}
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;
}
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;