Xonotic
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#include <common/weapons/all.qh>
Go to the source code of this file.
Macros | |
#define | ATTACK_FINISHED(ent, w) ATTACK_FINISHED_FOR(ent, ent.(w).m_weapon.m_id, weaponslot(w)) |
#define | ATTACK_FINISHED_FOR(ent, w, slot) ((ent).(attack_finished_for[((w) - WEP_FIRST) * MAX_WEAPONSLOTS + (slot)])) |
#define | INDEPENDENT_ATTACK_FINISHED 1 |
Functions | |
void | CL_SpawnWeaponentity (entity e,.entity weaponentity) |
vector | CL_Weapon_GetShotOrg (float wpn) |
void (Weapon thiswep, entity actor,.entity weaponentity, int fire) weapon_think | |
void | W_AttachToShotorg (entity actor,.entity weaponentity, entity flash, vector offset) |
void | w_clear (Weapon thiswep, entity actor,.entity weaponentity, int fire) |
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_ready (Weapon thiswep, entity actor,.entity weaponentity, int fire) |
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) |
bool | weaponLocked (entity player) |
bool | weaponUseForbidden (entity player) |
#define ATTACK_FINISHED | ( | ent, | |
w | |||
) | ATTACK_FINISHED_FOR(ent, ent.(w).m_weapon.m_id, weaponslot(w)) |
Definition at line 42 of file weaponsystem.qh.
Referenced by bot_cmd_debug_assert_canfire(), havocbot_chooseweapon(), W_WeaponFrame(), weapon_prepareattack_check(), and weapon_prepareattack_do().
#define ATTACK_FINISHED_FOR | ( | ent, | |
w, | |||
slot | |||
) | ((ent).(attack_finished_for[((w) - WEP_FIRST) * MAX_WEAPONSLOTS + (slot)])) |
Definition at line 38 of file weaponsystem.qh.
Referenced by PlayerDamage().
#define INDEPENDENT_ATTACK_FINISHED 1 |
Definition at line 11 of file weaponsystem.qh.
Referenced by W_WeaponFrame().
Definition at line 176 of file weaponsystem.qc.
References CL_ExteriorWeaponentity_Think(), CL_Weaponentity_CustomizeEntityForClient(), CL_Weaponentity_Think(), drag_undraggable(), entity(), setmodel, setorigin(), setthink, SOLID_NOT, time, and weaponentities.
Referenced by PutPlayerInServer().
Definition at line 660 of file weaponsystem.qc.
References copyentity(), entity(), gettagindex, random(), setorigin(), and spawn().
Definition at line 208 of file weaponsystem.qc.
References entity(), and WS_CLEAR.
Referenced by W_WeaponFrame().
Definition at line 690 of file weaponsystem.qc.
References ammo, Weapon::ammo_type, backtrace, entity(), GetAmmoPicture(), GetResource(), M_ARGV, MUTATOR_CALLHOOK, Weapon::netname, SetResource(), and W_DecreaseAmmo().
Referenced by W_DecreaseAmmo().
void W_DropEvent | ( | .void(Weapon, entity actor,.entity) | event, |
entity | player, | ||
float | weapon_type, | ||
entity | weapon_item, | ||
.entity | weaponentity | ||
) |
Definition at line 836 of file weaponsystem.qc.
References REGISTRY_GET, and weapon_dropevent_item.
Referenced by W_ThrowNewWeapon().
Definition at line 220 of file weaponsystem.qc.
References entity(), w_ready(), weapon_thinkf(), and WS_READY.
Referenced by w_ready(), W_ReloadedAndReady(), W_WeaponFrame(), and weapon_thinkf().
Definition at line 758 of file weaponsystem.qc.
References _sound, ATTEN_NORM, autocvar_g_weaponswitch_debug, CH_WEAPON_SINGLE, clip_load, entity(), GetResource(), IS_REAL_CLIENT, LOG_TRACE, MUTATOR_CALLHOOK, old_clip_load, reload_ammo_amount, SND, Sound_fixpath, sprint(), state, strcat(), strcpy, TC, time, VOL_BASE, W_Reload(), W_ReloadedAndReady(), W_SwitchToOtherWeapon(), weapon_load, weapon_thinkf(), weaponslot(), WEP_FLAG_RELOADABLE, and WS_READY.
Referenced by W_Reload().
Definition at line 436 of file weaponsystem.qc.
References MAX_WEAPONSLOTS, W_DualWielding(), W_GunAlign(), and weaponentities.
Referenced by PlayerThink(), and PutPlayerInServer().
Definition at line 460 of file weaponsystem.qc.
References ATTACK_FINISHED, ATTN_NORM, autocvar_g_weaponswitch_debug, bprint(), bulletcounter, CH_WEAPON_SINGLE, clip_load, clip_size, entity(), frametime, GetResource(), INDEPENDENT_ATTACK_FINISHED, IS_PLAYER, LOG_WARNF, Weapon::mdl, Client::netname, OFFHAND_HOOK, old_clip_load, PHYS_INPUT_BUTTON_ATCK, PHYS_INPUT_BUTTON_ATCK2, PHYS_INPUT_BUTTON_HOOK, PS, RES_HEALTH, sound, Weapon::spawnflags, state, TC, time, Client::v_angle, v_forward, v_right, v_up, vector(), VOL_BASE, w_clear(), w_getbestweapon, w_ready(), W_SwitchWeapon(), W_SwitchWeapon_Force(), W_TICSPERFRAME, weapon_frametime, weapon_load, weapon_nextthink, weapon_thinkf(), weaponentities, weaponLocked(), weaponslot(), weaponUseForbidden(), WEP_FLAG_DUALWIELD, WEP_FLAG_RELOADABLE, WEPSET, WepSet_FromWeapon, WS_CLEAR, WS_DROP, WS_INUSE, WS_RAISE, and WS_READY.
