1 // WEAPON PLUGIN SYSTEM
2 entity weapon_info[24];
3 entity dummy_weapon_info;
5 void register_weapon(float id, float(float) func, float ammotype, float i, float weapontype, float pickupbasevalue, string modelname, string shortname, string wname)
8 weapon_info[id - 1] = e = spawn();
9 e.classname = "weapon_info";
11 e.weapons = power2of(id - WEP_FIRST);
12 e.netname = shortname;
17 e.model = strzone(strcat("models/weapons/g_", modelname, ".md3"));
18 e.spawnflags = weapontype;
19 e.model2 = strzone(strcat("wpn-", e.mdl));
21 e.bot_pickupbasevalue = pickupbasevalue;
23 float w_null(float dummy)
27 void register_weapons_done()
29 dummy_weapon_info = spawn();
30 dummy_weapon_info.classname = "weapon_info";
31 dummy_weapon_info.weapon = 0; // you can recognize dummies by this
32 dummy_weapon_info.weapons = 0; // you can recognize dummies by this too
33 dummy_weapon_info.netname = "";
34 dummy_weapon_info.message = "@!#%'n Tuba";
35 dummy_weapon_info.items = 0;
36 dummy_weapon_info.weapon_func = w_null;
37 dummy_weapon_info.mdl = "";
38 dummy_weapon_info.model = "";
39 dummy_weapon_info.spawnflags = 0;
40 dummy_weapon_info.model2 = "";
41 dummy_weapon_info.impulse = -1;
42 dummy_weapon_info.bot_pickupbasevalue = 0;
45 weaponorder_byid = "";
46 for(i = 24; i >= 1; --i)
48 weaponorder_byid = strcat(weaponorder_byid, " ", ftos(i));
49 weaponorder_byid = strzone(substring(weaponorder_byid, 1, strlen(weaponorder_byid) - 1));
51 entity get_weaponinfo(float id)
54 if(id < WEP_FIRST || id > WEP_LAST)
55 return dummy_weapon_info;
56 w = weapon_info[id - 1];
59 return dummy_weapon_info;
61 string W_FixWeaponOrder(string order, float complete)
63 return fixPriorityList(order, WEP_FIRST, WEP_LAST, 230 - WEP_FIRST, complete);
65 string W_NameWeaponOrder_MapFunc(string s)
68 if(s == "0" || stof(s))
70 wi = get_weaponinfo(stof(s));
71 if(wi != dummy_weapon_info)
76 string W_NameWeaponOrder(string order)
78 return mapPriorityList(order, W_NameWeaponOrder_MapFunc);
80 string W_NumberWeaponOrder_MapFunc(string s)
83 if(s == "0" || stof(s))
85 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
86 if(s == get_weaponinfo(i).netname)
90 string W_NumberWeaponOrder(string order)
92 return mapPriorityList(order, W_NumberWeaponOrder_MapFunc);
95 float W_FixWeaponOrder_BuildImpulseList_buf[WEP_MAXCOUNT];
96 string W_FixWeaponOrder_BuildImpulseList_order;
97 void W_FixWeaponOrder_BuildImpulseList_swap(float i, float j, entity pass)
100 h = W_FixWeaponOrder_BuildImpulseList_buf[i];
101 W_FixWeaponOrder_BuildImpulseList_buf[i] = W_FixWeaponOrder_BuildImpulseList_buf[j];
102 W_FixWeaponOrder_BuildImpulseList_buf[j] = h;
104 float W_FixWeaponOrder_BuildImpulseList_cmp(float i, float j, entity pass)
108 e1 = get_weaponinfo(W_FixWeaponOrder_BuildImpulseList_buf[i]);
109 e2 = get_weaponinfo(W_FixWeaponOrder_BuildImpulseList_buf[j]);
110 d = mod(e1.impulse + 9, 10) - mod(e2.impulse + 9, 10);
112 return -d; // high impulse first!
114 strstrofs(strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " "), sprintf(" %d ", W_FixWeaponOrder_BuildImpulseList_buf[i]), 0)
116 strstrofs(strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " "), sprintf(" %d ", W_FixWeaponOrder_BuildImpulseList_buf[j]), 0)
117 ; // low char index first!
119 string W_FixWeaponOrder_BuildImpulseList(string o)
122 W_FixWeaponOrder_BuildImpulseList_order = o;
123 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
124 W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST] = i;
125 heapsort(WEP_LAST - WEP_FIRST + 1, W_FixWeaponOrder_BuildImpulseList_swap, W_FixWeaponOrder_BuildImpulseList_cmp, world);
127 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
128 o = strcat(o, " ", ftos(W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST]));
129 W_FixWeaponOrder_BuildImpulseList_order = string_null;
130 return substring(o, 1, -1);
133 string W_FixWeaponOrder_AllowIncomplete(string order)
135 return W_FixWeaponOrder(order, 0);
138 string W_FixWeaponOrder_ForceComplete(string order)
141 order = W_NumberWeaponOrder(cvar_defstring("cl_weaponpriority"));
142 return W_FixWeaponOrder(order, 1);