#include "calculations.qh"
#endif
-float BOT_PICKUP_RATING_LOW = 2500;
-float BOT_PICKUP_RATING_MID = 5000;
-float BOT_PICKUP_RATING_HIGH = 10000;
-
-float WEP_TYPE_OTHER = 0x00; // not for damaging people
-float WEP_TYPE_SPLASH = 0x01; // splash damage
-float WEP_TYPE_HITSCAN = 0x02; // hitscan
-float WEP_TYPEMASK = 0x0F;
-float WEP_FLAG_CANCLIMB = 0x10; // can be used for movement
-float WEP_FLAG_NORMAL = 0x20; // in "most weapons" set
-float WEP_FLAG_HIDDEN = 0x40; // hides from menu
-float WEP_FLAG_RELOADABLE = 0x80; // can has reload
-float WEP_FLAG_SUPERWEAPON = 0x100; // powerup timer
-float WEP_FLAG_MUTATORBLOCKED = 0x200; // hides from impulse 99 etc. (mutators are allowed to clear this flag)
-
-float MAX_SHOT_DISTANCE = 32768;
-
-// weapon requests // WEAPONTODO
-#define WR_SETUP 1 // (SERVER) setup weapon data
-#define WR_THINK 2 // (SERVER) logic to run every frame
-#define WR_CHECKAMMO1 3 // (SERVER) checks ammo for weapon
-#define WR_CHECKAMMO2 4 // (SERVER) checks ammo for weapon
-#define WR_AIM 5 // (SERVER) runs bot aiming code for this weapon
-#define WR_INIT 6 // (BOTH) precaches models/sounds used by this weapon
-#define WR_SUICIDEMESSAGE 7 // (SERVER) notification number for suicide message (may inspect w_deathtype for details)
-#define WR_KILLMESSAGE 8 // (SERVER) notification number for kill message (may inspect w_deathtype for details)
-#define WR_RELOAD 9 // (SERVER) does not need to do anything
-#define WR_RESETPLAYER 10 // (SERVER) does not need to do anything
-#define WR_IMPACTEFFECT 11 // (CLIENT) impact effect
-#define WR_SWITCHABLE 12 // (CLIENT) impact effect
-#define WR_PLAYERDEATH 13 // (SERVER) does not need to do anything
-#define WR_GONETHINK 14 // (SERVER) logic to run every frame, also if no longer having the weapon as long as the switch away has not been performed
-#define WR_CONFIG 15 // (ALL)
-
-// WEAPONTODO
-float IT_UNLIMITED_WEAPON_AMMO = 1;
-// when this bit is set, using a weapon does not reduce ammo. Checkpoints can give this powerup.
-float IT_UNLIMITED_SUPERWEAPONS = 2;
-// when this bit is set, superweapons don't expire. Checkpoints can give this powerup.
