baseline.wepvar_##fld) \ + { \ + if (!commit) { commit = true; WriteHeader(chan, WeaponUpdate); WriteByte(chan, this.m_id); } \ + WriteByte(chan, i); Write_##T(chan, it); \ + } \ + } + #define W_NET_END() if (commit) WriteByte(chan, 0); } + #else + #define W_NET_BEGIN(class) + #define _W_NET(class, fld, T, wepname) + #define W_NET_END() + #endif + + + +// read cvars from weapon settings +#define WEP_CVAR(wepname, name) (_wep_##wepname.wepvar_##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)) + const int WEP_FIRST = 1; -#define WEP_MAXCOUNT 32 // Increase as needed. Can be up to 72. -int WEP_COUNT; -#define WEP_LAST (WEP_FIRST + WEP_COUNT - 1) +#define WEP_LAST (Weapons_COUNT - 1) WepSet WEPSET_ALL; WepSet WEPSET_SUPERWEAPONS; -// functions: -entity get_weaponinfo(int id); -string W_FixWeaponOrder(string order, float complete); -string W_UndeprecateName(string s); -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 GetAmmoPicture(.int ammotype); +#include "all.inc" -#ifdef CSQC -.int GetAmmoFieldFromNum(int i); -int GetAmmoStat(.int ammotype); -#endif +// TODO: remove after 0.8.2. Retains impulse number compatibility because 0.8.1 clients don't reload the weapons.cfg +#define WEP_HARDCODED_IMPULSES 20 + +// TODO: invert after 0.8.2. Will require moving 'best weapon' impulses +#define WEP_IMPULSE_BEGIN 230 +#define WEP_IMPULSE_END bound(WEP_IMPULSE_BEGIN, WEP_IMPULSE_BEGIN + (Weapons_COUNT - 1) - 1, 253) + +REGISTRY_SORT(Weapons, WEP_HARDCODED_IMPULSES + 1) +REGISTRY_CHECK(Weapons) + +STATIC_INIT(register_weapons_done) +{ + string inaccessible = ""; + FOREACH(Weapons, true, { + WepSet set = it.m_wepset = _WepSet_FromWeapon(it.m_id = i); + WEPSET_ALL |= set; + if (it.spawnflags & WEP_FLAG_SUPERWEAPON) WEPSET_SUPERWEAPONS |= set; + if (it == WEP_Null) continue; + int imp = WEP_IMPULSE_BEGIN + it.m_id - 1; + if (imp <= WEP_IMPULSE_END) + localcmd(sprintf("alias weapon_%s \"impulse %d\"\n", it.netname, imp)); + else + inaccessible = strcat(inaccessible, "\n", it.netname); + }); + if (inaccessible) LOG_TRACEF("Impulse limit exceeded, weapon(s) will not be directly accessible: %s", inaccessible); + #ifdef CSQC + FOREACH(Weapons, true, it.wr_init(it)); + #endif + weaponorder_byid = ""; + for (int i = Weapons_MAX - 1; i >= 1; --i) + if (Weapons_from(i)) + weaponorder_byid = strcat(weaponorder_byid, " ", ftos(i)); + weaponorder_byid = strzone(substring(weaponorder_byid, 1, -1)); +} -string W_Sound(string w_snd); -string W_Model(string w_mdl); +#ifdef GAMEQC -// ammo types -.int ammo_shells; -.int ammo_nails; -.int ammo_rockets; -.int ammo_cells; -.int ammo_plasma; -.int ammo_fuel; -.int ammo_none; +.entity weaponchild; +.entity exteriorweaponentity; +vector weaponentity_glowmod(Weapon wep, entity actor, int c, entity wepent) +{ + vector g; + if (!(g = wep.wr_glow(wep, actor, wepent))) g = colormapPaletteColor(c & 0x0F, true) * 2; + return g; +} -// other useful macros -#define WEP_ACTION(wpn,wrequest) wpn.weapon_func(wpn, wrequest) -#define _WEP_ACTION(wpn,wrequest) WEP_ACTION(get_weaponinfo(wpn), wrequest) -#define WEP_AMMO(wpn) (WEP_##wpn.ammo_field) // only used inside weapon files/with direct name, don't duplicate prefix -#define WEP_NAME(wpn) ((get_weaponinfo(wpn)).message) +.int m_gunalign; +//.int weapon; // current weapon +.string