Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
all.qc File Reference
Include dependency graph for all.qc:
This graph shows which files directly or indirectly include this file:

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 (string order, float complete)
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 (string order)
string W_NameWeaponOrder_MapFunc (string s)
string W_NumberWeaponOrder (string order)
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)
WepSet WepSet_GetFromStat ()
WepSet WepSet_GetFromStat_InMap ()
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:861
#define DPS_ONE(mode)
Definition all.qc:863

Definition at line 870 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 871 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 868 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:864

Definition at line 869 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 872 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 873 of file all.qc.

◆ COLORED_DAMAGE

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

Definition at line 861 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 864 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 863 of file all.qc.

◆ IT_DOES

#define IT_DOES ( )
Value:
#define _IT_DOES_MSG()
Definition all.qc:868

Definition at line 876 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:869

Definition at line 877 of file all.qc.

Referenced by W_Guide_DPS_onlyOneMultishot().

◆ pri_str

#define pri_str   _("primary")

Definition at line 866 of file all.qc.

◆ sec_str

#define sec_str   _("secondary")

Definition at line 867 of file all.qc.

◆ THE_PRIMARY_DOES

#define THE_PRIMARY_DOES ( )
Value:
_DOES_MSG(pri_)
#define _DOES_MSG(mode)
Definition all.qc:870

Definition at line 878 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:871

Definition at line 881 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:872

Definition at line 879 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:873

Definition at line 880 of file all.qc.

◆ THE_SECONDARY_DOES

#define THE_SECONDARY_DOES ( )

◆ THE_SECONDARY_DOES_PERSEC

#define THE_SECONDARY_DOES_PERSEC ( )
Value:

Definition at line 885 of file all.qc.

◆ THE_SECONDARY_SHOOTS

#define THE_SECONDARY_SHOOTS ( )

◆ THE_SECONDARY_SHOOTS_UPTO

#define THE_SECONDARY_SHOOTS_UPTO ( )
Value:

Definition at line 884 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:342

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 341 of file all.qc.