-float IT_CTF_SHIELDED = 4; // set for the flag shield
-float IT_USING_JETPACK = 8; // confirmation that button is pressed
-float IT_JETPACK = 16; // actual item
-float IT_FUEL_REGEN = 32; // fuel regeneration trigger
-float IT_SHELLS = 256;
-float IT_NAILS = 512;
-float IT_ROCKETS = 1024;
-float IT_CELLS = 2048;
-float IT_SUPERWEAPON = 4096;
-float IT_FUEL = 128;
-float IT_STRENGTH = 8192;
-float IT_INVINCIBLE = 16384;
-float IT_HEALTH = 32768;
-// union:
- // for items:
- float IT_KEY1 = 131072;
- float IT_KEY2 = 262144;
- // for players:
- float IT_RED_FLAG_TAKEN = 32768;
- float IT_RED_FLAG_LOST = 65536;
- float IT_RED_FLAG_CARRYING = 98304;
- float IT_BLUE_FLAG_TAKEN = 131072;
- float IT_BLUE_FLAG_LOST = 262144;
- float IT_BLUE_FLAG_CARRYING = 393216;
-// end
-float IT_5HP = 524288;
-float IT_25HP = 1048576;
-float IT_ARMOR_SHARD = 2097152;
-float IT_ARMOR = 4194304;
-
-float IT_AMMO = 3968; // IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS | IT_FUEL;
-float IT_PICKUPMASK = 51; // IT_FUEL_REGEN | IT_JETPACK | IT_UNLIMITED_AMMO; // strength and invincible are handled separately
-float IT_UNLIMITED_AMMO = 3; // IT_UNLIMITED_SUPERWEAPONS | IT_UNLIMITED_WEAPON_AMMO;
-
-float AMMO_COUNT = 4; // amount of ammo types to show in the inventory panel
+const float MAX_SHOT_DISTANCE = 32768;
+
+// weapon pickup ratings for bot logic
+const float BOT_PICKUP_RATING_LOW = 2500;
+const float BOT_PICKUP_RATING_MID = 5000;
+const float BOT_PICKUP_RATING_HIGH = 10000;
+
+// weapon flags
+const float WEP_TYPE_OTHER = 0x00; // not for damaging people
+const float WEP_TYPE_SPLASH = 0x01; // splash damage
+const float WEP_TYPE_HITSCAN = 0x02; // hitscan
+const float WEP_TYPEMASK = 0x0F;
+const float WEP_FLAG_CANCLIMB = 0x10; // can be used for movement
+const float WEP_FLAG_NORMAL = 0x20; // in "most weapons" set
+const float WEP_FLAG_HIDDEN = 0x40; // hides from menu
+const float WEP_FLAG_RELOADABLE = 0x80; // can has reload
+const float WEP_FLAG_SUPERWEAPON = 0x100; // powerup timer
+const float WEP_FLAG_MUTATORBLOCKED = 0x200; // hides from impulse 99 etc. (mutators are allowed to clear this flag)
+
+// weapon requests
+const float WR_SETUP = 1; // (SERVER) setup weapon data
+const float WR_THINK = 2; // (SERVER) logic to run every frame
+const float WR_CHECKAMMO1 = 3; // (SERVER) checks ammo for weapon primary
+const float WR_CHECKAMMO2 = 4; // (SERVER) checks ammo for weapon second
+const float WR_AIM = 5; // (SERVER) runs bot aiming code for this weapon
+const float WR_INIT = 6; // (BOTH) precaches models/sounds used by this weapon, also sets up weapon properties
+const float WR_SUICIDEMESSAGE = 7; // (SERVER) notification number for suicide message (may inspect w_deathtype for details)
+const float WR_KILLMESSAGE = 8; // (SERVER) notification number for kill message (may inspect w_deathtype for details)
+const float WR_RELOAD = 9; // (SERVER) handles reloading for weapon
+const float WR_RESETPLAYER = 10; // (SERVER) clears fields that the weapon may use
+const float WR_IMPACTEFFECT = 11; // (CLIENT) impact effect for weapon explosion
+const float WR_PLAYERDEATH = 12; // (SERVER) called whenever a player dies
+const float WR_GONETHINK = 13; // (SERVER) logic to run when weapon is lost
+const float WR_CONFIG = 14; // (ALL) dump weapon cvars to config in data directory (see: sv_cmd dumpweapons)
+const float WR_ZOOMRETICLE = 15; // (CLIENT) weapon specific zoom reticle
// variables:
string weaponorder_byid;
+// weapon sets
+typedef vector WepSet;
+WepSet WepSet_FromWeapon(float a);
+#ifdef SVQC
+void WepSet_AddStat();
+void WriteWepSet(float dest, WepSet w);
+#endif
+#ifdef CSQC
+WepSet WepSet_GetFromStat();
+WepSet ReadWepSet();
+#endif
+
+// weapon name macros
+#define WEP_FIRST 1
+#define WEP_MAXCOUNT 24 // Increase as needed. Can be up to three times as much.
