#pragma once #include #include #include #ifdef SVQC #include #endif USING(WepSet, vector); const int MAX_WEAPONSLOTS = 2; .entity weaponentities[MAX_WEAPONSLOTS]; int weaponslot(.entity weaponentity) { for (int i = 0; i < MAX_WEAPONSLOTS; ++i) { if (weaponentities[i] == weaponentity) { return i; } } return 0; } // weapon states (actor.(weaponentity).state) /** no weapon selected */ const int WS_CLEAR = 0; /** raise frame */ const int WS_RAISE = 1; /** deselecting frame */ const int WS_DROP = 2; /** fire state */ const int WS_INUSE = 3; /** idle frame */ const int WS_READY = 4; /** fields which are explicitly/manually set are marked with "M", fields set automatically are marked with "A" */ CLASS(Weapon, Object) ATTRIB(Weapon, m_id, int, 0); /** the canonical spawnfunc name */ ATTRIB(Weapon, m_canonical_spawnfunc, string); /** control what happens when this weapon is spawned */ METHOD(Weapon, m_spawnfunc_hookreplace, Weapon(Weapon this, entity e)) { return this; } /** M: ammotype : main ammo type */ ATTRIB(Weapon, ammo_type, Resource, RES_NONE); /** M: impulse : weapon impulse */ ATTRIB(Weapon, impulse, int, -1); /** M: flags : WEPSPAWNFLAG_... combined */ ATTRIB(Weapon, spawnflags, int, 0); /** M: rating : bot weapon priority */ ATTRIB(Weapon, bot_pickupbasevalue, float, 0); /** M: color : waypointsprite color */ ATTRIB(Weapon, wpcolor, vector, '0 0 0'); /** M: modelname : name of model (without g_ v_ or h_ prefixes) */ ATTRIB(Weapon, mdl, string, ""); #ifdef GAMEQC /** M: model MDL_id_ITEM */ ATTRIB(Weapon, m_model, entity); /** M: flash model MDL_id_MUZZLEFLASH */ ATTRIB(Weapon, m_muzzlemodel, entity, MDL_Null); /** M: flash effect EFFECT_id_MUZZLEFLASH */ ATTRIB(Weapon, m_muzzleeffect, entity); #endif /** M: crosshair : per-weapon crosshair: "CrosshairImage Size" */ 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, 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 */ ATTRIB(Weapon, netname, string, ""); /** M: wepname : human readable name */ ATTRIB(Weapon, m_name, string, "AOL CD Thrower"); /** M: deprecated refname : old reference name for compatibility with weapons that were renamed */ ATTRIB(Weapon, m_deprecated_netname, string, ""); ATTRIB(Weapon, m_pickup, entity); /** (SERVER) setup weapon data */ METHOD(Weapon, wr_setup, void(Weapon this, entity actor, .entity weaponentity)) {} /** (SERVER) logic to run every frame */ METHOD(Weapon, wr_think, void(Weapon this, entity actor, .entity weaponentity, int fire)) {} /** (SERVER) checks ammo for weapon primary */ METHOD(Weapon, wr_checkammo1, bool(Weapon this, entity actor, .entity weaponentity)) {return false;} /** (SERVER) checks ammo for weapon second */ METHOD(Weapon, wr_checkammo2, bool(Weapon this, entity actor, .entity weaponentity)) {return false;} /** (SERVER) runs bot aiming code for this weapon */ METHOD(Weapon, wr_aim, void(Weapon this, entity actor, .entity weaponentity)) {} /** (BOTH) precaches models/sounds used by this weapon, also sets up weapon properties */ METHOD(Weapon, wr_init, void(Weapon this)) {} /** (SERVER) notification number for suicide message (may inspect w_deathtype for details) */ METHOD(Weapon, wr_suicidemessage, entity(Weapon this)) {return NULL;} /** (SERVER) notification number for kill message (may inspect w_deathtype for details) */ METHOD(Weapon, wr_killmessage, entity(Weapon this)) {return NULL;} /** (SERVER) handles reloading for weapon */ METHOD(Weapon, wr_reload, void(Weapon this, entity actor, .entity weaponentity)) {} /** (SERVER) clears fields that the weapon may use */ METHOD(Weapon, wr_resetplayer, void(Weapon this, entity actor)) {} /** (CLIENT) impact effect for weapon explosion */ METHOD(Weapon, wr_impacteffect, void(Weapon this, entity actor)) {} /** (SERVER) called whenever a player dies */ METHOD(Weapon, wr_playerdeath, void(Weapon this, entity actor, .entity weaponentity)) {} /** (SERVER) logic to run when weapon is lost */ METHOD(Weapon, wr_gonethink, void(Weapon this, entity actor, .entity weaponentity)) {} /** (SERVER) dump weapon cvars to config in data directory (see: sv_cmd dumpweapons) */ METHOD(Weapon, wr_config, void(Weapon this)) {} /** (BOTH) weapon specific zoom reticle */ METHOD(Weapon, wr_zoom, bool(Weapon this, entity actor)) { // no weapon specific image for this weapon return