Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
all.qh File Reference
#include <common/command/_mod.qh>
#include <common/stats.qh>
#include "config.qh"
#include "weapon.qh"
#include "calculations.qh"
#include "projectiles.qh"
#include <common/models/all.qh>
#include <common/effects/all.qh>
#include <common/util.qh>
#include <server/bot/api.qh>
#include "all.inc"
Include dependency graph for all.qh:
This graph shows which files directly or indirectly include this file:

Go to the source code of this file.

Classes

class  NullWeapon

Macros

#define _W_CONFIG(class, fld, T, wepname)
#define _W_NET(class, fld, T, wepname)
#define _W_PROP(class, fld, T, wepname)
#define _W_PROP_CVAR(wepname, fld)
#define _W_UPDATE(class, fld, T, wepname)
#define DEFAULT_FILENAME   "weapons_dump.cfg"
#define G_SHOOTFROMFIXEDORIGIN   autocvar_g_shootfromfixedorigin
#define Read_float()
#define Read_int()
#define Read_string()
#define REGISTER_WEAPON(id, inst)
#define W_CONFIG(class, wepname, fld, T, m)
#define W_CONFIG_BEGIN(class)
#define W_CONFIG_BOTH(class, fld, T, wepname)
#define W_CONFIG_END()
#define W_CONFIG_NONE(class, fld, T, wepname)
#define W_CONFIG_PRI(class, fld, T, wepname)
#define W_CONFIG_SEC(class, fld, T, wepname)
#define W_NET(class, wepname, fld, T, m)
#define W_NET_BEGIN(class)
#define W_NET_BOTH(class, fld, T, wepname)
#define W_NET_END()
#define W_NET_NONE(class, fld, T, wepname)
#define W_NET_PRI(class, fld, T, wepname)
#define W_NET_SEC(class, fld, T, wepname)
#define W_PROP(class, wepname, fld, T, m)
#define W_PROP_BEGIN(class)
#define W_PROP_BOTH(class, fld, T, wepname)
#define W_PROP_END()
#define W_PROP_NONE(class, fld, T, wepname)
#define W_PROP_PRI(class, fld, T, wepname)
#define W_PROP_SEC(class, fld, T, wepname)
#define W_PROPS(L, class, prefix)
#define W_UPDATE(class, wepname, fld, T, m)
#define W_UPDATE_BEGIN(class)
#define W_UPDATE_BOTH(class, fld, T, wepname)
#define W_UPDATE_END()
#define W_UPDATE_NONE(class, fld, T, wepname)
#define W_UPDATE_PRI(class, fld, T, wepname)
#define W_UPDATE_SEC(class, fld, T, wepname)
#define WEP_CVAR(wep, name)
#define WEP_CVAR_BOTH(wep, isprimary, name)
#define WEP_CVAR_PRI(wep, name)
#define WEP_CVAR_SEC(wep, name)
#define WEP_IMPULSE_BEGIN   230
#define WEP_IMPULSE_END   bound(WEP_IMPULSE_BEGIN, WEP_IMPULSE_BEGIN + (REGISTRY_COUNT(Weapons) - 1) - 1, 253)
#define WEP_LAST   (REGISTRY_COUNT(Weapons) - 1)
#define WEPSET(id)
#define WepSet_FromWeapon(it)
#define X(fld, T)

Functions

WepSet _WepSet_FromWeapon (int i)
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 (WeaponUpdate, bool isnew)
WepSet ReadWepSet ()
 REGISTER_WEAPON (Null, NEW(NullWeapon))
 REPLICATE_INIT (bool, cvar_cl_accuracy_data_receive)
 REPLICATE_INIT (bool, cvar_cl_accuracy_data_share)
 REPLICATE_INIT (bool, cvar_cl_weapon_switch_fallback_to_impulse)
 REPLICATE_INIT (bool, cvar_cl_weapon_switch_reload)
 REPLICATE_INIT (int, cvar_cl_gunalign)
 REPLICATE_INIT (int, cvar_cl_weaponimpulsemode)
 REPLICATE_INIT (string, cvar_cl_weaponpriorities[10])
 REPLICATE_INIT (string, cvar_cl_weaponpriority)
vector shotorg_adjust (vector vecs, bool y_is_right, bool visual, int algn)
 STATIC_INIT (register_weapons_done)
 STATIC_INIT (WeaponPickup)
 STATIC_INIT_LATE (W_PROP_reloader)
 void (Weapon this, int) wr_net
string W_FixWeaponOrder (string order, float complete)
string W_FixWeaponOrder_AllowIncomplete (entity this, string order)
string W_FixWeaponOrder_BuildImpulseList (string o)
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)
string W_NameWeaponOrder (string order)
string W_NumberWeaponOrder (string order)
void W_PROP_reload (int chan, entity to)
void W_PROP_think (entity this)
WepSet W_RandomWeapons (entity e, WepSet remaining, int n)
string W_Sound (string w_snd)
Weapon Weapon_from_impulse (int imp)
Weapon Weapon_from_name (string s)
vector weaponentity_glowmod (Weapon wep, int c, entity wepent)
WepSet WepSet_GetFromStat ()
WepSet WepSet_GetFromStat_InMap ()
void wframe_send (entity actor, entity weaponentity, int wepframe, float attackrate, bool restartanim)
void WriteWepSet (float dest, WepSet w)
float float float X (reload_ammo, float) const .float reloading_ammo
 X (reload_time, float) const .float reloading_time
 X (switchdelay_drop, float) X(switchdelay_raise
float X (weaponreplace, string) X(weaponstartoverride
float float X (weaponstart, float) X(weaponthrowable

