#include "../constants.qh"
#include "../stats.qh"
#include "../teams.qh"
- #include "../util.qh"
+ #include <common/util.qh>
#include "../monsters/_mod.qh"
#include "config.qh"
#include <server/weapons/csqcprojectile.qh>
#ifdef SVQC
#include "config.qc"
#endif
-#define IMPLEMENTATION
-#include "all.inc"
-#undef IMPLEMENTATION
+
+#include "weapon/_mod.inc"
+
// WEAPON PLUGIN SYSTEM
if (a >= 24)
{
a -= 24;
- return '0 0 1' * power2of(a);
+ return '0 0 1' * (2 ** a);
}
- return '0 1 0' * power2of(a);
+ return '0 1 0' * (2 ** a);
}
- return '1 0 0' * power2of(a);
+ return '1 0 0' * (2 ** a);
}
#ifdef SVQC
void WriteWepSet(float dst, WepSet w)
case "minstanex": return "vaporizer";
case "grenadelauncher": return "mortar";
case "uzi": return "machinegun";
+ case "hmg": return "okhmg";
+ case "rpc": return "okrpc";
default: return s;
}
}
return W_FixWeaponOrder(order, 1);
}
-void W_RandomWeapons(entity e, float n)
+WepSet W_RandomWeapons(entity e, WepSet remaining, int n)
{
- int i;
- WepSet remaining;
- WepSet result;
- remaining = e.weapons;
- result = '0 0 0';
- for (i = 0; i < n; ++i)
+ WepSet result = '0 0 0';
+ for (int j = 0; j < n; ++j)
{
RandomSelection_Init();
FOREACH(Weapons, it != WEP_Null, {
result |= WepSet_FromWeapon(w);
remaining &= ~WepSet_FromWeapon(w);
}
- e.weapons = result;
+ return result;
}
-string GetAmmoPicture(.int ammotype)
+string GetAmmoPicture(int ammotype)
{
switch (ammotype)
{
- case ammo_shells: return ITEM_Shells.m_icon;
- case ammo_nails: return ITEM_Bullets.m_icon;
- case ammo_rockets: return ITEM_Rockets.m_icon;
- case ammo_cells: return ITEM_Cells.m_icon;
- case ammo_plasma: return ITEM_Plasma.m_icon;
- case ammo_fuel: return ITEM_JetpackFuel.m_icon;
+ case RES_SHELLS: return ITEM_Shells.m_icon;
+ case RES_BULLETS: return ITEM_Bullets.m_icon;
+ case RES_ROCKETS: return ITEM_Rockets.m_icon;
+ case RES_CELLS: return ITEM_Cells.m_icon;
+ case RES_PLASMA: return ITEM_Plasma.m_icon;
+ case RES_FUEL: return ITEM_JetpackFuel.m_icon;
default: return ""; // wtf, no ammo type?
}
}
+string GetAmmoName(int ammotype)
+{
+ switch (ammotype)
+ {
+ case RES_SHELLS: return ITEM_Shells.m_name;
+ case RES_BULLETS: return ITEM_Bullets.m_name;
+ case RES_ROCKETS: return ITEM_Rockets.m_name;
+ case RES_CELLS: return ITEM_Cells.m_name;
+ case RES_PLASMA: return ITEM_Plasma.m_name;
+ case RES_FUEL: return ITEM_JetpackFuel.m_name;
+ default: return "batteries";
+ }
+}
+
#ifdef CSQC
- .int GetAmmoFieldFromNum(int i)
+int GetAmmoTypeFromNum(int i)
+{
+ switch (i)
{
- switch (i)
- {
- case 0: return ammo_shells;
- case 1: return ammo_nails;
- case 2: return ammo_rockets;
- case 3: return ammo_cells;
- case 4: return ammo_plasma;
- case 5: return ammo_fuel;
- default: return ammo_none;
- }
+ case 0: return RES_SHELLS;
+ case 1: return RES_BULLETS;
+ case 2: return RES_ROCKETS;
+ case 3: return RES_CELLS;
+ case 4: return RES_PLASMA;
+ case 5: return RES_FUEL;
+ default: return RES_NONE;
}
+}
- int GetAmmoStat(.int ammotype)
+int GetAmmoStat(int ammotype)
+{
+ switch (ammotype)
{
- switch (ammotype)
- {
- case ammo_shells: return STAT_SHELLS;
- case ammo_nails: return STAT_NAILS;
- case ammo_rockets: return STAT_ROCKETS;
- case ammo_cells: return STAT_CELLS;
- case ammo_plasma: return STAT_PLASMA.m_id;
- case ammo_fuel: return STAT_FUEL.m_id;
- default: return -1;
- }
+ case RES_SHELLS: return STAT_SHELLS;
+ case RES_BULLETS: return STAT_NAILS;
