Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
all.qc File Reference
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Go to the source code of this file.

Macros

#define _DOES_MSG(mode)
#define _DOES_PERSEC_MSG(mode)
#define _IT_DOES_MSG()
#define _IT_SHOOTS_MSG()
#define _SHOOTS_MSG(mode)
#define _SHOOTS_UPTO_MSG(mode)
#define COLORED_DAMAGE(dmg)
#define DPS_MUL(mode)
#define DPS_ONE(mode)
#define IT_DOES()
#define IT_SHOOTS()
#define pri_str   _("primary")
#define sec_str   _("secondary")
#define THE_PRIMARY_DOES()
#define THE_PRIMARY_DOES_PERSEC()
#define THE_PRIMARY_SHOOTS()
#define THE_PRIMARY_SHOOTS_UPTO()
#define THE_SECONDARY_DOES()
#define THE_SECONDARY_DOES_PERSEC()
#define THE_SECONDARY_SHOOTS()
#define THE_SECONDARY_SHOOTS_UPTO()
#define WEAPONS_ALL_C

Functions

WepSet _WepSet_FromWeapon (int a)
void CL_WeaponEntity_SetModel (entity this, string name, bool _anim)
 supported formats:
entity GetAmmoItem (Resource ammotype)
entity GetAmmoResource (Ammo ammotype)
int GetAmmoStat (Resource ammotype)
 NET_HANDLE (w_whereis, bool)
 NET_HANDLE (wframe, bool isNew)
WepSet ReadWepSet ()
 REPLICATE (cvar_cl_accuracy_data_receive, bool, "cl_accuracy_data_receive")
 REPLICATE (cvar_cl_accuracy_data_share, bool, "cl_accuracy_data_share")
 REPLICATE (cvar_cl_gunalign, int, "cl_gunalign")
 REPLICATE (cvar_cl_weapon_switch_fallback_to_impulse, bool, "cl_weapon_switch_fallback_to_impulse")
 REPLICATE (cvar_cl_weapon_switch_reload, bool, "cl_weapon_switch_reload")
 REPLICATE (cvar_cl_weaponimpulsemode, int, "cl_weaponimpulsemode")
 REPLICATE (cvar_cl_weaponpriorities[0], string, "cl_weaponpriority0", W_FixWeaponOrder_AllowIncomplete)
 REPLICATE (cvar_cl_weaponpriorities[1], string, "cl_weaponpriority1", W_FixWeaponOrder_AllowIncomplete)
 REPLICATE (cvar_cl_weaponpriorities[2], string, "cl_weaponpriority2", W_FixWeaponOrder_AllowIncomplete)
 REPLICATE (cvar_cl_weaponpriorities[3], string, "cl_weaponpriority3", W_FixWeaponOrder_AllowIncomplete)
 REPLICATE (cvar_cl_weaponpriorities[4], string, "cl_weaponpriority4", W_FixWeaponOrder_AllowIncomplete)
 REPLICATE (cvar_cl_weaponpriorities[5], string, "cl_weaponpriority5", W_FixWeaponOrder_AllowIncomplete)
 REPLICATE (cvar_cl_weaponpriorities[6], string, "cl_weaponpriority6", W_FixWeaponOrder_AllowIncomplete)
 REPLICATE (cvar_cl_weaponpriorities[7], string, "cl_weaponpriority7", W_FixWeaponOrder_AllowIncomplete)
 REPLICATE (cvar_cl_weaponpriorities[8], string, "cl_weaponpriority8", W_FixWeaponOrder_AllowIncomplete)
 REPLICATE (cvar_cl_weaponpriorities[9], string, "cl_weaponpriority9", W_FixWeaponOrder_AllowIncomplete)
 REPLICATE (cvar_cl_weaponpriority, string, "cl_weaponpriority", W_FixWeaponOrder_ForceComplete_AndBuildImpulseList)
vector shotorg_adjust (vector vecs, bool y_is_right, bool visual, int algn)
vector shotorg_adjustfromclient (vector vecs, float y_is_right, float algn)
string W_FixWeaponOrder_AllowIncomplete (entity this, string order)
string W_FixWeaponOrder_BuildImpulseList (string o)
float W_FixWeaponOrder_BuildImpulseList_cmp (int i, int j, entity pass)
void W_FixWeaponOrder_BuildImpulseList_swap (int i, int j, entity pass)
string W_FixWeaponOrder_ForceComplete (string order)
string W_FixWeaponOrder_ForceComplete_AndBuildImpulseList (entity this, string wo)
string W_Guide_DPS (string name, string pri, string sec)
string W_Guide_DPS_bothMultishot (string name, string pri, string sec)
string W_Guide_DPS_onlyOne (string name, string fire)
string W_Guide_DPS_onlyOne_andDirectHit (string name, string fire)
string W_Guide_DPS_onlyOne_unnamed (string name)
string W_Guide_DPS_onlyOne_unnamed_andDirectHit (string name)
string W_Guide_DPS_onlyOneMultishot (string name, string fire, string shots, string refire2)
string W_Guide_DPS_onlySecondary (string name, string sec)
string W_Guide_DPS_primaryDPS (string name, string pri, string sec)
string W_Guide_DPS_primaryMultishot (string name, string pri, string sec, string shots, string refire2)
string W_Guide_DPS_secondaryMultishot (string name, string pri, string sec, string shots, string refire2, bool sec_variable)
string W_Guide_DPS_secondaryMultishotWithCombo (string name, string pri, string sec, string shots, string refire2, string combo, bool sec_variable)
string W_Guide_Keybinds (Weapon wep)
string W_Model (string w_mdl)
void W_MuzzleFlash (Weapon thiswep, entity actor,.entity weaponentity, vector shotorg, vector shotdir)
void W_MuzzleFlash_Model (entity wepent, entity muzzlemodel)
void W_MuzzleFlash_Model_AttachToShotorg (entity actor,.entity weaponentity, entity flash, vector offset)
void W_MuzzleFlash_Model_Think (entity this)
string W_NameWeaponOrder_MapFunc (string s)
string W_NumberWeaponOrder_MapFunc (string s)
WepSet W_RandomWeapons (entity e, WepSet remaining, int n)
string W_Sound (string w_snd)
void Weapon_whereis (Weapon this, entity cl)
void wframe_send (entity actor, entity weaponentity, int wepframe, float attackrate, bool restartanim)
void WriteWepSet (float dst, WepSet w)

Variables

float W_FixWeaponOrder_BuildImpulseList_buf [REGISTRY_MAX(Weapons)]
string W_FixWeaponOrder_BuildImpulseList_order

Macro Definition Documentation

◆ _DOES_MSG

#define _DOES_MSG ( mode)
Value:
strcat("\n* ", sprintf(_("The %s does %s damage"), mode##str, COLORED_DAMAGE(mode##dmg_s)), " ", DPS_ONE(mode))
strcat(_("^F4Countdown stopped!"), "\n^BG", _("Teams are too unbalanced."))
#define COLORED_DAMAGE(dmg)
Definition all.qc:840
#define DPS_ONE(mode)
Definition all.qc:842

Definition at line 849 of file all.qc.

◆ _DOES_PERSEC_MSG

#define _DOES_PERSEC_MSG ( mode)
Value:
strcat("\n* ", sprintf(_("The %s does %s damage per second"), mode##str, COLORED_DAMAGE(mode##dmg_s)))

Definition at line 850 of file all.qc.

◆ _IT_DOES_MSG

#define _IT_DOES_MSG ( )
Value:
strcat("\n* ", sprintf(_("It does %s damage"), COLORED_DAMAGE(dmg_s)), " ", DPS_ONE())

Definition at line 847 of file all.qc.

◆ _IT_SHOOTS_MSG

#define _IT_SHOOTS_MSG ( )
Value:
strcat("\n* ", sprintf(_("It shoots %s shots doing %s damage each"), shots_s, COLORED_DAMAGE(dmg_s)), " ", DPS_MUL())
#define DPS_MUL(mode)
Definition all.qc:843

Definition at line 848 of file all.qc.

◆ _SHOOTS_MSG

#define _SHOOTS_MSG ( mode)
Value:
strcat("\n* ", sprintf(_("The %s shoots %s shots doing %s damage each"), mode##str, mode##shots_s, COLORED_DAMAGE(mode##dmg_s)), " ", DPS_MUL(mode))

Definition at line 851 of file all.qc.

