From 9ad0d0d4d2156d5035cdaf5c61b308dfc5291caa Mon Sep 17 00:00:00 2001 From: TimePath Date: Thu, 10 Dec 2015 13:09:27 +1100 Subject: [PATCH] Weapons: network balance changes --- qcsrc/client/autocvars.qh | 4 - qcsrc/common/effects/qc/globalsound.qc | 2 +- qcsrc/common/mutators/mutator/overkill/hmg.qc | 55 ++--- qcsrc/common/mutators/mutator/overkill/rpc.qc | 65 +++--- qcsrc/common/weapons/all.qh | 207 +++++++++++++++--- qcsrc/common/weapons/config.qh | 17 +- qcsrc/common/weapons/weapon.qh | 3 +- qcsrc/common/weapons/weapon/arc.qc | 91 ++++---- qcsrc/common/weapons/weapon/blaster.qc | 61 +++--- qcsrc/common/weapons/weapon/crylink.qc | 89 ++++---- qcsrc/common/weapons/weapon/devastator.qc | 93 ++++---- qcsrc/common/weapons/weapon/electro.qc | 102 +++++---- qcsrc/common/weapons/weapon/fireball.qc | 77 +++---- qcsrc/common/weapons/weapon/hagar.qc | 87 ++++---- qcsrc/common/weapons/weapon/hlac.qc | 72 +++--- qcsrc/common/weapons/weapon/hook.qc | 67 +++--- qcsrc/common/weapons/weapon/machinegun.qc | 84 ++++--- qcsrc/common/weapons/weapon/minelayer.qc | 78 +++---- qcsrc/common/weapons/weapon/mortar.qc | 79 ++++--- qcsrc/common/weapons/weapon/porto.qc | 42 ++-- qcsrc/common/weapons/weapon/rifle.qc | 63 +++--- qcsrc/common/weapons/weapon/seeker.qc | 137 ++++++------ qcsrc/common/weapons/weapon/shockwave.qc | 122 +++++------ qcsrc/common/weapons/weapon/shotgun.qc | 80 ++++--- qcsrc/common/weapons/weapon/tuba.qc | 58 +++-- qcsrc/common/weapons/weapon/vaporizer.qc | 71 +++--- qcsrc/common/weapons/weapon/vortex.qc | 89 ++++---- qcsrc/lib/net.qh | 10 + qcsrc/lib/oo.qh | 2 +- 29 files changed, 1015 insertions(+), 992 deletions(-) diff --git a/qcsrc/client/autocvars.qh b/qcsrc/client/autocvars.qh index 919cf031e..4697319d1 100644 --- a/qcsrc/client/autocvars.qh +++ b/qcsrc/client/autocvars.qh @@ -153,10 +153,6 @@ float autocvar_crosshair_size; int autocvar_ekg; float autocvar_fov; float autocvar_g_balance_damagepush_speedfactor; -float autocvar_g_balance_tuba_attenuation; -float autocvar_g_balance_tuba_fadetime; -float autocvar_g_balance_tuba_volume; -int autocvar_g_balance_tuba_pitchstep; float autocvar_g_warmup_limit; bool autocvar_hud_cursormode = true; float autocvar_hud_colorflash_alpha; diff --git a/qcsrc/common/effects/qc/globalsound.qc b/qcsrc/common/effects/qc/globalsound.qc index 71f6a2a26..9f530b9ea 100644 --- a/qcsrc/common/effects/qc/globalsound.qc +++ b/qcsrc/common/effects/qc/globalsound.qc @@ -1,6 +1,6 @@ #include "globalsound.qh" -#include "../common/ent_cs.qh" +#include "../../ent_cs.qh" #ifdef IMPLEMENTATION #include "../../animdecide.qh" diff --git a/qcsrc/common/mutators/mutator/overkill/hmg.qc b/qcsrc/common/mutators/mutator/overkill/hmg.qc index 6112f89dd..e78e9110a 100644 --- a/qcsrc/common/mutators/mutator/overkill/hmg.qc +++ b/qcsrc/common/mutators/mutator/overkill/hmg.qc @@ -14,31 +14,32 @@ CLASS(HeavyMachineGun, Weapon) /* wepimg */ ATTRIB(HeavyMachineGun, model2, string, "weaponhmg"); /* refname */ ATTRIB(HeavyMachineGun, netname, string, "hmg"); /* wepname */ ATTRIB(HeavyMachineGun, m_name, string, _("Heavy Machine Gun")); + +#define X(BEGIN, P, END, class, prefix) \ + BEGIN(class) \ + P(class, prefix, ammo, float, NONE) \ + P(class, prefix, damage, float, NONE) \ + P(class, prefix, force, float, NONE) \ + P(class, prefix, refire, float, NONE) \ + P(class, prefix, reload_ammo, float, NONE) \ + P(class, prefix, reload_time, float, NONE) \ + P(class, prefix, solidpenetration, float, NONE) \ + P(class, prefix, spread_add, float, NONE) \ + P(class, prefix, spread_max, float, NONE) \ + P(class, prefix, spread_min, float, NONE) \ + P(class, prefix, switchdelay_drop, float, NONE) \ + P(class, prefix, switchdelay_raise, float, NONE) \ + P(class, prefix, weaponreplace, string, NONE) \ + P(class, prefix, weaponstartoverride, float, NONE) \ + P(class, prefix, weaponstart, float, NONE) \ + P(class, prefix, weaponthrowable, float, NONE) \ + END() + W_PROPS(X, HeavyMachineGun, hmg) +#undef X + ENDCLASS(HeavyMachineGun) -REGISTER_WEAPON(HMG, NEW(HeavyMachineGun)); - -#define HMG_SETTINGS(w_cvar,w_prop) HMG_SETTINGS_LIST(w_cvar, w_prop, HMG, hmg) -#define HMG_SETTINGS_LIST(w_cvar,w_prop,id,sn) \ - w_cvar(id, sn, NONE, spread_min) \ - w_cvar(id, sn, NONE, spread_max) \ - w_cvar(id, sn, NONE, spread_add) \ - w_cvar(id, sn, NONE, solidpenetration) \ - w_cvar(id, sn, NONE, damage) \ - w_cvar(id, sn, NONE, force) \ - w_cvar(id, sn, NONE, refire) \ - w_cvar(id, sn, NONE, ammo) \ - w_prop(id, sn, float, reloading_ammo, reload_ammo) \ - w_prop(id, sn, float, reloading_time, reload_time) \ - w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \ - w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \ - w_prop(id, sn, string, weaponreplace, weaponreplace) \ - w_prop(id, sn, float, weaponstart, weaponstart) \ - w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \ - w_prop(id, sn, float, weaponthrowable, weaponthrowable) +REGISTER_WEAPON(HMG, hmg, NEW(HeavyMachineGun)); -#ifdef SVQC -HMG_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) -#endif #endif #ifdef IMPLEMENTATION #ifdef SVQC @@ -118,10 +119,6 @@ void W_HeavyMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weapone } } } - METHOD(HeavyMachineGun, wr_init, void(entity thiswep)) - { - HMG_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP); - } METHOD(HeavyMachineGun, wr_checkammo1, bool(entity thiswep)) { float ammo_amount = self.ammo_nails >= WEP_CVAR(hmg, ammo); @@ -140,10 +137,6 @@ void W_HeavyMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weapone return ammo_amount; } - METHOD(HeavyMachineGun, wr_config, void(entity thiswep)) - { - HMG_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS); - } METHOD(HeavyMachineGun, wr_reload, void(entity thiswep)) { W_Reload(self, WEP_CVAR(hmg, ammo), SND(RELOAD)); diff --git a/qcsrc/common/mutators/mutator/overkill/rpc.qc b/qcsrc/common/mutators/mutator/overkill/rpc.qc index 94f1bd10c..0b0a85a3a 100644 --- a/qcsrc/common/mutators/mutator/overkill/rpc.qc +++ b/qcsrc/common/mutators/mutator/overkill/rpc.qc @@ -14,36 +14,37 @@ CLASS(RocketPropelledChainsaw, Weapon) /* wepimg */ ATTRIB(RocketPropelledChainsaw, model2, string, "weaponrpc"); /* refname */ ATTRIB(RocketPropelledChainsaw, netname, string, "rpc"); /* wepname */ ATTRIB(RocketPropelledChainsaw, m_name, string, _("Rocket Propelled Chainsaw")); + +#define X(BEGIN, P, END, class, prefix) \ + BEGIN(class) \ + P(class, prefix, ammo, float, NONE) \ + P(class, prefix, animtime, float, NONE) \ + P(class, prefix, damage2, float, NONE) \ + P(class, prefix, damageforcescale, float, NONE) \ + P(class, prefix, damage, float, NONE) \ + P(class, prefix, edgedamage, float, NONE) \ + P(class, prefix, force, float, NONE) \ + P(class, prefix, health, float, NONE) \ + P(class, prefix, lifetime, float, NONE) \ + P(class, prefix, radius, float, NONE) \ + P(class, prefix, refire, float, NONE) \ + P(class, prefix, reload_ammo, float, NONE) \ + P(class, prefix, reload_time, float, NONE) \ + P(class, prefix, speedaccel, float, NONE) \ + P(class, prefix, speed, float, NONE) \ + P(class, prefix, switchdelay_drop, float, NONE) \ + P(class, prefix, switchdelay_raise, float, NONE) \ + P(class, prefix, weaponreplace, string, NONE) \ + P(class, prefix, weaponstartoverride, float, NONE) \ + P(class, prefix, weaponstart, float, NONE) \ + P(class, prefix, weaponthrowable, float, NONE) \ + END() + W_PROPS(X, RocketPropelledChainsaw, rpc) +#undef X + ENDCLASS(RocketPropelledChainsaw) -REGISTER_WEAPON(RPC, NEW(RocketPropelledChainsaw)); - -#define RPC_SETTINGS(w_cvar,w_prop) RPC_SETTINGS_LIST(w_cvar, w_prop, RPC, rpc) -#define RPC_SETTINGS_LIST(w_cvar,w_prop,id,sn) \ - w_cvar(id, sn, NONE, ammo) \ - w_cvar(id, sn, NONE, animtime) \ - w_cvar(id, sn, NONE, damage) \ - w_cvar(id, sn, NONE, damage2) \ - w_cvar(id, sn, NONE, damageforcescale) \ - w_cvar(id, sn, NONE, edgedamage) \ - w_cvar(id, sn, NONE, force) \ - w_cvar(id, sn, NONE, health) \ - w_cvar(id, sn, NONE, lifetime) \ - w_cvar(id, sn, NONE, radius) \ - w_cvar(id, sn, NONE, refire) \ - w_cvar(id, sn, NONE, speed) \ - w_cvar(id, sn, NONE, speedaccel) \ - w_prop(id, sn, float, reloading_ammo, reload_ammo) \ - w_prop(id, sn, float, reloading_time, reload_time) \ - w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \ - w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \ - w_prop(id, sn, string, weaponreplace, weaponreplace) \ - w_prop(id, sn, float, weaponstart, weaponstart) \ - w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \ - w_prop(id, sn, float, weaponthrowable, weaponthrowable) +REGISTER_WEAPON(RPC, rpc, NEW(RocketPropelledChainsaw)); -#ifdef SVQC -RPC_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) -#endif #endif #ifdef IMPLEMENTATION #ifdef SVQC @@ -174,10 +175,6 @@ void W_RocketPropelledChainsaw_Attack (Weapon thiswep) } } } - METHOD(RocketPropelledChainsaw, wr_init, void(entity thiswep)) - { - RPC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP); - } METHOD(RocketPropelledChainsaw, wr_checkammo1, bool(entity thiswep)) { float ammo_amount = self.WEP_AMMO(RPC) >= WEP_CVAR(rpc, ammo); @@ -188,10 +185,6 @@ void W_RocketPropelledChainsaw_Attack (Weapon thiswep) { return false; } - METHOD(RocketPropelledChainsaw, wr_config, void(entity thiswep)) - { - RPC_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS); - } METHOD(RocketPropelledChainsaw, wr_reload, void(entity thiswep)) { W_Reload(self, WEP_CVAR(rpc, ammo), SND(RELOAD)); diff --git a/qcsrc/common/weapons/all.qh b/qcsrc/common/weapons/all.qh index 197a6c7bb..429dfbd79 100644 --- a/qcsrc/common/weapons/all.qh +++ b/qcsrc/common/weapons/all.qh @@ -39,10 +39,7 @@ STATIC_INIT(WeaponPickup) { FOREACH(Weapons, true, LAMBDA(it.m_pickup = NEW(Weap #define WEPSET(id) (WEP_##id.m_wepset) #define WepSet_FromWeapon(it) ((it).m_wepset) WepSet _WepSet_FromWeapon(int i); -STATIC_INIT(WepSets) -{ - FOREACH(Weapons, true, LAMBDA(it.m_wepset = _WepSet_FromWeapon(it.m_id))); -} +STATIC_INIT(WepSets) { FOREACH(Weapons, true, LAMBDA(it.m_wepset = _WepSet_FromWeapon(it.m_id))); } GENERIC_COMMAND(dumpweapons, "Dump all weapons into weapons_dump.txt") // WEAPONTODO: make this work with other progs than just server { @@ -97,43 +94,195 @@ GENERIC_COMMAND(dumpweapons, "Dump all weapons into weapons_dump.txt") // WEAPON } } -#define REGISTER_WEAPON(id, inst) \ - /* WepSet WEPSET_##id; */ \ - REGISTER(Weapons, WEP, id, m_id, inst) +#ifdef SVQC +entity W_PROP_reloader; +float autocvar_w_prop_interval = 0; +.void(Weapon this) wr_net; +void W_PROP_reload() +{ + SELFPARAM(); + this.nextthink = time + autocvar_w_prop_interval; + FOREACH(Weapons, true, { + it.wr_update(it); + void(Weapon) f = it.wr_net; + if (f) f(it); + }); +} +STATIC_INIT_LATE(W_PROP_reloader) +{ + entity e = W_PROP_reloader = new(W_PROP_reloader); + make_pure(e); + WITH(entity, self, e, (e.think = W_PROP_reload)()); +} +#endif -// create cvars for weapon settings -#define WEP_ADD_CVAR_NONE(wepname,name) [[last]] float autocvar_g_balance_##wepname##_##name; +#define REGISTER_WEAPON(...) EVAL(OVERLOAD(REGISTER_WEAPON, __VA_ARGS__)) +#define REGISTER_WEAPON_2(id, inst) REGISTER(Weapons, WEP, id, m_id, inst) +/** TODO: deprecated - remove */ +#define REGISTER_WEAPON_3(id, sname, inst) \ + REGISTER_WEAPON_2(id, inst); \ + [[alias("WEP_" #id)]] Weapon _wep_##sname -#define WEP_ADD_CVAR_PRI(wepname,name) WEP_ADD_CVAR_NONE(wepname, primary_##name) -#define WEP_ADD_CVAR_SEC(wepname,name) WEP_ADD_CVAR_NONE(wepname, secondary_##name) -#define WEP_ADD_CVAR_BOTH(wepname,name) \ - WEP_ADD_CVAR_PRI(wepname, name) \ - WEP_ADD_CVAR_SEC(wepname, name) +REGISTER_WEAPON(Null, NEW(Weapon)); -#define WEP_ADD_CVAR(wepid,wepname,mode,name) WEP_ADD_CVAR_##mode(wepname, name) -// create properties for weapon settings -#define WEP_ADD_PROP(wepid,wepname,type,prop,name) \ - .type prop; \ - [[last]] type autocvar_g_balance_##wepname##_##name; -// read cvars from weapon settings -#define WEP_CVAR(wepname,name) autocvar_g_balance_##wepname##_##name -#define WEP_CVAR_PRI(wepname,name) WEP_CVAR(wepname, primary_##name) -#define WEP_CVAR_SEC(wepname,name) WEP_CVAR(wepname, secondary_##name) -#define WEP_CVAR_BOTH(wepname,isprimary,name) ((isprimary) ? WEP_CVAR_PRI(wepname, name) : WEP_CVAR_SEC(wepname, name)) +// legacy w_prop mappings +#define X(fld, T) .T fld; .T wepvar_##fld = fld; +X(switchdelay_drop, float) +X(switchdelay_raise, float) +X(weaponreplace, string) +X(weaponstartoverride, float) +X(weaponstart, float) +X(weaponthrowable, float) +X(reload_ammo, float) +.float reloading_ammo = reload_ammo; +X(reload_time, float) +.float reloading_time = reload_time; +#undef X + + + +#define W_PROPS(L, class, prefix) \ + L(W_PROP_BEGIN, W_PROP, W_PROP_END, class, prefix) \ + L(W_CONFIG_BEGIN, W_CONFIG, W_CONFIG_END, class, prefix) \ + L(W_UPDATE_BEGIN, W_UPDATE, W_UPDATE_END, class, prefix) \ + L(W_NET_BEGIN, W_NET, W_NET_END, class, prefix) \ + /**/ \ + + + #define W_PROP(class, wepname, fld, T, m) W_PROP_##m(class, fld, T, wepname) + #define W_PROP_NONE(class, fld, T, wepname) _W_PROP(class, fld, T, wepname) + #define W_PROP_PRI(class, fld, T, wepname) _W_PROP(class, primary_##fld, T, wepname) + #define W_PROP_SEC(class, fld, T, wepname) _W_PROP(class, secondary_##fld, T, wepname) + #define W_PROP_BOTH(class, fld, T, wepname) \ + W_PROP_PRI(class, fld, T, wepname) \ + W_PROP_SEC(class, fld, T, wepname) + #define W_PROP_BEGIN(class) + #define _W_PROP(class, fld, T, wepname) \ + /* static */ T _W_PROP_CVAR(wepname, fld); \ + ATTRIB(class, wepvar_##fld, T, _W_PROP_CVAR(wepname, fld)); + #define _W_PROP_CVAR(wepname, fld) autocvar_g_balance_##wepname##_##fld + #define W_PROP_END() + + + + #define W_CONFIG(class, wepname, fld, T, m) W_CONFIG_##m(class, fld, T, wepname) + #define