X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fall.qh;h=d02a496e8175f4d7a8b7fb1c537b6520219dcc0b;hb=90d9f7c775306324957323d53d5a4ad995d999e3;hp=43398e6a5de5b539b9c9cea2b2bf187e10e63fcf;hpb=8e69041898af22d651b6416745431cbaab84b0d5;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/all.qh b/qcsrc/common/weapons/all.qh index 43398e6a5..d02a496e8 100644 --- a/qcsrc/common/weapons/all.qh +++ b/qcsrc/common/weapons/all.qh @@ -25,7 +25,6 @@ WepSet ReadWepSet(); #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, it.m_pickup = NEW(WeaponPickup, it)); } @@ -38,7 +37,7 @@ STATIC_INIT(WeaponPickup) { FOREACH(Weapons, true, it.m_pickup = NEW(WeaponPicku #define WepSet_FromWeapon(it) ((it).m_wepset) WepSet _WepSet_FromWeapon(int i); -GENERIC_COMMAND(dumpweapons, "Dump all weapons into weapons_dump.txt") // WEAPONTODO: make this work with other progs than just server +GENERIC_COMMAND(dumpweapons, "Dump all weapons into weapons_dump.txt", false) // WEAPONTODO: make this work with other progs than just server { switch(request) { @@ -82,10 +81,10 @@ GENERIC_COMMAND(dumpweapons, "Dump all weapons into weapons_dump.txt") // WEAPON default: case CMD_REQUEST_USAGE: { - LOG_INFO("Usage:^3 ", GetProgramCommandPrefix(), " dumpweapons [filename]"); - LOG_INFO(" Where 'filename' is the file to write (default is weapons_dump.cfg),"); - LOG_INFO(" if supplied with '-' output to console as well as default,"); - LOG_INFO(" if left blank, it will only write to default."); + LOG_HELP("Usage:^3 ", GetProgramCommandPrefix(), " dumpweapons [filename]"); + LOG_HELP(" Where 'filename' is the file to write (default is weapons_dump.cfg),"); + LOG_HELP(" if supplied with '-' output to console as well as default,"); + LOG_HELP(" if left blank, it will only write to default."); return; } } @@ -126,8 +125,9 @@ STATIC_INIT_LATE(W_PROP_reloader) [[alias("WEP_" #id)]] Weapon _wep_##sname REGISTER_WEAPON(Null, NEW(Weapon)); +REGISTRY_DEFINE_GET(Weapons, WEP_Null) -Weapon Weapons_fromstr(string s) +Weapon Weapon_from_name(string s) { FOREACH(Weapons, it != WEP_Null && it.netname == s, return it); return WEP_Null; @@ -256,7 +256,7 @@ const .float reloading_time = reload_time; .void(Weapon this, int i) wr_net; NET_HANDLE(WeaponUpdate, bool isnew) { - Weapon w = Weapons_from(ReadByte()); + Weapon w = REGISTRY_GET(Weapons, ReadByte()); for (int i; (i = ReadByte()); ) { w.wr_net(w, i); @@ -297,7 +297,7 @@ const .float reloading_time = reload_time; #define WEP_CVAR_BOTH(wepname, isprimary, name) ((isprimary) ? WEP_CVAR_PRI(wepname, name) : WEP_CVAR_SEC(wepname, name)) const int WEP_FIRST = 1; -#define WEP_LAST (Weapons_COUNT - 1) +#define WEP_LAST (REGISTRY_COUNT(Weapons) - 1) WepSet WEPSET_ALL; WepSet WEPSET_SUPERWEAPONS; @@ -308,7 +308,7 @@ WepSet WEPSET_SUPERWEAPONS; // TODO: invert after 0.8.2. Will require moving 'best weapon' impulses #define WEP_IMPULSE_BEGIN 230 -#define WEP_IMPULSE_END bound(WEP_IMPULSE_BEGIN, WEP_IMPULSE_BEGIN + (Weapons_COUNT - 1) - 1, 253) +#define WEP_IMPULSE_END bound(WEP_IMPULSE_BEGIN, WEP_IMPULSE_BEGIN + (REGISTRY_COUNT(Weapons) - 1) - 1, 253) REGISTRY_SORT(Weapons, WEP_HARDCODED_IMPULSES + 1) REGISTRY_CHECK(Weapons) @@ -332,8 +332,8 @@ STATIC_INIT(register_weapons_done) FOREACH(Weapons, true, it.wr_init(it)); #endif weaponorder_byid = ""; - for (int i = Weapons_MAX - 1; i >= 1; --i) - if (Weapons_from(i)) + for (int i = REGISTRY_MAX(Weapons) - 1; i >= 1; --i) + if (REGISTRY_GET(Weapons, i)) weaponorder_byid = strcat(weaponorder_byid, " ", ftos(i)); weaponorder_byid = strzone(substring(weaponorder_byid, 1, -1)); } @@ -384,7 +384,18 @@ ENUMCLASS_END(WFRAME) vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn); void CL_WeaponEntity_SetModel(entity this, string name, bool _anim); +#ifdef CSQC +bool cvar_cl_accuracy_data_share; +REPLICATE(cvar_cl_accuracy_data_share, bool, "cl_accuracy_data_share"); +bool cvar_cl_accuracy_data_receive; +REPLICATE(cvar_cl_accuracy_data_receive, bool, "cl_accuracy_data_receive"); +#endif + +#ifdef SVQC +void wframe_send(entity actor, entity weaponentity, int wepframe, float attackrate, bool restartanim); +#endif + #ifdef SVQC -void wframe_send(entity actor, entity weaponentity, vector a, bool restartanim); +void W_MuzzleFlash(entity actor, .entity weaponentity, entity eff, vector shotorg, vector shotdir); #endif #endif