X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fall.qh;h=7487ada17131aaff908f69a1bc2029c1d2d146ac;hp=42805b3a082a64ff988dea1c37497ecc399dc6fe;hb=2ccfbaf3d871db94af3195383a57ff738abaa07a;hpb=797bf448a96c0c13d783c7c919bb2caf6fa16707 diff --git a/qcsrc/common/weapons/all.qh b/qcsrc/common/weapons/all.qh index 42805b3a0..7487ada17 100644 --- a/qcsrc/common/weapons/all.qh +++ b/qcsrc/common/weapons/all.qh @@ -38,7 +38,7 @@ 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") // WEAPONTODO: make this work with other progs than just server +GENERIC_COMMAND(dumpweapons, "Dump all weapons into weapons_dump.txt", false) // WEAPONTODO: make this work with other progs than just server { switch(request) { @@ -134,6 +134,8 @@ Weapon Weapons_fromstr(string s) } +#ifdef GAMEQC + // legacy w_prop mappings #define X(fld, T) .T fld; .T wepvar_##fld = fld; X(switchdelay_drop, float) @@ -150,6 +152,8 @@ const .float reloading_time = reload_time; #endif #undef X +#endif + #define W_PROPS(L, class, prefix) \ @@ -167,12 +171,17 @@ const .float reloading_time = reload_time; #define W_PROP_BOTH(class, fld, T, wepname) \ W_PROP_PRI(class, fld, T, wepname) \ W_PROP_SEC(class, fld, T, wepname) - #define W_PROP_BEGIN(class) - #define _W_PROP(class, fld, T, wepname) \ - /* static */ T _W_PROP_CVAR(wepname, fld); \ - ATTRIB(class, wepvar_##fld, T, _W_PROP_CVAR(wepname, fld)); - #define _W_PROP_CVAR(wepname, fld) autocvar_g_balance_##wepname##_##fld - #define W_PROP_END() + #define W_PROP_BEGIN(class) + #ifdef GAMEQC + #define _W_PROP(class, fld, T, wepname) \ + /* static */ T _W_PROP_CVAR(wepname, fld); \ + ATTRIB(class, wepvar_##fld, T, _W_PROP_CVAR(wepname, fld)); + #define _W_PROP_CVAR(wepname, fld) autocvar_g_balance_##wepname##_##fld + #else + #define _W_PROP(class, fld, T, wepname) + #define _W_PROP_CVAR(wepname, fld) + #endif + #define W_PROP_END() @@ -183,13 +192,15 @@ const .float reloading_time = reload_time; #define W_CONFIG_BOTH(class, fld, T, wepname) \ W_CONFIG_PRI(class, fld, T, wepname) \ W_CONFIG_SEC(class, fld, T, wepname) - #define W_CONFIG_BEGIN(class) METHOD(class, wr_config, void(class this)) { - #ifdef SVQC - #define _W_CONFIG(class, fld, T, wepname) if (#wepname == this.netname) WEP_CONFIG_WRITE_CVARS(wepname, fld, T); - #else - #define _W_CONFIG(class, fld, T, wepname) - #endif - #define W_CONFIG_END() } + #ifdef SVQC + #define W_CONFIG_BEGIN(class) METHOD(class, wr_config, void(class this)) { + #define _W_CONFIG(class, fld, T, wepname) if (#wepname == this.netname) WEP_CONFIG_WRITE_CVARS(wepname, fld, T); + #define W_CONFIG_END() } + #else + #define W_CONFIG_BEGIN(class) + #define _W_CONFIG(class, fld, T, wepname) + #define W_CONFIG_END() + #endif #define W_UPDATE(class, wepname, fld, T, m) W_UPDATE_##m(class, fld, T, wepname) @@ -199,27 +210,33 @@ const .float reloading_time = reload_time; #define W_UPDATE_BOTH(class, fld, T, wepname) \ W_UPDATE_PRI(class, fld, T, wepname) \ W_UPDATE_SEC(class, fld, T, wepname) - .entity baseline, baseline_target; - #define W_UPDATE_BEGIN(class) \ - METHOD(class, wr_update, void(class this)) \ - { \ - noref entity b = this.baseline; \ - if (!b) \ - { \ - b = this.baseline = new_pure(baseline); \ - b.baseline_target = this; \ - } - #ifdef SVQC - #define _W_UPDATE(class, fld, T, wepname) \ - { \ - T it = _W_PROP_CVAR(wepname, fld); \ - b.wepvar_##fld = this.wepvar_##fld; \ - this.wepvar_##fld = it; \ - } - #else - #define _W_UPDATE(class, fld, T, wepname) - #endif - #define W_UPDATE_END() } + #ifdef GAMEQC + .entity baseline, baseline_target; + #define W_UPDATE_BEGIN(class) \ + METHOD(class, wr_update, void(class this)) \ + { \ + noref entity b = this.baseline; \ + if (!b) \ + { \ + b = this.baseline = new_pure(baseline); \ + b.baseline_target = this; \ + } + #ifdef SVQC + #define _W_UPDATE(class, fld, T, wepname) \ + { \ + T it = _W_PROP_CVAR(wepname, fld); \ + b.wepvar_##fld = this.wepvar_##fld; \ + this.wepvar_##fld = it; \ + } + #else + #define _W_UPDATE(class, fld, T, wepname) + #endif + #define W_UPDATE_END() } + #else + #define W_UPDATE_BEGIN(class) + #define _W_UPDATE(class, fld, T, wepname) + #define W_UPDATE_END() + #endif #define W_NET(class, wepname, fld, T, m) W_NET_##m(class, fld, T, wepname) @@ -229,8 +246,8 @@ const .float reloading_time = reload_time; #define W_NET_BOTH(class, fld, T, wepname) \ W_NET_PRI(class, fld, T, wepname) \ W_NET_SEC(class, fld, T, wepname) - REGISTER_NET_TEMP(WeaponUpdate) #if defined(CSQC) + REGISTER_NET_TEMP(WeaponUpdate) #define W_NET_BEGIN(class) METHOD(class, wr_net, void(class this, int i)) { int n = 0; #define _W_NET(class, fld, T, wepname) \ { \ @@ -248,12 +265,13 @@ const .float reloading_time = reload_time; } #define W_NET_END() } #elif defined(SVQC) + REGISTER_NET_TEMP(WeaponUpdate) #define W_NET_BEGIN(class) \ METHOD(class, wr_net, void(class this, int chan)) \ { \ bool commit = false; \ int i = 0; - #define _W_NET(class, fld, T, wepname) \ + #define _W_NET(class, fld, T, wepname) \ { \ ++i; \ T it = this.wepvar_##fld; \ @@ -263,9 +281,7 @@ const .float reloading_time = reload_time; WriteByte(chan, i); Write_##T(chan, it); \ } \ } - #define W_NET_END() \ - if (commit) WriteByte(chan, 0); \ - } + #define W_NET_END() if (commit) WriteByte(chan, 0); } #else #define W_NET_BEGIN(class) #define _W_NET(class, fld, T, wepname) @@ -303,7 +319,7 @@ STATIC_INIT(register_weapons_done) FOREACH(Weapons, true, { WepSet set = it.m_wepset = _WepSet_FromWeapon(it.m_id = i); WEPSET_ALL |= set; - if ((it.spawnflags) & WEP_FLAG_SUPERWEAPON) WEPSET_SUPERWEAPONS |= set; + if (it.spawnflags & WEP_FLAG_SUPERWEAPON) WEPSET_SUPERWEAPONS |= set; if (it == WEP_Null) continue; int imp = WEP_IMPULSE_BEGIN + it.m_id - 1; if (imp <= WEP_IMPULSE_END) @@ -368,7 +384,18 @@ 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); +#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"); +#endif + +#ifdef SVQC +void wframe_send(entity actor, entity weaponentity, int wepframe, float attackrate, bool restartanim); +#endif + #ifdef SVQC -void wframe_send(entity actor, entity weaponentity, vector a, bool restartanim); +void W_MuzzleFlash(entity actor, .entity weaponentity, entity eff, vector shotorg, vector shotdir); #endif #endif