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 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;
-// Weapon sets
+// weapon sets
typedef vector WepSet;
WepSet WepSet_FromWeapon(float a);
#ifdef SVQC
WepSet ReadWepSet();
#endif
-// Weapon name macros
+// 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;
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
// other useful macros
#define WEP_ACTION(wpn,wrequest) (get_weaponinfo(wpn)).weapon_func(wrequest)
-#define AMMO_VAL(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)
-// =====================
-// Weapon Registration
-// =====================
+
+// ======================
+// Configuration Macros
+// ======================
// create cvars for weapon settings
#define WEP_ADD_CVAR_NONE(wepname,name) [[last]] float autocvar_g_balance_##wepname##_##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_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;
+
+// =====================
+// Weapon Registration
+// =====================
+
float w_null(float dummy);
-void register_weapon(float id, WepSet bit, float(float) func, .float ammotype, float i, float weapontype, float pickupbasevalue, vector clr, 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();
// 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"