// WEAPON PLUGIN SYSTEM entity weapon_info[24]; entity dummy_weapon_info; void register_weapon(float id, float(float) func, float ammotype, float i, float weapontype, float pickupbasevalue, string modelname, string shortname, string wname) { entity e; weapon_info[id - 1] = e = spawn(); e.classname = "weapon_info"; e.weapon = id; e.weapons = power2of(id - WEP_FIRST); e.netname = shortname; e.message = wname; e.items = ammotype; e.weapon_func = func; e.mdl = modelname; e.model = strzone(strcat("models/weapons/g_", modelname, ".md3")); e.spawnflags = weapontype; e.model2 = strzone(strcat("wpn-", e.mdl)); e.impulse = i; e.bot_pickupbasevalue = pickupbasevalue; } float w_null(float dummy) { return 0; } void register_weapons_done() { entity wi; dummy_weapon_info = spawn(); dummy_weapon_info.classname = "weapon_info"; dummy_weapon_info.weapon = 0; // you can recognize dummies by this dummy_weapon_info.weapons = 0; // you can recognize dummies by this too dummy_weapon_info.netname = ""; dummy_weapon_info.message = "@!#%'n Tuba"; dummy_weapon_info.items = 0; dummy_weapon_info.weapon_func = w_null; dummy_weapon_info.mdl = ""; dummy_weapon_info.model = ""; dummy_weapon_info.spawnflags = 0; dummy_weapon_info.model2 = ""; dummy_weapon_info.impulse = -1; dummy_weapon_info.bot_pickupbasevalue = 0; float i; weaponorder_byid = ""; for(i = 24; i >= 1; --i) if(weapon_info[i-1]) weaponorder_byid = strcat(weaponorder_byid, " ", ftos(i)); float imp; weaponorder_byimpulse = ""; for(i = 1; i <= 24; ++i) { wi = weapon_info[i-1]; if(wi && wi.impulse == 0) weaponorder_byimpulse = strcat(weaponorder_byimpulse, " ", ftos(i)); } for(imp = 9; imp > 0; --imp) for(i = 1; i <= 24; ++i) { wi = weapon_info[i-1]; if(wi && wi.impulse == imp) weaponorder_byimpulse = strcat(weaponorder_byimpulse, " ", ftos(i)); } weaponorder_byid = strzone(substring(weaponorder_byid, 1, strlen(weaponorder_byid) - 1)); weaponorder_byimpulse = strzone(substring(weaponorder_byimpulse, 1, strlen(weaponorder_byimpulse) - 1)); } entity get_weaponinfo(float id) { entity w; if(id < WEP_FIRST || id > WEP_LAST) return dummy_weapon_info; w = weapon_info[id - 1]; if(w) return w; return dummy_weapon_info; } string W_FixWeaponOrder(string order, float complete) { return fixPriorityList(order, WEP_FIRST, WEP_LAST, 230 - WEP_FIRST, complete); } string W_NameWeaponOrder_MapFunc(string s) { entity wi; if(s == "0" || stof(s)) { wi = get_weaponinfo(stof(s)); if(wi != dummy_weapon_info) return wi.netname; } return s; } string W_NameWeaponOrder(string order) { return mapPriorityList(order, W_NameWeaponOrder_MapFunc); } string W_NumberWeaponOrder_MapFunc(string s) { float i; if(s == "0" || stof(s)) return s; for(i = WEP_FIRST; i <= WEP_LAST; ++i) if(s == get_weaponinfo(i).netname) return ftos(i); return s; } string W_NumberWeaponOrder(string order) { return mapPriorityList(order, W_NumberWeaponOrder_MapFunc); }