nuclide/src/shared/weapons.qc

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#ifdef NEW_INVENTORY
void
Weapons_Init(void)
{
}
string
Weapons_GetWorldmodel(int)
{
return "";
}
void
Weapons_Draw(NSClientPlayer pl)
{
if (pl.m_activeweapon)
pl.m_activeweapon.Draw();
}
void
Weapons_Release(NSClientPlayer pl)
{
if (pl.m_activeweapon)
pl.m_activeweapon.Release();
}
void
Weapons_Primary(NSClientPlayer pl)
{
if (pl.m_activeweapon)
pl.m_activeweapon.Primary();
}
void
Weapons_Secondary(NSClientPlayer pl)
{
if (pl.m_activeweapon)
pl.m_activeweapon.Secondary();
}
void
Weapons_Reload(NSClientPlayer pl)
{
if (pl.m_activeweapon)
pl.m_activeweapon.Reload();
}
void
Weapons_PreDraw(NSClientPlayer pl, bool thirdperson)
{
}
void
Weapons_SetGeomset(string foo)
{
}
weapontype_t
Weapons_GetType(NSClientPlayer pl, int w)
{
if (pl.m_activeweapon)
return pl.m_activeweapon.GetType();
return WPNTYPE_INVALID;
}
void
Weapons_UpdateAmmo(NSClientPlayer pl, int a1, int a2, int a3)
{
/* no change */
if (a1 == -1)
a1 = pl.a_ammo1;
if (a2 == -1)
a2 = pl.a_ammo2;
if (a3 == -1)
a3 = pl.a_ammo3;
/* networked as bytes, since we don't need more. Clamp to avoid errors */
pl.a_ammo1 = a1;
pl.a_ammo2 = a2;
pl.a_ammo3 = a3;
}
void Weapons_PickupNotify(NSClientPlayer pl, int w) {}
void Weapons_RefreshAmmo(NSClientPlayer pl) {}
#ifdef SERVER
void Weapons_SwitchBest(NSClientPlayer pl, optional float skip) {}
#endif
int Weapons_AddItem(NSClientPlayer pl, int w, int startammo) {}
void Weapons_RemoveItem(NSClientPlayer pl, int w) {}
void Weapons_InitItem(int w) {}
void Weapons_ReloadWeapon(NSClientPlayer pl, .int mag, .int ammo, int max) {}
void Weapon_DropCurrentWeapon(NSClientPlayer pl) {}
int Weapon_GetCount() {}
int Weapon_GetBitID(int) {}
int Weapons_IsEmpty(NSClientPlayer, int) {}
#endif