#ifndef WEAPONS_ALL_H
#define WEAPONS_ALL_H
-#ifndef MENUQC
-#include "calculations.qh"
-#include "../models/models.qh"
-#endif
-
-#include "../util.qh"
-
-#ifdef SVQC
-#include "../../server/bot/aim.qh"
-#endif
-
-const int MAX_SHOT_DISTANCE = 32768;
-
-// weapon pickup ratings for bot logic
-const int BOT_PICKUP_RATING_LOW = 2500;
-const int BOT_PICKUP_RATING_MID = 5000;
-const int BOT_PICKUP_RATING_HIGH = 10000;
-
-// weapon flags
-const int WEP_TYPE_OTHER = 0x00; // not for damaging people
-const int WEP_TYPE_SPLASH = 0x01; // splash damage
-const int WEP_TYPE_HITSCAN = 0x02; // hitscan
-const int WEP_TYPEMASK = 0x0F;
-const int WEP_FLAG_CANCLIMB = 0x10; // can be used for movement
-const int WEP_FLAG_NORMAL = 0x20; // in "most weapons" set
-const int WEP_FLAG_HIDDEN = 0x40; // hides from menu
-const int WEP_FLAG_RELOADABLE = 0x80; // can has reload
-const int WEP_FLAG_SUPERWEAPON = 0x100; // powerup timer
-const int WEP_FLAG_MUTATORBLOCKED = 0x200; // hides from impulse 99 etc. (mutators are allowed to clear this flag)
-
-// weapon requests
-const int WR_SETUP = 1; // (SERVER) setup weapon data
-.bool(entity this) wr_setup;
-/** (SERVER) logic to run every frame */
-.bool(entity this, bool fire1, bool fire2) wr_think;
-const int WR_CHECKAMMO1 = 3; // (SERVER) checks ammo for weapon primary
-.bool(entity this) wr_checkammo1;
-const int WR_CHECKAMMO2 = 4; // (SERVER) checks ammo for weapon second
-.bool(entity this) wr_checkammo2;
-const int WR_AIM = 5; // (SERVER) runs bot aiming code for this weapon
-.bool(entity this) wr_aim;
-const int WR_INIT = 6; // (BOTH) precaches models/sounds used by this weapon, also sets up weapon properties
-.bool(entity this) wr_init;
-const int WR_SUICIDEMESSAGE = 7; // (SERVER) notification number for suicide message (may inspect w_deathtype for details)
-.bool(entity this) wr_suicidemessage;
-const int WR_KILLMESSAGE = 8; // (SERVER) notification number for kill message (may inspect w_deathtype for details)
-.bool(entity this) wr_killmessage;
-const int WR_RELOAD = 9; // (SERVER) handles reloading for weapon
-.bool(entity this) wr_reload;
-const int WR_RESETPLAYER = 10; // (SERVER) clears fields that the weapon may use
-.bool(entity this) wr_resetplayer;
-const int WR_IMPACTEFFECT = 11; // (CLIENT) impact effect for weapon explosion
-.bool(entity this) wr_impacteffect;
-const int WR_PLAYERDEATH = 12; // (SERVER) called whenever a player dies
-.bool(entity this) wr_playerdeath;
-const int WR_GONETHINK = 13; // (SERVER) logic to run when weapon is lost
-.bool(entity this) wr_gonethink;
-const int WR_CONFIG = 14; // (ALL) dump weapon cvars to config in data directory (see: sv_cmd dumpweapons)
-.bool(entity this) wr_config;
-const int WR_ZOOMRETICLE = 15; // (CLIENT) weapon specific zoom reticle
-.bool(entity this) wr_zoomreticle;
-const int WR_DROP = 16; // (SERVER) the weapon is dropped
-.bool(entity this) wr_drop;
-const int WR_PICKUP = 17; // (SERVER) a weapon is picked up
-.bool(entity this) wr_pickup;
-
-bool w_new(entity this, int req) {
- if (req == WR_SETUP) return this.wr_setup ? this.wr_setup(this) : false;
- if (req == WR_CHECKAMMO1) return this.wr_checkammo1 ? this.wr_checkammo1(this) : false;
