X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fweapons%2Fselection.qc;h=6a625700cd15cb7bf2e792656dc03670258437f9;hp=b4f6930e54b3c1e6adc0f86d9d68485f6be1c456;hb=ba0988ca930f50286f8cf3b6c114ebc6584964af;hpb=6c4f62990980e74d4a0963b7179c7c964f535398 diff --git a/qcsrc/server/weapons/selection.qc b/qcsrc/server/weapons/selection.qc index b4f6930e5..6a625700c 100644 --- a/qcsrc/server/weapons/selection.qc +++ b/qcsrc/server/weapons/selection.qc @@ -1,3 +1,18 @@ +#if defined(CSQC) +#elif defined(MENUQC) +#elif defined(SVQC) + #include "../../dpdefs/progsdefs.qc" + #include "../../dpdefs/dpextensions.qc" + #include "../../common/constants.qh" + #include "../../common/util.qh" + #include "../../common/weapons/weapons.qh" + #include "selection.qh" + #include "weaponsystem.qh" + #include "../t_items.qh" + #include "../autocvars.qh" + #include "../defs.qh" +#endif + // switch between weapons void Send_WeaponComplain(entity e, float wpn, float type) { @@ -26,7 +41,7 @@ float client_hasweapon(entity cl, float wpn, float andammo, float complain) { if (complain) sprint(self, "Invalid weapon\n"); - return FALSE; + return false; } if (cl.weapons & WepSet_FromWeapon(wpn)) { @@ -59,10 +74,10 @@ float client_hasweapon(entity cl, float wpn, float andammo, float complain) play2(cl, "weapons/unavailable.wav"); Send_WeaponComplain (cl, wpn, 0); } - return FALSE; + return false; } } - return TRUE; + return true; } if (complain) { @@ -101,7 +116,7 @@ float client_hasweapon(entity cl, float wpn, float andammo, float complain) play2(cl, "weapons/unavailable.wav"); } - return FALSE; + return false; } float W_GetCycleWeapon(entity pl, string weaponorder, float dir, float imp, float complain, float skipmissing) @@ -136,13 +151,13 @@ float W_GetCycleWeapon(entity pl, string weaponorder, float dir, float imp, floa if(wep.impulse != imp) continue; - float i, have_other = FALSE; + float i, have_other = false; for(i = WEP_FIRST; i <= WEP_LAST; ++i) { if(i != weaponwant) if((get_weaponinfo(i)).impulse == imp || imp < 0) if((pl.weapons & WepSet_FromWeapon(i)) || (weaponsInMap & WepSet_FromWeapon(i))) - have_other = TRUE; + have_other = true; } // skip weapons we don't own that aren't normal and aren't in the map @@ -153,7 +168,7 @@ float W_GetCycleWeapon(entity pl, string weaponorder, float dir, float imp, floa ++c; - if(!skipmissing || client_hasweapon(pl, weaponwant, TRUE, FALSE)) + if(!skipmissing || client_hasweapon(pl, weaponwant, true, false)) { if(switchtonext) return weaponwant; @@ -193,13 +208,13 @@ float W_GetCycleWeapon(entity pl, string weaponorder, float dir, float imp, floa if(wep.impulse != imp) continue; - float i, have_other = FALSE; + float i, have_other = false; for(i = WEP_FIRST; i <= WEP_LAST; ++i) { if(i != weaponwant) if((get_weaponinfo(i)).impulse == imp || imp < 0) if((pl.weapons & WepSet_FromWeapon(i)) || (weaponsInMap & WepSet_FromWeapon(i))) - have_other = TRUE; + have_other = true; } // skip weapons we don't own that aren't normal and aren't in the map @@ -211,7 +226,7 @@ float W_GetCycleWeapon(entity pl, string weaponorder, float dir, float imp, floa --c; if(c == 0) { - client_hasweapon(pl, weaponwant, TRUE, TRUE); + client_hasweapon(pl, weaponwant, true, true); break; } } @@ -248,7 +263,7 @@ void W_SwitchWeapon(float imp) { if (self.switchweapon != imp) { - if (client_hasweapon(self, imp, TRUE, TRUE)) + if (client_hasweapon(self, imp, true, true)) W_SwitchWeapon_Force(self, imp); else self.selectweapon = imp; // update selectweapon ANYWAY @@ -259,7 +274,7 @@ void W_SwitchWeapon(float imp) void W_CycleWeapon(string weaponorder, float dir) { float w; - w = W_GetCycleWeapon(self, weaponorder, dir, -1, 1, TRUE); + w = W_GetCycleWeapon(self, weaponorder, dir, -1, 1, true); if(w > 0) W_SwitchWeapon(w); } @@ -297,7 +312,7 @@ void W_PreviousWeapon(float list) // previously used if exists and has ammo, (second) best otherwise void W_LastWeapon(void) { - if(client_hasweapon(self, self.cnt, TRUE, FALSE)) + if(client_hasweapon(self, self.cnt, true, false)) W_SwitchWeapon(self.cnt); else W_SwitchToOtherWeapon(self);