#ifndef MENUQC
#include "calculations.qh"
-#include "../models/models.qh"
+#include "../models/all.qh"
#endif
#include "../util.qh"
#include "../../server/bot/aim.qh"
#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) - 1)
-WepSet WEPSET_ALL;
-WepSet WEPSET_SUPERWEAPONS;
-
-void RegisterWeapons();
+REGISTRY(Weapons, 72) // Increase as needed. Can be up to 72.
REGISTER_REGISTRY(RegisterWeapons)
-entity weapon_info[WEP_MAXCOUNT], weapon_info_first, weapon_info_last;
entity get_weaponinfo(int id);
#define REGISTER_WEAPON(id, inst) \
/* WepSet WEPSET_##id; */ \
- REGISTER(RegisterWeapons, WEP, weapon_info, WEP_COUNT, id, m_id, inst)
+ REGISTER(RegisterWeapons, WEP, Weapons, id, m_id, inst)
// create cvars for weapon settings
#define WEP_ADD_CVAR_NONE(wepname,name) [[last]] float autocvar_g_balance_##wepname##_##name;
#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;
+const int WEP_FIRST = 1;
+#define WEP_LAST (Weapons_COUNT - 1)
+WepSet WEPSET_ALL;
+WepSet WEPSET_SUPERWEAPONS;
+
REGISTER_WEAPON(Null, NEW(Weapon));
#include "all.inc"
entity get_weaponinfo(int id)
{
- if(id < WEP_FIRST || id > WEP_LAST)
- return WEP_Null;
- Weapon w = weapon_info[id];
- if(w)
- return w;
+ if (id >= WEP_FIRST && id <= WEP_LAST) {
+ Weapon w = Weapons[id];
+ if (w) return w;
+ }
return WEP_Null;
}
// TODO: remove after 0.8.2. Retains impulse number compatibility because 0.8.1 clients don't reload the weapons.cfg
#define WEP_HARDCODED_IMPULSES 22
-void _REGISTRY_SWAP(int i, int j, entity pass)
-{
- i += WEP_HARDCODED_IMPULSES + 1; j += WEP_HARDCODED_IMPULSES + 1;
- entity e = weapon_info[i];
- weapon_info[i] = weapon_info[j];
- weapon_info[j] = e;
-}
-
-float _REGISTRY_CMP(int i, int j, entity pass)
-{
- i += WEP_HARDCODED_IMPULSES + 1; j += WEP_HARDCODED_IMPULSES + 1;
- string a = weapon_info[i].netname;
- string b = weapon_info[j].netname;
- return strcasecmp(a, b);
-}
-
// TODO: invert after 0.8.2. Will require moving 'best weapon' impulses
#define WEP_IMPULSE_BEGIN 230
-#define WEP_IMPULSE_END bound(WEP_IMPULSE_BEGIN, WEP_IMPULSE_BEGIN + (WEP_COUNT - 1) - 1, 253)
+#define WEP_IMPULSE_END bound(WEP_IMPULSE_BEGIN, WEP_IMPULSE_BEGIN + (Weapons_COUNT - 1) - 1, 253)
+
+REGISTRY_SORT(Weapons, netname, WEP_HARDCODED_IMPULSES + 1)
STATIC_INIT(register_weapons_done)
{
- // Sort all extra weapons not #included in all.inc by their netname so it doesn't matter when they were initialized
- heapsort(WEP_COUNT - (1 /* WEP_Null */ + WEP_HARDCODED_IMPULSES), _REGISTRY_SWAP, _REGISTRY_CMP, NULL);
- for (int i = 0; i < WEP_COUNT; ++i) {
- Weapon it = weapon_info[i];
+ for (int i = 0; i < Weapons_COUNT; ++i) {
+ Weapon it = Weapons[i];
it.m_id = i;
WepSet set = WepSet_FromWeapon(it.m_id);
WEPSET_ALL |= set;
LOG_TRACEF(_("Impulse limit exceeded, weapon will not be directly accessible: %s\n"), it.netname);
}
weaponorder_byid = "";
- for (int i = WEP_MAXCOUNT - 1; i >= 1; --i)
- if (weapon_info[i])
+ for (int i = Weapons_MAX - 1; i >= 1; --i)
+ if (Weapons[i])
weaponorder_byid = strcat(weaponorder_byid, " ", ftos(i));
weaponorder_byid = strzone(substring(weaponorder_byid, 1, strlen(weaponorder_byid) - 1));
}