]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapons.qh
Merge branch 'master' into Mario/turrets
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapons.qh
index 4987793ba899cccb27e13584bb3b00d367112413..dca226f42018ec13421d15cc6b2329137ca96b8c 100644 (file)
@@ -33,11 +33,12 @@ const float WR_KILLMESSAGE    =  8; // (SERVER) notification number for kill mes
 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_SWITCHABLE     = 12; // (CLIENT) decides whether the player is able to switch away from this weapon
-const float WR_PLAYERDEATH    = 13; // (SERVER) called whenever a player dies
-const float WR_GONETHINK      = 14; // (SERVER) logic to run when weapon is lost/switched away from
-const float WR_CONFIG         = 15; // (ALL)    dump weapon cvars to config in data directory (see: sv_cmd dumpweapons)
-const float WR_ZOOMRETICLE    = 16; // (CLIENT) weapon specific zoom reticle
+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 float WR_DROP           = 16; // (SERVER) the weapon is dropped
+const float WR_PICKUP         = 17; // (SERVER) a weapon is picked up
 
 // variables:
 string weaponorder_byid;
@@ -72,9 +73,10 @@ string W_FixWeaponOrder_AllowIncomplete(string order);
 string W_FixWeaponOrder_ForceComplete(string order);
 void W_RandomWeapons(entity e, float n);
 
+string GetAmmoPicture(.float ammotype);
+
 #ifdef CSQC
 .float GetAmmoFieldFromNum(float i);
-string GetAmmoPicture(.float ammotype);
 float GetAmmoStat(.float ammotype);
 #endif
 
@@ -83,6 +85,7 @@ float GetAmmoStat(.float ammotype);
 .float ammo_nails;
 .float ammo_rockets;
 .float ammo_cells;
+.float ammo_plasma;
 .float ammo_fuel;
 .float ammo_none;
 
@@ -109,7 +112,7 @@ float GetAmmoStat(.float ammotype);
 
 // 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
@@ -138,11 +141,10 @@ void register_weapon(
        float weapontype,
        float pickupbasevalue,
        vector clr,
-       string firstpmdl,
-       string thirdpmdl,
-       string pickupmdl,
+       string modelname,
        string simplemdl,
        string crosshair,
+       string wepimg,
        string refname,
        string wepname);
 
@@ -159,18 +161,18 @@ void register_weapons_done();
 .float bot_pickupbasevalue; // M: rating    // bot weapon priority
 .vector wpcolor;            // M: color     // waypointsprite color
 .string wpmodel;            // A: wpn-id    // wpn- sprite name
-.string model;              // M: firstpmdl // first person view weapon model (h_)
-.string model2;             // M: thirdpmdl // third person weapon model (v_)
-.string model3;             // M: pickupmdl // pickup weapon model (g_)
-.string mdl;                // M: simplemdl // simpleitems weapon model/image
+.string mdl;                // M: modelname // name of model (without g_ v_ or h_ prefixes)
+.string model;              // A: modelname // full path to g_ model
+.string w_simplemdl;        // M: simplemdl // simpleitems weapon model/image
 .string w_crosshair;        // M: crosshair // per-weapon crosshair: "CrosshairImage Size"
 .float w_crosshair_size;    // A: crosshair // per-weapon crosshair size (argument two of "crosshair" field)
+.string model2;             // M: wepimg    // "weaponfoobar" side view image file of weapon // WEAPONTODO: Move out of skin files, move to common files
 .string netname;            // M: refname   // reference name name
 .string message;            // M: wepname   // human readable 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,firstpmdl,thirdpmdl,pickupmdl,simplemdl,crosshair,refname,wepname) \
+#define REGISTER_WEAPON_2(id,bit,function,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,wepimg,refname,wepname) \
        float id; \
        WepSet bit; \
        float function(float); \
@@ -182,15 +184,15 @@ void register_weapons_done();
                if((flags) & WEP_FLAG_SUPERWEAPON) \
                        WEPSET_SUPERWEAPONS |= bit; \
                ++WEP_COUNT; \
-               register_weapon(id,bit,function,ammotype,impulse,flags,rating,color,firstpmdl,thirdpmdl,pickupmdl,simplemdl,crosshair,refname,wepname); \
+               register_weapon(id,bit,function,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,wepimg,refname,wepname); \
        } \
        ACCUMULATE_FUNCTION(RegisterWeapons, RegisterWeapons_##id)
 #ifdef MENUQC
-#define REGISTER_WEAPON(id,function,ammotype,impulse,flags,rating,color,firstpmdl,thirdpmdl,pickupmdl,simplemdl,crosshair,refname,wepname) \
-       REGISTER_WEAPON_2(WEP_##id,WEPSET_##id,w_null,ammotype,impulse,flags,rating,color,firstpmdl,thirdpmdl,pickupmdl,simplemdl,crosshair,refname,wepname)
+#define REGISTER_WEAPON(id,function,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,wepimg,refname,wepname) \
+       REGISTER_WEAPON_2(WEP_##id,WEPSET_##id,w_null,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,wepimg,refname,wepname)
 #else
-#define REGISTER_WEAPON(id,function,ammotype,impulse,flags,rating,color,firstpmdl,thirdpmdl,pickupmdl,simplemdl,crosshair,refname,wepname) \
-       REGISTER_WEAPON_2(WEP_##id,WEPSET_##id,function,ammotype,impulse,flags,rating,color,firstpmdl,thirdpmdl,pickupmdl,simplemdl,crosshair,refname,wepname)
+#define REGISTER_WEAPON(id,function,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,wepimg,refname,wepname) \
+       REGISTER_WEAPON_2(WEP_##id,WEPSET_##id,function,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,wepimg,refname,wepname)
 #endif
 
 #include "all.qh"