342{
343 if (name == "")
344 {
345 vector oldmin = this.mins;
346 vector oldmax = this.maxs;
347 setmodel(this, MDL_Null);
348 setsize(this, oldmin, oldmax);
349 if (this.weaponchild)
350 delete(this.weaponchild);
351 this.weaponchild = NULL;
352 this.movedir = '0 0 0';
353#ifdef SVQC
354 this.spawnorigin = '0 0 0';
355#endif
356 this.oldorigin = '0 0 0';
357 this.anim_fire1 = '0 1 0.01';
358 this.anim_fire2 = '0 1 0.01';
359 this.anim_idle = '0 1 0.01';
360 this.anim_reload = '0 1 0.01';
361 }
362 else
363 {
364 // if there is a child entity, hide it until we're sure we use it
365 if (this.weaponchild)
366 this.weaponchild.model = "";
367 _setmodel(this, W_Model(strcat("v_", name, ".md3")));
368 int v_shot_idx;
369 (v_shot_idx = gettagindex(this, "shot")) || (v_shot_idx = gettagindex(this, "tag_shot"));
370
371 _setmodel(this, W_Model(strcat("h_", name, ".iqm")));
372 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
373 this.anim_fire1 = animfixfps(this, '0 1 0.01', '0 0 0');
374 this.anim_fire2 = animfixfps(this, '1 1 0.01', '0 0 0');
375 this.anim_idle = animfixfps(this, '2 1 0.01', '0 0 0');
376 this.anim_reload = animfixfps(this, '3 1 0.01', '0 0 0');
377
378 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
379 // if we don't, this is a "real" animated model
380 string t;
381 if ((t = "weapon", gettagindex(this, t)) || (t = "tag_weapon", gettagindex(this, t)))
382 {
383 if (!this.weaponchild)
384 {
385 this.weaponchild = new(weaponchild);
386#ifdef CSQC
387 this.weaponchild.drawmask = MASK_NORMAL;
388 this.weaponchild.renderflags |= RF_VIEWMODEL;
389#endif
390 }
391 _setmodel(this.weaponchild, W_Model(strcat("v_", name, ".md3")));
392 setsize(this.weaponchild, '0 0 0', '0 0 0');
393 setattachment(this.weaponchild, this, t);
394 }
395 else
396 {
397 if (this.weaponchild)
398 delete(this.weaponchild);
399 this.weaponchild = NULL;
400 }
401
402 setsize(this, '0 0 0', '0 0 0');
403 setorigin(this, '0 0 0');
404 this.angles = '0 0 0';
405 this.frame = 0;
406#ifdef SVQC
408#else
410#endif
411 if (v_shot_idx) // v_ model attached to invisible h_ model
412 this.movedir = gettaginfo(this.weaponchild, v_shot_idx);
413 else
414 {
415 int idx;
416 if ((idx = gettagindex(this, "shot")) || (idx = gettagindex(this, "tag_shot")))
417 this.movedir = gettaginfo(this, idx);
418 else
419 {
420 LOG_WARNF("weapon model %s does not support the 'shot' tag, will display shots TOTALLY wrong",
421 this.model);
422 this.movedir = '0 0 0';
423 }
424 }
425#ifdef SVQC
426 {
427 int idx = 0;
428 // v_ model attached to invisible h_ model
429 if (this.weaponchild
430 && ((idx = gettagindex(this.weaponchild, "shell")) || (idx = gettagindex(this.weaponchild, "tag_shell"))))
431 this.spawnorigin = gettaginfo(this.weaponchild, idx);
432 else if ((idx = gettagindex(this, "shell")) || (idx = gettagindex(this, "tag_shell")))
433 this.spawnorigin = gettaginfo(this, idx);
434 else
435 {
436 LOG_WARNF("weapon model %s does not support the 'shell' tag, will display casings wrong",
437 this.model);
438 this.spawnorigin = this.movedir;
439 }
440 }
441#endif
442 if (v_shot_idx)
443 this.oldorigin = '0 0 0'; // use regular attachment
444 else
445 {
446 int idx;
447 if (this.weaponchild)
448 (idx = gettagindex(this, "weapon")) || (idx = gettagindex(this, "tag_weapon"));
449 else
450 (idx = gettagindex(this, "handle")) || (idx = gettagindex(this, "tag_handle"));
451 if (idx)
452 this.oldorigin = this.movedir - gettaginfo(this, idx);
453 else
454 {
455 LOG_WARNF(
456 "weapon model %s does not support the 'handle' tag "
457 "and neither does the v_ model support the 'shot' tag, "
458 "will display muzzle flashes TOTALLY wrong\n",
459 this.model);
460 this.oldorigin = '0 0 0'; // there is no way to recover from this
461 }
462 }
463
464#ifdef SVQC
465 this.viewmodelforclient = this.owner;
466#else
468#endif
469 }
470
471 this.view_ofs = '0 0 0';
472 this.movedir_aligned = this.movedir;
473
474 if (this.movedir.x >= 0)
475 {
476 //int algn = STAT(GUNALIGN, this.owner);
477 int algn = W_GunAlign(this, STAT(GUNALIGN, this.owner));
478 #ifdef SVQC
479 this.m_gunalign = algn;
480 #endif
481 vector v = this.movedir;
482 this.movedir = shotorg_adjust(v, false, false, algn);
483 this.movedir_aligned = shotorg_adjust(v, false, true, algn);
484 this.view_ofs = this.movedir_aligned - v;
485 }
486
487 // shotorg_adjust can give negative .x from shootfromfixedorigin
488 // recheck .x here due to it
489 if (this.movedir.x >= 0)
490 {
491 int compressed_shotorg = compressShotOrigin(this.movedir);
492 // make them match perfectly
493 #ifdef SVQC
494 // null during init
495 if (this.owner)
496 STAT(SHOTORG, this.owner) = compressed_shotorg;
497 #endif
498 this.movedir = decompressShotOrigin(compressed_shotorg);
499 }
500 else
501 {
502 // don't support negative x shotorgs
503 this.movedir = '0 0 0';
504
505 // reset _aligned here too even though as a side effect
506 // g_shootfromfixedorigin can make it reset
507 // it'd be only slightly better if it was checked individually
508 this.movedir_aligned = '0 0 0';
509
510 #ifdef SVQC
511 // null during init
512 if (this.owner)
513 STAT(SHOTORG, this.owner) = 0;
514 #endif
515 }
516
517#ifdef SVQC
518 this.spawnorigin += this.view_ofs; // offset the casings origin by the same amount
519#endif
520
521 // check if an instant weapon switch occurred
522 setorigin(this, this.view_ofs);
523 if (!_anim)
524 return;
525 // reset animstate now
526 this.wframe = WFRAME_IDLE;
527 setanim(this, this.anim_idle, true, false, true);
528}
#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:1348
vector decompressShotOrigin(int f)
Definition util.qc:1375
const float MASK_NORMAL
vector mins
const float RF_VIEWMODEL
vector maxs
vector oldorigin
entity viewmodelforclient
#define gettagindex
ent angles
Definition ent_cs.qc:121
model
Definition ent_cs.qc:139
#define STAT(...)
Definition stats.qh:82
#define LOG_WARNF(...)
Definition log.qh:62
vector movedir
Definition viewloc.qh:18
string name
Definition menu.qh:30
vector animfixfps(entity e, vector a, vector b)
Definition util.qc:1905
#define NULL
Definition post.qh:14
#define gettaginfo
Definition post.qh:32
vector view_ofs
Definition progsdefs.qc:151
vector
Definition self.qh:92
string W_Model(string w_mdl)
Definition all.qc:233
vector shotorg_adjust(vector vecs, bool y_is_right, bool visual, int algn)
Definition all.qc:260
int m_gunalign
Definition all.qh:410
vector movedir_aligned
Definition all.qh:419
vector anim_reload
Definition all.qh:425
vector anim_fire2
Definition all.qh:423
vector anim_idle
Definition all.qh:424
entity weaponchild
Definition all.qh:400
vector anim_fire1
Definition all.qh:422
WFRAME wframe
Definition all.qh:439
vector spawnorigin
Definition all.qh:416

