6 #include <client/main.qh>
7 #include <common/constants.qh>
8 #include <common/deathtypes/all.qh>
9 #include <common/physics/movetypes/movetypes.qh>
10 #include <common/stats.qh>
11 #include <common/util.qh>
12 #include <common/weapons/calculations.qc>
13 #include <common/weapons/weapon/_mod.inc>
14 #include <lib/csqcmodel/cl_model.qh>
15 #include <lib/csqcmodel/interpolate.qh>
16 #include <lib/warpzone/anglestransform.qh>
17 #include <lib/warpzone/client.qh>
18 #include <lib/warpzone/common.qh>
20 #include <common/weapons/weapon/_mod.inc>
22 #include <common/constants.qh>
23 #include <common/deathtypes/all.qh>
24 #include <common/items/_mod.qh>
25 #include <common/mapinfo.qh>
26 #include <common/monsters/_mod.qh>
27 #include <common/notifications/all.qh>
28 #include <common/stats.qh>
29 #include <common/teams.qh>
30 #include <common/util.qh>
31 #include <common/weapons/calculations.qc>
32 #include <common/weapons/config.qc>
33 #include <common/weapons/config.qh>
34 #include <common/weapons/weapon/_mod.inc>
35 #include <lib/csqcmodel/sv_model.qh>
36 #include <lib/warpzone/anglestransform.qh>
37 #include <lib/warpzone/common.qh>
38 #include <lib/warpzone/server.qh>
39 #include <lib/warpzone/util_server.qh>
40 #include <server/command/_mod.qh>
41 #include <server/hook.qh>
42 #include <server/items/spawning.qh>
43 #include <server/mutators/_mod.qh>
44 #include <server/portals.qh>
45 #include <server/weapons/common.qh>
46 #include <server/weapons/csqcprojectile.qh>
47 #include <server/weapons/tracing.qh>
51 // WEAPON PLUGIN SYSTEM
53 WepSet _WepSet_FromWeapon(int a)
56 if (REGISTRY_MAX(Weapons) > 24)
60 if (REGISTRY_MAX(Weapons) > 48)
64 return '0 0 1' * BIT(a);
66 return '0 1 0' * BIT(a);
68 return '1 0 0' * BIT(a);
71 void WriteWepSet(float dst, WepSet w)
73 if (REGISTRY_MAX(Weapons) > 48) WriteInt72_t(dst, w);
74 else if (REGISTRY_MAX(Weapons) > 24) WriteInt48_t(dst, w);
75 else WriteInt24_t(dst, w.x);
79 WepSet WepSet_GetFromStat()
83 WepSet WepSet_GetFromStat_InMap()
85 return STAT(WEAPONSINMAP);
89 if (REGISTRY_MAX(Weapons) > 48) return ReadInt72_t();
90 if (REGISTRY_MAX(Weapons) > 24) return ReadInt48_t();
91 return ReadInt24_t() * '1 0 0';
95 string W_FixWeaponOrder(string order, float complete)
97 return fixPriorityList(order, WEP_FIRST, WEP_LAST, WEP_IMPULSE_BEGIN - WEP_FIRST, complete);
99 string W_NameWeaponOrder_MapFunc(string s)
104 entity wi = REGISTRY_GET(Weapons, i);
105 if (wi != WEP_Null) return wi.netname;
110 string W_NameWeaponOrder(string order)
112 return mapPriorityList(order, W_NameWeaponOrder_MapFunc);
114 string W_NumberWeaponOrder_MapFunc(string s)
116 if (s == "0" || stof(s)) return s;
117 FOREACH(Weapons, it != WEP_Null && (it.netname == s || it.m_deprecated_netname == s), return ftos(i));
120 string W_NumberWeaponOrder(string order)
122 return mapPriorityList(order, W_NumberWeaponOrder_MapFunc);
125 float W_FixWeaponOrder_BuildImpulseList_buf[REGISTRY_MAX(Weapons)];
126 string W_FixWeaponOrder_BuildImpulseList_order;
127 void W_FixWeaponOrder_BuildImpulseList_swap(int i, int j, entity pass)
130 h = W_FixWeaponOrder_BuildImpulseList_buf[i];
131 W_FixWeaponOrder_BuildImpulseList_buf[i] = W_FixWeaponOrder_BuildImpulseList_buf[j];
132 W_FixWeaponOrder_BuildImpulseList_buf[j] = h;
134 float W_FixWeaponOrder_BuildImpulseList_cmp(int i, int j, entity pass)
136 int si = W_FixWeaponOrder_BuildImpulseList_buf[i];
137 Weapon e1 = REGISTRY_GET(Weapons, si);
138 int sj = W_FixWeaponOrder_BuildImpulseList_buf[j];
139 Weapon e2 = REGISTRY_GET(Weapons, sj);
140 int d = (e1.impulse + 9) % 10 - (e2.impulse + 9) % 10;
141 if (d != 0) return -d; // high impulse first!