- if (req == WR_CHECKAMMO2) return this.wr_checkammo2 ? this.wr_checkammo2(this) : false;
- if (req == WR_AIM) return this.wr_aim ? this.wr_aim(this) : false;
- if (req == WR_INIT) return this.wr_init ? this.wr_init(this) : false;
- if (req == WR_SUICIDEMESSAGE) return this.wr_suicidemessage ? this.wr_suicidemessage(this) : false;
- if (req == WR_KILLMESSAGE) return this.wr_killmessage ? this.wr_killmessage(this) : false;
- if (req == WR_RELOAD) return this.wr_reload ? this.wr_reload(this) : false;
- if (req == WR_RESETPLAYER) return this.wr_resetplayer ? this.wr_resetplayer(this) : false;
- if (req == WR_IMPACTEFFECT) return this.wr_impacteffect ? this.wr_impacteffect(this) : false;
- if (req == WR_PLAYERDEATH) return this.wr_playerdeath ? this.wr_playerdeath(this) : false;
- if (req == WR_GONETHINK) return this.wr_gonethink ? this.wr_gonethink(this) : false;
- if (req == WR_CONFIG) return this.wr_config ? this.wr_config(this) : false;
- if (req == WR_ZOOMRETICLE) return this.wr_zoomreticle ? this.wr_zoomreticle(this) : false;
- if (req == WR_DROP) return this.wr_drop ? this.wr_drop(this) : false;
- if (req == WR_PICKUP) return this.wr_pickup ? this.wr_pickup(this) : false;
- return false;
-}
-
-// variables:
-string weaponorder_byid;
-
// weapon sets
typedef vector WepSet;
WepSet WepSet_FromWeapon(int a);
WepSet ReadWepSet();
#endif
-// weapon name macros
+#include "weapon.qh"
+
+#ifndef MENUQC
+#include "calculations.qh"
+#include "../models/models.qh"
+#endif
+
+#include "../util.qh"
+
+#ifdef SVQC
+#include "../../server/bot/aim.qh"
+#endif
+
const int WEP_FIRST = 1;
#define WEP_MAXCOUNT 72 // Increase as needed. Can be up to 72.
int WEP_COUNT;
WepSet WEPSET_ALL;
WepSet WEPSET_SUPERWEAPONS;
-// functions:
-entity get_weaponinfo(int id);
-string W_FixWeaponOrder(string order, float complete);
-string W_UndeprecateName(string s);
-string W_NameWeaponOrder(string order);
-string W_NumberWeaponOrder(string order);
-string W_FixWeaponOrder_BuildImpulseList(string o);
-string W_FixWeaponOrder_AllowIncomplete(string order);
-string W_FixWeaponOrder_ForceComplete(string order);
-void W_RandomWeapons(entity e, float n);
-
-string GetAmmoPicture(.int ammotype);
-
-#ifdef CSQC
-.int GetAmmoFieldFromNum(int i);
-int GetAmmoStat(.int ammotype);
-#endif
-
-string W_Sound(string w_snd);
-string W_Model(string w_mdl);
+void RegisterWeapons();
+REGISTER_REGISTRY(RegisterWeapons)
+entity weapon_info[WEP_MAXCOUNT], weapon_info_first, weapon_info_last;
+entity dummy_weapon_info;
+#define WEP_Null dummy_weapon_info
+entity get_weaponinfo(int id)
+{
+ entity w;
+ if(id < WEP_FIRST || id > WEP_LAST)
+ return dummy_weapon_info;
+ w = weapon_info[id - 1];
+ if(w)
+ return w;
+ return dummy_weapon_info;
+}
-// ammo types
-.int ammo_shells;
-.int ammo_nails;
-.int ammo_rockets;
-.int ammo_cells;
-.int ammo_plasma;
-.int ammo_fuel;
-.int ammo_none;
+#define REGISTER_WEAPON(...) EVAL(OVERLOAD(REGISTER_WEAPON, __VA_ARGS__))
-// other useful macros
-#define WEP_ACTION(wpn,wrequest) wpn.weapon_func(wpn, wrequest)
-#define _WEP_ACTION(wpn,wrequest) WEP_ACTION(get_weaponinfo(wpn), wrequest)
-#define WEP_AMMO(wpn) (WEP_##wpn.ammo_field) // only used inside weapon files/with direct name, don't duplicate prefix
