]> git.rm.cloudns.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Deprecate weapon_func
authorTimePath <andrew.hardaker1995@gmail.com>
Fri, 25 Sep 2015 10:30:27 +0000 (20:30 +1000)
committerTimePath <andrew.hardaker1995@gmail.com>
Fri, 25 Sep 2015 10:30:27 +0000 (20:30 +1000)
41 files changed:
qcsrc/client/damage.qc
qcsrc/client/view.qc
qcsrc/common/weapons/all.qh
qcsrc/common/weapons/config.qc
qcsrc/common/weapons/weapon/arc.qc
qcsrc/common/weapons/weapon/blaster.qc
qcsrc/common/weapons/weapon/crylink.qc
qcsrc/common/weapons/weapon/devastator.qc
qcsrc/common/weapons/weapon/electro.qc
qcsrc/common/weapons/weapon/fireball.qc
qcsrc/common/weapons/weapon/hagar.qc
qcsrc/common/weapons/weapon/hlac.qc
qcsrc/common/weapons/weapon/hmg.qc
qcsrc/common/weapons/weapon/hook.qc
qcsrc/common/weapons/weapon/machinegun.qc
qcsrc/common/weapons/weapon/minelayer.qc
qcsrc/common/weapons/weapon/mortar.qc
qcsrc/common/weapons/weapon/porto.qc
qcsrc/common/weapons/weapon/rifle.qc
qcsrc/common/weapons/weapon/rpc.qc
qcsrc/common/weapons/weapon/seeker.qc
qcsrc/common/weapons/weapon/shockwave.qc
qcsrc/common/weapons/weapon/shotgun.qc
qcsrc/common/weapons/weapon/tuba.qc
qcsrc/common/weapons/weapon/vaporizer.qc
qcsrc/common/weapons/weapon/vortex.qc
qcsrc/server/bot/havocbot/havocbot.qc
qcsrc/server/cl_client.qc
qcsrc/server/cl_impulse.qc
qcsrc/server/cl_player.qc
qcsrc/server/defs.qh
qcsrc/server/g_damage.qc
qcsrc/server/g_hook.qc
qcsrc/server/miscfunctions.qc
qcsrc/server/miscfunctions.qh
qcsrc/server/mutators/gamemode_nexball.qc
qcsrc/server/mutators/mutator_nix.qc
qcsrc/server/t_items.qc
qcsrc/server/weapons/selection.qc
qcsrc/server/weapons/spawning.qc
qcsrc/server/weapons/weaponsystem.qc

index ec6da98428e372d66f15348fc2c50682bec5ac0d..58ae6b7cd1c1ff1c79094aea7c9a36e90c4173ad 100644 (file)
@@ -360,6 +360,6 @@ void Ent_DamageInfo(float isNew)
                        w_backoff = -1 * normalize(force);
                setorigin(self, w_org + w_backoff * 2); // for sound() calls
 
-               if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)) { WEP_ACTION(hitwep, WR_IMPACTEFFECT); }
+               if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)) { _WEP_ACTION(hitwep, WR_IMPACTEFFECT); }
        }
 }
index 146d322fcce134b6d23df2e915c98df2d4f9c749..80d1fe1dfe11b5a5e2994637d4aed41720957442 100644 (file)
@@ -1540,7 +1540,7 @@ void CSQC_UpdateView(float w, float h)
                        // no zoom reticle while dead
                        reticle_type = 0;
                }
-               else if(WEP_ACTION(activeweapon, WR_ZOOMRETICLE) && autocvar_cl_reticle_weapon)
+               else if(_WEP_ACTION(activeweapon, WR_ZOOMRETICLE) && autocvar_cl_reticle_weapon)
                {
                        if(reticle_image != "") { reticle_type = 2; }
                        else { reticle_type = 0; }
index f965c39988783e32b704a9959e6068ccaa583c31..b351e7bd1c9af0c70b4a432ff411f3ee35b70b67 100644 (file)
@@ -30,22 +30,60 @@ const int WEP_FLAG_MUTATORBLOCKED = 0x200; // hides from impulse 99 etc. (mutato
 
 // weapon requests
 const int WR_SETUP          =  1; // (SERVER) setup weapon data
+.bool(entity this) wr_setup;
 const int WR_THINK          =  2; // (SERVER) logic to run every frame
+.bool(entity this) 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_THINK) return this.wr_think ? this.wr_think(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;
@@ -103,7 +141,8 @@ string W_Model(string w_mdl);
 .int ammo_none;
 
 // other useful macros
-#define WEP_ACTION(wpn,wrequest) (get_weaponinfo(wpn)).weapon_func(wrequest)
+#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)
 
@@ -143,8 +182,6 @@ string W_Model(string w_mdl);
 //  Weapon Registration
 // =====================
 
-bool w_null(int) { return false; }
-
 /** 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)
@@ -156,7 +193,7 @@ CLASS(Weapon, Object)
     /** A: WEPSET_id : WEPSET_... */
     ATTRIB(Weapon, weapons, WepSet, '0 0 0');
     /** M: function  : w_... */
-    ATTRIB(Weapon, weapon_func, bool(int), w_null);
+    ATTRIB(Weapon, weapon_func, bool(entity thiswep, int req), w_new);
     /** M: ammotype  : main ammo field */
     ATTRIB(Weapon, ammo_field, .int, ammo_none);
     /** M: impulse   : weapon impulse */
@@ -191,7 +228,7 @@ CLASS(Weapon, Object)
        }
 
        CONSTRUCTOR(Weapon,
-               bool(int) function,
+               bool(entity this, int req) function,
                .int ammotype,
                int i,
                int weapontype,
@@ -228,7 +265,7 @@ CLASS(Weapon, Object)
                this.weapons = bit;
                this.wpmodel = strzone(strcat("wpn-", ftos(id)));
                #ifdef CSQC
-               this.weapon_func(WR_INIT);
+               this.weapon_func(this, WR_INIT);
                #endif
        }
 ENDCLASS(Weapon)
@@ -238,24 +275,27 @@ 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) \
+#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, \
-               NEW(Weapon, function, ammotype, impulse, flags, rating, color, modelname, simplemdl, crosshair, wepimg, refname, wepname) \
-       ) { \
+       REGISTER(RegisterWeapons, WEP, weapon_info, WEP_COUNT, id, m_id, inst) { \
                this.m_id++; \
                WEPSET_ALL |= (WEPSET_##id = WepSet_FromWeapon(this.m_id)); \
-               if ((flags) & WEP_FLAG_SUPERWEAPON) WEPSET_SUPERWEAPONS |= WEPSET_##id; \
+               if ((this.spawnflags) & WEP_FLAG_SUPERWEAPON) WEPSET_SUPERWEAPONS |= WEPSET_##id; \
                register_weapon(this, this.m_id, WEPSET_##id); \
        }
 
