entity weapon_info[WEP_MAXCOUNT];
entity dummy_weapon_info;
-void register_weapon(float id, float(float) func, float ammotype, float i, float weapontype, float pickupbasevalue, string modelname, string shortname, string wname)
+#if WEP_MAXCOUNT > 72
+# error Kein Weltraum links auf dem Gerät
+#endif
+
+WepSet WepSet_FromWeapon(float a) {
+ a -= WEP_FIRST;
+#if WEP_MAXCOUNT > 24
+ if(a >= 24) {
+ a -= 24;
+#if WEP_MAXCOUNT > 48
+ if(a >= 24) {
+ a -= 24;
+ return '0 0 1' * power2of(a);
+ }
+#endif
+ return '0 1 0' * power2of(a);
+ }
+#endif
+ return '1 0 0' * power2of(a);
+}
+#ifdef SVQC
+void WepSet_AddStat()
+{
+ addstat(STAT_WEAPONS, AS_INT, weapons_x);
+#if WEP_MAXCOUNT > 24
+ addstat(STAT_WEAPONS2, AS_INT, weapons_y);
+#if WEP_MAXCOUNT > 48
+ addstat(STAT_WEAPONS3, AS_INT, weapons_z);
+#endif
+#endif
+}
+void WriteWepSet(float dst, WepSet w)
+{
+#if WEP_MAXCOUNT > 48
+ WriteInt72_t(dst, w);
+#elif WEP_MAXCOUNT > 24
+ WriteInt48_t(dst, w);
+#else
+ WriteInt24_t(dst, w_x);
+#endif
+}
+#endif
+#ifdef CSQC
+WepSet WepSet_GetFromStat()
+{
+ WepSet w = '0 0 0';
+ w_x = getstati(STAT_WEAPONS);
+#if WEP_MAXCOUNT > 24
+ w_y = getstati(STAT_WEAPONS2);
+#if WEP_MAXCOUNT > 48
+ w_z = getstati(STAT_WEAPONS3);
+#endif
+#endif
+ return w;
+}
+WepSet ReadWepSet()
+{
+#if WEP_MAXCOUNT > 48
+ return ReadInt72_t();
+#elif WEP_MAXCOUNT > 24
+ return ReadInt48_t();
+#else
+ return ReadInt24_t() * '1 0 0';
+#endif
+}
+#endif
+
+void register_weapon(
+ float id,
+ WepSet bit,
+ float(float) func,
+ .float ammotype,
+ float i,
+ float weapontype,
+ float pickupbasevalue,
+ vector clr,
+ string modelname,
+ string simplemdl,
+ string crosshair,
+ string wepimg,
+ string refname,
+ string wepname)
{
entity e;
weapon_info[id - 1] = e = spawn();
e.classname = "weapon_info";
e.weapon = id;
- WEPSET_COPY_EW(e, id);
- e.netname = shortname;
- e.message = wname;
- e.items = ammotype;
+ e.weapons = bit;
e.weapon_func = func;
- e.mdl = modelname;
- e.model = strzone(strcat("models/weapons/g_", modelname, ".md3"));
- e.spawnflags = weapontype;
- e.model2 = strzone(strcat("wpn-", e.mdl));
+ e.ammo_field = ammotype;
e.impulse = i;
+ e.spawnflags = weapontype;
e.bot_pickupbasevalue = pickupbasevalue;
- if(ammotype & IT_SHELLS)
- e.ammo_field = ammo_shells;
- else if(ammotype & IT_NAILS)
- e.ammo_field = ammo_nails;
- else if(ammotype & IT_ROCKETS)
- e.ammo_field = ammo_rockets;
- else if(ammotype & IT_CELLS)
- e.ammo_field = ammo_cells;
- else if(ammotype & IT_FUEL)
- e.ammo_field = ammo_fuel;
- else
- e.ammo_field = ammo_batteries;
+ e.wpcolor = clr;
+ e.wpmodel = strzone(strcat("wpn-", ftos(id)));
+ e.mdl = modelname;
+ e.model = strzone(strcat("models/weapons/g_", modelname, ".md3"));
+ e.w_simplemdl = strzone(simplemdl); // simpleitems weapon model/image
+ e.w_crosshair = strzone(car(crosshair));
+ string s = cdr(crosshair);
+ e.w_crosshair_size = ((s != "") ? stof(s) : 1); // so that we can scale the crosshair from code (for compat)
+ e.model2 = strzone(wepimg);
+ e.netname = refname;
+ e.message = wepname;