◆ _SHOOTS_UPTO_MSG

#define _SHOOTS_UPTO_MSG ( mode)
Value:
strcat("\n* ", sprintf(_("The %s shoots up to %s shots doing %s damage each"), mode##str, mode##shots_s, COLORED_DAMAGE(mode##dmg_s)), " ", DPS_MUL(mode))

Definition at line 852 of file all.qc.

◆ COLORED_DAMAGE

#define COLORED_DAMAGE ( dmg)
Value:
strcat("^9", dmg, "^7")
float dmg
Definition breakable.qc:12

Definition at line 840 of file all.qc.

Referenced by W_Guide_DPS_onlyOne_unnamed_andDirectHit(), and W_Guide_DPS_secondaryMultishotWithCombo().

◆ DPS_MUL

#define DPS_MUL ( mode)
Value:
sprintf(_("(DPS: %.2f)"), mode##rft <= 0 ? 1337 : stof(mode##dmg_s) / mode##rft * stof(mode##shots_s))
float stof(string val,...)

Definition at line 843 of file all.qc.

◆ DPS_ONE

#define DPS_ONE ( mode)
Value:
sprintf(_("(DPS: %.2f)"), mode##rft <= 0 ? 1337 : stof(mode##dmg_s) / mode##rft)

Definition at line 842 of file all.qc.

◆ IT_DOES

#define IT_DOES ( )
Value:
#define _IT_DOES_MSG()
Definition all.qc:847

Definition at line 855 of file all.qc.

Referenced by W_Guide_DPS_onlyOne_unnamed(), and W_Guide_DPS_onlyOne_unnamed_andDirectHit().

◆ IT_SHOOTS

#define IT_SHOOTS ( )
Value:
#define _IT_SHOOTS_MSG()
Definition all.qc:848

Definition at line 856 of file all.qc.

Referenced by W_Guide_DPS_onlyOneMultishot().

◆ pri_str

#define pri_str   _("primary")

Definition at line 845 of file all.qc.

◆ sec_str

#define sec_str   _("secondary")

Definition at line 846 of file all.qc.

◆ THE_PRIMARY_DOES

#define THE_PRIMARY_DOES ( )
Value:
_DOES_MSG(pri_)
#define _DOES_MSG(mode)
Definition all.qc:849

Definition at line 857 of file all.qc.

Referenced by W_Guide_DPS(), W_Guide_DPS_secondaryMultishot(), and W_Guide_DPS_secondaryMultishotWithCombo().

◆ THE_PRIMARY_DOES_PERSEC

#define THE_PRIMARY_DOES_PERSEC ( )
Value:
#define _DOES_PERSEC_MSG(mode)
Definition all.qc:850

Definition at line 860 of file all.qc.

Referenced by W_Guide_DPS_primaryDPS().

◆ THE_PRIMARY_SHOOTS

#define THE_PRIMARY_SHOOTS ( )
Value:
#define _SHOOTS_MSG(mode)
Definition all.qc:851

Definition at line 858 of file all.qc.

Referenced by W_Guide_DPS_bothMultishot(), and W_Guide_DPS_primaryMultishot().

◆ THE_PRIMARY_SHOOTS_UPTO

#define THE_PRIMARY_SHOOTS_UPTO ( )
Value:
#define _SHOOTS_UPTO_MSG(mode)
Definition all.qc:852

Definition at line 859 of file all.qc.

◆ THE_SECONDARY_DOES

#define THE_SECONDARY_DOES ( )

◆ THE_SECONDARY_DOES_PERSEC

#define THE_SECONDARY_DOES_PERSEC ( )
Value:

Definition at line 864 of file all.qc.

◆ THE_SECONDARY_SHOOTS

#define THE_SECONDARY_SHOOTS ( )

◆ THE_SECONDARY_SHOOTS_UPTO

#define THE_SECONDARY_SHOOTS_UPTO ( )
Value:

Definition at line 863 of file all.qc.

Referenced by W_Guide_DPS_secondaryMultishot(), and W_Guide_DPS_secondaryMultishotWithCombo().

◆ WEAPONS_ALL_C

#define WEAPONS_ALL_C

Definition at line 3 of file all.qc.

Function Documentation

◆ _WepSet_FromWeapon()

WepSet _WepSet_FromWeapon ( int a)

Definition at line 53 of file all.qc.

54{
55 a -= WEP_FIRST;
56 if (REGISTRY_MAX(Weapons) > 24 && a >= 24)
57 {
58 a -= 24;
59 if (REGISTRY_MAX(Weapons) > 48 && a >= 24)
60 {
61 a -= 24;
62 return '0 0 1' * BIT(a);
63 }
64 return '0 1 0' * BIT(a);
65 }
66 return '1 0 0' * BIT(a);
67}
#define BIT(n)
Only ever assign into the first 24 bits in QC (so max is BIT(23)).
Definition bits.qh:8
Weapons
Definition guide.qh:113
#define REGISTRY_MAX(id)
Definition registry.qh:17
const int WEP_FIRST
Definition all.qh:344

References BIT, REGISTRY_MAX, Weapons, and WEP_FIRST.

Referenced by STATIC_INIT().

◆ CL_WeaponEntity_SetModel()

void CL_WeaponEntity_SetModel ( entity this,
string name,
bool _anim )

supported formats:

  1. simple animated model, muzzle flash handling on h_ model: h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation tags: shot = muzzle end (shot origin, also used for muzzle flashes) shell = casings ejection point (must be on the right hand side of the gun) weapon = attachment for v_tuba.md3 v_tuba.md3 - first and third person model g_tuba.md3 - pickup model
  2. simple animated model, muzzle flash handling on v_ model: h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation tags: weapon = attachment for v_tuba.md3 v_tuba.md3 - first and third person model tags: shot = muzzle end (shot origin, also used for muzzle flashes) shell = casings ejection point (must be on the right hand side of the gun) g_tuba.md3 - pickup model
  3. fully animated model, muzzle flash handling on h_ model: h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model tags: shot = muzzle end (shot origin, also used for muzzle flashes) shell = casings ejection point (must be on the right hand side of the gun) handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes) v_tuba.md3 - third person model g_tuba.md3 - pickup model
  4. fully animated model, muzzle flash handling on v_ model: h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model tags: shot = muzzle end (shot origin) shell = casings ejection point (must be on the right hand side of the gun) v_tuba.md3 - third person model tags: shot = muzzle end (for muzzle flashes) g_tuba.md3 - pickup model

writes: this.origin, this.angles this.weaponchild this.movedir, this.view_ofs, this.movedir_aligned this.spawnorigin (SVQC only) attachment stuff anim stuff to free: call again with "" remove the ent

Definition at line 320 of file all.qc.

