#include "../../lib/warpzone/common.qh"
#include "../../lib/warpzone/client.qh"
#include "../util.qh"
- #include "../buffs/all.qh"
#include "../../client/autocvars.qh"
#include "../deathtypes/all.qh"
#include "../../lib/csqcmodel/interpolate.qh"
#include "../../lib/csqcmodel/cl_model.qh"
#elif defined(MENUQC)
#elif defined(SVQC)
- #include "../../lib/warpzone/anglestransform.qh"
- #include "../../lib/warpzone/common.qh"
- #include "../../lib/warpzone/util_server.qh"
- #include "../../lib/warpzone/server.qh"
- #include "../constants.qh"
- #include "../stats.qh"
- #include "../teams.qh"
- #include "../util.qh"
- #include "../buffs/all.qh"
- #include "../monsters/all.qh"
- #include "config.qh"
- #include "../../server/weapons/csqcprojectile.qh"
- #include "../../server/weapons/tracing.qh"
- #include "../../server/t_items.qh"
- #include "../../server/autocvars.qh"
- #include "../../server/constants.qh"
- #include "../../server/defs.qh"
- #include "../notifications.qh"
- #include "../deathtypes/all.qh"
- #include "../../server/mutators/all.qh"
- #include "../mapinfo.qh"
- #include "../../server/command/common.qh"
- #include "../../lib/csqcmodel/sv_model.qh"
- #include "../../server/portals.qh"
- #include "../../server/g_hook.qh"
+ #include "../../lib/warpzone/anglestransform.qh"
+ #include "../../lib/warpzone/common.qh"
+ #include "../../lib/warpzone/util_server.qh"
+ #include "../../lib/warpzone/server.qh"
+ #include "../constants.qh"
+ #include "../stats.qh"
+ #include "../teams.qh"
+ #include "../util.qh"
+ #include "../monsters/all.qh"
+ #include "config.qh"
+ #include "../../server/weapons/csqcprojectile.qh"
+ #include "../../server/weapons/tracing.qh"
+ #include "../../server/t_items.qh"
+ #include "../../server/autocvars.qh"
+ #include "../../server/constants.qh"
+ #include "../../server/defs.qh"
+ #include "../notifications.qh"
+ #include "../deathtypes/all.qh"
+ #include "../../server/mutators/all.qh"
+ #include "../mapinfo.qh"
+ #include "../../server/command/common.qh"
+ #include "../../lib/csqcmodel/sv_model.qh"
+ #include "../../server/portals.qh"
+ #include "../../server/g_hook.qh"
#endif
#ifndef MENUQC
#include "calculations.qc"
// WEAPON PLUGIN SYSTEM
-WepSet WepSet_FromWeapon(int a)
+WepSet _WepSet_FromWeapon(int a)
{
a -= WEP_FIRST;
if (Weapons_MAX > 24)
return '1 0 0' * power2of(a);
}
#ifdef SVQC
- void WepSet_AddStat()
- {
- addstat(STAT_WEAPONS, AS_INT, weapons_x);
- if (Weapons_MAX > 24) addstat(STAT_WEAPONS2, AS_INT, weapons_y);
- if (Weapons_MAX > 48) addstat(STAT_WEAPONS3, AS_INT, weapons_z);
- }
- void WepSet_AddStat_InMap()
- {
- addstat(STAT_WEAPONSINMAP, AS_INT, weaponsinmap_x);
- if (Weapons_MAX > 24) addstat(STAT_WEAPONSINMAP2, AS_INT, weaponsinmap_y);
- if (Weapons_MAX > 48) addstat(STAT_WEAPONSINMAP3, AS_INT, weaponsinmap_z);
- }
void WriteWepSet(float dst, WepSet w)
{
if (Weapons_MAX > 48) WriteInt72_t(dst, w);
#ifdef CSQC
WepSet WepSet_GetFromStat()
{
- WepSet w = '0 0 0';
- w.x = getstati(STAT_WEAPONS);
- if (Weapons_MAX > 24) w.y = getstati(STAT_WEAPONS2);
- if (Weapons_MAX > 48) w.z = getstati(STAT_WEAPONS3);
- return w;
+ return STAT(WEAPONS);
}
WepSet WepSet_GetFromStat_InMap()
{
- WepSet w = '0 0 0';
- w_x = getstati(STAT_WEAPONSINMAP);
- if (Weapons_MAX > 24) w_y = getstati(STAT_WEAPONSINMAP2);
- if (Weapons_MAX > 48) w_z = getstati(STAT_WEAPONSINMAP3);
- return w;
+ return STAT(WEAPONSINMAP);
}
WepSet ReadWepSet()
{
}
string W_NameWeaponOrder_MapFunc(string s)
{
- entity wi;
- if (s == "0" || stof(s))
+ int i = stof(s);
+ if (s == "0" || i)
{
- wi = get_weaponinfo(stof(s));
+ entity wi = Weapons_from(i);
if (wi != WEP_Null) return wi.netname;
}
return s;
}
string W_NumberWeaponOrder_MapFunc(string s)
{
- int i;
if (s == "0" || stof(s)) return s;
s = W_UndeprecateName(s);
- for (i = WEP_FIRST; i <= WEP_LAST; ++i)
- if (s == get_weaponinfo(i).netname) return ftos(i);
+ FOREACH(Weapons, it != WEP_Null && it.netname == s, LAMBDA(return ftos(i)));
return s;
}
string W_NumberWeaponOrder(string order)
}
float W_FixWeaponOrder_BuildImpulseList_cmp(int i, int 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 = (e1.impulse + 9) % 10 - (e2.impulse + 9) % 10;
+ int si = W_FixWeaponOrder_BuildImpulseList_buf[i];
+ Weapon e1 = Weapons_from(si);
+ int sj = W_FixWeaponOrder_BuildImpulseList_buf[j];
+ Weapon e2 = Weapons_from(sj);
+ int d = (e1.impulse + 9) % 10 - (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)
+ sprintf(" %d ", si), 0)
-
strstrofs(strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " "),
- sprintf(" %d ", W_FixWeaponOrder_BuildImpulseList_buf[j]), 0)
+ sprintf(" %d ", sj), 0)
; // low char index first!
