X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon.qh;h=71d7c3db39f464b975e9258764fa08676984eae5;hb=abd9a645fea1415ae2d3d6c690576c97d54904d0;hp=782f3c5cedcbf414c98c6712ce8e21ba44063044;hpb=ecebe32dc00c4236a4050b73a9dcc9afbcddf087;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon.qh b/qcsrc/common/weapons/weapon.qh index 782f3c5ce..71d7c3db3 100644 --- a/qcsrc/common/weapons/weapon.qh +++ b/qcsrc/common/weapons/weapon.qh @@ -1,12 +1,15 @@ #pragma once +#include #include #include #ifdef SVQC -#include +#include #endif +USING(WepSet, vector); + const int MAX_WEAPONSLOTS = 2; .entity weaponentities[MAX_WEAPONSLOTS]; @@ -57,8 +60,8 @@ CLASS(Weapon, Object) ATTRIB(Weapon, m_id, int, 0); /** A: WEPSET_id : WEPSET_... */ ATTRIB(Weapon, weapons, WepSet, '0 0 0'); - /** M: ammotype : main ammo field */ - ATTRIB(Weapon, ammo_field, .int, ammo_none); + /** M: ammotype : main ammo type */ + ATTRIB(Weapon, ammo_type, int, RESOURCE_NONE); /** M: impulse : weapon impulse */ ATTRIB(Weapon, impulse, int, -1); /** M: flags : WEPSPAWNFLAG_... combined */ @@ -72,11 +75,11 @@ CLASS(Weapon, Object) /** M: model MDL_id_ITEM */ ATTRIB(Weapon, m_model, entity); /** M: crosshair : per-weapon crosshair: "CrosshairImage Size" */ - ATTRIB(Weapon, w_crosshair, string, "gfx/crosshair1"); + ATTRIB(Weapon, w_crosshair, string, "gfx/crosshairmoustache"); /** A: crosshair : per-weapon crosshair size (argument two of "crosshair" field) */ ATTRIB(Weapon, w_crosshair_size, float, 1); /** A: reticle : per-weapon zoom reticle */ - ATTRIB(Weapon, w_reticle, string, ""); + ATTRIB(Weapon, w_reticle, string, string_null); /** M: wepimg : "weaponfoobar" side view image file of weapon. WEAPONTODO: Move out of skin files, move to common files */ ATTRIB(Weapon, model2, string, ""); /** M: refname : reference name name */ @@ -119,6 +122,8 @@ CLASS(Weapon, Object) // no weapon specific image for this weapon return false; } + /** (CLIENT) weapon specific view model */ + METHOD(Weapon, wr_viewmodel, string(Weapon this, entity wep)) { return string_null; } /** (CLIENT) weapon specific glow */ METHOD(Weapon, wr_glow, vector(Weapon this, entity actor, entity wepent)) { return '0 0 0'; } /** (SERVER) the weapon is dropped */ @@ -175,7 +180,9 @@ ENDCLASS(OffhandWeapon) .OffhandWeapon offhand; #endif -const int MAX_SHOT_DISTANCE = 32768; +#ifdef GAMEQC +int max_shot_distance = 32768; // determined by world mins/maxs when map loads +#endif // weapon flags const int WEP_TYPE_OTHER = 0x00; // not for damaging people @@ -190,6 +197,9 @@ 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) const int WEP_TYPE_MELEE_PRI = 0x400; // primary attack is melee swing (for animation) const int WEP_TYPE_MELEE_SEC = 0x800; // secondary attack is melee swing (for animation) +const int WEP_FLAG_DUALWIELD = 0x1000; // weapon can be dual wielded +const int WEP_FLAG_NODUAL = 0x2000; // weapon doesn't work well with dual wielding (fireball etc just explode on fire), doesn't currently prevent anything +const int WEP_FLAG_PENETRATEWALLS = 0x4000; // weapon has high calibur bullets that can penetrate thick walls (WEAPONTODO) // variables: string weaponorder_byid; @@ -202,13 +212,13 @@ string W_NumberWeaponOrder(string order); string W_FixWeaponOrder_BuildImpulseList(string o); string W_FixWeaponOrder_AllowIncomplete(entity this, string order); string W_FixWeaponOrder_ForceComplete(string order); -void W_RandomWeapons(entity e, float n); +void W_RandomWeapons(entity e, int n); -string GetAmmoPicture(.int ammotype); +string GetAmmoPicture(int ammotype); #ifdef CSQC -.int GetAmmoFieldFromNum(int i); -int GetAmmoStat(.int ammotype); +int GetAmmoTypeFromNum(int i); +int GetAmmoStat(int ammotype); #endif string W_Sound(string w_snd);