]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/all.qc
Merge branch 'bones_was_here/stepup_distance' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / all.qc
index 7ef3cc1e8d7a5ee18ff37591f899d635d8e0ee6d..6bf2d105f8d85c4c82299c9a216f3e20cd818062 100644 (file)
@@ -202,7 +202,8 @@ WepSet W_RandomWeapons(entity e, WepSet remaining, int n)
        return result;
 }
 
-string GetAmmoPicture(int ammotype)
+// TODO: registry handles for below functions
+string GetAmmoPicture(Resource ammotype)
 {
        switch (ammotype)
        {
@@ -216,7 +217,7 @@ string GetAmmoPicture(int ammotype)
        }
 }
 
-string GetAmmoName(int ammotype)
+string GetAmmoName(Resource ammotype)
 {
        switch (ammotype)
        {
@@ -230,7 +231,7 @@ string GetAmmoName(int ammotype)
        }
 }
 
-entity GetAmmoItem(int ammotype)
+entity GetAmmoItem(Resource ammotype)
 {
        switch (ammotype)
        {
@@ -241,14 +242,14 @@ entity GetAmmoItem(int 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)
        {
@@ -262,7 +263,7 @@ int GetAmmoTypeFromNum(int i)
        }
 }
 
-int GetAmmoStat(int ammotype)
+int GetAmmoStat(Resource ammotype)
 {
        switch (ammotype)
        {
@@ -826,3 +827,35 @@ NET_HANDLE(w_muzzleflash, bool isNew)
 #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