WepSet _WepSet_FromWeapon(int a)
{
a -= WEP_FIRST;
- if (Weapons_MAX > 24)
+ if (REGISTRY_MAX(Weapons) > 24)
if (a >= 24)
{
a -= 24;
- if (Weapons_MAX > 48)
+ if (REGISTRY_MAX(Weapons) > 48)
if (a >= 24)
{
a -= 24;
#ifdef SVQC
void WriteWepSet(float dst, WepSet w)
{
- if (Weapons_MAX > 48) WriteInt72_t(dst, w);
- else if (Weapons_MAX > 24) WriteInt48_t(dst, w);
+ if (REGISTRY_MAX(Weapons) > 48) WriteInt72_t(dst, w);
+ else if (REGISTRY_MAX(Weapons) > 24) WriteInt48_t(dst, w);
else WriteInt24_t(dst, w.x);
}
#endif
}
WepSet ReadWepSet()
{
- if (Weapons_MAX > 48) return ReadInt72_t();
- if (Weapons_MAX > 24) return ReadInt48_t();
+ if (REGISTRY_MAX(Weapons) > 48) return ReadInt72_t();
+ if (REGISTRY_MAX(Weapons) > 24) return ReadInt48_t();
return ReadInt24_t() * '1 0 0';
}
#endif
int i = stof(s);
if (s == "0" || i)
{
- entity wi = Weapons_from(i);
+ entity wi = REGISTRY_GET(Weapons, i);
if (wi != WEP_Null) return wi.netname;
}
return s;
return mapPriorityList(order, W_NumberWeaponOrder_MapFunc);
}
-float W_FixWeaponOrder_BuildImpulseList_buf[Weapons_MAX];
+float W_FixWeaponOrder_BuildImpulseList_buf[REGISTRY_MAX(Weapons)];
string W_FixWeaponOrder_BuildImpulseList_order;
void W_FixWeaponOrder_BuildImpulseList_swap(int i, int j, entity pass)
{
float W_FixWeaponOrder_BuildImpulseList_cmp(int i, int j, entity pass)
{
int si = W_FixWeaponOrder_BuildImpulseList_buf[i];
- Weapon e1 = Weapons_from(si);
+ Weapon e1 = REGISTRY_GET(Weapons, si);
int sj = W_FixWeaponOrder_BuildImpulseList_buf[j];
- Weapon e2 = Weapons_from(sj);
+ Weapon e2 = REGISTRY_GET(Weapons, sj);
int d = (e1.impulse + 9) % 10 - (e2.impulse + 9) % 10;
if (d != 0) return -d; // high impulse first!
return strstrofs(strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " "),
{
switch (ammotype)
{
- case RESOURCE_SHELLS: return ITEM_Shells.m_icon;
- case RESOURCE_BULLETS: return ITEM_Bullets.m_icon;
- case RESOURCE_ROCKETS: return ITEM_Rockets.m_icon;
- case RESOURCE_CELLS: return ITEM_Cells.m_icon;
- case RESOURCE_PLASMA: return ITEM_Plasma.m_icon;
- case RESOURCE_FUEL: return ITEM_JetpackFuel.m_icon;
+ case RES_SHELLS: return ITEM_Shells.m_icon;
+ case RES_BULLETS: return ITEM_Bullets.m_icon;
+ case RES_ROCKETS: return ITEM_Rockets.m_icon;
+ case RES_CELLS: return ITEM_Cells.m_icon;
+ case RES_PLASMA: return ITEM_Plasma.m_icon;
+ case RES_FUEL: return ITEM_JetpackFuel.m_icon;
default: return ""; // wtf, no ammo type?