#ifndef MENUQC
- func(WR_PRECACHE);
+ func(WR_INIT);
#endif
}
float w_null(float dummy)
dummy_weapon_info = spawn();
dummy_weapon_info.classname = "weapon_info";
dummy_weapon_info.weapon = 0; // you can recognize dummies by this
- WEPSET_CLEAR_E(dummy_weapon_info);
+ dummy_weapon_info.weapons = '0 0 0';
dummy_weapon_info.netname = "";
dummy_weapon_info.message = "AOL CD Thrower";
- dummy_weapon_info.items = 0;
dummy_weapon_info.weapon_func = w_null;
+ dummy_weapon_info.wpmodel = "";
dummy_weapon_info.mdl = "";
dummy_weapon_info.model = "";
dummy_weapon_info.spawnflags = 0;
- dummy_weapon_info.model2 = "";
dummy_weapon_info.impulse = -1;
dummy_weapon_info.bot_pickupbasevalue = 0;
+ dummy_weapon_info.ammo_field = ammo_none;
+
+ dummy_weapon_info.w_crosshair = "gfx/crosshair1";
+ dummy_weapon_info.w_crosshair_size = 1;
+ dummy_weapon_info.model2 = "";
float i;
weaponorder_byid = "";
}
return s;
}
+
+string W_UndeprecateName(string s)
+{
+ switch ( s )
+ {
+ case "nex" : return "vortex";
+ case "rocketlauncher" : return "devastator";
+ case "laser" : return "blaster";
+ case "minstanex" : return "vaporizer";
+ case "grenadelauncher": return "mortar";
+ case "uzi" : return "machinegun";
+ default : return s;
+ }
+}
string W_NameWeaponOrder(string order)
{
return mapPriorityList(order, W_NameWeaponOrder_MapFunc);
float i;
if(s == "0" || stof(s))
return s;
+ s = W_UndeprecateName(s);
for(i = WEP_FIRST; i <= WEP_LAST; ++i)
if(s == get_weaponinfo(i).netname)
return ftos(i);
void W_RandomWeapons(entity e, float n)
{
float i, j;
- WEPSET_DECLARE_A(remaining);
- WEPSET_DECLARE_A(result);
- WEPSET_COPY_AE(remaining, e);
- WEPSET_CLEAR_A(result);
+ WepSet remaining;
+ WepSet result;
+ remaining = e.weapons;
+ result = '0 0 0';
for(i = 0; i < n; ++i)
{
RandomSelection_Init();
for(j = WEP_FIRST; j <= WEP_LAST; ++j)
- if(WEPSET_CONTAINS_AW(remaining, j))
+ if(remaining & WepSet_FromWeapon(j))
RandomSelection_Add(world, j, string_null, 1, 1);
- WEPSET_OR_AW(result, RandomSelection_chosen_float);
- WEPSET_ANDNOT_AW(remaining, RandomSelection_chosen_float);
+ result |= WepSet_FromWeapon(RandomSelection_chosen_float);
+ remaining &= ~WepSet_FromWeapon(RandomSelection_chosen_float);
}
- WEPSET_COPY_EA(e, result);
+ e.weapons = result;
}
-string W_Name(float weaponid)
+string GetAmmoPicture(.float ammotype)
{
- return (get_weaponinfo(weaponid)).message;
+ switch(ammotype)
+ {
+ case ammo_shells: return "ammo_shells";
+ case ammo_nails: return "ammo_bullets";
+ case ammo_rockets: return "ammo_rockets";
+ case ammo_cells: return "ammo_cells";
+ case ammo_plasma: return "ammo_cells";
+ case ammo_fuel: return "ammo_fuel";
+ default: return ""; // wtf, no ammo type?
+ }
}
-float W_AmmoItemCode(float wpn)
+#ifdef CSQC
+.float GetAmmoFieldFromNum(float i)
{
- return (get_weaponinfo(wpn)).items & IT_AMMO;
+ 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;
+ }
}
+
+float GetAmmoStat(.float 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;
+ case ammo_fuel: return STAT_FUEL;
+ default: return -1;
+ }
+}
+#endif