#ifndef WEAPONS_ALL_H #define WEAPONS_ALL_H // weapon sets typedef vector WepSet; #define WEPSET(id) WepSet_FromWeapon(WEP_##id.m_id) WepSet WepSet_FromWeapon(int a); #ifdef SVQC void WepSet_AddStat(); void WepSet_AddStat_InMap(); void WriteWepSet(float dest, WepSet w); #endif #ifdef CSQC WepSet WepSet_GetFromStat(); WepSet WepSet_GetFromStat_InMap(); WepSet ReadWepSet(); #endif #include "weapon.qh" #ifndef MENUQC #include "calculations.qh" #include "../models/all.qh" #endif #include "../util.qh" #ifdef SVQC #include "../../server/bot/aim.qh" #endif REGISTRY(Weapons, 72) // Increase as needed. Can be up to 72. REGISTER_REGISTRY(RegisterWeapons) entity get_weaponinfo(int id); #define REGISTER_WEAPON(id, inst) \ /* WepSet WEPSET_##id; */ \ REGISTER(RegisterWeapons, WEP, Weapons, Weapons_COUNT, id, m_id, inst) // create cvars for weapon settings #define WEP_ADD_CVAR_NONE(wepname,name) [[last]] float autocvar_g_balance_##wepname##_##name; #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) #define WEP_ADD_CVAR(wepid,wepname,mode,name) WEP_ADD_CVAR_##mode(wepname, name) // create properties for weapon settings #define WEP_ADD_PROP(wepid,wepname,type,prop,name) \ .type prop; \ [[last]] type autocvar_g_balance_##wepname##_##name; // 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; const int WEP_FIRST = 1; #define WEP_LAST (Weapons_COUNT - 1) WepSet WEPSET_ALL; WepSet WEPSET_SUPERWEAPONS; REGISTER_WEAPON(Null, NEW(Weapon)); #include "all.inc" entity get_weaponinfo(int id) { if (id >= WEP_FIRST && id <= WEP_LAST) { Weapon w = Weapons[id]; if (w) return w; } return WEP_Null; } // 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 22 // 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, netname, WEP_HARDCODED_IMPULSES + 1) STATIC_INIT(register_weapons_done) { for (int i = 0; i < Weapons_COUNT; ++i) { Weapon it = Weapons[i]; it.m_id = i; WepSet set = WepSet_FromWeapon(it.m_id); WEPSET_ALL |= set; if ((it.spawnflags) & WEP_FLAG_SUPERWEAPON) WEPSET_SUPERWEAPONS |= set; it.weapon = it.m_id; it.weapons = set; #ifdef CSQC it.wr_init(it); #endif 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 LOG_TRACEF(_("Impulse limit exceeded, weapon will not be directly accessible: %s\n"), it.netname); } weaponorder_byid = ""; for (int i = Weapons_MAX - 1; i >= 1; --i) if (Weapons[i]) weaponorder_byid = strcat(weaponorder_byid, " ", ftos(i)); weaponorder_byid = strzone(substring(weaponorder_byid, 1, strlen(weaponorder_byid) - 1)); } #endif