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 196 of file all.qc.

197{
198 FOREACH(Items, it.netname == ammotype.netname, return it);
199 LOG_WARNF("Invalid ammo type %d ", ammotype.m_id);
200 return NULL;
201}
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 203 of file all.qc.

204{
205 FOREACH(Resources, it.netname == ammotype.netname, return it);
206 LOG_WARNF("Invalid ammo type %d ", ammotype.m_id);
207 return NULL;
208}
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 211 of file all.qc.

212{
213 // TODO: handle networking via resources
214 switch (ammotype)
215 {
216 case RES_SHELLS: return STAT_SHELLS;
217 case RES_BULLETS: return STAT_NAILS;
218 case RES_ROCKETS: return STAT_ROCKETS;
219 case RES_CELLS: return STAT_CELLS;
220 case RES_FUEL: return STAT_FUEL.m_id;
221 default: return -1;
222 }
223}
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 596 of file all.qc.

597{
599 if (wpn != WEP_Null)
600 Weapon_whereis(wpn, sender);
601 return true;
602}
fields which are explicitly/manually set are marked with "M", fields set automatically are marked wit...
Definition weapon.qh:42
#define ReadRegistered(r)
Definition net.qh:291
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 535 of file all.qc.

536{
537 WFRAME fr = ReadByte();
538 float t = ReadFloat();
539 int slot = ReadByte();
540 bool restartanim = ReadByte();
541 entity wepent = viewmodels[slot];
542 if (fr == WFRAME_IDLE)
543 wepent.animstate_looping = false; // we don't need to enforce idle animation
544 else
545 {
546 vector a = '0 0 0';
547 switch (fr)
548 {
549 default:
550 case WFRAME_IDLE: a = wepent.anim_idle; break;
551 case WFRAME_FIRE1: a = wepent.anim_fire1; break;
552 case WFRAME_FIRE2: a = wepent.anim_fire2; break;
553 case WFRAME_RELOAD: a = wepent.anim_reload; break;
554 }
555 a.z *= t;
556 anim_set(wepent, a, !restartanim, restartanim, restartanim);
557 }
558 wepent.state = ReadByte();
559 wepent.weapon_nextthink = ReadFloat();
560 switch (wepent.state)
561 {
562 case WS_RAISE:
563 wepent.weapon_switchdelay = wepent.switchweapon.switchdelay_raise;
564 break;
565 case WS_DROP:
566 wepent.weapon_switchdelay = wepent.activeweapon.switchdelay_drop;
567 break;
568 default:
569 wepent.weapon_switchdelay = 0;
570 break;
571 }
572 return true;
573}
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:349
int ReadByte()
entity viewmodels[MAX_WEAPONSLOTS]
Definition view.qh:108
const int WS_RAISE
raise frame
Definition weapon.qh:32
const int WS_DROP
deselecting frame
Definition weapon.qh:34

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

◆ ReadWepSet()

WepSet ReadWepSet ( )

Definition at line 88 of file all.qc.

89{
90 if (REGISTRY_MAX(Weapons) > 48)
91 return ReadInt72_t();
92 if (REGISTRY_MAX(Weapons) > 24)
93 return ReadInt48_t();
94 return
95 ReadInt24_t() * '1 0 0';
96}
int ReadInt24_t()
Definition net.qh:338
#define ReadInt48_t()
Definition net.qh:344
#define ReadInt72_t()
Definition net.qh:345

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

◆ 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 260 of file all.qc.

