#include "weaponsystem.qh"
-#include "selection.qh"
-
-#include "../command/common.qh"
-#include <server/mutators/_mod.qh>
-#include "../round_handler.qh"
-#include <server/cheats.qh>
-#include <server/resources.qh>
-#include <common/t_items.qh>
#include <common/animdecide.qh>
#include <common/constants.qh>
-#include <common/net_linked.qh>
+#include <common/items/_mod.qh>
+#include <common/mapobjects/platforms.qh>
#include <common/monsters/_mod.qh>
+#include <common/net_linked.qh>
#include <common/notifications/all.qh>
+#include <common/state.qh>
#include <common/util.qh>
+#include <common/vehicles/all.qh>
#include <common/weapons/_all.qh>
-#include <common/state.qh>
-#include <lib/csqcmodel/sv_model.qh>
#include <common/wepent.qh>
+#include <lib/csqcmodel/sv_model.qh>
+#include <server/cheats.qh>
+#include <server/client.qh>
+#include <server/command/common.qh>
+#include <server/damage.qh>
+#include <server/items/items.qh>
+#include <server/hook.qh>
+#include <server/mutators/_mod.qh>
+#include <server/resources.qh>
+#include <server/round_handler.qh>
+#include <server/weapons/selection.qh>
+#include <server/world.qh>
.int state;
float W_WeaponRateFactor(entity this)
{
float t = 1;
- if(g_weaponratefactor > 0)
- t = 1.0 / g_weaponratefactor;
+ if(autocvar_g_weaponratefactor > 0)
+ t = 1.0 / autocvar_g_weaponratefactor;
MUTATOR_CALLHOOK(WeaponRateFactor, t, this);
t = M_ARGV(0, float);
float W_WeaponSpeedFactor(entity this)
{
- float t = 1.0 * g_weaponspeedfactor;
+ float t = 1.0 * autocvar_g_weaponspeedfactor;
MUTATOR_CALLHOOK(WeaponSpeedFactor, t, this);
t = M_ARGV(0, float);
vector CL_Weapon_GetShotOrg(int wpn)
{
- entity wi = Weapons_from(wpn);
+ entity wi = REGISTRY_GET(Weapons, wpn);
entity e = spawn();
CL_WeaponEntity_SetModel(e, wi.mdl, false);
vector ret = e.movedir;
{
FOREACH_CLIENT(true, {
if(it == actor || (IS_SPEC(it) && it.enemy == actor))
- wframe_send(it, this, fr, g_weaponratefactor, restartanim);
+ wframe_send(it, this, fr, autocvar_g_weaponratefactor, restartanim);
});
}
this.m_switchweapon = WEP_Null;
this.state = WS_CLEAR;
this.weaponname = "";
+ this.clip_load = this.clip_size = this.old_clip_load = 0;
return;
}
}
this.m_switchingweapon = WEP_Null;
this.state = WS_CLEAR;
this.weaponname = "";
+ this.clip_load = this.clip_size = this.old_clip_load = 0;
return;
}
{
if (w != WEP_Null && !(STAT(WEAPONS, actor) & WepSet_FromWeapon(w)))
{
- if (this.m_weapon == this.m_switchweapon) W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
+ if (this.m_weapon == this.m_switchweapon)
+ W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
w = WEP_Null;
}
v_right = ri;
v_up = up;
Weapon wpn = this.m_weapon;
- this.weapon_think(wpn, actor, weaponentity,
- button_atck | (button_atck2 << 1));
+ this.weapon_think(wpn, actor, weaponentity, button_atck | (button_atck2 << 1));
}
else
{
void W_DropEvent(.void(Weapon, entity actor, .entity) event, entity player, float weapon_type, entity weapon_item, .entity weaponentity)
{
- Weapon w = Weapons_from(weapon_type);
+ Weapon w = REGISTRY_GET(Weapons, weapon_type);
weapon_dropevent_item = weapon_item;
w.event(w, player, weaponentity);
}