#include "all.qh" #ifndef WEAPONS_ALL_C #define WEAPONS_ALL_C #if defined(CSQC) #include #include #include #include #include #include #include #include #include #include #include #include #include #elif defined(MENUQC) #include #elif defined(SVQC) #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #endif // WEAPON PLUGIN SYSTEM WepSet _WepSet_FromWeapon(int a) { a -= WEP_FIRST; if (REGISTRY_MAX(Weapons) > 24 && a >= 24) { a -= 24; if (REGISTRY_MAX(Weapons) > 48 && a >= 24) { a -= 24; return '0 0 1' * BIT(a); } return '0 1 0' * BIT(a); } return '1 0 0' * BIT(a); } #ifdef SVQC void WriteWepSet(float dst, WepSet w) { if (REGISTRY_MAX(Weapons) > 48) WriteInt72_t(dst, w); else if (REGISTRY_MAX(Weapons) > 24) WriteInt48_t(dst, w); else WriteInt24_t(dst, w.x); } #endif #ifdef CSQC WepSet WepSet_GetFromStat() { return STAT(WEAPONS); } WepSet WepSet_GetFromStat_InMap() { return STAT(WEAPONSINMAP); } WepSet ReadWepSet() { if (REGISTRY_MAX(Weapons) > 48) return ReadInt72_t(); if (REGISTRY_MAX(Weapons) > 24) return ReadInt48_t(); return ReadInt24_t() * '1 0 0'; } #endif string W_FixWeaponOrder(string order, float complete) { return fixPriorityList(order, WEP_FIRST, WEP_LAST, WEP_IMPULSE_BEGIN - WEP_FIRST, complete); } string W_NameWeaponOrder_MapFunc(string s) { int i = stof(s); if (s == "0" || i) { entity wi = REGISTRY_GET(Weapons, i); if (wi != WEP_Null) return wi.netname; } return s; } string W_NameWeaponOrder(string order) { return mapPriorityList(order, W_NameWeaponOrder_MapFunc); } string W_NumberWeaponOrder_MapFunc(string s) { if (s == "0" || stof(s)) return s; FOREACH(Weapons, it != WEP_Null && (it.netname == s || it.m_deprecated_netname == s), return ftos(i)); return s; } string W_NumberWeaponOrder(string order) { return mapPriorityList(order, W_NumberWeaponOrder_MapFunc); } float W_FixWeaponOrder_BuildImpulseList_buf[REGISTRY_MAX(Weapons)]; string W_FixWeaponOrder_BuildImpulseList_order; void W_FixWeaponOrder_BuildImpulseList_swap(int i, int j, entity pass) { float h = W_FixWeaponOrder_BuildImpulseList_buf[i]; W_FixWeaponOrder_BuildImpulseList_buf[i] = W_FixWeaponOrder_BuildImpulseList_buf[j]; W_FixWeaponOrder_BuildImpulseList_buf[j] = h; } float W_FixWeaponOrder_BuildImpulseList_cmp(int i, int j, entity pass) { int si = W_FixWeaponOrder_BuildImpulseList_buf[i]; Weapon e1 = REGISTRY_GET(Weapons, si); int sj = W_FixWeaponOrder_BuildImpulseList_buf[j]; Weapon e2 = REGISTRY_GET(Weapons, sj); int d = (e1.impulse + 9) % 10 - (e2.impulse + 9) % 10; if (d) return -d; // high impulse first! string s = strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " "); return strstrofs(s, sprintf(" %d ", si), 0) - strstrofs(s, sprintf(" %d ", sj), 0); // low char index first! } string W_FixWeaponOrder_BuildImpulseList(string o) { int i; W_FixWeaponOrder_BuildImpulseList_order = o; for (i = WEP_FIRST; i <= WEP_LAST; ++i) W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST] = i; heapsort(WEP_LAST - WEP_FIRST + 1, W_FixWeaponOrder_BuildImpulseList_swap, W_FixWeaponOrder_BuildImpulseList_cmp, NULL); o = ""; for (i = WEP_FIRST; i <= WEP_LAST; ++i) o = strcat(o, " ", ftos(W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST])); W_FixWeaponOrder_BuildImpulseList_order = string_null; return substring(o, 1, -1); } string W_FixWeaponOrder_AllowIncomplete(entity this, string order) { return W_FixWeaponOrder(order, 0); } string