+float WEP_COUNT;
+float WEP_LAST;
+WepSet WEPSET_ALL;
+WepSet WEPSET_SUPERWEAPONS;
+
// functions:
entity get_weaponinfo(float id);
string W_FixWeaponOrder(string order, float complete);
string W_NameWeaponOrder(string order);
string W_NumberWeaponOrder(string order);
+string W_FixWeaponOrder_BuildImpulseList(string o);
+string W_FixWeaponOrder_AllowIncomplete(string order);
+string W_FixWeaponOrder_ForceComplete(string order);
+void W_RandomWeapons(entity e, float n);
+
+string GetAmmoPicture(.float ammotype);
+
+#ifdef CSQC
+.float GetAmmoFieldFromNum(float i);
+float GetAmmoStat(.float ammotype);
+#endif
// ammo types
.float ammo_shells;
.float ammo_rockets;
.float ammo_cells;
.float ammo_fuel;
-.float ammo_batteries; // dummy
+.float ammo_none;
-// entity properties of weaponinfo:
-.float weapon; // WEP_...
-.string netname; // short name
-.string message; // human readable name
-.float items; // IT_...
-.float(float) weapon_func; // w_...
-.string mdl; // modelname without g_, v_, w_
-.string model; // full name of g_ model
-.float spawnflags; // WEPSPAWNFLAG_... combined
-.float impulse; // weapon impulse
-.float bot_pickupbasevalue; // bot weapon priority
-.string model2; // wpn- sprite name
-..float ammo_field; // main ammo field
-// also, weaponinfo ents can act as a WEPSET
-
-
-// ===================
-// Weapon Operations
-// ===================
-#if 1
-# define WEP_MAXCOUNT 24
-// default storage
-.float _WS_weapons;
-# define WEPSET_BIT(a) power2of((a) - WEP_FIRST)
-# define WEPSET_DECLARE_A(a) float _WS_##a
-# define WEPSET_CLEAR_E(e) ((e)._WS_weapons = 0)
-# define WEPSET_CLEAR_A(a) (_WS_##a = 0)
-# define WEPSET_EMPTY_E(e) ((e)._WS_weapons == 0)
-# define WEPSET_EMPTY_A(a) (_WS_##a == 0)
-# define WEPSET_COPY_AS(a) (_WS_##a = getstati(STAT_WEAPONS))
-# define WEPSET_ADDSTAT() addstat(STAT_WEAPONS, AS_INT, _WS_weapons)
-# define WEPSET_WRITE_E(dest,a) WriteInt24_t(dest, (a)._WS_weapons)
-# define WEPSET_WRITE_A(dest,a) WriteInt24_t(dest, _WS_##a)
-# define WEPSET_WRITE_W(dest,a) WriteInt24_t(dest, WEPSET_BIT(a))
-# define WEPSET_READ_E(a) (a)._WS_weapons = ReadInt24_t()
-# define WEPSET_READ_A(a) (_WS_##a) = ReadInt24_t()
-# define WEPSET_OP1_EE(a,b,mergeop,x) ((a)._WS_weapons x (b)._WS_weapons)
-# define WEPSET_OP2_EE(a,b,mergeop,x,y) ((a)._WS_weapons x (b)._WS_weapons y (a)._WS_weapons)
-# define WEPSET_OP1_EA(a,b,mergeop,x) ((a)._WS_weapons x _WS_##b)
-# define WEPSET_OP2_EA(a,b,mergeop,x,y) ((a)._WS_weapons x _WS_##b y (a)._WS_weapons)
-# define WEPSET_OP1_EW(a,b,mergeop,x) ((a)._WS_weapons x WEPSET_BIT(b))
