// WEAPON PLUGIN SYSTEM entity weapon_info[WEP_MAXCOUNT]; entity dummy_weapon_info; void register_weapon(float id, float(float) func, float droptime, float raisetime, float ammotype, float i, float weapontype, float pickupbasevalue, string modelname, string shortname, string wname) { entity e; weapon_info[id - 1] = e = spawn(); e.classname = "weapon_info"; e.weapon = id; WEPSET_COPY_EW(e, id); e.netname = shortname; e.message = wname; e.items = ammotype; e.weapon_func = func; e.mdl = modelname; e.model = strzone(strcat("models/weapons/g_", modelname, ".md3")); e.spawnflags = weapontype; e.model2 = strzone(strcat("wpn-", e.mdl)); e.impulse = i; e.bot_pickupbasevalue = pickupbasevalue; if(ammotype & IT_SHELLS) e.ammo_field = ammo_shells; else if(ammotype & IT_NAILS) e.ammo_field = ammo_nails; else if(ammotype & IT_ROCKETS) e.ammo_field = ammo_rockets; else if(ammotype & IT_CELLS) e.ammo_field = ammo_cells; else if(ammotype & IT_FUEL) e.ammo_field = ammo_fuel; else e.ammo_field = ammo_batteries; e.switchdelay_drop = droptime; e.switchdelay_raise = raisetime; } float w_null(float dummy) { return 0; } void register_weapons_done() { dummy_weapon_info = spawn(); dummy_weapon_info.classname = "weapon_info"; dummy_weapon_info.weapon = 0; // you can recognize dummies by this WEPSET_CLEAR_E(dummy_weapon_info); dummy_weapon_info.netname = ""; dummy_weapon_info.message = "AOL CD Thrower"; dummy_weapon_info.items = 0; dummy_weapon_info.weapon_func = w_null; dummy_weapon_info.mdl = ""; dummy_weapon_info.model = ""; dummy_weapon_info.spawnflags = 0; dummy_weapon_info.model2 = ""; dummy_weapon_info.impulse = -1; dummy_weapon_info.bot_pickupbasevalue = 0; dummy_weapon_info.switchdelay_drop = 0; dummy_weapon_info.switchdelay_raise = 0; float i; weaponorder_byid = ""; for(i = WEP_MAXCOUNT; i >= 1; --i) if(weapon_info[i-1]) weaponorder_byid = strcat(weaponorder_byid, " ", ftos(i)); weaponorder_byid = strzone(substring(weaponorder_byid, 1, strlen(weaponorder_byid) - 1)); } entity get_weaponinfo(float id) { entity w; if(id < WEP_FIRST || id > WEP_LAST) return dummy_weapon_info; w = weapon_info[id - 1]; if(w) return w; return dummy_weapon_info; } string W_FixWeaponOrder(string order, float complete) { return fixPriorityList(order, WEP_FIRST, WEP_LAST, 230 - WEP_FIRST, complete); } string W_NameWeaponOrder_MapFunc(string s) { entity wi; if(s == "0" || stof(s)) { wi = get_weaponinfo(stof(s)); if(wi != dummy_weapon_info) return wi.netname; } return s; } string W_NameWeaponOrder(string order) { return mapPriorityList(order, W_NameWeaponOrder_MapFunc); } string W_NumberWeaponOrder_MapFunc(string s) { float i; if(s == "0" || stof(s)) return s; for(i = WEP_FIRST; i <= WEP_LAST; ++i) if(s == get_weaponinfo(i).netname) return ftos(i); return s; } string W_NumberWeaponOrder(string order) { return mapPriorityList(order, W_NumberWeaponOrder_MapFunc); } float W_FixWeaponOrder_BuildImpulseList_buf[WEP_MAXCOUNT]; string W_FixWeaponOrder_BuildImpulseList_order; void W_FixWeaponOrder_BuildImpulseList_swap(float i, float j, entity pass) { float h; h = W_FixWeaponOrder_BuildImpulseList_buf[i]; W_FixWeaponOrder_BuildImpulseList_buf[i] = W_FixWeaponOrder_BuildImpulseList_buf[j]; W_FixWeaponOrder_BuildImpulseList_buf[j] = h; } float W_FixWeaponOrder_BuildImpulseList_cmp(float i, float j, entity pass) { entity e1, e2; float d; e1 = get_weaponinfo(W_FixWeaponOrder_BuildImpulseList_buf[i]); e2 = get_weaponinfo(W_FixWeaponOrder_BuildImpulseList_buf[j]); d = mod(e1.impulse + 9, 10) - mod(e2.impulse + 9, 10); if(d != 0) return -d; // high impulse first! return strstrofs(strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " "), sprintf(" %d ", W_FixWeaponOrder_BuildImpulseList_buf[i]), 0) - strstrofs(strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " "), sprintf(" %d ", W_FixWeaponOrder_BuildImpulseList_buf[j]), 0) ; // low char index first! } string W_FixWeaponOrder_BuildImpulseList(string o) { float i; W_FixWeaponOrder_BuildImpulseList_order = o; for(i = WEP_FIRST; i <= WEP_LAST; ++i) W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST] = i; heapsort(WEP_LAST - WEP_FIRST + 1, W_FixWeaponOrder_BuildImpulseList_swap, W_FixWeaponOrder_BuildImpulseList_cmp, world); o = ""; for(i = WEP_FIRST; i <= WEP_LAST; ++i) o = strcat(o, " ", ftos(W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST])); W_FixWeaponOrder_BuildImpulseList_order = string_null; return substring(o, 1, -1); } string W_FixWeaponOrder_AllowIncomplete(string order) { return W_FixWeaponOrder(order, 0); } string W_FixWeaponOrder_ForceComplete(string order) { if(order == "") order = W_NumberWeaponOrder(cvar_defstring("cl_weaponpriority")); return W_FixWeaponOrder(order, 1); } void W_RandomWeapons(entity e, float n) { float i, j; WEPSET_DECLARE_A(remaining); WEPSET_DECLARE_A(result); WEPSET_COPY_AE(remaining, e); WEPSET_CLEAR_A(result); for(i = 0; i < n; ++i) { RandomSelection_Init(); for(j = WEP_FIRST; j <= WEP_LAST; ++j) if(WEPSET_CONTAINS_AW(remaining, j)) RandomSelection_Add(world, j, string_null, 1, 1); WEPSET_OR_AW(result, RandomSelection_chosen_float); WEPSET_ANDNOT_AW(remaining, RandomSelection_chosen_float); } WEPSET_COPY_EA(e, result); } string W_Name(float weaponid) { return (get_weaponinfo(weaponid)).message; } float W_AmmoItemCode(float wpn) { return (get_weaponinfo(wpn)).items & IT_AMMO; }