W_CONFIG_NONE(class, fld, T, wepname) _W_CONFIG(class, fld, T, wepname) + #define W_CONFIG_PRI(class, fld, T, wepname) _W_CONFIG(class, primary_##fld, T, wepname) + #define W_CONFIG_SEC(class, fld, T, wepname) _W_CONFIG(class, secondary_##fld, T, wepname) + #define W_CONFIG_BOTH(class, fld, T, wepname) \ + W_CONFIG_PRI(class, fld, T, wepname) \ + W_CONFIG_SEC(class, fld, T, wepname) + #define W_CONFIG_BEGIN(class) METHOD(class, wr_config, void(class this)) { + #ifdef SVQC + #define _W_CONFIG(class, fld, T, wepname) if (#wepname == this.netname) WEP_CONFIG_WRITE_CVARS(wepname, fld, T); + #else + #define _W_CONFIG(class, fld, T, wepname) + #endif + #define W_CONFIG_END() } + + + #define W_UPDATE(class, wepname, fld, T, m) W_UPDATE_##m(class, fld, T, wepname) + #define W_UPDATE_NONE(class, fld, T, wepname) _W_UPDATE(class, fld, T, wepname) + #define W_UPDATE_PRI(class, fld, T, wepname) _W_UPDATE(class, primary_##fld, T, wepname) + #define W_UPDATE_SEC(class, fld, T, wepname) _W_UPDATE(class, secondary_##fld, T, wepname) + #define W_UPDATE_BOTH(class, fld, T, wepname) \ + W_UPDATE_PRI(class, fld, T, wepname) \ + W_UPDATE_SEC(class, fld, T, wepname) + .entity baseline, baseline_target; + #define W_UPDATE_BEGIN(class) \ + METHOD(class, wr_update, void(class this)) \ + { \ + noref entity b = this.baseline; \ + if (!b) \ + { \ + b = this.baseline = new(baseline); \ + make_pure(b); \ + b.baseline_target = this; \ + } + #ifdef SVQC + #define _W_UPDATE(class, fld, T, wepname) \ + { \ + T it = _W_PROP_CVAR(wepname, fld); \ + b.wepvar_##fld = this.wepvar_##fld; \ + this.wepvar_##fld = it; \ + } + #else + #define _W_UPDATE(class, fld, T, wepname) + #endif + #define W_UPDATE_END() } + + + #define W_NET(class, wepname, fld, T, m) W_NET_##m(class, fld, T, wepname) + #define W_NET_NONE(class, fld, T, wepname) _W_NET(class, fld, T, wepname) + #define W_NET_PRI(class, fld, T, wepname) _W_NET(class, primary_##fld, T, wepname) + #define W_NET_SEC(class, fld, T, wepname) _W_NET(class, secondary_##fld, T, wepname) + #define W_NET_BOTH(class, fld, T, wepname) \ + W_NET_PRI(class, fld, T, wepname) \ + W_NET_SEC(class, fld, T, wepname) + REGISTER_NET_TEMP(WeaponUpdate) + #if defined(CSQC) + #define W_NET_BEGIN(class) METHOD(class, wr_net, void(class this, int i)) { int n = 0; + #define _W_NET(class, fld, T, wepname) \ + { \ + if (++n == i) this.wepvar_##fld = Read_##T(); \ + } + .void(Weapon this, int i) wr_net; + NET_HANDLE(WeaponUpdate, bool isnew) + { + Weapon w = Weapons_from(ReadByte()); + for (int i; (i = ReadByte()); ) + { + w.wr_net(w, i); + } + return true; + } + #define W_NET_END() } + #elif defined(SVQC) + #define W_NET_BEGIN(class) \ + METHOD(class, wr_net, void(class this)) \ + { \ + int chan = MSG_INIT; \ + for (;;) \ + { \ + bool commit = false; \ + int i = 0; + #define _W_NET(class, fld, T, wepname) \ + { \ + ++i; \ + T it = this.wepvar_##fld; \ + if (it != this.baseline.wepvar_##fld) \ + { \ + if (!commit) { commit = true; WriteHeader(chan, WeaponUpdate); WriteByte(chan, this.m_id); } \ + WriteByte(chan, i); Write_##T(chan, it); \ + } \ + } + #define W_NET_END() \ + if (commit) WriteByte(chan, 0); \ + if (chan == MSG_INIT) chan = MSG_ALL; \ + else break; \ + } \ + } + #else + #define W_NET_BEGIN(class) + #define _W_NET(class, fld, T, wepname) + #define W_NET_END() + #endif -// set initialization values for weapon settings -#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; + + +// read cvars from weapon settings +#define WEP_CVAR(wepname, name) (_wep_##wepname.wepvar_##name) +#define WEP_CVAR_PRI(wepname, name) WEP_CVAR(wepname, primary_##name) +#define WEP_CVAR_SEC(wepname, name) WEP_CVAR(wepname, secondary_##name) +#define WEP_CVAR_BOTH(wepname, isprimary, name) ((isprimary) ? WEP_CVAR_PRI(wepname, name) : WEP_CVAR_SEC(wepname, name)) const int WEP_FIRST = 1; #define WEP_LAST (Weapons_COUNT - 1) WepSet WEPSET_ALL; WepSet WEPSET_SUPERWEAPONS; -REGISTER_WEAPON(Null, NEW(Weapon)); - #include "all.inc" // TODO: remove after 0.8.2. Retains impulse number compatibility because 0.8.1 clients don't reload the weapons.cfg diff --git a/qcsrc/common/weapons/config.qh b/qcsrc/common/weapons/config.qh index b232bbcda..05294b355 100644 --- a/qcsrc/common/weapons/config.qh +++ b/qcsrc/common/weapons/config.qh @@ -23,29 +23,18 @@ string wep_config_queue[MAX_WEP_CONFIG]; if(wep_config_alsoprint) { LOG_INFO(a); } \ } while(0) -#define WEP_CONFIG_WRITE_CVARS_NONE(wepname,name) \ - { WEP_CONFIG_QUEUE( \ - sprintf("set g_balance_%s_%s %g\n", #wepname, #name, \ - cvar(sprintf("g_balance_%s_%s", #wepname, #name)))) } - -#define WEP_CONFIG_WRITE_CVARS_PRI(wepname,name) WEP_CONFIG_WRITE_CVARS_NONE(wepname, primary_##name) -#define WEP_CONFIG_WRITE_CVARS_SEC(wepname,name) WEP_CONFIG_WRITE_CVARS_NONE(wepname, secondary_##name) -#define WEP_CONFIG_WRITE_CVARS_BOTH(wepname,name) \ - WEP_CONFIG_WRITE_CVARS_PRI(wepname, name) \ - WEP_CONFIG_WRITE_CVARS_SEC(wepname, name) -#define WEP_CONFIG_WRITE_CVARS(wepid,wepname,mode,name) WEP_CONFIG_WRITE_CVARS_##mode(wepname, name) +#define WEP_CONFIG_WRITE_CVARS(wepname, name, T) WEP_CONFIG_WRITE_PROPS_##T(wepname, name) -#define WEP_CONFIG_WRITE_PROPS_string(wepname,name) \ +#define WEP_CONFIG_WRITE_PROPS_string(wepname, name) \ { WEP_CONFIG_QUEUE( \ sprintf("set g_balance_%s_%s \"%s\"\n", #wepname, #name, \ cvar_string(sprintf("g_balance_%s_%s", #wepname, #name)))) } -#define WEP_CONFIG_WRITE_PROPS_float(wepname,name) \ +#define WEP_CONFIG_WRITE_PROPS_float(wepname, name) \ { WEP_CONFIG_QUEUE( \ sprintf("set g_balance_%s_%s %g\n", #wepname, #name, \ cvar(sprintf("g_balance_%s_%s", #wepname, #name)))) } -#define WEP_CONFIG_WRITE_PROPS(wepid,wepname,type,prop,name) WEP_CONFIG_WRITE_PROPS_##type(wepname,name) #endif #endif diff --git a/qcsrc/common/weapons/weapon.qh b/qcsrc/common/weapons/weapon.qh index bc98da433..a0f9dd48a 100644 --- a/qcsrc/common/weapons/weapon.qh +++ b/qcsrc/common/weapons/weapon.qh @@ -124,7 +124,8 @@ CLASS(Weapon, Object) METHOD(Weapon, wr_drop, void(Weapon this)) {} /** (SERVER) a weapon is picked up */ METHOD(Weapon, wr_pickup, void(Weapon this)) {} - + /** (SERVER) update cvar based properties */ + METHOD(Weapon, wr_update, void(Weapon this)) {} METHOD(Weapon, display, void(entity this, void(string name, string icon) returns)) { returns(this.m_name, this.model2 ? sprintf("/gfx/hud/%s/%s", cvar_string("menu_skin"), this.model2) : string_null); } diff --git a/qcsrc/common/weapons/weapon/arc.qc b/qcsrc/common/weapons/weapon/arc.qc index 4a15cc6c7..5d4687850 100644 --- a/qcsrc/common/weapons/weapon/arc.qc +++ b/qcsrc/common/weapons/weapon/arc.qc @@ -14,47 +14,52 @@ CLASS(Arc, Weapon) /* wepimg */ ATTRIB(Arc, model2, string, "weaponarc"); /* refname */ ATTRIB(Arc, netname, string, "arc"); /* wepname */ ATTRIB(Arc, m_name, string, _("Arc")); + +#define X(BEGIN, P, END, class, prefix) \ + BEGIN(class) \ + P(class, prefix, beam_ammo, float, NONE) \ + P(class, prefix, beam_animtime, float, NONE) \ + P(class, prefix, beam_botaimlifetime, float, NONE) \ + P(class, prefix, beam_botaimspeed, float, NONE) \ + P(class, prefix, beam_damage, float, NONE) \ + P(class, prefix, beam_degreespersegment, float, NONE) \ + P(class, prefix, beam_distancepersegment, float, NONE) \ + P(class, prefix, beam_falloff_halflifedist, float, NONE) \ + P(class, prefix, beam_falloff_maxdist, float, NONE) \ + P(class, prefix, beam_falloff_mindist, float, NONE) \ + P(class, prefix, beam_force, float, NONE) \ + P(class, prefix, beam_healing_amax, float, NONE) \ + P(class, prefix, beam_healing_aps, float, NONE) \ + P(class, prefix, beam_healing_hmax, float, NONE) \ + P(class, prefix, beam_healing_hps, float, NONE) \ + P(class, prefix, beam_heat, float, NONE) /* heat increase per second (primary) */ \ + P(class, prefix, beam_maxangle, float, NONE) \ + P(class, prefix, beam_nonplayerdamage, float, NONE) \ + P(class, prefix, beam_range, float, NONE) \ + P(class, prefix, beam_refire, float, NONE) \ + P(class, prefix, beam_returnspeed, float, NONE) \ + P(class, prefix, beam_tightness, float, NONE) \ + P(class, prefix, burst_ammo, float, NONE) \ + P(class, prefix, burst_damage, float, NONE) \ + P(class, prefix, burst_healing_aps, float, NONE) \ + P(class, prefix, burst_healing_hps, float, NONE) \ + P(class, prefix, burst_heat, float, NONE) /* heat increase per second (secondary) */ \ + P(class, prefix, cooldown, float, NONE) /* heat decrease per second when resting */ \ + P(class, prefix, overheat_max, float, NONE) /* maximum heat before jamming */ \ + P(class, prefix, overheat_min, float, NONE) /* minimum heat to wait for cooldown */ \ + P(class, prefix, switchdelay_drop, float, NONE) \ + P(class, prefix, switchdelay_raise, float, NONE) \ + P(class, prefix, weaponreplace, string, NONE) \ + P(class, prefix, weaponstartoverride, float, NONE) \ + P(class, prefix, weaponstart, float, NONE) \ + P(class, prefix, weaponthrowable, float, NONE) \ + END() + W_PROPS(X, Arc, arc) +#undef X + ENDCLASS(Arc) -REGISTER_WEAPON(ARC, NEW(Arc)); - -#define ARC_SETTINGS(w_cvar,w_prop) ARC_SETTINGS_LIST(w_cvar, w_prop, ARC, arc) -#define ARC_SETTINGS_LIST(w_cvar,w_prop,id,sn) \ - w_cvar(id, sn, NONE, beam_ammo) \ - w_cvar(id, sn, NONE, beam_animtime) \ - w_cvar(id, sn, NONE, beam_botaimspeed) \ - w_cvar(id, sn, NONE, beam_botaimlifetime) \ - w_cvar(id, sn, NONE, beam_damage) \ - w_cvar(id, sn, NONE, beam_degreespersegment) \ - w_cvar(id, sn, NONE, beam_distancepersegment) \ - w_cvar(id, sn, NONE, beam_falloff_halflifedist) \ - w_cvar(id, sn, NONE, beam_falloff_maxdist) \ - w_cvar(id, sn, NONE, beam_falloff_mindist) \ - w_cvar(id, sn, NONE, beam_force) \ - w_cvar(id, sn, NONE, beam_healing_amax) \ - w_cvar(id, sn, NONE, beam_healing_aps) \ - w_cvar(id, sn, NONE, beam_healing_hmax) \ - w_cvar(id, sn, NONE, beam_healing_hps) \ - w_cvar(id, sn, NONE, beam_maxangle) \ - w_cvar(id, sn, NONE, beam_nonplayerdamage) \ - w_cvar(id, sn, NONE, beam_range) \ - w_cvar(id, sn, NONE, beam_refire) \ - w_cvar(id, sn, NONE, beam_returnspeed) \ - w_cvar(id, sn, NONE, beam_tightness) \ - w_cvar(id, sn, NONE, burst_ammo) \ - w_cvar(id, sn, NONE, burst_damage) \ - w_cvar(id, sn, NONE, burst_healing_aps) \ - w_cvar(id, sn, NONE, burst_healing_hps) \ - w_cvar(id, sn, NONE, overheat_max)/* maximum heat before jamming */ \ - w_cvar(id, sn, NONE, overheat_min)/* minimum heat to wait for cooldown */ \ - w_cvar(id, sn, NONE, beam_heat) /* heat increase per second (primary) */ \ - w_cvar(id, sn, NONE, burst_heat) /* heat increase per second (secondary) */ \ - w_cvar(id, sn, NONE, cooldown) /* heat decrease per second when resting */ \ - w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \ - w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \ - w_prop(id, sn, string, weaponreplace, weaponreplace) \ - w_prop(id, sn, float, weaponstart, weaponstart) \ - w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \ - w_prop(id, sn, float, weaponthrowable, weaponthrowable) +REGISTER_WEAPON(ARC, arc, NEW(Arc)); + #ifndef MENUQC const float ARC_MAX_SEGMENTS = 20; @@ -82,7 +87,6 @@ const int ARC_SF_BEAMTYPE = BIT(4); const int ARC_SF_LOCALMASK = ARC_SF_START | ARC_SF_WANTDIR | ARC_SF_BEAMDIR; #endif #ifdef SVQC -ARC_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) .entity arc_beam; .bool arc_BUTTON_ATCK_prev; // for better animation control .float beam_prev; @@ -719,7 +723,6 @@ void Arc_Smoke() arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 3); arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 4); } - ARC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP); } METHOD(Arc, wr_checkammo1, bool(entity thiswep)) { @@ -732,10 +735,6 @@ void Arc_Smoke() return WEP_CVAR(arc, overheat_max) > 0 && ((!WEP_CVAR(arc, burst_ammo)) || (self.WEP_AMMO(ARC) > 0)); } - METHOD(Arc, wr_config, void(entity thiswep)) - { - ARC_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS); - } METHOD(Arc, wr_killmessage, int(entity thiswep)) { return WEAPON_ARC_MURDER; diff --git a/qcsrc/common/weapons/weapon/blaster.qc b/qcsrc/common/weapons/weapon/blaster.qc index 23ea7e1c8..1063a9c66 100644 --- a/qcsrc/common/weapons/weapon/blaster.qc +++ b/qcsrc/common/weapons/weapon/blaster.qc @@ -14,33 +14,36 @@ CLASS(Blaster, Weapon) /* wepimg */ ATTRIB(Blaster, model2, string, "weaponlaser"); /* refname */ ATTRIB(Blaster, netname, string, "blaster"); /* wepname */ ATTRIB(Blaster, m_name, string, _("Blaster")); -ENDCLASS(Blaster) -REGISTER_WEAPON(BLASTER, NEW(Blaster)); -#define BLASTER_SETTINGS(w_cvar,w_prop) BLASTER_SETTINGS_LIST(w_cvar, w_prop, BLASTER, blaster) -#define BLASTER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \ - w_cvar(id, sn, BOTH, animtime) \ - w_cvar(id, sn, BOTH, damage) \ - w_cvar(id, sn, BOTH, delay) \ - w_cvar(id, sn, BOTH, edgedamage) \ - w_cvar(id, sn, BOTH, force) \ - w_cvar(id, sn, BOTH, force_zscale) \ - w_cvar(id, sn, BOTH, lifetime) \ - w_cvar(id, sn, BOTH, radius) \ - w_cvar(id, sn, BOTH, refire) \ - w_cvar(id, sn, BOTH, shotangle) \ - w_cvar(id, sn, BOTH, speed) \ - w_cvar(id, sn, BOTH, spread) \ - w_cvar(id, sn, NONE, secondary) \ - w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \ - w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \ - w_prop(id, sn, string, weaponreplace, weaponreplace) \ - w_prop(id, sn, float, weaponstart, weaponstart) \ - w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \ - w_prop(id, sn, float, weaponthrowable, weaponthrowable) +#define X(BEGIN, P, END, class, prefix) \ + BEGIN(class) \ + P(class, prefix, animtime, float, BOTH) \ + P(class, prefix, damage, float, BOTH) \ + P(class, prefix, delay, float, BOTH) \ + P(class, prefix, edgedamage, float, BOTH) \ + P(class, prefix, force, float, BOTH) \ + P(class, prefix, force_zscale, float, BOTH) \ + P(class, prefix, lifetime, float, BOTH) \ + P(class, prefix, radius, float, BOTH) \ + P(class, prefix, refire, float, BOTH) \ + P(class, prefix, secondary, float, NONE) \ + P(class, prefix, shotangle, float, BOTH) \ + P(class, prefix, speed, float, BOTH) \ + P(class, prefix, spread, float, BOTH) \ + P(class, prefix, switchdelay_drop, float, NONE) \ + P(class, prefix, switchdelay_raise, float, NONE) \ + P(class, prefix, weaponreplace, string, NONE) \ + P(class, prefix, weaponstartoverride, float, NONE) \ + P(class, prefix, weaponstart, float, NONE) \ + P(class, prefix, weaponthrowable, float, NONE) \ + END() + W_PROPS(X, Blaster, blaster) +#undef X + +ENDCLASS(Blaster) +REGISTER_WEAPON(BLASTER, blaster, NEW(Blaster)); #ifdef SVQC -BLASTER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) .float blaster_damage; .float blaster_edgedamage; .float blaster_radius; @@ -219,11 +222,6 @@ void W_Blaster_Attack( } } - METHOD(Blaster, wr_init, void(entity thiswep)) - { - BLASTER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP); - } - METHOD(Blaster, wr_setup, void(entity thiswep)) { self.ammo_field = ammo_none; @@ -239,11 +237,6 @@ void W_Blaster_Attack( return true; // blaster has infinite ammo } - METHOD(Blaster, wr_config, void(entity thiswep)) - { - BLASTER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS); - } - METHOD(Blaster, wr_suicidemessage, int(entity thiswep)) { return WEAPON_BLASTER_SUICIDE; diff --git a/qcsrc/common/weapons/weapon/crylink.qc b/qcsrc/common/weapons/weapon/crylink.qc index 300622289..eb4dbdd87 100644 --- a/qcsrc/common/weapons/weapon/crylink.qc +++ b/qcsrc/common/weapons/weapon/crylink.qc @@ -14,48 +14,51 @@ CLASS(Crylink, Weapon) /* wepimg */ ATTRIB(Crylink, model2, string, "weaponcrylink"); /* refname */ ATTRIB(Crylink, netname, string, "crylink"); /* wepname */ ATTRIB(Crylink, m_name, string, _("Crylink")); + +#define X(BEGIN, P, END, class, prefix) \ + BEGIN(class) \ + P(class, prefix, ammo, float, BOTH) \ + P(class, prefix, animtime, float, BOTH) \ + P(class, prefix, bouncedamagefactor, float, BOTH) \ + P(class, prefix, bounces, float, BOTH) \ + P(class, prefix, damage, float, BOTH) \ + P(class, prefix, edgedamage, float, BOTH) \ + P(class, prefix, force, float, BOTH) \ + P(class, prefix, joindelay, float, BOTH) \ + P(class, prefix, joinexplode, float, BOTH) \ + P(class, prefix, joinexplode_damage, float, BOTH) \ + P(class, prefix, joinexplode_edgedamage, float, BOTH) \ + P(class, prefix, joinexplode_force, float, BOTH) \ + P(class, prefix, joinexplode_radius, float, BOTH) \ + P(class, prefix, joinspread, float, BOTH) \ + P(class, prefix, linkexplode, float, BOTH) \ + P(class, prefix, middle_fadetime, float, BOTH) \ + P(class, prefix, middle_lifetime, float, BOTH) \ + P(class, prefix, other_fadetime, float, BOTH) \ + P(class, prefix, other_lifetime, float, BOTH) \ + P(class, prefix, radius, float, BOTH) \ + P(class, prefix, refire, float, BOTH) \ + P(class, prefix, reload_ammo, float, NONE) \ + P(class, prefix, reload_time, float, NONE) \ + P(class, prefix, secondary, float, NONE) \ + P(class, prefix, shots, float, BOTH) \ + P(class, prefix, speed, float, BOTH) \ + P(class, prefix, spreadtype, float, SEC) \ + P(class, prefix, spread, float, BOTH) \ + P(class, prefix, switchdelay_drop, float, NONE) \ + P(class, prefix, switchdelay_raise, float, NONE) \ + P(class, prefix, weaponreplace, string, NONE) \ + P(class, prefix, weaponstartoverride, float, NONE) \ + P(class, prefix, weaponstart, float, NONE) \ + P(class, prefix, weaponthrowable, float, NONE) \ + END() + W_PROPS(X, Crylink, crylink) +#undef X + ENDCLASS(Crylink) -REGISTER_WEAPON(CRYLINK, NEW(Crylink)); - -#define CRYLINK_SETTINGS(w_cvar,w_prop) CRYLINK_SETTINGS_LIST(w_cvar, w_prop, CRYLINK, crylink) -#define CRYLINK_SETTINGS_LIST(w_cvar,w_prop,id,sn) \ - w_cvar(id, sn, BOTH, ammo) \ - w_cvar(id, sn, BOTH, animtime) \ - w_cvar(id, sn, BOTH, damage) \ - w_cvar(id, sn, BOTH, edgedamage) \ - w_cvar(id, sn, BOTH, radius) \ - w_cvar(id, sn, BOTH, force) \ - w_cvar(id, sn, BOTH, spread) \ - w_cvar(id, sn, BOTH, refire) \ - w_cvar(id, sn, BOTH, speed) \ - w_cvar(id, sn, BOTH, shots) \ - w_cvar(id, sn, BOTH, bounces) \ - w_cvar(id, sn, BOTH, bouncedamagefactor) \ - w_cvar(id, sn, BOTH, middle_lifetime) \ - w_cvar(id, sn, BOTH, middle_fadetime) \ - w_cvar(id, sn, BOTH, other_lifetime) \ - w_cvar(id, sn, BOTH, other_fadetime) \ - w_cvar(id, sn, BOTH, linkexplode) \ - w_cvar(id, sn, BOTH, joindelay) \ - w_cvar(id, sn, BOTH, joinspread) \ - w_cvar(id, sn, BOTH, joinexplode) \ - w_cvar(id, sn, BOTH, joinexplode_damage) \ - w_cvar(id, sn, BOTH, joinexplode_edgedamage) \ - w_cvar(id, sn, BOTH, joinexplode_radius) \ - w_cvar(id, sn, BOTH, joinexplode_force) \ - w_cvar(id, sn, SEC, spreadtype) \ - w_cvar(id, sn, NONE, secondary) \ - w_prop(id, sn, float, reloading_ammo, reload_ammo) \ - w_prop(id, sn, float, reloading_time, reload_time) \ - w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \ - w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \ - w_prop(id, sn, string, weaponreplace, weaponreplace) \ - w_prop(id, sn, float, weaponstart, weaponstart) \ - w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \ - w_prop(id, sn, float, weaponthrowable, weaponthrowable) +REGISTER_WEAPON(CRYLINK, crylink, NEW(Crylink)); #ifdef SVQC -CRYLINK_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) .float gravity; .float crylink_waitrelease; .entity crylink_lastgroup; @@ -628,10 +631,6 @@ void W_Crylink_Attack2(Weapon thiswep) } } } - METHOD(Crylink, wr_init, void(entity thiswep)) - { - CRYLINK_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP); - } METHOD(Crylink, wr_checkammo1, bool(entity thiswep)) { SELFPARAM(); @@ -654,10 +653,6 @@ void W_Crylink_Attack2(Weapon thiswep) ammo_amount += self.(weapon_load[WEP_CRYLINK.m_id]) >= WEP_CVAR_SEC(crylink, ammo); return ammo_amount; } - METHOD(Crylink, wr_config, void(entity thiswep)) - { - CRYLINK_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS); - } METHOD(Crylink, wr_reload, void(entity thiswep)) { W_Reload(self, min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo)), SND(RELOAD)); diff --git a/qcsrc/common/weapons/weapon/devastator.qc b/qcsrc/common/weapons/weapon/devastator.qc index 6a841c9eb..25a823788 100644 --- a/qcsrc/common/weapons/weapon/devastator.qc +++ b/qcsrc/common/weapons/weapon/devastator.qc @@ -14,50 +14,53 @@ CLASS(Devastator, Weapon) /* wepimg */ ATTRIB(Devastator, model2, string, "weaponrocketlauncher"); /* refname */ ATTRIB(Devastator, netname, string, "devastator"); /* wepname */ ATTRIB(Devastator, m_name, string, _("Devastator")); + +#define X(BEGIN, P, END, class, prefix) \ + BEGIN(class) \ + P(class, prefix, ammo, float, NONE) \ + P(class, prefix, animtime, float, NONE) \ + P(class, prefix, damageforcescale, float, NONE) \ + P(class, prefix, damage, float, NONE) \ + P(class, prefix, detonatedelay, float, NONE) \ + P(class, prefix, edgedamage, float, NONE) \ + P(class, prefix, force, float, NONE) \ + P(class, prefix, guidedelay, float, NONE) \ + P(class, prefix, guidegoal, float, NONE) \ + P(class, prefix, guideratedelay, float, NONE) \ + P(class, prefix, guiderate, float, NONE) \ + P(class, prefix, guidestop, float, NONE) \ + P(class, prefix, health, float, NONE) \ + P(class, prefix, lifetime, float, NONE) \ + P(class, prefix, radius, float, NONE) \ + P(class, prefix, refire, float, NONE) \ + P(class, prefix, reload_ammo, float, NONE) \ + P(class, prefix, reload_time, float, NONE) \ + P(class, prefix, remote_damage, float, NONE) \ + P(class, prefix, remote_edgedamage, float, NONE) \ + P(class, prefix, remote_force, float, NONE) \ + P(class, prefix, remote_jump_damage, float, NONE) \ + P(class, prefix, remote_jump_radius, float, NONE) \ + P(class, prefix, remote_jump_velocity_z_add, float, NONE) \ + P(class, prefix, remote_jump_velocity_z_max, float, NONE) \ + P(class, prefix, remote_jump_velocity_z_min, float, NONE) \ + P(class, prefix, remote_radius, float, NONE) \ + P(class, prefix, speedaccel, float, NONE) \ + P(class, prefix, speedstart, float, NONE) \ + P(class, prefix, speed, float, NONE) \ + P(class, prefix, switchdelay_drop, float, NONE) \ + P(class, prefix, switchdelay_raise, float, NONE) \ + P(class, prefix, weaponreplace, string,NONE) \ + P(class, prefix, weaponstartoverride, float, NONE) \ + P(class, prefix, weaponstart, float, NONE) \ + P(class, prefix, weaponthrowable, float, NONE) \ + END() + W_PROPS(X, Devastator, devastator) +#undef X + ENDCLASS(Devastator) -REGISTER_WEAPON(DEVASTATOR, NEW(Devastator)); - -#define DEVASTATOR_SETTINGS(w_cvar,w_prop) DEVASTATOR_SETTINGS_LIST(w_cvar, w_prop, DEVASTATOR, devastator) -#define DEVASTATOR_SETTINGS_LIST(w_cvar,w_prop,id,sn) \ - w_cvar(id, sn, NONE, ammo) \ - w_cvar(id, sn, NONE, animtime) \ - w_cvar(id, sn, NONE, damage) \ - w_cvar(id, sn, NONE, damageforcescale) \ - w_cvar(id, sn, NONE, detonatedelay) \ - w_cvar(id, sn, NONE, edgedamage) \ - w_cvar(id, sn, NONE, force) \ - w_cvar(id, sn, NONE, guidedelay) \ - w_cvar(id, sn, NONE, guidegoal) \ - w_cvar(id, sn, NONE, guiderate) \ - w_cvar(id, sn, NONE, guideratedelay) \ - w_cvar(id, sn, NONE, guidestop) \ - w_cvar(id, sn, NONE, health) \ - w_cvar(id, sn, NONE, lifetime) \ - w_cvar(id, sn, NONE, radius) \ - w_cvar(id, sn, NONE, refire) \ - w_cvar(id, sn, NONE, remote_damage) \ - w_cvar(id, sn, NONE, remote_edgedamage) \ - w_cvar(id, sn, NONE, remote_force) \ - w_cvar(id, sn, NONE, remote_jump_damage) \ - w_cvar(id, sn, NONE, remote_jump_radius) \ - w_cvar(id, sn, NONE, remote_jump_velocity_z_add) \ - w_cvar(id, sn, NONE, remote_jump_velocity_z_max) \ - w_cvar(id, sn, NONE, remote_jump_velocity_z_min) \ - w_cvar(id, sn, NONE, remote_radius) \ - w_cvar(id, sn, NONE, speed) \ - w_cvar(id, sn, NONE, speedaccel) \ - w_cvar(id, sn, NONE, speedstart) \ - w_prop(id, sn, float, reloading_ammo, reload_ammo) \ - w_prop(id, sn, float, reloading_time, reload_time) \ - w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \ - w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \ - w_prop(id, sn, string, weaponreplace, weaponreplace) \ - w_prop(id, sn, float, weaponstart, weaponstart) \ - w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \ - w_prop(id, sn, float, weaponthrowable, weaponthrowable) +REGISTER_WEAPON(DEVASTATOR, devastator, NEW(Devastator)); #ifdef SVQC -DEVASTATOR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) .float rl_release; .float rl_detonate_later; #endif @@ -559,10 +562,6 @@ void W_Devastator_Attack(Weapon thiswep) } } } - METHOD(Devastator, wr_init, void(entity thiswep)) - { - DEVASTATOR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP); - } METHOD(Devastator, wr_setup, void(entity thiswep)) { self.rl_release = 1; @@ -607,10 +606,6 @@ void W_Devastator_Attack(Weapon thiswep) { return false; } - METHOD(Devastator, wr_config, void(entity thiswep)) - { - DEVASTATOR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS); - } METHOD(Devastator, wr_resetplayer, void(entity thiswep)) { self.lastrocket = NULL; // stop rocket guiding, no revenge from the grave! diff --git a/qcsrc/common/weapons/weapon/electro.qc b/qcsrc/common/weapons/weapon/electro.qc index 30dd6d74a..f43ce3bbd 100644 --- a/qcsrc/common/weapons/weapon/electro.qc +++ b/qcsrc/common/weapons/weapon/electro.qc @@ -14,54 +14,58 @@ CLASS(Electro, Weapon) /* wepimg */ ATTRIB(Electro, model2, string, "weaponelectro"); /* refname */ ATTRIB(Electro, netname, string, "electro"); /* wepname */ ATTRIB(Electro, m_name, string, _("Electro")); + +#define X(BEGIN, P, END, class, prefix) \ + BEGIN(class) \ + P(class, prefix, ammo, float, BOTH) \ + P(class, prefix, animtime, float, BOTH) \ + P(class, prefix, bouncefactor, float, SEC) \ + P(class, prefix, bouncestop, float, SEC) \ + P(class, prefix, comboradius, float, PRI) \ + P(class, prefix, combo_comboradius, float, NONE) \ + P(class, prefix, combo_comboradius_thruwall, float, NONE) \ + P(class, prefix, combo_damage, float, NONE) \ + P(class, prefix, combo_edgedamage, float, NONE) \ + P(class, prefix, combo_force, float, NONE) \ + P(class, prefix, combo_radius, float, NONE) \ + P(class, prefix, combo_safeammocheck, float, NONE) \ + P(class, prefix, combo_speed, float, NONE) \ + P(class, prefix, count, float, SEC) \ + P(class, prefix, damagedbycontents, float, SEC) \ + P(class, prefix, damageforcescale, float, SEC) \ + P(class, prefix, damage, float, BOTH) \ + P(class, prefix, edgedamage, float, BOTH) \ + P(class, prefix, force, float, BOTH) \ + P(class, prefix, health, float, SEC) \ + P(class, prefix, lifetime, float, BOTH) \ + P(class, prefix, midaircombo_explode, float, PRI) \ + P(class, prefix, midaircombo_interval, float, PRI) \ + P(class, prefix, midaircombo_radius, float, PRI) \ + P(class, prefix, radius, float, BOTH) \ + P(class, prefix, refire2, float, SEC) \ + P(class, prefix, refire, float, BOTH) \ + P(class, prefix, reload_ammo, float, NONE) \ + P(class, prefix, reload_time, float, NONE) \ + P(class, prefix, speed, float, BOTH) \ + P(class, prefix, speed_up, float, SEC) \ + P(class, prefix, speed_z, float, SEC) \ + P(class, prefix, spread, float, BOTH) \ + P(class, prefix, switchdelay_drop, float, NONE) \ + P(class, prefix, switchdelay_raise, float, NONE) \ + P(class, prefix, touchexplode, float, SEC) \ + P(class, prefix, weaponreplace, string,NONE) \ + P(class, prefix, weaponstartoverride, float, NONE) \ + P(class, prefix, weaponstart, float, NONE) \ + P(class, prefix, weaponthrowable, float, NONE) \ + END() + W_PROPS(X, Electro, electro) +#undef X + ENDCLASS(Electro) -REGISTER_WEAPON(ELECTRO, NEW(Electro)); - -#define ELECTRO_SETTINGS(w_cvar,w_prop) ELECTRO_SETTINGS_LIST(w_cvar, w_prop, ELECTRO, electro) -#define