6 #include <client/main.qh>
7 #include <common/constants.qh>
8 #include <common/deathtypes/all.qh>
9 #include <common/physics/movetypes/movetypes.qh>
10 #include <common/stats.qh>
11 #include <common/util.qh>
12 #include <common/weapons/calculations.qc>
13 #include <common/weapons/weapon/_mod.inc>
14 #include <lib/csqcmodel/cl_model.qh>
15 #include <lib/csqcmodel/interpolate.qh>
16 #include <lib/warpzone/anglestransform.qh>
17 #include <lib/warpzone/client.qh>
18 #include <lib/warpzone/common.qh>
20 #include <common/weapons/weapon/_mod.inc>
22 #include <common/constants.qh>
23 #include <common/deathtypes/all.qh>
24 #include <common/items/_mod.qh>
25 #include <common/mapinfo.qh>
26 #include <common/monsters/_mod.qh>
27 #include <common/notifications/all.qh>
28 #include <common/stats.qh>
29 #include <common/teams.qh>
30 #include <common/util.qh>
31 #include <common/weapons/calculations.qc>
32 #include <common/weapons/config.qc>
33 #include <common/weapons/config.qh>
34 #include <common/weapons/weapon/_mod.inc>
35 #include <lib/csqcmodel/sv_model.qh>
36 #include <lib/warpzone/anglestransform.qh>
37 #include <lib/warpzone/common.qh>
38 #include <lib/warpzone/server.qh>
39 #include <lib/warpzone/util_server.qh>
40 #include <server/command/_mod.qh>
41 #include <server/hook.qh>
42 #include <server/items/spawning.qh>
43 #include <server/mutators/_mod.qh>
44 #include <server/portals.qh>
45 #include <server/weapons/common.qh>
46 #include <server/weapons/csqcprojectile.qh>
47 #include <server/weapons/tracing.qh>
51 // WEAPON PLUGIN SYSTEM
53 WepSet _WepSet_FromWeapon(int a)
56 if (REGISTRY_MAX(Weapons) > 24)
60 if (REGISTRY_MAX(Weapons) > 48)
64 return '0 0 1' * BIT(a);
66 return '0 1 0' * BIT(a);
68 return '1 0 0' * BIT(a);
71 void WriteWepSet(float dst, WepSet w)
73 if (REGISTRY_MAX(Weapons) > 48) WriteInt72_t(dst, w);
74 else if (REGISTRY_MAX(Weapons) > 24) WriteInt48_t(dst, w);
75 else WriteInt24_t(dst, w.x);
79 WepSet WepSet_GetFromStat()
83 WepSet WepSet_GetFromStat_InMap()
85 return STAT(WEAPONSINMAP);
89 if (REGISTRY_MAX(Weapons) > 48) return ReadInt72_t();
90 if (REGISTRY_MAX(Weapons) > 24) return ReadInt48_t();
91 return ReadInt24_t() * '1 0 0';
95 string W_FixWeaponOrder(string order, float complete)
97 return fixPriorityList(order, WEP_FIRST, WEP_LAST, WEP_IMPULSE_BEGIN - WEP_FIRST, complete);
99 string W_NameWeaponOrder_MapFunc(string s)
104 entity wi = REGISTRY_GET(Weapons, i);
105 if (wi != WEP_Null) return wi.netname;
110 string W_NameWeaponOrder(string order)
112 return mapPriorityList(order, W_NameWeaponOrder_MapFunc);
114 string W_NumberWeaponOrder_MapFunc(string s)
116 if (s == "0" || stof(s)) return s;
117 FOREACH(Weapons, it != WEP_Null && (it.netname == s || it.m_deprecated_netname == s), return ftos(i));
120 string W_NumberWeaponOrder(string order)
122 return mapPriorityList(order, W_NumberWeaponOrder_MapFunc);
125 float W_FixWeaponOrder_BuildImpulseList_buf[REGISTRY_MAX(Weapons)];
126 string W_FixWeaponOrder_BuildImpulseList_order;
127 void W_FixWeaponOrder_BuildImpulseList_swap(int i, int j, entity pass)
130 h = W_FixWeaponOrder_BuildImpulseList_buf[i];
131 W_FixWeaponOrder_BuildImpulseList_buf[i] = W_FixWeaponOrder_BuildImpulseList_buf[j];
132 W_FixWeaponOrder_BuildImpulseList_buf[j] = h;
134 float W_FixWeaponOrder_BuildImpulseList_cmp(int i, int j, entity pass)
136 int si = W_FixWeaponOrder_BuildImpulseList_buf[i];
137 Weapon e1 = REGISTRY_GET(Weapons, si);
138 int sj = W_FixWeaponOrder_BuildImpulseList_buf[j];
139 Weapon e2 = REGISTRY_GET(Weapons, sj);
140 int d = (e1.impulse + 9) % 10 - (e2.impulse + 9) % 10;
141 if (d != 0) return -d; // high impulse first!