142 string s = strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " ");
143 return strstrofs(s, sprintf(" %d ", si), 0)
144 - strstrofs(s, sprintf(" %d ", sj), 0); // low char index first!
146 string W_FixWeaponOrder_BuildImpulseList(string o)
149 W_FixWeaponOrder_BuildImpulseList_order = o;
150 for (i = WEP_FIRST; i <= WEP_LAST; ++i)
151 W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST] = i;
152 heapsort(WEP_LAST - WEP_FIRST + 1, W_FixWeaponOrder_BuildImpulseList_swap, W_FixWeaponOrder_BuildImpulseList_cmp,
155 for (i = WEP_FIRST; i <= WEP_LAST; ++i)
156 o = strcat(o, " ", ftos(W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST]));
157 W_FixWeaponOrder_BuildImpulseList_order = string_null;
158 return substring(o, 1, -1);
161 string W_FixWeaponOrder_AllowIncomplete(entity this, string order)
163 return W_FixWeaponOrder(order, 0);
166 string W_FixWeaponOrder_ForceComplete(string order)
168 if (order == "") order = W_NumberWeaponOrder(cvar_defstring("cl_weaponpriority"));
169 return W_FixWeaponOrder(order, 1);
172 WepSet W_RandomWeapons(entity e, WepSet remaining, int n)
174 WepSet result = '0 0 0';
175 for (int j = 0; j < n; ++j)
177 RandomSelection_Init();
178 FOREACH(Weapons, it != WEP_Null, {
179 if (remaining & (it.m_wepset))
180 RandomSelection_AddEnt(it, 1, 1);
182 Weapon w = RandomSelection_chosen_ent;
183 result |= WepSet_FromWeapon(w);
184 remaining &= ~WepSet_FromWeapon(w);
189 // TODO: registry handles for below functions
190 string GetAmmoPicture(Resource ammotype)
194 case RES_SHELLS: return ITEM_Shells.m_icon;
195 case RES_BULLETS: return ITEM_Bullets.m_icon;
196 case RES_ROCKETS: return ITEM_Rockets.m_icon;
197 case RES_CELLS: return ITEM_Cells.m_icon;
198 case RES_PLASMA: return ITEM_Plasma.m_icon;
199 case RES_FUEL: return ITEM_JetpackFuel.m_icon;
200 default: return ""; // wtf, no ammo type?