ELECTRO_SETTINGS_LIST(w_cvar,w_prop,id,sn) \ - w_cvar(id, sn, BOTH, ammo) \ - w_cvar(id, sn, BOTH, animtime) \ - w_cvar(id, sn, BOTH, damage) \ - w_cvar(id, sn, BOTH, edgedamage) \ - w_cvar(id, sn, BOTH, force) \ - w_cvar(id, sn, BOTH, radius) \ - w_cvar(id, sn, BOTH, refire) \ - w_cvar(id, sn, BOTH, speed) \ - w_cvar(id, sn, BOTH, spread) \ - w_cvar(id, sn, BOTH, lifetime) \ - w_cvar(id, sn, PRI, comboradius) \ - w_cvar(id, sn, PRI, midaircombo_explode) \ - w_cvar(id, sn, PRI, midaircombo_interval) \ - w_cvar(id, sn, PRI, midaircombo_radius) \ - w_cvar(id, sn, SEC, bouncefactor) \ - w_cvar(id, sn, SEC, bouncestop) \ - w_cvar(id, sn, SEC, count) \ - w_cvar(id, sn, SEC, damageforcescale) \ - w_cvar(id, sn, SEC, damagedbycontents) \ - w_cvar(id, sn, SEC, health) \ - w_cvar(id, sn, SEC, refire2) \ - w_cvar(id, sn, SEC, speed_up) \ - w_cvar(id, sn, SEC, speed_z) \ - w_cvar(id, sn, SEC, touchexplode) \ - w_cvar(id, sn, NONE, combo_comboradius) \ - w_cvar(id, sn, NONE, combo_comboradius_thruwall) \ - w_cvar(id, sn, NONE, combo_damage) \ - w_cvar(id, sn, NONE, combo_edgedamage) \ - w_cvar(id, sn, NONE, combo_force) \ - w_cvar(id, sn, NONE, combo_radius) \ - w_cvar(id, sn, NONE, combo_speed) \ - w_cvar(id, sn, NONE, combo_safeammocheck) \ - w_prop(id, sn, float, reloading_ammo, reload_ammo) \ - w_prop(id, sn, float, reloading_time, reload_time) \ - w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \ - w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \ - w_prop(id, sn, string, weaponreplace, weaponreplace) \ - w_prop(id, sn, float, weaponstart, weaponstart) \ - w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \ - w_prop(id, sn, float, weaponthrowable, weaponthrowable) +REGISTER_WEAPON(ELECTRO, electro, NEW(Electro)); + #ifdef SVQC -ELECTRO_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) .float electro_count; .float electro_secondarytime; void W_Electro_ExplodeCombo(); @@ -486,10 +490,6 @@ void W_Electro_CheckAttack(Weapon thiswep, entity actor, .entity weaponentity, i } } } - METHOD(Electro, wr_init, void(entity thiswep)) - { - ELECTRO_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP); - } METHOD(Electro, wr_checkammo1, bool(entity thiswep)) { float ammo_amount = self.WEP_AMMO(ELECTRO) >= WEP_CVAR_PRI(electro, ammo); @@ -511,10 +511,6 @@ void W_Electro_CheckAttack(Weapon thiswep, entity actor, .entity weaponentity, i } return ammo_amount; } - METHOD(Electro, wr_config, void(entity thiswep)) - { - ELECTRO_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS); - } METHOD(Electro, wr_resetplayer, void(entity thiswep)) { self.electro_secondarytime = time; diff --git a/qcsrc/common/weapons/weapon/fireball.qc b/qcsrc/common/weapons/weapon/fireball.qc index 7b96971e9..2beeb69a1 100644 --- a/qcsrc/common/weapons/weapon/fireball.qc +++ b/qcsrc/common/weapons/weapon/fireball.qc @@ -14,42 +14,45 @@ CLASS(Fireball, Weapon) /* wepimg */ ATTRIB(Fireball, model2, string, "weaponfireball"); /* refname */ ATTRIB(Fireball, netname, string, "fireball"); /* wepname */ ATTRIB(Fireball, m_name, string, _("Fireball")); + +#define X(BEGIN, P, END, class, prefix) \ + BEGIN(class) \ + P(class, prefix, animtime, float, BOTH) \ + P(class, prefix, bfgdamage, float, PRI) \ + P(class, prefix, bfgforce, float, PRI) \ + P(class, prefix, bfgradius, float, PRI) \ + P(class, prefix, damageforcescale, float, BOTH) \ + P(class, prefix, damagetime, float, SEC) \ + P(class, prefix, damage, float, BOTH) \ + P(class, prefix, edgedamage, float, PRI) \ + P(class, prefix, force, float, PRI) \ + P(class, prefix, health, float, PRI) \ + P(class, prefix, laserburntime, float, BOTH) \ + P(class, prefix, laserdamage, float, BOTH) \ + P(class, prefix, laseredgedamage, float, BOTH) \ + P(class, prefix, laserradius, float, BOTH) \ + P(class, prefix, lifetime, float, BOTH) \ + P(class, prefix, radius, float, PRI) \ + P(class, prefix, refire2, float, PRI) \ + P(class, prefix, refire, float, BOTH) \ + P(class, prefix, speed, float, BOTH) \ + P(class, prefix, speed_up, float, SEC) \ + P(class, prefix, speed_z, float, SEC) \ + P(class, prefix, spread, float, BOTH) \ + P(class, prefix, switchdelay_drop, float, NONE) \ + P(class, prefix, switchdelay_raise, float, NONE) \ + P(class, prefix, weaponreplace, string,NONE) \ + P(class, prefix, weaponstartoverride, float, NONE) \ + P(class, prefix, weaponstart, float, NONE) \ + P(class, prefix, weaponthrowable, float, NONE) \ + END() + W_PROPS(X, Fireball, fireball) +#undef X + ENDCLASS(Fireball) -REGISTER_WEAPON(FIREBALL, NEW(Fireball)); - -#define FIREBALL_SETTINGS(w_cvar,w_prop) FIREBALL_SETTINGS_LIST(w_cvar, w_prop, FIREBALL, fireball) -#define FIREBALL_SETTINGS_LIST(w_cvar,w_prop,id,sn) \ - w_cvar(id, sn, BOTH, animtime) \ - w_cvar(id, sn, BOTH, refire) \ - w_cvar(id, sn, BOTH, damage) \ - w_cvar(id, sn, BOTH, damageforcescale) \ - w_cvar(id, sn, BOTH, speed) \ - w_cvar(id, sn, BOTH, spread) \ - w_cvar(id, sn, BOTH, lifetime) \ - w_cvar(id, sn, BOTH, laserburntime) \ - w_cvar(id, sn, BOTH, laserdamage) \ - w_cvar(id, sn, BOTH, laseredgedamage) \ - w_cvar(id, sn, BOTH, laserradius) \ - w_cvar(id, sn, PRI, edgedamage) \ - w_cvar(id, sn, PRI, force) \ - w_cvar(id, sn, PRI, radius) \ - w_cvar(id, sn, PRI, health) \ - w_cvar(id, sn, PRI, refire2) \ - w_cvar(id, sn, PRI, bfgdamage) \ - w_cvar(id, sn, PRI, bfgforce) \ - w_cvar(id, sn, PRI, bfgradius) \ - w_cvar(id, sn, SEC, damagetime) \ - w_cvar(id, sn, SEC, speed_up) \ - w_cvar(id, sn, SEC, speed_z) \ - w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \ - w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \ - w_prop(id, sn, string, weaponreplace, weaponreplace) \ - w_prop(id, sn, float, weaponstart, weaponstart) \ - w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \ - w_prop(id, sn, float, weaponthrowable, weaponthrowable) +REGISTER_WEAPON(FIREBALL, fireball, NEW(Fireball)); #ifdef SVQC -FIREBALL_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) .float bot_primary_fireballmooth; // whatever a mooth is .vector fireball_impactvec; .float fireball_primarytime; @@ -389,10 +392,6 @@ void W_Fireball_Attack2() } } } - METHOD(Fireball, wr_init, void(entity thiswep)) - { - FIREBALL_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP); - } METHOD(Fireball, wr_setup, void(entity thiswep)) { self.ammo_field = ammo_none; @@ -405,10 +404,6 @@ void W_Fireball_Attack2() { return true; // fireball has infinite ammo } - METHOD(Fireball, wr_config, void(entity thiswep)) - { - FIREBALL_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS); - } METHOD(Fireball, wr_resetplayer, void(entity thiswep)) { self.fireball_primarytime = time; diff --git a/qcsrc/common/weapons/weapon/hagar.qc b/qcsrc/common/weapons/weapon/hagar.qc index a5066017a..17d0cee06 100644 --- a/qcsrc/common/weapons/weapon/hagar.qc +++ b/qcsrc/common/weapons/weapon/hagar.qc @@ -14,47 +14,48 @@ CLASS(Hagar, Weapon) /* wepimg */ ATTRIB(Hagar, model2, string, "weaponhagar"); /* refname */ ATTRIB(Hagar, netname, string, "hagar"); /* wepname */ ATTRIB(Hagar, m_name, string, _("Hagar")); + +#define X(BEGIN, P, END, class, prefix) \ + BEGIN(class) \ + P(class, prefix, ammo, float, BOTH) \ + P(class, prefix, damageforcescale, float, BOTH) \ + P(class, prefix, damage, float, BOTH) \ + P(class, prefix, edgedamage, float, BOTH) \ + P(class, prefix, force, float, BOTH) \ + P(class, prefix, health, float, BOTH) \ + P(class, prefix, lifetime, float, PRI) \ + P(class, prefix, lifetime_min, float, SEC) \ + P(class, prefix, lifetime_rand, float, SEC) \ + P(class, prefix, load, float, SEC) \ + P(class, prefix, load_abort, float, SEC) \ + P(class, prefix, load_animtime, float, SEC) \ + P(class, prefix, load_hold, float, SEC) \ + P(class, prefix, load_linkexplode, float, SEC) \ + P(class, prefix, load_max, float, SEC) \ + P(class, prefix, load_releasedeath, float, SEC) \ + P(class, prefix, load_speed, float, SEC) \ + P(class, prefix, load_spread, float, SEC) \ + P(class, prefix, load_spread_bias, float, SEC) \ + P(class, prefix, radius, float, BOTH) \ + P(class, prefix, refire, float, BOTH) \ + P(class, prefix, reload_ammo, float, NONE) \ + P(class, prefix, reload_time, float, NONE) \ + P(class, prefix, secondary, float, NONE) \ + P(class, prefix, speed, float, BOTH) \ + P(class, prefix, spread, float, BOTH) \ + P(class, prefix, switchdelay_drop, float, NONE) \ + P(class, prefix, switchdelay_raise, float, NONE) \ + P(class, prefix, weaponreplace, string,NONE) \ + P(class, prefix, weaponstartoverride, float, NONE) \ + P(class, prefix, weaponstart, float, NONE) \ + P(class, prefix, weaponthrowable, float, NONE) \ + END() + W_PROPS(X, Hagar, hagar) +#undef X + ENDCLASS(Hagar) -REGISTER_WEAPON(HAGAR, NEW(Hagar)); - -#define HAGAR_SETTINGS(w_cvar,w_prop) HAGAR_SETTINGS_LIST(w_cvar, w_prop, HAGAR, hagar) -#define HAGAR_SETTINGS_LIST(w_cvar,w_prop,id,sn) \ - w_cvar(id, sn, BOTH, ammo) \ - w_cvar(id, sn, BOTH, damage) \ - w_cvar(id, sn, BOTH, edgedamage) \ - w_cvar(id, sn, BOTH, force) \ - w_cvar(id, sn, BOTH, radius) \ - w_cvar(id, sn, BOTH, refire) \ - w_cvar(id, sn, BOTH, speed) \ - w_cvar(id, sn, BOTH, spread) \ - w_cvar(id, sn, BOTH, damageforcescale) \ - w_cvar(id, sn, BOTH, health) \ - w_cvar(id, sn, PRI, lifetime) \ - w_cvar(id, sn, SEC, load) \ - w_cvar(id, sn, SEC, load_max) \ - w_cvar(id, sn, SEC, load_abort) \ - w_cvar(id, sn, SEC, load_animtime) \ - w_cvar(id, sn, SEC, load_hold) \ - w_cvar(id, sn, SEC, load_speed) \ - w_cvar(id, sn, SEC, load_releasedeath) \ - w_cvar(id, sn, SEC, load_spread) \ - w_cvar(id, sn, SEC, load_spread_bias) \ - w_cvar(id, sn, SEC, load_linkexplode) \ - w_cvar(id, sn, SEC, lifetime_min) \ - w_cvar(id, sn, SEC, lifetime_rand) \ - w_cvar(id, sn, NONE, secondary) \ - w_prop(id, sn, float, reloading_ammo, reload_ammo) \ - w_prop(id, sn, float, reloading_time, reload_time) \ - w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \ - w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \ - w_prop(id, sn, string, weaponreplace, weaponreplace) \ - w_prop(id, sn, float, weaponstart, weaponstart) \ - w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \ - w_prop(id, sn, float, weaponthrowable, weaponthrowable) +REGISTER_WEAPON(HAGAR, hagar, NEW(Hagar)); -#ifdef SVQC -HAGAR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) -#endif #endif #ifdef IMPLEMENTATION #ifdef SVQC @@ -439,10 +440,6 @@ void W_Hagar_Attack2_Load(Weapon thiswep, .entity weaponentity) W_Hagar_Attack2_Load_Release(weaponentity); } } - METHOD(Hagar, wr_init, void(entity thiswep)) - { - HAGAR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP); - } METHOD(Hagar, wr_setup, void(entity thiswep)) { self.hagar_loadblock = false; @@ -465,10 +462,6 @@ void W_Hagar_Attack2_Load(Weapon thiswep, .entity weaponentity) ammo_amount += self.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo); return ammo_amount; } - METHOD(Hagar, wr_config, void(entity thiswep)) - { - HAGAR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS); - } METHOD(Hagar, wr_resetplayer, void(entity thiswep)) { self.hagar_load = 0; diff --git a/qcsrc/common/weapons/weapon/hlac.qc b/qcsrc/common/weapons/weapon/hlac.qc index 3f5222489..cebe69450 100644 --- a/qcsrc/common/weapons/weapon/hlac.qc +++ b/qcsrc/common/weapons/weapon/hlac.qc @@ -14,39 +14,41 @@ CLASS(HLAC, Weapon) /* wepimg */ ATTRIB(HLAC, model2, string, "weaponhlac"); /* refname */ ATTRIB(HLAC, netname, string, "hlac"); /* wepname */ ATTRIB(HLAC, m_name, string, _("Heavy Laser Assault Cannon")); + +#define X(BEGIN, P, END, class, prefix) \ + BEGIN(class) \ + P(class, prefix, ammo, float, BOTH) \ + P(class, prefix, animtime, float, BOTH) \ + P(class, prefix, damage, float, BOTH) \ + P(class, prefix, edgedamage, float, BOTH) \ + P(class, prefix, force, float, BOTH) \ + P(class, prefix, lifetime, float, BOTH) \ + P(class, prefix, radius, float, BOTH) \ + P(class, prefix, refire, float, BOTH) \ + P(class, prefix, reload_ammo, float, NONE) \ + P(class, prefix, reload_time, float, NONE) \ + P(class, prefix, secondary, float, NONE) \ + P(class, prefix, shots, float, SEC) \ + P(class, prefix, speed, float, BOTH) \ + P(class, prefix, spread, float, SEC) \ + P(class, prefix, spread_add, float, PRI) \ + P(class, prefix, spread_crouchmod, float, BOTH) \ + P(class, prefix, spread_max, float, PRI) \ + P(class, prefix, spread_min, float, PRI) \ + P(class, prefix, switchdelay_drop, float, NONE) \ + P(class, prefix, switchdelay_raise, float, NONE) \ + P(class, prefix, weaponreplace, string,NONE) \ + P(class, prefix, weaponstartoverride, float, NONE) \ + P(class, prefix, weaponstart, float, NONE) \ + P(class, prefix, weaponthrowable, float, NONE) \ + END() + W_PROPS(X, HLAC, hlac) +#undef X + ENDCLASS(HLAC) -REGISTER_WEAPON(HLAC, NEW(HLAC)); - -#define HLAC_SETTINGS(w_cvar,w_prop) HLAC_SETTINGS_LIST(w_cvar, w_prop, HLAC, hlac) -#define HLAC_SETTINGS_LIST(w_cvar,w_prop,id,sn) \ - w_cvar(id, sn, BOTH, ammo) \ - w_cvar(id, sn, BOTH, animtime) \ - w_cvar(id, sn, BOTH, damage) \ - w_cvar(id, sn, BOTH, edgedamage) \ - w_cvar(id, sn, BOTH, force) \ - w_cvar(id, sn, BOTH, lifetime) \ - w_cvar(id, sn, BOTH, radius) \ - w_cvar(id, sn, BOTH, refire) \ - w_cvar(id, sn, BOTH, speed) \ - w_cvar(id, sn, BOTH, spread_crouchmod) \ - w_cvar(id, sn, PRI, spread_add) \ - w_cvar(id, sn, PRI, spread_max) \ - w_cvar(id, sn, PRI, spread_min) \ - w_cvar(id, sn, NONE, secondary) \ - w_cvar(id, sn, SEC, shots) \ - w_cvar(id, sn, SEC, spread) \ - w_prop(id, sn, float, reloading_ammo, reload_ammo) \ - w_prop(id, sn, float, reloading_time, reload_time) \ - w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \ - w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \ - w_prop(id, sn, string, weaponreplace, weaponreplace) \ - w_prop(id, sn, float, weaponstart, weaponstart) \ - w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \ - w_prop(id, sn, float, weaponthrowable, weaponthrowable) +REGISTER_WEAPON(HLAC, hlac, NEW(HLAC)); + -#ifdef SVQC -HLAC_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) -#endif #endif #ifdef IMPLEMENTATION #ifdef SVQC @@ -232,10 +234,6 @@ void W_HLAC_Attack2_Frame(Weapon thiswep) } } } - METHOD(HLAC, wr_init, void(entity thiswep)) - { - HLAC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP); - } METHOD(HLAC, wr_checkammo1, bool(entity thiswep)) { float ammo_amount = self.WEP_AMMO(HLAC) >= WEP_CVAR_PRI(hlac, ammo); @@ -248,10 +246,6 @@ void W_HLAC_Attack2_Frame(Weapon thiswep) ammo_amount += self.