142 string s = strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " ");
143 return strstrofs(s, sprintf(" %d ", si), 0)
144 - strstrofs(s, sprintf(" %d ", sj), 0); // low char index first!
146 string W_FixWeaponOrder_BuildImpulseList(string o)
149 W_FixWeaponOrder_BuildImpulseList_order = o;
150 for (i = WEP_FIRST; i <= WEP_LAST; ++i)
151 W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST] = i;
152 heapsort(WEP_LAST - WEP_FIRST + 1, W_FixWeaponOrder_BuildImpulseList_swap, W_FixWeaponOrder_BuildImpulseList_cmp,
155 for (i = WEP_FIRST; i <= WEP_LAST; ++i)
156 o = strcat(o, " ", ftos(W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST]));
157 W_FixWeaponOrder_BuildImpulseList_order = string_null;
158 return substring(o, 1, -1);
161 string W_FixWeaponOrder_AllowIncomplete(entity this, string order)
163 return W_FixWeaponOrder(order, 0);
166 string W_FixWeaponOrder_ForceComplete(string order)
168 if (order == "") order = W_NumberWeaponOrder(cvar_defstring("cl_weaponpriority"));
169 return W_FixWeaponOrder(order, 1);
172 WepSet W_RandomWeapons(entity e, WepSet remaining, int n)
174 WepSet result = '0 0 0';
175 for (int j = 0; j < n; ++j)
177 RandomSelection_Init();
178 FOREACH(Weapons, it != WEP_Null, {
179 if (remaining & (it.m_wepset))
180 RandomSelection_AddEnt(it, 1, 1);
182 Weapon w = RandomSelection_chosen_ent;
183 result |= WepSet_FromWeapon(w);
184 remaining &= ~WepSet_FromWeapon(w);
189 // TODO: registry handles for below functions
190 string GetAmmoPicture(Resource ammotype)
194 case RES_SHELLS: return ITEM_Shells.m_icon;
195 case RES_BULLETS: return ITEM_Bullets.m_icon;
196 case RES_ROCKETS: return ITEM_Rockets.m_icon;
197 case RES_CELLS: return ITEM_Cells.m_icon;
198 case RES_PLASMA: return ITEM_Plasma.m_icon;
199 case RES_FUEL: return ITEM_JetpackFuel.m_icon;
200 default: return ""; // wtf, no ammo type?
204 string GetAmmoName(Resource ammotype)
208 case RES_SHELLS: return ITEM_Shells.m_name;
209 case RES_BULLETS: return ITEM_Bullets.m_name;
210 case RES_ROCKETS: return ITEM_Rockets.m_name;
211 case RES_CELLS: return ITEM_Cells.m_name;
212 case RES_PLASMA: return ITEM_Plasma.m_name;
213 case RES_FUEL: return ITEM_JetpackFuel.m_name;
214 default: return "batteries";
218 entity GetAmmoItem(Resource ammotype)
222 case RES_SHELLS: return ITEM_Shells;
223 case RES_BULLETS: return ITEM_Bullets;
224 case RES_ROCKETS: return ITEM_Rockets;
225 case RES_CELLS: return ITEM_Cells;
226 case RES_PLASMA: return ITEM_Plasma;
227 case RES_FUEL: return ITEM_JetpackFuel;
229 LOG_WARNF("Invalid ammo type %d ", ammotype.m_id);
231 // WEAPONTODO: use this generic func to reduce duplication ?