Variables

vector anim_fire1
vector anim_fire2
vector anim_idle
vector anim_reload
string autocvar_g_shootfromfixedorigin
float autocvar_w_prop_interval = 5
entity baseline
entity baseline_target
entity exteriorweaponentity
int m_gunalign
int m_unique_impulse
WepSet m_wepset
vector movedir_aligned
entity muzzle_flash
vector spawnorigin
entity weaponchild
string weaponname
const int WEP_FIRST = 1
WepSet WEPSET_ALL
WepSet WEPSET_SUPERWEAPONS
WFRAME wframe

Macro Definition Documentation

◆ _W_CONFIG

#define _W_CONFIG ( class,
fld,
T,
wepname )
Value:
if (#wepname == this.netname) WEP_CONFIG_WRITE_CVARS(wepname, fld, T);
string netname
Definition powerups.qc:20
#define WEP_CONFIG_WRITE_CVARS(wepname, name, T)
Definition config.qh:15

Definition at line 227 of file all.qh.

◆ _W_NET

#define _W_NET ( class,
fld,
T,
wepname )
Value:
{ \
if (++n == i) \
this.wepvar_##fld = Read_##T(); \
}

Definition at line 285 of file all.qh.

285 #define _W_NET(class, fld, T, wepname) \
286 { \
287 if (++n == i) \
288 this.wepvar_##fld = Read_##T(); \
289 }

◆ _W_PROP

#define _W_PROP ( class,
fld,
T,
wepname )
Value:
/* static */ T _W_PROP_CVAR(wepname, fld); \
ATTRIB(class, wepvar_##fld, T, _W_PROP_CVAR(wepname, fld));
#define _W_PROP_CVAR(wepname, fld)
Definition all.qh:208

Definition at line 205 of file all.qh.

205 #define _W_PROP(class, fld, T, wepname) \
206 /* static */ T _W_PROP_CVAR(wepname, fld); \
207 ATTRIB(class, wepvar_##fld, T, _W_PROP_CVAR(wepname, fld));

◆ _W_PROP_CVAR

#define _W_PROP_CVAR ( wepname,
fld )
Value:
autocvar_g_balance_##wepname##_##fld

Definition at line 208 of file all.qh.

◆ _W_UPDATE

#define _W_UPDATE ( class,
fld,
T,
wepname )
Value:
{ \
T it = _W_PROP_CVAR(wepname, fld); \
b.wepvar_##fld = this.wepvar_##fld; \
this.wepvar_##fld = it; \
}

Definition at line 255 of file all.qh.

255 #define _W_UPDATE(class, fld, T, wepname) \
256 { \
257 T it = _W_PROP_CVAR(wepname, fld); \
258 b.wepvar_##fld = this.wepvar_##fld; \
259 this.wepvar_##fld = it; \
260 }

◆ DEFAULT_FILENAME

#define DEFAULT_FILENAME   "weapons_dump.cfg"

Definition at line 53 of file all.qh.

◆ G_SHOOTFROMFIXEDORIGIN

#define G_SHOOTFROMFIXEDORIGIN   autocvar_g_shootfromfixedorigin

Definition at line 443 of file all.qh.

Referenced by shotorg_adjust().

◆ Read_float

#define Read_float ( )
Value:
#define ReadFloat()
Definition net.qh:349

Definition at line 180 of file all.qh.

