]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/items.qc
fix dummy weapon info
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / items.qc
1 // WEAPON PLUGIN SYSTEM
2 entity weapon_info[24];
3 entity dummy_weapon_info;
4
5 void register_weapon(float id, float(float) func, float ammotype, float i, float weapontype, float pickupbasevalue, string modelname, string shortname, string wname)
6 {
7         entity e;
8         weapon_info[id - 1] = e = spawn();
9         e.classname = "weapon_info";
10         e.weapon = id;
11         e.weapons = power2of(id - WEP_FIRST);
12         e.netname = shortname;
13         e.message = wname;
14         e.items = ammotype;
15         e.weapon_func = func;
16         e.mdl = modelname;
17         e.model = strzone(strcat("models/weapons/g_", modelname, ".md3"));
18         e.spawnflags = weapontype;
19         e.model2 = strzone(strcat("wpn-", e.mdl));
20         e.impulse = i;
21         e.bot_pickupbasevalue = pickupbasevalue;
22 }
23 float w_null(float dummy)
24 {
25         return 0;
26 }
27 void register_weapons_done()
28 {
29         entity wi;
30
31         dummy_weapon_info = spawn();
32         dummy_weapon_info.classname = "weapon_info";
33         dummy_weapon_info.weapon = 0; // you can recognize dummies by this
34         dummy_weapon_info.weapons = 0; // you can recognize dummies by this too
35         dummy_weapon_info.netname = "";
36         dummy_weapon_info.message = "@!#%'n Tuba";
37         dummy_weapon_info.items = 0;
38         dummy_weapon_info.weapon_func = w_null;
39         dummy_weapon_info.mdl = "";
40         dummy_weapon_info.model = "";
41         dummy_weapon_info.spawnflags = 0;
42         dummy_weapon_info.model2 = "";
43         dummy_weapon_info.impulse = -1;
44         dummy_weapon_info.bot_pickupbasevalue = 0;
45
46         float i;
47         weaponorder_byid = "";
48         for(i = 24; i >= 1; --i)
49                 if(weapon_info[i-1])
50                         weaponorder_byid = strcat(weaponorder_byid, " ", ftos(i));
51
52         float imp;
53         weaponorder_byimpulse = "";
54         for(i = 1; i <= 24; ++i)
55         {
56                 wi = weapon_info[i-1];
57                 if(wi && wi.impulse == 0)
58                         weaponorder_byimpulse = strcat(weaponorder_byimpulse, " ", ftos(i));
59         }
60         for(imp = 9; imp > 0; --imp)
61                 for(i = 1; i <= 24; ++i)
62                 {
63                         wi = weapon_info[i-1];
64                         if(wi && wi.impulse == imp)
65                                 weaponorder_byimpulse = strcat(weaponorder_byimpulse, " ", ftos(i));
66                 }
67
68         weaponorder_byid = strzone(substring(weaponorder_byid, 1, strlen(weaponorder_byid) - 1));
69         weaponorder_byimpulse = strzone(substring(weaponorder_byimpulse, 1, strlen(weaponorder_byimpulse) - 1));
70 }
71 entity get_weaponinfo(float id)
72 {
73         entity w;
74         if(id < WEP_FIRST || id > WEP_LAST)
75                 return dummy_weapon_info;
76         w = weapon_info[id - 1];
77         if(w)
78                 return w;
79         return dummy_weapon_info;
80 }
81 string W_FixWeaponOrder(string order, float complete)
82 {
83         return fixPriorityList(order, WEP_FIRST, WEP_LAST, 230 - WEP_FIRST, complete);
84 }
85 string W_NameWeaponOrder_MapFunc(string s)
86 {
87         entity wi;
88         if(s == "0" || stof(s))
89         {
90                 wi = get_weaponinfo(stof(s));
91                 if(wi != dummy_weapon_info)
92                         return wi.netname;
93         }
94         return s;
95 }
96 string W_NameWeaponOrder(string order)
97 {
98         return mapPriorityList(order, W_NameWeaponOrder_MapFunc);
99 }
100 string W_NumberWeaponOrder_MapFunc(string s)
101 {
102         float i;
103         if(s == "0" || stof(s))
104                 return s;
105         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
106                 if(s == get_weaponinfo(i).netname)
107                         return ftos(i);
108         return s;
109 }
110 string W_NumberWeaponOrder(string order)
111 {
112         return mapPriorityList(order, W_NumberWeaponOrder_MapFunc);
113 }