amogusspecialsauce/xonoticspecialsauce/qcsrc/server/weapons/weaponsystem.qh

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2023-08-19 22:30:32 +00:00
#pragma once
#include <common/weapons/all.qh>
float autocvar_g_weaponspreadfactor;
float autocvar_g_weaponforcefactor;
float autocvar_g_weapondamagefactor;
float autocvar_g_weaponratefactor;
float autocvar_g_weaponspeedfactor;
bool autocvar_g_spawnshield_blockfiring;
2023-08-19 22:30:32 +00:00
#define INDEPENDENT_ATTACK_FINISHED 1
// there is 2 weapon tics that can run in one server frame
const int W_TICSPERFRAME = 2;
// VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
.float weapon_nextthink;
.void(Weapon thiswep, entity actor, .entity weaponentity, int fire) weapon_think;
float internalteam;
entity weapon_dropevent_item;
// reset to 0 on weapon switch
// may be useful to all weapons
.float bulletcounter;
..entity weaponentity_fld;
.float weapon_load[REGISTRY_MAX(Weapons)];
.int ammo_none; // used by the reloading system, must always be 0
.int clip_load;
.int old_clip_load;
.int clip_size;
.float attack_finished_for[REGISTRY_MAX(Weapons) * MAX_WEAPONSLOTS];
.float attack_finished_single[MAX_WEAPONSLOTS];
#if INDEPENDENT_ATTACK_FINISHED
#define ATTACK_FINISHED_FOR(ent, w, slot) ((ent).(attack_finished_for[((w) - WEP_FIRST) * MAX_WEAPONSLOTS + (slot)]))
#else
#define ATTACK_FINISHED_FOR(ent, w, slot) ((ent).attack_finished_single[slot])
#endif
#define ATTACK_FINISHED(ent, w) ATTACK_FINISHED_FOR(ent, ent.(w).m_weapon.m_id, weaponslot(w))
void CL_SpawnWeaponentity(entity e, .entity weaponentity);
void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire);
void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire);
vector CL_Weapon_GetShotOrg(float wpn);
bool weaponUseForbidden(entity player);
bool weaponLocked(entity player);
void W_AttachToShotorg(entity actor, .entity weaponentity, entity flash, vector offset);
void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use, .entity weaponentity);
void W_DropEvent(.void(Weapon, entity actor, .entity) event, entity player, float weapon_type, entity weapon_item, .entity weaponentity);
void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sent_sound);
void W_ResetGunAlign(entity player, int preferred_alignment);
void W_WeaponFrame(Player actor, .entity weaponentity);
float W_WeaponRateFactor(entity this);
float W_WeaponSpeedFactor(entity this);
bool weapon_prepareattack(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime);
bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponentity, float secondary, float attacktime);
void weapon_prepareattack_do(entity actor, .entity weaponentity, float secondary, float attacktime);
void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor, .entity weaponentity, int fire) func);
//REPLICATE_APPLYCHANGE("cl_gunalign", { W_ResetGunAlign(this, store.cvar_cl_gunalign); });