321{
322 if (name == "")
323 {
324 vector oldmin = this.mins;
325 vector oldmax = this.maxs;
326 setmodel(this, MDL_Null);
327 setsize(this, oldmin, oldmax);
328 if (this.weaponchild)
329 delete(this.weaponchild);
330 this.weaponchild = NULL;
331 this.movedir = '0 0 0';
332#ifdef SVQC
333 this.spawnorigin = '0 0 0';
334#endif
335 this.oldorigin = '0 0 0';
336 this.anim_fire1 = '0 1 0.01';
337 this.anim_fire2 = '0 1 0.01';
338 this.anim_idle = '0 1 0.01';
339 this.anim_reload = '0 1 0.01';
340 }
341 else
342 {
343 // if there is a child entity, hide it until we're sure we use it
344 if (this.weaponchild)
345 this.weaponchild.model = "";
346 _setmodel(this, W_Model(strcat("v_", name, ".md3")));
347 int v_shot_idx;
348 (v_shot_idx = gettagindex(this, "shot")) || (v_shot_idx = gettagindex(this, "tag_shot"));
349
350 _setmodel(this, W_Model(strcat("h_", name, ".iqm")));
351 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
352 this.anim_fire1 = animfixfps(this, '0 1 0.01', '0 0 0');
353 this.anim_fire2 = animfixfps(this, '1 1 0.01', '0 0 0');
354 this.anim_idle = animfixfps(this, '2 1 0.01', '0 0 0');
355 this.anim_reload = animfixfps(this, '3 1 0.01', '0 0 0');
356
357 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
358 // if we don't, this is a "real" animated model
359 string t;
360 if ((t = "weapon", gettagindex(this, t)) || (t = "tag_weapon", gettagindex(this, t)))
361 {
362 if (!this.weaponchild)
363 {
364 this.weaponchild = new(weaponchild);
365#ifdef CSQC
366 this.weaponchild.drawmask = MASK_NORMAL;
367 this.weaponchild.renderflags |= RF_VIEWMODEL;
368#endif
369 }
370 _setmodel(this.weaponchild, W_Model(strcat("v_", name, ".md3")));
371 setsize(this.weaponchild, '0 0 0', '0 0 0');
372 setattachment(this.weaponchild, this, t);
373 }
374 else
375 {
376 if (this.weaponchild)
377 delete(this.weaponchild);
378 this.weaponchild = NULL;
379 }
380
381 setsize(this, '0 0 0', '0 0 0');
382 setorigin(this, '0 0 0');
383 this.angles = '0 0 0';
384 this.frame = 0;
385#ifdef SVQC
387#else
389#endif
390 if (v_shot_idx) // v_ model attached to invisible h_ model
391 this.movedir = gettaginfo(this.weaponchild, v_shot_idx);
392 else
393 {
394 int idx;
395 if ((idx = gettagindex(this, "shot")) || (idx = gettagindex(this, "tag_shot")))
396 this.movedir = gettaginfo(this, idx);
397 else
398 {
399 LOG_WARNF("weapon model %s does not support the 'shot' tag, will display shots TOTALLY wrong",
400 this.model);
401 this.movedir = '0 0 0';
402 }
403 }
404#ifdef SVQC
405 {
406 int idx = 0;
407 // v_ model attached to invisible h_ model
408 if (this.weaponchild
409 && ((idx = gettagindex(this.weaponchild, "shell")) || (idx = gettagindex(this.weaponchild, "tag_shell"))))
410 this.spawnorigin = gettaginfo(this.weaponchild, idx);
411 else if ((idx = gettagindex(this, "shell")) || (idx = gettagindex(this, "tag_shell")))
412 this.spawnorigin = gettaginfo(this, idx);
413 else
414 {
415 LOG_WARNF("weapon model %s does not support the 'shell' tag, will display casings wrong",
416 this.model);
417 this.spawnorigin = this.movedir;
418 }
419 }
420#endif
421 if (v_shot_idx)
422 this.oldorigin = '0 0 0'; // use regular attachment
423 else
424 {
425 int idx;
426 if (this.weaponchild)
427 (idx = gettagindex(this, "weapon")) || (idx = gettagindex(this, "tag_weapon"));
428 else
429 (idx = gettagindex(this, "handle")) || (idx = gettagindex(this, "tag_handle"));
430 if (idx)
431 this.oldorigin = this.movedir - gettaginfo(this, idx);
432 else
433 {
434 LOG_WARNF(
435 "weapon model %s does not support the 'handle' tag "
436 "and neither does the v_ model support the 'shot' tag, "
437 "will display muzzle flashes TOTALLY wrong\n",
438 this.model);
439 this.oldorigin = '0 0 0'; // there is no way to recover from this
440 }
441 }
442
443#ifdef SVQC
444 this.viewmodelforclient = this.owner;
445#else
447#endif
448 }
449
450 this.view_ofs = '0 0 0';
451 this.movedir_aligned = this.movedir;
452
453 if (this.movedir.x >= 0)
454 {
455 //int algn = STAT(GUNALIGN, this.owner);
456 int algn = W_GunAlign(this, STAT(GUNALIGN, this.owner));
457 #ifdef SVQC
458 this.m_gunalign = algn;
459 #endif
460 vector v = this.movedir;
461 this.movedir = shotorg_adjust(v, false, false, algn);
462 this.movedir_aligned = shotorg_adjust(v, false, true, algn);
463 this.view_ofs = this.movedir_aligned - v;
464 }
465
466 // shotorg_adjust can give negative .x from shootfromfixedorigin
467 // recheck .x here due to it
468 if (this.movedir.x >= 0)
469 {
470 int compressed_shotorg = compressShotOrigin(this.movedir);
471 // make them match perfectly
472 #ifdef SVQC
473 // null during init
474 if (this.owner)
475 STAT(SHOTORG, this.owner) = compressed_shotorg;
476 #endif
477 this.movedir = decompressShotOrigin(compressed_shotorg);
478 }
479 else
480 {
481 // don't support negative x shotorgs
482 this.movedir = '0 0 0';
483
484 // reset _aligned here too even though as a side effect
485 // g_shootfromfixedorigin can make it reset
486 // it'd be only slightly better if it was checked individually
487 this.movedir_aligned = '0 0 0';
488
489 #ifdef SVQC
490 // null during init
491 if (this.owner)
492 STAT(SHOTORG, this.owner) = 0;
493 #endif
494 }
495
496#ifdef SVQC
497 this.spawnorigin += this.view_ofs; // offset the casings origin by the same amount
498#endif
499
500 // check if an instant weapon switch occurred
501 setorigin(this, this.view_ofs);
502 if (!_anim)
503 return;
504 // reset animstate now
505 this.wframe = WFRAME_IDLE;
506 setanim(this, this.anim_idle, true, false, true);
507}
#define setanim(...)
Definition anim.qh:45
float frame
primary framegroup animation (strength = 1 - lerpfrac - lerpfrac3 - lerpfrac4)
Definition anim.qh:6
int W_GunAlign(entity this, int preferred_align)
entity owner
Definition main.qh:87
float renderflags
Definition main.qh:111
#define setmodel(this, m)
Definition model.qh:26
float compressShotOrigin(vector v)
Definition util.qc:1350
vector decompressShotOrigin(int f)
Definition util.qc:1377
const float MASK_NORMAL
vector mins
const float RF_VIEWMODEL
vector maxs
vector oldorigin
entity viewmodelforclient
#define gettagindex
ent angles
Definition ent_cs.qc:146
model
Definition ent_cs.qc:164
#define STAT(...)
Definition stats.qh:94
#define LOG_WARNF(...)
Definition log.qh:59
vector movedir
Definition viewloc.qh:18
string name
Definition menu.qh:30
vector animfixfps(entity e, vector a, vector b)
Definition util.qc:1907
#define NULL
Definition post.qh:14
#define gettaginfo
Definition post.qh:32
vector view_ofs
Definition progsdefs.qc:151
vector
Definition self.qh:96
string W_Model(string w_mdl)
Definition all.qc:212
vector shotorg_adjust(vector vecs, bool y_is_right, bool visual, int algn)
Definition all.qc:239
int m_gunalign
Definition all.qh:412
vector movedir_aligned
Definition all.qh:421
vector anim_reload
Definition all.qh:427
vector anim_fire2
Definition all.qh:425
vector anim_idle
Definition all.qh:426
entity weaponchild
Definition all.qh:402
vector anim_fire1
Definition all.qh:424
WFRAME wframe
Definition all.qh:441
vector spawnorigin
Definition all.qh:418

References angles, anim_fire1, anim_fire2, anim_idle, anim_reload, animfixfps(), compressShotOrigin(), decompressShotOrigin(), entity(), frame, gettagindex, gettaginfo, LOG_WARNF, m_gunalign, MASK_NORMAL, maxs, mins, model, movedir, movedir_aligned, name, NULL, oldorigin, owner, renderflags, RF_VIEWMODEL, setanim, setmodel, shotorg_adjust(), spawnorigin, STAT, strcat(), vector, view_ofs, viewmodelforclient, W_GunAlign(), W_Model(), weaponchild, and wframe.

Referenced by CL_Weapon_GetShotOrg(), CL_Weaponentity_Think(), and viewmodel_draw().

◆ GetAmmoItem()

entity GetAmmoItem ( Resource ammotype)

Definition at line 175 of file all.qc.

176{
177 FOREACH(Items, it.netname == ammotype.netname, return it);
178 LOG_WARNF("Invalid ammo type %d ", ammotype.m_id);
179 return NULL;
180}
string netname
Definition resources.qh:27
#define FOREACH(list, cond, body)
Definition iter.qh:19

References entity(), FOREACH, LOG_WARNF, Resource::netname, and NULL.

Referenced by ammo_pickupevalfunc().

◆ GetAmmoResource()

entity GetAmmoResource ( Ammo ammotype)

Definition at line 182 of file all.qc.