261{
262 string s;
263 if (visual)
264 vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
265 else if (STAT(SHOOTFROMEYE))
266 vecs.y = vecs.z = 0;
267 else if (STAT(SHOOTFROMCENTER))
268 {
269 vecs.y = 0;
270 vecs.z -= 2;
271 }
272 else if ((s = G_SHOOTFROMFIXEDORIGIN) != "")
273 {
274 vector v = stov(s);
275 if (y_is_right)
276 v.y = -v.y;
277 if (v.x != 0)
278 vecs.x = v.x;
279 vecs.y = v.y;
280 vecs.z = v.z;
281 }
282 else // just do the same as top
283 vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
284
285 return vecs;
286}
vector stov(string s)
vector shotorg_adjustfromclient(vector vecs, float y_is_right, float algn)
Definition all.qc:241
#define G_SHOOTFROMFIXEDORIGIN
Definition all.qh:443

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 241 of file all.qc.

242{
243 switch (algn)
244 {
245 default:
246 case 3: // right alignment
247 break;
248 case 4: // left
249 vecs.y = -vecs.y;
250 break;
251 case 1: // center
252 case 2: // center
253 vecs.y = 0;
254 vecs.z -= 2;
255 break;
256 }
257 return vecs;
258}

References vector.

Referenced by shotorg_adjust().

◆ W_FixWeaponOrder()

string W_FixWeaponOrder ( string order,
float complete )

Definition at line 99 of file all.qc.

100{
101 return fixPriorityList(order, WEP_FIRST, WEP_LAST, WEP_IMPULSE_BEGIN - WEP_FIRST, complete);
102}
string fixPriorityList(string order, float from, float to, float subtract, float complete)
Definition util.qc:598
#define WEP_LAST
Definition all.qh:343
#define WEP_IMPULSE_BEGIN
Definition all.qh:350

References fixPriorityList(), WEP_FIRST, WEP_IMPULSE_BEGIN, and WEP_LAST.

Referenced by LocalCommand_sendcvar(), W_FixWeaponOrder_AllowIncomplete(), W_FixWeaponOrder_ForceComplete(), and XonoticWeaponsList_draw().

◆ W_FixWeaponOrder_AllowIncomplete()

string W_FixWeaponOrder_AllowIncomplete ( entity this,
string order )

Definition at line 166 of file all.qc.

167{
168 return W_FixWeaponOrder(order, 0);
169}
string W_FixWeaponOrder(string order, float complete)
Definition all.qc:99

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 152 of file all.qc.

153{
154 int i;
156 for (i = WEP_FIRST; i <= WEP_LAST; ++i)
159 o = "";
160 for (i = WEP_FIRST; i <= WEP_LAST; ++i)
163 return substring(o, 1, -1);
164}
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:133
float W_FixWeaponOrder_BuildImpulseList_buf[REGISTRY_MAX(Weapons)]
Definition all.qc:131
float W_FixWeaponOrder_BuildImpulseList_cmp(int i, int j, entity pass)
Definition all.qc:139
string W_FixWeaponOrder_BuildImpulseList_order
Definition all.qc:132

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 139 of file all.qc.

140{
142 Weapon e1 = REGISTRY_GET(Weapons, si);
144 Weapon e2 = REGISTRY_GET(Weapons, sj);
145 int d = (e1.impulse + 9) % 10 - (e2.impulse + 9) % 10;
146 if (d)
147 return -d; // high impulse first!
149 return strstrofs(s, sprintf(" %d ", si), 0)
150 - strstrofs(s, sprintf(" %d ", sj), 0); // low char index first!
151}
int impulse
M: impulse : weapon impulse.
Definition weapon.qh:58
#define strstrofs
#define REGISTRY_GET(id, i)
Definition registry.qh:43

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 171 of file all.qc.

172{
173 if (order == "")
174 order = W_NumberWeaponOrder(cvar_defstring("cl_weaponpriority"));
175 return W_FixWeaponOrder(order, 1);
176}
const string cvar_defstring(string name)
string W_NumberWeaponOrder(string order)
Definition all.qc:126

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 790 of file all.qc.

791{
792 string o = W_FixWeaponOrder_ForceComplete(wo);
794 return o;
795}
string weaponorder_byimpulse
Definition client.qh:62
#define CS_CVAR(this)
Definition state.qh:51
#define strcpy(this, s)
Definition string.qh:52
string W_FixWeaponOrder_ForceComplete(string order)
Definition all.qc:171
string W_FixWeaponOrder_BuildImpulseList(string o)
Definition all.qc:152

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 918 of file all.qc.

