6 #define WEPSET(id) WepSet_FromWeapon(WEP_##id.m_id)
7 WepSet WepSet_FromWeapon(int a);
10 void WepSet_AddStat_InMap();
11 void WriteWepSet(float dest, WepSet w);
15 WepSet WepSet_GetFromStat();
16 WepSet WepSet_GetFromStat_InMap();
23 #include "calculations.qh"
24 #include "../models/models.qh"
30 #include "../../server/bot/aim.qh"
33 REGISTRY(Weapons, 72) // Increase as needed. Can be up to 72.
34 REGISTER_REGISTRY(RegisterWeapons)
35 entity get_weaponinfo(int id);
37 #define REGISTER_WEAPON(id, inst) \
38 /* WepSet WEPSET_##id; */ \
39 REGISTER(RegisterWeapons, WEP, Weapons, Weapons_COUNT, id, m_id, inst)
41 // create cvars for weapon settings
42 #define WEP_ADD_CVAR_NONE(wepname,name) [[last]] float autocvar_g_balance_##wepname##_##name;
44 #define WEP_ADD_CVAR_PRI(wepname,name) WEP_ADD_CVAR_NONE(wepname, primary_##name)
45 #define WEP_ADD_CVAR_SEC(wepname,name) WEP_ADD_CVAR_NONE(wepname, secondary_##name)
46 #define WEP_ADD_CVAR_BOTH(wepname,name) \
47 WEP_ADD_CVAR_PRI(wepname, name) \
48 WEP_ADD_CVAR_SEC(wepname, name)
50 #define WEP_ADD_CVAR(wepid,wepname,mode,name) WEP_ADD_CVAR_##mode(wepname, name)
52 // create properties for weapon settings
53 #define WEP_ADD_PROP(wepid,wepname,type,prop,name) \
55 [[last]] type autocvar_g_balance_##wepname##_##name;
57 // read cvars from weapon settings
58 #define WEP_CVAR(wepname,name) autocvar_g_balance_##wepname##_##name
59 #define WEP_CVAR_PRI(wepname,name) WEP_CVAR(wepname, primary_##name)
60 #define WEP_CVAR_SEC(wepname,name) WEP_CVAR(wepname, secondary_##name)
61 #define WEP_CVAR_BOTH(wepname,isprimary,name) ((isprimary) ? WEP_CVAR_PRI(wepname, name) : WEP_CVAR_SEC(wepname, name))
63 // set initialization values for weapon settings
64 #define WEP_SKIP_CVAR(unuseda,unusedb,unusedc,unusedd) /* skip cvars */
65 #define WEP_SET_PROP(wepid,wepname,type,prop,name) WEP_##wepid.prop = autocvar_g_balance_##wepname##_##name;
67 const int WEP_FIRST = 1;
68 #define WEP_LAST (Weapons_COUNT - 1)
70 WepSet WEPSET_SUPERWEAPONS;
72 REGISTER_WEAPON(Null, NEW(Weapon));
76 entity get_weaponinfo(int id)
78 if (id >= WEP_FIRST && id <= WEP_LAST) {
79 Weapon w = Weapons[id];
85 // TODO: remove after 0.8.2. Retains impulse number compatibility because 0.8.1 clients don't reload the weapons.cfg
86 #define WEP_HARDCODED_IMPULSES 22
88 // TODO: invert after 0.8.2. Will require moving 'best weapon' impulses
89 #define WEP_IMPULSE_BEGIN 230
90 #define WEP_IMPULSE_END bound(WEP_IMPULSE_BEGIN, WEP_IMPULSE_BEGIN + (Weapons_COUNT - 1) - 1, 253)
92 REGISTRY_SORT(Weapons, netname, WEP_HARDCODED_IMPULSES + 1)
94 STATIC_INIT(register_weapons_done)
96 for (int i = 0; i < Weapons_COUNT; ++i) {
97 Weapon it = Weapons[i];
99 WepSet set = WepSet_FromWeapon(it.m_id);
101 if ((it.spawnflags) & WEP_FLAG_SUPERWEAPON) WEPSET_SUPERWEAPONS |= set;
107 int imp = WEP_IMPULSE_BEGIN + it.m_id - 1;
108 if (imp <= WEP_IMPULSE_END)
109 localcmd(sprintf("alias weapon_%s \"impulse %d\"\n", it.netname, imp));
111 LOG_TRACEF(_("Impulse limit exceeded, weapon will not be directly accessible: %s\n"), it.netname);
113 weaponorder_byid = "";
114 for (int i = Weapons_MAX - 1; i >= 1; --i)
116 weaponorder_byid = strcat(weaponorder_byid, " ", ftos(i));
117 weaponorder_byid = strzone(substring(weaponorder_byid, 1, strlen(weaponorder_byid) - 1));