X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fweapons%2Fselection.qh;h=eea33ddb7b98e71c762a7fc09f9d7f41856c7558;hb=b945d959784e5b249c66aea4f3326d8ae048f1cd;hp=69f644c70a0f1e65dde06150f69d03996a762be7;hpb=d1ec6cd7b36e2c16817720fe5cce775fc3d26357;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/weapons/selection.qh b/qcsrc/server/weapons/selection.qh index 69f644c70..eea33ddb7 100644 --- a/qcsrc/server/weapons/selection.qh +++ b/qcsrc/server/weapons/selection.qh @@ -1,33 +1,34 @@ -#ifndef SELECTION_H -#define SELECTION_H +#pragma once + +#include +#include // switch between weapons void Send_WeaponComplain(entity e, float wpn, float type); .float hasweapon_complain_spam; -float client_hasweapon(entity cl, float wpn, float andammo, float 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) 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, float 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(float 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(void); -#endif +void W_LastWeapon(entity this, .entity weaponentity);