◆ Read_int

#define Read_int ( )
Value:
int ReadInt24_t()
Definition net.qh:338

Definition at line 179 of file all.qh.

◆ Read_string

#define Read_string ( )
Value:
#define ReadString

Definition at line 181 of file all.qh.

◆ REGISTER_WEAPON

◆ W_CONFIG

#define W_CONFIG ( class,
wepname,
fld,
T,
m )
Value:
W_CONFIG_##m(class, fld, T, wepname)

Definition at line 218 of file all.qh.

◆ W_CONFIG_BEGIN

#define W_CONFIG_BEGIN ( class)
Value:
METHOD(class, wr_config, void(class this)) {
#define METHOD(cname, name, prototype)
Definition oo.qh:269

Definition at line 226 of file all.qh.

◆ W_CONFIG_BOTH

#define W_CONFIG_BOTH ( class,
fld,
T,
wepname )
Value:
W_CONFIG_PRI(class, fld, T, wepname) \
W_CONFIG_SEC(class, fld, T, wepname)
#define W_CONFIG_PRI(class, fld, T, wepname)
Definition all.qh:220

Definition at line 222 of file all.qh.

222 #define W_CONFIG_BOTH(class, fld, T, wepname) \
223 W_CONFIG_PRI(class, fld, T, wepname) \
224 W_CONFIG_SEC(class, fld, T, wepname)

◆ W_CONFIG_END

#define W_CONFIG_END ( )
Value:
}

Definition at line 228 of file all.qh.

◆ W_CONFIG_NONE

#define W_CONFIG_NONE ( class,
fld,
T,
wepname )
Value:
_W_CONFIG(class, fld, T, wepname)
#define _W_CONFIG(class, fld, T, wepname)
Definition all.qh:227

Definition at line 219 of file all.qh.

◆ W_CONFIG_PRI

#define W_CONFIG_PRI ( class,
fld,
T,
wepname )
Value:
_W_CONFIG(class, primary_##fld, T, wepname)

Definition at line 220 of file all.qh.

◆ W_CONFIG_SEC

#define W_CONFIG_SEC ( class,
fld,
T,
wepname )
Value:
_W_CONFIG(class, secondary_##fld, T, wepname)

Definition at line 221 of file all.qh.

◆ W_NET

#define W_NET ( class,
wepname,
fld,
T,
m )
Value:
W_NET_##m(class, fld, T, wepname)

Definition at line 272 of file all.qh.

◆ W_NET_BEGIN

#define W_NET_BEGIN ( class)
Value:
METHOD(class, wr_net, void(class this, int i)) \
{ \
int n = 0;

Definition at line 281 of file all.qh.

281 #define W_NET_BEGIN(class) \
282 METHOD(class, wr_net, void(class this, int i)) \
283 { \
284 int n = 0;

◆ W_NET_BOTH

#define W_NET_BOTH ( class,
fld,
T,
wepname )
Value:
W_NET_PRI(class, fld, T, wepname) \
W_NET_SEC(class, fld, T, wepname)
#define W_NET_PRI(class, fld, T, wepname)
Definition all.qh:274

Definition at line 276 of file all.qh.

276 #define W_NET_BOTH(class, fld, T, wepname) \
277 W_NET_PRI(class, fld, T, wepname) \
278 W_NET_SEC(class, fld, T, wepname)

◆ W_NET_END

#define W_NET_END ( )
Value:
}

Definition at line 290 of file all.qh.

290 #define W_NET_END() \
291 }

◆ W_NET_NONE

#define W_NET_NONE ( class,
fld,
T,
wepname )
Value:
_W_NET(class, fld, T, wepname)
#define _W_NET(class, fld, T, wepname)
Definition all.qh:285

Definition at line 273 of file all.qh.

◆ W_NET_PRI

#define W_NET_PRI ( class,
fld,
T,
wepname )
Value:
_W_NET(class, primary_##fld, T, wepname)

Definition at line 274 of file all.qh.

◆ W_NET_SEC

#define W_NET_SEC ( class,
fld,
T,
wepname )
Value:
_W_NET(class, secondary_##fld, T, wepname)

Definition at line 275 of file all.qh.

◆ W_PROP

#define W_PROP ( class,
wepname,
fld,
T,
m )
Value:
W_PROP_##m(class, fld, T, wepname)

Definition at line 196 of file all.qh.

◆ W_PROP_BEGIN

#define W_PROP_BEGIN ( class)

Definition at line 203 of file all.qh.