W_FixWeaponOrder_ForceComplete(string order) { if (order == "") order = W_NumberWeaponOrder(cvar_defstring("cl_weaponpriority")); return W_FixWeaponOrder(order, 1); } WepSet W_RandomWeapons(entity e, WepSet remaining, int n) { WepSet result = '0 0 0'; for (int j = 0; j < n; ++j) { RandomSelection_Init(); FOREACH(Weapons, it != WEP_Null, { if (remaining & (it.m_wepset)) RandomSelection_AddEnt(it, 1, 1); }); Weapon w = RandomSelection_chosen_ent; result |= WepSet_FromWeapon(w); remaining &= ~WepSet_FromWeapon(w); } return result; } entity GetAmmoItem(Resource ammotype) { FOREACH(Items, it.netname == ammotype.netname, return it); LOG_WARNF("Invalid ammo type %d ", ammotype.m_id); return NULL; } entity GetAmmoResource(Ammo ammotype) { FOREACH(Resources, it.netname == ammotype.netname, return it); LOG_WARNF("Invalid ammo type %d ", ammotype.m_id); return NULL; } #ifdef CSQC int GetAmmoStat(Resource ammotype) { // TODO: handle networking via resources switch (ammotype) { case RES_SHELLS: return STAT_SHELLS; case RES_BULLETS: return STAT_NAILS; case RES_ROCKETS: return STAT_ROCKETS; case RES_CELLS: return STAT_CELLS; case RES_FUEL: return STAT_FUEL.m_id; default: return -1; } } #endif string W_Sound(string w_snd) { string output = strcat("weapons/", w_snd); MUTATOR_CALLHOOK(WeaponSound, w_snd, output); return M_ARGV(1, string); } string W_Model(string w_mdl) { string output = strcat("models/weapons/", w_mdl); MUTATOR_CALLHOOK(WeaponModel, w_mdl, output); return M_ARGV(1, string); } #ifdef GAMEQC vector shotorg_adjustfromclient(vector vecs, float y_is_right, float algn) { switch (algn) { default: case 3: // right alignment break; case 4: // left vecs.y = -vecs.y; break; case 1: // center case 2: // center vecs.y = 0; vecs.z -= 2; break; } return vecs; } vector shotorg_adjust(vector vecs, bool y_is_right, bool visual, int algn) { string s; if (visual) vecs = shotorg_adjustfromclient(vecs, y_is_right, algn); else if (STAT(SHOOTFROMEYE)) vecs.y = vecs.z = 0; else if (STAT(SHOOTFROMCENTER)) { vecs.y = 0; vecs.z -= 2; } else if ((s = G_SHOOTFROMFIXEDORIGIN) != "") { vector v = stov(s); if (y_is_right) v.y = -v.y; if (v.x != 0) vecs.x = v.x; vecs.y = v.y; vecs.z = v.z; } else // just do the same as top vecs = shotorg_adjustfromclient(vecs, y_is_right, algn); return vecs; } /** * 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 */ void CL_WeaponEntity_SetModel(entity this, string name, bool _anim) { if (name == "") { vector oldmin = this.mins; vector oldmax = this.maxs; setmodel(this, MDL_Null); setsize(this, oldmin, oldmax); if (this.weaponchild) delete(this.weaponchild); this.weaponchild = NULL; this.movedir = '0 0 0'; #ifdef SVQC this.spawnorigin = '0 0 0'; #endif this.oldorigin = '0 0 0'; this.anim_fire1 = '0 1 0.01'; this.anim_fire2 = '0 1 0.01'; this.anim_idle = '0 1 0.01'; this.anim_reload = '0 1 0.01'; } else { // if there is a child entity, hide it until we're sure we use it if (this.weaponchild) this.weaponchild.model = ""; _setmodel(this, W_Model(strcat("v_", name, ".md3"))); int v_shot_idx; (v_shot_idx = gettagindex(this, "shot")) || (v_shot_idx = gettagindex(this, "tag_shot")); _setmodel(this, W_Model(strcat("h_", name, ".iqm"))); // preset some defaults that work great for renamed zym files (which don't need an animinfo) this.anim_fire1 = animfixfps(this, '0 1 0.01', '0 0 0'); this.anim_fire2 = animfixfps(this, '1 1 0.01', '0 0 