#ifndef WEAPON_H
#define WEAPON_H
#include "../items/item/pickup.qh"
+#include "../stats.qh"
const int MAX_WEAPONSLOTS = 2;
+.entity weaponentities[MAX_WEAPONSLOTS];
+
+int weaponslot(.entity weaponentity)
+{
+ for (int i = 0; i < MAX_WEAPONSLOTS; ++i)
+ {
+ if (weaponentities[i] == weaponentity)
+ {
+ return i;
+ }
+ }
+ return 0;
+}
+
+// weapon states (actor.(weaponentity).state)
+/** no weapon selected */
+const int WS_CLEAR = 0;
+/** raise frame */
+const int WS_RAISE = 1;
+/** deselecting frame */
+const int WS_DROP = 2;
+/** fire state */
+const int WS_INUSE = 3;
+/** idle frame */
+const int WS_READY = 4;
+#ifdef SVQC
+.int ammo_shells;
+.int ammo_nails;
+.int ammo_rockets;
+.int ammo_cells;
+.int ammo_plasma = _STAT(PLASMA);
+.int ammo_fuel = _STAT(FUEL);
+.int ammo_none;
+#else
.int ammo_shells;
.int ammo_nails;
.int ammo_rockets;
.int ammo_plasma;
.int ammo_fuel;
.int ammo_none;
+#endif
/** fields which are explicitly/manually set are marked with "M", fields set automatically are marked with "A" */
CLASS(Weapon, Object)
ATTRIB(Weapon, m_id, int, 0)
- /**
- * M: WEP_id : WEP_...
- * you can recognize dummies when this == 0
- */
- ATTRIB(Weapon, weapon, int, 0);
/** A: WEPSET_id : WEPSET_... */
ATTRIB(Weapon, weapons, WepSet, '0 0 0');
/** M: ammotype : main ammo field */
/** (SERVER) setup weapon data */
METHOD(Weapon, wr_setup, void(Weapon this)) {}
/** (SERVER) logic to run every frame */
- METHOD(Weapon, wr_think, void(Weapon this, entity actor, int slot, int fire)) {}
+ METHOD(Weapon, wr_think, void(Weapon this, entity actor, .entity weaponentity, int fire)) {}
/** (SERVER) checks ammo for weapon primary */
METHOD(Weapon, wr_checkammo1, bool(Weapon this)) {return false;}
/** (SERVER) checks ammo for weapon second */
// no weapon specific image for this weapon
return false;
}
+ /** (CLIENT) weapon specific glow */
+ METHOD(Weapon, wr_glow, vector(Weapon this)) { return '0 0 0'; }
/** (SERVER) the weapon is dropped */
METHOD(Weapon, wr_drop, void(Weapon this)) {}
/** (SERVER) a weapon is picked up */
METHOD(Weapon, wr_pickup, void(Weapon this)) {}
-
+ /** (SERVER) update cvar based properties */
+ METHOD(Weapon, wr_update, void(Weapon this)) {}
METHOD(Weapon, display, void(entity this, void(string name, string icon) returns)) {
returns(this.m_name, this.model2 ? sprintf("/gfx/hud/%s/%s", cvar_string("menu_skin"), this.model2) : string_null);
}
string W_Sound(string w_snd);
string W_Model(string w_mdl);
-
-// other useful macros
-#define WEP_AMMO(wpn) (WEP_##wpn.ammo_field) // only used inside weapon files/with direct name, don't duplicate prefix
-#define WEP_NAME(wpn) ((get_weaponinfo(wpn)).m_name)
-
#endif