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_SEC(hlac, ammo); return ammo_amount; } - METHOD(HLAC, wr_config, void(entity thiswep)) - { - HLAC_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS); - } METHOD(HLAC, wr_reload, void(entity thiswep)) { W_Reload(self, min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), SND(RELOAD)); diff --git a/qcsrc/common/weapons/weapon/hook.qc b/qcsrc/common/weapons/weapon/hook.qc index 3cc55e2ae..1b6fe5e3d 100644 --- a/qcsrc/common/weapons/weapon/hook.qc +++ b/qcsrc/common/weapons/weapon/hook.qc @@ -15,8 +15,38 @@ CLASS(Hook, Weapon) /* refname */ ATTRIB(Hook, netname, string, "hook"); /* wepname */ ATTRIB(Hook, m_name, string, _("Grappling Hook")); ATTRIB(Hook, ammo_factor, float, 1) + +#define X(BEGIN, P, END, class, prefix) \ + BEGIN(class) \ + P(class, prefix, ammo, float, PRI) \ + P(class, prefix, animtime, float, BOTH) \ + P(class, prefix, damageforcescale, float, SEC) \ + P(class, prefix, damage, float, SEC) \ + P(class, prefix, duration, float, SEC) \ + P(class, prefix, edgedamage, float, SEC) \ + P(class, prefix, force, float, SEC) \ + P(class, prefix, gravity, float, SEC) \ + P(class, prefix, health, float, SEC) \ + P(class, prefix, hooked_ammo, float, PRI) \ + P(class, prefix, hooked_time_free, float, PRI) \ + P(class, prefix, hooked_time_max, float, PRI) \ + P(class, prefix, lifetime, float, SEC) \ + P(class, prefix, power, float, SEC) \ + P(class, prefix, radius, float, SEC) \ + P(class, prefix, refire, float, BOTH) \ + P(class, prefix, speed, float, SEC) \ + P(class, prefix, switchdelay_drop, float, NONE) \ + P(class, prefix, switchdelay_raise, float, NONE) \ + P(class, prefix, weaponreplace, string, NONE) \ + P(class, prefix, weaponstartoverride, float, NONE) \ + P(class, prefix, weaponstart, float, NONE) \ + P(class, prefix, weaponthrowable, float, NONE) \ + END() + W_PROPS(X, Hook, hook) +#undef X + ENDCLASS(Hook) -REGISTER_WEAPON(HOOK, NEW(Hook)); +REGISTER_WEAPON(HOOK, hook, NEW(Hook)); CLASS(OffhandHook, OffhandWeapon) #ifdef SVQC @@ -30,34 +60,7 @@ CLASS(OffhandHook, OffhandWeapon) ENDCLASS(OffhandHook) OffhandHook OFFHAND_HOOK; STATIC_INIT(OFFHAND_HOOK) { OFFHAND_HOOK = NEW(OffhandHook); } -#define HOOK_SETTINGS(w_cvar,w_prop) HOOK_SETTINGS_LIST(w_cvar, w_prop, HOOK, hook) -#define HOOK_SETTINGS_LIST(w_cvar,w_prop,id,sn) \ - w_cvar(id, sn, BOTH, animtime) \ - w_cvar(id, sn, BOTH, refire) \ - w_cvar(id, sn, PRI, ammo) \ - w_cvar(id, sn, PRI, hooked_ammo) \ - w_cvar(id, sn, PRI, hooked_time_free) \ - w_cvar(id, sn, PRI, hooked_time_max) \ - w_cvar(id, sn, SEC, damage) \ - w_cvar(id, sn, SEC, duration) \ - w_cvar(id, sn, SEC, edgedamage) \ - w_cvar(id, sn, SEC, force) \ - w_cvar(id, sn, SEC, gravity) \ - w_cvar(id, sn, SEC, lifetime) \ - w_cvar(id, sn, SEC, power) \ - w_cvar(id, sn, SEC, radius) \ - w_cvar(id, sn, SEC, speed) \ - w_cvar(id, sn, SEC, health) \ - w_cvar(id, sn, SEC, damageforcescale) \ - w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \ - w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \ - w_prop(id, sn, string, weaponreplace, weaponreplace) \ - w_prop(id, sn, float, weaponstart, weaponstart) \ - w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \ - w_prop(id, sn, float, weaponthrowable, weaponthrowable) - #ifdef SVQC -HOOK_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) .float dmg; .float dmg_edge; @@ -269,10 +272,6 @@ void W_Hook_Attack2(Weapon thiswep, entity actor) actor.hook_state &= ~HOOK_REMOVING; } } - METHOD(Hook, wr_init, void(entity thiswep)) - { - HOOK_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP); - } METHOD(Hook, wr_setup, void(entity thiswep)) { self.hook_state &= ~HOOK_WAITING_FOR_RELEASE; @@ -290,10 +289,6 @@ void W_Hook_Attack2(Weapon thiswep, entity actor) // infinite ammo for now return true; // self.ammo_cells >= WEP_CVAR_SEC(hook, ammo); // WEAPONTODO: see above } - METHOD(Hook, wr_config, void(entity thiswep)) - { - HOOK_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS); - } METHOD(Hook, wr_resetplayer, void(entity thiswep)) { RemoveGrapplingHook(self); diff --git a/qcsrc/common/weapons/weapon/machinegun.qc b/qcsrc/common/weapons/weapon/machinegun.qc index 1f8273748..7805feda8 100644 --- a/qcsrc/common/weapons/weapon/machinegun.qc +++ b/qcsrc/common/weapons/weapon/machinegun.qc @@ -14,45 +14,47 @@ CLASS(MachineGun, Weapon) /* wepimg */ ATTRIB(MachineGun, model2, string, "weaponuzi"); /* refname */ ATTRIB(MachineGun, netname, string, "machinegun"); /* wepname */ ATTRIB(MachineGun, m_name, string, _("MachineGun")); + +#define X(BEGIN, P, END, class, prefix) \ + BEGIN(class) \ + P(class, prefix, burst, float, NONE) \ + P(class, prefix, burst_ammo, float, NONE) \ + P(class, prefix, burst_animtime, float, NONE) \ + P(class, prefix, burst_refire2, float, NONE) \ + P(class, prefix, burst_refire, float, NONE) \ + P(class, prefix, burst_speed, float, NONE) \ + P(class, prefix, first, float, NONE) \ + P(class, prefix, first_ammo, float, NONE) \ + P(class, prefix, first_damage, float, NONE) \ + P(class, prefix, first_force, float, NONE) \ + P(class, prefix, first_refire, float, NONE) \ + P(class, prefix, first_spread, float, NONE) \ + P(class, prefix, mode, float, NONE) \ + P(class, prefix, reload_ammo, float, NONE) \ + P(class, prefix, reload_time, float, NONE) \ + P(class, prefix, solidpenetration, float, NONE) \ + P(class, prefix, spread_add, float, NONE) \ + P(class, prefix, spread_max, float, NONE) \ + P(class, prefix, spread_min, float, NONE) \ + P(class, prefix, sustained_ammo, float, NONE) \ + P(class, prefix, sustained_damage, float, NONE) \ + P(class, prefix, sustained_force, float, NONE) \ + P(class, prefix, sustained_refire, float, NONE) \ + P(class, prefix, sustained_spread, float, NONE) \ + P(class, prefix, switchdelay_drop, float, NONE) \ + P(class, prefix, switchdelay_raise, float, NONE) \ + P(class, prefix, weaponreplace, string,NONE) \ + P(class, prefix, weaponstartoverride, float, NONE) \ + P(class, prefix, weaponstart, float, NONE) \ + P(class, prefix, weaponthrowable, float, NONE) \ + END() + W_PROPS(X, MachineGun, machinegun) +#undef X + ENDCLASS(MachineGun) -REGISTER_WEAPON(MACHINEGUN, NEW(MachineGun)); - -#define MACHINEGUN_SETTINGS(w_cvar,w_prop) MACHINEGUN_SETTINGS_LIST(w_cvar, w_prop, MACHINEGUN, machinegun) -#define MACHINEGUN_SETTINGS_LIST(w_cvar,w_prop,id,sn) \ - w_cvar(id, sn, NONE, spread_min) \ - w_cvar(id, sn, NONE, spread_max) \ - w_cvar(id, sn, NONE, spread_add) \ - w_cvar(id, sn, NONE, mode) \ - w_cvar(id, sn, NONE, first) \ - w_cvar(id, sn, NONE, first_damage) \ - w_cvar(id, sn, NONE, first_force) \ - w_cvar(id, sn, NONE, first_refire) \ - w_cvar(id, sn, NONE, first_spread) \ - w_cvar(id, sn, NONE, first_ammo) \ - w_cvar(id, sn, NONE, solidpenetration) \ - w_cvar(id, sn, NONE, sustained_damage) \ - w_cvar(id, sn, NONE, sustained_force) \ - w_cvar(id, sn, NONE, sustained_refire) \ - w_cvar(id, sn, NONE, sustained_spread) \ - w_cvar(id, sn, NONE, sustained_ammo) \ - w_cvar(id, sn, NONE, burst) \ - w_cvar(id, sn, NONE, burst_refire) \ - w_cvar(id, sn, NONE, burst_refire2) \ - w_cvar(id, sn, NONE, burst_animtime) \ - w_cvar(id, sn, NONE, burst_speed) \ - w_cvar(id, sn, NONE, burst_ammo) \ - w_prop(id, sn, float, reloading_ammo, reload_ammo) \ - w_prop(id, sn, float, reloading_time, reload_time) \ - w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \ - w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \ - w_prop(id, sn, string, weaponreplace, weaponreplace) \ - w_prop(id, sn, float, weaponstart, weaponstart) \ - w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \ - w_prop(id, sn, float, weaponthrowable, weaponthrowable) +REGISTER_WEAPON(MACHINEGUN, machinegun, NEW(MachineGun)); + -#ifdef SVQC -MACHINEGUN_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) -#endif #endif #ifdef IMPLEMENTATION #ifdef SVQC @@ -298,10 +300,6 @@ void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, .entity weaponentit } } } - METHOD(MachineGun, wr_init, void(entity thiswep)) - { - MACHINEGUN_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP); - } METHOD(MachineGun, wr_checkammo1, bool(entity thiswep)) { float ammo_amount; @@ -336,10 +334,6 @@ void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, .entity weaponentit } return ammo_amount; } - METHOD(MachineGun, wr_config, void(entity thiswep)) - { - MACHINEGUN_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS); - } METHOD(MachineGun, wr_reload, void(entity thiswep)) { W_Reload(self, min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo)), SND(RELOAD)); diff --git a/qcsrc/common/weapons/weapon/minelayer.qc b/qcsrc/common/weapons/weapon/minelayer.qc index 2f1459f83..0b069ca89 100644 --- a/qcsrc/common/weapons/weapon/minelayer.qc +++ b/qcsrc/common/weapons/weapon/minelayer.qc @@ -14,43 +14,45 @@ CLASS(MineLayer, Weapon) /* wepimg */ ATTRIB(MineLayer, model2, string, "weaponminelayer"); /* refname */ ATTRIB(MineLayer, netname, string, "minelayer"); /* wepname */ ATTRIB(MineLayer, m_name, string, _("Mine Layer")); + +#define X(BEGIN, P, END, class, prefix) \ + BEGIN(class) \ + P(class, prefix, ammo, float, NONE) \ + P(class, prefix, animtime, float, NONE) \ + P(class, prefix, damageforcescale, float, NONE) \ + P(class, prefix, damage, float, NONE) \ + P(class, prefix, detonatedelay, float, NONE) \ + P(class, prefix, edgedamage, float, NONE) \ + P(class, prefix, force, float, NONE) \ + P(class, prefix, health, float, NONE) \ + P(class, prefix, lifetime, float, NONE) \ + P(class, prefix, lifetime_countdown, float, NONE) \ + P(class, prefix, limit, float, NONE) \ + P(class, prefix, protection, float, NONE) \ + P(class, prefix, proximityradius, float, NONE) \ + P(class, prefix, radius, float, NONE) \ + P(class, prefix, refire, float, NONE) \ + P(class, prefix, reload_ammo, float, NONE) \ + P(class, prefix, reload_time, float, NONE) \ + P(class, prefix, remote_damage, float, NONE) \ + P(class, prefix, remote_edgedamage, float, NONE) \ + P(class, prefix, remote_force, float, NONE) \ + P(class, prefix, remote_radius, float, NONE) \ + P(class, prefix, speed, float, NONE) \ + P(class, prefix, switchdelay_drop, float, NONE) \ + P(class, prefix, switchdelay_raise, float, NONE) \ + P(class, prefix, time, float, NONE) \ + P(class, prefix, weaponreplace, string, NONE) \ + P(class, prefix, weaponstartoverride, float, NONE) \ + P(class, prefix, weaponstart, float, NONE) \ + P(class, prefix, weaponthrowable, float, NONE) \ + END() + W_PROPS(X, MineLayer, minelayer) +#undef X ENDCLASS(MineLayer) -REGISTER_WEAPON(MINE_LAYER, NEW(MineLayer)); - -#define MINELAYER_SETTINGS(w_cvar,w_prop) MINELAYER_SETTINGS_LIST(w_cvar, w_prop, MINE_LAYER, minelayer) -#define MINELAYER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \ - w_cvar(id, sn, NONE, ammo) \ - w_cvar(id, sn, NONE, animtime) \ - w_cvar(id, sn, NONE, damage) \ - w_cvar(id, sn, NONE, damageforcescale) \ - w_cvar(id, sn, NONE, detonatedelay) \ - w_cvar(id, sn, NONE, edgedamage) \ - w_cvar(id, sn, NONE, force) \ - w_cvar(id, sn, NONE, health) \ - w_cvar(id, sn, NONE, lifetime) \ - w_cvar(id, sn, NONE, lifetime_countdown) \ - w_cvar(id, sn, NONE, limit) \ - w_cvar(id, sn, NONE, protection) \ - w_cvar(id, sn, NONE, proximityradius) \ - w_cvar(id, sn, NONE, radius) \ - w_cvar(id, sn, NONE, refire) \ - w_cvar(id, sn, NONE, remote_damage) \ - w_cvar(id, sn, NONE, remote_edgedamage) \ - w_cvar(id, sn, NONE, remote_force) \ - w_cvar(id, sn, NONE, remote_radius) \ - w_cvar(id, sn, NONE, speed) \ - w_cvar(id, sn, NONE, time) \ - w_prop(id, sn, float, reloading_ammo, reload_ammo) \ - w_prop(id, sn, float, reloading_time, reload_time) \ - w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \ - w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \ - w_prop(id, sn, string, weaponreplace, weaponreplace) \ - w_prop(id, sn, float, weaponstart, weaponstart) \ - w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \ - w_prop(id, sn, float, weaponthrowable, weaponthrowable) +REGISTER_WEAPON(MINE_LAYER, minelayer, NEW(MineLayer)); #ifdef SVQC -MINELAYER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) void W_MineLayer_Think(); .float minelayer_detonate, mine_explodeanyway; .float mine_time; @@ -524,10 +526,6 @@ float W_MineLayer_PlacedMines(float detonate) sound(actor, CH_WEAPON_B, SND_MINE_DET, VOL_BASE, ATTN_NORM); } } - METHOD(MineLayer, wr_init, void(entity thiswep)) - { - MINELAYER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP); - } METHOD(MineLayer, wr_checkammo1, bool(entity thiswep)) { int slot = 0; // TODO: unhardcode @@ -547,10 +545,6 @@ float W_MineLayer_PlacedMines(float detonate) else return false; } - METHOD(MineLayer, wr_config, void(entity thiswep)) - { - MINELAYER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS); - } METHOD(MineLayer, wr_resetplayers, void(entity thiswep)) { self.minelayer_mines = 0; diff --git a/qcsrc/common/weapons/weapon/mortar.qc b/qcsrc/common/weapons/weapon/mortar.qc index 223d13ffb..6a479c20a 100644 --- a/qcsrc/common/weapons/weapon/mortar.qc +++ b/qcsrc/common/weapons/weapon/mortar.qc @@ -14,43 +14,46 @@ CLASS(Mortar, Weapon) /* wepimg */ ATTRIB(Mortar, model2, string, "weapongrenadelauncher"); /* refname */ ATTRIB(Mortar, netname, string, "mortar"); /* wepname */ ATTRIB(Mortar, m_name, string, _("Mortar")); + +#define X(BEGIN, P, END, class, prefix) \ + BEGIN(class) \ + P(class, prefix, ammo, float, BOTH) \ + P(class, prefix, animtime, float, BOTH) \ + P(class, prefix, bouncefactor, float, NONE) \ + P(class, prefix, bouncestop, float, NONE) \ + P(class, prefix, damageforcescale, float, BOTH) \ + P(class, prefix, damage, float, BOTH) \ + P(class, prefix, edgedamage, float, BOTH) \ + P(class, prefix, force, float, BOTH) \ + P(class, prefix, health, float, BOTH) \ + P(class, prefix, lifetime, float, BOTH) \ + P(class, prefix, lifetime_bounce, float, SEC) \ + P(class, prefix, lifetime_stick, float, BOTH) \ + P(class, prefix, radius, float, BOTH) \ + P(class, prefix, refire, float, BOTH) \ + P(class, prefix, reload_ammo, float, NONE) \ + P(class, prefix, reload_time, float, NONE) \ + P(class, prefix, remote_detonateprimary, float, SEC) \ + P(class, prefix, remote_minbouncecnt, float, PRI) \ + P(class, prefix, speed, float, BOTH) \ + P(class, prefix, speed_up, float, BOTH) \ + P(class, prefix, speed_z, float, BOTH) \ + P(class, prefix, spread, float, BOTH) \ + P(class, prefix, switchdelay_drop, float, NONE) \ + P(class, prefix, switchdelay_raise, float, NONE) \ + P(class, prefix, type, float, BOTH) \ + P(class, prefix, weaponreplace, string, NONE) \ + P(class, prefix, weaponstartoverride, float, NONE) \ + P(class, prefix, weaponstart, float, NONE) \ + P(class, prefix, weaponthrowable, float, NONE) \ + END() + W_PROPS(X, Mortar, mortar) +#undef X ENDCLASS(Mortar) -REGISTER_WEAPON(MORTAR, NEW(Mortar)); - -#define MORTAR_SETTINGS(w_cvar,w_prop) MORTAR_SETTINGS_LIST(w_cvar, w_prop, MORTAR, mortar) -#define MORTAR_SETTINGS_LIST(w_cvar,w_prop,id,sn) \ - w_cvar(id, sn, BOTH, ammo) \ - w_cvar(id, sn, BOTH, animtime) \ - w_cvar(id, sn, NONE, bouncefactor) \ - w_cvar(id, sn, NONE, bouncestop) \ - w_cvar(id, sn, BOTH, damage) \ - w_cvar(id, sn, BOTH, damageforcescale) \ - w_cvar(id, sn, BOTH, edgedamage) \ - w_cvar(id, sn, BOTH, force) \ - w_cvar(id, sn, BOTH, health) \ - w_cvar(id, sn, BOTH, lifetime) \ - w_cvar(id, sn, SEC, lifetime_bounce) \ - w_cvar(id, sn, BOTH, lifetime_stick) \ - w_cvar(id, sn, BOTH, radius) \ - w_cvar(id, sn, BOTH, refire) \ - w_cvar(id, sn, SEC, remote_detonateprimary) \ - w_cvar(id, sn, PRI, remote_minbouncecnt) \ - w_cvar(id, sn, BOTH, speed) \ - w_cvar(id, sn, BOTH, speed_up) \ - w_cvar(id, sn, BOTH, speed_z) \ - w_cvar(id, sn, BOTH, spread) \ - w_cvar(id, sn, BOTH, type) \ - w_prop(id, sn, float, reloading_ammo, reload_ammo) \ - w_prop(id, sn, float, reloading_time, reload_time) \ - w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \ - w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \ - w_prop(id, sn, string, weaponreplace, weaponreplace) \ - w_prop(id, sn, float, weaponstart, weaponstart) \ - w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \ - w_prop(id, sn, float, weaponthrowable, weaponthrowable) +REGISTER_WEAPON(MORTAR, mortar, NEW(Mortar)); + #ifdef SVQC -MORTAR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) .float gl_detonate_later; .float gl_bouncecnt; #endif @@ -368,10 +371,6 @@ void W_Mortar_Attack2(Weapon thiswep) } } } - METHOD(Mortar, wr_init, void(entity thiswep)) - { - MORTAR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP); - } METHOD(Mortar, wr_checkammo1, bool(entity thiswep)) { float ammo_amount = self.WEP_AMMO(MORTAR) >= WEP_CVAR_PRI(mortar, ammo); @@ -384,10 +383,6 @@ void W_Mortar_Attack2(Weapon thiswep) ammo_amount += self.(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_SEC(mortar, ammo); return ammo_amount; } - METHOD(Mortar, wr_config, void(entity thiswep)) - { - MORTAR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS); - } METHOD(Mortar, wr_reload, void(entity thiswep)) { W_Reload(self, min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), SND(RELOAD)); // WEAPONTODO diff --git a/qcsrc/common/weapons/weapon/porto.qc b/qcsrc/common/weapons/weapon/porto.qc index b8c54c416..f992e31bd 100644 --- a/qcsrc/common/weapons/weapon/porto.qc +++ b/qcsrc/common/weapons/weapon/porto.qc @@ -14,25 +14,27 @@ CLASS(PortoLaunch, Weapon) /* wepimg */ ATTRIB(PortoLaunch, model2, string, "weaponporto"); /* refname */ ATTRIB(PortoLaunch, netname, string, "porto"); /* wepname */ ATTRIB(PortoLaunch, m_name, string, _("Port-O-Launch")); + +#define X(BEGIN, P, END, class, prefix) \ + BEGIN(class) \ + P(class, prefix, animtime, float, BOTH) \ + P(class, prefix, lifetime, float, BOTH) \ + P(class, prefix, refire, float, BOTH) \ + P(class, prefix, secondary, float, NONE) \ + P(class, prefix, speed, float, BOTH) \ + P(class, prefix, switchdelay_drop, float, NONE) \ + P(class, prefix, switchdelay_raise, float, NONE) \ + P(class, prefix, weaponreplace, string,NONE) \ + P(class, prefix, weaponstartoverride, float, NONE) \ + P(class, prefix, weaponstart, float, NONE) \ + P(class, prefix, weaponthrowable, float, NONE) \ + END() + W_PROPS(X, PortoLaunch, porto) +#undef X ENDCLASS(PortoLaunch) -REGISTER_WEAPON(PORTO, NEW(PortoLaunch)); - -#define PORTO_SETTINGS(w_cvar,w_prop) PORTO_SETTINGS_LIST(w_cvar, w_prop, PORTO, porto) -#define PORTO_SETTINGS_LIST(w_cvar,w_prop,id,sn) \ - w_cvar(id, sn, BOTH, animtime) \ - w_cvar(id, sn, BOTH, lifetime) \ - w_cvar(id, sn, BOTH, refire) \ - w_cvar(id, sn, BOTH, speed) \ - w_cvar(id, sn, NONE, secondary) \ - w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \ - w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \ - w_prop(id, sn, string, weaponreplace, weaponreplace) \ - w_prop(id, sn, float, weaponstart, weaponstart) \ - w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \ - w_prop(id, sn, float, weaponthrowable, weaponthrowable) +REGISTER_WEAPON(PORTO, porto, NEW(PortoLaunch)); #ifdef SVQC -PORTO_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) .entity porto_current; .vector porto_v_angle; // holds "held" view angles .float porto_v_angle_held; @@ -301,10 +303,6 @@ void W_Porto_Attack(float type) if(bot_aim(WEP_CVAR_PRI(porto, speed), 0, WEP_CVAR_PRI(porto, lifetime), false)) self.BUTTON_ATCK = true; } - METHOD(PortoLaunch, wr_config, void(entity this)) - { - PORTO_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS); - } METHOD(PortoLaunch, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { if(WEP_CVAR(porto, secondary)) @@ -371,10 +369,6 @@ void W_Porto_Attack(float type) // always allow infinite ammo return true; } - METHOD(PortoLaunch, wr_init, void(entity this)) - { - PORTO_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP); - } METHOD(PortoLaunch, wr_setup, void(entity thiswep)) { SELFPARAM(); diff --git a/qcsrc/common/weapons/weapon/rifle.qc b/qcsrc/common/weapons/weapon/rifle.qc index a639747db..59e254990 100644 --- a/qcsrc/common/weapons/weapon/rifle.qc +++ b/qcsrc/common/weapons/weapon/rifle.qc @@ -14,36 +14,39 @@ CLASS(Rifle, Weapon) /* wepimg */ ATTRIB(Rifle, model2, string, "weaponrifle"); /* refname */ ATTRIB(Rifle, netname, string, "rifle"); /* wepname */ ATTRIB(Rifle, m_name, string, _("Rifle")); + +#define X(BEGIN, P, END, class, prefix) \ + BEGIN(class) \ + P(class, prefix, ammo, float, BOTH) \ + P(class, prefix, animtime, float, BOTH) \ + P(class, prefix, bullethail, float, BOTH) \ + P(class, prefix, burstcost, float, BOTH) \ + P(class, prefix, bursttime, float, NONE) \ + P(class, prefix, damage, float, BOTH) \ + P(class, prefix, force, float, BOTH) \ + P(class, prefix, refire, float, BOTH) \ + P(class, prefix, reload, float, SEC) \ + P(class, prefix, reload_ammo, float, NONE) \ + P(class, prefix, reload_time, float, NONE) \ + P(class, prefix, secondary, float, NONE) \ + P(class, prefix, shots, float, BOTH) \ + P(class, prefix, solidpenetration, float, BOTH) \ + P(class, prefix, spread, float, BOTH) \ + P(class, prefix, switchdelay_drop, float, NONE) \ + P(class, prefix, switchdelay_raise, float, NONE) \ + P(class, prefix, tracer, float, BOTH) \ + P(class, prefix, weaponreplace, string, NONE) \ + P(class, prefix, weaponstartoverride, float, NONE) \ + P(class, prefix, weaponstart, float, NONE) \ + P(class, prefix, weaponthrowable, float, NONE) \ + END() + W_PROPS(X, Rifle, rifle) +#undef X ENDCLASS(Rifle) -REGISTER_WEAPON(RIFLE, NEW(Rifle)); +REGISTER_WEAPON(RIFLE, rifle, NEW(Rifle)); -#define RIFLE_SETTINGS(w_cvar,w_prop) RIFLE_SETTINGS_LIST(w_cvar, w_prop, RIFLE, rifle) -#define RIFLE_SETTINGS_LIST(w_cvar,w_prop,id,sn) \ - w_cvar(id, sn, BOTH, ammo) \ - w_cvar(id, sn, BOTH, animtime) \ - w_cvar(id, sn, BOTH, bullethail) \ - w_cvar(id, sn, BOTH, burstcost) \ - w_cvar(id, sn, BOTH, damage) \ - w_cvar(id, sn, BOTH, force) \ - w_cvar(id, sn, BOTH, refire) \ - w_cvar(id, sn, BOTH, shots) \ - w_cvar(id, sn, BOTH, solidpenetration) \ - w_cvar(id, sn, BOTH, spread) \ - w_cvar(id, sn, BOTH, tracer) \ - w_cvar(id, sn, NONE, bursttime) \ - w_cvar(id, sn, NONE, secondary) \ - w_cvar(id, sn, SEC, reload) \ - w_prop(id, sn, float, reloading_ammo, reload_ammo) \ - w_prop(id, sn, float, reloading_time, reload_time) \ - w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \ - w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \ - w_prop(id, sn, string, weaponreplace, weaponreplace) \ - w_prop(id, sn, float, weaponstart, weaponstart) \ - w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \ - w_prop(id, sn, float, weaponthrowable, weaponthrowable) #ifdef SVQC -RIFLE_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) .float rifle_accumulator; #endif #endif @@ -193,10 +196,6 @@ void W_Rifle_BulletHail(.entity weaponentity, float mode, void() AttackFunc, WFR } } } - METHOD(Rifle, wr_init, void(entity thiswep)) - { - RIFLE_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP); - } METHOD(Rifle, wr_checkammo1, bool(entity thiswep)) { float ammo_amount = self.WEP_AMMO(RIFLE) >= WEP_CVAR_PRI(rifle, ammo); @@ -209,10 +208,6 @@ void W_Rifle_BulletHail(.entity weaponentity, float mode, void() AttackFunc, WFR ammo_amount += self.(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_SEC(rifle, ammo); return ammo_amount; } - METHOD(Rifle, wr_config, void(entity thiswep)) - { - RIFLE_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS); - } METHOD(Rifle, wr_resetplayer, void(entity thiswep)) { self.rifle_accumulator = time - WEP_CVAR(rifle, bursttime); diff --git a/qcsrc/common/weapons/weapon/seeker.qc b/qcsrc/common/weapons/weapon/seeker.qc index 01c7feb88..ae6b736df 100644 --- a/qcsrc/common/weapons/weapon/seeker.qc +++ b/qcsrc/common/weapons/weapon/seeker.qc @@ -14,72 +14,75 @@ CLASS(Seeker, Weapon) /* wepimg */ ATTRIB(Seeker, model2, string, "weaponseeker"); /* refname */ ATTRIB(Seeker, netname, string, "seeker"); /* wepname */ ATTRIB(Seeker, m_name, string, _("T.A.G. Seeker")); + +#define X(BEGIN, P, END, class, prefix) \ + BEGIN(class) \ + P(class, prefix, flac_ammo, float, NONE) \ + P(class, prefix, flac_animtime, float, NONE) \ + P(class, prefix, flac_damage, float, NONE) \ + P(class, prefix, flac_edgedamage, float, NONE) \ + P(class, prefix, flac_force, float, NONE) \ + P(class, prefix, flac_lifetime, float, NONE) \ + P(class, prefix, flac_lifetime_rand, float, NONE) \ + P(class, prefix, flac_radius, float, NONE) \ + P(class, prefix, flac_refire, float, NONE) \ + P(class, prefix, flac_speed, float, NONE) \ + P(class, prefix, flac_speed_up, float, NONE) \ + P(class, prefix, flac_speed_z, float, NONE) \ + P(class, prefix, flac_spread, float, NONE) \ + P(class, prefix, missile_accel, float, NONE) \ + P(class, prefix, missile_ammo, float, NONE) \ + P(class, prefix, missile_animtime, float, NONE) \ + P(class, prefix, missile_count, float, NONE) \ + P(class, prefix, missile_damageforcescale, float, NONE) \ + P(class, prefix, missile_damage, float, NONE) \ + P(class, prefix, missile_decel, float, NONE) \ + P(class, prefix, missile_delay, float, NONE) \ + P(class, prefix, missile_edgedamage, float, NONE) \ + P(class, prefix, missile_force, float, NONE) \ + P(class, prefix, missile_health, float, NONE) \ + P(class, prefix, missile_lifetime, float, NONE) \ + P(class, prefix, missile_proxy, float, NONE) \ + P(class, prefix, missile_proxy_delay, float, NONE) \ + P(class, prefix, missile_proxy_maxrange, float, NONE) \ + P(class, prefix, missile_radius, float, NONE) \ + P(class, prefix, missile_refire, float, NONE) \ + P(class, prefix, missile_smart, float, NONE) \ + P(class, prefix, missile_smart_mindist, float, NONE) \ + P(class, prefix, missile_smart_trace_max, float, NONE) \ + P(class, prefix, missile_smart_trace_min, float, NONE) \ + P(class, prefix, missile_speed, float, NONE) \ + P(class, prefix, missile_speed_max, float, NONE) \ + P(class, prefix, missile_speed_up, float, NONE) \ + P(class, prefix, missile_speed_z, float, NONE) \ + P(class, prefix, missile_spread, float, NONE) \ + P(class, prefix, missile_turnrate, float, NONE) \ + P(class, prefix, reload_ammo, float, NONE) \ + P(class, prefix, reload_time, float, NONE) \ + P(class, prefix, switchdelay_drop, float, NONE) \ + P(class, prefix, switchdelay_raise, float, NONE) \ + P(class, prefix, tag_ammo, float, NONE) \ + P(class, prefix, tag_animtime, float, NONE) \ + P(class, prefix, tag_damageforcescale, float, NONE) \ + P(class, prefix, tag_health, float, NONE) \ + P(class, prefix, tag_lifetime, float, NONE) \ + P(class, prefix, tag_refire, float, NONE) \ + P(class, prefix, tag_speed, float, NONE) \ + P(class, prefix, tag_spread, float, NONE) \ + P(class, prefix, tag_tracker_lifetime, float, NONE) \ + P(class, prefix, type, float, NONE) \ + P(class, prefix, weaponreplace, string, NONE) \ + P(class, prefix, weaponstartoverride, float, NONE) \ + P(class, prefix, weaponstart, float, NONE) \ + P(class, prefix, weaponthrowable, float, NONE) \ + END() + W_PROPS(X, Seeker, seeker) +#undef X ENDCLASS(Seeker) -REGISTER_WEAPON(SEEKER, NEW(Seeker)); - -#define SEEKER_SETTINGS(w_cvar,w_prop) SEEKER_SETTINGS_LIST(w_cvar, w_prop, SEEKER, seeker) -#define SEEKER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \ - w_cvar(id, sn, NONE, type) \ - w_cvar(id, sn, NONE, flac_ammo) \ - w_cvar(id, sn, NONE, flac_animtime) \ - w_cvar(id, sn, NONE, flac_damage) \ - w_cvar(id, sn, NONE, flac_edgedamage) \ - w_cvar(id, sn, NONE, flac_force) \ - w_cvar(id, sn, NONE, flac_lifetime) \ - w_cvar(id, sn, NONE, flac_lifetime_rand) \ - w_cvar(id, sn, NONE, flac_radius) \ - w_cvar(id, sn, NONE, flac_refire) \ - w_cvar(id, sn, NONE, flac_speed) \ - w_cvar(id, sn, NONE, flac_speed_up) \ - w_cvar(id, sn, NONE, flac_speed_z) \ - w_cvar(id, sn, NONE, flac_spread) \ - w_cvar(id, sn, NONE, missile_accel) \ - w_cvar(id, sn, NONE, missile_ammo) \ - w_cvar(id, sn, NONE, missile_animtime) \ - w_cvar(id, sn, NONE, missile_count) \ - w_cvar(id, sn, NONE, missile_damage) \ - w_cvar(id, sn, NONE, missile_damageforcescale) \ - w_cvar(id, sn, NONE, missile_decel) \ - w_cvar(id, sn, NONE, missile_delay) \ - w_cvar(id, sn, NONE, missile_edgedamage) \ - w_cvar(id, sn, NONE, missile_force) \ - w_cvar(id, sn, NONE, missile_health) \ - w_cvar(id, sn, NONE, missile_lifetime) \ - w_cvar(id, sn, NONE, missile_proxy) \ - w_cvar(id, sn, NONE, missile_proxy_delay) \ - w_cvar(id, sn, NONE, missile_proxy_maxrange) \ - w_cvar(id, sn, NONE, missile_radius) \ - w_cvar(id, sn, NONE, missile_refire) \ - w_cvar(id, sn, NONE, missile_smart) \ - w_cvar(id, sn, NONE, missile_smart_mindist) \ - w_cvar(id, sn, NONE, missile_smart_trace_max) \ - w_cvar(id, sn, NONE, missile_smart_trace_min) \ - w_cvar(id, sn, NONE, missile_speed) \ - w_cvar(id, sn, NONE, missile_speed_max) \ - w_cvar(id, sn, NONE, missile_speed_up) \ - w_cvar(id, sn, NONE, missile_speed_z) \ - w_cvar(id, sn, NONE, missile_spread) \ - w_cvar(id, sn, NONE, missile_turnrate) \ - w_cvar(id, sn, NONE, tag_ammo) \ - w_cvar(id, sn, NONE, tag_animtime) \ - w_cvar(id, sn, NONE, tag_damageforcescale) \ - w_cvar(id, sn, NONE, tag_health) \ - w_cvar(id, sn, NONE, tag_lifetime) \ - w_cvar(id, sn, NONE, tag_refire) \ - w_cvar(id, sn, NONE, tag_speed) \ - w_cvar(id, sn, NONE, tag_spread) \ - w_cvar(id, sn, NONE, tag_tracker_lifetime) \ - w_prop(id, sn, float, reloading_ammo, reload_ammo) \ - w_prop(id, sn, float, reloading_time, reload_time) \ - w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \ - w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \ - w_prop(id, sn, string, weaponreplace, weaponreplace) \ - w_prop(id, sn, float, weaponstart, weaponstart) \ - w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \ - w_prop(id, sn, float, weaponthrowable, weaponthrowable) +REGISTER_WEAPON(SEEKER, seeker, NEW(Seeker)); + #ifdef SVQC -SEEKER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) .entity tag_target, wps_tag_tracker; .float tag_time; #endif @@ -648,10 +651,6 @@ void W_Seeker_Fire_Tag(Weapon thiswep) } } } - METHOD(Seeker, wr_init, void(entity thiswep)) - { - SEEKER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP); - } METHOD(Seeker, wr_checkammo1, bool(entity thiswep)) { float ammo_amount; @@ -682,10 +681,6 @@ void W_Seeker_Fire_Tag(Weapon thiswep) } return ammo_amount; } - METHOD(Seeker, wr_config, void(entity thiswep)) - { - SEEKER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS); - } METHOD(Seeker, wr_reload, void(entity thiswep)) { W_Reload(self, min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo)), SND(RELOAD)); diff --git a/qcsrc/common/weapons/weapon/shockwave.qc b/qcsrc/common/weapons/weapon/shockwave.qc index 43a207e96..bc1d768d2 100644 --- a/qcsrc/common/weapons/weapon/shockwave.qc +++ b/qcsrc/common/weapons/weapon/shockwave.qc @@ -14,64 +14,66 @@ CLASS(Shockwave, Weapon) /* wepimg */ ATTRIB(Shockwave, model2, string, "weaponshotgun"); /* refname */ ATTRIB(Shockwave, netname, string, "shockwave"); /* wepname */ ATTRIB(Shockwave, m_name, string, _("Shockwave")); + +#define X(BEGIN, P, END, class, prefix) \ + BEGIN(class) \ + P(class, prefix, blast_animtime, float, NONE) \ + P(class, prefix, blast_damage, float, NONE) \ + P(class, prefix, blast_distance, float, NONE) \ + P(class, prefix, blast_edgedamage, float, NONE) \ + P(class, prefix, blast_force, float, NONE) \ + P(class, prefix, blast_force_forwardbias, float, NONE) \ + P(class, prefix, blast_force_zscale, float, NONE) \ + P(class, prefix, blast_jump_damage, float, NONE) \ + P(class, prefix, blast_jump_edgedamage, float, NONE) \ + P(class, prefix, blast_jump_force, float, NONE) \ + P(class, prefix, blast_jump_force_velocitybias, float, NONE) \ + P(class, prefix, blast_jump_force_zscale, float, NONE) \ + P(class, prefix, blast_jump_multiplier_accuracy, float, NONE) \ + P(class, prefix, blast_jump_multiplier_distance, float, NONE) \ + P(class, prefix, blast_jump_multiplier_min, float, NONE) \ + P(class, prefix, blast_jump_radius, float, NONE) \ + P(class, prefix, blast_multiplier_accuracy, float, NONE) \ + P(class, prefix, blast_multiplier_distance, float, NONE) \ + P(class, prefix, blast_multiplier_min, float, NONE) \ + P(class, prefix, blast_refire, float, NONE) \ + P(class, prefix, blast_splash_damage, float, NONE) \ + P(class, prefix, blast_splash_edgedamage, float, NONE) \ + P(class, prefix, blast_splash_force, float, NONE) \ + P(class, prefix, blast_splash_force_forwardbias, float, NONE) \ + P(class, prefix, blast_splash_multiplier_accuracy, float, NONE) \ + P(class, prefix, blast_splash_multiplier_distance, float, NONE) \ + P(class, prefix, blast_splash_multiplier_min, float, NONE) \ + P(class, prefix, blast_splash_radius, float, NONE) \ + P(class, prefix, blast_spread_max, float, NONE) \ + P(class, prefix, blast_spread_min, float, NONE) \ + P(class, prefix, melee_animtime, float, NONE) \ + P(class, prefix, melee_damage, float, NONE) \ + P(class, prefix, melee_delay, float, NONE) \ + P(class, prefix, melee_force, float, NONE) \ + P(class, prefix, melee_multihit, float, NONE) \ + P(class, prefix, melee_no_doubleslap, float, NONE) \ + P(class, prefix, melee_nonplayerdamage, float, NONE) \ + P(class, prefix, melee_range, float, NONE) \ + P(class, prefix, melee_refire, float, NONE) \ + P(class, prefix, melee_swing_side, float, NONE) \ + P(class, prefix, melee_swing_up, float, NONE) \ + P(class, prefix, melee_time, float, NONE) \ + P(class, prefix, melee_traces, float, NONE) \ + P(class, prefix, switchdelay_raise, float, NONE) \ + P(class, prefix, switchdelay_drop, float, NONE) \ + P(class, prefix, weaponreplace, string, NONE) \ + P(class, prefix, weaponstart, float, NONE) \ + P(class, prefix, weaponstartoverride, float, NONE) \ + P(class, prefix, weaponthrowable, float, NONE) \ + END() + W_PROPS(X, Shockwave, shockwave) +#undef X + ENDCLASS(Shockwave) -REGISTER_WEAPON(SHOCKWAVE, NEW(Shockwave)); - -#define SHOCKWAVE_SETTINGS(w_cvar,w_prop) SHOCKWAVE_SETTINGS_LIST(w_cvar, w_prop, SHOCKWAVE, shockwave) -#define SHOCKWAVE_SETTINGS_LIST(w_cvar,w_prop,id,sn) \ - w_cvar(id, sn, NONE, blast_animtime) \ - w_cvar(id, sn, NONE, blast_damage) \ - w_cvar(id, sn, NONE, blast_distance) \ - w_cvar(id, sn, NONE, blast_edgedamage) \ - w_cvar(id, sn, NONE, blast_force) \ - w_cvar(id, sn, NONE, blast_force_forwardbias) \ - w_cvar(id, sn, NONE, blast_force_zscale) \ - w_cvar(id, sn, NONE, blast_jump_damage) \ - w_cvar(id, sn, NONE, blast_jump_edgedamage) \ - w_cvar(id, sn, NONE, blast_jump_force) \ - w_cvar(id, sn, NONE, blast_jump_force_velocitybias) \ - w_cvar(id, sn, NONE, blast_jump_force_zscale) \ - w_cvar(id, sn, NONE, blast_jump_multiplier_accuracy) \ - w_cvar(id, sn, NONE, blast_jump_multiplier_distance) \ - w_cvar(id, sn, NONE, blast_jump_multiplier_min) \ - w_cvar(id, sn, NONE, blast_jump_radius) \ - w_cvar(id, sn, NONE, blast_multiplier_accuracy) \ - w_cvar(id, sn, NONE, blast_multiplier_distance) \ - w_cvar(id, sn, NONE, blast_multiplier_min) \ - w_cvar(id, sn, NONE, blast_refire) \ - w_cvar(id, sn, NONE, blast_splash_damage) \ - w_cvar(id, sn, NONE, blast_splash_edgedamage) \ - w_cvar(id, sn, NONE, blast_splash_force) \ - w_cvar(id, sn, NONE, blast_splash_force_forwardbias) \ - w_cvar(id, sn, NONE, blast_splash_multiplier_accuracy) \ - w_cvar(id, sn, NONE, blast_splash_multiplier_distance) \ - w_cvar(id, sn, NONE, blast_splash_multiplier_min) \ - w_cvar(id, sn, NONE, blast_splash_radius) \ - w_cvar(id, sn, NONE, blast_spread_max) \ - w_cvar(id, sn, NONE, blast_spread_min) \ - w_cvar(id, sn, NONE, melee_animtime) \ - w_cvar(id, sn, NONE, melee_damage) \ - w_cvar(id, sn, NONE, melee_delay) \ - w_cvar(id, sn, NONE, melee_force) \ - w_cvar(id, sn, NONE, melee_multihit) \ - w_cvar(id, sn, NONE, melee_no_doubleslap) \ - w_cvar(id, sn, NONE, melee_nonplayerdamage) \ - w_cvar(id, sn, NONE, melee_range) \ - w_cvar(id, sn, NONE, melee_refire) \ - w_cvar(id, sn, NONE, melee_swing_side) \ - w_cvar(id, sn, NONE, melee_swing_up) \ - w_cvar(id, sn, NONE, melee_time) \ - w_cvar(id, sn, NONE, melee_traces) \ - w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \ - w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \ - w_prop(id, sn, string, weaponreplace, weaponreplace) \ - w_prop(id, sn, float, weaponstart, weaponstart) \ - w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \ - w_prop(id, sn, float, weaponthrowable, weaponthrowable) +REGISTER_WEAPON(SHOCKWAVE, shockwave, NEW(Shockwave)); + -#ifdef SVQC -SHOCKWAVE_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) -#endif #ifdef CSQC void Net_ReadShockwaveParticle(); .vector sw_shotorg; @@ -702,10 +704,6 @@ void W_Shockwave_Attack() } } } - METHOD(Shockwave, wr_init, void(entity thiswep)) - { - SHOCKWAVE_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP); - } METHOD(Shockwave, wr_checkammo1, bool(entity thiswep)) { return true; // infinite ammo @@ -715,10 +713,6 @@ void W_Shockwave_Attack() // shockwave has infinite ammo return true; } - METHOD(Shockwave, wr_config, void(entity thiswep)) - { - SHOCKWAVE_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS); - } METHOD(Shockwave, wr_suicidemessage, int(entity thiswep)) { return WEAPON_THINKING_WITH_PORTALS; diff --git a/qcsrc/common/weapons/weapon/shotgun.qc b/qcsrc/common/weapons/weapon/shotgun.qc index 27dfe4e4f..7b710b21f 100644 --- a/qcsrc/common/weapons/weapon/shotgun.qc +++ b/qcsrc/common/weapons/weapon/shotgun.qc @@ -14,43 +14,45 @@ CLASS(Shotgun, Weapon) /* wepimg */ ATTRIB(Shotgun, model2, string, "weaponshotgun"); /* refname */ ATTRIB(Shotgun, netname, string, "shotgun"); /* wepname */ ATTRIB(Shotgun, m_name, string, _("Shotgun")); + +#define X(BEGIN, P, END, class, prefix) \ + BEGIN(class) \ + P(class, prefix, alt_animtime, float, SEC) \ + P(class, prefix, alt_refire, float, SEC) \ + P(class, prefix, ammo, float, PRI) \ + P(class, prefix, animtime, float, BOTH) \ + P(class, prefix, bullets, float, PRI) \ + P(class, prefix, damage, float, BOTH) \ + P(class, prefix, force, float, BOTH) \ + P(class, prefix, melee_delay, float, SEC) \ + P(class, prefix, melee_multihit, float, SEC) \ + P(class, prefix, melee_nonplayerdamage, float, SEC) \ + P(class, prefix, melee_no_doubleslap, float, SEC) \ + P(class, prefix, melee_range, float, SEC) \ + P(class, prefix, melee_swing_side, float, SEC) \ + P(class, prefix, melee_swing_up, float, SEC) \ + P(class, prefix, melee_time, float, SEC) \ + P(class, prefix, melee_traces, float, SEC) \ + P(class, prefix, refire, float, BOTH) \ + P(class, prefix, reload_ammo, float, NONE) \ + P(class, prefix, reload_time, float, NONE) \ + P(class, prefix, secondary, float, NONE) \ + P(class, prefix, solidpenetration, float, PRI) \ + P(class, prefix, spread, float, PRI) \ + P(class, prefix, switchdelay_drop, float, NONE) \ + P(class, prefix, switchdelay_raise, float, NONE) \ + P(class, prefix, weaponreplace, string,NONE) \ + P(class, prefix, weaponstartoverride, float, NONE) \ + P(class, prefix, weaponstart, float, NONE) \ + P(class, prefix, weaponthrowable, float, NONE) \ + END() + W_PROPS(X, Shotgun, shotgun) +#undef X + ENDCLASS(Shotgun) -REGISTER_WEAPON(SHOTGUN, NEW(Shotgun)); - -#define SHOTGUN_SETTINGS(w_cvar,w_prop) SHOTGUN_SETTINGS_LIST(w_cvar, w_prop, SHOTGUN, shotgun) -#define SHOTGUN_SETTINGS_LIST(w_cvar,w_prop,id,sn) \ - w_cvar(id, sn, PRI, ammo) \ - w_cvar(id, sn, BOTH, animtime) \ - w_cvar(id, sn, BOTH, refire) \ - w_cvar(id, sn, PRI, bullets) \ - w_cvar(id, sn, BOTH, damage) \ - w_cvar(id, sn, BOTH, force) \ - w_cvar(id, sn, PRI, solidpenetration) \ - w_cvar(id, sn, PRI, spread) \ - w_cvar(id, sn, NONE, secondary) \ - w_cvar(id, sn, SEC, melee_time) \ - w_cvar(id, sn, SEC, melee_no_doubleslap) \ - w_cvar(id, sn, SEC, melee_traces) \ - w_cvar(id, sn, SEC, melee_swing_up) \ - w_cvar(id, sn, SEC, melee_swing_side) \ - w_cvar(id, sn, SEC, melee_nonplayerdamage) \ - w_cvar(id, sn, SEC, melee_multihit) \ - w_cvar(id, sn, SEC, melee_delay) \ - w_cvar(id, sn, SEC, melee_range) \ - w_cvar(id, sn, SEC, alt_animtime) \ - w_cvar(id, sn, SEC, alt_refire) \ - w_prop(id, sn, float, reloading_ammo, reload_ammo) \ - w_prop(id, sn, float, reloading_time, reload_time) \ - w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \ - w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \ - w_prop(id, sn, string, weaponreplace, weaponreplace) \ - w_prop(id, sn, float, weaponstart, weaponstart) \ - w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \ - w_prop(id, sn, float, weaponthrowable, weaponthrowable) +REGISTER_WEAPON(SHOTGUN, shotgun, NEW(Shotgun)); + -#ifdef SVQC -SHOTGUN_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) -#endif #endif #ifdef IMPLEMENTATION #ifdef SVQC @@ -278,10 +280,6 @@ void W_Shotgun_Attack3_Frame1(Weapon thiswep, entity actor, .entity weaponentity weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, W_Shotgun_Attack2); } } - METHOD(Shotgun, wr_init, void(entity thiswep)) - { - SHOTGUN_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP); - } METHOD(Shotgun, wr_setup, void(entity thiswep)) { self.ammo_field = ammo_none; @@ -309,10 +307,6 @@ void W_Shotgun_Attack3_Frame1(Weapon thiswep, entity actor, .entity weaponentity default: return false; // secondary unavailable } } - METHOD(Shotgun, wr_config, void(entity thiswep)) - { - SHOTGUN_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS); - } METHOD(Shotgun, wr_reload, void(entity thiswep)) { W_Reload(self, WEP_CVAR_PRI(shotgun, ammo), SND(RELOAD)); // WEAPONTODO diff --git a/qcsrc/common/weapons/weapon/tuba.qc b/qcsrc/common/weapons/weapon/tuba.qc index 308d43fc1..ef2e5e261 100644 --- a/qcsrc/common/weapons/weapon/tuba.qc +++ b/qcsrc/common/weapons/weapon/tuba.qc @@ -15,34 +15,34 @@ CLASS(Tuba, Weapon) /* refname */ ATTRIB(Tuba, netname, string, "tuba"); /* xgettext:no-c-format */ /* wepname */ ATTRIB(Tuba, m_name, string, _("@!