+#include "all.qh"
#ifndef WEAPONS_ALL_C
#define WEAPONS_ALL_C
-#include "all.qh"
-
#if defined(CSQC)
- #include "../../client/defs.qh"
+ #include <client/defs.qh>
#include "../constants.qh"
#include "../stats.qh"
- #include "../../lib/warpzone/anglestransform.qh"
- #include "../../lib/warpzone/common.qh"
- #include "../../lib/warpzone/client.qh"
+ #include <lib/warpzone/anglestransform.qh>
+ #include <lib/warpzone/common.qh>
+ #include <lib/warpzone/client.qh>
#include "../util.qh"
- #include "../../client/autocvars.qh"
+ #include <client/autocvars.qh>
#include "../deathtypes/all.qh"
- #include "../../lib/csqcmodel/interpolate.qh"
- #include "../movetypes/movetypes.qh"
- #include "../../client/main.qh"
- #include "../../lib/csqcmodel/cl_model.qh"
+ #include <lib/csqcmodel/interpolate.qh>
+ #include "../physics/movetypes/movetypes.qh"
+ #include <client/main.qh>
+ #include <lib/csqcmodel/cl_model.qh>
#elif defined(MENUQC)
#elif defined(SVQC)
- #include "../../lib/warpzone/anglestransform.qh"
- #include "../../lib/warpzone/common.qh"
- #include "../../lib/warpzone/util_server.qh"
- #include "../../lib/warpzone/server.qh"
+ #include <common/items/_mod.qh>
+ #include <lib/warpzone/anglestransform.qh>
+ #include <lib/warpzone/common.qh>
+ #include <lib/warpzone/util_server.qh>
+ #include <lib/warpzone/server.qh>
#include "../constants.qh"
#include "../stats.qh"
#include "../teams.qh"
- #include "../util.qh"
- #include "../monsters/all.qh"
+ #include <common/util.qh>
+ #include "../monsters/_mod.qh"
#include "config.qh"
- #include "../../server/weapons/csqcprojectile.qh"
- #include "../../server/weapons/tracing.qh"
- #include "../../server/t_items.qh"
- #include "../../server/autocvars.qh"
- #include "../../server/constants.qh"
- #include "../../server/defs.qh"
- #include "../notifications.qh"
+ #include <server/weapons/csqcprojectile.qh>
+ #include <server/weapons/tracing.qh>
+ #include "../t_items.qh"
+ #include <server/autocvars.qh>
+ #include <server/constants.qh>
+ #include <server/defs.qh>
+ #include "../notifications/all.qh"
#include "../deathtypes/all.qh"
- #include "../../server/mutators/all.qh"
+ #include <server/mutators/_mod.qh>
#include "../mapinfo.qh"
- #include "../../server/command/common.qh"
- #include "../../lib/csqcmodel/sv_model.qh"
- #include "../../server/portals.qh"
- #include "../../server/g_hook.qh"
+ #include <server/command/_mod.qh>
+ #include <lib/csqcmodel/sv_model.qh>
+ #include <server/portals.qh>
+ #include <server/g_hook.qh>
#endif
-#ifndef MENUQC
+#ifdef GAMEQC
#include "calculations.qc"
#endif
-#define IMPLEMENTATION
-#include "all.inc"
-#undef IMPLEMENTATION
+#ifdef SVQC
+ #include "config.qc"
+#endif
+
+#include "weapon/_mod.inc"
+
// WEAPON PLUGIN SYSTEM
if (a >= 24)
{
a -= 24;
- return '0 0 1' * power2of(a);
+ return '0 0 1' * (2 ** a);
}
- return '0 1 0' * power2of(a);
+ return '0 1 0' * (2 ** a);
}
- return '1 0 0' * power2of(a);
+ return '1 0 0' * (2 ** a);
}
#ifdef SVQC
void WriteWepSet(float dst, WepSet w)
}
string W_NameWeaponOrder_MapFunc(string s)
{
- entity wi;
- if (s == "0" || stof(s))
+ int i = stof(s);
+ if (s == "0" || i)
{
- wi = get_weaponinfo(stof(s));
