#include <common/stats.qh>
#include "config.qh"
-// weapon sets
-USING(WepSet, vector);
+#include "weapon.qh"
+
#ifdef SVQC
void WriteWepSet(float dest, WepSet w);
#endif
WepSet ReadWepSet();
#endif
-#include "weapon.qh"
-
#ifdef GAMEQC
#include "calculations.qh"
+#include "projectiles.qh"
#include <common/models/all.qh>
#endif
if(wep_config_file >= 0)
{
Dump_Weapon_Settings();
- LOG_INFO(sprintf("Dumping weapons... File located in ^2data/data/%s^7.\n", filename));
+ LOG_INFOF("Dumping weapons... File located in ^2data/data/%s^7.", filename);
fclose(wep_config_file);
wep_config_file = -1;
wep_config_alsoprint = -1;
}
else
{
- LOG_INFO(sprintf("^1Error: ^7Could not open file '%s'!\n", filename));
+ LOG_INFOF("^1Error: ^7Could not open file '%s'!", filename);
}
#else
- LOG_INFO(_("Weapons dump command only works with sv_cmd.\n"));
+ LOG_INFO(_("Weapons dump command only works with sv_cmd."));
#endif
return;
}
default:
case CMD_REQUEST_USAGE:
{
- LOG_INFO(strcat("\nUsage:^3 ", GetProgramCommandPrefix(), " dumpweapons [filename]"));
- LOG_INFO(" Where 'filename' is the file to write (default is weapons_dump.cfg),\n");
- LOG_INFO(" if supplied with '-' output to console as well as default,\n");
- LOG_INFO(" if left blank, it will only write to default.\n");
+ LOG_INFO("Usage:^3 ", GetProgramCommandPrefix(), " dumpweapons [filename]");
+ LOG_INFO(" Where 'filename' is the file to write (default is weapons_dump.cfg),");
+ LOG_INFO(" if supplied with '-' output to console as well as default,");
+ LOG_INFO(" if left blank, it will only write to default.");
return;
}
}
Weapon Weapons_fromstr(string s)
{
FOREACH(Weapons, it != WEP_Null && it.netname == s, return it);
- return NULL;
+ return WEP_Null;
}
X(weaponstartoverride, float)
X(weaponstart, float)
X(weaponthrowable, float)
+#ifdef SVQC
X(reload_ammo, float)
.float reloading_ammo = reload_ammo;
X(reload_time, float)
.float reloading_time = reload_time;
+#endif
#undef X
WepSet set = it.m_wepset = _WepSet_FromWeapon(it.m_id = i);
WEPSET_ALL |= set;
if ((it.spawnflags) & WEP_FLAG_SUPERWEAPON) WEPSET_SUPERWEAPONS |= set;
- it.weapons = set;
if (it == WEP_Null) continue;
int imp = WEP_IMPULSE_BEGIN + it.m_id - 1;
if (imp <= WEP_IMPULSE_END)
.WFRAME wframe;
+#ifdef SVQC
+ #define G_SHOOTFROMFIXEDORIGIN autocvar_g_shootfromfixedorigin
+#elif defined(CSQC)
+ string autocvar_cl_shootfromfixedorigin;
+ #define G_SHOOTFROMFIXEDORIGIN autocvar_cl_shootfromfixedorigin
+#endif
+
vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn);
void CL_WeaponEntity_SetModel(entity this, string name, bool _anim);
+
+#ifdef SVQC
+void wframe_send(entity actor, entity weaponentity, vector a, bool restartanim);
+#endif
#endif