X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fweapons%2Fselection.qh;h=94987d20a4087bbbbf0226e235e6cfaa585d7cf6;hp=5800f9415ed20d514d9b6609f62fed106756158d;hb=0394852103d5d410a54f14daa6fc698d0cdbd74f;hpb=f72821fdcebe3ca01181a99727a06198de65ea08 diff --git a/qcsrc/server/weapons/selection.qh b/qcsrc/server/weapons/selection.qh index 5800f9415..94987d20a 100644 --- a/qcsrc/server/weapons/selection.qh +++ b/qcsrc/server/weapons/selection.qh @@ -1,31 +1,39 @@ #pragma once +#include +#include + +.int selectweapon; // last selected weapon of the player + +.WepSet dual_weapons; + // switch between weapons void Send_WeaponComplain(entity e, float wpn, float type); .float hasweapon_complain_spam; -bool client_hasweapon(entity cl, Weapon wpn, float andammo, bool complain); +bool client_hasweapon(entity this, Weapon wpn, .entity weaponentity, float andammo, bool complain); .int weaponcomplainindex; -float W_GetCycleWeapon(entity pl, string weaponorder, float dir, float imp, float complain, float skipmissing); +float W_GetCycleWeapon(entity this, string weaponorder, float dir, float imp, float complain, float skipmissing, .entity weaponentity); -#define w_getbestweapon(ent) Weapons_from(W_GetCycleWeapon(ent, ent.cvar_cl_weaponpriority, 0, -1, false, true)) +#define w_getbestweapon(ent,wepent) REGISTRY_GET(Weapons, W_GetCycleWeapon(ent, CS(ent).cvar_cl_weaponpriority, 0, -1, false, true, wepent)) -void W_SwitchWeapon_Force(entity e, Weapon w); +void W_SwitchWeapon_Force(Player this, Weapon w, .entity weaponentity); // perform weapon to attack (weaponstate and attack_finished check is here) -void W_SwitchToOtherWeapon(entity pl); -void W_SwitchWeapon(Weapon imp); +void W_SwitchToOtherWeapon(entity this, .entity weaponentity); +bool W_SwitchWeapon(entity this, Weapon imp, .entity weaponentity); // returns false if the player does not have the weapon +void W_SwitchWeapon_TryOthers(entity this, Weapon imp, .entity weaponentity); -void W_CycleWeapon(string weaponorder, float dir); +void W_CycleWeapon(entity this, string weaponorder, float dir, .entity weaponentity); -void W_NextWeaponOnImpulse(float imp); +void W_NextWeaponOnImpulse(entity this, float imp, .entity weaponentity); // next weapon -void W_NextWeapon(float list); +void W_NextWeapon(entity this, float list, .entity weaponentity); // prev weapon -void W_PreviousWeapon(float list); +void W_PreviousWeapon(entity this, float list, .entity weaponentity); // previously used if exists and has ammo, (second) best otherwise -void W_LastWeapon(entity this); +void W_LastWeapon(entity this, .entity weaponentity);