183{
184 FOREACH(Resources, it.netname == ammotype.netname, return it);
185 LOG_WARNF("Invalid ammo type %d ", ammotype.m_id);
186 return NULL;
187}
int m_id
Definition item.qh:127

References entity(), FOREACH, LOG_WARNF, GameItem::m_id, and NULL.

◆ GetAmmoStat()

int GetAmmoStat ( Resource ammotype)

Definition at line 190 of file all.qc.

191{
192 // TODO: handle networking via resources
193 switch (ammotype)
194 {
195 case RES_SHELLS: return STAT_SHELLS;
196 case RES_BULLETS: return STAT_NAILS;
197 case RES_ROCKETS: return STAT_ROCKETS;
198 case RES_CELLS: return STAT_CELLS;
199 case RES_FUEL: return STAT_FUEL.m_id;
200 default: return -1;
201 }
202}
const float STAT_CELLS
const float STAT_ROCKETS
const float STAT_SHELLS
const float STAT_NAILS

References STAT_CELLS, STAT_NAILS, STAT_ROCKETS, and STAT_SHELLS.

Referenced by DrawAmmoItem(), and Weapons_Draw().

◆ NET_HANDLE() [1/2]

NET_HANDLE ( w_whereis ,
bool  )

Definition at line 575 of file all.qc.

576{
578 if (wpn != WEP_Null)
579 Weapon_whereis(wpn, sender);
580 return true;
581}
fields which are explicitly/manually set are marked with "M", fields set automatically are marked wit...
Definition weapon.qh:37
#define ReadRegistered(r)
Definition net.qh:290
void Weapon_whereis(Weapon this, entity cl)
Definition selection.qc:26

References ReadRegistered, Weapon_whereis(), and Weapons.

◆ NET_HANDLE() [2/2]

NET_HANDLE ( wframe ,
bool isNew )

Definition at line 514 of file all.qc.

515{
516 WFRAME fr = ReadByte();
517 float t = ReadFloat();
518 int slot = ReadByte();
519 bool restartanim = ReadByte();
520 entity wepent = viewmodels[slot];
521 if (fr == WFRAME_IDLE)
522 wepent.animstate_looping = false; // we don't need to enforce idle animation
523 else
524 {
525 vector a = '0 0 0';
526 switch (fr)
527 {
528 default:
529 case WFRAME_IDLE: a = wepent.anim_idle; break;
530 case WFRAME_FIRE1: a = wepent.anim_fire1; break;
531 case WFRAME_FIRE2: a = wepent.anim_fire2; break;
532 case WFRAME_RELOAD: a = wepent.anim_reload; break;
533 }
534 a.z *= t;
535 anim_set(wepent, a, !restartanim, restartanim, restartanim);
536 }
537 wepent.state = ReadByte();
538 wepent.weapon_nextthink = ReadFloat();
539 switch (wepent.state)
540 {
541 case WS_RAISE:
542 wepent.weapon_switchdelay = wepent.switchweapon.switchdelay_raise;
543 break;
544 case WS_DROP:
545 wepent.weapon_switchdelay = wepent.activeweapon.switchdelay_drop;
546 break;
547 default:
548 wepent.weapon_switchdelay = 0;
549 break;
550 }
551 return true;
552}
void anim_set(entity e, vector anim, bool looping, bool override, bool restart)
Definition anim.qc:6
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
#define ReadFloat()
Definition net.qh:348
int ReadByte()
entity viewmodels[MAX_WEAPONSLOTS]
Definition view.qh:108
const int WS_RAISE
raise frame
Definition weapon.qh:30
const int WS_DROP
deselecting frame
Definition weapon.qh:31

References anim_set(), entity(), ReadByte(), ReadFloat, vector, viewmodels, wframe, WS_DROP, and WS_RAISE.

◆ ReadWepSet()

WepSet ReadWepSet ( )

Definition at line 80 of file all.qc.

81{
82 if (REGISTRY_MAX(Weapons) > 48)
83 return ReadInt72_t();
84 if (REGISTRY_MAX(Weapons) > 24)
85 return ReadInt48_t();
86 return vec3(ReadInt24_t(), 0, 0);
87}
int ReadInt24_t()
Definition net.qh:337
#define ReadInt48_t()
Definition net.qh:343
#define ReadInt72_t()
Definition net.qh:344
#define vec3(_x, _y, _z)
Definition vector.qh:100

References ReadInt24_t(), ReadInt48_t, ReadInt72_t, REGISTRY_MAX, vec3, and Weapons.

Referenced by net_handle_ServerWelcome().

◆ REPLICATE() [1/17]

REPLICATE ( cvar_cl_accuracy_data_receive ,
bool ,
"cl_accuracy_data_receive"  )

◆ REPLICATE() [2/17]

REPLICATE ( cvar_cl_accuracy_data_share ,
bool ,
"cl_accuracy_data_share"  )

◆ REPLICATE() [3/17]

REPLICATE ( cvar_cl_gunalign ,
int ,
"cl_gunalign"  )

◆ REPLICATE() [4/17]

REPLICATE ( cvar_cl_weapon_switch_fallback_to_impulse ,
bool ,
"cl_weapon_switch_fallback_to_impulse"  )

◆ REPLICATE() [5/17]

REPLICATE ( cvar_cl_weapon_switch_reload ,
bool ,
"cl_weapon_switch_reload"  )

◆ REPLICATE() [6/17]

REPLICATE ( cvar_cl_weaponimpulsemode ,
int ,
"cl_weaponimpulsemode"  )

◆ REPLICATE() [7/17]

REPLICATE ( cvar_cl_weaponpriorities [0],
string ,
"cl_weaponpriority0" ,
W_FixWeaponOrder_AllowIncomplete  )

◆ REPLICATE() [8/17]

REPLICATE ( cvar_cl_weaponpriorities [1],
string ,
"cl_weaponpriority1" ,
W_FixWeaponOrder_AllowIncomplete  )

◆ REPLICATE() [9/17]

REPLICATE ( cvar_cl_weaponpriorities [2],
string ,
"cl_weaponpriority2" ,
W_FixWeaponOrder_AllowIncomplete  )

◆ REPLICATE() [10/17]

REPLICATE ( cvar_cl_weaponpriorities [3],
string ,
"cl_weaponpriority3" ,
W_FixWeaponOrder_AllowIncomplete  )

◆ REPLICATE() [11/17]

REPLICATE ( cvar_cl_weaponpriorities [4],
string ,
"cl_weaponpriority4" ,
W_FixWeaponOrder_AllowIncomplete  )

◆ REPLICATE() [12/17]

REPLICATE ( cvar_cl_weaponpriorities [5],
string ,
"cl_weaponpriority5" ,
W_FixWeaponOrder_AllowIncomplete  )

◆ REPLICATE() [13/17]

REPLICATE ( cvar_cl_weaponpriorities [6],
string ,
"cl_weaponpriority6" ,
W_FixWeaponOrder_AllowIncomplete  )

◆ REPLICATE() [14/17]

REPLICATE ( cvar_cl_weaponpriorities [7],
string ,
"cl_weaponpriority7" ,
W_FixWeaponOrder_AllowIncomplete  )

◆ REPLICATE() [15/17]

REPLICATE ( cvar_cl_weaponpriorities [8],
string ,
"cl_weaponpriority8" ,
W_FixWeaponOrder_AllowIncomplete  )

◆ REPLICATE() [16/17]

REPLICATE ( cvar_cl_weaponpriorities [9],
string ,
"cl_weaponpriority9" ,
W_FixWeaponOrder_AllowIncomplete  )

◆ REPLICATE() [17/17]

REPLICATE ( cvar_cl_weaponpriority ,
string ,
"cl_weaponpriority" ,
W_FixWeaponOrder_ForceComplete_AndBuildImpulseList  )

◆ shotorg_adjust()

vector shotorg_adjust ( vector vecs,
bool y_is_right,
bool visual,
int algn )

Definition at line 239 of file all.qc.

