X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fweapons%2Fselection.qh;h=071a0fea8bcb73fb1b2ebad279b7d26cbdcf3f83;hb=64f2b309aa5be8aafb9ad2137174bb6d99aeb876;hp=0c30b7c1215040fd7bc2de7256f0dcd67b6095fc;hpb=74cebbb48d9481bb83eccb4438283f319352cb74;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/weapons/selection.qh b/qcsrc/server/weapons/selection.qh index 0c30b7c12..071a0fea8 100644 --- a/qcsrc/server/weapons/selection.qh +++ b/qcsrc/server/weapons/selection.qh @@ -4,28 +4,28 @@ void Send_WeaponComplain(entity e, float wpn, float type); .float hasweapon_complain_spam; -bool client_hasweapon(entity this, Weapon wpn, float andammo, bool complain); +bool client_hasweapon(entity this, Weapon wpn, .entity weaponentity, float andammo, bool complain); .int weaponcomplainindex; -float W_GetCycleWeapon(entity this, string weaponorder, float dir, float imp, float complain, float skipmissing); +float W_GetCycleWeapon(entity this, string weaponorder, float dir, float imp, float complain, float skipmissing, .entity weaponentity); -#define w_getbestweapon(ent) Weapons_from(W_GetCycleWeapon(ent, ent.cvar_cl_weaponpriority, 0, -1, false, true)) +#define w_getbestweapon(ent,wepent) Weapons_from(W_GetCycleWeapon(ent, ent.cvar_cl_weaponpriority, 0, -1, false, true, wepent)) -void W_SwitchWeapon_Force(Player this, Weapon w); +void W_SwitchWeapon_Force(Player this, Weapon w, .entity weaponentity); // perform weapon to attack (weaponstate and attack_finished check is here) -void W_SwitchToOtherWeapon(entity this); -void W_SwitchWeapon(entity this, Weapon imp); +void W_SwitchToOtherWeapon(entity this, .entity weaponentity); +void W_SwitchWeapon(entity this, Weapon imp, .entity weaponentity); -void W_CycleWeapon(entity this, string weaponorder, float dir); +void W_CycleWeapon(entity this, string weaponorder, float dir, .entity weaponentity); -void W_NextWeaponOnImpulse(entity this, float imp); +void W_NextWeaponOnImpulse(entity this, float imp, .entity weaponentity); // next weapon -void W_NextWeapon(entity this, float list); +void W_NextWeapon(entity this, float list, .entity weaponentity); // prev weapon -void W_PreviousWeapon(entity this, float list); +void W_PreviousWeapon(entity this, float list, .entity weaponentity); // previously used if exists and has ammo, (second) best otherwise -void W_LastWeapon(entity this); +void W_LastWeapon(entity this, .entity weaponentity);