#endif
// weapon name macros
-#define WEP_FIRST 1
+const int WEP_FIRST = 1;
#define WEP_MAXCOUNT 24 // Increase as needed. Can be up to three times as much.
int WEP_COUNT;
int WEP_LAST;
// Weapon Registration
// =====================
-bool w_null(int dummy);
-
-void register_weapon(
- int id,
- WepSet bit,
- bool(int) func,
- .int ammotype,
- int i,
- int weapontype,
- float pickupbasevalue,
- vector clr,
- string modelname,
- string simplemdl,
- string crosshair,
- string wepimg,
- string refname,
- string wepname);
+CLASS(Weapon, Object)
+ ATTRIB(Weapon, m_id, int, 0)
+ // entity properties of weaponinfo:
+ // fields which are explicitly/manually set are marked with "M", fields set automatically are marked with "A"
+ .int weapon; // M: WEP_id // WEP_...
+ .WepSet weapons; // A: WEPSET_id // WEPSET_...
+ .float(float) weapon_func; // M: function // w_...
+ ..int ammo_field; // M: ammotype // main ammo field
+ .int impulse; // M: impulse // weapon impulse
+ .int spawnflags; // M: flags // WEPSPAWNFLAG_... combined
+ .float bot_pickupbasevalue; // M: rating // bot weapon priority
+ .vector wpcolor; // M: color // waypointsprite color
+ .string wpmodel; // A: wpn-id // wpn- sprite name
+ .string mdl; // M: modelname // name of model (without g_ v_ or h_ prefixes)
+ .string model; // A: modelname // full path to g_ model
+ .string w_simplemdl; // M: simplemdl // simpleitems weapon model/image
+ .string w_crosshair; // M: crosshair // per-weapon crosshair: "CrosshairImage Size"
+ .float w_crosshair_size; // A: crosshair // per-weapon crosshair size (argument two of "crosshair" field)
+ .string model2; // M: wepimg // "weaponfoobar" side view image file of weapon // WEAPONTODO: Move out of skin files, move to common files
+ .string netname; // M: refname // reference name name
+ .string message; // M: wepname // human readable name
+ CONSTRUCTOR(Weapon,
+ bool(int) function,
+ .int ammotype,
+ int i,
+ int weapontype,
+ float pickupbasevalue,
+ vector clr,
+ string modelname,
+ string simplemdl,
+ 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.model = strzone(strcat("models/weapons/g_", modelname, ".md3"));
+ this.w_simplemdl = strzone(simplemdl); // simpleitems weapon model/image
+ 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;
+ return this;
+ }
+ void register_weapon(entity this, int id, WepSet bit)
+ {
+ this.classname = "weapon_info";
+ this.weapon = id;
+ this.weapons = bit;
+ this.wpmodel = strzone(strcat("wpn-", ftos(id)));
+ #ifdef CSQC
+ this.weapon_func(WR_INIT);
+ #endif
+ }
+ENDCLASS(Weapon)
+
+void RegisterWeapons();
+REGISTER_REGISTRY(RegisterWeapons)
+entity weapon_info[WEP_MAXCOUNT], weapon_info_first, weapon_info_last;
+entity dummy_weapon_info;
+
+#define _REGISTER_WEAPON(id, function, ammotype, impulse, flags, rating, color, modelname, simplemdl, crosshair, wepimg, refname, wepname) \
+ int WEP_##id; \
+ WepSet WEPSET_##id; \
+ REGISTER(RegisterWeapons, WEP_, weapon_info, WEP_COUNT, id, m_id, \
+ NEW(Weapon, function, ammotype, impulse, flags, rating, color, modelname, simplemdl, crosshair, wepimg, refname, wepname) \
+ ) { \
+ WEP_LAST = (WEP_##id = WEP_FIRST + WEP_COUNT - 1); \
+ WEPSET_ALL |= (WEPSET_##id = WepSet_FromWeapon(WEP_##id)); \
+ if ((flags) & WEP_FLAG_SUPERWEAPON) WEPSET_SUPERWEAPONS |= WEPSET_##id; \
+ register_weapon(this, WEP_##id, WEPSET_##id); \
+ }
+
+bool w_null(int) { return false; }
-void register_weapons_done();
-
-// entity properties of weaponinfo:
-// fields which are explicitly/manually set are marked with "M", fields set automatically are marked with "A"
-.int weapon; // M: WEP_id // WEP_...