+#define _REGISTER_WEAPON(id, function, ammotype, impulse, flags, rating, color, modelname, simplemdl, crosshair, wepimg, refname, wepname) \
+       REGISTER_WEAPON_2(id, NEW(Weapon, function, 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); \
+       #define REGISTER_WEAPON_13(id, function, ammotype, impulse, flags, rating, color, modelname, simplemdl, crosshair, wepimg, refname, wepname) \
+       bool function(entity this, 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(id, w_null,   ammotype, impulse, flags, rating, color, modelname, simplemdl, crosshair, wepimg, refname, wepname)
+       #define REGISTER_WEAPON_13(id, function, ammotype, impulse, flags, rating, color, modelname, simplemdl, crosshair, wepimg, refname, wepname) \
+               _REGISTER_WEAPON(id, w_new,   ammotype, impulse, flags, rating, color, modelname, simplemdl, crosshair, wepimg, refname, wepname)
 #endif
 
 #include "all.inc"
index b90c01f4a65abd6e300485335c03fa2bd74e32ed..8db08079769a930a8a24bcb1afd20b5b10a6a09f 100644 (file)
@@ -35,7 +35,7 @@ void Dump_Weapon_Settings(void)
                        { wep_config_queue[x] = string_null; }
 
                // step 2: build new queue
-               WEP_ACTION(i, WR_CONFIG);
+               _WEP_ACTION(i, WR_CONFIG);
 
                // step 3: sort queue
                heapsort(WEP_CONFIG_COUNT, W_Config_Queue_Swap, W_Config_Queue_Compare, world);
index a6a073099664a9afd8a5aef2ceefdc445faf78b9..fa98c2cbf95d29a6e282fe42d421a7b936f63c00 100644 (file)
@@ -273,7 +273,7 @@ void W_Arc_Beam_Think(void)
 
                if(self == self.owner.arc_beam) { self.owner.arc_beam = world; }
                setself(self.owner);
-               if(!WEP_ACTION(WEP_ARC.m_id, WR_CHECKAMMO1) && !WEP_ACTION(WEP_ARC.m_id, WR_CHECKAMMO2))
+               if(!WEP_ACTION(WEP_ARC, WR_CHECKAMMO1) && !WEP_ACTION(WEP_ARC, WR_CHECKAMMO2))
                if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
                {
                        // note: this doesn't force the switch
@@ -631,7 +631,7 @@ void Arc_Smoke()
        }
 }
 
-bool W_Arc(int req)
+bool W_Arc(entity thiswep, int req)
 {SELFPARAM();
        switch(req)
        {
@@ -1513,7 +1513,7 @@ void Ent_ReadArcBeam(float isnew)
        }
 }
 
-bool W_Arc(int req)
+bool W_Arc(entity thiswep, int req)
 {SELFPARAM();
        switch(req)
        {
index b20713c029d0f2464133a96a031a7002edb90d14..1038cfaf2fe5db3b9b713db7195cbb284eb58139 100644 (file)
@@ -144,7 +144,7 @@ void W_Blaster_Attack(
                WITH(entity, self, missile, missile.think());
        }
 }
-bool W_Blaster(int request)
+bool W_Blaster(entity thiswep, int request)
 {SELFPARAM();
        switch(request)
        {
@@ -260,7 +260,7 @@ bool W_Blaster(int request)
 }
 #endif
 #ifdef CSQC
-bool W_Blaster(int request)
+bool W_Blaster(entity thiswep, int request)
 {SELFPARAM();
        switch(request)
        {
index 6821d5a0e1adbf98999c7542fd26aafccf6857e7..61c4de6e07c3c5856a2930acdcbb2e99469dbe85 100644 (file)
@@ -564,7 +564,7 @@ void W_Crylink_Attack2(void)
        }
 }
 
-bool W_Crylink(int req)
+bool W_Crylink(entity thiswep, int req)
 {SELFPARAM();
        float ammo_amount;
        switch(req)
@@ -581,7 +581,7 @@ bool W_Crylink(int req)
                case WR_THINK:
                {
                        if(autocvar_g_balance_crylink_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo))) // forced reload
-                               WEP_ACTION(self.weapon, WR_RELOAD);
+                               _WEP_ACTION(self.weapon, WR_RELOAD);
 
                        if(self.BUTTON_ATCK)
                        {
@@ -624,7 +624,7 @@ bool W_Crylink(int req)
                                                setorigin(linkjoineffect, pos);
                                        }
                                        self.crylink_waitrelease = 0;
-                                       if(!W_Crylink(WR_CHECKAMMO1) && !W_Crylink(WR_CHECKAMMO2))
+                                       if(!W_Crylink(WEP_CRYLINK, WR_CHECKAMMO1) && !W_Crylink(WEP_CRYLINK, WR_CHECKAMMO2))
                                        if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
                                        {
                                                // ran out of ammo!
@@ -687,7 +687,7 @@ bool W_Crylink(int req)
 }
 #endif
 #ifdef CSQC
-bool W_Crylink(int req)
+bool W_Crylink(entity thiswep, int req)
 {SELFPARAM();
        switch(req)
        {
index cb2d16659c4b2e71fd518e4d58261beb580cfd22..d52d64b20ef135e1dfc470ed26d9cc9ccde4f6ff 100644 (file)
@@ -392,7 +392,7 @@ void W_Devastator_Attack(void)
        MUTATOR_CALLHOOK(EditProjectile, self, missile);
 }
 
-bool W_Devastator(int req)
+bool W_Devastator(entity thiswep, int req)
 {SELFPARAM();
        entity rock;
        float rockfound;
@@ -530,7 +530,7 @@ bool W_Devastator(int req)
                case WR_THINK:
                {
                        if(WEP_CVAR(devastator, reload_ammo) && self.clip_load < WEP_CVAR(devastator, ammo)) // forced reload
-                               WEP_ACTION(self.weapon, WR_RELOAD);
+                               _WEP_ACTION(self.weapon, WR_RELOAD);
                        else
                        {
                                if(self.BUTTON_ATCK)
@@ -652,7 +652,7 @@ bool W_Devastator(int req)
 }
 #endif
 #ifdef CSQC
-bool W_Devastator(int req)
+bool W_Devastator(entity thiswep, int req)
 {SELFPARAM();
        switch(req)
        {
index 7f02a00ce2013542972aae39d2674b564ed53a09..743033cc992f77dbb987e1745afd2b3c6b44df41 100644 (file)
@@ -420,7 +420,7 @@ void W_Electro_CheckAttack(void)
 }
 