false; } /** (CLIENT) check whether the weapon should zoom (special handling) */ METHOD(Weapon, wr_zoomdir, bool(Weapon this)) {return false;} /** (CLIENT) weapon specific view model */ METHOD(Weapon, wr_viewmodel, string(Weapon this, entity wep)) { return string_null; } /** (BOTH) weapon specific glow */ METHOD(Weapon, wr_glow, vector(Weapon this, int actor_colors, entity wepent)) { return '0 0 0'; } /** (SERVER) the weapon is dropped */ METHOD(Weapon, wr_drop, void(Weapon this, entity actor, .entity weaponentity)) {} /** (SERVER) a weapon is picked up */ METHOD(Weapon, wr_pickup, void(Weapon this, entity actor, .entity weaponentity)) {} /** (SERVER) update cvar based properties */ METHOD(Weapon, wr_update, void(Weapon this)) {} METHOD(Weapon, display, void(entity this, void(string name, string icon) returns)) { returns(this.m_name, this.model2 ? sprintf("/gfx/hud/%s/%s", cvar_string("menu_skin"), this.model2) : string_null); } ENDCLASS(Weapon) #ifdef SVQC void weapon_defaultspawnfunc(entity this, Weapon e); #define SPAWNFUNC_WEAPON(name, weapon) \ spawnfunc(name) { weapon_defaultspawnfunc(this, weapon); } #define SPAWNFUNC_WEAPON_COND(name, cond, wep1, wep2) \ SPAWNFUNC_WEAPON(name, (cond ? wep1 : wep2)) #else #define SPAWNFUNC_WEAPON(name, weapon) #endif #include CLASS(WeaponPickup, Pickup) ATTRIB(WeaponPickup, m_weapon, Weapon); ATTRIB(WeaponPickup, m_name, string); #ifdef GAMEQC ATTRIB(WeaponPickup, m_sound, Sound, SND_WEAPONPICKUP); #endif #ifdef SVQC ATTRIB(WeaponPickup, m_itemflags, int, FL_WEAPON); float weapon_pickupevalfunc(entity player, entity item); ATTRIB(WeaponPickup, m_pickupevalfunc, float(entity player, entity item), weapon_pickupevalfunc); #endif CONSTRUCTOR(WeaponPickup, Weapon w) { CONSTRUCT(WeaponPickup); this.m_weapon = w; this.m_name = w.m_name; #ifdef GAMEQC this.m_model = w.m_model; #endif #ifdef SVQC this.m_botvalue = w.bot_pickupbasevalue; #endif } #ifdef SVQC METHOD(WeaponPickup, giveTo, bool(entity this, entity item, entity player)) { bool b = Item_GiveTo(item, player); //if (b) { //LOG_TRACEF("entity %i picked up %s", player, this.m_name); //} return b; } #endif ENDCLASS(WeaponPickup) CLASS(OffhandWeapon, Object) METHOD(OffhandWeapon, offhand_think, void(OffhandWeapon this, entity player, bool key_pressed)) {} ENDCLASS(OffhandWeapon) #ifdef SVQC .OffhandWeapon offhand; #endif #ifdef GAMEQC int max_shot_distance = 32768; // determined by world mins/maxs when map loads #endif // weapon flags const int WEP_TYPE_OTHER = BIT(0); // not for damaging people const int WEP_TYPE_SPLASH = BIT(1); // splash damage const int WEP_TYPE_HITSCAN = BIT(2); // hitscan const int WEP_FLAG_CANCLIMB = BIT(3); // can be used for movement const int WEP_FLAG_NORMAL = BIT(4); // in "most weapons" set const int WEP_FLAG_HIDDEN = BIT(5); // hides from menu const int WEP_FLAG_RELOADABLE = BIT(6); // can has reload const int WEP_FLAG_SUPERWEAPON = BIT(7); // powerup timer const int WEP_FLAG_MUTATORBLOCKED = BIT(8); // hides from impulse 99 etc. (mutators are allowed to clear this flag) const int WEP_TYPE_MELEE_PRI = BIT(9); // primary attack is melee swing (for animation) const int WEP_TYPE_MELEE_SEC = BIT(10); // secondary attack is melee swing (for animation) const int WEP_FLAG_DUALWIELD = BIT(11); // weapon can be dual wielded const int WEP_FLAG_NODUAL = BIT(12); // weapon doesn't work well with dual wielding (fireball etc just explode on fire), doesn't currently prevent anything const int WEP_FLAG_PENETRATEWALLS = BIT(13); // weapon has high calibur bullets that can penetrate thick walls (WEAPONTODO) const int WEP_FLAG_BLEED = BIT(14); // weapon pierces and causes bleeding (used for damage effects) const int WEP_FLAG_NOTRUEAIM = BIT(15); // weapon doesn't aim directly at targets const int WEP_FLAG_SPECIALATTACK = BIT(16); // marked as a special attack (not a true weapon), hidden from most weapon lists // variables: string weaponorder_byid; // functions: string W_FixWeaponOrder(string order, float complete); string W_NameWeaponOrder(string order); 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); WepSet W_RandomWeapons(entity e, WepSet remaining, int n); entity GetAmmoItem(Resource ammotype); #ifdef CSQC int GetAmmoStat(Resource ammotype); #endif string W_Sound(string w_snd); string W_Model(string w_mdl);