6 #define WEPSET(id) WepSet_FromWeapon(WEP_##id.m_id)
7 WepSet WepSet_FromWeapon(int a);
10 void WepSet_AddStat_InMap();
11 void WriteWepSet(float dest, WepSet w);
15 WepSet WepSet_GetFromStat();
16 WepSet WepSet_GetFromStat_InMap();
23 #include "calculations.qh"
24 #include "../models/models.qh"
30 #include "../../server/bot/aim.qh"
33 const int WEP_FIRST = 1;
34 #define WEP_MAXCOUNT 72 // Increase as needed. Can be up to 72.
36 #define WEP_LAST (WEP_FIRST + (WEP_COUNT - 1) - 1)
38 WepSet WEPSET_SUPERWEAPONS;
40 void RegisterWeapons();
41 REGISTER_REGISTRY(RegisterWeapons)
42 entity weapon_info[WEP_MAXCOUNT], weapon_info_first, weapon_info_last;
43 entity get_weaponinfo(int id);
45 #define REGISTER_WEAPON(id, inst) \
46 /* WepSet WEPSET_##id; */ \
47 REGISTER(RegisterWeapons, WEP, weapon_info, WEP_COUNT, id, m_id, inst)
49 // create cvars for weapon settings
50 #define WEP_ADD_CVAR_NONE(wepname,name) [[last]] float autocvar_g_balance_##wepname##_##name;
52 #define WEP_ADD_CVAR_PRI(wepname,name) WEP_ADD_CVAR_NONE(wepname, primary_##name)
53 #define WEP_ADD_CVAR_SEC(wepname,name) WEP_ADD_CVAR_NONE(wepname, secondary_##name)
54 #define WEP_ADD_CVAR_BOTH(wepname,name) \
55 WEP_ADD_CVAR_PRI(wepname, name) \
56 WEP_ADD_CVAR_SEC(wepname, name)
58 #define WEP_ADD_CVAR(wepid,wepname,mode,name) WEP_ADD_CVAR_##mode(wepname, name)
60 // create properties for weapon settings
61 #define WEP_ADD_PROP(wepid,wepname,type,prop,name) \
63 [[last]] type autocvar_g_balance_##wepname##_##name;
65 // read cvars from weapon settings
66 #define WEP_CVAR(wepname,name) autocvar_g_balance_##wepname##_##name
67 #define WEP_CVAR_PRI(wepname,name) WEP_CVAR(wepname, primary_##name)
68 #define WEP_CVAR_SEC(wepname,name) WEP_CVAR(wepname, secondary_##name)
69 #define WEP_CVAR_BOTH(wepname,isprimary,name) ((isprimary) ? WEP_CVAR_PRI(wepname, name) : WEP_CVAR_SEC(wepname, name))
71 // set initialization values for weapon settings
72 #define WEP_SKIP_CVAR(unuseda,unusedb,unusedc,unusedd) /* skip cvars */
73 #define WEP_SET_PROP(wepid,wepname,type,prop,name) WEP_##wepid.prop = autocvar_g_balance_##wepname##_##name;
75 REGISTER_WEAPON(Null, NEW(Weapon));
79 entity get_weaponinfo(int id)
81 if(id < WEP_FIRST || id > WEP_LAST)
83 Weapon w = weapon_info[id];
89 // TODO: remove after 0.8.2. Retains impulse number compatibility because 0.8.1 clients don't reload the weapons.cfg
90 #define WEP_HARDCODED_IMPULSES 22
92 void _REGISTRY_SWAP(int i, int j, entity pass)
94 i += WEP_HARDCODED_IMPULSES + 1; j += WEP_HARDCODED_IMPULSES + 1;
95 entity e = weapon_info[i];
96 weapon_info[i] = weapon_info[j];
100 float _REGISTRY_CMP(int i, int j, entity pass)
102 i += WEP_HARDCODED_IMPULSES + 1; j += WEP_HARDCODED_IMPULSES + 1;
103 string a = weapon_info[i].netname;
104 string b = weapon_info[j].netname;
105 return strcasecmp(a, b);
108 // TODO: invert after 0.8.2. Will require moving 'best weapon' impulses
109 #define WEP_IMPULSE_BEGIN 230
110 #define WEP_IMPULSE_END bound(WEP_IMPULSE_BEGIN, WEP_IMPULSE_BEGIN + (WEP_COUNT - 1) - 1, 253)
112 STATIC_INIT(register_weapons_done)
114 // Sort all extra weapons not #included in all.inc by their netname so it doesn't matter when they were initialized
115 heapsort(WEP_COUNT - (1 /* WEP_Null */ + WEP_HARDCODED_IMPULSES), _REGISTRY_SWAP, _REGISTRY_CMP, NULL);
116 for (int i = 0; i < WEP_COUNT; ++i) {
117 Weapon it = weapon_info[i];
119 WepSet set = WepSet_FromWeapon(it.m_id);
121 if ((it.spawnflags) & WEP_FLAG_SUPERWEAPON) WEPSET_SUPERWEAPONS |= set;
127 int imp = WEP_IMPULSE_BEGIN + it.m_id - 1;
128 if (imp <= WEP_IMPULSE_END)
129 localcmd(sprintf("alias weapon_%s \"impulse %d\"\n", it.netname, imp));
131 LOG_TRACEF(_("Impulse limit exceeded, weapon will not be directly accessible: %s\n"), it.netname);
133 weaponorder_byid = "";
134 for (int i = WEP_MAXCOUNT - 1; i >= 1; --i)
136 weaponorder_byid = strcat(weaponorder_byid, " ", ftos(i));
137 weaponorder_byid = strzone(substring(weaponorder_byid, 1, strlen(weaponorder_byid) - 1));