X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon.qh;h=b287b148f3175727cebf8fa1e44a288099ae8e2b;hb=34e7f534e2015466228eb3a78c9857741b736dca;hp=ef115b220d5e699df07c440c59bb2fc528fc8587;hpb=d271f27a5ac351a3a7b39636932f6d661492be1d;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon.qh b/qcsrc/common/weapons/weapon.qh index ef115b220..b287b148f 100644 --- a/qcsrc/common/weapons/weapon.qh +++ b/qcsrc/common/weapons/weapon.qh @@ -1,5 +1,5 @@ -#ifndef WEAPON_H -#define WEAPON_H +#pragma once + #include #include @@ -54,7 +54,7 @@ const int WS_READY = 4; /** 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) + ATTRIB(Weapon, m_id, int, 0); /** A: WEPSET_id : WEPSET_... */ ATTRIB(Weapon, weapons, WepSet, '0 0 0'); /** M: ammotype : main ammo field */ @@ -70,7 +70,7 @@ CLASS(Weapon, Object) /** M: modelname : name of model (without g_ v_ or h_ prefixes) */ ATTRIB(Weapon, mdl, string, ""); /** M: model MDL_id_ITEM */ - ATTRIB(Weapon, m_model, entity, NULL); + ATTRIB(Weapon, m_model, entity); /** 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) */ @@ -82,18 +82,18 @@ CLASS(Weapon, Object) /** M: wepname : human readable name */ ATTRIB(Weapon, m_name, string, "AOL CD Thrower"); - ATTRIB(Weapon, m_pickup, entity, NULL); + ATTRIB(Weapon, m_pickup, entity); /** (SERVER) setup weapon data */ - METHOD(Weapon, wr_setup, void(Weapon this)) {} + METHOD(Weapon, wr_setup, void(Weapon this, entity actor)) {} /** (SERVER) logic to run every frame */ METHOD(Weapon, wr_think, void(Weapon this, entity actor, .entity weaponentity, int fire)) {} /** (SERVER) checks ammo for weapon primary */ - METHOD(Weapon, wr_checkammo1, bool(Weapon this)) {return false;} + METHOD(Weapon, wr_checkammo1, bool(Weapon this, entity actor)) {return false;} /** (SERVER) checks ammo for weapon second */ - METHOD(Weapon, wr_checkammo2, bool(Weapon this)) {return false;} + METHOD(Weapon, wr_checkammo2, bool(Weapon this, entity actor)) {return false;} /** (SERVER) runs bot aiming code for this weapon */ - METHOD(Weapon, wr_aim, void(Weapon this)) {} + METHOD(Weapon, wr_aim, void(Weapon this, entity actor)) {} /** (BOTH) precaches models/sounds used by this weapon, also sets up weapon properties */ METHOD(Weapon, wr_init, void(Weapon this)) {} /** (SERVER) notification number for suicide message (may inspect w_deathtype for details) */ @@ -103,13 +103,13 @@ CLASS(Weapon, Object) /** (SERVER) handles reloading for weapon */ METHOD(Weapon, wr_reload, void(Weapon this, entity actor, .entity weaponentity)) {} /** (SERVER) clears fields that the weapon may use */ - METHOD(Weapon, wr_resetplayer, void(Weapon this)) {} + METHOD(Weapon, wr_resetplayer, void(Weapon this, entity actor)) {} /** (CLIENT) impact effect for weapon explosion */ - METHOD(Weapon, wr_impacteffect, void(Weapon this)) {} + METHOD(Weapon, wr_impacteffect, void(Weapon this, entity actor)) {} /** (SERVER) called whenever a player dies */ - METHOD(Weapon, wr_playerdeath, void(Weapon this)) {} + METHOD(Weapon, wr_playerdeath, void(Weapon this, entity actor, .entity weaponentity)) {} /** (SERVER) logic to run when weapon is lost */ - METHOD(Weapon, wr_gonethink, void(Weapon