X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fweapons%2Fselection.qh;h=b4e2fb81cdb1174f76daaf014416b8af14b7b530;hb=0394852103d5d410a54f14daa6fc698d0cdbd74f;hp=8e2937f0ca98c859b36614a9a9950e918f673827;hpb=2ea018e26b688038823d6a52a17ab8b6abd26a9e;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/weapons/selection.qh b/qcsrc/server/weapons/selection.qh index 8e2937f0c..94987d20a 100644 --- a/qcsrc/server/weapons/selection.qh +++ b/qcsrc/server/weapons/selection.qh @@ -1,29 +1,39 @@ +#pragma once + +#include +#include + +.int selectweapon; // last selected weapon of the player + +.WepSet dual_weapons; + // switch between weapons void Send_WeaponComplain(entity e, float wpn, float type); .float hasweapon_complain_spam; -float client_hasweapon(entity cl, float wpn, float andammo, float complain); +bool client_hasweapon(entity this, Weapon wpn, .entity weaponentity, float andammo, bool complain); -.float weaponcomplainindex; -float W_GetCycleWeapon(entity pl, string weaponorder, float dir, float imp, float complain, float skipmissing); +.int weaponcomplainindex; +float W_GetCycleWeapon(entity this, string weaponorder, float dir, float imp, float complain, float skipmissing, .entity weaponentity); -#define w_getbestweapon(ent) W_GetCycleWeapon(ent, ent.cvar_cl_weaponpriority, 0, -1, FALSE, TRUE) +#define w_getbestweapon(ent,wepent) REGISTRY_GET(Weapons, W_GetCycleWeapon(ent, CS(ent).cvar_cl_weaponpriority, 0, -1, false, true, wepent)) -void W_SwitchWeapon_Force(entity e, float w); +void W_SwitchWeapon_Force(Player this, Weapon w, .entity weaponentity); // perform weapon to attack (weaponstate and attack_finished check is here) -void W_SwitchToOtherWeapon(entity pl); -void W_SwitchWeapon(float imp); +void W_SwitchToOtherWeapon(entity this, .entity weaponentity); +bool W_SwitchWeapon(entity this, Weapon imp, .entity weaponentity); // returns false if the player does not have the weapon +void W_SwitchWeapon_TryOthers(entity this, Weapon imp, .entity weaponentity); -void W_CycleWeapon(string weaponorder, float dir); +void W_CycleWeapon(entity this, string weaponorder, float dir, .entity weaponentity); -void W_NextWeaponOnImpulse(float imp); +void W_NextWeaponOnImpulse(entity this, float imp, .entity weaponentity); // next weapon -void W_NextWeapon(float list); +void W_NextWeapon(entity this, float list, .entity weaponentity); // prev weapon -void W_PreviousWeapon(float list); +void W_PreviousWeapon(entity this, float list, .entity weaponentity); // previously used if exists and has ammo, (second) best otherwise -void W_LastWeapon(void); +void W_LastWeapon(entity this, .entity weaponentity);