]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/all.qc
Merge branch 'master' into martin-t/mg-solidpen
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / all.qc
index afbf79eb54777d0e2852366e9d44956ff69c3966..f2fdf4407fb6307494ba7201e009c3c21f36091c 100644 (file)
@@ -123,6 +123,8 @@ string W_UndeprecateName(string s)
                case "minstanex": return "vaporizer";
                case "grenadelauncher": return "mortar";
                case "uzi": return "machinegun";
+               case "hmg": return "okhmg";
+               case "rpc": return "okrpc";
                default: return s;
        }
 }
@@ -192,9 +194,8 @@ string W_FixWeaponOrder_ForceComplete(string order)
        return W_FixWeaponOrder(order, 1);
 }
 
-void W_RandomWeapons(entity e, int n)
+WepSet W_RandomWeapons(entity e, WepSet remaining, int n)
 {
-       WepSet remaining = e.weapons;
        WepSet result = '0 0 0';
        for (int j = 0; j < n; ++j)
        {
@@ -207,51 +208,51 @@ void W_RandomWeapons(entity e, int n)
                result |= WepSet_FromWeapon(w);
                remaining &= ~WepSet_FromWeapon(w);
        }
-       e.weapons = result;
+       return result;
 }
 
-string GetAmmoPicture(.int ammotype)
+string GetAmmoPicture(int ammotype)
 {
        switch (ammotype)
        {
-               case ammo_shells:  return ITEM_Shells.m_icon;
-               case ammo_nails:   return ITEM_Bullets.m_icon;
-               case ammo_rockets: return ITEM_Rockets.m_icon;
-               case ammo_cells:   return ITEM_Cells.m_icon;
-               case ammo_plasma:  return ITEM_Plasma.m_icon;
-               case ammo_fuel:    return ITEM_JetpackFuel.m_icon;
+               case RES_SHELLS:  return ITEM_Shells.m_icon;
+               case RES_BULLETS: return ITEM_Bullets.m_icon;
+               case RES_ROCKETS: return ITEM_Rockets.m_icon;
+               case RES_CELLS:   return ITEM_Cells.m_icon;
+               case RES_PLASMA:  return ITEM_Plasma.m_icon;
+               case RES_FUEL:    return ITEM_JetpackFuel.m_icon;
                default: return "";  // wtf, no ammo type?
        }
 }
 
 #ifdef CSQC
-       .int GetAmmoFieldFromNum(int i)
+int GetAmmoTypeFromNum(int i)
+{
+       switch (i)
        {
-               switch (i)
-               {
-                       case 0: return ammo_shells;
-                       case 1: return ammo_nails;
-                       case 2: return ammo_rockets;
-                       case 3: return ammo_cells;
-                       case 4: return ammo_plasma;
-                       case 5: return ammo_fuel;
-                       default: return ammo_none;
-               }
+               case 0: return RES_SHELLS;
+               case 1: return RES_BULLETS;
+               case 2: return RES_ROCKETS;
+               case 3: return RES_CELLS;
+               case 4: return RES_PLASMA;
+               case 5: return RES_FUEL;
+               default: return RES_NONE;
        }
+}
 
-       int GetAmmoStat(.int ammotype)
+int GetAmmoStat(int ammotype)
+{
+       switch (ammotype)
        {
-               switch (ammotype)
-               {
-                       case ammo_shells: return STAT_SHELLS;
-                       case ammo_nails: return STAT_NAILS;
-                       case ammo_rockets: return STAT_ROCKETS;
-                       case ammo_cells: return STAT_CELLS;
-                       case ammo_plasma: return STAT_PLASMA.m_id;
-                       case ammo_fuel: return STAT_FUEL.m_id;
-                       default: return -1;
-               }
+               case RES_SHELLS: return STAT_SHELLS;
+               case RES_BULLETS: return STAT_NAILS;
+               case RES_ROCKETS: return STAT_ROCKETS;
+               case RES_CELLS: return STAT_CELLS;
+               case RES_PLASMA: return STAT_PLASMA.m_id;
+               case RES_FUEL: return STAT_FUEL.m_id;
+               default: return -1;
        }
+}
 #endif
 
 string W_Sound(string w_snd)
@@ -293,24 +294,21 @@ vector shotorg_adjustfromclient(vector vecs, float y_is_right, float algn)
 
 vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn)
 {
-#ifdef SVQC
        string s;
-#endif
        if (visual)
        {
                vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
        }
-#ifdef SVQC
-       else if (autocvar_g_shootfromeye)
+       else if (STAT(SHOOTFROMEYE))
        {
                vecs.y = vecs.z = 0;
        }
-       else if (autocvar_g_shootfromcenter)
+       else if (STAT(SHOOTFROMCENTER))
        {
                vecs.y = 0;
                vecs.z -= 2;
        }
-       else if ((s = autocvar_g_shootfromfixedorigin) != "")
+       else if ((s = G_SHOOTFROMFIXEDORIGIN) != "")
        {
                vector v = stov(s);
                if (y_is_right) v.y = -v.y;
@@ -318,7 +316,6 @@ vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn
                vecs.y = v.y;
                vecs.z = v.z;
        }
-#endif
        else  // just do the same as top
        {
                vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
@@ -530,7 +527,9 @@ void CL_WeaponEntity_SetModel(entity this, string name, bool _anim)
        int compressed_shotorg = compressShotOrigin(this.movedir);
        // make them match perfectly
 #ifdef SVQC
-       this.movedir = decompressShotOrigin(this.owner.stat_shotorg = compressed_shotorg);
+    // null during init
+    if (this.owner) STAT(SHOTORG, this.owner) = compressed_shotorg;
+       this.movedir = decompressShotOrigin(compressed_shotorg);
 #else
        this.movedir = decompressShotOrigin(compressed_shotorg);
 #endif
@@ -552,10 +551,7 @@ REGISTER_NET_TEMP(wframe)
 #ifdef CSQC
 NET_HANDLE(wframe, bool isNew)
 {
-       vector a;
-       a.x = ReadCoord();
-    a.y = ReadCoord();
-    a.z = ReadCoord();
+       vector a = ReadVector();
     int slot = ReadByte();
        bool restartanim = ReadByte();
        entity wepent = viewmodels[slot];
@@ -588,9 +584,7 @@ void wframe_send(entity actor, entity weaponentity, vector a, bool restartanim)
        int channel = MSG_ONE;
        msg_entity = actor;
        WriteHeader(channel, wframe);
-       WriteCoord(channel, a.x);
-       WriteCoord(channel, a.y);
-       WriteCoord(channel, a.z);
+       WriteVector(channel, a);
        WriteByte(channel, weaponslot(weaponentity.weaponentity_fld));
        WriteByte(channel, restartanim);
        WriteByte(channel, weaponentity.state);