-#define WEP_NAME(wpn) ((get_weaponinfo(wpn)).message)
+#define REGISTER_WEAPON_2(id, inst) \
+ WepSet WEPSET_##id; \
+ REGISTER(RegisterWeapons, WEP, weapon_info, WEP_COUNT, id, m_id, inst) { \
+ this.m_id++; \
+ WEPSET_ALL |= (WEPSET_##id = WepSet_FromWeapon(this.m_id)); \
+ if ((this.spawnflags) & WEP_FLAG_SUPERWEAPON) WEPSET_SUPERWEAPONS |= WEPSET_##id; \
+ register_weapon(this, this.m_id, WEPSET_##id); \
+ localcmd(sprintf("alias weapon_%s \"impulse %d\"\n", this.netname, 230 + this.m_id - 1)); \
+ } \
+ REGISTER_INIT(WEP, id)
+#define _REGISTER_WEAPON(id, function, ammotype, impulse, flags, rating, color, modelname, mdl, crosshair, wepimg, refname, wepname) \
+ REGISTER_WEAPON_2(id, NEW(Weapon, function, ammotype, impulse, flags, rating, color, modelname, mdl, crosshair, wepimg, refname, wepname))
-// ======================
-// Configuration Macros
-// ======================
+#ifndef MENUQC
+ #define REGISTER_WEAPON_13(id, function, ammotype, impulse, flags, rating, color, modelname, mdl, crosshair, wepimg, refname, wepname) \
+ bool function(entity this, int); \
+ _REGISTER_WEAPON(id, function, ammotype, impulse, flags, rating, color, modelname, mdl, crosshair, wepimg, refname, wepname)
+#else
+ #define REGISTER_WEAPON_13(id, function, ammotype, impulse, flags, rating, color, modelname, mdl, crosshair, wepimg, refname, wepname) \
+ _REGISTER_WEAPON(id, w_new, ammotype, impulse, flags, rating, color, modelname, NULL, crosshair, wepimg, refname, wepname)
+#endif
// create cvars for weapon settings
#define WEP_ADD_CVAR_NONE(wepname,name) [[last]] float autocvar_g_balance_##wepname##_##name;
#define WEP_SKIP_CVAR(unuseda,unusedb,unusedc,unusedd) /* skip cvars */
#define WEP_SET_PROP(wepid,wepname,type,prop,name) WEP_##wepid.prop = autocvar_g_balance_##wepname##_##name;
+#include "all.inc"
-// =====================
-// Weapon Registration
-// =====================
-
-/** fields which are explicitly/manually set are marked with "M", fields set automatically are marked with "A" */
-CLASS(Weapon, Object)
- ATTRIB(Weapon, m_id, int, 0)
- /**
- * M: WEP_id : WEP_...
- * you can recognize dummies when this == 0
- */
- ATTRIB(Weapon, weapon, int, 0);
- /** A: WEPSET_id : WEPSET_... */
- ATTRIB(Weapon, weapons, WepSet, '0 0 0');
- /** M: function : w_... */
- METHOD(Weapon, weapon_func, bool(entity this, int req)) { return w_new(this, req); }
- /** M: ammotype : main ammo field */
- ATTRIB(Weapon, ammo_field, .int, ammo_none);
- /** M: impulse : weapon impulse */
- ATTRIB(Weapon, impulse, int, -1);
- /** M: flags : WEPSPAWNFLAG_... combined */
- ATTRIB(Weapon, spawnflags, int, 0);
- /** M: rating : bot weapon priority */
- ATTRIB(Weapon, bot_pickupbasevalue, float, 0);
- /** M: color : waypointsprite color */
- ATTRIB(Weapon, wpcolor, vector, '0 0 0');
- /** A: wpn-id : wpn- sprite name */
- ATTRIB(Weapon, wpmodel, string, "");
- /** M: modelname : name of model (without g_ v_ or h_ prefixes) */
- ATTRIB(Weapon, mdl, string, "");
- /** M: model MDL_id_ITEM */
- ATTRIB(Weapon, m_model, entity, NULL);
- /** M: crosshair : per-weapon crosshair: "CrosshairImage Size" */
- ATTRIB(Weapon, w_crosshair, string, "gfx/crosshair1");
- /** A: crosshair : per-weapon crosshair size (argument two of "crosshair" field) */