◆ W_PROP_BOTH

#define W_PROP_BOTH ( class,
fld,
T,
wepname )
Value:
W_PROP_PRI(class, fld, T, wepname) \
W_PROP_SEC(class, fld, T, wepname)
#define W_PROP_PRI(class, fld, T, wepname)
Definition all.qh:198

Definition at line 200 of file all.qh.

200 #define W_PROP_BOTH(class, fld, T, wepname) \
201 W_PROP_PRI(class, fld, T, wepname) \
202 W_PROP_SEC(class, fld, T, wepname)

◆ W_PROP_END

#define W_PROP_END ( )

Definition at line 214 of file all.qh.

◆ W_PROP_NONE

#define W_PROP_NONE ( class,
fld,
T,
wepname )
Value:
_W_PROP(class, fld, T, wepname)
#define _W_PROP(class, fld, T, wepname)
Definition all.qh:205

Definition at line 197 of file all.qh.

◆ W_PROP_PRI

#define W_PROP_PRI ( class,
fld,
T,
wepname )
Value:
_W_PROP(class, primary_##fld, T, wepname)

Definition at line 198 of file all.qh.

◆ W_PROP_SEC

#define W_PROP_SEC ( class,
fld,
T,
wepname )
Value:
_W_PROP(class, secondary_##fld, T, wepname)

Definition at line 199 of file all.qh.

◆ W_PROPS

#define W_PROPS ( L,
class,
prefix )
Value:
L(W_PROP_BEGIN, W_PROP, W_PROP_END, class, prefix) \
L(W_CONFIG_BEGIN, W_CONFIG, W_CONFIG_END, class, prefix) \
L(W_UPDATE_BEGIN, W_UPDATE, W_UPDATE_END, class, prefix) \
L(W_NET_BEGIN, W_NET, W_NET_END, class, prefix) \
\
#define W_PROP_BEGIN(class)
Definition all.qh:203
#define W_PROP(class, wepname, fld, T, m)
Definition all.qh:196
#define W_NET(class, wepname, fld, T, m)
Definition all.qh:272
#define W_UPDATE_END()
Definition all.qh:264
#define W_PROP_END()
Definition all.qh:214
#define W_CONFIG_END()
Definition all.qh:228
#define W_CONFIG(class, wepname, fld, T, m)
Definition all.qh:218
#define W_NET_BEGIN(class)
Definition all.qh:281
#define W_UPDATE_BEGIN(class)
Definition all.qh:245
#define W_CONFIG_BEGIN(class)
Definition all.qh:226
#define W_NET_END()
Definition all.qh:290
#define W_UPDATE(class, wepname, fld, T, m)
Definition all.qh:236

Definition at line 188 of file all.qh.

188#define W_PROPS(L, class, prefix) \
189 L(W_PROP_BEGIN, W_PROP, W_PROP_END, class, prefix) \
190 L(W_CONFIG_BEGIN, W_CONFIG, W_CONFIG_END, class, prefix) \
191 L(W_UPDATE_BEGIN, W_UPDATE, W_UPDATE_END, class, prefix) \
192 L(W_NET_BEGIN, W_NET, W_NET_END, class, prefix) \
193 /**/ \
194

◆ W_UPDATE

#define W_UPDATE ( class,
wepname,
fld,
T,
m )
Value:
W_UPDATE_##m(class, fld, T, wepname)

Definition at line 236 of file all.qh.

◆ W_UPDATE_BEGIN

#define W_UPDATE_BEGIN ( class)
Value:
METHOD(class, wr_update, void(class this)) \
{ \
noref entity b = this.baseline; \
if (!b) \
{ \
b = this.baseline = new_pure(baseline); \
b.baseline_target = this; \
}
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
#define new_pure(class)
purely logical entities (not linked to the area grid)
Definition oo.qh:67
entity baseline
Definition all.qh:244

Definition at line 245 of file all.qh.

245 #define W_UPDATE_BEGIN(class) \
246 METHOD(class, wr_update, void(class this)) \
247 { \
248 noref entity b = this.baseline; \
249 if (!b) \
250 { \
251 b = this.baseline = new_pure(baseline); \
252 b.baseline_target = this; \
253 }

◆ W_UPDATE_BOTH

#define W_UPDATE_BOTH ( class,
fld,
T,
wepname )
Value:
W_UPDATE_PRI(class, fld, T, wepname) \
W_UPDATE_SEC(class, fld, T, wepname)
#define W_UPDATE_PRI(class, fld, T, wepname)
Definition all.qh:238

Definition at line 240 of file all.qh.

