]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/all.qc
Cleanup #includes
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / all.qc
index d531b8c3f29759f1c8a9c77e922c0199dc96c26c..d1bd2d7e649da0c9bdb8c32a1a80e8890ecae573 100644 (file)
     #include <server/autocvars.qh>
     #include <server/constants.qh>
     #include <server/defs.qh>
-    #include "../notifications.qh"
+    #include "../notifications/all.qh"
     #include "../deathtypes/all.qh"
     #include <server/mutators/all.qh>
     #include "../mapinfo.qh"
-    #include <server/command/common.qh>
+    #include <server/command/_all.qh>
     #include <lib/csqcmodel/sv_model.qh>
     #include <server/portals.qh>
     #include <server/g_hook.qh>
@@ -134,7 +134,7 @@ string W_NumberWeaponOrder_MapFunc(string s)
 {
        if (s == "0" || stof(s)) return s;
        s = W_UndeprecateName(s);
-       FOREACH(Weapons, it != WEP_Null && it.netname == s, LAMBDA(return ftos(i)));
+       FOREACH(Weapons, it != WEP_Null && it.netname == s, return ftos(i));
        return s;
 }
 string W_NumberWeaponOrder(string order)
@@ -173,7 +173,7 @@ string W_FixWeaponOrder_BuildImpulseList(string 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);
+               NULL);
        o = "";
        for (i = WEP_FIRST; i <= WEP_LAST; ++i)
                o = strcat(o, " ", ftos(W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST]));
@@ -181,7 +181,7 @@ string W_FixWeaponOrder_BuildImpulseList(string o)
        return substring(o, 1, -1);
 }
 
-string W_FixWeaponOrder_AllowIncomplete(string order)
+string W_FixWeaponOrder_AllowIncomplete(entity this, string order)
 {
        return W_FixWeaponOrder(order, 0);
 }
@@ -202,10 +202,10 @@ void W_RandomWeapons(entity e, float n)
        for (i = 0; i < n; ++i)
        {
                RandomSelection_Init();
-               FOREACH(Weapons, it != WEP_Null, LAMBDA(
+               FOREACH(Weapons, it != WEP_Null, {
                        if (remaining & (it.m_wepset))
                                RandomSelection_Add(it, 0, string_null, 1, 1);
-               ));
+               });
                Weapon w = RandomSelection_chosen_ent;
                result |= WepSet_FromWeapon(w);
                remaining &= ~WepSet_FromWeapon(w);
@@ -262,7 +262,7 @@ string W_Sound(string w_snd)
        string output = strcat("weapons/", w_snd);
 #ifdef SVQC
                MUTATOR_CALLHOOK(WeaponSound, w_snd, output);
-               return weapon_sound_output;
+               return M_ARGV(1, string);
 #else
                return output;
 #endif
@@ -272,7 +272,7 @@ string W_Model(string w_mdl)
 {
        string output = strcat("models/weapons/", w_mdl);
        MUTATOR_CALLHOOK(WeaponModel, w_mdl, output);
-       return weapon_model_output;
+       return M_ARGV(1, string);
 }
 
 #ifndef MENUQC
@@ -387,12 +387,12 @@ vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn
  *   call again with ""
  *   remove the ent
  */
-void CL_WeaponEntity_SetModel(entity this, string name)
+void CL_WeaponEntity_SetModel(entity this, string name, bool _anim)
 {
        if (name == "")
        {
                this.model = "";
-               if (this.weaponchild) remove(this.weaponchild);
+               if (this.weaponchild) delete(this.weaponchild);
                this.weaponchild = NULL;
                this.movedir = '0 0 0';
                this.spawnorigin = '0 0 0';
@@ -425,21 +425,22 @@ void CL_WeaponEntity_SetModel(entity this, string name)
                        if (!this.weaponchild)
                        {
                                this.weaponchild = new(weaponchild);
-                               make_pure(this.weaponchild);
 #ifdef CSQC
                                this.weaponchild.drawmask = MASK_NORMAL;
                                this.weaponchild.renderflags |= RF_VIEWMODEL;
 #endif
                        }
                        _setmodel(this.weaponchild, W_Model(strcat("v_", name, ".md3")));
+                       setsize(this.weaponchild, '0 0 0', '0 0 0');
                        setattachment(this.weaponchild, this, t);
                }
                else
                {
-                       if (this.weaponchild) remove(this.weaponchild);
+                       if (this.weaponchild) delete(this.weaponchild);
                        this.weaponchild = NULL;
                }
 
+               setsize(this, '0 0 0', '0 0 0');
                setorigin(this, '0 0 0');
                this.angles = '0 0 0';
                this.frame = 0;
@@ -461,7 +462,7 @@ void CL_WeaponEntity_SetModel(entity this, string name)
                        }
                        else
                        {
-                               LOG_WARNINGF("weapon model %s does not support the 'shot' tag, will display shots TOTALLY wrong\n",
+                               LOG_WARNF("weapon model %s does not support the 'shot' tag, will display shots TOTALLY wrong",
                                        this.model);
                                this.movedir = '0 0 0';
                        }
@@ -480,7 +481,7 @@ void CL_WeaponEntity_SetModel(entity this, string name)
                        }
                        else
                        {
-                               LOG_WARNINGF("weapon model %s does not support the 'shell' tag, will display casings wrong\n",
+                               LOG_WARNF("weapon model %s does not support the 'shell' tag, will display casings wrong",
                                        this.model);
                                this.spawnorigin = this.movedir;
                        }
@@ -502,7 +503,7 @@ void CL_WeaponEntity_SetModel(entity this, string name)
                        }
                        else
                        {
-                               LOG_WARNINGF(
+                               LOG_WARNF(
                                        "weapon model %s does not support the 'handle' tag "
                                        "and neither does the v_ model support the 'shot' tag, "
                                        "will display muzzle flashes TOTALLY wrong\n",
@@ -539,6 +540,7 @@ void CL_WeaponEntity_SetModel(entity this, string name)
 
        // check if an instant weapon switch occurred
        setorigin(this, this.view_ofs);
+       if (!_anim) return;
        // reset animstate now
        this.wframe = WFRAME_IDLE;
        setanim(this, this.anim_idle, true, false, true);