204 string GetAmmoName(Resource ammotype)
208 case RES_SHELLS: return ITEM_Shells.m_name;
209 case RES_BULLETS: return ITEM_Bullets.m_name;
210 case RES_ROCKETS: return ITEM_Rockets.m_name;
211 case RES_CELLS: return ITEM_Cells.m_name;
212 case RES_PLASMA: return ITEM_Plasma.m_name;
213 case RES_FUEL: return ITEM_JetpackFuel.m_name;
214 default: return "batteries";
218 entity GetAmmoItem(Resource ammotype)
222 case RES_SHELLS: return ITEM_Shells;
223 case RES_BULLETS: return ITEM_Bullets;
224 case RES_ROCKETS: return ITEM_Rockets;
225 case RES_CELLS: return ITEM_Cells;
226 case RES_PLASMA: return ITEM_Plasma;
227 case RES_FUEL: return ITEM_JetpackFuel;
229 LOG_WARNF("Invalid ammo type %d ", ammotype.m_id);
231 // WEAPONTODO: use this generic func to reduce duplication ?
232 // GetAmmoPicture GetAmmoName notif_arg_item_wepammo ammo_pickupevalfunc ?
236 Resource GetAmmoTypeFromNum(int i)
240 case 0: return RES_SHELLS;
241 case 1: return RES_BULLETS;
242 case 2: return RES_ROCKETS;
243 case 3: return RES_CELLS;
244 case 4: return RES_PLASMA;
245 case 5: return RES_FUEL;
246 default: return RES_NONE;
250 int GetAmmoStat(Resource ammotype)
254 case RES_SHELLS: return STAT_SHELLS;
255 case RES_BULLETS: return STAT_NAILS;
256 case RES_ROCKETS: return STAT_ROCKETS;
257 case RES_CELLS: return STAT_CELLS;
258 case RES_PLASMA: return STAT_PLASMA.m_id;
259 case RES_FUEL: return STAT_FUEL.m_id;
265 string W_Sound(string w_snd)
267 string output = strcat("weapons/", w_snd);
268 MUTATOR_CALLHOOK(WeaponSound, w_snd, output);
269 return M_ARGV(1, string);
272 string W_Model(string w_mdl)
274 string output = strcat("models/weapons/", w_mdl);
275 MUTATOR_CALLHOOK(WeaponModel, w_mdl, output);
276 return M_ARGV(1, string);
280 vector shotorg_adjustfromclient(vector vecs, float y_is_right, float algn)
302 vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn)
307 vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
309 else if (STAT(SHOOTFROMEYE))
313 else if (STAT(SHOOTFROMCENTER))
318 else if ((s = G_SHOOTFROMFIXEDORIGIN) != "")
321 if (y_is_right) v.y = -v.y;
322 if (v.x != 0) vecs.x = v.x;
326 else // just do the same as top
328 vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
334 #define shotorg_adjust shotorg_adjust_values
339 * 1. simple animated model, muzzle flash handling on h_ model:
340 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
342 * shot = muzzle end (shot origin, also used for muzzle flashes)
343 * shell = casings ejection point (must be on the right hand side of the gun)
344 * weapon = attachment for v_tuba.md3
345 * v_tuba.md3 - first and third person model
346 * g_tuba.md3 - pickup model
348 * 2. simple animated model, muzzle flash handling on v_ model:
349 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
351 * weapon = attachment for v_tuba.md3
352 * v_tuba.md3 - first and third person model
354 * shot = muzzle end (shot origin, also used for muzzle flashes)
355 * shell = casings ejection point (must be on the right hand side of the gun)
356 * g_tuba.md3 - pickup model
358 * 3. fully animated model, muzzle flash handling on h_ model:
359 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
361 * shot = muzzle end (shot origin, also used for muzzle flashes)