-# define WEPSET_OP2_EW(a,b,mergeop,x,y) ((a)._WS_weapons x WEPSET_BIT(b) y (a)._WS_weapons)
-# define WEPSET_OP1_AE(a,b,mergeop,x) (_WS_##a x (b)._WS_weapons)
-# define WEPSET_OP2_AE(a,b,mergeop,x,y) (_WS_##a x (b)._WS_weapons y _WS_##a)
-# define WEPSET_OP1_AA(a,b,mergeop,x) (_WS_##a x _WS_##b)
-# define WEPSET_OP2_AA(a,b,mergeop,x,y) (_WS_##a x _WS_##b y _WS_##a)
-# define WEPSET_OP1_AW(a,b,mergeop,x) (_WS_##a x WEPSET_BIT(b))
-# define WEPSET_OP2_AW(a,b,mergeop,x,y) (_WS_##a x WEPSET_BIT(b) y _WS_##a)
-#else
-# define WEP_MAXCOUNT 48
-# define WEP_FIRST2 25
-.float _WS1_weapons;
-.float _WS2_weapons;
-# define WEPSET_BIT1(a) (((a) < WEP_FIRST2) ? power2of((a) - WEP_FIRST) : 0)
-# define WEPSET_BIT2(a) (((a) >= WEP_FIRST2) ? power2of((a) - WEP_FIRST2) : 0)
-# define WEPSET_DECLARE_A(a) float _WS1_##a, _WS2_##a
-# define WEPSET_CLEAR_E(e) ((e)._WS1_weapons = (e)._WS2_weapons = 0)
-# define WEPSET_CLEAR_A(a) ((_WS1_##a) = (_WS2_##a) = 0)
-# define WEPSET_EMPTY_E(e) ((e)._WS1_weapons == 0 && (e)._WS2_weapons == 0)
-# define WEPSET_EMPTY_A(a) ((_WS1_##a) == 0 && (_WS2_##a) == 0)
-# define WEPSET_COPY_AS(a) ((_WS1_##a) = getstati(STAT_WEAPONS), (_WS2_##a) = getstati(STAT_WEAPONS2))
-# define WEPSET_ADDSTAT() addstat(STAT_WEAPONS, AS_INT, _WS1_weapons); addstat(STAT_WEAPONS2, AS_INT, _WS2_weapons)
-# define WEPSET_WRITE_E(dest,a) WriteInt24_t(dest, (a)._WS1_weapons); WriteInt24_t(dest, (a)._WS2_weapons)
-# define WEPSET_WRITE_A(dest,a) WriteInt24_t(dest, _WS1_##a); WriteInt24_t(dest, _WS2_##a)
-# define WEPSET_WRITE_W(dest,a) WriteInt24_t(dest, WEPSET_BIT1(a)); WriteInt24_t(dest, WEPSET_BIT2(a))
-# define WEPSET_READ_E(a) (a)._WS1_weapons = ReadInt24_t(); (a)._WS2_weapons = ReadInt24_t()
-# define WEPSET_READ_A(a) (_WS1_##a) = ReadInt24_t(); (_WS2_##a) = ReadInt24_t()
-# define WEPSET_OP1_EE(a,b,mergeop,x) (((a)._WS1_weapons x (b)._WS1_weapons) mergeop ((a)._WS2_weapons x (b)._WS2_weapons))
-# define WEPSET_OP2_EE(a,b,mergeop,x,y) (((a)._WS1_weapons x (b)._WS1_weapons y (a)._WS1_weapons) mergeop ((a)._WS2_weapons x (b)._WS2_weapons y (a)._WS2_weapons))
-# define WEPSET_OP1_EA(a,b,mergeop,x) (((a)._WS1_weapons x _WS1_##b) mergeop ((a)._WS2_weapons x _WS2_##b))
-# define WEPSET_OP2_EA(a,b,mergeop,x,y) (((a)._WS1_weapons x _WS1_##b y (a)._WS1_weapons) mergeop ((a)._WS2_weapons x _WS2_##b y (a)._WS2_weapons))
-# define WEPSET_OP1_EW(a,b,mergeop,x) (((a)._WS1_weapons x WEPSET_BIT1(b)) mergeop ((a)._WS2_weapons x WEPSET_BIT2(b)))