- ATTRIB(Weapon, w_crosshair_size, float, 1);
- /** M: wepimg : "weaponfoobar" side view image file of weapon. WEAPONTODO: Move out of skin files, move to common files */
- ATTRIB(Weapon, model2, string, "");
- /** M: refname : reference name name */
- ATTRIB(Weapon, netname, string, "");
- /** M: wepname : human readable name */
- ATTRIB(Weapon, message, string, "AOL CD Thrower");
-
- METHOD(Weapon, display, void(entity this, void(string name, string icon) returns)) {
- returns(this.message, this.model2 ? sprintf("/gfx/hud/%s/%s", cvar_string("menu_skin"), this.model2) : string_null);
- }
-
- CONSTRUCTOR(Weapon,
- bool(entity this, int req) function,
- .int ammotype,
- int i,
- int weapontype,
- float pickupbasevalue,
- vector clr,
- string modelname,
- entity m,
- string crosshair,
- string wepimg,
- string refname,
- string wepname
- ) {
- CONSTRUCT(Weapon);
- this.weapon_func = function;
- this.ammo_field = ammotype;
- this.impulse = i;
- this.spawnflags = weapontype;
- this.bot_pickupbasevalue = pickupbasevalue;
- this.wpcolor = clr;
- this.mdl = modelname;
- this.m_model = m;
- this.w_crosshair = strzone(car(crosshair));
- string s = cdr(crosshair);
- this.w_crosshair_size = ((s != "") ? stof(s) : 1); // so that we can scale the crosshair from code (for compat)
- this.model2 = strzone(wepimg);
- this.netname = refname;
- this.message = wepname;
- }
- void register_weapon(entity this, int id, WepSet bit)
- {
- this.weapon = id;
- this.weapons = bit;
- this.wpmodel = strzone(strcat("wpn-", ftos(id)));
- #ifdef CSQC
- this.weapon_func(this, WR_INIT);
- #endif
- }
-ENDCLASS(Weapon)
-
-CLASS(OffhandWeapon, Object)
- METHOD(OffhandWeapon, offhand_think, void(OffhandWeapon this, entity player, bool key_pressed)) {}
-ENDCLASS(OffhandWeapon)
-
-#ifdef SVQC
-.OffhandWeapon offhand;
-#endif
-
-void RegisterWeapons();
-REGISTER_REGISTRY(RegisterWeapons)
-entity weapon_info[WEP_MAXCOUNT], weapon_info_first, weapon_info_last;
-entity dummy_weapon_info;
-#define WEP_Null dummy_weapon_info
-
-#define REGISTER_WEAPON(...) EVAL(OVERLOAD(REGISTER_WEAPON, __VA_ARGS__))
-
-#define REGISTER_WEAPON_2(id, inst) \
- WepSet WEPSET_##id; \
- REGISTER(RegisterWeapons, WEP, weapon_info, WEP_COUNT, id, m_id, inst) { \
- this.m_id++; \
- WEPSET_ALL |= (WEPSET_##id = WepSet_FromWeapon(this.m_id)); \
- if ((this.spawnflags) & WEP_FLAG_SUPERWEAPON) WEPSET_SUPERWEAPONS |= WEPSET_##id; \
- register_weapon(this, this.m_id, WEPSET_##id); \
- localcmd(sprintf("alias weapon_%s \"impulse %d\"\n", this.netname, 230 + this.m_id - 1)); \
- } \
- REGISTER_INIT(WEP, id)
-
-#define _REGISTER_WEAPON(id, function, ammotype, impulse, flags, rating, color, modelname, mdl, crosshair, wepimg, refname, wepname) \
- REGISTER_WEAPON_2(id, NEW(Weapon, function, ammotype, impulse, flags, rating, color, modelname, mdl, crosshair, wepimg, refname, wepname))
-
-#ifndef MENUQC
- #define REGISTER_WEAPON_13(id, function, ammotype, impulse, flags, rating, color, modelname, mdl, crosshair, wepimg, refname, wepname) \
- bool function(entity this, int); \
- _REGISTER_WEAPON(id, function, ammotype, impulse, flags, rating, color, modelname, mdl, crosshair, wepimg, refname, wepname)
-#else
