From 3d843c7eb98886ff8530d368c71559346803f669 Mon Sep 17 00:00:00 2001 From: TimePath Date: Thu, 1 Oct 2015 19:05:02 +1000 Subject: [PATCH] Weapons: split registration and base weapon definitions --- qcsrc/common/weapons/all.qc | 20 --- qcsrc/common/weapons/all.qh | 319 ++++++--------------------------- qcsrc/common/weapons/weapon.qh | 211 ++++++++++++++++++++++ 3 files changed, 270 insertions(+), 280 deletions(-) create mode 100644 qcsrc/common/weapons/weapon.qh diff --git a/qcsrc/common/weapons/all.qc b/qcsrc/common/weapons/all.qc index b972cfdec..0b441022c 100644 --- a/qcsrc/common/weapons/all.qc +++ b/qcsrc/common/weapons/all.qc @@ -147,26 +147,6 @@ WepSet ReadWepSet() } #endif -void register_weapons_done() -{ - dummy_weapon_info = NEW(Weapon); - - 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)); -} -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; -} string W_FixWeaponOrder(string order, float complete) { return fixPriorityList(order, WEP_FIRST, WEP_LAST, 230 - WEP_FIRST, complete); diff --git a/qcsrc/common/weapons/all.qh b/qcsrc/common/weapons/all.qh index d915628cd..7b9b6e5f2 100644 --- a/qcsrc/common/weapons/all.qh +++ b/qcsrc/common/weapons/all.qh @@ -1,95 +1,6 @@ #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); @@ -105,7 +16,19 @@ WepSet WepSet_GetFromStat_InMap(); 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; @@ -113,46 +36,46 @@ 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; @@ -180,142 +103,18 @@ string W_Model(string w_mdl); #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 diff --git a/qcsrc/common/weapons/weapon.qh b/qcsrc/common/weapons/weapon.qh new file mode 100644 index 000000000..75e00aa39 --- /dev/null +++ b/qcsrc/common/weapons/weapon.qh @@ -0,0 +1,211 @@ +#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 -- 2.39.2