232 // GetAmmoPicture GetAmmoName notif_arg_item_wepammo ammo_pickupevalfunc ?
236 int GetAmmoStat(Resource ammotype)
240 case RES_SHELLS: return STAT_SHELLS;
241 case RES_BULLETS: return STAT_NAILS;
242 case RES_ROCKETS: return STAT_ROCKETS;
243 case RES_CELLS: return STAT_CELLS;
244 case RES_PLASMA: return STAT_PLASMA.m_id;
245 case RES_FUEL: return STAT_FUEL.m_id;
251 string W_Sound(string w_snd)
253 string output = strcat("weapons/", w_snd);
254 MUTATOR_CALLHOOK(WeaponSound, w_snd, output);
255 return M_ARGV(1, string);
258 string W_Model(string w_mdl)
260 string output = strcat("models/weapons/", w_mdl);
261 MUTATOR_CALLHOOK(WeaponModel, w_mdl, output);
262 return M_ARGV(1, string);
266 vector shotorg_adjustfromclient(vector vecs, float y_is_right, float algn)
288 vector shotorg_adjust(vector vecs, bool y_is_right, bool visual, int algn)
293 vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
295 else if (STAT(SHOOTFROMEYE))
299 else if (STAT(SHOOTFROMCENTER))
304 else if ((s = G_SHOOTFROMFIXEDORIGIN) != "")
307 if (y_is_right) v.y = -v.y;
308 if (v.x != 0) vecs.x = v.x;
312 else // just do the same as top
314 vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
324 * 1. simple animated model, muzzle flash handling on h_ model:
325 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
327 * shot = muzzle end (shot origin, also used for muzzle flashes)
328 * shell = casings ejection point (must be on the right hand side of the gun)
329 * weapon = attachment for v_tuba.md3
330 * v_tuba.md3 - first and third person model
331 * g_tuba.md3 - pickup model
333 * 2. simple animated model, muzzle flash handling on v_ model:
334 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
336 * weapon = attachment for v_tuba.md3
337 * v_tuba.md3 - first and third person model
339 * shot = muzzle end (shot origin, also used for muzzle flashes)
340 * shell = casings ejection point (must be on the right hand side of the gun)
341 * g_tuba.md3 - pickup model
343 * 3. fully animated model, muzzle flash handling on h_ model:
344 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
346 * shot = muzzle end (shot origin, also used for muzzle flashes)
347 * shell = casings ejection point (must be on the right hand side of the gun)
348 * handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
349 * v_tuba.md3 - third person model
350 * g_tuba.md3 - pickup model
352 * 4. fully animated model, muzzle flash handling on v_ model:
353 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
355 * shot = muzzle end (shot origin)
356 * shell = casings ejection point (must be on the right hand side of the gun)
357 * v_tuba.md3 - third person model
359 * shot = muzzle end (for muzzle flashes)
360 * g_tuba.md3 - pickup model
363 * this.origin, this.angles
365 * this.movedir, this.view_ofs, this.movedir_aligned
366 * this.spawnorigin (SVQC only)
373 void CL_WeaponEntity_SetModel(entity this, string name, bool _anim)
377 vector oldmin = this.mins, oldmax = this.maxs;
378 setmodel(this, MDL_Null);
379 setsize(this, oldmin, oldmax);
