]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapons.qh
Working on muzzleflash, cleanup a bit
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapons.qh
index e0a4a5b7e59f5e20759a5001117a6fc35c3c6fd0..f05ae184f805a428f6b92eb1ed7301feeea17fd5 100644 (file)
@@ -33,11 +33,10 @@ const float WR_KILLMESSAGE    =  8; // (SERVER) notification number for kill mes
 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_SWITCHABLE     = 12; // (CLIENT) decides whether the player is able to switch away from this weapon
-const float WR_PLAYERDEATH    = 13; // (SERVER) called whenever a player dies
-const float WR_GONETHINK      = 14; // (SERVER) logic to run when weapon is lost/switched away from
-const float WR_CONFIG         = 15; // (ALL)    dump weapon cvars to config in data directory (see: sv_cmd dumpweapons)
-const float WR_ZOOMRETICLE    = 16; // (CLIENT) weapon specific zoom reticle
+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;
@@ -71,11 +70,11 @@ 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);
+
+string GetAmmoPicture(.float ammotype);
 
 #ifdef CSQC
 .float GetAmmoFieldFromNum(float i);
-string GetAmmoPicture(.float ammotype);
 float GetAmmoStat(.float ammotype);
 #endif
 
@@ -89,7 +88,8 @@ float GetAmmoStat(.float ammotype);
 
 // other useful macros
 #define WEP_ACTION(wpn,wrequest) (get_weaponinfo(wpn)).weapon_func(wrequest)
-#define WEP_AMMO(wpn) ((get_weaponinfo(wpn)).ammo_field)
+#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)
 
 
 // ======================
@@ -119,7 +119,7 @@ float GetAmmoStat(.float ammotype);
 #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_SKIPCVAR(unuseda,unusedb,unusedc,unusedd) /* skip cvars */
+#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;
 
 
@@ -139,48 +139,57 @@ void register_weapon(
        float pickupbasevalue,
        vector clr,
        string modelname,
-       string shortname,
-       string wname);
+       string simplemdl,
+       string crosshair,
+       string wepimg,
+       string refname,
+       string wepname);
 
 void register_weapons_done();
 
 // entity properties of weaponinfo:
-.float weapon; // WEP_...
-.WepSet weapons; // WEPSET_...
-.string netname; // short name
-.string message; // human readable name
-.float(float) weapon_func; // w_...
-.vector wpcolor; // waypointsprite color
-.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
+// 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,bit,func,ammotype,i,weapontype,pickupbasevalue,clr,modelname,shortname,wname) \
+#define REGISTER_WEAPON_2(id,bit,function,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,wepimg,refname,wepname) \
        float id; \
        WepSet bit; \
-       float func(float); \
+       float function(float); \
        void RegisterWeapons_##id() \
        { \
                WEP_LAST = (id = WEP_FIRST + WEP_COUNT); \
                bit = WepSet_FromWeapon(id); \
                WEPSET_ALL |= bit; \
-               if((weapontype) & WEP_FLAG_SUPERWEAPON) \
+               if((flags) & WEP_FLAG_SUPERWEAPON) \
                        WEPSET_SUPERWEAPONS |= bit; \
                ++WEP_COUNT; \
-               register_weapon(id,bit,func,ammotype,i,weapontype,pickupbasevalue,clr,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,clr,modelname,shortname,wname) \
-       REGISTER_WEAPON_2(WEP_##id,WEPSET_##id,w_null,ammotype,i,weapontype,pickupbasevalue,clr,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,clr,modelname,shortname,wname) \
-       REGISTER_WEAPON_2(WEP_##id,WEPSET_##id,func,ammotype,i,weapontype,pickupbasevalue,clr,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
 
 #include "all.qh"