this)) {} + METHOD(Weapon, wr_gonethink, void(Weapon this, entity actor, .entity weaponentity)) {} /** (ALL) dump weapon cvars to config in data directory (see: sv_cmd dumpweapons) */ METHOD(Weapon, wr_config, void(Weapon this)) {} /** (CLIENT) weapon specific zoom reticle */ @@ -117,12 +117,14 @@ CLASS(Weapon, Object) // no weapon specific image for this weapon return false; } + /** (CLIENT) weapon specific view model */ + METHOD(Weapon, wr_viewmodel, string(Weapon this, entity wep)) { return string_null; } /** (CLIENT) weapon specific glow */ - METHOD(Weapon, wr_glow, vector(Weapon this)) { return '0 0 0'; } + METHOD(Weapon, wr_glow, vector(Weapon this, entity actor)) { return '0 0 0'; } /** (SERVER) the weapon is dropped */ - METHOD(Weapon, wr_drop, void(Weapon this)) {} + METHOD(Weapon, wr_drop, void(Weapon this, entity actor)) {} /** (SERVER) a weapon is picked up */ - METHOD(Weapon, wr_pickup, void(Weapon this)) {} + METHOD(Weapon, wr_pickup, void(Weapon this, entity actor)) {} /** (SERVER) update cvar based properties */ METHOD(Weapon, wr_update, void(Weapon this)) {} METHOD(Weapon, display, void(entity this, void(string name, string icon) returns)) { @@ -130,23 +132,23 @@ CLASS(Weapon, Object) } ENDCLASS(Weapon) -#include +#include CLASS(WeaponPickup, Pickup) - ATTRIB(WeaponPickup, m_weapon, Weapon, NULL) - ATTRIB(WeaponPickup, m_name, string, string_null) -#ifndef MENUQC - ATTRIB(WeaponPickup, m_sound, Sound, SND_WEAPONPICKUP) + ATTRIB(WeaponPickup, m_weapon, Weapon); + ATTRIB(WeaponPickup, m_name, string); +#ifdef GAMEQC + ATTRIB(WeaponPickup, m_sound, Sound, SND_WEAPONPICKUP); #endif #ifdef SVQC - ATTRIB(WeaponPickup, m_itemflags, int, FL_WEAPON) + ATTRIB(WeaponPickup, m_itemflags, int, FL_WEAPON); float weapon_pickupevalfunc(entity player, entity item); - ATTRIB(WeaponPickup, m_pickupevalfunc, float(entity player, entity item), weapon_pickupevalfunc) + ATTRIB(WeaponPickup, m_pickupevalfunc, float(entity player, entity item), weapon_pickupevalfunc); #endif CONSTRUCTOR(WeaponPickup, Weapon w) { CONSTRUCT(WeaponPickup); this.m_weapon = w; this.m_name = w.m_name; -#ifndef MENUQC +#ifdef GAMEQC this.m_model = w.m_model; #endif #ifdef SVQC @@ -158,7 +160,7 @@ CLASS(WeaponPickup, Pickup) { bool b = Item_GiveTo(item, player); if (b) { - LOG_TRACEF("entity %i picked up %s\n", player, this.m_name); + LOG_TRACEF("entity %i picked up %s", player, this.m_name); } return b; } @@ -175,11 +177,6 @@ ENDCLASS(OffhandWeapon) 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 @@ -191,6 +188,8 @@ 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) +const int WEP_TYPE_MELEE_PRI = 0x400; // primary attack is melee swing (for animation) +const int WEP_TYPE_MELEE_SEC = 0x800; // secondary attack is melee swing (for animation) // variables: string weaponorder_byid; @@ -201,7 +200,7 @@ 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_AllowIncomplete(entity this, string order); string W_FixWeaponOrder_ForceComplete(string order); void W_RandomWeapons(entity e, float n); @@ -214,5 +213,3 @@ int GetAmmoStat(.int ammotype); string W_Sound(string w_snd); string W_Model(string w_mdl); - -#endif