380 if (this.weaponchild) delete(this.weaponchild);
381 this.weaponchild = NULL;
382 this.movedir = '0 0 0';
384 this.spawnorigin = '0 0 0';
386 this.oldorigin = '0 0 0';
387 this.anim_fire1 = '0 1 0.01';
388 this.anim_fire2 = '0 1 0.01';
389 this.anim_idle = '0 1 0.01';
390 this.anim_reload = '0 1 0.01';
394 // if there is a child entity, hide it until we're sure we use it
395 if (this.weaponchild) this.weaponchild.model = "";
396 _setmodel(this, W_Model(strcat("v_", name, ".md3")));
397 int v_shot_idx; // used later
398 (v_shot_idx = gettagindex(this, "shot")) || (v_shot_idx = gettagindex(this, "tag_shot"));
400 _setmodel(this, W_Model(strcat("h_", name, ".iqm")));
401 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
402 this.anim_fire1 = animfixfps(this, '0 1 0.01', '0 0 0');
403 this.anim_fire2 = animfixfps(this, '1 1 0.01', '0 0 0');
404 this.anim_idle = animfixfps(this, '2 1 0.01', '0 0 0');
405 this.anim_reload = animfixfps(this, '3 1 0.01', '0 0 0');
407 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
408 // if we don't, this is a "real" animated model
410 if ((t = "weapon", gettagindex(this, t)) || (t = "tag_weapon", gettagindex(this, t)))
412 if (!this.weaponchild)
414 this.weaponchild = new(weaponchild);
416 this.weaponchild.drawmask = MASK_NORMAL;
417 this.weaponchild.renderflags |= RF_VIEWMODEL;
420 _setmodel(this.weaponchild, W_Model(strcat("v_", name, ".md3")));
421 setsize(this.weaponchild, '0 0 0', '0 0 0');
422 setattachment(this.weaponchild, this, t);
426 if (this.weaponchild) delete(this.weaponchild);
427 this.weaponchild = NULL;
430 setsize(this, '0 0 0', '0 0 0');
431 setorigin(this, '0 0 0');
432 this.angles = '0 0 0';
435 this.viewmodelforclient = NULL;
437 this.renderflags &= ~RF_VIEWMODEL;
439 if (v_shot_idx) // v_ model attached to invisible h_ model
441 this.movedir = gettaginfo(this.weaponchild, v_shot_idx);
446 if ((idx = gettagindex(this, "shot")) || (idx = gettagindex(this, "tag_shot")))
448 this.movedir = gettaginfo(this, idx);
452 LOG_WARNF("weapon model %s does not support the 'shot' tag, will display shots TOTALLY wrong",
454 this.movedir = '0 0 0';
460 // v_ model attached to invisible h_ model
462 && ((idx = gettagindex(this.weaponchild, "shell")) || (idx = gettagindex(this.weaponchild, "tag_shell"))))
464 this.spawnorigin = gettaginfo(this.weaponchild, idx);
466 else if ((idx = gettagindex(this, "shell")) || (idx = gettagindex(this, "tag_shell")))
468 this.spawnorigin = gettaginfo(this, idx);
472 LOG_WARNF("weapon model %s does not support the 'shell' tag, will display casings wrong",
474 this.spawnorigin = this.movedir;
480 this.oldorigin = '0 0 0'; // use regular attachment
485 if (this.weaponchild)
486 (idx = gettagindex(this, "weapon")) || (idx = gettagindex(this, "tag_weapon"));
488 (idx = gettagindex(this, "handle")) || (idx = gettagindex(this, "tag_handle"));
491 this.oldorigin = this.movedir - gettaginfo(this, idx);
496 "weapon model %s does not support the 'handle' tag "
497 "and neither does the v_ model support the 'shot' tag, "
498 "will display muzzle flashes TOTALLY wrong\n",