240 #define W_UPDATE_BOTH(class, fld, T, wepname) \
241 W_UPDATE_PRI(class, fld, T, wepname) \
242 W_UPDATE_SEC(class, fld, T, wepname)

◆ W_UPDATE_END

#define W_UPDATE_END ( )
Value:
}

Definition at line 264 of file all.qh.

◆ W_UPDATE_NONE

#define W_UPDATE_NONE ( class,
fld,
T,
wepname )
Value:
_W_UPDATE(class, fld, T, wepname)
#define _W_UPDATE(class, fld, T, wepname)
Definition all.qh:255

Definition at line 237 of file all.qh.

◆ W_UPDATE_PRI

#define W_UPDATE_PRI ( class,
fld,
T,
wepname )
Value:
_W_UPDATE(class, primary_##fld, T, wepname)

Definition at line 238 of file all.qh.

◆ W_UPDATE_SEC

#define W_UPDATE_SEC ( class,
fld,
T,
wepname )
Value:
_W_UPDATE(class, secondary_##fld, T, wepname)

Definition at line 239 of file all.qh.

◆ WEP_CVAR

#define WEP_CVAR ( wep,
name )
Value:
(wep.wepvar_##name)
string name
Definition menu.qh:30

Definition at line 337 of file all.qh.

Referenced by Arc_GetHeat_Percent(), Arc_Smoke(), Draw_ArcBeam(), electro_orb_draw(), GetAmmoConsumption(), havocbot_movetogoal(), HUD_Crosshair(), MachineGun_Heat(), MachineGun_Update_Spread(), MUTATOR_HOOKFUNCTION(), MUTATOR_HOOKFUNCTION(), NET_HANDLE(), PlayerThink(), Porto_Draw(), vortex_glowcolor(), W_Arc_Attack(), W_Arc_Attack_Bolt(), W_Arc_Beam(), W_Arc_Beam_Think(), W_Arc_Bolt_Explode(), W_Arc_Bolt_Touch(), W_Devastator_Attack(), W_Devastator_DoRemoteExplode(), W_Devastator_Explode(), W_Devastator_RemoteExplode(), W_Devastator_Think(), W_Electro_ExplodeCombo(), W_Electro_ExplodeComboThink(), W_Electro_Orb_Damage(), W_Electro_Orb_ExplodeOverTime(), W_Electro_TriggerCombo(), W_MachineGun_Attack(), W_MachineGun_Attack_Auto(), W_MachineGun_Attack_Burst(), W_MachineGun_Attack_Frame(), W_MineLayer_Attack(), W_MineLayer_Damage(), W_MineLayer_DoRemoteExplode(), W_MineLayer_Explode(), W_MineLayer_ProximityExplode(), W_MineLayer_RemoteExplode(), W_MineLayer_Think(), W_Mortar_Attack(), W_Mortar_Attack2(), W_OverkillMachineGun_Attack_Auto(), W_OverkillNex_Attack(), W_OverkillRocketPropelledChainsaw_Explode(), W_Seeker_Fire_Flac(), W_Seeker_Fire_Missile(), W_Seeker_Fire_Tag(), W_Seeker_Flac_Explode(), W_Seeker_Missile_Explode(), W_Seeker_Missile_Think(), W_Seeker_Tag_Touch(), W_Seeker_Tracker_Think(), W_Seeker_Vollycontroller_Think(), W_Tuba_NoteOn(), W_Tuba_NoteThink(), W_Vortex_Attack(), W_Vortex_Charge(), weapon_defaultspawnfunc(), and weapon_prepareattack_checkammo().

◆ WEP_CVAR_BOTH

#define WEP_CVAR_BOTH ( wep,
isprimary,
name )
Value:
((isprimary) ? WEP_CVAR_PRI(wep, name) : WEP_CVAR_SEC(wep, name))
#define WEP_CVAR_PRI(wep, name)
Definition all.qh:338
#define WEP_CVAR_SEC(wep, name)
Definition all.qh:339

Definition at line 340 of file all.qh.

Referenced by W_Crylink_LinkExplode(), W_Crylink_LinkJoinEffect_Think(), W_Crylink_Touch(), W_HLAC_Touch(), W_OverkillNex_Attack(), W_Porto_Attack(), W_Rifle_FireBullet(), and W_Vortex_Attack().

◆ WEP_CVAR_PRI

◆ WEP_CVAR_SEC

◆ WEP_IMPULSE_BEGIN

#define WEP_IMPULSE_BEGIN   230

Definition at line 350 of file all.qh.