 .float bot_secondary_electromooth;
-bool W_Electro(int req)
+bool W_Electro(entity thiswep, int req)
 {SELFPARAM();
        float ammo_amount;
        switch(req)
@@ -467,7 +467,7 @@ bool W_Electro(int req)
 
                                if(!ammo_amount)
                                {
-                                       WEP_ACTION(self.weapon, WR_RELOAD);
+                                       _WEP_ACTION(self.weapon, WR_RELOAD);
                                        return false;
                                }
 
@@ -567,7 +567,7 @@ bool W_Electro(int req)
 }
 #endif
 #ifdef CSQC
-bool W_Electro(int req)
+bool W_Electro(entity thiswep, int req)
 {SELFPARAM();
        switch(req)
        {
index a37ae8f0997c4bc825ec7a7b01f99d4cbf5110e0..359a19d811e4c383905de62b5cd6217ea7d1afe3 100644 (file)
@@ -348,7 +348,7 @@ void W_Fireball_Attack2(void)
        MUTATOR_CALLHOOK(EditProjectile, self, proj);
 }
 
-bool W_Fireball(int req)
+bool W_Fireball(entity thiswep, int req)
 {SELFPARAM();
        switch(req)
        {
@@ -444,7 +444,7 @@ bool W_Fireball(int req)
 }
 #endif
 #ifdef CSQC
-bool W_Fireball(int req)
+bool W_Fireball(entity thiswep, int req)
 {SELFPARAM();
        switch(req)
        {
index d55a1b6072e3943369e5b64d71715f56da4e83a3..016bf65fe26213c3135892b15c1805be9e5b0da3 100644 (file)
@@ -387,7 +387,7 @@ void W_Hagar_Attack2_Load(void)
                self.hagar_warning = false;
 
                // we aren't checking ammo during an attack, so we must do it here
-               if(!(WEP_ACTION(self.weapon, WR_CHECKAMMO1) + WEP_ACTION(self.weapon, WR_CHECKAMMO2)))
+               if(!(_WEP_ACTION(self.weapon, WR_CHECKAMMO1) + _WEP_ACTION(self.weapon, WR_CHECKAMMO2)))
                if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
                {
                        // note: this doesn't force the switch
@@ -397,7 +397,7 @@ void W_Hagar_Attack2_Load(void)
        }
 }
 
-bool W_Hagar(int req)
+bool W_Hagar(entity thiswep, int req)
 {SELFPARAM();
        float ammo_amount;
        switch(req)
@@ -419,7 +419,7 @@ bool W_Hagar(int req)
                        if(loadable_secondary)
                                W_Hagar_Attack2_Load(); // must always run each frame
                        if(autocvar_g_balance_hagar_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo))) // forced reload
-                               WEP_ACTION(self.weapon, WR_RELOAD);
+                               _WEP_ACTION(self.weapon, WR_RELOAD);
                        else if(self.BUTTON_ATCK && !self.hagar_load && !self.hagar_loadblock) // not while secondary is loaded or awaiting reset
                        {
                                if(weapon_prepareattack(0, WEP_CVAR_PRI(hagar, refire)))
@@ -522,7 +522,7 @@ bool W_Hagar(int req)
 }
 #endif
 #ifdef CSQC
-bool W_Hagar(int req)
+bool W_Hagar(entity thiswep, int req)
 {SELFPARAM();
        switch(req)
        {
index 074b76053882051306d3daac23a1f78f127537d1..10907b8acde61d9beb5da6d6510737ef931db4ec 100644 (file)
@@ -169,7 +169,7 @@ void W_HLAC_Attack_Frame(void)
 
        if(self.BUTTON_ATCK)
        {
-               if(!WEP_ACTION(self.weapon, WR_CHECKAMMO1))
+               if(!_WEP_ACTION(self.weapon, WR_CHECKAMMO1))
                if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
                {
                        W_SwitchWeapon_Force(self, w_getbestweapon(self));
@@ -204,7 +204,7 @@ void W_HLAC_Attack2_Frame(void)
        }
 }
 
-bool W_HLAC(int req)
+bool W_HLAC(entity thiswep, int req)
 {SELFPARAM();
        float ammo_amount;
        switch(req)
@@ -217,7 +217,7 @@ bool W_HLAC(int req)
                case WR_THINK:
                {
                        if(autocvar_g_balance_hlac_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo))) // forced reload
-                               WEP_ACTION(self.weapon, WR_RELOAD);
+                               _WEP_ACTION(self.weapon, WR_RELOAD);
                        else if(self.BUTTON_ATCK)
                        {
                                if(weapon_prepareattack(0, WEP_CVAR_PRI(hlac, refire)))
@@ -280,7 +280,7 @@ bool W_HLAC(int req)
 }
 #endif
 #ifdef CSQC
-bool W_HLAC(int req)
+bool W_HLAC(entity thiswep, int req)
 {SELFPARAM();
        switch(req)
        {
index c55304118b678a4e9f1e60fb8f4e209d9efb8e2f..2b7520fb4521506c2f55a99bcfb251ddf0826233 100644 (file)
@@ -51,7 +51,7 @@ void W_HeavyMachineGun_Attack_Auto()
                return;
        }
 
-       if(!WEP_ACTION(self.weapon, WR_CHECKAMMO1))
+       if(!_WEP_ACTION(self.weapon, WR_CHECKAMMO1))
        if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
        {
                W_SwitchWeapon_Force(self, w_getbestweapon(self));
@@ -86,7 +86,7 @@ void W_HeavyMachineGun_Attack_Auto()
        weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(hmg, refire), W_HeavyMachineGun_Attack_Auto);
 }
 
