+#include "all.qh"
#ifndef WEAPONS_ALL_C
#define WEAPONS_ALL_C
-#include "all.qh"
-
#if defined(CSQC)
#include <client/defs.qh>
#include "../constants.qh"
#include <lib/csqcmodel/cl_model.qh>
#elif defined(MENUQC)
#elif defined(SVQC)
+ #include <common/items/_mod.qh>
#include <lib/warpzone/anglestransform.qh>
#include <lib/warpzone/common.qh>
#include <lib/warpzone/util_server.qh>
#include "../stats.qh"
#include "../teams.qh"
#include "../util.qh"
- #include "../monsters/all.qh"
+ #include "../monsters/_mod.qh"
#include "config.qh"
#include <server/weapons/csqcprojectile.qh>
#include <server/weapons/tracing.qh>
#include <server/defs.qh>
#include "../notifications/all.qh"
#include "../deathtypes/all.qh"
- #include <server/mutators/all.qh>
+ #include <server/mutators/_mod.qh>
#include "../mapinfo.qh"
- #include <server/command/common.qh>
+ #include <server/command/_mod.qh>
#include <lib/csqcmodel/sv_model.qh>
#include <server/portals.qh>
#include <server/g_hook.qh>
#endif
-#ifndef MENUQC
+#ifdef GAMEQC
#include "calculations.qc"
#endif
#ifdef SVQC
for (i = WEP_FIRST; i <= WEP_LAST; ++i)
W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST] = i;
heapsort(WEP_LAST - WEP_FIRST + 1, W_FixWeaponOrder_BuildImpulseList_swap, W_FixWeaponOrder_BuildImpulseList_cmp,
- world);
+ NULL);
o = "";
for (i = WEP_FIRST; i <= WEP_LAST; ++i)
o = strcat(o, " ", ftos(W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST]));
RandomSelection_Init();
FOREACH(Weapons, it != WEP_Null, {
if (remaining & (it.m_wepset))
- RandomSelection_Add(it, 0, string_null, 1, 1);
+ RandomSelection_AddEnt(it, 1, 1);
});
Weapon w = RandomSelection_chosen_ent;
result |= WepSet_FromWeapon(w);
return M_ARGV(1, string);
}
-#ifndef MENUQC
+#ifdef GAMEQC
vector shotorg_adjustfromclient(vector vecs, float y_is_right, float algn)
{
switch (algn)
{
if (name == "")
{
- this.model = "";
- if (this.weaponchild) remove(this.weaponchild);
+ vector oldmin = this.mins, oldmax = this.maxs;
+ setmodel(this, MDL_Null);
+ setsize(this, oldmin, oldmax);
+ if (this.weaponchild) delete(this.weaponchild);
this.weaponchild = NULL;
this.movedir = '0 0 0';
this.spawnorigin = '0 0 0';
}
else
{
- if (this.weaponchild) remove(this.weaponchild);
+ if (this.weaponchild) delete(this.weaponchild);
this.weaponchild = NULL;
}
}
else
{
- LOG_WARNINGF("weapon model %s does not support the 'shot' tag, will display shots TOTALLY wrong\n",
+ LOG_WARNF("weapon model %s does not support the 'shot' tag, will display shots TOTALLY wrong",
this.model);
this.movedir = '0 0 0';
}
}
else
{
- LOG_WARNINGF("weapon model %s does not support the 'shell' tag, will display casings wrong\n",
+ LOG_WARNF("weapon model %s does not support the 'shell' tag, will display casings wrong",
this.model);
this.spawnorigin = this.movedir;
}
}
else
{
- LOG_WARNINGF(
+ LOG_WARNF(
"weapon model %s does not support the 'handle' tag "
"and neither does the v_ model support the 'shot' tag, "
"will display muzzle flashes TOTALLY wrong\n",
if (this.movedir.x >= 0)
{
- int algn = STAT(GUNALIGN, this.owner);
+ //int algn = STAT(GUNALIGN, this.owner);
+ int algn = W_GunAlign(this, STAT(GUNALIGN, this.owner));
+ #ifdef SVQC
+ this.m_gunalign = algn;
+ #endif
vector v = this.movedir;
this.movedir = shotorg_adjust(v, false, false, algn);
this.view_ofs = shotorg_adjust(v, false, true, algn) - v;
}
#endif
-#ifndef MENUQC
+#ifdef GAMEQC
REGISTER_NET_TEMP(wframe)
#ifdef CSQC
a.x = ReadCoord();
a.y = ReadCoord();
a.z = ReadCoord();
+ int slot = ReadByte();
bool restartanim = ReadByte();
- anim_set(viewmodel, a, !restartanim, restartanim, restartanim);
- viewmodel.state = ReadByte();
- viewmodel.weapon_nextthink = ReadFloat();
- viewmodel.alpha = ReadByte() / 255;
- switch (viewmodel.state)
+ entity wepent = viewmodels[slot];
+ if(a.x == wepent.anim_idle_x) // we don't need to enforce idle animation
+ wepent.animstate_looping = false;
+ else
+ anim_set(wepent, a, !restartanim, restartanim, restartanim);
+ wepent.state = ReadByte();
+ wepent.weapon_nextthink = ReadFloat();
+ switch (wepent.state)
{
case WS_RAISE:
- viewmodel.weapon_switchdelay = activeweapon.switchdelay_raise;
+ wepent.weapon_switchdelay = wepent.activeweapon.switchdelay_raise;
break;
case WS_DROP:
- viewmodel.weapon_switchdelay = activeweapon.switchdelay_drop;
+ wepent.weapon_switchdelay = wepent.activeweapon.switchdelay_drop;
break;
default:
- viewmodel.weapon_switchdelay = 0;
+ wepent.weapon_switchdelay = 0;
break;
}
return true;
WriteCoord(channel, a.x);
WriteCoord(channel, a.y);
WriteCoord(channel, a.z);
+ WriteByte(channel, weaponslot(weaponentity.weaponentity_fld));
WriteByte(channel, restartanim);
WriteByte(channel, weaponentity.state);
WriteFloat(channel, weaponentity.weapon_nextthink);
- WriteByte(channel, weaponentity.m_alpha * 255);
}
#endif