}
#endif
-void register_weapon(float id, WepSet bit, float(float) func, .float ammotype, float i, float weapontype, float pickupbasevalue, vector clr, string modelname, string shortname, string wname)
+void register_weapon(
+ float id,
+ WepSet bit,
+ float(float) func,
+ .float ammotype,
+ float i,
+ float weapontype,
+ float pickupbasevalue,
+ vector clr,
+ string modelname,
+ string crosshair,
+ string refname,
+ string wepname)
{
entity e;
weapon_info[id - 1] = e = spawn();
e.classname = "weapon_info";
e.weapon = id;
e.weapons = bit;
- e.netname = shortname;
- e.message = wname;
- //e.items = ammotype;
e.weapon_func = func;
+ e.ammo_field = ammotype;
+ e.impulse = i;
+ e.spawnflags = weapontype;
+ e.bot_pickupbasevalue = pickupbasevalue;
e.wpcolor = clr;
e.mdl = modelname;
e.model = strzone(strcat("models/weapons/g_", modelname, ".md3"));
- e.spawnflags = weapontype;
+ e.w_crosshair = strzone(car(crosshair));
+ string s = cdr(crosshair);
+ e.w_crosshair_size = ((s != "") ? stof(s) : 1); // so that we can scale the crosshair from code (for compat)
e.model2 = strzone(strcat("wpn-", ftos(id)));
- e.impulse = i;
- e.bot_pickupbasevalue = pickupbasevalue;
- e.current_ammo = ammotype;
+ e.netname = refname;
+ e.message = wepname;
#ifndef MENUQC
func(WR_INIT);
dummy_weapon_info.weapons = '0 0 0';
dummy_weapon_info.netname = "";
dummy_weapon_info.message = "AOL CD Thrower";
- //dummy_weapon_info.items = 0;
dummy_weapon_info.weapon_func = w_null;
dummy_weapon_info.mdl = "";
dummy_weapon_info.model = "";
dummy_weapon_info.model2 = "";
dummy_weapon_info.impulse = -1;
dummy_weapon_info.bot_pickupbasevalue = 0;
- dummy_weapon_info.current_ammo = ammo_none;
+ dummy_weapon_info.ammo_field = ammo_none;
+
+ dummy_weapon_info.w_crosshair = "gfx/crosshair1";
+ dummy_weapon_info.w_crosshair_size = 1;
float i;
weaponorder_byid = "";
e.weapons = result;
}
-string W_Name(float weaponid) // WEAPONTODO: make into a macro
+#ifdef CSQC
+.float GetAmmoFieldFromNum(float i)
{
- return (get_weaponinfo(weaponid)).message;
+ 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_fuel;
+ default: return ammo_none;
+ }
}
+
+string GetAmmoPicture(.float ammotype)
+{
+ switch(ammotype)
+ {
+ case ammo_shells: return "ammo_shells";
+ case ammo_nails: return "ammo_nails";
+ case ammo_rockets: return "ammo_rockets";
+ case ammo_cells: return "ammo_cells";
+ case ammo_fuel: return "ammo_fuel";
+ default: return ""; // wtf, no ammo type?
+ }
+}
+
+float GetAmmoStat(.float 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_fuel: return STAT_FUEL;
+ default: return -1;
+ }
+}
+#endif