X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fall.qh;h=356c3882a920d84537261cbc8b9acb9ba7b26be2;hp=6b3f7577f6fde976716c9376b1e41ba3625e437b;hb=af2f0cb624aaf967708b22e1303d113668af5114;hpb=6afdf61d7ac0614d3a0c1bee447bfebc54566730 diff --git a/qcsrc/common/weapons/all.qh b/qcsrc/common/weapons/all.qh index 6b3f7577f6..356c3882a9 100644 --- a/qcsrc/common/weapons/all.qh +++ b/qcsrc/common/weapons/all.qh @@ -38,7 +38,9 @@ STATIC_INIT(WeaponPickup) { FOREACH(Weapons, true, it.m_pickup = NEW(WeaponPicku #define WepSet_FromWeapon(it) ((it).m_wepset) WepSet _WepSet_FromWeapon(int i); -GENERIC_COMMAND(dumpweapons, "Dump all weapons into weapons_dump.txt", false) // WEAPONTODO: make this work with other progs than just server +#define DEFAULT_FILENAME "weapons_dump.cfg" +// NOTE: dumpeffectinfo, dumpnotifs, dumpturrets and dumpweapons use similar code +GENERIC_COMMAND(dumpweapons, "Dump all turrets into " DEFAULT_FILENAME, false) // WEAPONTODO: make this work with other progs than just server { switch(request) { @@ -51,12 +53,12 @@ GENERIC_COMMAND(dumpweapons, "Dump all weapons into weapons_dump.txt", false) // if(filename == "") { - filename = "weapons_dump.cfg"; + filename = DEFAULT_FILENAME; wep_config_alsoprint = false; } else if(filename == "-") { - filename = "weapons_dump.cfg"; + filename = DEFAULT_FILENAME; wep_config_alsoprint = true; } wep_config_file = fopen(filename, FILE_WRITE); @@ -74,7 +76,7 @@ GENERIC_COMMAND(dumpweapons, "Dump all weapons into weapons_dump.txt", false) // LOG_INFOF("^1Error: ^7Could not open file '%s'!", filename); } #else - LOG_INFO(_("Weapons dump command only works with sv_cmd.")); + LOG_INFO("Weapons dump command only works with sv_cmd."); #endif return; } @@ -83,13 +85,14 @@ GENERIC_COMMAND(dumpweapons, "Dump all weapons into weapons_dump.txt", false) // case CMD_REQUEST_USAGE: { LOG_HELP("Usage:^3 ", GetProgramCommandPrefix(), " dumpweapons []"); - LOG_HELP(" Where is the file to write (default is weapons_dump.cfg),"); + LOG_HELPF(" Where is the file to write (default is %s),", DEFAULT_FILENAME); LOG_HELP(" if supplied with '-' output to console as well as default,"); LOG_HELP(" if left blank, it will only write to default."); return; } } } +#undef DEFAULT_FILENAME #ifdef SVQC entity W_PROP_reloader; @@ -305,14 +308,11 @@ WepSet WEPSET_SUPERWEAPONS; #include "all.inc" -// TODO: remove after 0.8.2. Retains impulse number compatibility because 0.8.1 clients don't reload the weapons.cfg -#define WEP_HARDCODED_IMPULSES 20 - // TODO: invert after 0.8.2. Will require moving 'best weapon' impulses #define WEP_IMPULSE_BEGIN 230 #define WEP_IMPULSE_END bound(WEP_IMPULSE_BEGIN, WEP_IMPULSE_BEGIN + (REGISTRY_COUNT(Weapons) - 1) - 1, 253) -REGISTRY_SORT(Weapons, WEP_HARDCODED_IMPULSES + 1) +REGISTRY_SORT(Weapons, 1) REGISTRY_CHECK(Weapons) STATIC_INIT(register_weapons_done) @@ -347,7 +347,7 @@ STATIC_INIT(register_weapons_done) vector weaponentity_glowmod(Weapon wep, entity actor, int c, entity wepent) { vector g; - if (!(g = wep.wr_glow(wep, actor, wepent))) g = colormapPaletteColor(c & 0x0F, true) * 2; + if (!(g = wep.wr_glow(wep, actor, wepent))) g = colormapPaletteColor(c & 0x0F, true); return g; } @@ -391,18 +391,26 @@ ENUMCLASS_END(WFRAME) vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn); void CL_WeaponEntity_SetModel(entity this, string name, bool _anim); +REPLICATE_INIT(int, cvar_cl_gunalign); +REPLICATE_INIT(bool, cvar_cl_weapon_switch_reload); +REPLICATE_INIT(bool, cvar_cl_weapon_switch_fallback_to_impulse); +REPLICATE_INIT(int, cvar_cl_weaponimpulsemode); + +REPLICATE_INIT(string, cvar_cl_weaponpriority); +REPLICATE_INIT(string, cvar_cl_weaponpriorities[10]); + #ifdef CSQC -bool cvar_cl_accuracy_data_share; -REPLICATE(cvar_cl_accuracy_data_share, bool, "cl_accuracy_data_share"); -bool cvar_cl_accuracy_data_receive; -REPLICATE(cvar_cl_accuracy_data_receive, bool, "cl_accuracy_data_receive"); +REPLICATE_INIT(bool, cvar_cl_accuracy_data_share); +REPLICATE_INIT(bool, cvar_cl_accuracy_data_receive); #endif #ifdef SVQC void wframe_send(entity actor, entity weaponentity, int wepframe, float attackrate, bool restartanim); -#endif -#ifdef SVQC void W_MuzzleFlash(Weapon thiswep, entity actor, .entity weaponentity, vector shotorg, vector shotdir); + +string W_FixWeaponOrder_ForceComplete_AndBuildImpulseList(entity this, string wo); +string W_FixWeaponOrder_AllowIncomplete(entity this, string order); #endif + #endif