Referenced by STATIC_INIT(), and W_FixWeaponOrder().

◆ WEP_IMPULSE_END

#define WEP_IMPULSE_END   bound(WEP_IMPULSE_BEGIN, WEP_IMPULSE_BEGIN + (REGISTRY_COUNT(Weapons) - 1) - 1, 253)

Definition at line 351 of file all.qh.

Referenced by STATIC_INIT().

◆ WEP_LAST

◆ WEPSET

◆ WepSet_FromWeapon

◆ X

#define X ( fld,
T )
Value:
.T fld; .T wepvar_##fld = fld;

Definition at line 160 of file all.qh.

Function Documentation

◆ _WepSet_FromWeapon()

WepSet _WepSet_FromWeapon ( int i)

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
#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
vector animfixfps(entity e, vector a, vector b)
Definition util.qc:1905
strcat(_("^F4Countdown stopped!"), "\n^BG", _("Teams are too unbalanced."))
#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()

NET_HANDLE ( WeaponUpdate ,
bool isnew )

Definition at line 293 of file all.qh.

294 {
296 for (int i; (i = ReadByte()); )
297 w.wr_net(w, i);
298 return true;
299 }
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
int ReadByte()

References ReadByte(), ReadRegistered, and Weapons.

◆ 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}
#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.

◆ REGISTER_WEAPON()

REGISTER_WEAPON ( Null ,
NEW(NullWeapon)  )

◆ REPLICATE_INIT() [1/8]

REPLICATE_INIT ( bool ,
cvar_cl_accuracy_data_receive  )

References entity(), name, shotdir, shotorg, and vector.

◆ REPLICATE_INIT() [2/8]

REPLICATE_INIT ( bool ,
cvar_cl_accuracy_data_share  )

◆ REPLICATE_INIT() [3/8]

REPLICATE_INIT ( bool ,
cvar_cl_weapon_switch_fallback_to_impulse  )

◆ REPLICATE_INIT() [4/8]

REPLICATE_INIT ( bool ,
cvar_cl_weapon_switch_reload  )

◆ REPLICATE_INIT() [5/8]

REPLICATE_INIT ( int ,
cvar_cl_gunalign  )

◆ REPLICATE_INIT() [6/8]

REPLICATE_INIT ( int ,
cvar_cl_weaponimpulsemode  )

◆ REPLICATE_INIT() [7/8]

REPLICATE_INIT ( string ,
cvar_cl_weaponpriorities [10] )

◆ REPLICATE_INIT() [8/8]

REPLICATE_INIT ( string ,
cvar_cl_weaponpriority  )

◆ 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().

◆ STATIC_INIT() [1/2]

STATIC_INIT ( register_weapons_done )

Definition at line 356 of file all.qh.

357{
358 string inaccessible = "";
360 FOREACH(Weapons, true,
361 {
362 WepSet set = it.m_wepset = _WepSet_FromWeapon(it.m_id = i);
363 WEPSET_ALL |= set;
364 if (it.spawnflags & WEP_FLAG_SUPERWEAPON)
365 WEPSET_SUPERWEAPONS |= set;
366 if (it == WEP_Null)
367 continue;
368 if (it.spawnflags & WEP_FLAG_SPECIALATTACK)
369 continue;
370 // TODO: this exists to filter out the Ball Stealer, otherwise we run out of impulses
371 if ((it.spawnflags & WEP_FLAG_MUTATORBLOCKED) && (it.spawnflags & WEP_TYPE_OTHER))
372 continue;
373
374 it.m_unique_impulse = imp;
375#ifdef CSQC
376 if (imp <= WEP_IMPULSE_END)
377 localcmd(sprintf("alias weapon_%s \"impulse %d\"\n", it.netname, imp)); // keep xonotic-client.cfg up to date
378 else
379#endif
380 inaccessible = strcat(inaccessible, "\n", it.netname);
381 ++imp;
382 });
383 if (inaccessible != "" && autocvar_developer > 0)
384 LOG_TRACEF("Impulse limit exceeded, weapon(s) will not be directly accessible: %s", inaccessible);
385 #ifdef CSQC
386 FOREACH(Weapons, true, it.wr_init(it));
387 #endif
388 #ifdef MENUQC
389 FOREACH(Weapons, (it.spawnflags & WEP_FLAG_HIDDEN) && (it.spawnflags & WEP_FLAG_SPECIALATTACK), it.m_hidden = true);
390 #endif
391 weaponorder_byid = "";
392 for (int i = REGISTRY_MAX(Weapons) - 1; i >= 1; --i)
393 if (REGISTRY_GET(Weapons, i))
396}
#define LOG_TRACEF(...)
Definition log.qh:77
noref int autocvar_developer
Definition log.qh:96
void localcmd(string command,...)
string substring(string s, float start, float length)
string ftos(float f)
string strzone(string s)
#define REGISTRY_GET(id, i)
Definition registry.qh:43
int int int imp
Definition impulse.qc:90
#define WEP_IMPULSE_END
Definition all.qh:351
WepSet WEPSET_ALL
Definition all.qh:344
#define WEP_IMPULSE_BEGIN
Definition all.qh:350
WepSet WEPSET_SUPERWEAPONS
Definition all.qh:345
WepSet _WepSet_FromWeapon(int i)
Definition all.qc:53
string weaponorder_byid
Definition weapon.qh:272
const int WEP_FLAG_SUPERWEAPON
Definition weapon.qh:260
const int WEP_FLAG_MUTATORBLOCKED
Definition weapon.qh:261
vector WepSet
Definition weapon.qh:14
const int WEP_FLAG_HIDDEN
Definition weapon.qh:258
const int WEP_TYPE_OTHER
Definition weapon.qh:253
const int WEP_FLAG_SPECIALATTACK
Definition weapon.qh:269