-.WepSet weapons; // A: WEPSET_id // WEPSET_...
-.float(float) weapon_func; // M: function // w_...
-..int ammo_field; // M: ammotype // main ammo field
-.int impulse; // M: impulse // weapon impulse
-.int spawnflags; // M: flags // WEPSPAWNFLAG_... combined
-.float bot_pickupbasevalue; // M: rating // bot weapon priority
-.vector wpcolor; // M: color // waypointsprite color
-.string wpmodel; // A: wpn-id // wpn- sprite name
-.string mdl; // M: modelname // name of model (without g_ v_ or h_ prefixes)
-.string model; // A: modelname // full path to g_ model
-.string w_simplemdl; // M: simplemdl // simpleitems weapon model/image
-.string w_crosshair; // M: crosshair // per-weapon crosshair: "CrosshairImage Size"
-.float w_crosshair_size; // A: crosshair // per-weapon crosshair size (argument two of "crosshair" field)
-.string model2; // M: wepimg // "weaponfoobar" side view image file of weapon // WEAPONTODO: Move out of skin files, move to common files
-.string netname; // M: refname // reference name name
-.string message; // M: wepname // human readable name
-
-
-// note: the fabs call is just there to hide "if result is constant" warning
-#define REGISTER_WEAPON_2(id,bit,function,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,wepimg,refname,wepname) \
- int id; \
- WepSet bit; \
- bool function(int); \
- void RegisterWeapons_##id() \
- { \
- WEP_LAST = (id = WEP_FIRST + WEP_COUNT); \
- bit = WepSet_FromWeapon(id); \
- WEPSET_ALL |= bit; \
- if((flags) & WEP_FLAG_SUPERWEAPON) \
- WEPSET_SUPERWEAPONS |= bit; \
- ++WEP_COUNT; \
- register_weapon(id,bit,function,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,wepimg,refname,wepname); \
- } \
- ACCUMULATE_FUNCTION(RegisterWeapons, RegisterWeapons_##id)
-#ifdef MENUQC
-#define REGISTER_WEAPON(id,function,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,wepimg,refname,wepname) \
- REGISTER_WEAPON_2(WEP_##id,WEPSET_##id,w_null,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,wepimg,refname,wepname)
+#ifndef MENUQC
+ #define REGISTER_WEAPON(id, function, ammotype, impulse, flags, rating, color, modelname, simplemdl, crosshair, wepimg, refname, wepname) \
+ bool function(int); \
+ _REGISTER_WEAPON(id, function, ammotype, impulse, flags, rating, color, modelname, simplemdl, crosshair, wepimg, refname, wepname)
#else
-#define REGISTER_WEAPON(id,function,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,wepimg,refname,wepname) \
- REGISTER_WEAPON_2(WEP_##id,WEPSET_##id,function,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,wepimg,refname,wepname)
+ #define REGISTER_WEAPON(id, function, ammotype, impulse, flags, rating, color, modelname, simplemdl, crosshair, wepimg, refname, wepname) \
+ _REGISTER_WEAPON(id, w_null, ammotype, impulse, flags, rating, color, modelname, simplemdl, crosshair, wepimg, refname, wepname)
#endif
#include "all.inc"
#undef WEP_ADD_CVAR_MO_NONE
#undef WEP_ADD_CVAR
#undef WEP_ADD_PROP
-#undef REGISTER_WEAPON
-
+void register_weapons_done();
ACCUMULATE_FUNCTION(RegisterWeapons, register_weapons_done);
#endif