#pragma once
+// remove this ifdef when client or menu will actually make use of this stuff
+#ifdef SVQC
+
/** If this global exists, only functions with spawnfunc_ name prefix qualify as spawn functions */
noref bool require_spawnfunc_prefix;
.bool spawnfunc_checked;
}
#define _spawnfunc_checktypes(fld) \
- if (fieldname == #fld) \
- if (!entityfieldassignablefromeditor(i)) LOG_FATALF("Entity field '%s' cannot be whitelisted", fieldname);
+ if (s == #fld) \
+ if (!entityfieldassignablefromeditor(i)) LOG_FATALF("Entity field '%s' cannot be whitelisted", s);
#else
#define _spawnfunc_checktypes(fld)
#endif
#define _spawnfunc_check(fld) \
- if (fieldname == #fld) continue;
+ if (s == #fld) continue;
noref int __spawnfunc_expecting;
noref entity __spawnfunc_expect;
e.__spawnfunc_constructor(e);
}
- noref bool __spawnfunc_first;
-
- #define spawnfunc_1(id) spawnfunc_2(id, FIELDS_UNION)
- #define spawnfunc_2(id, whitelist) \
- void __spawnfunc_##id(entity this); \
- [[accumulate]] void spawnfunc_##id(entity this) \
- { \
- if (!__spawnfunc_first) { \
- __spawnfunc_first = true; \
- static_init_early(); \
- } \
- bool dospawn = true; \
- if (__spawnfunc_expecting > 1) { __spawnfunc_expecting = false; } \
- else if (__spawnfunc_expecting) { \
- /* engine call */ \
- if (!g_spawn_queue) { g_spawn_queue = IL_NEW(); } \
- __spawnfunc_expecting = false; \
- this = __spawnfunc_expect; \
- __spawnfunc_expect = NULL; \
- dospawn = false; \
- } else { \
- /* userland call */ \
- assert(this); \
- } \
- if (!this.sourceLoc) { \
- this.sourceLoc = __FILE__ ":" STR(__LINE__); \
- } \
- if (!this.spawnfunc_checked) { \
- for (int i = 0, n = numentityfields(); i < n; ++i) { \
- string value = getentityfieldstring(i, this); \
- string fieldname = entityfieldname(i); \
- whitelist(_spawnfunc_checktypes) \
- if (value == "") continue; \
- if (fieldname == "") continue; \
- FIELDS_COMMON(_spawnfunc_check) \
- whitelist(_spawnfunc_check) \
- LOG_WARNF(_("Entity field %s.%s (%s) is not whitelisted. If you believe this is an error, please file an issue."), #id, fieldname, value); \
- } \
- this.spawnfunc_checked = true; \
- if (this) { \
- /* not worldspawn, delay spawn */ \
- __spawnfunc_defer(this, __spawnfunc_##id); \
- } else { \
- /* world might not be "worldspawn" */ \
- this.__spawnfunc_constructor = __spawnfunc_##id; \
- } \
- } \
- if (dospawn) { __spawnfunc_##id(this); } \
- if (__spawnfunc_unreachable_workaround) return; \
- } \
- void __spawnfunc_##id(entity this)
-
#define FIELD_SCALAR(fld, n) \
fld(n)
#define FIELD_VEC(fld, n) \
FIELD_SCALAR(fld, bgmscriptsustain) \
FIELD_SCALAR(fld, bgmscript) \
FIELD_SCALAR(fld, button0) \
+ FIELD_SCALAR(fld, chmap) \
FIELD_SCALAR(fld, cnt) \
FIELD_SCALAR(fld, colormap) \
FIELD_SCALAR(fld, count) \
FIELD_SCALAR(fld, dmg_force) \
FIELD_SCALAR(fld, dmg_radius) \
FIELD_SCALAR(fld, effects) \
+ FIELD_SCALAR(fld, falloff) \
FIELD_SCALAR(fld, flags) \
FIELD_SCALAR(fld, fog) \
FIELD_SCALAR(fld, frags) \
FIELD_SCALAR(fld, frame) \
+ FIELD_SCALAR(fld, gametype) \
FIELD_SCALAR(fld, gametypefilter) \
FIELD_SCALAR(fld, geomtype) \
FIELD_SCALAR(fld, gravity) \
FIELD_SCALAR(fld, health) \
FIELD_SCALAR(fld, height) \
FIELD_SCALAR(fld, impulse) \
+ FIELD_SCALAR(fld, item_pickupsound) \