362 * shell = casings ejection point (must be on the right hand side of the gun)
363 * handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
364 * v_tuba.md3 - third person model
365 * g_tuba.md3 - pickup model
367 * 4. fully animated model, muzzle flash handling on v_ model:
368 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
370 * shot = muzzle end (shot origin)
371 * shell = casings ejection point (must be on the right hand side of the gun)
372 * v_tuba.md3 - third person model
374 * shot = muzzle end (for muzzle flashes)
375 * g_tuba.md3 - pickup model
378 * this.origin, this.angles
380 * this.movedir, this.view_ofs, this.movedir_aligned
381 * this.spawnorigin (SVQC only)
388 void CL_WeaponEntity_SetModel(entity this, string name, bool _anim)
392 vector oldmin = this.mins, oldmax = this.maxs;
393 setmodel(this, MDL_Null);
394 setsize(this, oldmin, oldmax);
395 if (this.weaponchild) delete(this.weaponchild);
396 this.weaponchild = NULL;
397 this.movedir = '0 0 0';
399 this.spawnorigin = '0 0 0';
401 this.oldorigin = '0 0 0';
402 this.anim_fire1 = '0 1 0.01';
403 this.anim_fire2 = '0 1 0.01';
404 this.anim_idle = '0 1 0.01';
405 this.anim_reload = '0 1 0.01';
409 // if there is a child entity, hide it until we're sure we use it
410 if (this.weaponchild) this.weaponchild.model = "";
411 _setmodel(this, W_Model(strcat("v_", name, ".md3")));
412 int v_shot_idx; // used later
413 (v_shot_idx = gettagindex(this, "shot")) || (v_shot_idx = gettagindex(this, "tag_shot"));
415 _setmodel(this, W_Model(strcat("h_", name, ".iqm")));
416 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
417 this.anim_fire1 = animfixfps(this, '0 1 0.01', '0 0 0');
418 this.anim_fire2 = animfixfps(this, '1 1 0.01', '0 0 0');
419 this.anim_idle = animfixfps(this, '2 1 0.01', '0 0 0');
420 this.anim_reload = animfixfps(this, '3 1 0.01', '0 0 0');
422 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
423 // if we don't, this is a "real" animated model
425 if ((t = "weapon", gettagindex(this, t)) || (t = "tag_weapon", gettagindex(this, t)))
427 if (!this.weaponchild)
429 this.weaponchild = new(weaponchild);
431 this.weaponchild.drawmask = MASK_NORMAL;
432 this.weaponchild.renderflags |= RF_VIEWMODEL;
435 _setmodel(this.weaponchild, W_Model(strcat("v_", name, ".md3")));
436 setsize(this.weaponchild, '0 0 0', '0 0 0');
437 setattachment(this.weaponchild, this, t);
441 if (this.weaponchild) delete(this.weaponchild);
442 this.weaponchild = NULL;
445 setsize(this, '0 0 0', '0 0 0');
446 setorigin(this, '0 0 0');
447 this.angles = '0 0 0';
450 this.viewmodelforclient = NULL;
452 this.renderflags &= ~RF_VIEWMODEL;
454 if (v_shot_idx) // v_ model attached to invisible h_ model
456 this.movedir = gettaginfo(this.weaponchild, v_shot_idx);
461 if ((idx = gettagindex(this, "shot")) || (idx = gettagindex(this, "tag_shot")))
463 this.movedir = gettaginfo(this, idx);
467 LOG_WARNF("weapon model %s does not support the 'shot' tag, will display shots TOTALLY wrong",
469 this.movedir = '0 0 0';
475 // v_ model attached to invisible h_ model
477 && ((idx = gettagindex(this.weaponchild, "shell")) || (idx = gettagindex(this.weaponchild, "tag_shell"))))