#%'n Tuba")); + +#define X(BEGIN, P, END, class, prefix) \ + BEGIN(class) \ + P(class, prefix, animtime, float, NONE) \ + P(class, prefix, attenuation, float, NONE) \ + P(class, prefix, damage, float, NONE) \ + P(class, prefix, edgedamage, float, NONE) \ + P(class, prefix, fadetime, float, NONE) \ + P(class, prefix, force, float, NONE) \ + P(class, prefix, pitchstep, float, NONE) \ + P(class, prefix, radius, float, NONE) \ + P(class, prefix, refire, float, NONE) \ + P(class, prefix, switchdelay_drop, float, NONE) \ + P(class, prefix, switchdelay_raise, float, NONE) \ + P(class, prefix, volume, float, NONE) \ + P(class, prefix, weaponreplace, string, NONE) \ + P(class, prefix, weaponstartoverride, float, NONE) \ + P(class, prefix, weaponstart, float, NONE) \ + P(class, prefix, weaponthrowable, float, NONE) \ + END() + W_PROPS(X, Tuba, tuba) +#undef X + ENDCLASS(Tuba) -REGISTER_WEAPON(TUBA, NEW(Tuba)); - -#define TUBA_SETTINGS(w_cvar,w_prop) TUBA_SETTINGS_LIST(w_cvar, w_prop, TUBA, tuba) -#define TUBA_SETTINGS_LIST(w_cvar,w_prop,id,sn) \ - w_cvar(id, sn, NONE, animtime) \ - w_cvar(id, sn, NONE, attenuation) \ - w_cvar(id, sn, NONE, damage) \ - w_cvar(id, sn, NONE, edgedamage) \ - w_cvar(id, sn, NONE, fadetime) \ - w_cvar(id, sn, NONE, force) \ - w_cvar(id, sn, NONE, pitchstep) \ - w_cvar(id, sn, NONE, radius) \ - w_cvar(id, sn, NONE, refire) \ - w_cvar(id, sn, NONE, volume) \ - w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \ - w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \ - w_prop(id, sn, string, weaponreplace, weaponreplace) \ - w_prop(id, sn, float, weaponstart, weaponstart) \ - w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \ - w_prop(id, sn, float, weaponthrowable, weaponthrowable) +REGISTER_WEAPON(TUBA, tuba, NEW(Tuba)); + #ifdef SVQC -TUBA_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) -float W_Tuba_MarkClientOnlyFieldsAsUsed() { - // These variables are only used by client/tuba.qc. TODO: move client/tuba.qc code here. - return WEP_CVAR(tuba, fadetime) + WEP_CVAR(tuba, pitchstep) + WEP_CVAR(tuba, volume); -} .entity tuba_note; .float tuba_smoketime; @@ -403,10 +403,6 @@ void W_Tuba_NoteOn(float hittype) } } } - METHOD(Tuba, wr_init, void(entity thiswep)) - { - TUBA_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP); - } METHOD(Tuba, wr_setup, void(entity thiswep)) { self.ammo_field = ammo_none; @@ -447,10 +443,6 @@ void W_Tuba_NoteOn(float hittype) { return true; // tuba has infinite ammo } - METHOD(Tuba, wr_config, void(entity thiswep)) - { - TUBA_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS); - } METHOD(Tuba, wr_suicidemessage, int(entity thiswep)) { if(w_deathtype & HITTYPE_BOUNCE) diff --git a/qcsrc/common/weapons/weapon/vaporizer.qc b/qcsrc/common/weapons/weapon/vaporizer.qc index 7ab692f24..d5445000c 100644 --- a/qcsrc/common/weapons/weapon/vaporizer.qc +++ b/qcsrc/common/weapons/weapon/vaporizer.qc @@ -14,38 +14,42 @@ CLASS(Vaporizer, Weapon) /* wepimg */ ATTRIB(Vaporizer, model2, string, "weaponminstanex"); /* refname */ ATTRIB(Vaporizer, netname, string, "vaporizer"); /* wepname */ ATTRIB(Vaporizer, m_name, string, _("Vaporizer")); + +#define X(BEGIN, P, END, class, prefix) \ + BEGIN(class) \ + P(class, prefix, ammo, float, PRI) \ + P(class, prefix, animtime, float, PRI) \ + P(class, prefix, damage, float, PRI) \ + P(class, prefix, refire, float, PRI) \ + P(class, prefix, ammo, float, SEC) \ + P(class, prefix, animtime, float, SEC) \ + P(class, prefix, damage, float, SEC) \ + P(class, prefix, delay, float, SEC) \ + P(class, prefix, edgedamage, float, SEC) \ + P(class, prefix, force, float, SEC) \ + P(class, prefix, lifetime, float, SEC) \ + P(class, prefix, radius, float, SEC) \ + P(class, prefix, refire, float, SEC) \ + P(class, prefix, shotangle, float, SEC) \ + P(class, prefix, speed, float, SEC) \ + P(class, prefix, spread, float, SEC) \ + P(class, prefix, reload_ammo, float, NONE) \ + P(class, prefix, reload_time, float, NONE) \ + P(class, prefix, switchdelay_raise, float, NONE) \ + P(class, prefix, switchdelay_drop, float, NONE) \ + P(class, prefix, weaponreplace, string, NONE) \ + P(class, prefix, weaponstart, float, NONE) \ + P(class, prefix, weaponstartoverride, float, NONE) \ + P(class, prefix, weaponthrowable, float, NONE) \ + END() + W_PROPS(X, Vaporizer, vaporizer) +#undef X + ENDCLASS(Vaporizer) -REGISTER_WEAPON(VAPORIZER, NEW(Vaporizer)); - -#define VAPORIZER_SETTINGS(w_cvar,w_prop) VAPORIZER_SETTINGS_LIST(w_cvar, w_prop, VAPORIZER, vaporizer) -#define VAPORIZER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \ - w_cvar(id, sn, PRI, ammo) \ - w_cvar(id, sn, PRI, animtime) \ - w_cvar(id, sn, PRI, damage) \ - w_cvar(id, sn, PRI, refire) \ - w_cvar(id, sn, SEC, ammo) \ - w_cvar(id, sn, SEC, animtime) \ - w_cvar(id, sn, SEC, damage) \ - w_cvar(id, sn, SEC, delay) \ - w_cvar(id, sn, SEC, edgedamage) \ - w_cvar(id, sn, SEC, force) \ - w_cvar(id, sn, SEC, lifetime) \ - w_cvar(id, sn, SEC, radius) \ - w_cvar(id, sn, SEC, refire) \ - w_cvar(id, sn, SEC, shotangle) \ - w_cvar(id, sn, SEC, speed) \ - w_cvar(id, sn, SEC, spread) \ - w_prop(id, sn, float, reloading_ammo, reload_ammo) \ - w_prop(id, sn, float, reloading_time, reload_time) \ - w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \ - w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \ - w_prop(id, sn, string, weaponreplace, weaponreplace) \ - w_prop(id, sn, float, weaponstart, weaponstart) \ - w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \ - w_prop(id, sn, float, weaponthrowable, weaponthrowable) +REGISTER_WEAPON(VAPORIZER, vaporizer, NEW(Vaporizer)); + #ifdef SVQC -VAPORIZER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) .float vaporizer_lasthit; .float jump_interval; .float jump_interval2; @@ -416,11 +420,6 @@ void W_RocketMinsta_Attack3 () else actor.held_down = false; } - METHOD(Vaporizer, wr_init, void(entity thiswep)) - { - //W_Blaster(WR_INIT); // Samual: Is this really the proper thing to do? Didn't we already run this previously? - VAPORIZER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP); - } METHOD(Vaporizer, wr_setup, void(entity thiswep)) { self.ammo_field = WEP_AMMO(VAPORIZER); @@ -441,10 +440,6 @@ void W_RocketMinsta_Attack3 () ammo_amount += self.(weapon_load[WEP_VAPORIZER.m_id]) >= WEP_CVAR_SEC(vaporizer, ammo); return ammo_amount; } - METHOD(Vaporizer, wr_config, void(entity thiswep)) - { - VAPORIZER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS); - } METHOD(Vaporizer, wr_resetplayer, void(entity thiswep)) { self.vaporizer_lasthit = 0; diff --git a/qcsrc/common/weapons/weapon/vortex.qc b/qcsrc/common/weapons/weapon/vortex.qc index ded0eede4..56f7a12aa 100644 --- a/qcsrc/common/weapons/weapon/vortex.qc +++ b/qcsrc/common/weapons/weapon/vortex.qc @@ -14,47 +14,51 @@ CLASS(Vortex, Weapon) /* wepimg */ ATTRIB(Vortex, model2, string, "weaponnex"); /* refname */ ATTRIB(Vortex, netname, string, "vortex"); /* wepname */ ATTRIB(Vortex, m_name, string, _("Vortex")); + +#define X(BEGIN, P, END, class, prefix) \ + BEGIN(class) \ + P(class, prefix, ammo, float, BOTH) \ + P(class, prefix, animtime, float, BOTH) \ + P(class, prefix, chargepool, float, SEC) \ + P(class, prefix, chargepool_pause_regen, float, SEC) \ + P(class, prefix, chargepool_regen, float, SEC) \ + P(class, prefix, charge, float, NONE) \ + P(class, prefix, charge_animlimit, float, NONE) \ + P(class, prefix, charge_limit, float, NONE) \ + P(class, prefix, charge_maxspeed, float, NONE) \ + P(class, prefix, charge_mindmg, float, NONE) \ + P(class, prefix, charge_minspeed, float, NONE) \ + P(class, prefix, charge_rate, float, NONE) \ + P(class, prefix, charge_rot_pause, float, NONE) \ + P(class, prefix, charge_rot_rate, float, NONE) \ + P(class, prefix, charge_shot_multiplier, float, NONE) \ + P(class, prefix, charge_start, float, NONE) \ + P(class, prefix, charge_velocity_rate, float, NONE) \ + P(class, prefix, damagefalloff_forcehalflife, float, BOTH) \ + P(class, prefix, damagefalloff_halflife, float, BOTH) \ + P(class, prefix, damagefalloff_maxdist, float, BOTH) \ + P(class, prefix, damagefalloff_mindist, float, BOTH) \ + P(class, prefix, damage, float, BOTH) \ + P(class, prefix, force, float, BOTH) \ + P(class, prefix, refire, float, BOTH) \ + P(class, prefix, secondary, float, NONE) \ + P(class, prefix, reload_ammo, float, NONE) \ + P(class, prefix, reload_time, float, NONE) \ + P(class, prefix, switchdelay_raise, float, NONE) \ + P(class, prefix, switchdelay_drop, float, NONE) \ + P(class, prefix, weaponreplace, string, NONE) \ + P(class, prefix, weaponstart, float, NONE) \ + P(class, prefix, weaponstartoverride, float, NONE) \ + P(class, prefix, weaponthrowable, float, NONE) \ + END() + W_PROPS(X, Vortex, vortex) +#undef X + ENDCLASS(Vortex) -REGISTER_WEAPON(VORTEX, NEW(Vortex)); - -#define VORTEX_SETTINGS(w_cvar,w_prop) VORTEX_SETTINGS_LIST(w_cvar, w_prop, VORTEX, vortex) -#define VORTEX_SETTINGS_LIST(w_cvar,w_prop,id,sn) \ - w_cvar(id, sn, BOTH, ammo) \ - w_cvar(id, sn, BOTH, animtime) \ - w_cvar(id, sn, BOTH, damage) \ - w_cvar(id, sn, BOTH, force) \ - w_cvar(id, sn, BOTH, damagefalloff_mindist) \ - w_cvar(id, sn, BOTH, damagefalloff_maxdist) \ - w_cvar(id, sn, BOTH, damagefalloff_halflife) \ - w_cvar(id, sn, BOTH, damagefalloff_forcehalflife) \ - w_cvar(id, sn, BOTH, refire) \ - w_cvar(id, sn, NONE, charge) \ - w_cvar(id, sn, NONE, charge_mindmg) \ - w_cvar(id, sn, NONE, charge_shot_multiplier) \ - w_cvar(id, sn, NONE, charge_animlimit) \ - w_cvar(id, sn, NONE, charge_limit) \ - w_cvar(id, sn, NONE, charge_rate) \ - w_cvar(id, sn, NONE, charge_rot_rate) \ - w_cvar(id, sn, NONE, charge_rot_pause) \ - w_cvar(id, sn, NONE, charge_start) \ - w_cvar(id, sn, NONE, charge_minspeed) \ - w_cvar(id, sn, NONE, charge_maxspeed) \ - w_cvar(id, sn, NONE, charge_velocity_rate) \ - w_cvar(id, sn, NONE, secondary) \ - w_cvar(id, sn, SEC, chargepool) \ - w_cvar(id, sn, SEC, chargepool_regen) \ - w_cvar(id, sn, SEC, chargepool_pause_regen) \ - w_prop(id, sn, float, reloading_ammo, reload_ammo) \ - w_prop(id, sn, float, reloading_time, reload_time) \ - w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \ - w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \ - w_prop(id, sn, string, weaponreplace, weaponreplace) \ - w_prop(id, sn, float, weaponstart, weaponstart) \ - w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \ - w_prop(id, sn, float, weaponthrowable, weaponthrowable) +REGISTER_WEAPON(VORTEX, vortex, NEW(Vortex)); + #ifdef SVQC -VORTEX_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) .float vortex_lasthit; #endif @@ -316,10 +320,6 @@ void W_Vortex_Attack(Weapon thiswep, float issecondary) } } } - METHOD(Vortex, wr_init, void(entity thiswep)) - { - VORTEX_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP); - } METHOD(Vortex, wr_setup, void(entity thiswep)) { self.vortex_lasthit = 0; @@ -344,10 +344,6 @@ void W_Vortex_Attack(Weapon thiswep, float issecondary) return false; // zoom is not a fire mode } } - METHOD(Vortex, wr_config, void(entity thiswep)) - { - VORTEX_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS); - } METHOD(Vortex, wr_resetplayer, void(entity thiswep)) { if (WEP_CVAR(vortex, charge)) { @@ -373,7 +369,6 @@ void W_Vortex_Attack(Weapon thiswep, float issecondary) #endif #ifdef CSQC -float autocvar_g_balance_vortex_secondary = 0; // WEAPONTODO METHOD(Vortex, wr_impacteffect, void(entity thiswep)) { diff --git a/qcsrc/lib/net.qh b/qcsrc/lib/net.qh index a246359b4..95b3a878a 100644 --- a/qcsrc/lib/net.qh +++ b/qcsrc/lib/net.qh @@ -161,6 +161,16 @@ STATIC_INIT(RegisterTempEntities_renumber) #define APPROXPASTTIME_MAX (16384 * APPROXPASTTIME_ACCURACY_REQUIREMENT) #define APPROXPASTTIME_RANGE (64 * APPROXPASTTIME_ACCURACY_REQUIREMENT) + #if defined(CSQC) + #define Read_float() ReadFloat() + #define Read_int() ReadInt24_t() + #define Read_string() ReadString() + #elif defined(SVQC) + #define Write_float(to, f) WriteFloat(to, f) + #define Write_int(to, f) WriteInt24_t(to, f) + #define Write_string(to, f) WriteString(to, f) + #endif + #ifdef CSQC #define ReadRegistry(r) r##_from(ReadByte()) diff --git a/qcsrc/lib/oo.qh b/qcsrc/lib/oo.qh index 51c16d8c5..6e393ede7 100644 --- a/qcsrc/lib/oo.qh +++ b/qcsrc/lib/oo.qh @@ -165,8 +165,8 @@ STATIC_INIT(RegisterClasses) prototype METHOD_REFERENCE(cname, name) #define METHOD(cname, name, prototype) \ - class(cname).prototype name; \ STATIC_METHOD(cname, name, prototype); \ + class(cname) .prototype name; \ INIT_STATIC(cname) \ { \ this.name = METHOD_REFERENCE(cname, name); \ -- 2.39.2