#define WEAPONS_ALL_C
#if defined(CSQC)
- #include <client/defs.qh>
#include "../constants.qh"
#include "../stats.qh"
#include <lib/warpzone/anglestransform.qh>
#include <common/util.qh>
#include "../monsters/_mod.qh"
#include "config.qh"
+ #include <server/weapons/common.qh>
#include <server/weapons/csqcprojectile.qh>
#include <server/weapons/tracing.qh>
- #include "../t_items.qh"
+ #include <server/items/spawning.qh>
#include <server/autocvars.qh>
#include <server/constants.qh>
- #include <server/defs.qh>
#include "../notifications/all.qh"
#include "../deathtypes/all.qh"
#include <server/mutators/_mod.qh>
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, " "),
* writes:
* this.origin, this.angles
* this.weaponchild
- * this.movedir, this.view_ofs
+ * this.movedir, this.view_ofs, this.movedir_aligned
* attachment stuff
* anim stuff
* to free:
}
this.view_ofs = '0 0 0';
+ this.movedir_aligned = this.movedir;
if (this.movedir.x >= 0)
{
#endif
vector v = this.movedir;
this.movedir = shotorg_adjust(v, false, false, algn);
+ this.movedir_aligned = shotorg_adjust(v, false, true, algn);
this.view_ofs = shotorg_adjust(v, false, true, algn) - v;
}
int compressed_shotorg = compressShotOrigin(this.movedir);
});
}
default:
- {
- LOG_INFOF("Incorrect parameters for ^2%s^7", "weapon_find");
- }
+ LOG_INFOF("Incorrect parameters for ^2%s^7", argv(0));
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;
}
}
}
#endif
+#ifdef SVQC
+void W_MuzzleFlash_Model_AttachToShotorg(entity actor, .entity weaponentity, entity flash, vector offset)
+{
+ flash.owner = actor;
+ flash.angles_z = random() * 360;
+
+ entity view = actor.(weaponentity);
+ entity exterior = actor.exteriorweaponentity;
+
+ if (view.oldorigin.x > 0)
+ {
+ setattachment(flash, exterior, "");
+ setorigin(flash, view.oldorigin + offset);
+ }
+ else
+ {
+ if (gettagindex(exterior, "shot")) setattachment(flash, exterior, "shot");
+ else setattachment(flash, exterior, "tag_shot");
+ setorigin(flash, offset);
+ }
+}
+#elif defined(CSQC)
+void W_MuzzleFlash_Model_AttachToShotorg(entity wepent, entity flash, vector offset)
+{
+ flash.owner = wepent;
+ flash.angles_z = random() * 360;
+
+ if (gettagindex(wepent, "shot")) setattachment(flash, wepent, "shot");
+ else setattachment(flash, wepent, "tag_shot");
+ setorigin(flash, offset);
+}
+#endif
+
+void W_MuzzleFlash_Model_Think(entity this)
+{
+ this.frame += 2;
+ this.scale *= 0.5;
+ this.alpha -= 0.25;
+ this.nextthink = time + 0.05;
+
+ if(this.alpha <= 0)
+ {
+ setthink(this, SUB_Remove);
+ this.nextthink = time;
+ this.realowner.muzzle_flash = NULL;
+ return;
+ }
+}
+
+void W_MuzzleFlash_Model(entity wepent, entity muzzlemodel)
+{
+ if(wepent.muzzle_flash == NULL)
+ wepent.muzzle_flash = spawn();
+
+ entity flash = wepent.muzzle_flash;
+ setmodel(flash, muzzlemodel); // precision set below
+
+ flash.scale = 0.75;
+ setthink(flash, W_MuzzleFlash_Model_Think);
+ flash.nextthink = time + 0.02;
+ flash.frame = 2;
+ flash.alpha = 0.75;
+ flash.angles_z = random() * 180;
+ flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
+ flash.owner = flash.realowner = wepent;
+
+#ifdef CSQC
+ flash.drawmask = MASK_NORMAL;
+#endif
+}
+
+REGISTER_NET_TEMP(w_muzzleflash)
+
+#ifdef SVQC
+void W_MuzzleFlash(Weapon thiswep, entity actor, .entity weaponentity, vector shotorg, vector shotdir)
+{
+ // don't show an exterior muzzle effect for the off-hand
+ if(weaponslot(weaponentity) == 0)
+ {
+ Send_Effect_Except(thiswep.m_muzzleeffect, shotorg, shotdir * 1000, 1, actor);
+
+ if(thiswep.m_muzzlemodel != MDL_Null)
+ {
+ W_MuzzleFlash_Model(actor.exteriorweaponentity, thiswep.m_muzzlemodel);
+ W_MuzzleFlash_Model_AttachToShotorg(actor, weaponentity, actor.exteriorweaponentity.muzzle_flash, '5 0 0');
+ }
+ }
+
+ FOREACH_CLIENT(it == actor || (IS_SPEC(it) && it.enemy == actor),
+ {
+ if(!IS_REAL_CLIENT(it))
+ continue;
+ int channel = MSG_ONE;
+ msg_entity = it;
+ WriteHeader(channel, w_muzzleflash);
+ WriteByte(channel, thiswep.m_id);
+ WriteByte(channel, weaponslot(weaponentity));
+ WriteVector(channel, shotorg);
+ });
+}
+#elif defined(CSQC)
+NET_HANDLE(w_muzzleflash, bool isNew)
+{
+ return = true;
+ int weapon_id = ReadByte();
+ int slot = ReadByte();
+ vector sv_shotorg = ReadVector();
+
+ Weapon thiswep = REGISTRY_GET(Weapons, weapon_id);
+ vector viewangles = getpropertyvec(VF_CL_VIEWANGLES);
+ vector forward, right, up;
+ MAKE_VECTORS(viewangles, forward, right, up);
+
+ if(autocvar_chase_active)
+ {
+ // in third person mode, show the muzzle flash from the server side weapon position
+ // we don't have a view model to reference in this case
+ pointparticles(thiswep.m_muzzleeffect, sv_shotorg, forward * 1000, 1);
+ return;
+ }
+ if(!autocvar_r_drawviewmodel) return;
+
+ entity wepent = viewmodels[slot];
+ // get the local player entity to calculate shot origin
+ entity rlplayer = CSQCModel_server2csqc(player_localentnum - 1);
+ if(!rlplayer)
+ rlplayer = csqcplayer; // fall back to the global
+
+ vector md = wepent.movedir_aligned;
+ vector vecs = ((md.x > 0) ? md : '0 0 0');
+ vector dv = forward * vecs.x + right * -vecs.y + up * vecs.z;
+ vector org = rlplayer.origin + rlplayer.view_ofs + dv;
+
+ pointparticles(thiswep.m_muzzleeffect, org, forward * 1000, 1);
+
+ if(thiswep.m_muzzlemodel != MDL_Null)
+ {
+ W_MuzzleFlash_Model(wepent, thiswep.m_muzzlemodel);
+ W_MuzzleFlash_Model_AttachToShotorg(wepent, wepent.muzzle_flash, '5 0 0');
+ }
+}
+#endif
+
#endif