-// TODO: include once
-//#ifndef WEAPONS_ALL_H
-//#define WEAPONS_ALL_H
+#ifndef WEAPONS_ALL_H
+#define WEAPONS_ALL_H
+
+// weapon sets
+typedef vector WepSet;
+WepSet WepSet_FromWeapon(int a);
+#ifdef SVQC
+void WepSet_AddStat();
+void WepSet_AddStat_InMap();
+void WriteWepSet(float dest, WepSet w);
+#endif
+
+#ifdef CSQC
+WepSet WepSet_GetFromStat();
+WepSet WepSet_GetFromStat_InMap();
+WepSet ReadWepSet();
+#endif
+
+#include "weapon.qh"
+
+#ifndef MENUQC
+#include "calculations.qh"
+#include "../models/models.qh"
+#endif
#include "../util.qh"
#ifdef SVQC
-# include "config.qh"
-# include "../../server/bot/aim.qh"
+#include "../../server/bot/aim.qh"
#endif
-// ONLY EVER ADD NEW WEAPONS AT THE END. IF YOU REMOVE ONE, PUT THE LAST ONE ON
-// ITS PLACE. THIS IS TO AVOID UNNECESSARY RENUMBERING OF WEAPON IMPULSES.
-// IF YOU DISREGARD THIS NOTICE, I'LL KILL YOU WITH THE @!#%'N TUBA
-
-// core weapons
-#include "w_blaster.qc"
-#include "w_shotgun.qc"
-#include "w_machinegun.qc"
-#include "w_mortar.qc"
-#include "w_minelayer.qc"
-#include "w_electro.qc"
-#include "w_crylink.qc"
-#include "w_vortex.qc"
-#include "w_hagar.qc"
-#include "w_devastator.qc"
-
-// other weapons
-#include "w_porto.qc"
-#include "w_vaporizer.qc"
-#include "w_hook.qc"
-#include "w_hlac.qc"
-#include "w_tuba.qc"
-#include "w_rifle.qc"
-#include "w_fireball.qc"
-#include "w_seeker.qc"
-#include "w_shockwave.qc"
-#include "w_arc.qc"
-#include "w_hmg.qc"
-#include "w_rpc.qc"
-
-//#endif
+const int WEP_FIRST = 1;
+#define WEP_MAXCOUNT 72 // Increase as needed. Can be up to 72.
+int WEP_COUNT;
+#define WEP_LAST (WEP_FIRST + WEP_COUNT - 1)
+WepSet WEPSET_ALL;
+WepSet WEPSET_SUPERWEAPONS;
+
+void RegisterWeapons();
+REGISTER_REGISTRY(RegisterWeapons)
+entity weapon_info[WEP_MAXCOUNT], weapon_info_first, weapon_info_last;
+entity dummy_weapon_info;
+#define WEP_Null dummy_weapon_info
+entity get_weaponinfo(int id)
+{
+ entity w;
+ if(id < WEP_FIRST || id > WEP_LAST)
+ return dummy_weapon_info;
+ w = weapon_info[id - 1];
+ if(w)
+ return w;
+ return dummy_weapon_info;
+}
+
+#define REGISTER_WEAPON(...) EVAL(OVERLOAD(REGISTER_WEAPON, __VA_ARGS__))
+
+#define REGISTER_WEAPON_2(id, inst) \
+ WepSet WEPSET_##id; \
+ REGISTER(RegisterWeapons, WEP, weapon_info, WEP_COUNT, id, m_id, inst) { \
+ this.m_id++; \
+ WEPSET_ALL |= (WEPSET_##id = WepSet_FromWeapon(this.m_id)); \
+ if ((this.spawnflags) & WEP_FLAG_SUPERWEAPON) WEPSET_SUPERWEAPONS |= WEPSET_##id; \
+ register_weapon(this, this.m_id, WEPSET_##id); \
+ localcmd(sprintf("alias weapon_%s \"impulse %d\"\n", this.netname, 230 + this.m_id - 1)); \
+ } \
+ REGISTER_INIT(WEP, id)
+
+#define _REGISTER_WEAPON(id, function, ammotype, impulse, flags, rating, color, modelname, mdl, crosshair, wepimg, refname, wepname) \
+ REGISTER_WEAPON_2(id, NEW(Weapon, function, ammotype, impulse, flags, rating, color, modelname, mdl, crosshair, wepimg, refname, wepname))
+
+#ifndef MENUQC
+ #define REGISTER_WEAPON_13(id, function, ammotype, impulse, flags, rating, color, modelname, mdl, crosshair, wepimg, refname, wepname) \
+ bool function(entity this, int); \
+ _REGISTER_WEAPON(id, function, ammotype, impulse, flags, rating, color, modelname, mdl, crosshair, wepimg, refname, wepname)
+#else
+ #define REGISTER_WEAPON_13(id, function, ammotype, impulse, flags, rating, color, modelname, mdl, crosshair, wepimg, refname, wepname) \
+ _REGISTER_WEAPON(id, w_new, ammotype, impulse, flags, rating, color, modelname, NULL, crosshair, wepimg, refname, wepname)
+#endif
+
+// create cvars for weapon settings
+#define WEP_ADD_CVAR_NONE(wepname,name) [[last]] float autocvar_g_balance_##wepname##_##name;
+
+#define WEP_ADD_CVAR_PRI(wepname,name) WEP_ADD_CVAR_NONE(wepname, primary_##name)
+#define WEP_ADD_CVAR_SEC(wepname,name) WEP_ADD_CVAR_NONE(wepname, secondary_##name)
+#define WEP_ADD_CVAR_BOTH(wepname,name) \
+ WEP_ADD_CVAR_PRI(wepname, name) \
+ WEP_ADD_CVAR_SEC(wepname, name)
+
+#define WEP_ADD_CVAR(wepid,wepname,mode,name) WEP_ADD_CVAR_##mode(wepname, name)
+
+// create properties for weapon settings
+#define WEP_ADD_PROP(wepid,wepname,type,prop,name) \
+ .type prop; \
+ [[last]] type autocvar_g_balance_##wepname##_##name;
+
+// read cvars from weapon settings
+#define WEP_CVAR(wepname,name) autocvar_g_balance_##wepname##_##name
+#define WEP_CVAR_PRI(wepname,name) WEP_CVAR(wepname, primary_##name)
+#define WEP_CVAR_SEC(wepname,name) WEP_CVAR(wepname, secondary_##name)
+#define WEP_CVAR_BOTH(wepname,isprimary,name) ((isprimary) ? WEP_CVAR_PRI(wepname, name) : WEP_CVAR_SEC(wepname, name))
+
+// set initialization values for weapon settings
+#define WEP_SKIP_CVAR(unuseda,unusedb,unusedc,unusedd) /* skip cvars */
+#define WEP_SET_PROP(wepid,wepname,type,prop,name) WEP_##wepid.prop = autocvar_g_balance_##wepname##_##name;
+
+#include "all.inc"
+
+void register_weapons_done()
+{
+ dummy_weapon_info = NEW(Weapon);
+
+ weaponorder_byid = "";
+ for (int i = WEP_MAXCOUNT - 1; i >= 0; --i)
+ if (weapon_info[i])
+ weaponorder_byid = strcat(weaponorder_byid, " ", ftos(i));
+ weaponorder_byid = strzone(substring(weaponorder_byid, 1, strlen(weaponorder_byid) - 1));
+}
+
+ACCUMULATE_FUNCTION(RegisterWeapons, register_weapons_done)
+#endif