Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
selection.qh
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1#pragma once
2
4#include <common/stats.qh>
5
9
10.int selectweapon; // last selected weapon of the player
11
13
14// switch between weapons
15void Send_WeaponComplain(entity e, float wpn, float type);
16
18bool client_hasweapon(entity this, Weapon wpn, .entity weaponentity, float andammo, bool complain);
19
21float W_GetCycleWeapon(entity this, string weaponorder, float dir, float imp, bool complain, bool skipmissing, .entity weaponentity);
22
23#define w_getbestweapon(ent,wepent) REGISTRY_GET(Weapons, W_GetCycleWeapon(ent, CS_CVAR(ent).cvar_cl_weaponpriority, 0, -1, false, true, wepent))
24
25void W_SwitchWeapon_Force(Player this, Weapon w, .entity weaponentity);
26
27// perform weapon to attack (weaponstate and attack_finished check is here)
28void W_SwitchToOtherWeapon(entity this, .entity weaponentity);
29bool W_SwitchWeapon(entity this, Weapon imp, .entity weaponentity); // returns false if the player does not have the weapon
30void W_SwitchWeapon_TryOthers(entity this, Weapon imp, .entity weaponentity);
31
32void W_CycleWeapon(entity this, string weaponorder, float dir, .entity weaponentity);
33
34void W_NextWeaponOnImpulse(entity this, float imp, .entity weaponentity);
35
36// next weapon
37void W_NextWeapon(entity this, float list, .entity weaponentity);
38
39// prev weapon
40void W_PreviousWeapon(entity this, float list, .entity weaponentity);
41
42// previously used if exists and has ammo, (second) best otherwise
43void W_LastWeapon(entity this, .entity weaponentity);
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
fields which are explicitly/manually set are marked with "M", fields set automatically are marked wit...
Definition weapon.qh:44
float W_GetCycleWeapon(entity this, string weaponorder, float dir, float imp, bool complain, bool skipmissing,.entity weaponentity)
Definition selection.qc:132
void W_PreviousWeapon(entity this, float list,.entity weaponentity)
Definition selection.qc:333
int weaponcomplainindex
Definition selection.qh:20
WepSet dual_weapons
Definition selection.qh:12
void W_NextWeapon(entity this, float list,.entity weaponentity)
void W_SwitchWeapon_TryOthers(entity this, Weapon imp,.entity weaponentity)
Definition selection.qc:299
void Send_WeaponComplain(entity e, float wpn, float type)
Definition selection.qc:18
void W_CycleWeapon(entity this, string weaponorder, float dir,.entity weaponentity)
Definition selection.qc:305
int selectweapon
Definition selection.qh:10
bool autocvar_g_weaponswitch_debug
Definition selection.qh:7
void W_NextWeaponOnImpulse(entity this, float imp,.entity weaponentity)
Definition selection.qc:313
void W_SwitchWeapon_Force(Player this, Weapon w,.entity weaponentity)
Definition selection.qc:246
bool client_hasweapon(entity this, Weapon wpn,.entity weaponentity, float andammo, bool complain)
Definition selection.qc:48
void W_SwitchToOtherWeapon(entity this,.entity weaponentity)
Definition selection.qc:256
bool autocvar_g_weaponswitch_debug_alternate
Definition selection.qh:8
void W_LastWeapon(entity this,.entity weaponentity)
Definition selection.qc:344
bool W_SwitchWeapon(entity this, Weapon imp,.entity weaponentity)
Definition selection.qc:275
float hasweapon_complain_spam
Definition selection.qh:17
int autocvar_g_showweaponspawns
Definition selection.qh:6
int int int imp
Definition impulse.qc:90
int dir
Definition impulse.qc:89
entity weaponorder[REGISTRY_MAX(Weapons)]
Definition weapons.qc:81