- #define REGISTER_WEAPON_13(id, function, ammotype, impulse, flags, rating, color, modelname, mdl, crosshair, wepimg, refname, wepname) \
- _REGISTER_WEAPON(id, w_new, ammotype, impulse, flags, rating, color, modelname, NULL, crosshair, wepimg, refname, wepname)
-#endif
+void register_weapons_done()
+{
+ dummy_weapon_info = NEW(Weapon);
-#include "all.inc"
+ weaponorder_byid = "";
+ for (int i = WEP_MAXCOUNT - 1; i >= 0; --i)
+ if (weapon_info[i])
+ weaponorder_byid = strcat(weaponorder_byid, " ", ftos(i));
+ weaponorder_byid = strzone(substring(weaponorder_byid, 1, strlen(weaponorder_byid) - 1));
+}
-#undef WEP_ADD_CVAR_MO_PRI
-#undef WEP_ADD_CVAR_MO_SEC
-#undef WEP_ADD_CVAR_MO_BOTH
-#undef WEP_ADD_CVAR_MO_NONE
-#undef WEP_ADD_CVAR
-#undef WEP_ADD_PROP
-void register_weapons_done();
ACCUMULATE_FUNCTION(RegisterWeapons, register_weapons_done)
#endif
--- /dev/null
+#ifndef WEAPON_H
+#define WEAPON_H
+
+bool w_new(entity this, int req);
+
+.int ammo_shells;
+.int ammo_nails;
+.int ammo_rockets;
+.int ammo_cells;
+.int ammo_plasma;
+.int ammo_fuel;
+.int ammo_none;
+
+// weapon requests
+const int WR_SETUP = 1; // (SERVER) setup weapon data
+.bool(entity this) wr_setup;
+/** (SERVER) logic to run every frame */
+.bool(entity this, bool fire1, bool fire2) wr_think;
+const int WR_CHECKAMMO1 = 3; // (SERVER) checks ammo for weapon primary
+.bool(entity this) wr_checkammo1;
+const int WR_CHECKAMMO2 = 4; // (SERVER) checks ammo for weapon second
+.bool(entity this) wr_checkammo2;
+const int WR_AIM = 5; // (SERVER) runs bot aiming code for this weapon
+.bool(entity this) wr_aim;
+const int WR_INIT = 6; // (BOTH) precaches models/sounds used by this weapon, also sets up weapon properties
+.bool(entity this) wr_init;
+const int WR_SUICIDEMESSAGE = 7; // (SERVER) notification number for suicide message (may inspect w_deathtype for details)
+.bool(entity this) wr_suicidemessage;
+const int WR_KILLMESSAGE = 8; // (SERVER) notification number for kill message (may inspect w_deathtype for details)
+.bool(entity this) wr_killmessage;
+const int WR_RELOAD = 9; // (SERVER) handles reloading for weapon
+.bool(entity this) wr_reload;
+const int WR_RESETPLAYER = 10; // (SERVER) clears fields that the weapon may use
+.bool(entity this) wr_resetplayer;
+const int WR_IMPACTEFFECT = 11; // (CLIENT) impact effect for weapon explosion
+.bool(entity this) wr_impacteffect;
+const int WR_PLAYERDEATH = 12; // (SERVER) called whenever a player dies
+.bool(entity this) wr_playerdeath;
+const int WR_GONETHINK = 13; // (SERVER) logic to run when weapon is lost
+.bool(entity this) wr_gonethink;
+const int WR_CONFIG = 14; // (ALL) dump weapon cvars to config in data directory (see: sv_cmd dumpweapons)
+.bool(entity this) wr_config;
+const int WR_ZOOMRETICLE = 15; // (CLIENT) weapon specific zoom reticle
+.bool(entity this) wr_zoomreticle;
+const int WR_DROP = 16; // (SERVER) the weapon is dropped
+.bool(entity this) wr_drop;
+const int WR_PICKUP = 17; // (SERVER) a weapon is picked up
+.bool(entity this) wr_pickup;
+
+/** fields which are explicitly/manually set are marked with "M", fields set automatically are marked with "A" */
+CLASS(Weapon, Object)
+ ATTRIB(Weapon, m_id, int, 0)
+ /**
+ * M: WEP_id : WEP_...