500 this.oldorigin = '0 0 0'; // there is no way to recover from this
505 this.viewmodelforclient = this.owner;
507 this.renderflags |= RF_VIEWMODEL;
511 this.view_ofs = '0 0 0';
512 this.movedir_aligned = this.movedir;
514 if (this.movedir.x >= 0)
516 //int algn = STAT(GUNALIGN, this.owner);
517 int algn = W_GunAlign(this, STAT(GUNALIGN, this.owner));
519 this.m_gunalign = algn;
521 vector v = this.movedir;
522 this.movedir = shotorg_adjust(v, false, false, algn);
523 this.movedir_aligned = shotorg_adjust(v, false, true, algn);
524 this.view_ofs = this.movedir_aligned - v;
527 // shotorg_adjust can give negative .x from shootfromfixedorigin
528 // recheck .x here due to it
529 if (this.movedir.x >= 0)
531 int compressed_shotorg = compressShotOrigin(this.movedir);
532 // make them match perfectly
535 if (this.owner) STAT(SHOTORG, this.owner) = compressed_shotorg;
537 this.movedir = decompressShotOrigin(compressed_shotorg);
541 // don't support negative x shotorgs
542 this.movedir = '0 0 0';
544 // reset _aligned here too even though as a side effect
545 // g_shootfromfixedorigin can make it reset
546 // it'd be only slightly better if it was checked individually
547 this.movedir_aligned = '0 0 0';
551 if (this.owner) STAT(SHOTORG, this.owner) = 0;
556 this.spawnorigin += this.view_ofs; // offset the casings origin by the same amount
559 // check if an instant weapon switch occurred
560 setorigin(this, this.view_ofs);
562 // reset animstate now
563 this.wframe = WFRAME_IDLE;
564 setanim(this, this.anim_idle, true, false, true);
570 REGISTER_NET_TEMP(wframe)
572 NET_HANDLE(wframe, bool isNew)
574 WFRAME fr = ReadByte();
575 float t = ReadFloat();
576 int slot = ReadByte();
577 bool restartanim = ReadByte();
578 entity wepent = viewmodels[slot];
579 if(fr == WFRAME_IDLE)
580 wepent.animstate_looping = false; // we don't need to enforce idle animation
587 case WFRAME_IDLE: a = wepent.anim_idle; break;
588 case WFRAME_FIRE1: a = wepent.anim_fire1; break;
589 case WFRAME_FIRE2: a = wepent.anim_fire2; break;
590 case WFRAME_RELOAD: a = wepent.anim_reload; break;
593 anim_set(wepent, a, !restartanim, restartanim, restartanim);
595 wepent.state = ReadByte();
596 wepent.weapon_nextthink = ReadFloat();
597 switch (wepent.state)
600 wepent.weapon_switchdelay = wepent.activeweapon.switchdelay_raise;
603 wepent.weapon_switchdelay = wepent.activeweapon.switchdelay_drop;
606 wepent.weapon_switchdelay = 0;
614 void wframe_send(entity actor, entity weaponentity, int wepframe, float attackrate, bool restartanim)
616 if (!IS_REAL_CLIENT(actor)) return;
617 int channel = MSG_ONE;
619 WriteHeader(channel, wframe);
620 WriteByte(channel, wepframe);
621 WriteFloat(channel, attackrate);
622 WriteByte(channel, weaponslot(weaponentity.weaponentity_fld));
623 WriteByte(channel, restartanim);
624 WriteByte(channel, weaponentity.state);
625 WriteFloat(channel, weaponentity.weapon_nextthink);
629 REGISTER_NET_C2S(w_whereis)
631 void Weapon_whereis(Weapon this, entity cl);
632 NET_HANDLE(w_whereis, bool)
634 Weapon wpn = ReadRegistered(Weapons);