-# define WEPSET_OP2_EW(a,b,mergeop,x,y) (((a)._WS1_weapons x WEPSET_BIT1(b) y (a)._WS1_weapons) mergeop ((a)._WS2_weapons x WEPSET_BIT2(b) y (a)._WS2_weapons))
-# define WEPSET_OP1_AE(a,b,mergeop,x) ((_WS1_##a x (b)._WS1_weapons) mergeop (_WS2_##a x (b)._WS2_weapons))
-# define WEPSET_OP2_AE(a,b,mergeop,x,y) ((_WS1_##a x (b)._WS1_weapons y _WS1_##a) mergeop (_WS2_##a x (b)._WS2_weapons y _WS2_##a))
-# define WEPSET_OP1_AA(a,b,mergeop,x) ((_WS1_##a x _WS1_##b) mergeop (_WS2_##a x _WS2_##b))
-# define WEPSET_OP2_AA(a,b,mergeop,x,y) ((_WS1_##a x _WS1_##b y _WS1_##a) mergeop (_WS2_##a x _WS2_##b y _WS2_##a))
-# define WEPSET_OP1_AW(a,b,mergeop,x) ((_WS1_##a x WEPSET_BIT1(b)) mergeop (_WS2_##a x WEPSET_BIT2(b)))
-# define WEPSET_OP2_AW(a,b,mergeop,x,y) ((_WS1_##a x WEPSET_BIT1(b) y _WS1_##a) mergeop (_WS2_##a x WEPSET_BIT2(b) y _WS2_##a))
-#endif
+// other useful macros
+#define WEP_ACTION(wpn,wrequest) (get_weaponinfo(wpn)).weapon_func(wrequest)
+#define WEP_AMMO(wpn) ((get_weaponinfo(WEP_##wpn)).ammo_field) // only used inside weapon files/with direct name, don't duplicate prefix
+#define WEP_NAME(wpn) ((get_weaponinfo(wpn)).message)
-#define XX ,
-#define WEPSET_COPY_EE(a,b) WEPSET_OP1_EE(a,b,XX,=)
-#define WEPSET_EQ_EE(a,b) WEPSET_OP1_EE(a,b,&&,==)
-#define WEPSET_OR_EE(a,b) WEPSET_OP1_EE(a,b,XX,|=)
-#define WEPSET_AND_EE(a,b) WEPSET_OP2_EE(a,b,XX,=,&)
-#define WEPSET_ANDNOT_EE(a,b) WEPSET_OP1_EE(a,b,XX,&~=)
-#define WEPSET_CONTAINS_ANY_EE(a,b) !!(WEPSET_OP1_EE(a,b,||,&))
-#define WEPSET_CONTAINS_ALL_EE(a,b) WEPSET_OP2_EE(b,a,&&,==,&)
+// ======================
+// Configuration Macros
+// ======================
-#define WEPSET_COPY_EA(a,b) WEPSET_OP1_EA(a,b,XX,=)
-#define WEPSET_EQ_EA(a,b) WEPSET_OP1_EA(a,b,&&,==)
-#define WEPSET_OR_EA(a,b) WEPSET_OP1_EA(a,b,XX,|=)
-#define WEPSET_AND_EA(a,b) WEPSET_OP2_EA(a,b,XX,=,&)
-#define WEPSET_ANDNOT_EA(a,b) WEPSET_OP1_EA(a,b,XX,&~=)
-#define WEPSET_CONTAINS_ANY_EA(a,b) !!(WEPSET_OP1_EA(a,b,||,&))
-#define WEPSET_CONTAINS_ALL_EA(a,b) WEPSET_OP2_EA(b,a,&&,==,&)
+// create cvars for weapon settings
+#define WEP_ADD_CVAR_NONE(wepname,name) [[last]] float autocvar_g_balance_##wepname##_##name;
-#define WEPSET_COPY_EW(a,b) WEPSET_OP1_EW(a,b,XX,=)
-#define WEPSET_EQ_EW(a,b) WEPSET_OP1_EW(a,b,&&,==)
-#define WEPSET_OR_EW(a,b) WEPSET_OP1_EW(a,b,XX,|=)
-#define WEPSET_AND_EW(a,b) WEPSET_OP2_EW(a,b,XX,=,&)
-#define WEPSET_ANDNOT_EW(a,b) WEPSET_OP1_EW(a,b,XX,&~=)
-#define WEPSET_CONTAINS_EW(a,b) !!(WEPSET_OP1_EW(a,b,||,&))
+#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 WEPSET_COPY_AE(a,b) WEPSET_OP1_AE(a,b,XX,=)