+ entity wi = Weapons_from(i);
if (wi != WEP_Null) return wi.netname;
}
return s;
}
string W_NumberWeaponOrder_MapFunc(string s)
{
- int i;
if (s == "0" || stof(s)) return s;
s = W_UndeprecateName(s);
- for (i = WEP_FIRST; i <= WEP_LAST; ++i)
- if (s == get_weaponinfo(i).netname) return ftos(i);
+ FOREACH(Weapons, it != WEP_Null && it.netname == s, return ftos(i));
return s;
}
string W_NumberWeaponOrder(string order)
}
float W_FixWeaponOrder_BuildImpulseList_cmp(int i, int j, entity pass)
{
- entity e1, e2;
- float d;
- e1 = get_weaponinfo(W_FixWeaponOrder_BuildImpulseList_buf[i]);
- e2 = get_weaponinfo(W_FixWeaponOrder_BuildImpulseList_buf[j]);
- d = (e1.impulse + 9) % 10 - (e2.impulse + 9) % 10;
+ int si = W_FixWeaponOrder_BuildImpulseList_buf[i];
+ Weapon e1 = Weapons_from(si);
+ int sj = W_FixWeaponOrder_BuildImpulseList_buf[j];
+ Weapon e2 = Weapons_from(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, " "),
- sprintf(" %d ", W_FixWeaponOrder_BuildImpulseList_buf[i]), 0)
+ sprintf(" %d ", si), 0)
-
strstrofs(strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " "),
- sprintf(" %d ", W_FixWeaponOrder_BuildImpulseList_buf[j]), 0)
+ sprintf(" %d ", sj), 0)
; // low char index first!
}
string W_FixWeaponOrder_BuildImpulseList(string o)
for (i = WEP_FIRST; i <= WEP_LAST; ++i)
W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST] = i;
heapsort(WEP_LAST - WEP_FIRST + 1, W_FixWeaponOrder_BuildImpulseList_swap, W_FixWeaponOrder_BuildImpulseList_cmp,
- world);
+ NULL);
o = "";
for (i = WEP_FIRST; i <= WEP_LAST; ++i)
o = strcat(o, " ", ftos(W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST]));
return substring(o, 1, -1);
}
-string W_FixWeaponOrder_AllowIncomplete(string order)
+string W_FixWeaponOrder_AllowIncomplete(entity this, string order)
{
return W_FixWeaponOrder(order, 0);
}
return W_FixWeaponOrder(order, 1);
}
-void W_RandomWeapons(entity e, float n)
+void W_RandomWeapons(entity e, int n)
{
- int i, j;
- WepSet remaining;
- WepSet result;
- remaining = e.weapons;
- result = '0 0 0';
- for (i = 0; i < n; ++i)
+ WepSet remaining = e.weapons;
+ WepSet result = '0 0 0';
+ for (int j = 0; j < n; ++j)
{
RandomSelection_Init();
- for (j = WEP_FIRST; j <= WEP_LAST; ++j)
- if (remaining & WepSet_FromWeapon(j)) RandomSelection_Add(world, j, string_null, 1, 1);
- result |= WepSet_FromWeapon(RandomSelection_chosen_float);
- remaining &= ~WepSet_FromWeapon(RandomSelection_chosen_float);
+ FOREACH(Weapons, it != WEP_Null, {
+ if (remaining & (it.m_wepset))
+ RandomSelection_AddEnt(it, 1, 1);
+ });
+ Weapon w = RandomSelection_chosen_ent;
+ result |= WepSet_FromWeapon(w);
+ remaining &= ~WepSet_FromWeapon(w);
}
e.weapons = result;
}
-string GetAmmoPicture(.int ammotype)
+string GetAmmoPicture(int ammotype)
{
switch (ammotype)
{
- case ammo_shells: return ITEM_Shells.m_icon;
- case ammo_nails: return ITEM_Bullets.m_icon;
- case ammo_rockets: return ITEM_Rockets.m_icon;
- case ammo_cells: return ITEM_Cells.m_icon;
- case ammo_plasma: return ITEM_Plasma.m_icon;
- case ammo_fuel: return ITEM_JetpackFuel.m_icon;
+ 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;
default: return ""; // wtf, no ammo type?
