4 #include "../command/all.qh"
9 #define WEPSET(id) WepSet_FromWeapon(WEP_##id.m_id)
10 WepSet WepSet_FromWeapon(int a);
12 void WepSet_AddStat();
13 void WepSet_AddStat_InMap();
14 void WriteWepSet(float dest, WepSet w);
18 WepSet WepSet_GetFromStat();
19 WepSet WepSet_GetFromStat_InMap();
26 #include "calculations.qh"
27 #include "../models/all.qh"
33 #include "../../server/bot/aim.qh"
36 REGISTRY(Weapons, 72) // Increase as needed. Can be up to 72.
37 #define Weapons_from(i) _Weapons_from(i, WEP_Null)
38 #define get_weaponinfo(i) Weapons_from(i)
39 REGISTER_REGISTRY(RegisterWeapons)
40 STATIC_INIT(WeaponPickup) { FOREACH(Weapons, true, LAMBDA(it.m_pickup = NEW(WeaponPickup, it))); }
43 GENERIC_COMMAND(dumpweapons, "Dump all weapons into weapons_dump.txt") // WEAPONTODO: make this work with other progs than just server
47 case CMD_REQUEST_COMMAND:
51 wep_config_alsoprint = -1;
52 string filename = argv(1);
56 filename = "weapons_dump.cfg";
57 wep_config_alsoprint = false;
59 else if(filename == "-")
61 filename = "weapons_dump.cfg";
62 wep_config_alsoprint = true;
64 wep_config_file = fopen(filename, FILE_WRITE);
66 if(wep_config_file >= 0)
68 Dump_Weapon_Settings();
69 LOG_INFO(sprintf("Dumping weapons... File located in ^2data/data/%s^7.\n", filename));
70 fclose(wep_config_file);
72 wep_config_alsoprint = -1;
76 LOG_INFO(sprintf("^1Error: ^7Could not open file '%s'!\n", filename));
79 LOG_INFO(_("Weapons dump command only works with sv_cmd.\n"));
85 case CMD_REQUEST_USAGE:
87 LOG_INFO(strcat("\nUsage:^3 ", GetProgramCommandPrefix(), " dumpweapons [filename]"));
88 LOG_INFO(" Where 'filename' is the file to write (default is weapons_dump.cfg),\n");
89 LOG_INFO(" if supplied with '-' output to console as well as default,\n");
90 LOG_INFO(" if left blank, it will only write to default.\n");
96 #define REGISTER_WEAPON(id, inst) \
97 /* WepSet WEPSET_##id; */ \
98 REGISTER(RegisterWeapons, WEP, Weapons, id, m_id, inst)
100 // create cvars for weapon settings
101 #define WEP_ADD_CVAR_NONE(wepname,name) [[last]] float autocvar_g_balance_##wepname##_##name;
103 #define WEP_ADD_CVAR_PRI(wepname,name) WEP_ADD_CVAR_NONE(wepname, primary_##name)
104 #define WEP_ADD_CVAR_SEC(wepname,name) WEP_ADD_CVAR_NONE(wepname, secondary_##name)
105 #define WEP_ADD_CVAR_BOTH(wepname,name) \
106 WEP_ADD_CVAR_PRI(wepname, name) \
107 WEP_ADD_CVAR_SEC(wepname, name)
109 #define WEP_ADD_CVAR(wepid,wepname,mode,name) WEP_ADD_CVAR_##mode(wepname, name)
111 // create properties for weapon settings
112 #define WEP_ADD_PROP(wepid,wepname,type,prop,name) \
114 [[last]] type autocvar_g_balance_##wepname##_##name;
116 // read cvars from weapon settings
117 #define WEP_CVAR(wepname,name) autocvar_g_balance_##wepname##_##name
118 #define WEP_CVAR_PRI(wepname,name) WEP_CVAR(wepname, primary_##name)
119 #define WEP_CVAR_SEC(wepname,name) WEP_CVAR(wepname, secondary_##name)
120 #define WEP_CVAR_BOTH(wepname,isprimary,name) ((isprimary) ? WEP_CVAR_PRI(wepname, name) : WEP_CVAR_SEC(wepname, name))
122 // set initialization values for weapon settings
123 #define WEP_SKIP_CVAR(unuseda,unusedb,unusedc,unusedd) /* skip cvars */
124 #define WEP_SET_PROP(wepid,wepname,type,prop,name) WEP_##wepid.prop = autocvar_g_balance_##wepname##_##name;
126 const int WEP_FIRST = 1;
127 #define WEP_LAST (Weapons_COUNT - 1)
129 WepSet WEPSET_SUPERWEAPONS;
131 REGISTER_WEAPON(Null, NEW(Weapon));
135 // TODO: remove after 0.8.2. Retains impulse number compatibility because 0.8.1 clients don't reload the weapons.cfg
136 #define WEP_HARDCODED_IMPULSES 22
138 // TODO: invert after 0.8.2. Will require moving 'best weapon' impulses
139 #define WEP_IMPULSE_BEGIN 230
140 #define WEP_IMPULSE_END bound(WEP_IMPULSE_BEGIN, WEP_IMPULSE_BEGIN + (Weapons_COUNT - 1) - 1, 253)
142 REGISTRY_SORT(Weapons, netname, WEP_HARDCODED_IMPULSES + 1)
144 STATIC_INIT(register_weapons_done)
146 FOREACH(Weapons, true, LAMBDA(
148 WepSet set = WepSet_FromWeapon(it.m_id);
150 if ((it.spawnflags) & WEP_FLAG_SUPERWEAPON) WEPSET_SUPERWEAPONS |= set;
153 int imp = WEP_IMPULSE_BEGIN + it.m_id - 1;
154 if (imp <= WEP_IMPULSE_END)
155 localcmd(sprintf("alias weapon_%s \"impulse %d\"\n", it.netname, imp));
157 LOG_TRACEF(_("Impulse limit exceeded, weapon will not be directly accessible: %s\n"), it.netname);
160 FOREACH(Weapons, true, LAMBDA(it.wr_init(it)));
162 weaponorder_byid = "";
163 for (int i = Weapons_MAX - 1; i >= 1; --i)
165 weaponorder_byid = strcat(weaponorder_byid, " ", ftos(i));
166 weaponorder_byid = strzone(substring(weaponorder_byid, 1, strlen(weaponorder_byid) - 1));
172 .entity exteriorweaponentity;
173 .vector weaponentity_glowmod;
175 //.int weapon; // current weapon
176 .int switchweapon; // weapon requested to switch to
177 .int switchingweapon; // weapon currently being switched to (is copied from switchweapon once switch is possible)
178 .string weaponname; // name of .weapon
180 .vector spawnorigin; // for casings
182 // weapon animation vectors:
188 // static frame globals
191 CASE(WFRAME, DONTCHANGE)
196 ENUMCLASS_END(WFRAME)
200 vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn);
201 void CL_WeaponEntity_SetModel(entity this, string name);