9 X(NEW(IntroductionSource), _("Introduction"), "gametype_tdm") \
10 X(NEW(MovementSource), _("Movement"), "gametype_inv") \
11 X(NEW(GametypeSource), _("Gametypes"), "gametype_dm") \
12 X(NEW(WeaponSource), _("Weapons"), "gametype_duel") \
13 X(NEW(ItemSource), _("Items"), "gametype_kh") \
14 X(NEW(PowerupSource), _("Powerups"), "gametype_dom") \
15 X(NEW(BuffSource), _("Buffs"), "gametype_ka") \
16 X(NEW(NadeSource), _("Nades"), "gametype_ft") \
17 X(NEW(MonsterSource), _("Monsters"), "gametype_lms") \
18 X(NEW(VehicleSource), _("Vehicles"), "gametype_rc") \
19 X(NEW(TurretSource), _("Turrets"), "gametype_as") \
20 X(NEW(MutatorSource), _("Mutators"), "gametype_nb") \
21 X(NEW(ModSource), _("Mods"), "gametype_ons") \
35#define _REGISTRY_SOURCE_FILL(arr_name, register_arr, cond1, cond2, cond3, num_conds, filter_cond) \
37 FOREACH(register_arr, !it.m_hidden && (cond1) && (filter_cond), { \
38 AL_sete(arr_name##_MENU, arr_name##_MENU_COUNT, it); \
39 ++arr_name##_MENU_COUNT; \
42 FOREACH(register_arr, !it.m_hidden && (cond2) && (filter_cond), { \
43 AL_sete(arr_name##_MENU, arr_name##_MENU_COUNT, it); \
44 ++arr_name##_MENU_COUNT; \
47 FOREACH(register_arr, !it.m_hidden && (cond3) && (filter_cond), { \
48 AL_sete(arr_name##_MENU, arr_name##_MENU_COUNT, it); \
49 ++arr_name##_MENU_COUNT; \
52#define _REGISTRY_SOURCE(id, arr_name, register_arr, cond1, cond2, cond3, num_conds) \
53ArrayList arr_name##_MENU; \
54int arr_name##_MENU_COUNT; \
55STATIC_INIT_LATE(arr_name##_MENU) \
57 AL_NEW(arr_name##_MENU, REGISTRY_MAX(register_arr), NULL, e); \
58 _REGISTRY_SOURCE_FILL(arr_name, register_arr, cond1, cond2, cond3, num_conds, true); \
60CLASS(id, DataSource) \
61 METHOD(id, getEntry, entity(id this, int i, void(string, string) returns)) \
63 entity e = AL_gete(arr_name##_MENU, i); \
65 e.display(e, returns); \
68 METHOD(id, reload, int(id this, string filter)) \
70 arr_name##_MENU_COUNT = 0; \
71 _REGISTRY_SOURCE_FILL(arr_name, register_arr, cond1, cond2, cond3, num_conds, \
72 (filter == "" ? true : (strstrofs(strtolower(it.message ? it.message : it.m_name), strtolower(filter), 0) >= 0))); \
73 return arr_name##_MENU_COUNT; \
77#define REGISTRY_SOURCE(...) EVAL(OVERLOAD(REGISTRY_SOURCE, __VA_ARGS__))
78#define REGISTRY_SOURCE_3(id, arr_name, register_arr) _REGISTRY_SOURCE(id, arr_name, register_arr, true, false, false, 1)
79#define REGISTRY_SOURCE_4(id, arr_name, register_arr, cond1) _REGISTRY_SOURCE(id, arr_name, register_arr, cond1, false, false, 1)
80#define REGISTRY_SOURCE_5(id, arr_name, register_arr, cond1, cond2) _REGISTRY_SOURCE(id, arr_name, register_arr, cond1, cond2, false, 2)
81#define REGISTRY_SOURCE_6(id, arr_name, register_arr, cond1, cond2, cond3) _REGISTRY_SOURCE(id, arr_name, register_arr, cond1, cond2, cond3, 3)
84REGISTRY_SOURCE(IntroductionSource, Introduction, IntroductionGuidePages)
88#include <common/mapinfo.qh>
92#include <common/mutators/mutator/buffs/buffs.qh>
96#include <common/mutators/mutator/powerups/powerup/_mod.qh>
100#include <common/items/all.qh>
103 !it.instanceOfPowerup && it.instanceOfAmmo,
104 !it.instanceOfPowerup && it.instanceOfHealth,
105 !it.instanceOfPowerup && it.instanceOfArmor)
107#include <common/mutators/mutator/nades/nades.qh>
111#include <common/weapons/all.qh>
118#include <common/monsters/all.qh>
122#include <common/vehicles/all.qh>
127#include <common/turrets/all.qh>
131#include <common/mutators/base.qh>
virtual void getEntry()
get entry i passing name and icon through returns if it is not null returns DataSource_false if out o...
virtual void reload()
reload all entries matching filter returning how many matches were found
#define REGISTRY_SOURCE(...)
#define METHOD(cname, name, prototype)
#define startsWith(haystack, needle)
const int WEP_FLAG_SUPERWEAPON