919{
920 // TODO: rename all wep primary cvars to g_balance_*_primary_*, vice versa for secondary.
921 // Example exception: g_balance_arc_beam_* (primary)
922 const string wepbal_s = strcat("g_balance_", name, "_");
923 const string pri_dmg_s = cvar_defstring(strcat(wepbal_s, pri, "_damage"));
924 const float pri_rft = stof(cvar_defstring(strcat(wepbal_s, pri, "_refire")));
925 const string sec_dmg_s = cvar_defstring(strcat(wepbal_s, sec, "_damage"));
926 const float sec_rft = stof(cvar_defstring(strcat(wepbal_s, sec, "_refire")));
927 return strcat(_("Default damage stats:"),
930 );
931}
#define THE_SECONDARY_DOES()
Definition all.qc:882
#define THE_PRIMARY_DOES()
Definition all.qc:878

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 932 of file all.qc.

933{
934 const string wepbal_s = strcat("g_balance_", name, "_");
935 const string pri_dmg_s = cvar_defstring(strcat(wepbal_s, pri, "_damage"));
936 const float pri_rft = stof(cvar_defstring(strcat(wepbal_s, pri, "_refire")));
937 const string pri_shots_s = cvar_defstring(strcat(wepbal_s, pri, "_shots"));
938 const string sec_dmg_s = cvar_defstring(strcat(wepbal_s, sec, "_damage"));
939 const float sec_rft = stof(cvar_defstring(strcat(wepbal_s, sec, "_refire")));
940 const string sec_shots_s = cvar_defstring(strcat(wepbal_s, sec, "_shots"));
941 return strcat(_("Default damage stats:"),
944 );
945}
#define THE_PRIMARY_SHOOTS()
Definition all.qc:879
#define THE_SECONDARY_SHOOTS()
Definition all.qc:883

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 914 of file all.qc.

915{
916 return W_Guide_DPS_onlyOne_unnamed(strcat(name, "_", fire));
917}
string W_Guide_DPS_onlyOne_unnamed(string name)
Definition all.qc:901

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 910 of file all.qc.

911{
913}
string W_Guide_DPS_onlyOne_unnamed_andDirectHit(string name)
Definition all.qc:889

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 901 of file all.qc.

902{
903 const string wepbal_s = strcat("g_balance_", name);
904 const string dmg_s = cvar_defstring(strcat(wepbal_s, "_damage"));
905 const float rft = stof(cvar_defstring(strcat(wepbal_s, "_refire")));
906 return strcat(_("Default damage stats:"),
907 IT_DOES()
908 );
909}
#define IT_DOES()
Definition all.qc:876

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 889 of file all.qc.

890{
891 const string wepbal_s = strcat("g_balance_", name);
892 const string dmg_s = cvar_defstring(strcat(wepbal_s, "_damage"));
893 const float rft = stof(cvar_defstring(strcat(wepbal_s, "_refire")));
894 const string dmg2_s = cvar_defstring(strcat(wepbal_s, "_damage2"));
895 const string dir_dps = sprintf(_("(DPS: %.2f)"), rft <= 0 ? 1337 : stof(dmg2_s) / rft);
896 return strcat(_("Default damage stats:"),
897 IT_DOES(),
898 strcat("\n* ", sprintf(_("A direct hit does %s damage"), COLORED_DAMAGE(dmg2_s)), " ", dir_dps)
899 );
900}

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 989 of file all.qc.

990{
991 const string wepbal_s = strcat("g_balance_", name, "_");
992 const string dmg_s = cvar_defstring(strcat(wepbal_s, fire, "_damage"));
993 float rft = stof(cvar_defstring(strcat(wepbal_s, fire, "_refire")));
994 const string shots_s = cvar_defstring(strcat(wepbal_s, shots));
995 const float num_shots = stof(shots_s);
996 if (refire2 != "")
997 rft = (num_shots - 1) * rft + stof(cvar_defstring(strcat(wepbal_s, refire2)));
998 return strcat(_("Default damage stats:"),
999 IT_SHOOTS()
1000 );
1001}
#define IT_SHOOTS()
Definition all.qc:877

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 946 of file all.qc.

947{
948 const string wepbal_s = strcat("g_balance_", name, "_");
949 const string sec_dmg_s = cvar_defstring(strcat(wepbal_s, sec, "_damage"));
950 const float sec_rft = stof(cvar_defstring(strcat(wepbal_s, sec, "_refire")));
951 return strcat(_("Default damage stats:"),
953 );
954}

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 1028 of file all.qc.

