return result;
}
-string GetAmmoPicture(int ammotype)
+// TODO: registry handles for below functions
+string GetAmmoPicture(Resource ammotype)
{
switch (ammotype)
{
}
}
-string GetAmmoName(int ammotype)
+string GetAmmoName(Resource ammotype)
{
switch (ammotype)
{
}
}
-entity GetAmmoItem(int ammotype)
+entity GetAmmoItem(Resource ammotype)
{
switch (ammotype)
{
case RES_PLASMA: return ITEM_Plasma;
case RES_FUEL: return ITEM_JetpackFuel;
}
- LOG_WARNF("Invalid ammo type %d ", ammotype);
+ LOG_WARNF("Invalid ammo type %d ", ammotype.m_id);
return NULL;
// WEAPONTODO: use this generic func to reduce duplication ?
// GetAmmoPicture GetAmmoName notif_arg_item_wepammo ammo_pickupevalfunc ?
}
#ifdef CSQC
-int GetAmmoTypeFromNum(int i)
+Resource GetAmmoTypeFromNum(int i)
{
switch (i)
{
}
}
-int GetAmmoStat(int ammotype)
+int GetAmmoStat(Resource ammotype)
{
switch (ammotype)
{
#endif
#endif
+
+#ifdef SVQC
+string W_FixWeaponOrder_ForceComplete_AndBuildImpulseList(entity this, string wo)
+{
+ string o = W_FixWeaponOrder_ForceComplete(wo);
+ strcpy(CS_CVAR(this).weaponorder_byimpulse, W_FixWeaponOrder_BuildImpulseList(o));
+ return o;
+}
+#endif
+
+#ifdef CSQC
+REPLICATE(cvar_cl_accuracy_data_share, bool, "cl_accuracy_data_share");
+REPLICATE(cvar_cl_accuracy_data_receive, bool, "cl_accuracy_data_receive");
+#endif
+
+#ifdef GAMEQC
+REPLICATE(cvar_cl_gunalign, int, "cl_gunalign");
+REPLICATE(cvar_cl_weapon_switch_reload, bool, "cl_weapon_switch_reload");
+REPLICATE(cvar_cl_weapon_switch_fallback_to_impulse, bool, "cl_weapon_switch_fallback_to_impulse");
+REPLICATE(cvar_cl_weaponimpulsemode, int, "cl_weaponimpulsemode");
+REPLICATE(cvar_cl_weaponpriority, string, "cl_weaponpriority", W_FixWeaponOrder_ForceComplete_AndBuildImpulseList);
+REPLICATE(cvar_cl_weaponpriorities[0], string, "cl_weaponpriority0", W_FixWeaponOrder_AllowIncomplete);
+REPLICATE(cvar_cl_weaponpriorities[1], string, "cl_weaponpriority1", W_FixWeaponOrder_AllowIncomplete);
+REPLICATE(cvar_cl_weaponpriorities[2], string, "cl_weaponpriority2", W_FixWeaponOrder_AllowIncomplete);
+REPLICATE(cvar_cl_weaponpriorities[3], string, "cl_weaponpriority3", W_FixWeaponOrder_AllowIncomplete);
+REPLICATE(cvar_cl_weaponpriorities[4], string, "cl_weaponpriority4", W_FixWeaponOrder_AllowIncomplete);
+REPLICATE(cvar_cl_weaponpriorities[5], string, "cl_weaponpriority5", W_FixWeaponOrder_AllowIncomplete);
+REPLICATE(cvar_cl_weaponpriorities[6], string, "cl_weaponpriority6", W_FixWeaponOrder_AllowIncomplete);
+REPLICATE(cvar_cl_weaponpriorities[7], string, "cl_weaponpriority7", W_FixWeaponOrder_AllowIncomplete);
+REPLICATE(cvar_cl_weaponpriorities[8], string, "cl_weaponpriority8", W_FixWeaponOrder_AllowIncomplete);
+REPLICATE(cvar_cl_weaponpriorities[9], string, "cl_weaponpriority9", W_FixWeaponOrder_AllowIncomplete);
+#endif