0'); this.anim_idle = animfixfps(this, '2 1 0.01', '0 0 0'); this.anim_reload = animfixfps(this, '3 1 0.01', '0 0 0'); // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model) // if we don't, this is a "real" animated model string t; if ((t = "weapon", gettagindex(this, t)) || (t = "tag_weapon", gettagindex(this, t))) { if (!this.weaponchild) { this.weaponchild = new(weaponchild); #ifdef CSQC this.weaponchild.drawmask = MASK_NORMAL; this.weaponchild.renderflags |= RF_VIEWMODEL; #endif } _setmodel(this.weaponchild, W_Model(strcat("v_", name, ".md3"))); setsize(this.weaponchild, '0 0 0', '0 0 0'); setattachment(this.weaponchild, this, t); } else { if (this.weaponchild) delete(this.weaponchild); this.weaponchild = NULL; } setsize(this, '0 0 0', '0 0 0'); setorigin(this, '0 0 0'); this.angles = '0 0 0'; this.frame = 0; #ifdef SVQC this.viewmodelforclient = NULL; #else this.renderflags &= ~RF_VIEWMODEL; #endif if (v_shot_idx) // v_ model attached to invisible h_ model this.movedir = gettaginfo(this.weaponchild, v_shot_idx); else { int idx; if ((idx = gettagindex(this, "shot")) || (idx = gettagindex(this, "tag_shot"))) this.movedir = gettaginfo(this, idx); else { LOG_WARNF("weapon model %s does not support the 'shot' tag, will display shots TOTALLY wrong", this.model); this.movedir = '0 0 0'; } } #ifdef SVQC { int idx = 0; // v_ model attached to invisible h_ model if (this.weaponchild && ((idx = gettagindex(this.weaponchild, "shell")) || (idx = gettagindex(this.weaponchild, "tag_shell")))) this.spawnorigin = gettaginfo(this.weaponchild, idx); else if ((idx = gettagindex(this, "shell")) || (idx = gettagindex(this, "tag_shell"))) this.spawnorigin = gettaginfo(this, idx); else { LOG_WARNF("weapon model %s does not support the 'shell' tag, will display casings wrong", this.model); this.spawnorigin = this.movedir; } } #endif if (v_shot_idx) this.oldorigin = '0 0 0'; // use regular attachment else { int idx; if (this.weaponchild) (idx = gettagindex(this, "weapon")) || (idx = gettagindex(this, "tag_weapon")); else (idx = gettagindex(this, "handle")) || (idx = gettagindex(this, "tag_handle")); if (idx) this.oldorigin = this.movedir - gettaginfo(this, idx); else { LOG_WARNF( "weapon model %s does not support the 'handle' tag " "and neither does the v_ model support the 'shot' tag, " "will display muzzle flashes TOTALLY wrong\n", this.model); this.oldorigin = '0 0 0'; // there is no way to recover from this } } #ifdef SVQC this.viewmodelforclient = this.owner; #else this.renderflags |= RF_VIEWMODEL; #endif } this.view_ofs = '0 0 0'; this.movedir_aligned = this.movedir; if (this.movedir.x >= 0) { //int algn = STAT(GUNALIGN, this.owner); int algn = W_GunAlign(this, STAT(GUNALIGN, this.owner)); #ifdef SVQC this.m_gunalign = algn; #endif vector v = this.movedir; this.movedir = shotorg_adjust(v, false, false, algn); this.movedir_aligned = shotorg_adjust(v, false, true, algn); this.view_ofs = this.movedir_aligned - v; } // shotorg_adjust can give negative .x from shootfromfixedorigin // recheck .x here due to it if (this.movedir.x >= 0) { int compressed_shotorg = compressShotOrigin(this.movedir); // make them match perfectly #ifdef SVQC // null during init if (this.owner) STAT(SHOTORG, this.owner) = compressed_shotorg; #endif this.movedir = decompressShotOrigin(compressed_shotorg); } else { // don't support negative x shotorgs this.movedir = '0 0 0'; // reset _aligned here too even though as a side effect // g_shootfromfixedorigin can make it reset // it'd be only slightly better if it was checked individually this.movedir_aligned = '0 0 0'; #ifdef SVQC // null during init if (this.owner) STAT(SHOTORG, this.owner) = 0; #endif } #ifdef SVQC this.spawnorigin += this.view_ofs; // offset the casings origin by the same amount #endif // check if an instant weapon switch occurred setorigin(this, this.view_ofs); if (!