1029{
1030 const string wepbal_s = strcat("g_balance_", name, "_");
1031 const string pri_dmg_s = cvar_defstring(strcat(wepbal_s, pri, "_damage")); // actually damage per second
1032 const string sec_dmg_s = cvar_defstring(strcat(wepbal_s, sec, "_damage"));
1033 const float sec_rft = stof(cvar_defstring(strcat(wepbal_s, sec, "_refire")));
1034 return strcat(_("Default damage stats:"),
1037 );
1038}
#define THE_PRIMARY_DOES_PERSEC()
Definition all.qc:881

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 973 of file all.qc.

974{
975 const string wepbal_s = strcat("g_balance_", name, "_");
976 const string pri_dmg_s = cvar_defstring(strcat(wepbal_s, pri, "_damage"));
977 float pri_rft = stof(cvar_defstring(strcat(wepbal_s, pri, "_refire")));
978 const string pri_shots_s = cvar_defstring(strcat(wepbal_s, shots));
979 const string sec_dmg_s = cvar_defstring(strcat(wepbal_s, sec, "_damage"));
980 const float sec_rft = stof(cvar_defstring(strcat(wepbal_s, sec, "_refire")));
981 const float num_shots = stof(pri_shots_s);
982 if (refire2 != "")
983 pri_rft = (num_shots - 1) * pri_rft + stof(cvar_defstring(strcat(wepbal_s, refire2)));
984 return strcat(_("Default damage stats:"),
987 );
988}

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 955 of file all.qc.

956{
957 const string wepbal_s = strcat("g_balance_", name, "_");
958 const string pri_dmg_s = cvar_defstring(strcat(wepbal_s, pri, "_damage"));
959 const float pri_rft = stof(cvar_defstring(strcat(wepbal_s, pri, "_refire")));
960 string sec_dmg_s = cvar_defstring(strcat(wepbal_s, sec, "_damage"));
961 float sec_rft = stof(cvar_defstring(strcat(wepbal_s, sec, "_refire")));
962 const string sec_shots_s = cvar_defstring(strcat(wepbal_s, shots));
963 if (sec_dmg_s == "")
964 sec_dmg_s = pri_dmg_s;
965 const float num_shots = stof(sec_shots_s);
966 if (refire2 != "")
967 sec_rft = (num_shots - 1) * sec_rft + stof(cvar_defstring(strcat(wepbal_s, refire2)));
968 return strcat(_("Default damage stats:"),
971 );
972}
#define THE_SECONDARY_SHOOTS_UPTO()
Definition all.qc:884

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 1002 of file all.qc.

1003{
1004 const string wepbal_s = strcat("g_balance_", name, "_");
1005 const string pri_dmg_s = cvar_defstring(strcat(wepbal_s, pri, "_damage"));
1006 const float pri_rft = stof(cvar_defstring(strcat(wepbal_s, pri, "_refire")));
1007 const string sec_dmg_s = cvar_defstring(strcat(wepbal_s, sec, "_damage"));
1008 float sec_rft = stof(cvar_defstring(strcat(wepbal_s, sec, "_refire")));
1009 const string sec_shots_s = cvar_defstring(strcat(wepbal_s, shots));
1010 const string cmb_dmg_s = cvar_defstring(strcat(wepbal_s, combo, "_damage"));
1011 const float num_shots = stof(sec_shots_s);
1012 float combo_t = max(pri_rft, sec_rft);
1013 if (refire2 != "")
1014 {
1015 const float sec_rft2 = sec_rft;
1016 sec_rft = stof(cvar_defstring(strcat(wepbal_s, refire2)));
1017 combo_t = max(combo_t, num_shots * sec_rft + sec_rft2);
1018 sec_rft = (num_shots - 1) * sec_rft + sec_rft2;
1019 }
1020 const string DPS_combo = sprintf(_("(total DPS: %.2f)"),
1021 combo_t <= 0 ? 1337 : (stof(pri_dmg_s) + stof(sec_dmg_s) * num_shots + stof(cmb_dmg_s)) / combo_t);
1022 return strcat(_("Default damage stats:"),
1024 (sec_variable ? THE_SECONDARY_SHOOTS_UPTO() : THE_SECONDARY_SHOOTS()),
1025 strcat("\n* ", sprintf(_("The combo adds an extra %s damage"), COLORED_DAMAGE(cmb_dmg_s)), " ", DPS_combo)
1026 );
1027}
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 824 of file all.qc.

