#ifndef WEAPON_H
#define WEAPON_H
-bool w_new(entity this, int req);
-
.int ammo_shells;
.int ammo_nails;
.int ammo_rockets;
.int ammo_fuel;
.int ammo_none;
-// weapon requests
-const int WR_SETUP = 1; // (SERVER) setup weapon data
-.bool(entity this) wr_setup;
-/** (SERVER) logic to run every frame */
-.bool(entity this, bool fire1, bool fire2) wr_think;
-const int WR_CHECKAMMO1 = 3; // (SERVER) checks ammo for weapon primary
-.bool(entity this) wr_checkammo1;
-const int WR_CHECKAMMO2 = 4; // (SERVER) checks ammo for weapon second
-.bool(entity this) wr_checkammo2;
-const int WR_AIM = 5; // (SERVER) runs bot aiming code for this weapon
-.bool(entity this) wr_aim;
-const int WR_INIT = 6; // (BOTH) precaches models/sounds used by this weapon, also sets up weapon properties
-.bool(entity this) wr_init;
-const int WR_SUICIDEMESSAGE = 7; // (SERVER) notification number for suicide message (may inspect w_deathtype for details)
-.bool(entity this) wr_suicidemessage;
-const int WR_KILLMESSAGE = 8; // (SERVER) notification number for kill message (may inspect w_deathtype for details)
-.bool(entity this) wr_killmessage;
-const int WR_RELOAD = 9; // (SERVER) handles reloading for weapon
-.bool(entity this) wr_reload;
-const int WR_RESETPLAYER = 10; // (SERVER) clears fields that the weapon may use
-.bool(entity this) wr_resetplayer;
-const int WR_IMPACTEFFECT = 11; // (CLIENT) impact effect for weapon explosion
-.bool(entity this) wr_impacteffect;
-const int WR_PLAYERDEATH = 12; // (SERVER) called whenever a player dies
-.bool(entity this) wr_playerdeath;
-const int WR_GONETHINK = 13; // (SERVER) logic to run when weapon is lost
-.bool(entity this) wr_gonethink;
-const int WR_CONFIG = 14; // (ALL) dump weapon cvars to config in data directory (see: sv_cmd dumpweapons)
-.bool(entity this) wr_config;
-const int WR_ZOOMRETICLE = 15; // (CLIENT) weapon specific zoom reticle
-.bool(entity this) wr_zoomreticle;
-const int WR_DROP = 16; // (SERVER) the weapon is dropped
-.bool(entity this) wr_drop;
-const int WR_PICKUP = 17; // (SERVER) a weapon is picked up
-.bool(entity this) wr_pickup;
-
/** fields which are explicitly/manually set are marked with "M", fields set automatically are marked with "A" */
CLASS(Weapon, Object)
ATTRIB(Weapon, m_id, int, 0)
ATTRIB(Weapon, weapon, int, 0);
/** A: WEPSET_id : WEPSET_... */
ATTRIB(Weapon, weapons, WepSet, '0 0 0');
- /** M: function : w_... */
- METHOD(Weapon, weapon_func, bool(entity this, int req)) { return w_new(this, req); }
/** M: ammotype : main ammo field */
ATTRIB(Weapon, ammo_field, .int, ammo_none);
/** M: impulse : weapon impulse */
/** M: wepname : human readable name */
ATTRIB(Weapon, message, string, "AOL CD Thrower");
+ /** (SERVER) setup weapon data */
+ METHOD(Weapon, wr_setup, bool(Weapon this)) {return false;}
+ /** (SERVER) logic to run every frame */
+ METHOD(Weapon, wr_think, bool(Weapon this, bool fire1, bool fire2)) {return false;}
+ /** (SERVER) checks ammo for weapon primary */
+ METHOD(Weapon, wr_checkammo1, bool(Weapon this)) {return false;}
+ /** (SERVER) checks ammo for weapon second */
+ METHOD(Weapon, wr_checkammo2, bool(Weapon this)) {return false;}
+ /** (SERVER) runs bot aiming code for this weapon */
+ METHOD(Weapon, wr_aim, bool(Weapon this)) {return false;}
+ /** (BOTH) precaches models/sounds used by this weapon, also sets up weapon properties */
+ METHOD(Weapon, wr_init, bool(Weapon this)) {return false;}
+ /** (SERVER) notification number for suicide message (may inspect w_deathtype for details) */
+ METHOD(Weapon, wr_suicidemessage, bool(Weapon this)) {return false;}
+ /** (SERVER) notification number for kill message (may inspect w_deathtype for details) */
+ METHOD(Weapon, wr_killmessage, bool(Weapon this)) {return false;}
+ /** (SERVER) handles reloading for weapon */
+ METHOD(Weapon, wr_reload, bool(Weapon this)) {return false;}
+ /** (SERVER) clears fields that the weapon may use */
+ METHOD(Weapon, wr_resetplayer, bool(Weapon this)) {return false;}