-bool W_HeavyMachineGun(int req)
+bool W_HeavyMachineGun(entity thiswep, int req)
 {SELFPARAM();
        float ammo_amount;
        switch(req)
@@ -103,7 +103,7 @@ bool W_HeavyMachineGun(int req)
                case WR_THINK:
                {
                        if(WEP_CVAR(hmg, reload_ammo) && self.clip_load < WEP_CVAR(hmg, ammo)) // forced reload
-                               WEP_ACTION(self.weapon, WR_RELOAD);
+                               _WEP_ACTION(self.weapon, WR_RELOAD);
                        else
                        {
                                if (self.BUTTON_ATCK)
@@ -166,7 +166,7 @@ bool W_HeavyMachineGun(int req)
 }
 #endif
 #ifdef CSQC
-bool W_HeavyMachineGun(int req)
+bool W_HeavyMachineGun(entity thiswep, int req)
 {SELFPARAM();
        switch(req)
        {
index b7f51b54c4319c66590ef942576399b2a898ddd4..5bab0d91d8b680525c23f5311f583f82a4efc1da 100644 (file)
@@ -174,7 +174,7 @@ void W_Hook_Attack2(void)
        MUTATOR_CALLHOOK(EditProjectile, self, gren);
 }
 
-bool W_Hook(int req)
+bool W_Hook(entity thiswep, int req)
 {SELFPARAM();
        float hooked_time_max, hooked_fuel;
 
@@ -334,7 +334,7 @@ bool W_Hook(int req)
 }
 #endif
 #ifdef CSQC
-bool W_Hook(int req)
+bool W_Hook(entity thiswep, int req)
 {SELFPARAM();
        switch(req)
        {
index 01efced0f5b1f1bca56f31ff70cb674d2d8f44aa..4b05c7de385a3adc38b1f398a3e73724b429a2f5 100644 (file)
@@ -144,7 +144,7 @@ void W_MachineGun_Attack_Frame(void)
        }
        if(self.BUTTON_ATCK)
        {
-               if(!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
+               if(!_WEP_ACTION(self.weapon, WR_CHECKAMMO2))
                if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
                {
                        W_SwitchWeapon_Force(self, w_getbestweapon(self));
@@ -170,7 +170,7 @@ void W_MachineGun_Attack_Auto(void)
                return;
        }
 
-       if(!WEP_ACTION(self.weapon, WR_CHECKAMMO1))
+       if(!_WEP_ACTION(self.weapon, WR_CHECKAMMO1))
        if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
        {
                W_SwitchWeapon_Force(self, w_getbestweapon(self));
@@ -236,7 +236,7 @@ void W_MachineGun_Attack_Burst(void)
 
 }
 
-bool W_MachineGun(int req)
+bool W_MachineGun(entity thiswep, int req)
 {SELFPARAM();
        float ammo_amount;
        switch(req)
@@ -253,7 +253,7 @@ bool W_MachineGun(int req)
                case WR_THINK:
                {
                        if(WEP_CVAR(machinegun, reload_ammo) && self.clip_load < min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo))) // forced reload
-                               WEP_ACTION(self.weapon, WR_RELOAD);
+                               _WEP_ACTION(self.weapon, WR_RELOAD);
                        else if(WEP_CVAR(machinegun, mode) == 1)
                        {
                                if(self.BUTTON_ATCK)
@@ -266,7 +266,7 @@ bool W_MachineGun(int req)
                                if(self.BUTTON_ATCK2)
                                if(weapon_prepareattack(1, 0))
                                {
-                                       if(!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
+                                       if(!_WEP_ACTION(self.weapon, WR_CHECKAMMO2))
                                        if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
                                        {
                                                W_SwitchWeapon_Force(self, w_getbestweapon(self));
@@ -366,7 +366,7 @@ bool W_MachineGun(int req)
 }
 #endif
 #ifdef CSQC
-bool W_MachineGun(int req)
+bool W_MachineGun(entity thiswep, int req)
 {SELFPARAM();
        switch(req)
        {
index 1c7e89fde2924574374d1399b4df8ab8763f973f..276f58148155151c8b72fe84e46782bf861436c6 100644 (file)
@@ -123,7 +123,7 @@ void W_MineLayer_Explode(void)
        if(self.realowner.weapon == WEP_MINE_LAYER.m_id)
        {
                setself(self.realowner);
-               if(!WEP_ACTION(WEP_MINE_LAYER.m_id, WR_CHECKAMMO1))
+               if(!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1))
                {
                        self.cnt = WEP_MINE_LAYER.m_id;
                        ATTACK_FINISHED(self) = time;
@@ -148,7 +148,7 @@ void W_MineLayer_DoRemoteExplode(void)
        if(self.realowner.weapon == WEP_MINE_LAYER.m_id)
        {
                setself(self.realowner);
-               if(!WEP_ACTION(WEP_MINE_LAYER.m_id, WR_CHECKAMMO1))
+               if(!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1))
                {
                        self.cnt = WEP_MINE_LAYER.m_id;
                        ATTACK_FINISHED(self) = time;
@@ -397,7 +397,7 @@ float W_MineLayer_PlacedMines(float detonate)
        return minfound;
 }
 
-bool W_MineLayer(int req)
+bool W_MineLayer(entity thiswep, int req)
 {SELFPARAM();
        entity mine;
        float ammo_amount;
@@ -509,7 +509,7 @@ bool W_MineLayer(int req)
                        {
                                // not if we're holding the minelayer without enough ammo, but can detonate existing mines
                                if(!(W_MineLayer_PlacedMines(false) && self.WEP_AMMO(MINE_LAYER) < WEP_CVAR(minelayer, ammo)))
-                                       WEP_ACTION(self.weapon, WR_RELOAD);
+                                       _WEP_ACTION(self.weapon, WR_RELOAD);
                        }
                        else if(self.BUTTON_ATCK)
                        {
@@ -583,7 +583,7 @@ bool W_MineLayer(int req)
 }
 #endif
 #ifdef CSQC
-bool W_MineLayer(int req)
+bool W_MineLayer(entity thiswep, int req)
 {SELFPARAM();
        switch(req)
        {
index d03eb8e565d4080cdf16200dc467ee5f7acff880..68f4012509d0b22ce10c5862144cbbf656473064 100644 (file)
@@ -320,7 +320,7 @@ void W_Mortar_Attack2(void)
 }
 
 .float bot_secondary_grenademooth;
-bool W_Mortar(int req)
+bool W_Mortar(entity thiswep, int req)
 {SELFPARAM();
        entity nade;
        float nadefound;
@@ -369,7 +369,7 @@ bool W_Mortar(int req)
                case WR_THINK:
                {
                        if(autocvar_g_balance_mortar_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo))) // forced reload
-                               WEP_ACTION(self.weapon, WR_RELOAD);
+                               _WEP_ACTION(self.weapon, WR_RELOAD);
                        else if(self.BUTTON_ATCK)
                        {
                                if(weapon_prepareattack(0, WEP_CVAR_PRI(mortar, refire)))
@@ -457,7 +457,7 @@ bool W_Mortar(int req)
 }
 #endif
 #ifdef CSQC
-bool W_Mortar(int req)
+bool W_Mortar(entity thiswep, int req)
 {SELFPARAM();
        switch(req)
        {
index 58c28716aebc025c15edfb5656beb79f4eca7879..dfbcac933a1e56a6555c1953795699770981df31 100644 (file)
@@ -284,7 +284,7 @@ void W_Porto_Attack(float type)
 }
 
 bool w_nexball_weapon(int req); // WEAPONTODO
-bool W_Porto(int req)
+bool W_Porto(entity thiswep, int req)
 {SELFPARAM();
        //vector v_angle_save;
 
