#pragma once
-#include <common/resources.qh>
#include <common/items/item/pickup.qh>
+#include <common/resources/resources.qh>
#include <common/stats.qh>
#ifdef SVQC
ATTRIB(Weapon, m_canonical_spawnfunc, string);
/** control what happens when this weapon is spawned */
METHOD(Weapon, m_spawnfunc_hookreplace, Weapon(Weapon this, entity e)) { return this; }
- /** A: WEPSET_id : WEPSET_... */
- ATTRIB(Weapon, weapons, WepSet, '0 0 0');
/** M: ammotype : main ammo type */
- ATTRIB(Weapon, ammo_type, int, RESOURCE_NONE);
+ ATTRIB(Weapon, ammo_type, Resource, RES_NONE);
/** M: impulse : weapon impulse */
ATTRIB(Weapon, impulse, int, -1);
/** M: flags : WEPSPAWNFLAG_... combined */
ATTRIB(Weapon, wpcolor, vector, '0 0 0');
/** M: modelname : name of model (without g_ v_ or h_ prefixes) */
ATTRIB(Weapon, mdl, string, "");
+#ifdef GAMEQC
/** M: model MDL_id_ITEM */
ATTRIB(Weapon, m_model, entity);
+ /** M: flash model MDL_id_MUZZLEFLASH */
+ ATTRIB(Weapon, m_muzzlemodel, entity, MDL_Null);
+ /** M: flash effect EFFECT_id_MUZZLEFLASH */
+ ATTRIB(Weapon, m_muzzleeffect, entity);
+#endif
/** M: crosshair : per-weapon crosshair: "CrosshairImage Size" */
ATTRIB(Weapon, w_crosshair, string, "gfx/crosshairmoustache");
/** A: crosshair : per-weapon crosshair size (argument two of "crosshair" field) */
ATTRIB(Weapon, netname, string, "");
/** M: wepname : human readable name */
ATTRIB(Weapon, m_name, string, "AOL CD Thrower");
+ /** M: deprecated refname : old reference name for compatibility with weapons that were renamed */
+ ATTRIB(Weapon, m_deprecated_netname, string, "");
ATTRIB(Weapon, m_pickup, entity);
METHOD(Weapon, wr_playerdeath, void(Weapon this, entity actor, .entity weaponentity)) {}
/** (SERVER) logic to run when weapon is lost */
METHOD(Weapon, wr_gonethink, void(Weapon this, entity actor, .entity weaponentity)) {}
- /** (ALL) dump weapon cvars to config in data directory (see: sv_cmd dumpweapons) */
+ /** (SERVER) dump weapon cvars to config in data directory (see: sv_cmd dumpweapons) */
METHOD(Weapon, wr_config, void(Weapon this)) {}
/** (BOTH) weapon specific zoom reticle */
METHOD(Weapon, wr_zoom, bool(Weapon this, entity actor)) {
METHOD(Weapon, wr_zoomdir, bool(Weapon this)) {return false;}
/** (CLIENT) weapon specific view model */
METHOD(Weapon, wr_viewmodel, string(Weapon this, entity wep)) { return string_null; }
- /** (CLIENT) weapon specific glow */
- METHOD(Weapon, wr_glow, vector(Weapon this, entity actor, entity wepent)) { return '0 0 0'; }
+ /** (BOTH) weapon specific glow */
+ METHOD(Weapon, wr_glow, vector(Weapon this, int actor_colors, entity wepent)) { return '0 0 0'; }
/** (SERVER) the weapon is dropped */
METHOD(Weapon, wr_drop, void(Weapon this, entity actor, .entity weaponentity)) {}
/** (SERVER) a weapon is picked up */
#define SPAWNFUNC_WEAPON(name, weapon) \
spawnfunc(name) { weapon_defaultspawnfunc(this, weapon); }
+#define SPAWNFUNC_WEAPON_COND(name, cond, wep1, wep2) \
+ SPAWNFUNC_WEAPON(name, (cond ? wep1 : wep2))
+
#else
#define SPAWNFUNC_WEAPON(name, weapon)
METHOD(WeaponPickup, giveTo, bool(entity this, entity item, entity player))
{
bool b = Item_GiveTo(item, player);
- if (b) {
- LOG_TRACEF("entity %i picked up %s", player, this.m_name);
- }
+ //if (b) {
+ //LOG_TRACEF("entity %i picked up %s", player, this.m_name);
+ //}
return b;
}
#endif
const int WEP_FLAG_SUPERWEAPON = BIT(7); // powerup timer
const int WEP_FLAG_MUTATORBLOCKED = BIT(8); // hides from impulse 99 etc. (mutators are allowed to clear this flag)
const int WEP_TYPE_MELEE_PRI = BIT(9); // primary attack is melee swing (for animation)
-const int WEP_TYPE_MELEE_SEC = BIT(12); // secondary attack is melee swing (for animation)
-const int WEP_FLAG_DUALWIELD = BIT(13); // weapon can be dual wielded
-const int WEP_FLAG_NODUAL = BIT(14); // weapon doesn't work well with dual wielding (fireball etc just explode on fire), doesn't currently prevent anything
-const int WEP_FLAG_PENETRATEWALLS = BIT(15); // weapon has high calibur bullets that can penetrate thick walls (WEAPONTODO)
+const int WEP_TYPE_MELEE_SEC = BIT(10); // secondary attack is melee swing (for animation)
+const int WEP_FLAG_DUALWIELD = BIT(11); // weapon can be dual wielded
+const int WEP_FLAG_NODUAL = BIT(12); // weapon doesn't work well with dual wielding (fireball etc just explode on fire), doesn't currently prevent anything
+const int WEP_FLAG_PENETRATEWALLS = BIT(13); // weapon has high calibur bullets that can penetrate thick walls (WEAPONTODO)
+const int WEP_FLAG_BLEED = BIT(14); // weapon pierces and causes bleeding (used for damage effects)
+const int WEP_FLAG_NOTRUEAIM = BIT(15); // weapon doesn't aim directly at targets
+const int WEP_FLAG_SPECIALATTACK = BIT(16); // marked as a special attack (not a true weapon), hidden from most weapon lists
// variables:
string weaponorder_byid;
// functions:
string W_FixWeaponOrder(string order, float complete);
-string W_UndeprecateName(string s);
string W_NameWeaponOrder(string order);
string W_NumberWeaponOrder(string order);
string W_FixWeaponOrder_BuildImpulseList(string o);
string W_FixWeaponOrder_AllowIncomplete(entity this, string order);
string W_FixWeaponOrder_ForceComplete(string order);
-void W_RandomWeapons(entity e, int n);
+WepSet W_RandomWeapons(entity e, WepSet remaining, int n);
+
+string GetAmmoPicture(Resource ammotype);
+
+string GetAmmoName(Resource ammotype);
-string GetAmmoPicture(int ammotype);
+entity GetAmmoItem(Resource ammotype);
#ifdef CSQC
-int GetAmmoTypeFromNum(int i);
-int GetAmmoStat(int ammotype);
+int GetAmmoStat(Resource ammotype);
#endif
string W_Sound(string w_snd);