+ /** (CLIENT) impact effect for weapon explosion */
+ METHOD(Weapon, wr_impacteffect, bool(Weapon this)) {return false;}
+ /** (SERVER) called whenever a player dies */
+ METHOD(Weapon, wr_playerdeath, bool(Weapon this)) {return false;}
+ /** (SERVER) logic to run when weapon is lost */
+ METHOD(Weapon, wr_gonethink, bool(Weapon this)) {return false;}
+ /** (ALL) dump weapon cvars to config in data directory (see: sv_cmd dumpweapons) */
+ METHOD(Weapon, wr_config, bool(Weapon this)) {return false;}
+ /** (CLIENT) weapon specific zoom reticle */
+ METHOD(Weapon, wr_zoomreticle, bool(Weapon this)) {return false;}
+ /** (SERVER) the weapon is dropped */
+ METHOD(Weapon, wr_drop, bool(Weapon this)) {return false;}
+ /** (SERVER) a weapon is picked up */
+ METHOD(Weapon, wr_pickup, bool(Weapon this)) {return false;}
+
METHOD(Weapon, display, void(entity this, void(string name, string icon) returns)) {
returns(this.message, this.model2 ? sprintf("/gfx/hud/%s/%s", cvar_string("menu_skin"), this.model2) : string_null);
}
- CONSTRUCTOR(Weapon,
- bool(entity this, int req) function,
- .int ammotype,
- int i,
- int weapontype,
- float pickupbasevalue,
- vector clr,
- string modelname,
- entity m,
- string crosshair,
- string wepimg,
- string refname,
- string wepname
- ) {
- CONSTRUCT(Weapon);
- this.weapon_func = function;
- this.ammo_field = ammotype;
- this.impulse = i;
- this.spawnflags = weapontype;
- this.bot_pickupbasevalue = pickupbasevalue;
- this.wpcolor = clr;
- this.mdl = modelname;
- this.m_model = m;
- this.w_crosshair = strzone(car(crosshair));
- string s = cdr(crosshair);
- this.w_crosshair_size = ((s != "") ? stof(s) : 1); // so that we can scale the crosshair from code (for compat)
- this.model2 = strzone(wepimg);
- this.netname = refname;
- this.message = wepname;
- }
void register_weapon(entity this, int id, WepSet bit)
{
this.weapon = id;
this.weapons = bit;
this.wpmodel = strzone(strcat("wpn-", ftos(id)));
#ifdef CSQC
- this.weapon_func(this, WR_INIT);
+ this.wr_init(this);
#endif
}
ENDCLASS(Weapon)
const int WEP_FLAG_SUPERWEAPON = 0x100; // powerup timer
const int WEP_FLAG_MUTATORBLOCKED = 0x200; // hides from impulse 99 etc. (mutators are allowed to clear this flag)
-bool w_new(entity this, int req) {
- if (req == WR_SETUP) return this.wr_setup ? this.wr_setup(this) : false;
- if (req == WR_CHECKAMMO1) return this.wr_checkammo1 ? this.wr_checkammo1(this) : false;
- if (req == WR_CHECKAMMO2) return this.wr_checkammo2 ? this.wr_checkammo2(this) : false;
- if (req == WR_AIM) return this.wr_aim ? this.wr_aim(this) : false;
- if (req == WR_INIT) return this.wr_init ? this.wr_init(this) : false;
- if (req == WR_SUICIDEMESSAGE) return this.wr_suicidemessage ? this.wr_suicidemessage(this) : false;
- if (req == WR_KILLMESSAGE) return this.wr_killmessage ? this.wr_killmessage(this) : false;
- if (req == WR_RELOAD) return this.wr_reload ? this.wr_reload(this) : false;
- if (req == WR_RESETPLAYER) return this.wr_resetplayer ? this.wr_resetplayer(this) : false;
- if (req == WR_IMPACTEFFECT) return this.wr_impacteffect ? this.wr_impacteffect(this) : false;
- if (req == WR_PLAYERDEATH) return this.wr_playerdeath ? this.wr_playerdeath(this) : false;
- if (req == WR_GONETHINK) return this.wr_gonethink ? this.wr_gonethink(this) : false;
- if (req == WR_CONFIG) return this.wr_config ? this.wr_config(this) : false;
- if (req == WR_ZOOMRETICLE) return this.wr_zoomreticle ? this.wr_zoomreticle(this) : false;
- if (req == WR_DROP) return this.wr_drop ? this.wr_drop(this) : false;
- if (req == WR_PICKUP) return this.wr_pickup ? this.wr_pickup(this) : false;
- return false;
-}
-
// variables:
string weaponorder_byid;
// other useful macros
-#define WEP_ACTION(wpn,wrequest) wpn.weapon_func(wpn, wrequest)
-#define _WEP_ACTION(wpn,wrequest) WEP_ACTION(get_weaponinfo(wpn), wrequest)
#define WEP_AMMO(wpn) (WEP_##wpn.ammo_field) // only used inside weapon files/with direct name, don't duplicate prefix
#define WEP_NAME(wpn) ((get_weaponinfo(wpn)).message)