Referenced by PlayerThink(), and PutPlayerInServer().
Definition at line 33 of file weaponsystem.qc.
References autocvar_g_weaponratefactor, M_ARGV, and MUTATOR_CALLHOOK.
Referenced by weapon_prepareattack_do(), and weapon_thinkf().
Definition at line 45 of file weaponsystem.qc.
References autocvar_g_weaponspeedfactor, M_ARGV, and MUTATOR_CALLHOOK.
Referenced by bot_aim(), and W_CalculateProjectileVelocity().
bool weapon_prepareattack | ( | Weapon | thiswep, |
entity | actor, | ||
.entity | weaponentity, | ||
bool | secondary, | ||
float | attacktime | ||
) |
Definition at line 342 of file weaponsystem.qc.
References weapon_prepareattack_check(), and weapon_prepareattack_do().
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 | ||
) |
t | defer thinking until time + t |
func | next think function |
Definition at line 356 of file weaponsystem.qc.
References ANIMACTION_MELEE, ANIMACTION_SHOOT, animdecide_setaction(), autocvar_g_weaponratefactor, backtrace, boolean, entity(), FOREACH_CLIENT, IS_SPEC, NULL, state, time, w_ready(), W_WeaponRateFactor(), weapon_frametime, weapon_nextthink, WEP_TYPE_MELEE_PRI, WEP_TYPE_MELEE_SEC, and WS_RAISE.
Referenced by w_ready(), W_Reload(), and W_WeaponFrame().
Definition at line 426 of file weaponsystem.qc.
References MUTATOR_CALLHOOK, sv_ready_restart_after_countdown, and time.
Referenced by FireGrapplingHook(), IMPULSE(), MUTATOR_HOOKFUNCTION(), vehicles_touch(), W_SwitchWeapon(), and W_WeaponFrame().
Definition at line 419 of file weaponsystem.qc.
References MUTATOR_CALLHOOK, round_handler_IsActive, and round_handler_IsRoundStarted.
Referenced by W_WeaponFrame().
int ammo_none |
Definition at line 30 of file weaponsystem.qh.
float attack_finished_for[REGISTRY_MAX(Weapons) *MAX_WEAPONSLOTS] |
Definition at line 35 of file weaponsystem.qh.
float attack_finished_single[MAX_WEAPONSLOTS] |
Definition at line 36 of file weaponsystem.qh.
Referenced by Monster_Attack_Check(), Monster_Attack_Leap(), Monster_Attack_Leap_Check(), Monster_Attack_Melee(), Monster_Dead(), Monster_Move(), Monster_Move_2D(), and Monster_Reset().
float autocvar_g_weapondamagefactor |
Definition at line 7 of file weaponsystem.qh.
Referenced by Damage().
float autocvar_g_weaponforcefactor |
Definition at line 6 of file weaponsystem.qh.
Referenced by Damage().
float autocvar_g_weaponratefactor |
Definition at line 8 of file weaponsystem.qh.
Referenced by W_WeaponRateFactor(), and weapon_thinkf().
float autocvar_g_weaponspeedfactor |
Definition at line 9 of file weaponsystem.qh.
Referenced by W_WeaponSpeedFactor().
float autocvar_g_weaponspreadfactor |
Definition at line 5 of file weaponsystem.qh.
Referenced by W_SetupProjVelocity_Explicit().
float bulletcounter |
Definition at line 25 of file weaponsystem.qh.
Referenced by W_WeaponFrame(), and weapon_prepareattack_do().
int clip_load |
Definition at line 31 of file weaponsystem.qh.
int clip_size |
Definition at line 33 of file weaponsystem.qh.
float internalteam |
Definition at line 20 of file weaponsystem.qh.
Referenced by weapon_defaultspawnfunc().
int old_clip_load |
Definition at line 32 of file weaponsystem.qh.
Referenced by W_Reload(), and W_WeaponFrame().
const int W_TICSPERFRAME = 2 |
Definition at line 14 of file weaponsystem.qh.
Referenced by PlayerThink(), and W_WeaponFrame().
entity weapon_dropevent_item |
Definition at line 21 of file weaponsystem.qh.
Referenced by W_DropEvent().
float weapon_load[REGISTRY_MAX(Weapons)] |
Definition at line 29 of file weaponsystem.qh.
Referenced by buff_Inferno_CalculateTime(), havocbot_chooseweapon_checkreload(), NIX_GiveCurrentWeapon(), PutPlayerInServer(), W_Reload(), W_ThrowNewWeapon(), and W_WeaponFrame().
float weapon_nextthink |
Definition at line 17 of file weaponsystem.qh.
entity weaponentity_fld |
Definition at line 27 of file weaponsystem.qh.
Referenced by CL_ExteriorWeaponentity_Think(), CL_Weaponentity_Think(), GrapplingHookSend(), GrapplingHookThink(), and RemoveHook().