}
}
+string GetAmmoName(int ammotype)
+{
+ switch (ammotype)
+ {
+ case RES_SHELLS: return ITEM_Shells.m_name;
+ case RES_BULLETS: return ITEM_Bullets.m_name;
+ case RES_ROCKETS: return ITEM_Rockets.m_name;
+ case RES_CELLS: return ITEM_Cells.m_name;
+ case RES_PLASMA: return ITEM_Plasma.m_name;
+ case RES_FUEL: return ITEM_JetpackFuel.m_name;
+ default: return "batteries";
+ }
+}
+
#ifdef CSQC
int GetAmmoTypeFromNum(int i)
{
switch (i)
{
- case 0: return RESOURCE_SHELLS;
- case 1: return RESOURCE_BULLETS;
- case 2: return RESOURCE_ROCKETS;
- case 3: return RESOURCE_CELLS;
- case 4: return RESOURCE_PLASMA;
- case 5: return RESOURCE_FUEL;
- default: return RESOURCE_NONE;
+ case 0: return RES_SHELLS;
+ case 1: return RES_BULLETS;
+ case 2: return RES_ROCKETS;
+ case 3: return RES_CELLS;
+ case 4: return RES_PLASMA;
+ case 5: return RES_FUEL;
+ default: return RES_NONE;
}
}
{
switch (ammotype)
{
- case RESOURCE_SHELLS: return STAT_SHELLS;
- case RESOURCE_BULLETS: return STAT_NAILS;
- case RESOURCE_ROCKETS: return STAT_ROCKETS;
- case RESOURCE_CELLS: return STAT_CELLS;
- case RESOURCE_PLASMA: return STAT_PLASMA.m_id;
- case RESOURCE_FUEL: return STAT_FUEL.m_id;
+ case RES_SHELLS: return STAT_SHELLS;
+ case RES_BULLETS: return STAT_NAILS;
+ case RES_ROCKETS: return STAT_ROCKETS;
+ case RES_CELLS: return STAT_CELLS;
+ case RES_PLASMA: return STAT_PLASMA.m_id;
+ case RES_FUEL: return STAT_FUEL.m_id;
default: return -1;
}
}
#ifdef CSQC
NET_HANDLE(wframe, bool isNew)
{
- vector a = ReadVector();
+ int fr = ReadByte();
+ float t = ReadFloat();
int slot = ReadByte();
bool restartanim = ReadByte();
entity wepent = viewmodels[slot];
- if(a.x == wepent.anim_idle_x) // we don't need to enforce idle animation
- wepent.animstate_looping = false;
+ if(fr == WFRAME_IDLE)
+ wepent.animstate_looping = false; // we don't need to enforce idle animation
else
+ {
+ vector a = '0 0 0';
+ switch(fr)
+ {
+ default:
+ case WFRAME_IDLE: a = wepent.anim_idle; break;
+ case WFRAME_FIRE1: a = wepent.anim_fire1; break;
+ case WFRAME_FIRE2: a = wepent.anim_fire2; break;
+ case WFRAME_RELOAD: a = wepent.anim_reload; break;
+ }
+ a.z *= t;
anim_set(wepent, a, !restartanim, restartanim, restartanim);
+ }
wepent.state = ReadByte();
wepent.weapon_nextthink = ReadFloat();
switch (wepent.state)
#endif
#ifdef SVQC
-void wframe_send(entity actor, entity weaponentity, vector a, bool restartanim)
+void wframe_send(entity actor, entity weaponentity, int wepframe, float attackrate, bool restartanim)
{
if (!IS_REAL_CLIENT(actor)) return;
int channel = MSG_ONE;
msg_entity = actor;
WriteHeader(channel, wframe);
- WriteVector(channel, a);
+ WriteByte(channel, wepframe);
+ WriteFloat(channel, attackrate);
WriteByte(channel, weaponslot(weaponentity.weaponentity_fld));
WriteByte(channel, restartanim);
WriteByte(channel, weaponentity.state);
}
case CMD_REQUEST_USAGE:
{
- LOG_INFO("Usage:^3 cl_cmd weapon_find weapon");
- LOG_INFO(" Where 'weapon' is the lowercase weapon name, 'all' or 'unowned'.");
+ LOG_HELP("Usage:^3 cl_cmd weapon_find weapon");
+ LOG_HELP(" Where 'weapon' is the lowercase weapon name, 'all' or 'unowned'.");
return;
}
}