_anim) return; // reset animstate now this.wframe = WFRAME_IDLE; setanim(this, this.anim_idle, true, false, true); } #endif #ifdef GAMEQC REGISTER_NET_TEMP(wframe) #ifdef CSQC NET_HANDLE(wframe, bool isNew) { WFRAME fr = ReadByte(); float t = ReadFloat(); int slot = ReadByte(); bool restartanim = ReadByte(); entity wepent = viewmodels[slot]; if (fr == WFRAME_IDLE) wepent.animstate_looping = false; // we don't need to enforce idle animation else { vector a = '0 0 0'; switch (fr) { default: case WFRAME_IDLE: a = wepent.anim_idle; break; case WFRAME_FIRE1: a = wepent.anim_fire1; break; case WFRAME_FIRE2: a = wepent.anim_fire2; break; case WFRAME_RELOAD: a = wepent.anim_reload; break; } a.z *= t; anim_set(wepent, a, !restartanim, restartanim, restartanim); } wepent.state = ReadByte(); wepent.weapon_nextthink = ReadFloat(); switch (wepent.state) { case WS_RAISE: wepent.weapon_switchdelay = wepent.switchweapon.switchdelay_raise; break; case WS_DROP: wepent.weapon_switchdelay = wepent.activeweapon.switchdelay_drop; break; default: wepent.weapon_switchdelay = 0; break; } return true; } #endif #ifdef SVQC void wframe_send(entity actor, entity weaponentity, int wepframe, float attackrate, bool restartanim) { if (!IS_REAL_CLIENT(actor)) return; int channel = MSG_ONE; msg_entity = actor; WriteHeader(channel, wframe); WriteByte(channel, wepframe); WriteFloat(channel, attackrate); WriteByte(channel, weaponslot(weaponentity.weaponentity_fld)); WriteByte(channel, restartanim); WriteByte(channel, weaponentity.state); WriteFloat(channel, weaponentity.weapon_nextthink); } #endif REGISTER_NET_C2S(w_whereis) #ifdef SVQC void Weapon_whereis(Weapon this, entity cl); NET_HANDLE(w_whereis, bool) { Weapon wpn = ReadRegistered(Weapons); if (wpn != WEP_Null) Weapon_whereis(wpn, sender); return true; } #else void w_whereis(Weapon this) { int channel = MSG_C2S; WriteHeader(channel, w_whereis); WriteRegistered(Weapons, channel, this); } CLIENT_COMMAND(weapon_find, "Show spawn locations of a weapon") { switch (request) { case CMD_REQUEST_COMMAND: { string s = argv(1); if (s == "all") { FOREACH(Weapons, it != WEP_Null, w_whereis(it)); return; } if (s == "unowned") { FOREACH(Weapons, it != WEP_Null && !(STAT(WEAPONS) & it.m_wepset), w_whereis(it)); return; } FOREACH(Weapons, it != WEP_Null && it.netname == s, { w_whereis(it); return; }); } default: LOG_INFOF("Incorrect parameters for ^2%s^7", argv(0)); case CMD_REQUEST_USAGE: LOG_HELP("Usage:^3 cl_cmd weapon_find "); LOG_HELP(" Where is the lowercase weapon name, 'all' or 'unowned'."); return; } } #endif #ifdef SVQC void W_MuzzleFlash_Model_AttachToShotorg(entity actor, .entity weaponentity, entity flash, vector offset) { flash.owner = actor; flash.angles.z = random() * 360; entity view = actor.