-#define WEPSET_EQ_AE(a,b) WEPSET_OP1_AE(a,b,&&,==)
-#define WEPSET_OR_AE(a,b) WEPSET_OP1_AE(a,b,XX,|=)
-#define WEPSET_AND_AE(a,b) WEPSET_OP2_AE(a,b,XX,=,&)
-#define WEPSET_ANDNOT_AE(a,b) WEPSET_OP1_AE(a,b,XX,&~=)
-#define WEPSET_CONTAINS_ANY_AE(a,b) !!(WEPSET_OP1_AE(a,b,||,&))
-#define WEPSET_CONTAINS_ALL_AE(a,b) WEPSET_OP2_AE(b,a,&&,==,&)
+#define WEP_ADD_CVAR(wepid,wepname,mode,name) WEP_ADD_CVAR_##mode(wepname, name)
-#define WEPSET_COPY_AA(a,b) WEPSET_OP1_AA(a,b,XX,=)
-#define WEPSET_EQ_AA(a,b) WEPSET_OP1_AA(a,b,&&,==)
-#define WEPSET_OR_AA(a,b) WEPSET_OP1_AA(a,b,XX,|=)
-#define WEPSET_AND_AA(a,b) WEPSET_OP2_AA(a,b,XX,=,&)
-#define WEPSET_ANDNOT_AA(a,b) WEPSET_OP1_AA(a,b,XX,&~=)
-#define WEPSET_CONTAINS_ANY_AA(a,b) !!(WEPSET_OP1_AA(a,b,||,&))
-#define WEPSET_CONTAINS_ALL_AA(a,b) WEPSET_OP2_AA(b,a,&&,==,&)
+// create properties for weapon settings
+#define WEP_ADD_PROP(wepid,wepname,type,prop,name) \
+ .type ##prop; \
+ [[last]] type autocvar_g_balance_##wepname##_##name;
-#define WEPSET_COPY_AW(a,b) WEPSET_OP1_AW(a,b,XX,=)
-#define WEPSET_EQ_AW(a,b) WEPSET_OP1_AW(a,b,&&,==)
-#define WEPSET_OR_AW(a,b) WEPSET_OP1_AW(a,b,XX,|=)
-#define WEPSET_AND_AW(a,b) WEPSET_OP2_AW(a,b,XX,=,&)
-#define WEPSET_ANDNOT_AW(a,b) WEPSET_OP1_AW(a,b,XX,&~=)
-#define WEPSET_CONTAINS_AW(a,b) !!(WEPSET_OP1_AW(a,b,||,&))
+// 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))
-WEPSET_DECLARE_A(WEPBIT_ALL);
-WEPSET_DECLARE_A(WEPBIT_SUPERWEAPONS);
+// 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) get_weaponinfo(WEP_##wepid).##prop = autocvar_g_balance_##wepname##_##name;
-// other useful macros
-#define WEP_ACTION(wpn,wrequest) (get_weaponinfo(wpn)).weapon_func(wrequest)
// =====================
// Weapon Registration
// =====================
float w_null(float dummy);
-void register_weapon(float id, float(float) func, float ammotype, float i, float weapontype, float pickupbasevalue, string modelname, string shortname, string wname);
+
+void register_weapon(
+ float id,
+ WepSet bit,
+ float(float) func,
+ .float ammotype,
+ float i,
+ float weapontype,
+ float pickupbasevalue,
+ vector clr,
+ string modelname,
+ string simplemdl,
+ string crosshair,
+ string wepimg,
+ string refname,
+ string wepname);
+
void register_weapons_done();
-#define WEP_FIRST 1
-float WEP_COUNT;
-float WEP_LAST;
+// entity properties of weaponinfo:
+// fields which are explicitly/manually set are marked with "M", fields set automatically are marked with "A"
+.float weapon; // M: WEP_id // WEP_...