479 this.spawnorigin = gettaginfo(this.weaponchild, idx);
481 else if ((idx = gettagindex(this, "shell")) || (idx = gettagindex(this, "tag_shell")))
483 this.spawnorigin = gettaginfo(this, idx);
487 LOG_WARNF("weapon model %s does not support the 'shell' tag, will display casings wrong",
489 this.spawnorigin = this.movedir;
495 this.oldorigin = '0 0 0'; // use regular attachment
500 if (this.weaponchild)
501 (idx = gettagindex(this, "weapon")) || (idx = gettagindex(this, "tag_weapon"));
503 (idx = gettagindex(this, "handle")) || (idx = gettagindex(this, "tag_handle"));
506 this.oldorigin = this.movedir - gettaginfo(this, idx);
511 "weapon model %s does not support the 'handle' tag "
512 "and neither does the v_ model support the 'shot' tag, "
513 "will display muzzle flashes TOTALLY wrong\n",
515 this.oldorigin = '0 0 0'; // there is no way to recover from this
520 this.viewmodelforclient = this.owner;
522 this.renderflags |= RF_VIEWMODEL;
526 this.view_ofs = '0 0 0';
527 this.movedir_aligned = this.movedir;
529 if (this.movedir.x >= 0)
531 //int algn = STAT(GUNALIGN, this.owner);
532 int algn = W_GunAlign(this, STAT(GUNALIGN, this.owner));
534 this.m_gunalign = algn;
536 vector v = this.movedir;
537 this.movedir = shotorg_adjust(v, false, false, algn);
538 this.movedir_aligned = shotorg_adjust(v, false, true, algn);
539 this.view_ofs = this.movedir_aligned - v;
541 int compressed_shotorg = compressShotOrigin(this.movedir);
542 // make them match perfectly
545 if (this.owner) STAT(SHOTORG, this.owner) = compressed_shotorg;
547 this.movedir = decompressShotOrigin(compressed_shotorg);
550 this.spawnorigin += this.view_ofs; // offset the casings origin by the same amount
553 // check if an instant weapon switch occurred
554 setorigin(this, this.view_ofs);
556 // reset animstate now
557 this.wframe = WFRAME_IDLE;
558 setanim(this, this.anim_idle, true, false, true);
564 REGISTER_NET_TEMP(wframe)
566 NET_HANDLE(wframe, bool isNew)
568 WFRAME fr = ReadByte();
569 float t = ReadFloat();
570 int slot = ReadByte();
571 bool restartanim = ReadByte();
572 entity wepent = viewmodels[slot];
573 if(fr == WFRAME_IDLE)
574 wepent.animstate_looping = false; // we don't need to enforce idle animation
581 case WFRAME_IDLE: a = wepent.anim_idle; break;
582 case WFRAME_FIRE1: a = wepent.anim_fire1; break;
583 case WFRAME_FIRE2: a = wepent.anim_fire2; break;
584 case WFRAME_RELOAD: a = wepent.anim_reload; break;
587 anim_set(wepent, a, !restartanim, restartanim, restartanim);
589 wepent.state = ReadByte();
590 wepent.weapon_nextthink = ReadFloat();
591 switch (wepent.state)
594 wepent.weapon_switchdelay = wepent.activeweapon.switchdelay_raise;
597 wepent.weapon_switchdelay = wepent.activeweapon.switchdelay_drop;
600 wepent.weapon_switchdelay = 0;
608 void wframe_send(entity actor, entity weaponentity, int wepframe, float attackrate, bool restartanim)
610 if (!IS_REAL_CLIENT(actor)) return;
611 int channel = MSG_ONE;
613 WriteHeader(channel, wframe);
614 WriteByte(channel, wepframe);
615 WriteFloat(channel, attackrate);
616 WriteByte(channel, weaponslot(weaponentity.weaponentity_fld));
617 WriteByte(channel, restartanim);
618 WriteByte(channel, weaponentity.state);