(weaponentity); entity exterior = actor.exteriorweaponentity; if (view.oldorigin.x > 0) { setattachment(flash, exterior, ""); setorigin(flash, view.oldorigin + offset); } else { setattachment(flash, exterior, (gettagindex(exterior, "shot") ? "shot" : "tag_shot")); setorigin(flash, offset); } } #elif defined(CSQC) void W_MuzzleFlash_Model_AttachToShotorg(entity wepent, entity flash, vector offset) { flash.owner = wepent; flash.angles.z = random() * 360; setattachment(flash, wepent, (gettagindex(wepent, "shot")) ? "shot" : "tag_shot"); setorigin(flash, offset); } #endif void W_MuzzleFlash_Model_Think(entity this) { this.frame += 2; this.scale *= 0.5; this.alpha -= 0.25; this.nextthink = time + 0.05; if (this.alpha <= 0) { setthink(this, SUB_Remove); this.nextthink = time; this.realowner.muzzle_flash = NULL; return; } } void W_MuzzleFlash_Model(entity wepent, entity muzzlemodel) { if (wepent.muzzle_flash == NULL) wepent.muzzle_flash = spawn(); entity flash = wepent.muzzle_flash; setmodel(flash, muzzlemodel); // precision set below flash.scale = 0.75; setthink(flash, W_MuzzleFlash_Model_Think); flash.nextthink = time + 0.02; flash.frame = 2; flash.alpha = 0.75; flash.angles.z = random() * 180; flash.effects = EF_ADDITIVE | EF_FULLBRIGHT; flash.owner = flash.realowner = wepent; #ifdef CSQC flash.drawmask = MASK_NORMAL; #endif } REGISTER_NET_TEMP(w_muzzleflash) #ifdef SVQC void W_MuzzleFlash(Weapon thiswep, entity actor, .entity weaponentity, vector shotorg, vector shotdir) { // don't show an exterior muzzle effect for the off-hand if (weaponslot(weaponentity) == 0) { Send_Effect_Except(thiswep.m_muzzleeffect, shotorg, shotdir * 1000, 1, '0 0 0', '0 0 0', actor); if (thiswep.m_muzzlemodel != MDL_Null) { W_MuzzleFlash_Model(actor.exteriorweaponentity, thiswep.m_muzzlemodel); W_MuzzleFlash_Model_AttachToShotorg(actor, weaponentity, actor.exteriorweaponentity.muzzle_flash, '5 0 0'); } } FOREACH_CLIENT(it == actor || (IS_SPEC(it) && it.enemy == actor), { if (!IS_REAL_CLIENT(it)) continue; int channel = MSG_ONE; msg_entity = it; WriteHeader(channel, w_muzzleflash); WriteByte(channel, thiswep.m_id); WriteByte(channel, weaponslot(weaponentity)); WriteVector(channel, shotorg); }); } #elif defined(CSQC) NET_HANDLE(w_muzzleflash, bool isNew) { return = true; int weapon_id = ReadByte(); int slot = ReadByte(); vector sv_shotorg = ReadVector(); Weapon thiswep = REGISTRY_GET(Weapons, weapon_id); vector viewangles = getpropertyvec(VF_CL_VIEWANGLES); vector forward, right, up; MAKE_VECTORS(viewangles, forward, right, up); if (autocvar_chase_active) { // in third person mode, show the muzzle flash from the server side weapon position // we don't have a view model to reference in this case pointparticles(thiswep.m_muzzleeffect, sv_shotorg, forward * 1000, 1); return; } if (!autocvar_r_drawviewmodel) return; entity wepent = viewmodels[slot]; // get the local player entity to calculate shot origin entity rlplayer = CSQCModel_server2csqc(player_localentnum - 1); if (!rlplayer) rlplayer = csqcplayer; // fall back to the global vector md = wepent.movedir_aligned; vector dv = forward * md.x + right * -md.y + up * md.z; vector org = rlplayer.origin + rlplayer.view_ofs + dv; pointparticles(thiswep.m_muzzleeffect, org, forward * 1000, 1); if (thiswep.m_muzzlemodel != MDL_Null) { W_MuzzleFlash_Model(wepent, thiswep.m_muzzlemodel); W_MuzzleFlash_Model_AttachToShotorg(wepent, wepent.muzzle_flash, '5 0 0'); } } #endif #endif #endif #ifdef SVQC string W_FixWeaponOrder_ForceComplete_AndBuildImpulseList(entity