+.WepSet weapons; // A: WEPSET_id // WEPSET_...
+.float(float) weapon_func; // M: function // w_...
+..float ammo_field; // M: ammotype // main ammo field
+.float impulse; // M: impulse // weapon impulse
+.float spawnflags; // M: flags // WEPSPAWNFLAG_... combined
+.float bot_pickupbasevalue; // M: rating // bot weapon priority
+.vector wpcolor; // M: color // waypointsprite color
+.string wpmodel; // A: wpn-id // wpn- sprite name
+.string mdl; // M: modelname // name of model (without g_ v_ or h_ prefixes)
+.string model; // A: modelname // full path to g_ model
+.string w_simplemdl; // M: simplemdl // simpleitems weapon model/image
+.string w_crosshair; // M: crosshair // per-weapon crosshair: "CrosshairImage Size"
+.float w_crosshair_size; // A: crosshair // per-weapon crosshair size (argument two of "crosshair" field)
+.string model2; // M: wepimg // "weaponfoobar" side view image file of weapon // WEAPONTODO: Move out of skin files, move to common files
+.string netname; // M: refname // reference name name
+.string message; // M: wepname // human readable name
+
// note: the fabs call is just there to hide "if result is constant" warning
-#define REGISTER_WEAPON_2(id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \
+#define REGISTER_WEAPON_2(id,bit,function,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,wepimg,refname,wepname) \
float id; \
- float func(float); \
+ WepSet bit; \
+ float function(float); \
void RegisterWeapons_##id() \
{ \
WEP_LAST = (id = WEP_FIRST + WEP_COUNT); \
- WEPSET_OR_AW(WEPBIT_ALL, id); \
- if(fabs(weapontype & WEP_FLAG_SUPERWEAPON)) \
- WEPSET_OR_AW(WEPBIT_SUPERWEAPONS, id); \
+ bit = WepSet_FromWeapon(id); \
+ WEPSET_ALL |= bit; \
+ if((flags) & WEP_FLAG_SUPERWEAPON) \
+ WEPSET_SUPERWEAPONS |= bit; \
++WEP_COUNT; \
- register_weapon(id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname); \
+ register_weapon(id,bit,function,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,wepimg,refname,wepname); \
} \
ACCUMULATE_FUNCTION(RegisterWeapons, RegisterWeapons_##id)
#ifdef MENUQC
-#define REGISTER_WEAPON(id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \
- REGISTER_WEAPON_2(WEP_##id,w_null,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname)
+#define REGISTER_WEAPON(id,function,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,wepimg,refname,wepname) \
+ REGISTER_WEAPON_2(WEP_##id,WEPSET_##id,w_null,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,wepimg,refname,wepname)
#else
-#define REGISTER_WEAPON(id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \
- REGISTER_WEAPON_2(WEP_##id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname)
+#define REGISTER_WEAPON(id,function,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,wepimg,refname,wepname) \
