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Merge remote branch 'refs/remotes/origin/mirceakitsune/highres_weapon_textures'
[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 = "@!#%'n Tuba";
36         dummy_weapon_info.items = 0;
37         dummy_weapon_info.weapon_func = w_null;
38         dummy_weapon_info.mdl = "";
39         dummy_weapon_info.model = "";
40         dummy_weapon_info.spawnflags = 0;
41         dummy_weapon_info.impulse = -1;
42         dummy_weapon_info.bot_pickupbasevalue = 0;
43         dummy_weapon_info.model2 = "";
44
45         float i;
46         weaponorder_byid = "";
47         for(i = 24; i >= 1; --i)
48                 if(weapon_info[i-1])
49                         weaponorder_byid = strcat(weaponorder_byid, " ", ftos(i));
50
51         float imp;
52         weaponorder_byimpulse = "";
53         for(i = 1; i <= 24; ++i)
54         {
55                 wi = weapon_info[i-1];
56                 if(wi && wi.impulse == 0)
57                         weaponorder_byimpulse = strcat(weaponorder_byimpulse, " ", ftos(i));
58         }
59         for(imp = 9; imp > 0; --imp)
60                 for(i = 1; i <= 24; ++i)
61                 {
62                         wi = weapon_info[i-1];
63                         if(wi && wi.impulse == imp)
64                                 weaponorder_byimpulse = strcat(weaponorder_byimpulse, " ", ftos(i));
65                 }
66
67         weaponorder_byid = strzone(substring(weaponorder_byid, 1, strlen(weaponorder_byid) - 1));
68         weaponorder_byimpulse = strzone(substring(weaponorder_byimpulse, 1, strlen(weaponorder_byimpulse) - 1));
69 }
70 entity get_weaponinfo(float id)
71 {
72         entity w;
73         if(id < WEP_FIRST || id > WEP_LAST)
74                 return dummy_weapon_info;
75         w = weapon_info[id - 1];
76         if(w)
77                 return w;
78         return dummy_weapon_info;
79 }
80 string W_FixWeaponOrder(string order, float complete)
81 {
82         return fixPriorityList(order, WEP_FIRST, WEP_LAST, 230 - WEP_FIRST, complete);
83 }
84 string W_NameWeaponOrder_MapFunc(string s)
85 {
86         entity wi;
87         if(s == "0" || stof(s))
88         {
89                 wi = get_weaponinfo(stof(s));
90                 if(wi != dummy_weapon_info)
91                         return wi.netname;
92         }
93         return s;
94 }
95 string W_NameWeaponOrder(string order)
96 {
97         return mapPriorityList(order, W_NameWeaponOrder_MapFunc);
98 }
99 string W_NumberWeaponOrder_MapFunc(string s)
100 {
101         float i;
102         if(s == "0" || stof(s))
103                 return s;
104         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
105                 if(s == get_weaponinfo(i).netname)
106                         return ftos(i);
107         return s;
108 }
109 string W_NumberWeaponOrder(string order)
110 {
111         return mapPriorityList(order, W_NumberWeaponOrder_MapFunc);
112 }