240{
241 string s;
242 if (visual)
243 vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
244 else if (STAT(SHOOTFROMEYE))
245 vecs.y = vecs.z = 0;
246 else if (STAT(SHOOTFROMCENTER))
247 {
248 vecs.y = 0;
249 vecs.z -= 2;
250 }
251 else if ((s = G_SHOOTFROMFIXEDORIGIN) != "")
252 {
253 vector v = stov(s);
254 if (y_is_right)
255 v.y = -v.y;
256 if (v.x != 0)
257 vecs.x = v.x;
258 vecs.y = v.y;
259 vecs.z = v.z;
260 }
261 else // just do the same as top
262 vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
263
264 return vecs;
265}
vector stov(string s)
vector shotorg_adjustfromclient(vector vecs, float y_is_right, float algn)
Definition all.qc:220
#define G_SHOOTFROMFIXEDORIGIN
Definition all.qh:445

References G_SHOOTFROMFIXEDORIGIN, shotorg_adjustfromclient(), STAT, stov(), and vector.

Referenced by CL_WeaponEntity_SetModel(), and PRECACHE().

◆ shotorg_adjustfromclient()

vector shotorg_adjustfromclient ( vector vecs,
float y_is_right,
float algn )

Definition at line 220 of file all.qc.

221{
222 switch (algn)
223 {
224 default:
225 case 3: // right alignment
226 break;
227 case 4: // left
228 vecs.y = -vecs.y;
229 break;
230 case 1: // center
231 case 2: // center
232 vecs.y = 0;
233 vecs.z -= 2;
234 break;
235 }
236 return vecs;
237}

References vector.

Referenced by shotorg_adjust().

◆ W_FixWeaponOrder_AllowIncomplete()

string W_FixWeaponOrder_AllowIncomplete ( entity this,
string order )

Definition at line 145 of file all.qc.

146{
147 return W_FixWeaponOrder(order, 0);
148}
#define W_FixWeaponOrder(order, complete)
Definition all.qh:483

References entity(), and W_FixWeaponOrder.

Referenced by REPLICATE(), REPLICATE(), REPLICATE(), REPLICATE(), REPLICATE(), REPLICATE(), REPLICATE(), REPLICATE(), REPLICATE(), and REPLICATE().

◆ W_FixWeaponOrder_BuildImpulseList()

string W_FixWeaponOrder_BuildImpulseList ( string o)

Definition at line 131 of file all.qc.

132{
133 int i;
135 for (i = WEP_FIRST; i <= WEP_LAST; ++i)
138 o = "";
139 for (i = WEP_FIRST; i <= WEP_LAST; ++i)
142 return substring(o, 1, -1);
143}
string substring(string s, float start, float length)
string ftos(float f)
string string_null
Definition nil.qh:9
ERASEABLE void heapsort(int n, swapfunc_t swap, comparefunc_t cmp, entity pass)
Definition sort.qh:9
void W_FixWeaponOrder_BuildImpulseList_swap(int i, int j, entity pass)
Definition all.qc:112
float W_FixWeaponOrder_BuildImpulseList_buf[REGISTRY_MAX(Weapons)]
Definition all.qc:110
float W_FixWeaponOrder_BuildImpulseList_cmp(int i, int j, entity pass)
Definition all.qc:118
string W_FixWeaponOrder_BuildImpulseList_order
Definition all.qc:111
#define WEP_LAST
Definition all.qh:345

References ftos(), heapsort(), NULL, strcat(), string_null, substring(), W_FixWeaponOrder_BuildImpulseList_buf, W_FixWeaponOrder_BuildImpulseList_cmp(), W_FixWeaponOrder_BuildImpulseList_order, W_FixWeaponOrder_BuildImpulseList_swap(), WEP_FIRST, and WEP_LAST.

Referenced by HUD_Weapons(), and W_FixWeaponOrder_ForceComplete_AndBuildImpulseList().

◆ W_FixWeaponOrder_BuildImpulseList_cmp()

float W_FixWeaponOrder_BuildImpulseList_cmp ( int i,
int j,
entity pass )

Definition at line 118 of file all.qc.

119{
121 Weapon e1 = REGISTRY_GET(Weapons, si);
123 Weapon e2 = REGISTRY_GET(Weapons, sj);
124 int d = (e1.impulse + 9) % 10 - (e2.impulse + 9) % 10;
125 if (d)
126 return -d; // high impulse first!
128 return strstrofs(s, sprintf(" %d ", si), 0)
129 - strstrofs(s, sprintf(" %d ", sj), 0); // low char index first!
130}
int impulse
M: impulse : weapon impulse.
Definition weapon.qh:53
#define strstrofs
#define REGISTRY_GET(id, i)
Definition registry.qh:62

References entity(), Weapon::impulse, pass, REGISTRY_GET, strcat(), strstrofs, W_FixWeaponOrder_BuildImpulseList_buf, W_FixWeaponOrder_BuildImpulseList_order, and Weapons.

Referenced by W_FixWeaponOrder_BuildImpulseList().

◆ W_FixWeaponOrder_BuildImpulseList_swap()

void W_FixWeaponOrder_BuildImpulseList_swap ( int i,
int j,
entity pass )

◆ W_FixWeaponOrder_ForceComplete()

string W_FixWeaponOrder_ForceComplete ( string order)

Definition at line 150 of file all.qc.

151{
152 if (order == "")
153 order = W_NumberWeaponOrder(cvar_defstring("cl_weaponpriority"));
154 return W_FixWeaponOrder(order, 1);
155}
const string cvar_defstring(string name)
#define W_NumberWeaponOrder(order)
Definition all.qh:482

References cvar_defstring(), W_FixWeaponOrder, and W_NumberWeaponOrder.

Referenced by HUD_Weapons(), and W_FixWeaponOrder_ForceComplete_AndBuildImpulseList().

◆ W_FixWeaponOrder_ForceComplete_AndBuildImpulseList()

string W_FixWeaponOrder_ForceComplete_AndBuildImpulseList ( entity this,
string wo )

Definition at line 769 of file all.qc.

770{
771 string o = W_FixWeaponOrder_ForceComplete(wo);
773 return o;
774}
string weaponorder_byimpulse
Definition client.qh:62
#define CS_CVAR(this)
Definition state.qh:51
#define strcpy(this, s)
Definition string.qh:51
string W_FixWeaponOrder_ForceComplete(string order)
Definition all.qc:150
string W_FixWeaponOrder_BuildImpulseList(string o)
Definition all.qc:131

References CS_CVAR, entity(), strcpy, W_FixWeaponOrder_BuildImpulseList(), W_FixWeaponOrder_ForceComplete(), and weaponorder_byimpulse.

Referenced by REPLICATE().

◆ W_Guide_DPS()

string W_Guide_DPS ( string name,
string pri,
string sec )

Definition at line 897 of file all.qc.

898{
899 // TODO: rename all wep primary cvars to g_balance_*_primary_*, vice versa for secondary.
900 // Example exception: g_balance_arc_beam_* (primary)
901 const string wepbal_s = strcat("g_balance_", name, "_");
902 const string pri_dmg_s = cvar_defstring(strcat(wepbal_s, pri, "_damage"));
903 const float pri_rft = stof(cvar_defstring(strcat(wepbal_s, pri, "_refire")));
904 const string sec_dmg_s = cvar_defstring(strcat(wepbal_s, sec, "_damage"));
905 const float sec_rft = stof(cvar_defstring(strcat(wepbal_s, sec, "_refire")));
906 return strcat(_("Default damage stats:"),
909 );
910}
#define THE_SECONDARY_DOES()
Definition all.qc:861
#define THE_PRIMARY_DOES()
Definition all.qc:857

References cvar_defstring(), name, stof(), strcat(), THE_PRIMARY_DOES, and THE_SECONDARY_DOES.

◆ W_Guide_DPS_bothMultishot()

string W_Guide_DPS_bothMultishot ( string name,
string pri,
string sec )

Definition at line 911 of file all.qc.

912{
913 const string wepbal_s = strcat("g_balance_", name, "_");
914 const string pri_dmg_s = cvar_defstring(strcat(wepbal_s, pri, "_damage"));
915 const float pri_rft = stof(cvar_defstring(strcat(wepbal_s, pri, "_refire")));
916 const string pri_shots_s = cvar_defstring(strcat(wepbal_s, pri, "_shots"));
917 const string sec_dmg_s = cvar_defstring(strcat(wepbal_s, sec, "_damage"));
918 const float sec_rft = stof(cvar_defstring(strcat(wepbal_s, sec, "_refire")));
919 const string sec_shots_s = cvar_defstring(strcat(wepbal_s, sec, "_shots"));
920 return strcat(_("Default damage stats:"),
923 );
924}
#define THE_PRIMARY_SHOOTS()
Definition all.qc:858
#define THE_SECONDARY_SHOOTS()
Definition all.qc:862

References cvar_defstring(), name, stof(), strcat(), THE_PRIMARY_SHOOTS, and THE_SECONDARY_SHOOTS.