FIELD_SCALAR(fld, killtarget) \
FIELD_SCALAR(fld, lerpfrac) \
FIELD_SCALAR(fld, light_lev) \
FIELD_SCALAR(fld, lip) \
FIELD_SCALAR(fld, loddistance1) \
FIELD_SCALAR(fld, lodmodel1) \
+ FIELD_SCALAR(fld, lodmodel2) \
FIELD_SCALAR(fld, ltime) \
FIELD_SCALAR(fld, map) \
+ FIELD_SCALAR(fld, max_health) \
FIELD_SCALAR(fld, mdl) \
FIELD_SCALAR(fld, message2) \
FIELD_SCALAR(fld, message) \
FIELD_SCALAR(fld, noalign) \
FIELD_SCALAR(fld, noise1) \
FIELD_SCALAR(fld, noise2) \
+ FIELD_SCALAR(fld, noise3) \
FIELD_SCALAR(fld, noise) \
FIELD_SCALAR(fld, phase) \
FIELD_SCALAR(fld, platmovetype) \
FIELD_SCALAR(fld, target_random) \
FIELD_SCALAR(fld, target_range) \
FIELD_SCALAR(fld, team) \
+ FIELD_SCALAR(fld, trigger_reverse) \
+ FIELD_SCALAR(fld, turret_scale_aim) \
+ FIELD_SCALAR(fld, turret_scale_ammo) \
+ FIELD_SCALAR(fld, turret_scale_damage) \
FIELD_SCALAR(fld, turret_scale_health) \
FIELD_SCALAR(fld, turret_scale_range) \
+ FIELD_SCALAR(fld, turret_scale_refire) \
FIELD_SCALAR(fld, turret_scale_respawn) \
FIELD_SCALAR(fld, volume) \
FIELD_SCALAR(fld, wait) \
FIELD_VEC(fld, absmin) \
FIELD_VEC(fld, angles) \
FIELD_VEC(fld, avelocity) \
+ FIELD_VEC(fld, beam_color)\
FIELD_VEC(fld, debrisavelocityjitter) \
FIELD_VEC(fld, debrisvelocity) \
FIELD_VEC(fld, debrisvelocityjitter) \
FIELD_VEC(fld, color) \
FIELD_VEC(fld, mangle) \
FIELD_VEC(fld, maxs) \
- FIELD_VEC(fld, maxs) \
FIELD_VEC(fld, mins) \
FIELD_VEC(fld, modelscale_vec) \
FIELD_VEC(fld, velocity) \
/**/
- #define spawnfunc(...) EVAL_spawnfunc(OVERLOAD(spawnfunc, __VA_ARGS__))
- #define EVAL_spawnfunc(...) __VA_ARGS__
+ERASEABLE
+void _checkWhitelisted(entity this, string id)
+{
+ for (int i = 0, n = numentityfields(); i < n; ++i)
+ {
+ string value = getentityfieldstring(i, this);
+ string s = entityfieldname(i);
+ FIELDS_UNION(_spawnfunc_checktypes)
+ if (value == "") continue;
+ if (s == "") continue;
+ FIELDS_COMMON(_spawnfunc_check)
+ FIELDS_UNION(_spawnfunc_check)
+ LOG_WARNF(_("Entity field %s.%s (%s) is not whitelisted. If you believe this is an error, please file an issue."), id, s, value);
+ }
+}
+
+noref bool __spawnfunc_first;
+
+#define spawnfunc(id) \
+ void __spawnfunc_##id(entity this); \
+ ACCUMULATE void spawnfunc_##id(entity this) \
+ { \
+ if (!__spawnfunc_first) { \
+ __spawnfunc_first = true; \
+ static_init_early(); \
+ } \
+ bool dospawn = true; \
+ if (__spawnfunc_expecting > 1) { __spawnfunc_expecting = 0; } \
+ else if (__spawnfunc_expecting) { \
+ /* engine call */ \
+ if (!g_spawn_queue) { g_spawn_queue = IL_NEW(); } \
+ __spawnfunc_expecting = 0; \
+ this = __spawnfunc_expect; \
+ __spawnfunc_expect = NULL; \
+ dospawn = false; \
+ } else { \
+ /* userland call */ \
+ assert(this); \
+ } \
+ if (!this.sourceLoc) { \
+ this.sourceLoc = __FILE__":"STR(__LINE__); \
+ } \
+ if (!this.spawnfunc_checked) { \
+ _checkWhitelisted(this, #id); \
+ this.spawnfunc_checked = true; \
+ if (this) { \
+ /* not worldspawn, delay spawn */ \
+ __spawnfunc_defer(this, __spawnfunc_##id); \
+ } else { \
+ /* world might not be "worldspawn" */ \
+ this.__spawnfunc_constructor = __spawnfunc_##id; \
+ } \
+ } \
+ if (dospawn) { __spawnfunc_##id(this); } \
+ if (__spawnfunc_unreachable_workaround) return; \
+ } \
+ void __spawnfunc_##id(entity this)
+
+#endif