X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fall.qh;h=9570e8c561aaac732a39ba63ae1a5d51fdbf68e9;hb=7908f6be3a5bcdb29c7fc4ca663b919ed023b1f3;hp=742607177dbb2c8c104a3727bf28d0cca6a50e93;hpb=2489e43ce71c67339a9eb359a20074083d0760d7;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/all.qh b/qcsrc/common/weapons/all.qh index 742607177..9570e8c56 100644 --- a/qcsrc/common/weapons/all.qh +++ b/qcsrc/common/weapons/all.qh @@ -1,12 +1,11 @@ -#ifndef WEAPONS_ALL_H -#define WEAPONS_ALL_H +#pragma once -#include "../command/all.qh" -#include "../stats.qh" +#include +#include #include "config.qh" // weapon sets -typedef vector WepSet; +USING(WepSet, vector); #ifdef SVQC void WriteWepSet(float dest, WepSet w); #endif @@ -19,21 +18,21 @@ WepSet ReadWepSet(); #include "weapon.qh" -#ifndef MENUQC +#ifdef GAMEQC #include "calculations.qh" -#include "../models/all.qh" +#include #endif -#include "../util.qh" - -#ifdef SVQC -#include "../../server/bot/aim.qh" -#endif +#include REGISTRY(Weapons, 72) // Increase as needed. Can be up to 72. #define Weapons_from(i) _Weapons_from(i, WEP_Null) REGISTER_REGISTRY(Weapons) -STATIC_INIT(WeaponPickup) { FOREACH(Weapons, true, LAMBDA(it.m_pickup = NEW(WeaponPickup, it))); } +STATIC_INIT(WeaponPickup) { FOREACH(Weapons, true, it.m_pickup = NEW(WeaponPickup, it)); } + +#ifdef SVQC +#include +#endif .WepSet m_wepset; #define WEPSET(id) (WEP_##id.m_wepset) @@ -95,7 +94,7 @@ GENERIC_COMMAND(dumpweapons, "Dump all weapons into weapons_dump.txt") // WEAPON #ifdef SVQC entity W_PROP_reloader; -float autocvar_w_prop_interval = 0; +float autocvar_w_prop_interval = 5; .void(Weapon this, int) wr_net; void W_PROP_reload(int chan, entity to) { @@ -107,19 +106,20 @@ void W_PROP_reload(int chan, entity to) if (f) f(it, chan); }); } -void W_PROP_think() +void W_PROP_think(entity this) { W_PROP_reload(MSG_ALL, NULL); } STATIC_INIT_LATE(W_PROP_reloader) { - entity e = W_PROP_reloader = new(W_PROP_reloader); - make_pure(e); - WITH(entity, self, e, (e.think = W_PROP_think)()); + entity e = W_PROP_reloader = new_pure(W_PROP_reloader); + setthink(e, W_PROP_think); + W_PROP_think(e); } #endif -#define REGISTER_WEAPON(...) EVAL(OVERLOAD(REGISTER_WEAPON, __VA_ARGS__)) +#define REGISTER_WEAPON(...) EVAL_REGISTER_WEAPON(OVERLOAD(REGISTER_WEAPON, __VA_ARGS__)) +#define EVAL_REGISTER_WEAPON(...) __VA_ARGS__ #define REGISTER_WEAPON_2(id, inst) REGISTER(Weapons, WEP, id, m_id, inst) /** TODO: deprecated - remove */ #define REGISTER_WEAPON_3(id, sname, inst) \ @@ -298,7 +298,8 @@ REGISTRY_CHECK(Weapons) STATIC_INIT(register_weapons_done) { - FOREACH(Weapons, true, LAMBDA( + string inaccessible = ""; + FOREACH(Weapons, true, { WepSet set = it.m_wepset = _WepSet_FromWeapon(it.m_id = i); WEPSET_ALL |= set; if ((it.spawnflags) & WEP_FLAG_SUPERWEAPON) WEPSET_SUPERWEAPONS |= set; @@ -308,10 +309,11 @@ STATIC_INIT(register_weapons_done) if (imp <= WEP_IMPULSE_END) localcmd(sprintf("alias weapon_%s \"impulse %d\"\n", it.netname, imp)); else - LOG_TRACEF("Impulse limit exceeded, weapon will not be directly accessible: %s\n", it.netname); - )); + inaccessible = strcat(inaccessible, "\n", it.netname); + }); + if (inaccessible) LOG_TRACEF("Impulse limit exceeded, weapon(s) will not be directly accessible: %s", inaccessible); #ifdef CSQC - FOREACH(Weapons, true, LAMBDA(it.wr_init(it))); + FOREACH(Weapons, true, it.wr_init(it)); #endif weaponorder_byid = ""; for (int i = Weapons_MAX - 1; i >= 1; --i) @@ -320,11 +322,16 @@ STATIC_INIT(register_weapons_done) weaponorder_byid = strzone(substring(weaponorder_byid, 1, -1)); } -#ifndef MENUQC +#ifdef GAMEQC .entity weaponchild; .entity exteriorweaponentity; -.vector weaponentity_glowmod; +vector weaponentity_glowmod(Weapon wep, entity actor, int c) +{ + vector g; + if (!(g = wep.wr_glow(wep, actor))) g = colormapPaletteColor(c & 0x0F, true) * 2; + return g; +} //.int weapon; // current weapon .string weaponname; // name of .weapon @@ -350,7 +357,5 @@ ENUMCLASS_END(WFRAME) .WFRAME wframe; vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn); -void CL_WeaponEntity_SetModel(entity this, string name); -#endif - +void CL_WeaponEntity_SetModel(entity this, string name, bool _anim); #endif