}
string W_FixWeaponOrder_BuildImpulseList(string o)
{
RandomSelection_Init();
for (j = WEP_FIRST; j <= WEP_LAST; ++j)
- if (remaining & WepSet_FromWeapon(j)) RandomSelection_Add(world, j, string_null, 1, 1);
- result |= WepSet_FromWeapon(RandomSelection_chosen_float);
- remaining &= ~WepSet_FromWeapon(RandomSelection_chosen_float);
+ if (remaining & WepSet_FromWeapon(Weapons_from(j))) RandomSelection_Add(NULL, j, string_null, 1, 1);
+ Weapon w = Weapons_from(RandomSelection_chosen_float);
+ result |= WepSet_FromWeapon(w);
+ remaining &= ~WepSet_FromWeapon(w);
}
e.weapons = result;
}
case ammo_nails: return STAT_NAILS;
case ammo_rockets: return STAT_ROCKETS;
case ammo_cells: return STAT_CELLS;
- case ammo_plasma: return STAT_PLASMA;
- case ammo_fuel: return STAT_FUEL;
+ case ammo_plasma: return STAT_PLASMA.m_id;
+ case ammo_fuel: return STAT_FUEL.m_id;
default: return -1;
}
}
string W_Model(string w_mdl)
{
string output = strcat("models/weapons/", w_mdl);
-#ifdef SVQC
- MUTATOR_CALLHOOK(WeaponModel, w_mdl, output);
- return weapon_model_output;
-#else
- return output;
-#endif
+ MUTATOR_CALLHOOK(WeaponModel, w_mdl, output);
+ return weapon_model_output;
}
#ifndef MENUQC
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")));
a.y = ReadCoord();
a.z = ReadCoord();
bool restartanim = ReadByte();
- setanim(viewmodel, a, restartanim == false, restartanim, restartanim);
+ anim_set(viewmodel, a, !restartanim, restartanim, restartanim);
viewmodel.state = ReadByte();
+ viewmodel.weapon_nextthink = ReadFloat();
viewmodel.alpha = ReadByte() / 255;
+ switch (viewmodel.state)
+ {
+ case WS_RAISE:
+ case WS_DROP:
+ viewmodel.weapon_switchdelay = ReadFloat();
+ break;
+ default:
+ viewmodel.weapon_switchdelay = 0;
+ break;
+ }
return true;
}
#endif
WriteCoord(channel, a.z);
WriteByte(channel, restartanim);
WriteByte(channel, weaponentity.state);
- WriteByte(channel, weaponentity.alpha * 255);
-}
-#endif
-
-REGISTER_NET_TEMP(wglow)
-#ifdef CSQC
-NET_HANDLE(wglow, bool isNew)
-{
- vector g = '0 0 0';
- g.x = ReadCoord();
- g.y = ReadCoord();
- g.z = ReadCoord();
- viewmodel.glowmod = g;
- return true;
-}
-#endif
-
-#ifdef SVQC
-void wglow_send(entity actor, vector g)
-{
- if (!IS_REAL_CLIENT(actor)) return;
- int channel = MSG_ONE;
- msg_entity = actor;
- WriteHeader(channel, wglow);
- WriteCoord(channel, g.x);
- WriteCoord(channel, g.y);
- WriteCoord(channel, g.z);
+ WriteFloat(channel, weaponentity.weapon_nextthink);
+ WriteByte(channel, weaponentity.m_alpha * 255);
+ Weapon w = Weapons_from(actor.weapon);
+ switch (weaponentity.state)
+ {
+ case WS_RAISE:
+ WriteFloat(channel, w.switchdelay_raise);
+ break;
+ case WS_DROP:
+ WriteFloat(channel, w.switchdelay_drop);
+ break;
+ }
}
#endif