#pragma once #include #include #ifdef SVQC #include #endif const int MAX_WEAPONSLOTS = 2; .entity weaponentities[MAX_WEAPONSLOTS]; int weaponslot(.entity weaponentity) { for (int i = 0; i < MAX_WEAPONSLOTS; ++i) { if (weaponentities[i] == weaponentity) { return i; } } return 0; } // weapon states (actor.(weaponentity).state) /** no weapon selected */ const int WS_CLEAR = 0; /** raise frame */ const int WS_RAISE = 1; /** deselecting frame */ const int WS_DROP = 2; /** fire state */ const int WS_INUSE = 3; /** idle frame */ const int WS_READY = 4; #ifdef SVQC .int ammo_shells; .int ammo_nails; .int ammo_rockets; .int ammo_cells; .int ammo_plasma = _STAT(PLASMA); .int ammo_fuel = _STAT(FUEL); .int ammo_none; #else .int ammo_shells; .int ammo_nails; .int ammo_rockets; .int ammo_cells; .int ammo_plasma; .int ammo_fuel; .int ammo_none; #endif /** 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); /** A: WEPSET_id : WEPSET_... */ ATTRIB(Weapon, weapons, WepSet, '0 0 0'); /** M: ammotype : main ammo field */ ATTRIB(Weapon, ammo_field, .int, ammo_none); /** M: impulse : weapon impulse */ ATTRIB(Weapon, impulse, int, -1); /** M: flags : WEPSPAWNFLAG_... combined */ ATTRIB(Weapon, spawnflags, int, 0); /** M: rating : bot weapon priority */ ATTRIB(Weapon, bot_pickupbasevalue, float, 0); /** M: color : waypointsprite color */ ATTRIB(Weapon, wpcolor, vector, '0 0 0'); /** 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); /** 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) */ ATTRIB(Weapon, w_crosshair_size, float, 1); /** A: reticle : per-weapon zoom reticle */ ATTRIB(Weapon, w_reticle, string, ""); /** M: wepimg : "weaponfoobar" side view image file of weapon. WEAPONTODO: Move out of skin files, move to common files */ ATTRIB(Weapon, model2, string, ""); /** M: refname : reference name name */ ATTRIB(Weapon, netname, string, ""); /** M: wepname : human readable name */ ATTRIB(Weapon, m_name, string, "AOL CD Thrower"); ATTRIB(Weapon, m_pickup, entity); /** (SERVER) setup weapon data */ METHOD(Weapon, wr_setup, void(Weapon this, entity actor, .entity weaponentity)) {} /** (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, entity actor, .entity weaponentity)) {return false;} /** (SERVER) checks ammo for weapon second */ METHOD(Weapon, wr_checkammo2, bool(Weapon this, entity actor, .entity weaponentity)) {return false;} /** (SERVER) runs bot aiming code for this weapon */ METHOD(Weapon, wr_aim, void(Weapon this, entity actor, .entity weaponentity)) {} /** (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) */ METHOD(Weapon, wr_suicidemessage, entity(Weapon this)) {return NULL;} /** (SERVER) notification number for kill message (may inspect w_deathtype for details) */ METHOD(Weapon, wr_killmessage, entity(Weapon this)) {return NULL;} /** (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, entity actor)) {} /** (CLIENT) impact effect for weapon explosion */ METHOD(Weapon, wr_impacteffect, void(Weapon this, entity actor)) {} /** (SERVER) called whenever a player dies */ 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, entity actor, .entity weaponentity)) {} /** (ALL) dump weapon cvars to config in data directory (see: sv_cmd dumpweapons) */ METHOD(Weapon, wr_config, void(Weapon this)) {} /** (BOTH) weapon specific zoom reticle */ METHOD(Weapon, wr_zoom, bool(Weapon this, entity actor)) { // no weapon specific image for this weapon return false; } /** (CLIENT) weapon specific glow */ METHOD(Weapon, wr_glow, vector(Weapon this, entity actor, entity wepent)) { return '0 0 0'; } /** (SERVER) the weapon is dropped */ METHOD(Weapon, wr_drop, void(Weapon this, entity actor, .entity weaponentity)) {} /** (SERVER) a weapon is picked up */ METHOD(Weapon, wr_pickup, void(Weapon this, entity actor, .entity weaponentity)) {} /** (SERVER) update cvar based properties */ METHOD(Weapon, wr_update, void(Weapon this)) {} METHOD(Weapon, display, void(entity this, void(string name, string icon) returns)) { returns(this.m_name, this.model2 ? sprintf("/gfx/hud/%s/%s", cvar_string("menu_skin"), this.model2) : string_null); } ENDCLASS(Weapon) #include CLASS(WeaponPickup, Pickup) 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); float weapon_pickupevalfunc(entity player, entity item); 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; #ifdef GAMEQC this.m_model = w.m_model; #endif #ifdef SVQC this.m_botvalue = w.bot_pickupbasevalue; #endif } #ifdef SVQC METHOD(WeaponPickup, giveTo, bool(entity this, entity item, entity player)) { bool b = Item_GiveTo(item, player); if (b) { LOG_TRACEF("entity %i picked up %s", player, this.m_name); } return b; } #endif ENDCLASS(WeaponPickup) CLASS(OffhandWeapon, Object) METHOD(OffhandWeapon, offhand_think, void(OffhandWeapon this, entity player, bool key_pressed)) {} ENDCLASS(OffhandWeapon) #ifdef SVQC .OffhandWeapon offhand; #endif const int MAX_SHOT_DISTANCE = 32768; // weapon flags const int WEP_TYPE_OTHER = 0x00; // not for damaging people const int WEP_TYPE_SPLASH = 0x01; // splash damage const int WEP_TYPE_HITSCAN = 0x02; // hitscan const int WEP_TYPEMASK = 0x0F; const int WEP_FLAG_CANCLIMB = 0x10; // can be used for movement const int WEP_FLAG_NORMAL = 0x20; // in "most weapons" set 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; // functions: string W_FixWeaponOrder(string order, float complete); 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(entity this, string order); string W_FixWeaponOrder_ForceComplete(string order); void W_RandomWeapons(entity e, float n); string GetAmmoPicture(.int ammotype); #ifdef CSQC .int GetAmmoFieldFromNum(int i); int GetAmmoStat(.int ammotype); #endif string W_Sound(string w_snd); string W_Model(string w_mdl);