#ifndef WEAPON_H
#define WEAPON_H
-#include "../items/item/pickup.qh"
-#include "../stats.qh"
+#include <common/items/item/pickup.qh>
+#include <common/stats.qh>
+
+#ifdef SVQC
+#include <common/effects/qc/all.qh>
+#endif
const int MAX_WEAPONSLOTS = 2;
.entity weaponentities[MAX_WEAPONSLOTS];
ATTRIB(Weapon, m_pickup, entity, NULL);
/** (SERVER) setup weapon data */
- METHOD(Weapon, wr_setup, void(Weapon this)) {}
+ METHOD(Weapon, wr_setup, void(Weapon this, entity actor)) {}
/** (SERVER) logic to run every frame */
METHOD(Weapon, wr_think, void(Weapon this, entity actor, .entity weaponentity, int fire)) {}
/** (SERVER) checks ammo for weapon primary */
- METHOD(Weapon, wr_checkammo1, bool(Weapon this)) {return false;}
+ METHOD(Weapon, wr_checkammo1, bool(Weapon this, entity actor)) {return false;}
/** (SERVER) checks ammo for weapon second */
- METHOD(Weapon, wr_checkammo2, bool(Weapon this)) {return false;}
+ METHOD(Weapon, wr_checkammo2, bool(Weapon this, entity actor)) {return false;}
/** (SERVER) runs bot aiming code for this weapon */
- METHOD(Weapon, wr_aim, void(Weapon this)) {}
+ METHOD(Weapon, wr_aim, void(Weapon this, entity actor)) {}
/** (BOTH) precaches models/sounds used by this weapon, also sets up weapon properties */
METHOD(Weapon, wr_init, void(Weapon this)) {}
/** (SERVER) notification number for suicide message (may inspect w_deathtype for details) */
- METHOD(Weapon, wr_suicidemessage, int(Weapon this)) {return 0;}
+ METHOD(Weapon, wr_suicidemessage, entity(Weapon this)) {return NULL;}
/** (SERVER) notification number for kill message (may inspect w_deathtype for details) */
- METHOD(Weapon, wr_killmessage, int(Weapon this)) {return 0;}
+ METHOD(Weapon, wr_killmessage, entity(Weapon this)) {return NULL;}
/** (SERVER) handles reloading for weapon */
METHOD(Weapon, wr_reload, void(Weapon this, entity actor, .entity weaponentity)) {}
/** (SERVER) clears fields that the weapon may use */
- METHOD(Weapon, wr_resetplayer, void(Weapon this)) {}
+ METHOD(Weapon, wr_resetplayer, void(Weapon this, entity actor)) {}
/** (CLIENT) impact effect for weapon explosion */
- METHOD(Weapon, wr_impacteffect, void(Weapon this)) {}
+ METHOD(Weapon, wr_impacteffect, void(Weapon this, entity actor)) {}
/** (SERVER) called whenever a player dies */
- METHOD(Weapon, wr_playerdeath, void(Weapon this)) {}
+ METHOD(Weapon, wr_playerdeath, void(Weapon this, entity actor)) {}
/** (SERVER) logic to run when weapon is lost */
- METHOD(Weapon, wr_gonethink, void(Weapon this)) {}
+ METHOD(Weapon, wr_gonethink, void(Weapon this, entity actor)) {}
/** (ALL) dump weapon cvars to config in data directory (see: sv_cmd dumpweapons) */
METHOD(Weapon, wr_config, void(Weapon this)) {}
/** (CLIENT) weapon specific zoom reticle */
/** (CLIENT) weapon specific glow */
METHOD(Weapon, wr_glow, vector(Weapon this)) { return '0 0 0'; }
/** (SERVER) the weapon is dropped */
- METHOD(Weapon, wr_drop, void(Weapon this)) {}
+ METHOD(Weapon, wr_drop, void(Weapon this, entity actor)) {}
/** (SERVER) a weapon is picked up */
- METHOD(Weapon, wr_pickup, void(Weapon this)) {}
+ METHOD(Weapon, wr_pickup, void(Weapon this, entity actor)) {}
/** (SERVER) update cvar based properties */
METHOD(Weapon, wr_update, void(Weapon this)) {}
METHOD(Weapon, display, void(entity this, void(string name, string icon) returns)) {
}
ENDCLASS(Weapon)
-#include "../items/all.qh"
+#include <common/items/all.qh>
CLASS(WeaponPickup, Pickup)
ATTRIB(WeaponPickup, m_weapon, Weapon, NULL)
ATTRIB(WeaponPickup, m_name, string, string_null)
string W_NameWeaponOrder(string order);
string W_NumberWeaponOrder(string order);
string W_FixWeaponOrder_BuildImpulseList(string o);
-string W_FixWeaponOrder_AllowIncomplete(string order);
+string W_FixWeaponOrder_AllowIncomplete(entity this, string order);
string W_FixWeaponOrder_ForceComplete(string order);
void W_RandomWeapons(entity e, float n);