+#ifndef WEAPONS_H
+#define WEAPONS_H
+
#ifndef MENUQC
#include "calculations.qh"
#endif
-const float MAX_SHOT_DISTANCE = 32768;
+#include "../util.qh"
+#ifdef SVQC
+#include "../../server/bot/aim.qh"
+#endif
+const int MAX_SHOT_DISTANCE = 32768;
// weapon pickup ratings for bot logic
-const float BOT_PICKUP_RATING_LOW = 2500;
-const float BOT_PICKUP_RATING_MID = 5000;
-const float BOT_PICKUP_RATING_HIGH = 10000;
+const int BOT_PICKUP_RATING_LOW = 2500;
+const int BOT_PICKUP_RATING_MID = 5000;
+const int BOT_PICKUP_RATING_HIGH = 10000;
// weapon flags
-const float WEP_TYPE_OTHER = 0x00; // not for damaging people
-const float WEP_TYPE_SPLASH = 0x01; // splash damage
-const float WEP_TYPE_HITSCAN = 0x02; // hitscan
-const float WEP_TYPEMASK = 0x0F;
-const float WEP_FLAG_CANCLIMB = 0x10; // can be used for movement
-const float WEP_FLAG_NORMAL = 0x20; // in "most weapons" set
-const float WEP_FLAG_HIDDEN = 0x40; // hides from menu
-const float WEP_FLAG_RELOADABLE = 0x80; // can has reload
-const float WEP_FLAG_SUPERWEAPON = 0x100; // powerup timer
-const float WEP_FLAG_MUTATORBLOCKED = 0x200; // hides from impulse 99 etc. (mutators are allowed to clear this flag)
+const int WEP_TYPE_OTHER = 0x00; // not for damaging people
+const int WEP_TYPE_SPLASH = 0x01; // splash damage
+const int WEP_TYPE_HITSCAN = 0x02; // hitscan
+const int WEP_TYPEMASK = 0x0F;
+const int WEP_FLAG_CANCLIMB = 0x10; // can be used for movement
+const int WEP_FLAG_NORMAL = 0x20; // in "most weapons" set
+const int WEP_FLAG_HIDDEN = 0x40; // hides from menu
+const int WEP_FLAG_RELOADABLE = 0x80; // can has reload
+const int WEP_FLAG_SUPERWEAPON = 0x100; // powerup timer
+const int WEP_FLAG_MUTATORBLOCKED = 0x200; // hides from impulse 99 etc. (mutators are allowed to clear this flag)
// weapon requests
-const float WR_SETUP = 1; // (SERVER) setup weapon data
-const float WR_THINK = 2; // (SERVER) logic to run every frame
-const float WR_CHECKAMMO1 = 3; // (SERVER) checks ammo for weapon primary
-const float WR_CHECKAMMO2 = 4; // (SERVER) checks ammo for weapon second
-const float WR_AIM = 5; // (SERVER) runs bot aiming code for this weapon
-const float WR_INIT = 6; // (BOTH) precaches models/sounds used by this weapon, also sets up weapon properties
-const float WR_SUICIDEMESSAGE = 7; // (SERVER) notification number for suicide message (may inspect w_deathtype for details)
-const float WR_KILLMESSAGE = 8; // (SERVER) notification number for kill message (may inspect w_deathtype for details)
-const float WR_RELOAD = 9; // (SERVER) handles reloading for weapon
-const float WR_RESETPLAYER = 10; // (SERVER) clears fields that the weapon may use
-const float WR_IMPACTEFFECT = 11; // (CLIENT) impact effect for weapon explosion
-const float WR_PLAYERDEATH = 12; // (SERVER) called whenever a player dies
-const float WR_GONETHINK = 13; // (SERVER) logic to run when weapon is lost
-const float WR_CONFIG = 14; // (ALL) dump weapon cvars to config in data directory (see: sv_cmd dumpweapons)
-const float WR_ZOOMRETICLE = 15; // (CLIENT) weapon specific zoom reticle
+const int WR_SETUP = 1; // (SERVER) setup weapon data
+const int WR_THINK = 2; // (SERVER) logic to run every frame
+const int WR_CHECKAMMO1 = 3; // (SERVER) checks ammo for weapon primary
+const int WR_CHECKAMMO2 = 4; // (SERVER) checks ammo for weapon second
+const int WR_AIM = 5; // (SERVER) runs bot aiming code for this weapon
+const int WR_INIT = 6; // (BOTH) precaches models/sounds used by this weapon, also sets up weapon properties
+const int WR_SUICIDEMESSAGE = 7; // (SERVER) notification number for suicide message (may inspect w_deathtype for details)
+const int WR_KILLMESSAGE = 8; // (SERVER) notification number for kill message (may inspect w_deathtype for details)
+const int WR_RELOAD = 9; // (SERVER) handles reloading for weapon
+const int WR_RESETPLAYER = 10; // (SERVER) clears fields that the weapon may use
+const int WR_IMPACTEFFECT = 11; // (CLIENT) impact effect for weapon explosion
+const int WR_PLAYERDEATH = 12; // (SERVER) called whenever a player dies
+const int WR_GONETHINK = 13; // (SERVER) logic to run when weapon is lost
+const int WR_CONFIG = 14; // (ALL) dump weapon cvars to config in data directory (see: sv_cmd dumpweapons)
+const int WR_ZOOMRETICLE = 15; // (CLIENT) weapon specific zoom reticle
+const int WR_DROP = 16; // (SERVER) the weapon is dropped
+const int WR_PICKUP = 17; // (SERVER) a weapon is picked up
// variables:
string weaponorder_byid;
// weapon sets
typedef vector WepSet;
-WepSet WepSet_FromWeapon(float a);
+WepSet WepSet_FromWeapon(int a);
#ifdef SVQC
void WepSet_AddStat();
void WriteWepSet(float dest, WepSet w);
// weapon name macros
#define WEP_FIRST 1
#define WEP_MAXCOUNT 24 // Increase as needed. Can be up to three times as much.