}
}
#ifdef CSQC
- .int GetAmmoFieldFromNum(int i)
+int GetAmmoTypeFromNum(int i)
+{
+ switch (i)
{
- switch (i)
- {
- case 0: return ammo_shells;
- case 1: return ammo_nails;
- case 2: return ammo_rockets;
- case 3: return ammo_cells;
- case 4: return ammo_plasma;
- case 5: return ammo_fuel;
- default: return ammo_none;
- }
+ 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;
}
+}
- int GetAmmoStat(.int ammotype)
+int GetAmmoStat(int ammotype)
+{
+ switch (ammotype)
{
- switch (ammotype)
- {
- case ammo_shells: return STAT_SHELLS;
- case ammo_nails: return STAT_NAILS;
- case ammo_rockets: return STAT_ROCKETS;
- case ammo_cells: return STAT_CELLS;
- case ammo_plasma: return STAT_PLASMA.m_id;
- case ammo_fuel: return STAT_FUEL.m_id;
- default: return -1;
- }
+ 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;
+ default: return -1;
}
+}
#endif
string W_Sound(string w_snd)
{
string output = strcat("weapons/", w_snd);
-#ifdef SVQC
- MUTATOR_CALLHOOK(WeaponSound, w_snd, output);
- return weapon_sound_output;
-#else
- return output;
-#endif
+ MUTATOR_CALLHOOK(WeaponSound, w_snd, output);
+ return M_ARGV(1, string);
}
string W_Model(string w_mdl)
{
string output = strcat("models/weapons/", w_mdl);
MUTATOR_CALLHOOK(WeaponModel, w_mdl, output);
- return weapon_model_output;
+ return M_ARGV(1, string);
}
-#ifndef MENUQC
+#ifdef GAMEQC
vector shotorg_adjustfromclient(vector vecs, float y_is_right, float algn)
{
switch (algn)
* call again with ""
* remove the ent
*/
-void CL_WeaponEntity_SetModel(entity this, string name)
+void CL_WeaponEntity_SetModel(entity this, string name, bool _anim)
{
if (name == "")
{
- this.model = "";
- if (this.weaponchild) remove(this.weaponchild);
+ vector oldmin = this.mins, oldmax = this.maxs;
+ setmodel(this, MDL_Null);
+ setsize(this, oldmin, oldmax);
+ if (this.weaponchild) delete(this.weaponchild);
this.weaponchild = NULL;
this.movedir = '0 0 0';
this.spawnorigin = '0 0 0';
if (!this.weaponchild)
{
this.weaponchild = new(weaponchild);
- make_pure(this.weaponchild);
#ifdef CSQC
this.weaponchild.drawmask = MASK_NORMAL;
this.weaponchild.renderflags |= RF_VIEWMODEL;
#endif
}
_setmodel(this.weaponchild, W_Model(strcat("v_", name, ".md3")));
+ setsize(this.weaponchild, '0 0 0', '0 0 0');
setattachment(this.weaponchild, this, t);
}
else
{
- if (this.weaponchild) remove(this.weaponchild);
+ if (this.weaponchild) delete(this.weaponchild);
this.weaponchild = NULL;
}
+ setsize(this, '0 0 0', '0 0 0');
setorigin(this, '0 0 0');
this.angles = '0 0 0';
this.frame = 0;
}
else
{
- LOG_WARNINGF("weapon model %s does not support the 'shot' tag, will display shots TOTALLY wrong\n",
+ LOG_WARNF("weapon model %s does not support the 'shot' tag, will display shots TOTALLY wrong",
this.model);
this.movedir = '0 0 0';
}
}
else
{
- LOG_WARNINGF("weapon model %s does not support the 'shell' tag, will display casings wrong\n",
+ LOG_WARNF("weapon model %s does not support the 'shell' tag, will display casings wrong",
this.model);
this.spawnorigin = this.movedir;
}
}
else
{
- LOG_WARNINGF(
+ LOG_WARNF(
"weapon model %s does not support the 'handle' tag "
"and neither does the v_ model support the 'shot' tag, "
"will display muzzle flashes TOTALLY wrong\n",
if (this.movedir.x >= 0)
{
-#ifdef SVQC
- int algn = this.owner.cvar_cl_gunalign;
-#else
- int algn = autocvar_cl_gunalign;
-#endif
+ //int algn = STAT(GUNALIGN, this.owner);
