#include "../../client/autocvars.qh"
#include "../deathtypes/all.qh"
#include "../../lib/csqcmodel/interpolate.qh"
- #include "../movetypes/movetypes.qh"
+ #include "../physics/movetypes/movetypes.qh"
#include "../../client/main.qh"
#include "../../lib/csqcmodel/cl_model.qh"
#elif defined(MENUQC)
#ifndef MENUQC
#include "calculations.qc"
#endif
+#ifdef SVQC
+ #include "config.qc"
+#endif
#define IMPLEMENTATION
#include "all.inc"
#undef IMPLEMENTATION
void W_RandomWeapons(entity e, float n)
{
- int i, j;
+ int i;
WepSet remaining;
WepSet result;
remaining = e.weapons;
for (i = 0; i < n; ++i)
{
RandomSelection_Init();
- for (j = WEP_FIRST; j <= WEP_LAST; ++j)
- if (remaining & WepSet_FromWeapon(Weapons_from(j))) RandomSelection_Add(NULL, j, string_null, 1, 1);
- Weapon w = Weapons_from(RandomSelection_chosen_float);
+ FOREACH(Weapons, it != WEP_Null, LAMBDA(
+ if (remaining & (it.m_wepset))
+ RandomSelection_Add(it, 0, string_null, 1, 1);
+ ));
+ Weapon w = RandomSelection_chosen_ent;
result |= WepSet_FromWeapon(w);
remaining &= ~WepSet_FromWeapon(w);
}
if (this.movedir.x >= 0)
{
-#ifdef SVQC
- int algn = this.owner.cvar_cl_gunalign;
-#else
- int algn = autocvar_cl_gunalign;
-#endif
+ int algn = STAT(GUNALIGN, this.owner);
vector v = this.movedir;
this.movedir = shotorg_adjust(v, false, false, algn);
this.view_ofs = shotorg_adjust(v, false, true, algn) - v;
switch (viewmodel.state)
{
case WS_RAISE:
+ viewmodel.weapon_switchdelay = activeweapon.switchdelay_raise;
+ break;
case WS_DROP:
- viewmodel.weapon_switchdelay = ReadFloat();
+ viewmodel.weapon_switchdelay = activeweapon.switchdelay_drop;
break;
default:
viewmodel.weapon_switchdelay = 0;
WriteByte(channel, weaponentity.state);
WriteFloat(channel, weaponentity.weapon_nextthink);
WriteByte(channel, weaponentity.m_alpha * 255);
- Weapon w = Weapons_from(actor.weapon);
- switch (weaponentity.state)
+}
+#endif
+
+REGISTER_NET_C2S(w_whereis)
+#ifdef SVQC
+void Weapon_whereis(Weapon this, entity cl);
+NET_HANDLE(w_whereis, bool)
+{
+ Weapon wpn = ReadRegistered(Weapons);
+ if (wpn != WEP_Null) Weapon_whereis(wpn, sender);
+ return true;
+}
+#else
+void w_whereis(Weapon this)
+{
+ int channel = MSG_C2S;
+ WriteHeader(channel, w_whereis);
+ WriteRegistered(Weapons, channel, this);
+}
+CLIENT_COMMAND(weapon_find, "Show spawn locations of a weapon")
+{
+ switch (request)
{
- case WS_RAISE:
- WriteFloat(channel, w.switchdelay_raise);
- break;
- case WS_DROP:
- WriteFloat(channel, w.switchdelay_drop);
- break;
+ case CMD_REQUEST_COMMAND:
+ {
+ string s = argv(1);
+ if (s == "all")
+ {
+ FOREACH(Weapons, it != WEP_Null, w_whereis(it));
+ return;
+ }
+ if (s == "unowned")
+ {
+ FOREACH(Weapons, it != WEP_Null && !(STAT(WEAPONS) & it.m_wepset), w_whereis(it));
+ return;
+ }
+ FOREACH(Weapons, it != WEP_Null && it.netname == s,
+ {
+ w_whereis(it);
+ return;
+ });
+ }
+ default:
+ {
+ LOG_INFOF("Incorrect parameters for ^2%s^7\n", "weapon_find");
+ }
+ case CMD_REQUEST_USAGE:
+ {
+ LOG_INFO("\nUsage:^3 cl_cmd weapon_find weapon\n");
+ LOG_INFO(" Where 'weapon' is the lowercase weapon name, 'all' or 'unowned'.\n");
+ return;
+ }
}
}
#endif
+
#endif
#endif