825{
826 string command, key, keys = "";
827 int n, j;
828 float k;
829 const bool joy_active = cvar("joy_active");
830
831 for (int cmd_type = 0; cmd_type < 2; ++cmd_type)
832 {
833 command = cmd_type
834 ? strcat("weapon_", wep.netname)
835 : strcat("weapon_group_", itos(wep.impulse));
836 n = tokenize(findkeysforcommand(command, 0)); // uses '...' strings
837
838 for (j = 0; j < n; ++j)
839 {
840 k = stof(argv(j));
841 if (k == -1)
842 continue;
843 key = keynumtostring(k);
844 if (!joy_active && startsWith(key, "JOY"))
845 continue;
846
847 key = translate_key(key);
848 if (keys == "")
849 keys = strcat("^3", key);
850 else
851 keys = strcat(keys, "^7, ^3", key);
852 }
853 }
854
855 if (keys == "")
856 return _("This weapon has not been bound directly."); // code may miss some weird bind configs, so say "directly"
857 return sprintf(_("You have bound this weapon to: %s."), strcat(keys, "^7"));
858}
string netname
M: refname : reference name name.
Definition weapon.qh:84
string translate_key(string key)
Definition util.qc:1610
#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:236

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 233 of file all.qc.

234{
235 string output = strcat("models/weapons/", w_mdl);
236 MUTATOR_CALLHOOK(WeaponModel, w_mdl, output);
237 return M_ARGV(1, string);
238}
#define MUTATOR_CALLHOOK(id,...)
Definition base.qh:143
#define M_ARGV(x, type)
Definition events.qh:17

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 715 of file all.qc.

716{
717 // don't show an exterior muzzle effect for the off-hand
718 if (weaponslot(weaponentity) == 0)
719 {
720 Send_Effect_Except(thiswep.m_muzzleeffect, shotorg, shotdir * 1000, 1, '0 0 0', '0 0 0', actor);
721
722 if (thiswep.m_muzzlemodel != MDL_Null)
723 {
724 W_MuzzleFlash_Model(actor.exteriorweaponentity, thiswep.m_muzzlemodel);
725 W_MuzzleFlash_Model_AttachToShotorg(actor, weaponentity, actor.exteriorweaponentity.muzzle_flash, '5 0 0');
726 }
727 }
728
729 FOREACH_CLIENT(it == actor || (IS_SPEC(it) && it.enemy == actor),
730 {
731 if (!IS_REAL_CLIENT(it))
732 continue;
733 int channel = MSG_ONE;
734 msg_entity = it;
735 WriteHeader(channel, w_muzzleflash);
736 WriteRegistered(Weapons, channel, thiswep);
737 WriteByte(channel, weaponslot(weaponentity));
738 WriteVector(channel, shotorg);
739 });
740}
vector shotorg
Definition aim.qh:10
vector shotdir
Definition aim.qh:11
entity m_muzzlemodel
M: flash model MDL_id_MUZZLEFLASH.
Definition weapon.qh:69
void Send_Effect_Except(entity eff, vector eff_loc, vector eff_vel, int eff_cnt, vector eff_col_min, vector eff_col_max, entity ignore)
Definition all.qc:101
#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:690
void W_MuzzleFlash_Model_AttachToShotorg(entity actor,.entity weaponentity, entity flash, vector offset)
Definition all.qc:644
int weaponslot(.entity weaponentity)
Definition weapon.qh:19

References entity(), FOREACH_CLIENT, IS_SPEC, Weapon::m_muzzlemodel, Send_Effect_Except(), 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 690 of file all.qc.

691{
692 if (wepent.muzzle_flash == NULL)
693 wepent.muzzle_flash = spawn();
694
695 entity flash = wepent.muzzle_flash;
696 setmodel(flash, muzzlemodel); // precision set below
697
698 flash.scale = 0.75;
700 flash.nextthink = time + 0.02;
701 flash.frame = 2;
702 flash.alpha = 0.75;
703 flash.angles.z = random() * 180;
704 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
705 flash.owner = flash.realowner = wepent;
706
707#ifdef CSQC
708 flash.drawmask = MASK_NORMAL;
709#endif
710}
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:674

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 644 of file all.qc.

645{
646 flash.owner = actor;
647 flash.angles.z = random() * 360;
648
649 entity view = actor.(weaponentity);
650 entity exterior = actor.exteriorweaponentity;
651
652 if (view.oldorigin.x > 0)
653 {
654 setattachment(flash, exterior, "");
655 setorigin(flash, view.oldorigin + offset);
656 }
657 else
658 {
659 setattachment(flash, exterior, (gettagindex(exterior, "shot") ? "shot" : "tag_shot"));
660 setorigin(flash, offset);
661 }
662}

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

Referenced by W_MuzzleFlash().