+ int algn = W_GunAlign(this, STAT(GUNALIGN, this.owner));
+ #ifdef SVQC
+ this.m_gunalign = algn;
+ #endif
vector v = this.movedir;
this.movedir = shotorg_adjust(v, false, false, algn);
this.view_ofs = shotorg_adjust(v, false, true, algn) - v;
int compressed_shotorg = compressShotOrigin(this.movedir);
// make them match perfectly
#ifdef SVQC
- this.movedir = decompressShotOrigin(this.owner.stat_shotorg = compressed_shotorg);
+ // null during init
+ if (this.owner) this.owner.stat_shotorg = compressed_shotorg;
+ this.movedir = decompressShotOrigin(compressed_shotorg);
#else
this.movedir = decompressShotOrigin(compressed_shotorg);
#endif
// check if an instant weapon switch occurred
setorigin(this, this.view_ofs);
+ if (!_anim) return;
// reset animstate now
this.wframe = WFRAME_IDLE;
setanim(this, this.anim_idle, true, false, true);
}
#endif
-#ifndef MENUQC
+#ifdef GAMEQC
REGISTER_NET_TEMP(wframe)
#ifdef CSQC
a.x = ReadCoord();
a.y = ReadCoord();
a.z = ReadCoord();
+ int slot = ReadByte();
bool restartanim = ReadByte();
- anim_set(viewmodel, a, !restartanim, restartanim, restartanim);
- viewmodel.state = ReadByte();
- viewmodel.weapon_nextthink = ReadFloat();
- viewmodel.alpha = ReadByte() / 255;
- switch (viewmodel.state)
+ entity wepent = viewmodels[slot];
+ if(a.x == wepent.anim_idle_x) // we don't need to enforce idle animation
+ wepent.animstate_looping = false;
+ else
+ anim_set(wepent, a, !restartanim, restartanim, restartanim);
+ wepent.state = ReadByte();
+ wepent.weapon_nextthink = ReadFloat();
+ switch (wepent.state)
{
case WS_RAISE:
+ wepent.weapon_switchdelay = wepent.activeweapon.switchdelay_raise;
+ break;
case WS_DROP:
- viewmodel.weapon_switchdelay = ReadFloat();
+ wepent.weapon_switchdelay = wepent.activeweapon.switchdelay_drop;
break;
default:
- viewmodel.weapon_switchdelay = 0;
+ wepent.weapon_switchdelay = 0;
break;
}
return true;
WriteCoord(channel, a.x);
WriteCoord(channel, a.y);
WriteCoord(channel, a.z);
+ WriteByte(channel, weaponslot(weaponentity.weaponentity_fld));
WriteByte(channel, restartanim);
WriteByte(channel, weaponentity.state);
WriteFloat(channel, weaponentity.weapon_nextthink);
- WriteByte(channel, weaponentity.m_alpha * 255);
- Weapon w = Weapons_from(actor.weapon);
- switch (weaponentity.state)
+}
+#endif
+
+REGISTER_NET_C2S(w_whereis)
+#ifdef SVQC
+void Weapon_whereis(Weapon this, entity cl);
+NET_HANDLE(w_whereis, bool)
+{
+ Weapon wpn = ReadRegistered(Weapons);
+ if (wpn != WEP_Null) Weapon_whereis(wpn, sender);
+ return true;
+}
+#else
+void w_whereis(Weapon this)
+{
+ int channel = MSG_C2S;
+ WriteHeader(channel, w_whereis);
+ WriteRegistered(Weapons, channel, this);
+}
+CLIENT_COMMAND(weapon_find, "Show spawn locations of a weapon")
+{
+ switch (request)
{
- case WS_RAISE:
- WriteFloat(channel, w.switchdelay_raise);
- break;
- case WS_DROP:
- WriteFloat(channel, w.switchdelay_drop);
- break;
+ case CMD_REQUEST_COMMAND:
+ {
+ string s = argv(1);
+ if (s == "all")
+ {
+ FOREACH(Weapons, it != WEP_Null, w_whereis(it));
+ return;
+ }
+ if (s == "unowned")
+ {
+ FOREACH(Weapons, it != WEP_Null && !(STAT(WEAPONS) & it.m_wepset), w_whereis(it));
+ return;
+ }
+ FOREACH(Weapons, it != WEP_Null && it.netname == s,
+ {
+ w_whereis(it);
+ return;
+ });
+ }
+ default:
+ {
+ LOG_INFOF("Incorrect parameters for ^2%s^7", "weapon_find");
+ }
+ 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'.");
+ return;
+ }
}
}
#endif
+
#endif
#endif