@@ -397,7 +397,7 @@ bool W_Porto(int req)
 }
 #endif
 #ifdef CSQC
-bool W_Porto(int req)
+bool W_Porto(entity thiswep, int req)
 {SELFPARAM();
        switch(req)
        {
index 66be38175f19fbabf8e57fde0e58ae93860411ae..be77b866c945db4a4d52993b4d8317dac173d4bf 100644 (file)
@@ -134,7 +134,7 @@ void W_Rifle_BulletHail(float mode, void(void) AttackFunc, float fr, float animt
 }
 
 .float bot_secondary_riflemooth;
-bool W_Rifle(int req)
+bool W_Rifle(entity thiswep, int req)
 {SELFPARAM();
        float ammo_amount;
 
@@ -168,7 +168,7 @@ bool W_Rifle(int req)
                case WR_THINK:
                {
                        if(autocvar_g_balance_rifle_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo))) // forced reload
-                               WEP_ACTION(self.weapon, WR_RELOAD);
+                               _WEP_ACTION(self.weapon, WR_RELOAD);
                        else
                        {
                                self.rifle_accumulator = bound(time - WEP_CVAR(rifle, bursttime), self.rifle_accumulator, time);
@@ -185,7 +185,7 @@ bool W_Rifle(int req)
                                        if(WEP_CVAR(rifle, secondary))
                                        {
                                                if(WEP_CVAR_SEC(rifle, reload))
-                                                       WEP_ACTION(self.weapon, WR_RELOAD);
+                                                       _WEP_ACTION(self.weapon, WR_RELOAD);
                                                else
                                                {
                                                        if(weapon_prepareattack_check(1, WEP_CVAR_SEC(rifle, refire)))
@@ -262,7 +262,7 @@ bool W_Rifle(int req)
 }
 #endif
 #ifdef CSQC
-bool W_Rifle(int req)
+bool W_Rifle(entity thiswep, int req)
 {SELFPARAM();
        switch(req)
        {
index 51c0404405eef0a110ffc40376189f11dc848808..f8069bf39e43a164a8ddbf0276a76f7419462d6f 100644 (file)
@@ -147,7 +147,7 @@ void W_RocketPropelledChainsaw_Attack (void)
        MUTATOR_CALLHOOK(EditProjectile, self, missile);
 }
 
-bool W_RocketPropelledChainsaw(int req)
+bool W_RocketPropelledChainsaw(entity thiswep, int req)
 {SELFPARAM();
        float ammo_amount = false;
        switch(req)
@@ -160,7 +160,7 @@ bool W_RocketPropelledChainsaw(int req)
                case WR_THINK:
                {
                        if(WEP_CVAR(rpc, reload_ammo) && self.clip_load < WEP_CVAR(rpc, ammo))
-                               WEP_ACTION(self.weapon, WR_RELOAD);
+                               _WEP_ACTION(self.weapon, WR_RELOAD);
                        else
                        {
                                if (self.BUTTON_ATCK)
@@ -229,7 +229,7 @@ bool W_RocketPropelledChainsaw(int req)
 #endif
 
 #ifdef CSQC
-bool W_RocketPropelledChainsaw(int req)
+bool W_RocketPropelledChainsaw(entity thiswep, int req)
 {SELFPARAM();
        switch(req)
        {
index 0687437afb10ad9e685c1a280d9f59c4a3a33073..4d67e153eb98ca1b1e1091ae032432f74796f856 100644 (file)
@@ -596,7 +596,7 @@ void W_Seeker_Fire_Tag(void)
 // Begin: Genereal weapon functions
 // ============================
 
-bool W_Seeker(int req)
+bool W_Seeker(entity thiswep, int req)
 {SELFPARAM();
        float ammo_amount;
 
@@ -616,7 +616,7 @@ bool W_Seeker(int req)
                case WR_THINK:
                {
                        if(autocvar_g_balance_seeker_reload_ammo && self.clip_load < min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo))) // forced reload
-                               WEP_ACTION(self.weapon, WR_RELOAD);
+                               _WEP_ACTION(self.weapon, WR_RELOAD);
 
                        else if(self.BUTTON_ATCK)
                        {
@@ -722,7 +722,7 @@ bool W_Seeker(int req)
 }
 #endif
 #ifdef CSQC
-bool W_Seeker(int req)
+bool W_Seeker(entity thiswep, int req)
 {SELFPARAM();
        switch(req)
        {
index b56a41fbbf25151c3275b9c6b5d80383f3367ac7..3c5d5a9a803fc0d80bc127fda8b8685f7f38b76e 100644 (file)
@@ -666,7 +666,7 @@ void W_Shockwave_Attack(void)
        }
 }
 
-bool W_Shockwave(int req)
+bool W_Shockwave(entity thiswep, int req)
 {SELFPARAM();
        switch(req)
        {
@@ -861,7 +861,7 @@ void Net_ReadShockwaveParticle(void)
        shockwave.sw_time = time;
 }
 
-bool W_Shockwave(int req)
+bool W_Shockwave(entity thiswep, int req)
 {SELFPARAM();
        switch(req)
        {
index 814d5730368d3ec40c1bb3c405efee9a492d001e..d2e58836f3e8f17014c538bbd47857c045195d4e 100644 (file)
@@ -195,7 +195,7 @@ void W_Shotgun_Attack2(void)
 // alternate secondary weapon frames
 void W_Shotgun_Attack3_Frame2()
 {SELFPARAM();
-       if (!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
+       if (!_WEP_ACTION(self.weapon, WR_CHECKAMMO2))
        if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
        {
                W_SwitchWeapon_Force(self, w_getbestweapon(self));
@@ -209,7 +209,7 @@ void W_Shotgun_Attack3_Frame2()
 }
 void W_Shotgun_Attack3_Frame1()
 {SELFPARAM();
-       if (!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
+       if (!_WEP_ACTION(self.weapon, WR_CHECKAMMO2))
        if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
        {
                W_SwitchWeapon_Force(self, w_getbestweapon(self));
@@ -223,7 +223,7 @@ void W_Shotgun_Attack3_Frame1()
 
