#include "config.qh" #if defined(CSQC) #elif defined(MENUQC) #elif defined(SVQC) #include #include "all.qh" #endif // ========================== // Balance Config Generator // ========================== void W_Config_Queue_Swap(int root, int child, entity pass) { string oldroot = config_queue[root]; config_queue[root] = config_queue[child]; config_queue[child] = oldroot; } float W_Config_Queue_Compare(int root, int child, entity pass) { return strcmp(config_queue[root], config_queue[child]); } void Dump_Weapon_Settings() { int totalweapons = 0, totalsettings = 0; FOREACH(Weapons, it != WEP_Null, { // step 1: clear the queue WEP_CONFIG_COUNT = 0; for (int x = 0; x <= MAX_CONFIG_SETTINGS; ++x) config_queue[x] = string_null; // step 2: build new queue it.wr_config(it); // step 3: sort queue heapsort(WEP_CONFIG_COUNT, W_Config_Queue_Swap, W_Config_Queue_Compare, NULL); // step 4: write queue WEP_CONFIG_WRITETOFILE(sprintf( "// {{{ #%d: %s%s\n", i, it.m_name, ((it.spawnflags & WEP_FLAG_MUTATORBLOCKED) ? " (MUTATOR WEAPON)" : "") )); for (int x = 0; x <= WEP_CONFIG_COUNT; ++x) { WEP_CONFIG_WRITETOFILE(config_queue[x]); } WEP_CONFIG_WRITETOFILE("// }}}\n"); // step 5: debug info LOG_INFOF("#%d: %s: %d settings...", i, it.m_name, WEP_CONFIG_COUNT); totalweapons += 1; totalsettings += WEP_CONFIG_COUNT; }); // clear queue now that we're finished WEP_CONFIG_COUNT = 0; for(int x = 0; x <= MAX_CONFIG_SETTINGS; ++x) config_queue[x] = string_null; // extra information LOG_INFOF("Totals: %d weapons, %d settings", totalweapons, totalsettings); }