X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fall.qh;h=37858af5b6b61fc8b7f9febe6a9d6bcfa60b8af3;hp=c60243e761326a8bbe0a35ae3fddb2f67c9d33c6;hb=0f318cfd5e7b56140cc6a0274e7ec5f258c30157;hpb=c6494490daa287dd5817c77e9c3d8416df182ed0 diff --git a/qcsrc/common/weapons/all.qh b/qcsrc/common/weapons/all.qh index c60243e761..37858af5b6 100644 --- a/qcsrc/common/weapons/all.qh +++ b/qcsrc/common/weapons/all.qh @@ -20,6 +20,7 @@ WepSet ReadWepSet(); #include "calculations.qh" #include "projectiles.qh" #include +#include #endif #include @@ -37,7 +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) { @@ -50,12 +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); @@ -73,7 +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; } @@ -81,14 +84,15 @@ GENERIC_COMMAND(dumpweapons, "Dump all weapons into weapons_dump.txt", false) // default: case CMD_REQUEST_USAGE: { - LOG_HELP("Usage:^3 ", GetProgramCommandPrefix(), " dumpweapons [filename]"); - LOG_HELP(" Where 'filename' is the file to write (default is weapons_dump.cfg),"); + LOG_HELP("Usage:^3 ", GetProgramCommandPrefix(), " dumpweapons []"); + 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; @@ -291,6 +295,7 @@ const .float reloading_time = reload_time; // read cvars from weapon settings +// cvars are created as such: g_balance_wepname_name #define WEP_CVAR(wepname, name) (_wep_##wepname.wepvar_##name) #define WEP_CVAR_PRI(wepname, name) WEP_CVAR(wepname, primary_##name) #define WEP_CVAR_SEC(wepname, name) WEP_CVAR(wepname, secondary_##name) @@ -303,10 +308,10 @@ 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 +// TODO: remove after 0.8.5. 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 +// TODO: invert after 0.8.5. 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) @@ -327,7 +332,7 @@ STATIC_INIT(register_weapons_done) else inaccessible = strcat(inaccessible, "\n", it.netname); }); - if (inaccessible) LOG_TRACEF("Impulse limit exceeded, weapon(s) will not be directly accessible: %s", inaccessible); + if (inaccessible != "" && autocvar_developer > 0) LOG_TRACEF("Impulse limit exceeded, weapon(s) will not be directly accessible: %s", inaccessible); #ifdef CSQC FOREACH(Weapons, true, it.wr_init(it)); #endif @@ -345,7 +350,7 @@ 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; } @@ -356,12 +361,16 @@ vector weaponentity_glowmod(Weapon wep, entity actor, int c, entity wepent) .vector spawnorigin; // for casings +.vector movedir_aligned; // shot origin based on weapon alignment (unaffected by shootfromeye) + // weapon animation vectors: .vector anim_fire1; .vector anim_fire2; .vector anim_idle; .vector anim_reload; +.entity muzzle_flash; + // static frame globals ENUMCLASS(WFRAME) @@ -375,6 +384,7 @@ ENUMCLASS_END(WFRAME) .WFRAME wframe; #ifdef SVQC + string autocvar_g_shootfromfixedorigin; #define G_SHOOTFROMFIXEDORIGIN autocvar_g_shootfromfixedorigin #elif defined(CSQC) string autocvar_cl_shootfromfixedorigin; @@ -384,14 +394,26 @@ 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); + +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