 .float shotgun_primarytime;
 
-float W_Shotgun(float req)
+float W_Shotgun(entity thiswep, float req)
 {SELFPARAM();
        float ammo_amount;
        switch(req)
@@ -243,7 +243,7 @@ float W_Shotgun(float req)
                        {
                                // don't force reload an empty shotgun if its melee attack is active
                                if(WEP_CVAR(shotgun, secondary) < 2)
-                                       WEP_ACTION(self.weapon, WR_RELOAD);
+                                       _WEP_ACTION(self.weapon, WR_RELOAD);
                        }
                        else
                        {
@@ -347,7 +347,7 @@ float W_Shotgun(float req)
 #endif
 #ifdef CSQC
 .float prevric;
-float W_Shotgun(float req)
+float W_Shotgun(entity thiswep, float req)
 {SELFPARAM();
        switch(req)
        {
index 20100bf39f0db4694419540ce41262f82fc9ae7c..2d88f3d2c3e4e3a1b6f9bf2a68cec50745f37ed8 100644 (file)
@@ -365,7 +365,7 @@ void W_Tuba_NoteOn(float hittype)
        }
 }
 
-bool W_Tuba(int req)
+bool W_Tuba(entity thiswep, int req)
 {SELFPARAM();
        switch(req)
        {
@@ -481,7 +481,7 @@ bool W_Tuba(int req)
 }
 #endif
 #ifdef CSQC
-bool W_Tuba(int req)
+bool W_Tuba(entity thiswep, int req)
 {SELFPARAM();
        // nothing to do here; particles of tuba are handled differently
        // WEAPONTODO
index 13c3fef8c691c228a1d55cbc5e6784df94d157b4..6bed925d9fcb1a0b7d2b4e7e4a8f39f425fa6eeb 100644 (file)
@@ -268,7 +268,7 @@ void W_RocketMinsta_Attack3 (void)
     }
 }
 
-float W_Vaporizer(float req)
+float W_Vaporizer(entity thiswep, float req)
 {SELFPARAM();
        float ammo_amount;
        float vaporizer_ammo;
@@ -292,9 +292,9 @@ float W_Vaporizer(float req)
                {
                        // if the laser uses load, we also consider its ammo for reloading
                        if(WEP_CVAR(vaporizer, reload_ammo) && WEP_CVAR_SEC(vaporizer, ammo) && self.clip_load < min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo))) // forced reload
-                               WEP_ACTION(self.weapon, WR_RELOAD);
+                               _WEP_ACTION(self.weapon, WR_RELOAD);
                        else if(WEP_CVAR(vaporizer, reload_ammo) && self.clip_load < vaporizer_ammo) // forced reload
-                               WEP_ACTION(self.weapon, WR_RELOAD);
+                               _WEP_ACTION(self.weapon, WR_RELOAD);
                        if(self.BUTTON_ATCK && (self.ammo_cells || !autocvar_g_rm) && !forbidWeaponUse(self))
                        {
                                if(weapon_prepareattack(0, WEP_CVAR_PRI(vaporizer, refire)))
@@ -424,7 +424,7 @@ float W_Vaporizer(float req)
 }
 #endif
 #ifdef CSQC
-float W_Vaporizer(float req)
+float W_Vaporizer(entity thiswep, float req)
 {SELFPARAM();
        switch(req)
        {
index 2e515137c59ab5ff64eacf07775c3b4465469f0d..898fedf220a78fbfbe7689ebd22812a196acbdec 100644 (file)
@@ -132,7 +132,7 @@ void W_Vortex_Attack(float issecondary)
 void spawnfunc_weapon_vortex(void); // defined in t_items.qc
 
 .float vortex_chargepool_pauseregen_finished;
-bool W_Vortex(int req)
+bool W_Vortex(entity thiswep, int req)
 {SELFPARAM();
        float dt;
        float ammo_amount;
@@ -163,7 +163,7 @@ bool W_Vortex(int req)
                                }
 
                        if(autocvar_g_balance_vortex_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo))) // forced reload
-                               WEP_ACTION(self.weapon, WR_RELOAD);
+                               _WEP_ACTION(self.weapon, WR_RELOAD);
                        else
                        {
                                if(self.BUTTON_ATCK)
@@ -315,7 +315,7 @@ bool W_Vortex(int req)
 #endif
 #ifdef CSQC
 float autocvar_g_balance_vortex_secondary = 0; // WEAPONTODO
-bool W_Vortex(int req)
+bool W_Vortex(entity thiswep, int req)
 {SELFPARAM();
        switch(req)
        {
index 7a3ac0561af3c6ec66917479cad1b6a2ab1756de..4f7f7fb8ecad12b386a23eab720679fd4226d69d 100644 (file)
@@ -102,7 +102,7 @@ void havocbot_ai()
 
                if(self.weapons)
                {
-                       WEP_ACTION(self.weapon, WR_AIM);
+                       _WEP_ACTION(self.weapon, WR_AIM);
                        if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(self))
                        {
                                self.BUTTON_ATCK = false;
@@ -963,7 +963,7 @@ float havocbot_chooseweapon_checkreload(int new_weapon)
                for(i = WEP_FIRST; i <= WEP_LAST; ++i)
                {
                        // if we are out of ammo for all other weapons, it's an emergency to switch to anything else
-                       if (WEP_ACTION(i, WR_CHECKAMMO1) + WEP_ACTION(i, WR_CHECKAMMO2))
+                       if (_WEP_ACTION(i, WR_CHECKAMMO1) + _WEP_ACTION(i, WR_CHECKAMMO2))
                                other_weapon_available = true;
                }
                if(other_weapon_available)
index bd9c46a9b09de09f634d092f47fe4f6c3f91279f..1063731a85ca2f01c6774e316b0a80099c37e679 100644 (file)
@@ -620,7 +620,7 @@ void PutClientInServer()
                // reset fields the weapons may use
                for (int j = WEP_FIRST; j <= WEP_LAST; ++j)
                {
-                       WEP_ACTION(j, WR_RESETPLAYER);
+                       _WEP_ACTION(j, WR_RESETPLAYER);
 
