X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fweapons%2Fselection.qh;h=eea33ddb7b98e71c762a7fc09f9d7f41856c7558;hb=32c7f0d0047b1d919b83b754bb6fc733065ef85b;hp=5800f9415ed20d514d9b6609f62fed106756158d;hpb=6e0735e995e35d56e60f8b816285077b7db0b155;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/weapons/selection.qh b/qcsrc/server/weapons/selection.qh index 5800f9415..eea33ddb7 100644 --- a/qcsrc/server/weapons/selection.qh +++ b/qcsrc/server/weapons/selection.qh @@ -1,31 +1,34 @@ #pragma once +#include +#include + // switch between weapons void Send_WeaponComplain(entity e, float wpn, float type); .float hasweapon_complain_spam; -bool client_hasweapon(entity cl, 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 pl, 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, CS(ent).cvar_cl_weaponpriority, 0, -1, false, true, wepent)) -void W_SwitchWeapon_Force(entity e, 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 pl); -void W_SwitchWeapon(Weapon imp); +void W_SwitchToOtherWeapon(entity this, .entity weaponentity); +void W_SwitchWeapon(entity this, Weapon imp, .entity weaponentity); -void W_CycleWeapon(string weaponorder, float dir); +void W_CycleWeapon(entity this, string weaponorder, float dir, .entity weaponentity); -void W_NextWeaponOnImpulse(float imp); +void W_NextWeaponOnImpulse(entity this, float imp, .entity weaponentity); // next weapon -void W_NextWeapon(float list); +void W_NextWeapon(entity this, float list, .entity weaponentity); // prev weapon -void W_PreviousWeapon(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);