References _WepSet_FromWeapon(), autocvar_developer, FOREACH, ftos(), imp, localcmd(), LOG_TRACEF, REGISTRY_GET, REGISTRY_MAX, STATIC_INIT, strcat(), strzone(), substring(), weaponorder_byid, Weapons, WEP_FLAG_HIDDEN, WEP_FLAG_MUTATORBLOCKED, WEP_FLAG_SPECIALATTACK, WEP_FLAG_SUPERWEAPON, WEP_IMPULSE_BEGIN, WEP_IMPULSE_END, WEP_TYPE_OTHER, WEPSET_ALL, and WEPSET_SUPERWEAPONS.

◆ STATIC_INIT() [2/2]

STATIC_INIT ( WeaponPickup )

Definition at line 31 of file all.qh.

32{
33 FOREACH(Weapons, true,
34 {
35 if ((it.spawnflags & WEP_FLAG_SPECIALATTACK) && !(it.spawnflags & WEP_FLAG_HIDDEN))
36 error(sprintf("Special attack \"%s\" without WEP_FLAG_HIDDEN flag set.", it.m_name));
37 it.m_pickup = NEW(WeaponPickup, it);
38 });
39}
#define NEW(cname,...)
Definition oo.qh:117
#define error
Definition pre.qh:6

References error, FOREACH, NEW, Weapons, WEP_FLAG_HIDDEN, and WEP_FLAG_SPECIALATTACK.

◆ STATIC_INIT_LATE()

STATIC_INIT_LATE ( W_PROP_reloader )

Definition at line 128 of file all.qh.

129{
130 entity e = W_PROP_reloader = new_pure(W_PROP_reloader);
132 W_PROP_think(e);
133}
#define setthink(e, f)
void W_PROP_think(entity this)
Definition all.qh:123

References entity(), new_pure, setthink, and W_PROP_think().

◆ void()

void ( Weapon this,
int  )

◆ 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

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 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_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}
float stof(string val,...)
#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}
#define COLORED_DAMAGE(dmg)
Definition all.qc:861

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

Referenced by 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_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_NumberWeaponOrder()

string W_NumberWeaponOrder ( string order)

◆ W_PROP_reload()

void W_PROP_reload ( int chan,
entity to )

Definition at line 110 of file all.qh.

111{
112 W_PROP_reloader.nextthink = time + autocvar_w_prop_interval;
113 msg_entity = to;
114 FOREACH(Weapons, true,
115 {
116 it.wr_update(it);
117 void(Weapon, int) f = it.wr_net;
118 if (f)
119 f(it, chan);
120 });
121}
float time
entity msg_entity
Definition progsdefs.qc:63
void
Definition self.qh:72
float autocvar_w_prop_interval
Definition all.qh:107

References autocvar_w_prop_interval, entity(), FOREACH, msg_entity, time, void, and Weapons.

Referenced by ClientInit_SendEntity(), and W_PROP_think().

◆ W_PROP_think()

void W_PROP_think ( entity this)

Definition at line 123 of file all.qh.