◆ W_MuzzleFlash_Model_Think()

void W_MuzzleFlash_Model_Think ( entity this)

Definition at line 674 of file all.qc.

675{
676 this.frame += 2;
677 this.scale *= 0.5;
678 this.alpha -= 0.25;
679 this.nextthink = time + 0.05;
680
681 if (this.alpha <= 0)
682 {
683 setthink(this, SUB_Remove);
684 this.nextthink = time;
685 this.realowner.muzzle_flash = NULL;
686 return;
687 }
688}
float alpha
Definition items.qc:13
float nextthink
void SUB_Remove(entity this)
Remove entity.
Definition defer.qh:13
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()

string W_NameWeaponOrder ( string order)

Definition at line 115 of file all.qc.

116{
118}
string mapPriorityList(string order, string(string) mapfunc)
Definition util.qc:640
string W_NameWeaponOrder_MapFunc(string s)
Definition all.qc:103

References mapPriorityList(), and W_NameWeaponOrder_MapFunc().

Referenced by XonoticWeaponsList_draw().

◆ W_NameWeaponOrder_MapFunc()

string W_NameWeaponOrder_MapFunc ( string s)

Definition at line 103 of file all.qc.

104{
105 int i = stof(s);
106 if (s == "0" || i)
107 {
108 entity wi = REGISTRY_GET(Weapons, i);
109 if (wi != WEP_Null)
110 return wi.netname;
111 }
112 return s;
113}

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

Referenced by W_NameWeaponOrder().

◆ W_NumberWeaponOrder()

string W_NumberWeaponOrder ( string order)

◆ W_NumberWeaponOrder_MapFunc()

string W_NumberWeaponOrder_MapFunc ( string s)

Definition at line 119 of file all.qc.

120{
121 if (s == "0" || stof(s))
122 return s;
123 FOREACH(Weapons, it != WEP_Null && (it.netname == s || it.m_deprecated_netname == s), return ftos(i));
124 return s;
125}

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

Referenced by W_NumberWeaponOrder().

◆ W_RandomWeapons()

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

Definition at line 178 of file all.qc.

179{
180 WepSet result = '0 0 0';
181 for (int j = 0; j < n; ++j)
182 {
184 FOREACH(Weapons, it != WEP_Null,
185 {
186 if (remaining & (it.m_wepset))
187 RandomSelection_AddEnt(it, 1, 1);
188 });
191 remaining &= ~WepSet_FromWeapon(w);
192 }
193 return result;
194}
entity result
Definition promise.qc:43
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 226 of file all.qc.

227{
228 string output = strcat("weapons/", w_snd);
229 MUTATOR_CALLHOOK(WeaponSound, w_snd, output);
230 return M_ARGV(1, string);
231}

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
Definition weapon.qh:258

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

Referenced by client_hasweapon(), and NET_HANDLE().

◆ WepSet_GetFromStat()

WepSet WepSet_GetFromStat ( )

Definition at line 80 of file all.qc.

81{
82 return STAT(WEAPONS);
83}

References STAT.

Referenced by HUD_Weapons(), MUTATOR_HOOKFUNCTION(), and Scoreboard_AccuracyStats_Draw().

◆ WepSet_GetFromStat_InMap()

WepSet WepSet_GetFromStat_InMap ( )

Definition at line 84 of file all.qc.

85{
86 return STAT(WEAPONSINMAP);
87}

References STAT.

Referenced by Scoreboard_AccuracyStats_Draw().

◆ wframe_send()

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

Definition at line 577 of file all.qc.

578{
579 if (!IS_REAL_CLIENT(actor))
580 return;
581 int channel = MSG_ONE;
582 msg_entity = actor;
583 WriteHeader(channel, wframe);
584 WriteByte(channel, wepframe);
585 WriteFloat(channel, attackrate);
586 WriteByte(channel, weaponslot(weaponentity.weaponentity_fld));
587 WriteByte(channel, restartanim);
588 WriteByte(channel, weaponentity.state);
589 WriteFloat(channel, weaponentity.weapon_nextthink);
590}
#define WriteHeader(to, id)
Definition net.qh:265
float MSG_ONE
Definition menudefs.qc:56
void WriteByte(float data, float dest, float desto)
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.

Variable Documentation

◆ W_FixWeaponOrder_BuildImpulseList_buf

float W_FixWeaponOrder_BuildImpulseList_buf[REGISTRY_MAX(Weapons)]

◆ W_FixWeaponOrder_BuildImpulseList_order

string W_FixWeaponOrder_BuildImpulseList_order