weaponname; // name of .weapon -// ====================== -// Configuration Macros -// ====================== +.vector spawnorigin; // for casings -// create cvars for weapon settings -#define WEP_ADD_CVAR_NONE(wepname,name) [[last]] float autocvar_g_balance_##wepname##_##name; +// weapon animation vectors: +.vector anim_fire1; +.vector anim_fire2; +.vector anim_idle; +.vector anim_reload; -#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) +// static frame globals -#define WEP_ADD_CVAR(wepid,wepname,mode,name) WEP_ADD_CVAR_##mode(wepname, name) +ENUMCLASS(WFRAME) +CASE(WFRAME, DONTCHANGE) +CASE(WFRAME, FIRE1) +CASE(WFRAME, FIRE2) +CASE(WFRAME, IDLE) +CASE(WFRAME, RELOAD) +ENUMCLASS_END(WFRAME) -// create properties for weapon settings -#define WEP_ADD_PROP(wepid,wepname,type,prop,name) \ - .type prop; \ - [[last]] type autocvar_g_balance_##wepname##_##name; +.WFRAME wframe; -// 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_SKIP_CVAR(unuseda,unusedb,unusedc,unusedd) /* skip cvars */ -#define WEP_SET_PROP(wepid,wepname,type,prop,name) WEP_##wepid.prop = autocvar_g_balance_##wepname##_##name; - - -// ===================== -// Weapon Registration -// ===================== - -/** fields which are explicitly/manually set are marked with "M", fields set automatically are marked with "A" */ -CLASS(Weapon, Object) - ATTRIB(Weapon, m_id, int, 0) - /** - * M: WEP_id : WEP_... - * you can recognize dummies when this == 0 - */ - ATTRIB(Weapon, weapon, int, 0); - /** A: WEPSET_id : WEPSET_... */ - ATTRIB(Weapon, weapons, WepSet, '0 0 0'); - /** M: function : w_... */ - ATTRIB(Weapon, weapon_func, bool(entity thiswep, int req), w_new); - /** M: ammotype : main ammo field */ - ATTRIB(Weapon, ammo_field, .int, ammo_none); - /** M: impulse : weapon impulse */ - ATTRIB(Weapon, impulse, int, -1); - /** M: flags : WEPSPAWNFLAG_... combined */ - ATTRIB(Weapon, spawnflags, int, 0); - /** M: rating : bot weapon priority */ - ATTRIB(Weapon, bot_pickupbasevalue, float, 0); - /** M: color : waypointsprite color */ - ATTRIB(Weapon, wpcolor, vector, '0 0 0'); - /** A: wpn-id : wpn- sprite name */ - ATTRIB(Weapon, wpmodel, string, ""); - /** M: modelname : name of model (without g_ v_ or h_ prefixes) */ - ATTRIB(Weapon, mdl, string, ""); - /** A: modelname : full path to g_ model */ - ATTRIB(Weapon, model, string, ""); - /** M: simplemdl : simpleitems weapon model/image */ - ATTRIB(Weapon, w_simplemdl, string, "foobar"); - /** M: crosshair : per-weapon crosshair: "CrosshairImage Size" */ - ATTRIB(Weapon, w_crosshair, string, "gfx/crosshair1"); - /** A: crosshair : per-weapon crosshair size (argument two of "crosshair" field) */ - ATTRIB(Weapon, w_crosshair_size, float, 1); - /** M: wepimg : "weaponfoobar" side view image file of weapon. WEAPONTODO: Move out of skin files, move to common files */ - ATTRIB(Weapon, model2, string, ""); - /** M: refname : reference name name */ - ATTRIB(Weapon, netname, string, ""); - /** M: wepname : human readable name */ - ATTRIB(Weapon, message, string, "AOL CD Thrower"); - - METHOD(Weapon, display, void(entity this, void(string name, string icon) returns)) { - returns(this.message, this.model2 ? sprintf("/gfx/hud/%s/%s", cvar_string("menu_skin"), this.model2) : string_null); - } - - CONSTRUCTOR(Weapon, - bool(entity