+ REGISTER_WEAPON_2(WEP_##id,WEPSET_##id,function,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,wepimg,refname,wepname)
#endif
-#define MO_NONE 0
-#define MO_PRI 1
-#define MO_SEC 2
-#define MO_BOTH 3
-
-#define WEP_DUPECHECK(dupecheck,cvar) \
- #ifndef dupecheck \
- #define dupecheck \
- float cvar; \
- #else \
- #error DUPLICATE WEAPON CVAR: cvar \
- #endif
-
-/*
-#define WEP_CLEAN_DUPECHECK(dupecheck) \
- #ifdef WEP_CVAR_##weapon##_##name \
- #undef WEP_CVAR_##weapon##_##name \
- #endif
-*/
-
-#define WEP_ADD_CVAR(weapon,mode,name) \
- #if mode == MO_PRI \
- WEP_DUPECHECK(WEP_CVAR_P_##weapon##_##name, autocvar_g_balance_##weapon##_primary_##name) \
- #endif \
- #if mode == MO_SEC \
- WEP_DUPECHECK(WEP_CVAR_S_##weapon##_##name, autocvar_g_balance_##weapon##_secondary_##name) \
- #endif \
- #if mode == MO_BOTH \
- WEP_DUPECHECK(WEP_CVAR_P_##weapon##_##name, autocvar_g_balance_##weapon##_primary_##name) \
- WEP_DUPECHECK(WEP_CVAR_S_##weapon##_##name, autocvar_g_balance_##weapon##_secondary_##name) \
- #endif \
- #if mode == MO_NONE \
- WEP_DUPECHECK(WEP_CVAR_##weapon##_##name, autocvar_g_balance_##weapon##_##name) \
- #endif
-
-#define WEP_CVAR(weapon,name) autocvar_g_balance_##weapon##_##name
-#define WEP_CVAR_PRI(weapon,name) WEP_CVAR(weapon, primary_##name)
-#define WEP_CVAR_SEC(weapon,name) WEP_CVAR(weapon, secondary_##name)
-#define WEP_CVAR_BOTH(weapon,mode,name) ((mode == MO_PRI) ? WEP_CVAR_PRI(weapon, name) : WEP_CVAR_SEC(weapon, name))
-
-#define WEP_ADD_PROP(weapon,prop,name) \
- .float ##prop; \
- WEP_DUPECHECK(WEP_CVAR_##weapon##_##name, autocvar_g_balance_##weapon##_##name)
-
-#define WEP_SET_PROP(wepid,weapon,prop,name) get_weaponinfo(##wepid).##prop = autocvar_g_balance_##weapon##_##name;
-
-#define WEP_SET_PROPS(wepsettings,wepid) \
- #define WEP_ADD_CVAR(weapon,mode,name) \
- #define WEP_ADD_PROP(weapon,prop,name) WEP_SET_PROP(wepid,weapon,prop,name) \
- wepsettings \
- #undef WEP_ADD_CVAR \
- #undef WEP_ADD_PROP
-
#include "all.qh"
+#undef WEP_ADD_CVAR_MO_PRI
+#undef WEP_ADD_CVAR_MO_SEC
+#undef WEP_ADD_CVAR_MO_BOTH
+#undef WEP_ADD_CVAR_MO_NONE
#undef WEP_ADD_CVAR
#undef WEP_ADD_PROP
#undef REGISTER_WEAPON
-ACCUMULATE_FUNCTION(RegisterWeapons, register_weapons_done)
-
-string W_FixWeaponOrder(string order, float complete);
-string W_NumberWeaponOrder(string order);
-string W_NameWeaponOrder(string order);
-string W_FixWeaponOrder_BuildImpulseList(string o);
-string W_FixWeaponOrder_AllowIncomplete(string order);
-string W_FixWeaponOrder_ForceComplete(string order);
-
-void W_RandomWeapons(entity e, float n);
-
-string W_Name(float weaponid);
-float W_AmmoItemCode(float wpn);
+ACCUMULATE_FUNCTION(RegisterWeapons, register_weapons_done);