619 WriteFloat(channel, weaponentity.weapon_nextthink);
623 REGISTER_NET_C2S(w_whereis)
625 void Weapon_whereis(Weapon this, entity cl);
626 NET_HANDLE(w_whereis, bool)
628 Weapon wpn = ReadRegistered(Weapons);
629 if (wpn != WEP_Null) Weapon_whereis(wpn, sender);
633 void w_whereis(Weapon this)
635 int channel = MSG_C2S;
636 WriteHeader(channel, w_whereis);
637 WriteRegistered(Weapons, channel, this);
639 CLIENT_COMMAND(weapon_find, "Show spawn locations of a weapon")
643 case CMD_REQUEST_COMMAND:
648 FOREACH(Weapons, it != WEP_Null, w_whereis(it));
653 FOREACH(Weapons, it != WEP_Null && !(STAT(WEAPONS) & it.m_wepset), w_whereis(it));
656 FOREACH(Weapons, it != WEP_Null && it.netname == s,
663 LOG_INFOF("Incorrect parameters for ^2%s^7", argv(0));
664 case CMD_REQUEST_USAGE:
666 LOG_HELP("Usage:^3 cl_cmd weapon_find <weapon>");
667 LOG_HELP(" Where <weapon> is the lowercase weapon name, 'all' or 'unowned'.");
675 void W_MuzzleFlash_Model_AttachToShotorg(entity actor, .entity weaponentity, entity flash, vector offset)
678 flash.angles_z = random() * 360;
680 entity view = actor.(weaponentity);
681 entity exterior = actor.exteriorweaponentity;
683 if (view.oldorigin.x > 0)
685 setattachment(flash, exterior, "");
686 setorigin(flash, view.oldorigin + offset);
690 if (gettagindex(exterior, "shot")) setattachment(flash, exterior, "shot");
691 else setattachment(flash, exterior, "tag_shot");
692 setorigin(flash, offset);
696 void W_MuzzleFlash_Model_AttachToShotorg(entity wepent, entity flash, vector offset)
698 flash.owner = wepent;
699 flash.angles_z = random() * 360;
701 if (gettagindex(wepent, "shot")) setattachment(flash, wepent, "shot");
702 else setattachment(flash, wepent, "tag_shot");
703 setorigin(flash, offset);
707 void W_MuzzleFlash_Model_Think(entity this)
712 this.nextthink = time + 0.05;
716 setthink(this, SUB_Remove);
717 this.nextthink = time;
718 this.realowner.muzzle_flash = NULL;
723 void W_MuzzleFlash_Model(entity wepent, entity muzzlemodel)
725 if(wepent.muzzle_flash == NULL)
726 wepent.muzzle_flash = spawn();
728 entity flash = wepent.muzzle_flash;
729 setmodel(flash, muzzlemodel); // precision set below
732 setthink(flash, W_MuzzleFlash_Model_Think);
733 flash.nextthink = time + 0.02;
736 flash.angles_z = random() * 180;
737 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
738 flash.owner = flash.realowner = wepent;
741 flash.drawmask = MASK_NORMAL;
745 REGISTER_NET_TEMP(w_muzzleflash)
748 void W_MuzzleFlash(Weapon thiswep, entity actor, .entity weaponentity, vector shotorg, vector shotdir)
750 // don't show an exterior muzzle effect for the off-hand
751 if(weaponslot(weaponentity) == 0)
753 Send_Effect_Except(thiswep.m_muzzleeffect, shotorg, shotdir * 1000, 1, actor);
755 if(thiswep.m_muzzlemodel != MDL_Null)
757 W_MuzzleFlash_Model(actor.exteriorweaponentity, thiswep.m_muzzlemodel);
758 W_MuzzleFlash_Model_AttachToShotorg(actor, weaponentity, actor.exteriorweaponentity.muzzle_flash, '5 0 0');
762 FOREACH_CLIENT(it == actor || (IS_SPEC(it) && it.enemy == actor),
764 if(!IS_REAL_CLIENT(it))
766 int channel = MSG_ONE;
768 WriteHeader(channel, w_muzzleflash);
769 WriteByte(channel, thiswep.m_id);
770 WriteByte(channel, weaponslot(weaponentity));