+ * you can recognize dummies when this == 0
+ */
+ ATTRIB(Weapon, weapon, int, 0);
+ /** A: WEPSET_id : WEPSET_... */
+ ATTRIB(Weapon, weapons, WepSet, '0 0 0');
+ /** M: function : w_... */
+ METHOD(Weapon, weapon_func, bool(entity this, int req)) { return w_new(this, req); }
+ /** M: ammotype : main ammo field */
+ ATTRIB(Weapon, ammo_field, .int, ammo_none);
+ /** M: impulse : weapon impulse */
+ ATTRIB(Weapon, impulse, int, -1);
+ /** M: flags : WEPSPAWNFLAG_... combined */
+ ATTRIB(Weapon, spawnflags, int, 0);
+ /** M: rating : bot weapon priority */
+ ATTRIB(Weapon, bot_pickupbasevalue, float, 0);
+ /** M: color : waypointsprite color */
+ ATTRIB(Weapon, wpcolor, vector, '0 0 0');
+ /** A: wpn-id : wpn- sprite name */
+ ATTRIB(Weapon, wpmodel, string, "");
+ /** M: modelname : name of model (without g_ v_ or h_ prefixes) */
+ ATTRIB(Weapon, mdl, string, "");
+ /** M: model MDL_id_ITEM */
+ ATTRIB(Weapon, m_model, entity, NULL);
+ /** M: crosshair : per-weapon crosshair: "CrosshairImage Size" */
+ ATTRIB(Weapon, w_crosshair, string, "gfx/crosshair1");
+ /** A: crosshair : per-weapon crosshair size (argument two of "crosshair" field) */
+ ATTRIB(Weapon, w_crosshair_size, float, 1);
+ /** M: wepimg : "weaponfoobar" side view image file of weapon. WEAPONTODO: Move out of skin files, move to common files */
+ ATTRIB(Weapon, model2, string, "");
+ /** M: refname : reference name name */
+ ATTRIB(Weapon, netname, string, "");
+ /** M: wepname : human readable name */
+ ATTRIB(Weapon, message, string, "AOL CD Thrower");
+
+ METHOD(Weapon, display, void(entity this, void(string name, string icon) returns)) {
+ returns(this.message, this.model2 ? sprintf("/gfx/hud/%s/%s", cvar_string("menu_skin"), this.model2) : string_null);
+ }
+
+ CONSTRUCTOR(Weapon,
+ bool(entity this, int req) function,
+ .int ammotype,
+ int i,
+ int weapontype,
+ float pickupbasevalue,
+ vector clr,
+ string modelname,
+ entity m,
+ string crosshair,
+ string wepimg,
+ string refname,
+ string wepname
+ ) {
+ CONSTRUCT(Weapon);
+ this.weapon_func = function;
+ this.ammo_field = ammotype;
+ this.impulse = i;
+ this.spawnflags = weapontype;
+ this.bot_pickupbasevalue = pickupbasevalue;
+ this.wpcolor = clr;
+ this.mdl = modelname;
+ this.m_model = m;
+ this.w_crosshair = strzone(car(crosshair));
+ string s = cdr(crosshair);
+ this.w_crosshair_size = ((s != "") ? stof(s) : 1); // so that we can scale the crosshair from code (for compat)
+ this.model2 = strzone(wepimg);
+ this.netname = refname;
+ this.message = wepname;
+ }
+ void register_weapon(entity this, int id, WepSet bit)
+ {
+ this.weapon = id;
+ this.weapons = bit;
+ this.wpmodel = strzone(strcat("wpn-", ftos(id)));
+ #ifdef CSQC
+ this.weapon_func(this, WR_INIT);
+ #endif
+ }
+ENDCLASS(Weapon)
+
+CLASS(OffhandWeapon, Object)
+ METHOD(OffhandWeapon, offhand_think, void(OffhandWeapon this, entity player, bool key_pressed)) {}
+ENDCLASS(OffhandWeapon)
+
+#ifdef SVQC
+.OffhandWeapon offhand;
+#endif
+
+const int MAX_SHOT_DISTANCE = 32768;
+
+// weapon pickup ratings for bot logic
+const int BOT_PICKUP_RATING_LOW = 2500;