this, string wo) { string o = W_FixWeaponOrder_ForceComplete(wo); strcpy(CS_CVAR(this).weaponorder_byimpulse, W_FixWeaponOrder_BuildImpulseList(o)); return o; } #endif #ifdef CSQC REPLICATE(cvar_cl_accuracy_data_share, bool, "cl_accuracy_data_share"); REPLICATE(cvar_cl_accuracy_data_receive, bool, "cl_accuracy_data_receive"); #endif #ifdef GAMEQC REPLICATE(cvar_cl_gunalign, int, "cl_gunalign"); REPLICATE(cvar_cl_weapon_switch_reload, bool, "cl_weapon_switch_reload"); REPLICATE(cvar_cl_weapon_switch_fallback_to_impulse, bool, "cl_weapon_switch_fallback_to_impulse"); REPLICATE(cvar_cl_weaponimpulsemode, int, "cl_weaponimpulsemode"); REPLICATE(cvar_cl_weaponpriority, string, "cl_weaponpriority", W_FixWeaponOrder_ForceComplete_AndBuildImpulseList); 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); #endif #ifdef MENUQC // Finds keybinds for a weapon string W_Guide_Keybinds(Weapon wep) { string command, key, keys = ""; int n, j; float k; const bool joy_active = cvar("joy_active"); for (int cmd_type = 0; cmd_type < 2; ++cmd_type) { command = cmd_type ? strcat("weapon_", wep.netname) : strcat("weapon_group_", itos(wep.impulse)); n = tokenize(findkeysforcommand(command, 0)); // uses '...' strings for (j = 0; j < n; ++j) { k = stof(argv(j)); if (k == -1) continue; key = keynumtostring(k); if (!joy_active && startsWith(key, "JOY")) continue; key = translate_key(key); if (keys == "") keys = strcat("^3", key); else keys = strcat(keys, "^7, ^3", key); } } if (keys == "") return _("This weapon has not been bound directly."); // code may miss some weird bind configs, so say "directly" return sprintf(_("You have bound this weapon to: %s."), strcat(keys, "^7")); } #define COLORED_DAMAGE(dmg) strcat("^9", dmg, "^7") #define DPS_ONE(mode) sprintf(_("(DPS: %.2f)"), mode##rft <= 0 ? 1337 : stof(mode##dmg_s) / mode##rft) #define DPS_MUL(mode) sprintf(_("(DPS: %.2f)"), mode##rft <= 0 ? 1337 : stof(mode##dmg_s) / mode##rft * stof(mode##shots_s)) #define pri_str _("primary") #define sec_str _("secondary") #define _IT_DOES_MSG() strcat("\n* ", sprintf(_("It does %s damage"), COLORED_DAMAGE(dmg_s)), " ", DPS_ONE()) #define _IT_SHOOTS_MSG() strcat("\n* ", sprintf(_("It shoots %s shots doing %s damage each"), shots_s, COLORED_DAMAGE(dmg_s)), " ", DPS_MUL()) #define _DOES_MSG(mode) strcat("\n* ", sprintf(_("The %s does %s damage"), mode##str, COLORED_DAMAGE(mode##dmg_s)), " ", DPS_ONE(mode)) #define _DOES_PERSEC_MSG(mode) strcat("\n* ", sprintf(_("The %s does %s damage per second"), mode##str, COLORED_DAMAGE(mode##dmg_s))) #define _SHOOTS_MSG(mode) 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)) #define _SHOOTS_UPTO_MSG(mode) 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)) // We could use the *_MSG macros directly but we use these because they are more intuitive and readable #define IT_DOES() _IT_DOES_MSG() #define IT_SHOOTS() _IT_SHOOTS_MSG() #define THE_PRIMARY_DOES() _DOES_MSG(pri_) #define THE_PRIMARY_SHOOTS() _SHOOTS_MSG(pri_) #define THE_PRIMARY_SHOOTS_UPTO() _SHOOTS_UPTO_MSG(pri_) #define THE_PRIMARY_DOES_PERSEC() _DOES_PERSEC_MSG(pri_) #define THE_SECONDARY_DOES() _DOES_MSG(sec_) #define THE_SECONDARY_SHOOTS() _SHOOTS_MSG(sec_) #define THE_SECONDARY_SHOOTS_UPTO() _SHOOTS_UPTO_MSG(sec_) #define THE_SECONDARY_DOES_PERSEC() _DOES_PERSEC_MSG(sec_) // One function for each translatable string string W_Guide_DPS_onlyOne_unnamed_andDirectHit(string name) { const string wepbal_s = strcat("g_balance_", name); const string dmg_s = cvar_defstring(strcat(wepbal_s, "_damage")); const float rft = stof(cvar_defstring(strcat(wepbal_s, "_refire"))); const string dmg2_s = cvar_defstring(strcat(wepbal_s, "_damage2")); const string dir_dps = sprintf(_("(DPS: %.2f)"), rft <= 0 ? 