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Xonotic
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#include <common/weapons/all.qh>
Include dependency graph for weaponsystem.qh:
This graph shows which files directly or indirectly include this file: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().
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Here is the caller graph for this function:Definition at line 660 of file weaponsystem.qc.
References copyentity(), entity(), gettagindex, random(), setorigin(), and spawn().
Here is the call graph for this function:Definition at line 208 of file weaponsystem.qc.
References entity(), and WS_CLEAR.
Referenced by W_WeaponFrame().
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Here is the caller graph for this function: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().
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Here is the caller graph for this function:| 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().
Here is the caller graph for this function: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().
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Here is the caller graph for this function: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().
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Here is the caller graph for this function:Definition at line 436 of file weaponsystem.qc.
References MAX_WEAPONSLOTS, W_DualWielding(), W_GunAlign(), and weaponentities.
Referenced by PlayerThink(), and PutPlayerInServer().
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Here is the caller graph for this function: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().
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Here is the caller graph for this function: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().
Here is the caller graph for this function:Definition at line 45 of file weaponsystem.qc.
References autocvar_g_weaponspeedfactor, M_ARGV, and MUTATOR_CALLHOOK.
Referenced by bot_aim(), and W_CalculateProjectileVelocity().
Here is the caller graph for this function:| 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().
Here is the call graph for this function:| 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().
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Here is the caller graph for this function: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().
Here is the caller graph for this function:Definition at line 419 of file weaponsystem.qc.
References MUTATOR_CALLHOOK, round_handler_IsActive, and round_handler_IsRoundStarted.
Referenced by W_WeaponFrame().
Here is the caller graph for this function:| 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().