◆ W_Guide_DPS_onlyOne()

string W_Guide_DPS_onlyOne ( string name,
string fire )

Definition at line 893 of file all.qc.

894{
895 return W_Guide_DPS_onlyOne_unnamed(strcat(name, "_", fire));
896}
string W_Guide_DPS_onlyOne_unnamed(string name)
Definition all.qc:880

References name, strcat(), and W_Guide_DPS_onlyOne_unnamed().

◆ W_Guide_DPS_onlyOne_andDirectHit()

string W_Guide_DPS_onlyOne_andDirectHit ( string name,
string fire )

Definition at line 889 of file all.qc.

890{
892}
string W_Guide_DPS_onlyOne_unnamed_andDirectHit(string name)
Definition all.qc:868

References name, strcat(), and W_Guide_DPS_onlyOne_unnamed_andDirectHit().

◆ W_Guide_DPS_onlyOne_unnamed()

string W_Guide_DPS_onlyOne_unnamed ( string name)

Definition at line 880 of file all.qc.

881{
882 const string wepbal_s = strcat("g_balance_", name);
883 const string dmg_s = cvar_defstring(strcat(wepbal_s, "_damage"));
884 const float rft = stof(cvar_defstring(strcat(wepbal_s, "_refire")));
885 return strcat(_("Default damage stats:"),
886 IT_DOES()
887 );
888}
#define IT_DOES()
Definition all.qc:855

References cvar_defstring(), IT_DOES, name, stof(), and strcat().

Referenced by W_Guide_DPS_onlyOne().

◆ W_Guide_DPS_onlyOne_unnamed_andDirectHit()

string W_Guide_DPS_onlyOne_unnamed_andDirectHit ( string name)

Definition at line 868 of file all.qc.

869{
870 const string wepbal_s = strcat("g_balance_", name);
871 const string dmg_s = cvar_defstring(strcat(wepbal_s, "_damage"));
872 const float rft = stof(cvar_defstring(strcat(wepbal_s, "_refire")));
873 const string dmg2_s = cvar_defstring(strcat(wepbal_s, "_damage2"));
874 const string dir_dps = sprintf(_("(DPS: %.2f)"), rft <= 0 ? 1337 : stof(dmg2_s) / rft);
875 return strcat(_("Default damage stats:"),
876 IT_DOES(),
877 strcat("\n* ", sprintf(_("A direct hit does %s damage"), COLORED_DAMAGE(dmg2_s)), " ", dir_dps)
878 );
879}

References COLORED_DAMAGE, cvar_defstring(), IT_DOES, name, stof(), and strcat().

Referenced by W_Guide_DPS_onlyOne_andDirectHit().

◆ W_Guide_DPS_onlyOneMultishot()

string W_Guide_DPS_onlyOneMultishot ( string name,
string fire,
string shots,
string refire2 )

Definition at line 968 of file all.qc.

969{
970 const string wepbal_s = strcat("g_balance_", name, "_");
971 const string dmg_s = cvar_defstring(strcat(wepbal_s, fire, "_damage"));
972 float rft = stof(cvar_defstring(strcat(wepbal_s, fire, "_refire")));
973 const string shots_s = cvar_defstring(strcat(wepbal_s, shots));
974 const float num_shots = stof(shots_s);
975 if (refire2 != "")
976 rft = (num_shots - 1) * rft + stof(cvar_defstring(strcat(wepbal_s, refire2)));
977 return strcat(_("Default damage stats:"),
978 IT_SHOOTS()
979 );
980}
#define IT_SHOOTS()
Definition all.qc:856

References cvar_defstring(), IT_SHOOTS, name, stof(), and strcat().

◆ W_Guide_DPS_onlySecondary()

string W_Guide_DPS_onlySecondary ( string name,
string sec )

Definition at line 925 of file all.qc.

926{
927 const string wepbal_s = strcat("g_balance_", name, "_");
928 const string sec_dmg_s = cvar_defstring(strcat(wepbal_s, sec, "_damage"));
929 const float sec_rft = stof(cvar_defstring(strcat(wepbal_s, sec, "_refire")));
930 return strcat(_("Default damage stats:"),
932 );
933}

References cvar_defstring(), name, stof(), strcat(), and THE_SECONDARY_DOES.

◆ W_Guide_DPS_primaryDPS()

string W_Guide_DPS_primaryDPS ( string name,
string pri,
string sec )

Definition at line 1007 of file all.qc.

1008{
1009 const string wepbal_s = strcat("g_balance_", name, "_");
1010 const string pri_dmg_s = cvar_defstring(strcat(wepbal_s, pri, "_damage")); // actually damage per second
1011 const string sec_dmg_s = cvar_defstring(strcat(wepbal_s, sec, "_damage"));
1012 const float sec_rft = stof(cvar_defstring(strcat(wepbal_s, sec, "_refire")));
1013 return strcat(_("Default damage stats:"),
1016 );
1017}
#define THE_PRIMARY_DOES_PERSEC()
Definition all.qc:860

References cvar_defstring(), name, stof(), strcat(), THE_PRIMARY_DOES_PERSEC, and THE_SECONDARY_DOES.

◆ W_Guide_DPS_primaryMultishot()

string W_Guide_DPS_primaryMultishot ( string name,
string pri,
string sec,
string shots,
string refire2 )

Definition at line 952 of file all.qc.

953{
954 const string wepbal_s = strcat("g_balance_", name, "_");
955 const string pri_dmg_s = cvar_defstring(strcat(wepbal_s, pri, "_damage"));
956 float pri_rft = stof(cvar_defstring(strcat(wepbal_s, pri, "_refire")));
957 const string pri_shots_s = cvar_defstring(strcat(wepbal_s, shots));
958 const string sec_dmg_s = cvar_defstring(strcat(wepbal_s, sec, "_damage"));
959 const float sec_rft = stof(cvar_defstring(strcat(wepbal_s, sec, "_refire")));
960 const float num_shots = stof(pri_shots_s);
961 if (refire2 != "")
962 pri_rft = (num_shots - 1) * pri_rft + stof(cvar_defstring(strcat(wepbal_s, refire2)));
963 return strcat(_("Default damage stats:"),
966 );
967}

References cvar_defstring(), name, stof(), strcat(), THE_PRIMARY_SHOOTS, and THE_SECONDARY_DOES.

◆ W_Guide_DPS_secondaryMultishot()

string W_Guide_DPS_secondaryMultishot ( string name,
string pri,
string sec,
string shots,
string refire2,
bool sec_variable )

Definition at line 934 of file all.qc.

935{
936 const string wepbal_s = strcat("g_balance_", name, "_");
937 const string pri_dmg_s = cvar_defstring(strcat(wepbal_s, pri, "_damage"));
938 const float pri_rft = stof(cvar_defstring(strcat(wepbal_s, pri, "_refire")));
939 string sec_dmg_s = cvar_defstring(strcat(wepbal_s, sec, "_damage"));
940 float sec_rft = stof(cvar_defstring(strcat(wepbal_s, sec, "_refire")));
941 const string sec_shots_s = cvar_defstring(strcat(wepbal_s, shots));
942 if (sec_dmg_s == "")
943 sec_dmg_s = pri_dmg_s;
944 const float num_shots = stof(sec_shots_s);
945 if (refire2 != "")
946 sec_rft = (num_shots - 1) * sec_rft + stof(cvar_defstring(strcat(wepbal_s, refire2)));
947 return strcat(_("Default damage stats:"),
950 );
951}
#define THE_SECONDARY_SHOOTS_UPTO()
Definition all.qc:863

References cvar_defstring(), name, stof(), strcat(), THE_PRIMARY_DOES, THE_SECONDARY_SHOOTS, and THE_SECONDARY_SHOOTS_UPTO.

◆ W_Guide_DPS_secondaryMultishotWithCombo()

string W_Guide_DPS_secondaryMultishotWithCombo ( string name,
string pri,
string sec,
string shots,
string refire2,
string combo,
bool sec_variable )

Definition at line 981 of file all.qc.