                        // all weapons must be fully loaded when we spawn
                        entity e = get_weaponinfo(j);
index bc71664b72ce80bc1de31b39d1a301de0a8f548a..823f2a6652005ca493c695d265d45a1db7bea7c9 100644 (file)
@@ -134,7 +134,7 @@ void ImpulseCommands (void)
                                        W_PreviousWeapon(1);
                                        break;
                                case 20:
-                                       if(!forbidWeaponUse(self)) { WEP_ACTION(self.weapon, WR_RELOAD); }
+                                       if(!forbidWeaponUse(self)) { _WEP_ACTION(self.weapon, WR_RELOAD); }
                                        break;
                        }
                }
index f7f3c03b722c7efb0f5c24afe11d7139374af143..87764b05aebf56788123c08f39bef8f4f92a8ee3 100644 (file)
@@ -548,7 +548,7 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtyp
                MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, self, deathtype);
                excess = frag_damage;
 
-               WEP_ACTION(self.weapon, WR_PLAYERDEATH);
+               _WEP_ACTION(self.weapon, WR_PLAYERDEATH);
 
                RemoveGrapplingHook(self);
 
@@ -630,7 +630,7 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtyp
                // reset fields the weapons may use just in case
                for (j = WEP_FIRST; j <= WEP_LAST; ++j)
                {
-                       WEP_ACTION(j, WR_RESETPLAYER);
+                       _WEP_ACTION(j, WR_RESETPLAYER);
                        ATTACK_FINISHED_FOR(self, j) = 0;
                }
        }
index 5072e49002be11ab6a1dd845cbfacce27a75ed58..f9112fcdd74719da3000f19fa8f2728d65fa8236 100644 (file)
@@ -162,7 +162,7 @@ const float MAX_DAMAGEEXTRARADIUS = 16;
 
 // WEAPONTODO
 .float autoswitch;
-//float WEP_ACTION(float wpn, float wrequest);
+//float _WEP_ACTION(float wpn, float wrequest);
 float client_hasweapon(entity cl, float wpn, float andammo, float complain);
 void w_clear();
 void w_ready();
index b5d87eed172cb27eafd02cec6d4af64a6dfd440e..76e69865a7edf593bf67fb92ca81ddd5ad2fd5ee 100644 (file)
@@ -265,7 +265,7 @@ float Obituary_WeaponDeath(
        if(death_weapon)
        {
                w_deathtype = deathtype;
-               int death_message = WEP_ACTION(death_weapon, ((murder) ? WR_KILLMESSAGE : WR_SUICIDEMESSAGE));
+               int death_message = _WEP_ACTION(death_weapon, ((murder) ? WR_KILLMESSAGE : WR_SUICIDEMESSAGE));
                w_deathtype = false;
 
                if (death_message)
index 6a95a61fe0afe8dc89637c887a253ef729b1647c..305118a083f695f42a9a4700e4ca706cc8732826 100644 (file)
@@ -522,7 +522,7 @@ void GrappleHookInit()
        }
        else
        {
-               WEP_ACTION(WEP_HOOK.m_id, WR_INIT);
+               WEP_ACTION(WEP_HOOK, WR_INIT);
                hook_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK.m_id), false, false, 1);
                hook_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK.m_id), false, false, 2);
                hook_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK.m_id), false, false, 3);
index eb8277abc2f6ac2d7521bb45653a4734f2876cbd..1c27828a1dfcdf36bd1f7e706db3e34ee14b75cd 100644 (file)
@@ -720,7 +720,7 @@ void readplayerstartcvars()
        {
                e = get_weaponinfo(i);
                if(precache_weapons & WepSet_FromWeapon(i))
-                       WEP_ACTION(i, WR_INIT);
+                       _WEP_ACTION(i, WR_INIT);
        }
 
        start_ammo_shells = max(0, start_ammo_shells);
index f1f003820d1b8c736c48261847a34a83f4699164..9d939738975ba15fa42b2ddc700ff4917e96dd5b 100644 (file)
@@ -421,7 +421,7 @@ void readlevelcvars(void)
                game_starttime = time + cvar("g_start_delay");
 
        for(int i = WEP_FIRST; i <= WEP_LAST; ++i)
-               WEP_ACTION(i, WR_INIT);
+               _WEP_ACTION(i, WR_INIT);
 
        readplayerstartcvars();
 }
index e3480a42e037dcdbf956b58e3daa2ab2eac893c9..c3f00d61ba870a006e1ec7114e5da505bf29b7a5 100644 (file)
@@ -155,7 +155,7 @@ void GiveBall(entity plyr, entity ball)
        plyr.weaponentity.switchweapon = plyr.weapon;
        plyr.weapons = WEPSET_PORTO;
        setself(plyr);
-       WEP_ACTION(WEP_PORTO.m_id, WR_RESETPLAYER);
+       WEP_ACTION(WEP_PORTO, WR_RESETPLAYER);
        plyr.switchweapon = WEP_PORTO.m_id;
        W_SwitchWeapon(WEP_PORTO.m_id);
        setself(this);
@@ -929,7 +929,7 @@ MUTATOR_HOOKFUNCTION(nexball_PlayerPreThink)
                        if(self.weaponentity.weapons)
                        {
                                self.weapons = self.weaponentity.weapons;
-                               WEP_ACTION(WEP_PORTO.m_id, WR_RESETPLAYER);
+                               WEP_ACTION(WEP_PORTO, WR_RESETPLAYER);
                                self.switchweapon = self.weaponentity.switchweapon;
                                W_SwitchWeapon(self.switchweapon);
 
index 8cf0118d4e428465befc4f810012246f5b700b15..93864b18445790047df2585b0d2bac3cf7f55418 100644 (file)
@@ -60,7 +60,7 @@ void NIX_GiveCurrentWeapon()
                        nix_nextchange = time; // start the first round now!
                else
                        nix_nextchange = time + autocvar_g_balance_nix_roundtime;
-               //WEP_ACTION(nix_weapon, WR_INIT); // forget it, too slow
+               //_WEP_ACTION(nix_weapon, WR_INIT); // forget it, too slow
        }
 
        // get weapon info
@@ -101,7 +101,7 @@ void NIX_GiveCurrentWeapon()
                else
                        Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_NIX_NEWWEAPON, nix_weapon);
 
-               WEP_ACTION(nix_weapon, WR_RESETPLAYER);
+               _WEP_ACTION(nix_weapon, WR_RESETPLAYER);
 
                // all weapons must be fully loaded when we spawn
                if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
@@ -156,7 +156,7 @@ void NIX_precache()
        float i;
        for (i = WEP_FIRST; i <= WEP_LAST; ++i)
                if (NIX_CanChooseWeapon(i))
-                       WEP_ACTION(i, WR_INIT);
+                       _WEP_ACTION(i, WR_INIT);
 }
 