+const int BOT_PICKUP_RATING_MID = 5000;
+const int BOT_PICKUP_RATING_HIGH = 10000;
+
+// weapon flags
+const int WEP_TYPE_OTHER = 0x00; // not for damaging people
+const int WEP_TYPE_SPLASH = 0x01; // splash damage
+const int WEP_TYPE_HITSCAN = 0x02; // hitscan
+const int WEP_TYPEMASK = 0x0F;
+const int WEP_FLAG_CANCLIMB = 0x10; // can be used for movement
+const int WEP_FLAG_NORMAL = 0x20; // in "most weapons" set
+const int WEP_FLAG_HIDDEN = 0x40; // hides from menu
+const int WEP_FLAG_RELOADABLE = 0x80; // can has reload
+const int WEP_FLAG_SUPERWEAPON = 0x100; // powerup timer
+const int WEP_FLAG_MUTATORBLOCKED = 0x200; // hides from impulse 99 etc. (mutators are allowed to clear this flag)
+
+bool w_new(entity this, int req) {
+ if (req == WR_SETUP) return this.wr_setup ? this.wr_setup(this) : false;
+ if (req == WR_CHECKAMMO1) return this.wr_checkammo1 ? this.wr_checkammo1(this) : false;
+ if (req == WR_CHECKAMMO2) return this.wr_checkammo2 ? this.wr_checkammo2(this) : false;
+ if (req == WR_AIM) return this.wr_aim ? this.wr_aim(this) : false;
+ if (req == WR_INIT) return this.wr_init ? this.wr_init(this) : false;
+ if (req == WR_SUICIDEMESSAGE) return this.wr_suicidemessage ? this.wr_suicidemessage(this) : false;
+ if (req == WR_KILLMESSAGE) return this.wr_killmessage ? this.wr_killmessage(this) : false;
+ if (req == WR_RELOAD) return this.wr_reload ? this.wr_reload(this) : false;
+ if (req == WR_RESETPLAYER) return this.wr_resetplayer ? this.wr_resetplayer(this) : false;
+ if (req == WR_IMPACTEFFECT) return this.wr_impacteffect ? this.wr_impacteffect(this) : false;
+ if (req == WR_PLAYERDEATH) return this.wr_playerdeath ? this.wr_playerdeath(this) : false;
+ if (req == WR_GONETHINK) return this.wr_gonethink ? this.wr_gonethink(this) : false;
+ if (req == WR_CONFIG) return this.wr_config ? this.wr_config(this) : false;
+ if (req == WR_ZOOMRETICLE) return this.wr_zoomreticle ? this.wr_zoomreticle(this) : false;
+ if (req == WR_DROP) return this.wr_drop ? this.wr_drop(this) : false;
+ if (req == WR_PICKUP) return this.wr_pickup ? this.wr_pickup(this) : false;
+ return false;
+}
+
+// variables:
+string weaponorder_byid;
+
+// functions:
+string W_FixWeaponOrder(string order, float complete);
+string W_UndeprecateName(string s);
+string W_NameWeaponOrder(string order);
+string W_NumberWeaponOrder(string order);
+string W_FixWeaponOrder_BuildImpulseList(string o);
+string W_FixWeaponOrder_AllowIncomplete(string order);
+string W_FixWeaponOrder_ForceComplete(string order);
+void W_RandomWeapons(entity e, float n);
+
+string GetAmmoPicture(.int ammotype);
+
+#ifdef CSQC
+.int GetAmmoFieldFromNum(int i);
+int GetAmmoStat(.int ammotype);
+#endif
+
+string W_Sound(string w_snd);
+string W_Model(string w_mdl);
+
+
+// other useful macros
+#define WEP_ACTION(wpn,wrequest) wpn.weapon_func(wpn, wrequest)
+#define _WEP_ACTION(wpn,wrequest) WEP_ACTION(get_weaponinfo(wpn), wrequest)
+#define WEP_AMMO(wpn) (WEP_##wpn.ammo_field) // only used inside weapon files/with direct name, don't duplicate prefix
+#define WEP_NAME(wpn) ((get_weaponinfo(wpn)).message)
+
+#endif