124{
126}
float MSG_ALL
Definition menudefs.qc:57
void W_PROP_reload(int chan, entity to)
Definition all.qh:110

References entity(), MSG_ALL, NULL, and W_PROP_reload().

Referenced by STATIC_INIT_LATE().

◆ 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

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}

◆ Weapon_from_impulse()

Weapon Weapon_from_impulse ( int imp)

Definition at line 150 of file all.qh.

151{
152 FOREACH(Weapons, it != WEP_Null && it.m_unique_impulse == imp, return it);
153 return WEP_Null;
154}

References FOREACH, imp, and Weapons.

Referenced by weapon_byid_handle().

◆ Weapon_from_name()

Weapon Weapon_from_name ( string s)

Definition at line 144 of file all.qh.

145{
146 FOREACH(Weapons, it != WEP_Null && it.netname == s, return it);
147 return WEP_Null;
148}

References FOREACH, Weapon_from_name(), and Weapons.

Referenced by readplayerstartcvars(), translate_weaponarena(), W_Apply_Weaponreplace(), weapon_defaultspawnfunc(), and Weapon_from_name().

◆ weaponentity_glowmod()

vector weaponentity_glowmod ( Weapon wep,
int c,
entity wepent )

Definition at line 402 of file all.qh.

403{
404 vector g = wep.wr_glow(wep, c, wepent);
405 if (!g)
406 g = colormapPaletteColor(c & 0x0F, true);
407 return g;
408}
virtual void wr_glow()
(BOTH) weapon specific glow
Definition weapon.qh:142
#define colormapPaletteColor(c, isPants)
Definition color.qh:5

References colormapPaletteColor, entity(), vector, and Weapon::wr_glow().

Referenced by CL_ExteriorWeaponentity_Think(), and viewmodel_draw().

◆ 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)
#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 dest,
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.

◆ X() [1/5]

float float float X ( reload_ammo ,
float  ) const

◆ X() [2/5]

X ( reload_time ,
float  ) const

References reload_time.

◆ X() [3/5]

X ( switchdelay_drop ,
float  )

◆ X() [4/5]

float X ( weaponreplace ,
string  )

References X.

◆ X() [5/5]

float float X ( weaponstart ,
float  )

References X.

Variable Documentation

◆ anim_fire1

vector anim_fire1

Definition at line 422 of file all.qh.

Referenced by CL_WeaponEntity_SetModel().

◆ anim_fire2

vector anim_fire2

Definition at line 423 of file all.qh.

Referenced by CL_WeaponEntity_SetModel().

◆ anim_idle

◆ anim_reload

vector anim_reload

Definition at line 425 of file all.qh.

Referenced by CL_WeaponEntity_SetModel().

◆ autocvar_g_shootfromfixedorigin

string autocvar_g_shootfromfixedorigin

Definition at line 442 of file all.qh.

Referenced by FixClientCvars(), and PlayerThink().

◆ autocvar_w_prop_interval

float autocvar_w_prop_interval = 5

Definition at line 107 of file all.qh.

Referenced by W_PROP_reload().

◆ baseline

entity baseline

Definition at line 244 of file all.qh.

◆ baseline_target

entity baseline_target

Definition at line 244 of file all.qh.

◆ exteriorweaponentity

entity exteriorweaponentity

Definition at line 401 of file all.qh.

Referenced by CL_SpawnWeaponentity(), PutObserverInServer(), and PutPlayerInServer().

◆ m_gunalign

int m_gunalign

Definition at line 410 of file all.qh.

Referenced by CL_WeaponEntity_SetModel(), W_GunAlign(), and W_ResetGunAlign().

◆ m_unique_impulse

int m_unique_impulse

Definition at line 51 of file all.qh.

◆ m_wepset

WepSet m_wepset

Definition at line 46 of file all.qh.

◆ movedir_aligned

vector movedir_aligned

Definition at line 419 of file all.qh.

Referenced by CL_WeaponEntity_SetModel().

◆ muzzle_flash

entity muzzle_flash

Definition at line 427 of file all.qh.

◆ spawnorigin

vector spawnorigin

◆ weaponchild

entity weaponchild

Definition at line 400 of file all.qh.

Referenced by CL_WeaponEntity_SetModel(), CL_Weaponentity_Think(), and FixIntermissionClient().

◆ weaponname

◆ WEP_FIRST

◆ WEPSET_ALL

WepSet WEPSET_ALL

Definition at line 344 of file all.qh.

Referenced by STATIC_INIT().

◆ WEPSET_SUPERWEAPONS

◆ wframe