635 if (wpn != WEP_Null) Weapon_whereis(wpn, sender);
639 void w_whereis(Weapon this)
641 int channel = MSG_C2S;
642 WriteHeader(channel, w_whereis);
643 WriteRegistered(Weapons, channel, this);
645 CLIENT_COMMAND(weapon_find, "Show spawn locations of a weapon")
649 case CMD_REQUEST_COMMAND:
654 FOREACH(Weapons, it != WEP_Null, w_whereis(it));
659 FOREACH(Weapons, it != WEP_Null && !(STAT(WEAPONS) & it.m_wepset), w_whereis(it));
662 FOREACH(Weapons, it != WEP_Null && it.netname == s,
669 LOG_INFOF("Incorrect parameters for ^2%s^7", argv(0));
670 case CMD_REQUEST_USAGE:
672 LOG_HELP("Usage:^3 cl_cmd weapon_find <weapon>");
673 LOG_HELP(" Where <weapon> is the lowercase weapon name, 'all' or 'unowned'.");
681 void W_MuzzleFlash_Model_AttachToShotorg(entity actor, .entity weaponentity, entity flash, vector offset)
684 flash.angles_z = random() * 360;
686 entity view = actor.(weaponentity);
687 entity exterior = actor.exteriorweaponentity;
689 if (view.oldorigin.x > 0)
691 setattachment(flash, exterior, "");
692 setorigin(flash, view.oldorigin + offset);
696 if (gettagindex(exterior, "shot")) setattachment(flash, exterior, "shot");
697 else setattachment(flash, exterior, "tag_shot");
698 setorigin(flash, offset);
702 void W_MuzzleFlash_Model_AttachToShotorg(entity wepent, entity flash, vector offset)
704 flash.owner = wepent;
705 flash.angles_z = random() * 360;
707 if (gettagindex(wepent, "shot")) setattachment(flash, wepent, "shot");
708 else setattachment(flash, wepent, "tag_shot");
709 setorigin(flash, offset);
713 void W_MuzzleFlash_Model_Think(entity this)
718 this.nextthink = time + 0.05;
722 setthink(this, SUB_Remove);
723 this.nextthink = time;
724 this.realowner.muzzle_flash = NULL;
729 void W_MuzzleFlash_Model(entity wepent, entity muzzlemodel)
731 if(wepent.muzzle_flash == NULL)
732 wepent.muzzle_flash = spawn();
734 entity flash = wepent.muzzle_flash;
735 setmodel(flash, muzzlemodel); // precision set below
738 setthink(flash, W_MuzzleFlash_Model_Think);
739 flash.nextthink = time + 0.02;
742 flash.angles_z = random() * 180;
743 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
744 flash.owner = flash.realowner = wepent;
747 flash.drawmask = MASK_NORMAL;
751 REGISTER_NET_TEMP(w_muzzleflash)
754 void W_MuzzleFlash(Weapon thiswep, entity actor, .entity weaponentity, vector shotorg, vector shotdir)
756 // don't show an exterior muzzle effect for the off-hand
757 if(weaponslot(weaponentity) == 0)
759 Send_Effect_Except(thiswep.m_muzzleeffect, shotorg, shotdir * 1000, 1, actor);
761 if(thiswep.m_muzzlemodel != MDL_Null)
763 W_MuzzleFlash_Model(actor.exteriorweaponentity, thiswep.m_muzzlemodel);
764 W_MuzzleFlash_Model_AttachToShotorg(actor, weaponentity, actor.exteriorweaponentity.muzzle_flash, '5 0 0');
768 FOREACH_CLIENT(it == actor || (IS_SPEC(it) && it.enemy == actor),
770 if(!IS_REAL_CLIENT(it))
772 int channel = MSG_ONE;
774 WriteHeader(channel, w_muzzleflash);
775 WriteByte(channel, thiswep.m_id);
776 WriteByte(channel, weaponslot(weaponentity));
777 WriteVector(channel, shotorg);
781 NET_HANDLE(w_muzzleflash, bool isNew)