982{
983 const string wepbal_s = strcat("g_balance_", name, "_");
984 const string pri_dmg_s = cvar_defstring(strcat(wepbal_s, pri, "_damage"));
985 const float pri_rft = stof(cvar_defstring(strcat(wepbal_s, pri, "_refire")));
986 const string sec_dmg_s = cvar_defstring(strcat(wepbal_s, sec, "_damage"));
987 float sec_rft = stof(cvar_defstring(strcat(wepbal_s, sec, "_refire")));
988 const string sec_shots_s = cvar_defstring(strcat(wepbal_s, shots));
989 const string cmb_dmg_s = cvar_defstring(strcat(wepbal_s, combo, "_damage"));
990 const float num_shots = stof(sec_shots_s);
991 float combo_t = max(pri_rft, sec_rft);
992 if (refire2 != "")
993 {
994 const float sec_rft2 = sec_rft;
995 sec_rft = stof(cvar_defstring(strcat(wepbal_s, refire2)));
996 combo_t = max(combo_t, num_shots * sec_rft + sec_rft2);
997 sec_rft = (num_shots - 1) * sec_rft + sec_rft2;
998 }
999 const string DPS_combo = sprintf(_("(total DPS: %.2f)"),
1000 combo_t <= 0 ? 1337 : (stof(pri_dmg_s) + stof(sec_dmg_s) * num_shots + stof(cmb_dmg_s)) / combo_t);
1001 return strcat(_("Default damage stats:"),
1003 (sec_variable ? THE_SECONDARY_SHOOTS_UPTO() : THE_SECONDARY_SHOOTS()),
1004 strcat("\n* ", sprintf(_("The combo adds an extra %s damage"), COLORED_DAMAGE(cmb_dmg_s)), " ", DPS_combo)
1005 );
1006}
float max(float f,...)

References COLORED_DAMAGE, cvar_defstring(), max(), name, stof(), strcat(), THE_PRIMARY_DOES, THE_SECONDARY_SHOOTS, and THE_SECONDARY_SHOOTS_UPTO.

◆ W_Guide_Keybinds()

string W_Guide_Keybinds ( Weapon wep)

Definition at line 803 of file all.qc.

804{
805 string command, key, keys = "";
806 int n, j;
807 float k;
808 const bool joy_active = cvar("joy_active");
809
810 for (int cmd_type = 0; cmd_type < 2; ++cmd_type)
811 {
812 command = cmd_type
813 ? strcat("weapon_", wep.netname)
814 : strcat("weapon_group_", itos(wep.impulse));
815 n = tokenize(findkeysforcommand(command, 0)); // uses '...' strings
816
817 for (j = 0; j < n; ++j)
818 {
819 k = stof(argv(j));
820 if (k == -1)
821 continue;
822 key = keynumtostring(k);
823 if (!joy_active && startsWith(key, "JOY"))
824 continue;
825
826 key = translate_key(key);
827 if (keys == "")
828 keys = strcat("^3", key);
829 else
830 keys = strcat(keys, "^7, ^3", key);
831 }
832 }
833
834 if (keys == "")
835 return _("This weapon has not been bound directly."); // code may miss some weird bind configs, so say "directly"
836 return sprintf(_("You have bound this weapon to: %s."), strcat(keys, "^7"));
837}
string netname
M: refname : reference name name.
Definition weapon.qh:79
string translate_key(string key)
Definition util.qc:1612
#define itos(i)
Definition int.qh:6
float cvar(string name)
string keynumtostring(float keynum)
float tokenize(string s)
string argv(float n)
float impulse
Definition progsdefs.qc:158
#define startsWith(haystack, needle)
Definition string.qh:234

References argv(), cvar(), Weapon::impulse, itos, keynumtostring(), Weapon::netname, startsWith, stof(), strcat(), tokenize(), and translate_key().

◆ W_Model()

string W_Model ( string w_mdl)

Definition at line 212 of file all.qc.

213{
214 string output = strcat("models/weapons/", w_mdl);
215 MUTATOR_CALLHOOK(WeaponModel, w_mdl, output);
216 return M_ARGV(1, string);
217}
#define MUTATOR_CALLHOOK(name,...)
Definition base.qh:186
#define M_ARGV(idx, type)
Definition base.qh:153

References M_ARGV, MUTATOR_CALLHOOK, and strcat().

Referenced by CL_ExteriorWeaponentity_Think(), and CL_WeaponEntity_SetModel().

◆ W_MuzzleFlash()

void W_MuzzleFlash ( Weapon thiswep,
entity actor,
.entity weaponentity,
vector shotorg,
vector shotdir )

Definition at line 694 of file all.qc.

695{
696 // don't show an exterior muzzle effect for the off-hand
697 if (weaponslot(weaponentity) == 0)
698 {
699 Send_Effect_Core(thiswep.m_muzzleeffect, shotorg, shotdir * 1000, 1, '0 0 0', '0 0 0', -1, -1, -1, actor);
700
701 if (thiswep.m_muzzlemodel != MDL_Null)
702 {
703 W_MuzzleFlash_Model(actor.exteriorweaponentity, thiswep.m_muzzlemodel);
704 W_MuzzleFlash_Model_AttachToShotorg(actor, weaponentity, actor.exteriorweaponentity.muzzle_flash, '5 0 0');
705 }
706 }
707
708 FOREACH_CLIENT(it == actor || (IS_SPEC(it) && it.enemy == actor),
709 {
710 if (!IS_REAL_CLIENT(it))
711 continue;
712 int channel = MSG_ONE;
713 msg_entity = it;
714 WriteHeader(channel, w_muzzleflash);
715 WriteRegistered(Weapons, channel, thiswep);
716 WriteByte(channel, weaponslot(weaponentity));
717 WriteVector(channel, shotorg);
718 });
719}
vector shotorg
Definition aim.qh:10
vector shotdir
Definition aim.qh:11
entity m_muzzlemodel
M: flash model MDL_id_MUZZLEFLASH.
Definition weapon.qh:64
void Send_Effect_Core(entity eff, vector eff_loc, vector eff_vel, int eff_cnt, vector eff_col_min, vector eff_col_max, float eff_alpha_min, float eff_alpha_max, float eff_alpha_fade, entity ignore)
Definition all.qc:74
#define IS_SPEC(v)
Definition utils.qh:10
#define FOREACH_CLIENT(cond, body)
Definition utils.qh:52
void W_MuzzleFlash_Model(entity wepent, entity muzzlemodel)
Definition all.qc:669
void W_MuzzleFlash_Model_AttachToShotorg(entity actor,.entity weaponentity, entity flash, vector offset)
Definition all.qc:623
int weaponslot(.entity weaponentity)
Definition weapon.qh:19

References entity(), FOREACH_CLIENT, IS_SPEC, Weapon::m_muzzlemodel, Send_Effect_Core(), shotdir, shotorg, vector, W_MuzzleFlash_Model(), W_MuzzleFlash_Model_AttachToShotorg(), and weaponslot().

Referenced by FireGrapplingHook(), W_Arc_Attack_Bolt(), W_Blaster_Attack(), W_Crylink_Attack(), W_Crylink_Attack2(), W_Devastator_Attack(), W_Electro_Attack_Bolt(), W_Electro_Attack_Orb(), W_Fireball_Attack1(), W_Fireball_Attack2(), W_Hagar_Attack(), W_Hagar_Attack2(), W_Hagar_Attack2_Load_Release(), W_HLAC_Attack(), W_HLAC_Attack2(), W_MachineGun_Attack(), W_MachineGun_Attack_Auto(), W_MachineGun_Attack_Burst(), W_MineLayer_Attack(), W_Mortar_Attack(), W_Mortar_Attack2(), W_OverkillHeavyMachineGun_Attack_Auto(), W_OverkillMachineGun_Attack_Auto(), W_OverkillRocketPropelledChainsaw_Attack(), W_Rifle_FireBullet(), W_RocketMinsta_Attack(), W_Seeker_Fire_Flac(), W_Seeker_Fire_Missile(), W_Shotgun_Attack(), W_Vaporizer_Attack(), and W_Vortex_Attack().

◆ W_MuzzleFlash_Model()

void W_MuzzleFlash_Model ( entity wepent,
entity muzzlemodel )

Definition at line 669 of file all.qc.

