}
#endif
-void register_weapon(float id, WepSet bit, float(float) func, .float ammotype, float i, float weapontype, float pickupbasevalue, vector clr, string modelname, string shortname, string wname)
+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;
e.weapons = bit;
- e.netname = shortname;
- e.message = wname;
e.weapon_func = func;
+ e.ammo_field = ammotype;
+ e.impulse = i;
+ e.spawnflags = weapontype;
+ e.bot_pickupbasevalue = pickupbasevalue;
e.wpcolor = clr;
+ e.wpmodel = strzone(strcat("wpn-", ftos(id)));
e.mdl = modelname;
e.model = strzone(strcat("models/weapons/g_", modelname, ".md3"));
- e.spawnflags = weapontype;
- e.model2 = strzone(strcat("wpn-", ftos(id)));
- e.impulse = i;
- e.bot_pickupbasevalue = pickupbasevalue;
- e.ammo_field = ammotype;
+ 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_INIT);
dummy_weapon_info.netname = "";
dummy_weapon_info.message = "AOL CD Thrower";
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 = "";
for(i = WEP_MAXCOUNT; i >= 1; --i)
}
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);
e.weapons = result;
}
-string W_Name(float weaponid) // WEAPONTODO: make into a macro
+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?
+ }
}
#ifdef CSQC
case 1: return ammo_nails;
case 2: return ammo_rockets;
case 3: return ammo_cells;
- case 4: return ammo_fuel;
+ case 4: return ammo_plasma;
+ case 5: return ammo_fuel;
default: return ammo_none;
}
}
-string GetAmmoPicture(.float ammotype)
-{
- switch(ammotype)
- {
- case ammo_shells: return "ammo_shells";
- case ammo_nails: return "ammo_nails";
- case ammo_rockets: return "ammo_rockets";
- case ammo_cells: return "ammo_cells";
- case ammo_fuel: return "ammo_fuel";
- default: return ""; // wtf, no ammo type?
- }
-}
-
float GetAmmoStat(.float ammotype)
{
switch(ammotype)
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;
}