784 int weapon_id = ReadByte();
785 int slot = ReadByte();
786 vector sv_shotorg = ReadVector();
788 Weapon thiswep = REGISTRY_GET(Weapons, weapon_id);
789 vector viewangles = getpropertyvec(VF_CL_VIEWANGLES);
790 vector forward, right, up;
791 MAKE_VECTORS(viewangles, forward, right, up);
793 if(autocvar_chase_active)
795 // in third person mode, show the muzzle flash from the server side weapon position
796 // we don't have a view model to reference in this case
797 pointparticles(thiswep.m_muzzleeffect, sv_shotorg, forward * 1000, 1);
800 if(!autocvar_r_drawviewmodel) return;
802 entity wepent = viewmodels[slot];
803 // get the local player entity to calculate shot origin
804 entity rlplayer = CSQCModel_server2csqc(player_localentnum - 1);
806 rlplayer = csqcplayer; // fall back to the global
808 vector md = wepent.movedir_aligned;
809 vector dv = forward * md.x + right * -md.y + up * md.z;
810 vector org = rlplayer.origin + rlplayer.view_ofs + dv;
812 pointparticles(thiswep.m_muzzleeffect, org, forward * 1000, 1);
814 if(thiswep.m_muzzlemodel != MDL_Null)
816 W_MuzzleFlash_Model(wepent, thiswep.m_muzzlemodel);
817 W_MuzzleFlash_Model_AttachToShotorg(wepent, wepent.muzzle_flash, '5 0 0');
828 string W_FixWeaponOrder_ForceComplete_AndBuildImpulseList(entity this, string wo)
830 string o = W_FixWeaponOrder_ForceComplete(wo);
831 strcpy(CS_CVAR(this).weaponorder_byimpulse, W_FixWeaponOrder_BuildImpulseList(o));
837 REPLICATE(cvar_cl_accuracy_data_share, bool, "cl_accuracy_data_share");
838 REPLICATE(cvar_cl_accuracy_data_receive, bool, "cl_accuracy_data_receive");
842 REPLICATE(cvar_cl_gunalign, int, "cl_gunalign");
843 REPLICATE(cvar_cl_weapon_switch_reload, bool, "cl_weapon_switch_reload");
844 REPLICATE(cvar_cl_weapon_switch_fallback_to_impulse, bool, "cl_weapon_switch_fallback_to_impulse");
845 REPLICATE(cvar_cl_weaponimpulsemode, int, "cl_weaponimpulsemode");
846 REPLICATE(cvar_cl_weaponpriority, string, "cl_weaponpriority", W_FixWeaponOrder_ForceComplete_AndBuildImpulseList);
847 REPLICATE(cvar_cl_weaponpriorities[0], string, "cl_weaponpriority0", W_FixWeaponOrder_AllowIncomplete);
848 REPLICATE(cvar_cl_weaponpriorities[1], string, "cl_weaponpriority1", W_FixWeaponOrder_AllowIncomplete);
849 REPLICATE(cvar_cl_weaponpriorities[2], string, "cl_weaponpriority2", W_FixWeaponOrder_AllowIncomplete);
850 REPLICATE(cvar_cl_weaponpriorities[3], string, "cl_weaponpriority3", W_FixWeaponOrder_AllowIncomplete);
851 REPLICATE(cvar_cl_weaponpriorities[4], string, "cl_weaponpriority4", W_FixWeaponOrder_AllowIncomplete);
852 REPLICATE(cvar_cl_weaponpriorities[5], string, "cl_weaponpriority5", W_FixWeaponOrder_AllowIncomplete);
853 REPLICATE(cvar_cl_weaponpriorities[6], string, "cl_weaponpriority6", W_FixWeaponOrder_AllowIncomplete);
854 REPLICATE(cvar_cl_weaponpriorities[7], string, "cl_weaponpriority7", W_FixWeaponOrder_AllowIncomplete);
855 REPLICATE(cvar_cl_weaponpriorities[8], string, "cl_weaponpriority8", W_FixWeaponOrder_AllowIncomplete);
856 REPLICATE(cvar_cl_weaponpriorities[9], string, "cl_weaponpriority9", W_FixWeaponOrder_AllowIncomplete);