#include "all.inc"
-// TODO: invert after 0.8.2. Will require moving 'best weapon' impulses
+// TODO: invert after changes have been made to the hardcoded weapon impulses. Will require moving 'best weapon' impulses
#define WEP_IMPULSE_BEGIN 230
#define WEP_IMPULSE_END bound(WEP_IMPULSE_BEGIN, WEP_IMPULSE_BEGIN + (REGISTRY_COUNT(Weapons) - 1) - 1, 253)
-REGISTRY_SORT(Weapons, 1)
+REGISTRY_SORT(Weapons, WEP_HARDCODED_IMPULSES + 1)
REGISTRY_CHECK(Weapons)
STATIC_INIT(register_weapons_done)
else
inaccessible = strcat(inaccessible, "\n", it.netname);
});
- if (inaccessible && autocvar_developer > 0) LOG_TRACEF("Impulse limit exceeded, weapon(s) will not be directly accessible: %s", inaccessible);
+ if (inaccessible != "" && autocvar_developer > 0) LOG_TRACEF("Impulse limit exceeded, weapon(s) will not be directly accessible: %s", inaccessible);
#ifdef CSQC
FOREACH(Weapons, true, it.wr_init(it));
#endif
.entity weaponchild;
.entity exteriorweaponentity;
-vector weaponentity_glowmod(Weapon wep, entity actor, int c, entity wepent)
+vector weaponentity_glowmod(Weapon wep, int c, entity wepent)
{
vector g;
- if (!(g = wep.wr_glow(wep, actor, wepent))) g = colormapPaletteColor(c & 0x0F, true);
+ if (!(g = wep.wr_glow(wep, c, wepent))) g = colormapPaletteColor(c & 0x0F, true);
return g;
}
//.int weapon; // current weapon
.string weaponname; // name of .weapon
+#ifdef SVQC
.vector spawnorigin; // for casings
+#endif
.vector movedir_aligned; // shot origin based on weapon alignment (unaffected by shootfromeye)