this, int req) function, - .int ammotype, - int i, - int weapontype, - float pickupbasevalue, - vector clr, - string modelname, - string simplemdl, - string crosshair, - string wepimg, - string refname, - string wepname - ) { - CONSTRUCT(Weapon); - this.weapon_func = function; - this.ammo_field = ammotype; - this.impulse = i; - this.spawnflags = weapontype; - this.bot_pickupbasevalue = pickupbasevalue; - this.wpcolor = clr; - this.mdl = modelname; - this.model = strzone(W_Model(strcat("g_", modelname, ".md3"))); - this.w_simplemdl = strzone(simplemdl); // simpleitems weapon model/image - this.w_crosshair = strzone(car(crosshair)); - string s = cdr(crosshair); - this.w_crosshair_size = ((s != "") ? stof(s) : 1); // so that we can scale the crosshair from code (for compat) - this.model2 = strzone(wepimg); - this.netname = refname; - this.message = wepname; - } - void register_weapon(entity this, int id, WepSet bit) - { - this.classname = "weapon_info"; - this.weapon = id; - this.weapons = bit; - this.wpmodel = strzone(strcat("wpn-", ftos(id))); - #ifdef CSQC - this.weapon_func(this, WR_INIT); - #endif - } -ENDCLASS(Weapon) - -void RegisterWeapons(); -REGISTER_REGISTRY(RegisterWeapons) -entity weapon_info[WEP_MAXCOUNT], weapon_info_first, weapon_info_last; -entity dummy_weapon_info; - -#define REGISTER_WEAPON(...) EVAL(OVERLOAD(REGISTER_WEAPON, __VA_ARGS__)) - -#define REGISTER_WEAPON_2(id, inst) \ - WepSet WEPSET_##id; \ - REGISTER(RegisterWeapons, WEP, weapon_info, WEP_COUNT, id, m_id, inst) { \ - this.m_id++; \ - WEPSET_ALL |= (WEPSET_##id = WepSet_FromWeapon(this.m_id)); \ - if ((this.spawnflags) & WEP_FLAG_SUPERWEAPON) WEPSET_SUPERWEAPONS |= WEPSET_##id; \ - register_weapon(this, this.m_id, WEPSET_##id); \ - } \ - REGISTER_INIT(WEP, id) - -#define _REGISTER_WEAPON(id, function, ammotype, impulse, flags, rating, color, modelname, simplemdl, crosshair, wepimg, refname, wepname) \ - REGISTER_WEAPON_2(id, NEW(Weapon, function, ammotype, impulse, flags, rating, color, modelname, simplemdl, crosshair, wepimg, refname, wepname)) - -#ifndef MENUQC - #define REGISTER_WEAPON_13(id, function, ammotype, impulse, flags, rating, color, modelname, simplemdl, crosshair, wepimg, refname, wepname) \ - bool function(entity this, int); \ - _REGISTER_WEAPON(id, function, ammotype, impulse, flags, rating, color, modelname, simplemdl, crosshair, wepimg, refname, wepname) -#else - #define REGISTER_WEAPON_13(id, function, ammotype, impulse, flags, rating, color, modelname, simplemdl, crosshair, wepimg, refname, wepname) \ - _REGISTER_WEAPON(id, w_new, ammotype, impulse, flags, rating, color, modelname, simplemdl, crosshair, wepimg, refname, wepname) +#ifdef SVQC + #define G_SHOOTFROMFIXEDORIGIN autocvar_g_shootfromfixedorigin +#elif defined(CSQC) + string autocvar_cl_shootfromfixedorigin; + #define G_SHOOTFROMFIXEDORIGIN autocvar_cl_shootfromfixedorigin #endif -#include "all.inc" +vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn); +void CL_WeaponEntity_SetModel(entity this, string name, bool _anim); -#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 -void register_weapons_done(); -ACCUMULATE_FUNCTION(RegisterWeapons, register_weapons_done) +#ifdef SVQC +void wframe_send(entity actor, entity weaponentity, vector a, bool restartanim); +#endif #endif