1337 : stof(dmg2_s) / rft); return strcat(_("Default damage stats:"), IT_DOES(), strcat("\n* ", sprintf(_("A direct hit does %s damage"), COLORED_DAMAGE(dmg2_s)), " ", dir_dps) ); } string W_Guide_DPS_onlyOne_unnamed(string name) { const string wepbal_s = strcat("g_balance_", name); const string dmg_s = cvar_defstring(strcat(wepbal_s, "_damage")); const float rft = stof(cvar_defstring(strcat(wepbal_s, "_refire"))); return strcat(_("Default damage stats:"), IT_DOES() ); } string W_Guide_DPS_onlyOne_andDirectHit(string name, string fire) { return W_Guide_DPS_onlyOne_unnamed_andDirectHit(strcat(name, "_", fire)); } string W_Guide_DPS_onlyOne(string name, string fire) { return W_Guide_DPS_onlyOne_unnamed(strcat(name, "_", fire)); } string W_Guide_DPS(string name, string pri, string sec) { // TODO: rename all wep primary cvars to g_balance_*_primary_*, vice versa for secondary. // Example exception: g_balance_arc_beam_* (primary) const string wepbal_s = strcat("g_balance_", name, "_"); const string pri_dmg_s = cvar_defstring(strcat(wepbal_s, pri, "_damage")); const float pri_rft = stof(cvar_defstring(strcat(wepbal_s, pri, "_refire"))); const string sec_dmg_s = cvar_defstring(strcat(wepbal_s, sec, "_damage")); const float sec_rft = stof(cvar_defstring(strcat(wepbal_s, sec, "_refire"))); return strcat(_("Default damage stats:"), THE_PRIMARY_DOES(), THE_SECONDARY_DOES() ); } string W_Guide_DPS_bothMultishot(string name, string pri, string sec) { const string wepbal_s = strcat("g_balance_", name, "_"); const string pri_dmg_s = cvar_defstring(strcat(wepbal_s, pri, "_damage")); const float pri_rft = stof(cvar_defstring(strcat(wepbal_s, pri, "_refire"))); const string pri_shots_s = cvar_defstring(strcat(wepbal_s, pri, "_shots")); const string sec_dmg_s = cvar_defstring(strcat(wepbal_s, sec, "_damage")); const float sec_rft = stof(cvar_defstring(strcat(wepbal_s, sec, "_refire"))); const string sec_shots_s = cvar_defstring(strcat(wepbal_s, sec, "_shots")); return strcat(_("Default damage stats:"), THE_PRIMARY_SHOOTS(), THE_SECONDARY_SHOOTS() ); } string W_Guide_DPS_onlySecondary(string name, string sec) { const string wepbal_s = strcat("g_balance_", name, "_"); const string sec_dmg_s = cvar_defstring(strcat(wepbal_s, sec, "_damage")); const float sec_rft = stof(cvar_defstring(strcat(wepbal_s, sec, "_refire"))); return strcat(_("Default damage stats:"), THE_SECONDARY_DOES() ); } string W_Guide_DPS_secondaryMultishot(string name, string pri, string sec, string shots, string refire2, bool sec_variable) { const string wepbal_s = strcat("g_balance_", name, "_"); const string pri_dmg_s = cvar_defstring(strcat(wepbal_s, pri, "_damage")); const float pri_rft = stof(cvar_defstring(strcat(wepbal_s, pri, "_refire"))); string sec_dmg_s = cvar_defstring(strcat(wepbal_s, sec, "_damage")); float sec_rft = stof(cvar_defstring(strcat(wepbal_s, sec, "_refire"))); const string sec_shots_s = cvar_defstring(strcat(wepbal_s, shots)); if (sec_dmg_s == "") sec_dmg_s = pri_dmg_s; const float num_shots = stof(sec_shots_s); if (refire2 != "") sec_rft = (num_shots - 1) * sec_rft + stof(cvar_defstring(strcat(wepbal_s, refire2))); return strcat(_("Default damage stats:"), THE_PRIMARY_DOES(), (sec_variable ? THE_SECONDARY_SHOOTS_UPTO() : THE_SECONDARY_SHOOTS()) ); } string W_Guide_DPS_primaryMultishot(string name, string pri, string sec, string shots, string refire2) { const string wepbal_s = strcat("g_balance_", name, "_"); const string pri_dmg_s = cvar_defstring(strcat(wepbal_s, pri, "_damage")); float pri_rft = stof(cvar_defstring(strcat(wepbal_s, pri, "_refire"))); const string pri_shots_s = cvar_defstring(strcat(wepbal_s, shots)); const string sec_dmg_s = cvar_defstring(strcat(wepbal_s, sec, "_damage")); const float sec_rft = stof(cvar_defstring(strcat(wepbal_s, sec, "_refire"))); const float num_shots = stof(pri_shots_s); if (refire2 != "") pri_rft = (num_shots - 1) * pri_rft + stof(cvar_defstring(strcat(wepbal_s, refire2))); return strcat(_("Default damage stats:"), THE_PRIMARY_SHOOTS(), THE_SECONDARY_DOES() ); } string W_Guide_DPS_onlyOneMultishot(string name, string fire, string shots, string refire2) { const string wepbal_s = strcat("g_balance_", name, "_"); const string dmg_s = cvar_defstring(strcat(wepbal_s, fire, "_damage")); float rft = stof(cvar_defstring(strcat(wepbal_s, fire, "_refire"))); const string shots_s = cvar_defstring(strcat(wepbal_s, shots)); const float num_shots = stof(shots_s); if (refire2 != "") rft = (num_shots - 1) * rft + stof(cvar_defstring(strcat(wepbal_s, refire2))); return strcat(_("Default damage stats:"), IT_SHOOTS() ); } string W_Guide_DPS_secondaryMultishotWithCombo(string name, string pri, string sec, string shots, string refire2, string combo, bool sec_variable) { const string wepbal_s = strcat("g_balance_", name, "_"); const string pri_dmg_s = cvar_defstring(strcat(wepbal_s, pri, "_damage")); const float pri_rft = stof(cvar_defstring(strcat(wepbal_s, pri, "_refire"))); const string sec_dmg_s = cvar_defstring(strcat(wepbal_s, sec, "_damage")); float sec_rft = stof(cvar_defstring(strcat(wepbal_s, sec, "_refire"))); const string sec_shots_s = cvar_defstring(strcat(wepbal_s, shots)); const string cmb_dmg_s = cvar_defstring(strcat(wepbal_s, combo, "_damage")); const float num_shots = stof(sec_shots_s); float combo_t = max(pri_rft, sec_rft); if (refire2 != "") { const float sec_rft2 = sec_rft; sec_rft = stof(cvar_defstring(strcat(wepbal_s, refire2))); combo_t = max(combo_t, num_shots * sec_rft + sec_rft2); sec_rft = (num_shots - 1) * sec_rft + sec_rft2; } const string DPS_combo = sprintf(_("(total DPS: %.2f)"), combo_t <= 0 ? 1337 : (stof(pri_dmg_s) + stof(sec_dmg_s) * num_shots + stof(cmb_dmg_s)) / combo_t); return strcat(_("Default damage stats:"), THE_PRIMARY_DOES(), (sec_variable ? THE_SECONDARY_SHOOTS_UPTO() : THE_SECONDARY_SHOOTS()), strcat("\n* ", sprintf(_("The combo adds an extra %s damage"), COLORED_DAMAGE(cmb_dmg_s)), " ", DPS_combo) ); } string W_Guide_DPS_primaryDPS(string name, string pri, string sec) { const string wepbal_s = strcat("g_balance_", name, "_"); const string pri_dmg_s = cvar_defstring(strcat(wepbal_s, pri, "_damage")); // actually damage per second const string sec_dmg_s = cvar_defstring(strcat(wepbal_s, sec, "_damage")); const float sec_rft = stof(cvar_defstring(strcat(wepbal_s, sec, "_refire"))); return strcat(_("Default damage stats:"), THE_PRIMARY_DOES_PERSEC(), THE_SECONDARY_DOES() ); } #endif