+ case RES_ROCKETS: return STAT_ROCKETS;
+ case RES_CELLS: return STAT_CELLS;
+ case RES_PLASMA: return STAT_PLASMA.m_id;
+ case RES_FUEL: return STAT_FUEL.m_id;
+ default: return -1;
}
+}
#endif
string W_Sound(string w_snd)
{
string output = strcat("weapons/", w_snd);
-#ifdef SVQC
- MUTATOR_CALLHOOK(WeaponSound, w_snd, output);
- return M_ARGV(1, string);
-#else
- return output;
-#endif
+ MUTATOR_CALLHOOK(WeaponSound, w_snd, output);
+ return M_ARGV(1, string);
}
string W_Model(string w_mdl)
vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn)
{
-#ifdef SVQC
string s;
-#endif
if (visual)
{
vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
}
-#ifdef SVQC
- else if (autocvar_g_shootfromeye)
+ else if (STAT(SHOOTFROMEYE))
{
vecs.y = vecs.z = 0;
}
- else if (autocvar_g_shootfromcenter)
+ else if (STAT(SHOOTFROMCENTER))
{
vecs.y = 0;
vecs.z -= 2;
}
- else if ((s = autocvar_g_shootfromfixedorigin) != "")
+ else if ((s = G_SHOOTFROMFIXEDORIGIN) != "")
{
vector v = stov(s);
if (y_is_right) v.y = -v.y;
vecs.y = v.y;
vecs.z = v.z;
}
-#endif
else // just do the same as top
{
vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
int compressed_shotorg = compressShotOrigin(this.movedir);
// make them match perfectly
#ifdef SVQC
- this.movedir = decompressShotOrigin(this.owner.stat_shotorg = compressed_shotorg);
+ // null during init
+ if (this.owner) STAT(SHOTORG, this.owner) = compressed_shotorg;
+ this.movedir = decompressShotOrigin(compressed_shotorg);
#else
this.movedir = decompressShotOrigin(compressed_shotorg);
#endif
#ifdef CSQC
NET_HANDLE(wframe, bool isNew)
{
- vector a;
- a.x = ReadCoord();
- a.y = ReadCoord();
- a.z = ReadCoord();
+ int fr = ReadByte();
+ float t = ReadFloat();
int slot = ReadByte();
bool restartanim = ReadByte();
entity wepent = viewmodels[slot];
- if(a.x == wepent.anim_idle_x) // we don't need to enforce idle animation
- wepent.animstate_looping = false;
+ if(fr == WFRAME_IDLE)
+ wepent.animstate_looping = false; // we don't need to enforce idle animation
else
+ {
+ vector a = '0 0 0';
+ switch(fr)
+ {
+ case WFRAME_IDLE: a = wepent.anim_idle; break;
+ case WFRAME_FIRE1: a = wepent.anim_fire1; break;
+ case WFRAME_FIRE2: a = wepent.anim_fire2; break;
+ default:
+ case WFRAME_RELOAD: a = wepent.anim_reload; break;
+ }
+ a.z *= t;
anim_set(wepent, a, !restartanim, restartanim, restartanim);
+ }
wepent.state = ReadByte();
wepent.weapon_nextthink = ReadFloat();
switch (wepent.state)
#endif
#ifdef SVQC
-void wframe_send(entity actor, entity weaponentity, vector a, bool restartanim)
+void wframe_send(entity actor, entity weaponentity, int wepframe, float attackrate, bool restartanim)
{
if (!IS_REAL_CLIENT(actor)) return;
int channel = MSG_ONE;
msg_entity = actor;
WriteHeader(channel, wframe);
- WriteCoord(channel, a.x);
- WriteCoord(channel, a.y);
- WriteCoord(channel, a.z);
+ WriteByte(channel, wepframe);
+ WriteFloat(channel, attackrate);
WriteByte(channel, weaponslot(weaponentity.weaponentity_fld));
WriteByte(channel, restartanim);
WriteByte(channel, weaponentity.state);
}
default:
{
- LOG_INFOF("Incorrect parameters for ^2%s^7\n", "weapon_find");
+ LOG_INFOF("Incorrect parameters for ^2%s^7", "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");
+ LOG_INFO("Usage:^3 cl_cmd weapon_find weapon");
+ LOG_INFO(" Where 'weapon' is the lowercase weapon name, 'all' or 'unowned'.");
return;
}
}