670{
671 if (wepent.muzzle_flash == NULL)
672 wepent.muzzle_flash = spawn();
673
674 entity flash = wepent.muzzle_flash;
675 setmodel(flash, muzzlemodel); // precision set below
676
677 flash.scale = 0.75;
679 flash.nextthink = time + 0.02;
680 flash.frame = 2;
681 flash.alpha = 0.75;
682 flash.angles.z = random() * 180;
683 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
684 flash.owner = flash.realowner = wepent;
685
686#ifdef CSQC
687 flash.drawmask = MASK_NORMAL;
688#endif
689}
const float EF_ADDITIVE
const float EF_FULLBRIGHT
float time
#define spawn
float random(void)
#define setthink(e, f)
void W_MuzzleFlash_Model_Think(entity this)
Definition all.qc:653

References EF_ADDITIVE, EF_FULLBRIGHT, entity(), MASK_NORMAL, NULL, random(), setmodel, setthink, spawn, time, and W_MuzzleFlash_Model_Think().

Referenced by W_MuzzleFlash().

◆ W_MuzzleFlash_Model_AttachToShotorg()

void W_MuzzleFlash_Model_AttachToShotorg ( entity actor,
.entity weaponentity,
entity flash,
vector offset )

Definition at line 623 of file all.qc.

624{
625 flash.owner = actor;
626 flash.angles.z = random() * 360;
627
628 entity view = actor.(weaponentity);
629 entity exterior = actor.exteriorweaponentity;
630
631 if (view.oldorigin.x > 0)
632 {
633 setattachment(flash, exterior, "");
634 setorigin(flash, view.oldorigin + offset);
635 }
636 else
637 {
638 setattachment(flash, exterior, (gettagindex(exterior, "shot") ? "shot" : "tag_shot"));
639 setorigin(flash, offset);
640 }
641}

References entity(), gettagindex, random(), and vector.

Referenced by W_MuzzleFlash().

◆ W_MuzzleFlash_Model_Think()

void W_MuzzleFlash_Model_Think ( entity this)

Definition at line 653 of file all.qc.

654{
655 this.frame += 2;
656 this.scale *= 0.5;
657 this.alpha -= 0.25;
658 this.nextthink = time + 0.05;
659
660 if (this.alpha <= 0)
661 {
662 setthink(this, SUB_Remove);
663 this.nextthink = time;
664 this.realowner.muzzle_flash = NULL;
665 return;
666 }
667}
float alpha
Definition items.qc:13
float nextthink
void SUB_Remove(entity this)
Remove entity.
Definition defer.qh:12
float scale
Definition projectile.qc:14
entity realowner

References alpha, entity(), frame, nextthink, NULL, realowner, scale, setthink, SUB_Remove(), and time.

Referenced by W_MuzzleFlash_Model().

◆ W_NameWeaponOrder_MapFunc()

string W_NameWeaponOrder_MapFunc ( string s)

Definition at line 90 of file all.qc.

91{
92 int i = stof(s);
93 if (s == "0" || i)
94 {
96 if (wi != WEP_Null)
97 return wi.netname;
98 }
99 return s;
100}

References entity(), REGISTRY_GET, stof(), and Weapons.

◆ W_NumberWeaponOrder_MapFunc()

string W_NumberWeaponOrder_MapFunc ( string s)

Definition at line 102 of file all.qc.

103{
104 if (s == "0" || stof(s))
105 return s;
106 FOREACH(Weapons, it != WEP_Null && (it.netname == s || it.m_deprecated_netname == s), return ftos(i));
107 return s;
108}

References FOREACH, ftos(), stof(), and Weapons.

◆ W_RandomWeapons()

WepSet W_RandomWeapons ( entity e,
WepSet remaining,
int n )

Definition at line 157 of file all.qc.

158{
159 WepSet result = '0 0 0';
160 for (int j = 0; j < n; ++j)
161 {
163 FOREACH(Weapons, it != WEP_Null,
164 {
165 if (remaining & (it.m_wepset))
166 RandomSelection_AddEnt(it, 1, 1);
167 });
170 remaining &= ~WepSet_FromWeapon(w);
171 }
172 return result;
173}
entity result
Definition promise.qc:45
ERASEABLE void RandomSelection_Init()
Definition random.qc:4
#define RandomSelection_AddEnt(e, weight, priority)
Definition random.qh:14
entity RandomSelection_chosen_ent
Definition random.qh:5
#define WepSet_FromWeapon(it)
Definition all.qh:48
vector WepSet
Definition weapon.qh:14

References entity(), FOREACH, RandomSelection_AddEnt, RandomSelection_chosen_ent, RandomSelection_Init(), result, Weapons, and WepSet_FromWeapon.

Referenced by MUTATOR_HOOKFUNCTION(), and MUTATOR_HOOKFUNCTION().

◆ W_Sound()

string W_Sound ( string w_snd)

Definition at line 205 of file all.qc.

206{
207 string output = strcat("weapons/", w_snd);
208 MUTATOR_CALLHOOK(WeaponSound, w_snd, output);
209 return M_ARGV(1, string);
210}

References M_ARGV, MUTATOR_CALLHOOK, and strcat().

◆ Weapon_whereis()

void Weapon_whereis ( Weapon this,
entity cl )

Definition at line 26 of file selection.qc.

27{
29 return;
30 IL_EACH(g_items, it.weapon == this.m_id && it.model,
31 {
32 if (ITEM_IS_LOOT(it) && autocvar_g_showweaponspawns < 2)
33 continue;
34 entity wp = WaypointSprite_Spawn(
35 WP_Weapon,
36 -2, 0,
37 NULL, it.origin + ('0 0 1' * it.maxs.z) * 1.2,
38 cl, 0,
39 NULL, enemy,
40 0,
41 RADARICON_NONE
42 );
43 wp.wp_extra = this.m_id;
44 });
45}
int spawnflags
Definition ammo.qh:15
#define IL_EACH(this, cond, body)
int autocvar_g_showweaponspawns
Definition selection.qh:6
IntrusiveList g_items
Definition items.qh:119
const int WEP_FLAG_HIDDEN
hides from menu
Definition weapon.qh:253

References autocvar_g_showweaponspawns, entity(), g_items, IL_EACH, spawnflags, and WEP_FLAG_HIDDEN.

Referenced by client_hasweapon(), and NET_HANDLE().

◆ wframe_send()

void wframe_send ( entity actor,
entity weaponentity,
int wepframe,
float attackrate,
bool restartanim )

Definition at line 556 of file all.qc.

557{
558 if (!IS_REAL_CLIENT(actor))
559 return;
560 int channel = MSG_ONE;
561 msg_entity = actor;
562 WriteHeader(channel, wframe);
563 WriteByte(channel, wepframe);
564 WriteFloat(channel, attackrate);
565 WriteByte(channel, weaponslot(weaponentity.weaponentity_fld));
566 WriteByte(channel, restartanim);
567 WriteByte(channel, weaponentity.state);
568 WriteFloat(channel, weaponentity.weapon_nextthink);
569}
WriteByte(chan, ent.angles.y/DEC_FACTOR)
#define WriteHeader(to, id)
Definition net.qh:265
float MSG_ONE
Definition menudefs.qc:56
entity msg_entity
Definition progsdefs.qc:63
#define IS_REAL_CLIENT(v)
Definition utils.qh:17

References entity(), IS_REAL_CLIENT, msg_entity, MSG_ONE, weaponslot(), wframe, WriteByte(), and WriteHeader.

Referenced by weapon_thinkf().

◆ WriteWepSet()

void WriteWepSet ( float dst,
WepSet w )

Definition at line 69 of file all.qc.

70{
71 if (REGISTRY_MAX(Weapons) > 48)
72 WriteInt72_t(dst, w);
73 else if (REGISTRY_MAX(Weapons) > 24)
74 WriteInt48_t(dst, w);
75 else
76 WriteInt24_t(dst, w.x);
77}

References REGISTRY_MAX, and Weapons.

Referenced by SendWelcomeMessage().

Variable Documentation

◆ W_FixWeaponOrder_BuildImpulseList_buf

float W_FixWeaponOrder_BuildImpulseList_buf[REGISTRY_MAX(Weapons)]

◆ W_FixWeaponOrder_BuildImpulseList_order

string W_FixWeaponOrder_BuildImpulseList_order