-float WEP_COUNT;
-float WEP_LAST;
+int WEP_COUNT;
+int WEP_LAST;
WepSet WEPSET_ALL;
WepSet WEPSET_SUPERWEAPONS;
// functions:
-entity get_weaponinfo(float id);
+entity get_weaponinfo(int id);
string W_FixWeaponOrder(string order, float complete);
+string W_UndeprecateName(string s);
string W_NameWeaponOrder(string order);
string W_NumberWeaponOrder(string order);
string W_FixWeaponOrder_BuildImpulseList(string o);
string W_FixWeaponOrder_ForceComplete(string order);
void W_RandomWeapons(entity e, float n);
-string GetAmmoPicture(.float ammotype);
+string GetAmmoPicture(.int ammotype);
#ifdef CSQC
-.float GetAmmoFieldFromNum(float i);
-float GetAmmoStat(.float ammotype);
+.int GetAmmoFieldFromNum(int i);
+int GetAmmoStat(.int ammotype);
#endif
// ammo types
-.float ammo_shells;
-.float ammo_nails;
-.float ammo_rockets;
-.float ammo_cells;
-.float ammo_fuel;
-.float ammo_none;
+.int ammo_shells;
+.int ammo_nails;
+.int ammo_rockets;
+.int ammo_cells;
+.int ammo_plasma;
+.int ammo_fuel;
+.int ammo_none;
// other useful macros
#define WEP_ACTION(wpn,wrequest) (get_weaponinfo(wpn)).weapon_func(wrequest)
// create properties for weapon settings
#define WEP_ADD_PROP(wepid,wepname,type,prop,name) \
- .type ##prop; \
+ .type prop; \
[[last]] type autocvar_g_balance_##wepname##_##name;
// read cvars from weapon settings
// Weapon Registration
// =====================
-float w_null(float dummy);
+bool w_null(int dummy);
void register_weapon(
- float id,
+ int id,
WepSet bit,
- float(float) func,
- .float ammotype,
- float i,
- float weapontype,
+ bool(int) func,
+ .int ammotype,
+ int i,
+ int weapontype,
float pickupbasevalue,
vector clr,
string modelname,
// entity properties of weaponinfo:
// fields which are explicitly/manually set are marked with "M", fields set automatically are marked with "A"
-.float weapon; // M: WEP_id // WEP_...
+.int weapon; // M: WEP_id // WEP_...
.WepSet weapons; // A: WEPSET_id // WEPSET_...
.float(float) weapon_func; // M: function // w_...
-..float ammo_field; // M: ammotype // main ammo field
-.float impulse; // M: impulse // weapon impulse
-.float spawnflags; // M: flags // WEPSPAWNFLAG_... combined
+..int ammo_field; // M: ammotype // main ammo field
+.int impulse; // M: impulse // weapon impulse
+.int spawnflags; // M: flags // WEPSPAWNFLAG_... combined
.float bot_pickupbasevalue; // M: rating // bot weapon priority
.vector wpcolor; // M: color // waypointsprite color
.string wpmodel; // A: wpn-id // wpn- sprite name
// note: the fabs call is just there to hide "if result is constant" warning
#define REGISTER_WEAPON_2(id,bit,function,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,wepimg,refname,wepname) \
- float id; \
+ int id; \
WepSet bit; \
- float function(float); \
+ bool function(int); \
void RegisterWeapons_##id() \
{ \
WEP_LAST = (id = WEP_FIRST + WEP_COUNT); \
REGISTER_WEAPON_2(WEP_##id,WEPSET_##id,function,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,wepimg,refname,wepname)
#endif
-#include "all.qh"
+#include "all.inc"
#undef WEP_ADD_CVAR_MO_PRI
#undef WEP_ADD_CVAR_MO_SEC
#undef REGISTER_WEAPON
ACCUMULATE_FUNCTION(RegisterWeapons, register_weapons_done);
+#endif