 MUTATOR_HOOKFUNCTION(nix_ForbidThrowCurrentWeapon)
index 0fbbf2732ed8545401b320a2fc00ec39c74ee1a5..e6e45963cecc9267bc553ff618bb0bcbb5e3ff0c 100644 (file)
@@ -1459,7 +1459,7 @@ void spawnfunc_target_items (void)
                                        {
                                                self.weapons |= WepSet_FromWeapon(j);
                                                if(self.spawnflags == 0 || self.spawnflags == 2)
-                                                       WEP_ACTION(e.weapon, WR_INIT);
+                                                       _WEP_ACTION(e.weapon, WR_INIT);
                                                break;
                                        }
                                }
@@ -1529,7 +1529,7 @@ void spawnfunc_target_items (void)
                        e = get_weaponinfo(j);
                        if(argv(i) == e.netname)
                        {
-                               WEP_ACTION(e.weapon, WR_INIT);
+                               _WEP_ACTION(e.weapon, WR_INIT);
                                break;
                        }
                }
@@ -1843,7 +1843,7 @@ float GiveItems(entity e, float beginarg, float endarg)
                        POSTGIVE_WEAPON(e, j, W_Sound("weaponpickup"), string_null);
                        if (!(save_weapons & WepSet_FromWeapon(j)))
                                if(e.weapons & WepSet_FromWeapon(j))
-                                       WEP_ACTION(wi.weapon, WR_INIT);
+                                       _WEP_ACTION(wi.weapon, WR_INIT);
                }
        }
        POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
index de240ce2ef66997ddbec1bf6d5d50c437f51ee7e..9e175aec4daf59180c3e1be7e7d8af0b7ffdeb50 100644 (file)
@@ -47,8 +47,8 @@ float client_hasweapon(entity cl, float wpn, float andammo, float complain)
                        else
                        {
                                setself(cl);
-                               f = WEP_ACTION(wpn, WR_CHECKAMMO1);
-                               f = f + WEP_ACTION(wpn, WR_CHECKAMMO2);
+                               f = _WEP_ACTION(wpn, WR_CHECKAMMO1);
+                               f = f + _WEP_ACTION(wpn, WR_CHECKAMMO2);
 
                                // always allow selecting the Mine Layer if we placed mines, so that we can detonate them
                                entity mine;
@@ -260,7 +260,7 @@ void W_SwitchWeapon(float imp)
                else
                        self.selectweapon = imp; // update selectweapon ANYWAY
        }
-       else if(!forbidWeaponUse(self)) { WEP_ACTION(self.weapon, WR_RELOAD); }
+       else if(!forbidWeaponUse(self)) { _WEP_ACTION(self.weapon, WR_RELOAD); }
 }
 
 void W_CycleWeapon(string weaponorder, float dir)
index 202b29fda738118ae1e2d282350993e2db822a30..95d02a1d5f9ed094ea7c18c49de1ab16ff28484e 100644 (file)
@@ -180,6 +180,6 @@ void weapon_defaultspawnfunc(float wpn)
        StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapon, f, weapon_pickupevalfunc, e.bot_pickupbasevalue);
        #if 0 // WEAPONTODO
        if (self.modelindex) // don't precache if self was removed
-               WEP_ACTION(e.weapon, WR_INIT);
+               _WEP_ACTION(e.weapon, WR_INIT);
        #endif
 }
index 076a172c8da323eb8e46e16bfddfbdddbfc87443..6d48e7894ac5f666f2bc2b6131d27f72ad18dd5e 100644 (file)
@@ -460,7 +460,7 @@ void w_ready()
 float weapon_prepareattack_checkammo(float secondary)
 {SELFPARAM();
        if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
-       if (!WEP_ACTION(self.weapon, WR_CHECKAMMO1 + secondary))
+       if (!_WEP_ACTION(self.weapon, WR_CHECKAMMO1 + secondary))
        {
                // always keep the Mine Layer if we placed mines, so that we can detonate them
                entity mine;
@@ -478,7 +478,7 @@ float weapon_prepareattack_checkammo(float secondary)
                        self.prevdryfire = time;
                }
 
-               if(WEP_ACTION(self.weapon, WR_CHECKAMMO2 - secondary)) // check if the other firing mode has enough ammo
+               if(_WEP_ACTION(self.weapon, WR_CHECKAMMO2 - secondary)) // check if the other firing mode has enough ammo
                {
                        if(time - self.prevwarntime > 1)
                        {
@@ -702,7 +702,7 @@ void W_WeaponFrame()
                        self.weaponname = newwep.mdl;
                        self.bulletcounter = 0;
                        self.ammo_field = newwep.ammo_field;
-                       WEP_ACTION(self.switchweapon, WR_SETUP);
+                       _WEP_ACTION(self.switchweapon, WR_SETUP);
                        self.weaponentity.state = WS_RAISE;
 
                        // set our clip load to the load of the weapon we switched to, if it's reloadable
@@ -768,9 +768,9 @@ void W_WeaponFrame()
                v_up = up;
 
                if(w)
-                       WEP_ACTION(self.weapon, WR_THINK);
+                       _WEP_ACTION(self.weapon, WR_THINK);
                else
-                       WEP_ACTION(self.weapon, WR_GONETHINK);
+                       _WEP_ACTION(self.weapon, WR_GONETHINK);
 
                if (time + self.weapon_frametime * 0.5 >= self.weapon_nextthink)
                {
@@ -932,7 +932,7 @@ void W_Reload(float sent_ammo_min, string sent_sound)
                        self.reload_complain = time + 1;
                }
                // switch away if the amount of ammo is not enough to keep using this weapon
-               if (!(WEP_ACTION(self.weapon, WR_CHECKAMMO1) + WEP_ACTION(self.weapon, WR_CHECKAMMO2)))
+               if (!(_WEP_ACTION(self.weapon, WR_CHECKAMMO1) + _WEP_ACTION(self.weapon, WR_CHECKAMMO2)))
                {
                        self.clip_load = -1; // reload later
                        W_SwitchToOtherWeapon(self);
@@ -971,6 +971,6 @@ void W_DropEvent(float event, entity player, float weapon_type, entity weapon_it
 {SELFPARAM();
        setself(player);
        weapon_dropevent_item = weapon_item;
-       WEP_ACTION(weapon_type, event);
+       _WEP_ACTION(weapon_type, event);
        setself(this);
 }