X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fall.qh;h=d02a496e8175f4d7a8b7fb1c537b6520219dcc0b;hp=0af47590078a8dde4c44257de429ff240e0dd19e;hb=90d9f7c775306324957323d53d5a4ad995d999e3;hpb=d01c567581179df7cc68bcdc8dce58efad911bc4 diff --git a/qcsrc/common/weapons/all.qh b/qcsrc/common/weapons/all.qh index 0af4759007..d02a496e81 100644 --- a/qcsrc/common/weapons/all.qh +++ b/qcsrc/common/weapons/all.qh @@ -25,7 +25,6 @@ WepSet ReadWepSet(); #include REGISTRY(Weapons, 72) // Increase as needed. Can be up to 72. -#define Weapons_from(i) _Weapons_from(i, WEP_Null) REGISTER_REGISTRY(Weapons) STATIC_INIT(WeaponPickup) { FOREACH(Weapons, true, it.m_pickup = NEW(WeaponPickup, it)); } @@ -38,7 +37,7 @@ 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) { @@ -82,10 +81,10 @@ GENERIC_COMMAND(dumpweapons, "Dump all weapons into weapons_dump.txt") // WEAPON default: case CMD_REQUEST_USAGE: { - LOG_INFO("Usage:^3 ", GetProgramCommandPrefix(), " dumpweapons [filename]"); - LOG_INFO(" Where 'filename' is the file to write (default is weapons_dump.cfg),"); - LOG_INFO(" if supplied with '-' output to console as well as default,"); - LOG_INFO(" if left blank, it will only write to default."); + LOG_HELP("Usage:^3 ", GetProgramCommandPrefix(), " dumpweapons [filename]"); + LOG_HELP(" Where 'filename' is the file to write (default is weapons_dump.cfg),"); + LOG_HELP(" if supplied with '-' output to console as well as default,"); + LOG_HELP(" if left blank, it will only write to default."); return; } } @@ -126,14 +125,17 @@ STATIC_INIT_LATE(W_PROP_reloader) [[alias("WEP_" #id)]] Weapon _wep_##sname REGISTER_WEAPON(Null, NEW(Weapon)); +REGISTRY_DEFINE_GET(Weapons, WEP_Null) -Weapon Weapons_fromstr(string s) +Weapon Weapon_from_name(string s) { FOREACH(Weapons, it != WEP_Null && it.netname == s, return it); - return NULL; + return WEP_Null; } +#ifdef GAMEQC + // legacy w_prop mappings #define X(fld, T) .T fld; .T wepvar_##fld = fld; X(switchdelay_drop, float) @@ -144,12 +146,14 @@ X(weaponstart, float) X(weaponthrowable, float) #ifdef SVQC X(reload_ammo, float) -.float reloading_ammo = reload_ammo; +const .float reloading_ammo = reload_ammo; X(reload_time, float) -.float reloading_time = reload_time; +const .float reloading_time = reload_time; #endif #undef X +#endif + #define W_PROPS(L, class, prefix) \ @@ -167,12 +171,17 @@ X(reload_time, float) #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 @@ X(reload_time, float) #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 @@ X(reload_time, float) #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 @@ X(reload_time, float) #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) \ { \ @@ -239,7 +256,7 @@ X(reload_time, float) .void(Weapon this, int i) wr_net; NET_HANDLE(WeaponUpdate, bool isnew) { - Weapon w = Weapons_from(ReadByte()); + Weapon w = REGISTRY_GET(Weapons, ReadByte()); for (int i; (i = ReadByte()); ) { w.wr_net(w, i); @@ -248,12 +265,13 @@ X(reload_time, float) } #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 @@ X(reload_time, float) 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) @@ -281,7 +297,7 @@ X(reload_time, float) #define WEP_CVAR_BOTH(wepname, isprimary, name) ((isprimary) ? WEP_CVAR_PRI(wepname, name) : WEP_CVAR_SEC(wepname, name)) const int WEP_FIRST = 1; -#define WEP_LAST (Weapons_COUNT - 1) +#define WEP_LAST (REGISTRY_COUNT(Weapons) - 1) WepSet WEPSET_ALL; WepSet WEPSET_SUPERWEAPONS; @@ -292,7 +308,7 @@ WepSet WEPSET_SUPERWEAPONS; // 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 + (Weapons_COUNT - 1) - 1, 253) +#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_CHECK(Weapons) @@ -303,8 +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; - it.weapons = 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) @@ -317,8 +332,8 @@ STATIC_INIT(register_weapons_done) FOREACH(Weapons, true, it.wr_init(it)); #endif weaponorder_byid = ""; - for (int i = Weapons_MAX - 1; i >= 1; --i) - if (Weapons_from(i)) + for (int i = REGISTRY_MAX(Weapons) - 1; i >= 1; --i) + if (REGISTRY_GET(Weapons, i)) weaponorder_byid = strcat(weaponorder_byid, " ", ftos(i)); weaponorder_byid = strzone(substring(weaponorder_byid, 1, -1)); } @@ -368,4 +383,19 @@ 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 W_MuzzleFlash(entity actor, .entity weaponentity, entity eff, vector shotorg, vector shotdir); +#endif #endif