771 WriteVector(channel, shotorg);
775 NET_HANDLE(w_muzzleflash, bool isNew)
778 int weapon_id = ReadByte();
779 int slot = ReadByte();
780 vector sv_shotorg = ReadVector();
782 Weapon thiswep = REGISTRY_GET(Weapons, weapon_id);
783 vector viewangles = getpropertyvec(VF_CL_VIEWANGLES);
784 vector forward, right, up;
785 MAKE_VECTORS(viewangles, forward, right, up);
787 if(autocvar_chase_active)
789 // in third person mode, show the muzzle flash from the server side weapon position
790 // we don't have a view model to reference in this case
791 pointparticles(thiswep.m_muzzleeffect, sv_shotorg, forward * 1000, 1);
794 if(!autocvar_r_drawviewmodel) return;
796 entity wepent = viewmodels[slot];
797 // get the local player entity to calculate shot origin
798 entity rlplayer = CSQCModel_server2csqc(player_localentnum - 1);
800 rlplayer = csqcplayer; // fall back to the global
802 vector md = wepent.movedir_aligned;
803 vector vecs = ((md.x > 0) ? md : '0 0 0');
804 vector dv = forward * vecs.x + right * -vecs.y + up * vecs.z;
805 vector org = rlplayer.origin + rlplayer.view_ofs + dv;
807 pointparticles(thiswep.m_muzzleeffect, org, forward * 1000, 1);
809 if(thiswep.m_muzzlemodel != MDL_Null)
811 W_MuzzleFlash_Model(wepent, thiswep.m_muzzlemodel);
812 W_MuzzleFlash_Model_AttachToShotorg(wepent, wepent.muzzle_flash, '5 0 0');
823 string W_FixWeaponOrder_ForceComplete_AndBuildImpulseList(entity this, string wo)
825 string o = W_FixWeaponOrder_ForceComplete(wo);
826 strcpy(CS_CVAR(this).weaponorder_byimpulse, W_FixWeaponOrder_BuildImpulseList(o));
832 REPLICATE(cvar_cl_accuracy_data_share, bool, "cl_accuracy_data_share");
833 REPLICATE(cvar_cl_accuracy_data_receive, bool, "cl_accuracy_data_receive");
837 REPLICATE(cvar_cl_gunalign, int, "cl_gunalign");
838 REPLICATE(cvar_cl_weapon_switch_reload, bool, "cl_weapon_switch_reload");
839 REPLICATE(cvar_cl_weapon_switch_fallback_to_impulse, bool, "cl_weapon_switch_fallback_to_impulse");
840 REPLICATE(cvar_cl_weaponimpulsemode, int, "cl_weaponimpulsemode");
841 REPLICATE(cvar_cl_weaponpriority, string, "cl_weaponpriority", W_FixWeaponOrder_ForceComplete_AndBuildImpulseList);
842 REPLICATE(cvar_cl_weaponpriorities[0], string, "cl_weaponpriority0", W_FixWeaponOrder_AllowIncomplete);
843 REPLICATE(cvar_cl_weaponpriorities[1], string, "cl_weaponpriority1", W_FixWeaponOrder_AllowIncomplete);
844 REPLICATE(cvar_cl_weaponpriorities[2], string, "cl_weaponpriority2", W_FixWeaponOrder_AllowIncomplete);
845 REPLICATE(cvar_cl_weaponpriorities[3], string, "cl_weaponpriority3", W_FixWeaponOrder_AllowIncomplete);
846 REPLICATE(cvar_cl_weaponpriorities[4], string, "cl_weaponpriority4", W_FixWeaponOrder_AllowIncomplete);
847 REPLICATE(cvar_cl_weaponpriorities[5], string, "cl_weaponpriority5", W_FixWeaponOrder_AllowIncomplete);
848 REPLICATE(cvar_cl_weaponpriorities[6], string, "cl_weaponpriority6", W_FixWeaponOrder_AllowIncomplete);
849 REPLICATE(cvar_cl_weaponpriorities[7], string, "cl_weaponpriority7", W_FixWeaponOrder_AllowIncomplete);
850 REPLICATE(cvar_cl_weaponpriorities[8], string, "cl_weaponpriority8", W_FixWeaponOrder_AllowIncomplete);
851 REPLICATE(cvar_cl_weaponpriorities[9], string, "cl_weaponpriority9", W_FixWeaponOrder_AllowIncomplete);