1 float BOT_PICKUP_RATING_LOW = 2500;
2 float BOT_PICKUP_RATING_MID = 5000;
3 float BOT_PICKUP_RATING_HIGH = 10000;
5 float WEP_TYPE_OTHER = 0x00; // e.g: Hook, Port-o-launch, etc
6 float WEP_TYPE_SPLASH = 0x01;
7 float WEP_TYPE_HITSCAN = 0x02;
8 float WEP_TYPEMASK = 0x0F;
9 float WEP_FLAG_CANCLIMB = 0x10;
10 float WEP_FLAG_NORMAL = 0x20;
11 float WEP_FLAG_HIDDEN = 0x40;
12 float WEP_FLAG_RELOADABLE = 0x80;
13 float WEP_FLAG_SUPERWEAPON = 0x100;
15 float IT_UNLIMITED_WEAPON_AMMO = 1;
16 // when this bit is set, using a weapon does not reduce ammo. Checkpoints can give this powerup.
17 float IT_UNLIMITED_SUPERWEAPONS = 2;
18 // when this bit is set, superweapons don't expire. Checkpoints can give this powerup.
19 float IT_CTF_SHIELDED = 4; // set for the flag shield
20 float IT_USING_JETPACK = 8; // confirmation that button is pressed
21 float IT_JETPACK = 16; // actual item
22 float IT_FUEL_REGEN = 32; // fuel regeneration trigger
23 float IT_SHELLS = 256;
25 float IT_ROCKETS = 1024;
26 float IT_CELLS = 2048;
27 float IT_SUPERWEAPON = 4096;
29 float IT_STRENGTH = 8192;
30 float IT_INVINCIBLE = 16384;
31 float IT_HEALTH = 32768;
34 float IT_KEY1 = 131072;
35 float IT_KEY2 = 262144;
37 float IT_RED_FLAG_TAKEN = 32768;
38 float IT_RED_FLAG_LOST = 65536;
39 float IT_RED_FLAG_CARRING = 98304;
40 float IT_BLUE_FLAG_TAKEN = 131072;
41 float IT_BLUE_FLAG_LOST = 262144;
42 float IT_BLUE_FLAG_CARRING = 393216;
44 float IT_5HP = 524288;
45 float IT_25HP = 1048576;
46 float IT_ARMOR_SHARD = 2097152;
47 float IT_ARMOR = 4194304;
49 float IT_AMMO = 3968; // IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS | IT_FUEL;
50 float IT_PICKUPMASK = 51; // IT_FUEL_REGEN | IT_JETPACK | IT_UNLIMITED_AMMO; // strength and invincible are handled separately
51 float IT_UNLIMITED_AMMO = 3; // IT_UNLIMITED_SUPERWEAPONS | IT_UNLIMITED_WEAPON_AMMO;
53 float AMMO_COUNT = 4; // amount of ammo types to show in the inventory panel
56 string weaponorder_byid;
59 entity get_weaponinfo(float id);
60 string W_FixWeaponOrder(string order, float complete);
61 string W_NameWeaponOrder(string order);
62 string W_NumberWeaponOrder(string order);
70 .float ammo_batteries; // dummy
72 // entity properties of weaponinfo:
73 .float weapon; // WEP_...
74 .float weapons; // WEPBIT_...
75 .string netname; // short name
76 .string message; // human readable name
77 .float items; // IT_...
78 .float(float) weapon_func; // w_...
79 .string mdl; // modelname without g_, v_, w_
80 .string model; // full name of g_ model
81 .float spawnflags; // WEPSPAWNFLAG_... combined
82 .float impulse; // weapon impulse
83 .float bot_pickupbasevalue; // bot weapon priority
84 .string model2; // wpn- sprite name
85 ..float ammo_field; // main ammo field
87 // dynamic weapon adding
88 float w_null(float dummy);
89 void register_weapon(float id, float(float) func, float ammotype, float i, float weapontype, float pickupbasevalue, string modelname, string shortname, string wname);
90 void register_weapons_done();
93 # define WEPSET_CLEAR_E(e) ((e).weapons = 0)
94 # define WEPSET_CLEAR_A(a) ((a) = 0)
96 # define WEPSET_EMPTY_E(e) ((e).weapons == 0)
97 # define WEPSET_EMPTY_A(a) ((a) == 0)
99 # define WEPSET_COPY_EE(e,o) ((e).weapons = (o).weapons)
100 # define WEPSET_EQ_EE(e,o) ((e).weapons == (o).weapons)
101 # define WEPSET_OR_EE(e,o) ((e).weapons |= (o).weapons)
102 # define WEPSET_AND_EE(e,o) ((e).weapons &= (o).weapons)
103 # define WEPSET_ANDNOT_EE(e,o) ((e).weapons &~= (o).weapons)
104 # define WEPSET_CONTAINS_ANY_EE(e,o) ((e).weapons & (o).weapons)
105 # define WEPSET_CONTAINS_ALL_EE(e,o) (((e).weapons & (o).weapons) == (e).weapons)
107 # define WEPSET_COPY_EA(e,a) ((e).weapons = (a))
108 # define WEPSET_EQ_EA(e,a) ((e).weapons == (a))
109 # define WEPSET_OR_EA(e,a) ((e).weapons |= (a))
110 # define WEPSET_AND_EA(e,a) ((e).weapons &= (a))
111 # define WEPSET_ANDNOT_EA(e,a) ((e).weapons &~= (a))
112 # define WEPSET_CONTAINS_ANY_EA(e,a) ((e).weapons & (a))
113 # define WEPSET_CONTAINS_ALL_EA(e,a) (((e).weapons & (a)) == (a))
115 # define WEPSET_COPY_EW(e,w) ((e).weapons = power2of((w) - WEP_FIRST))
116 # define WEPSET_EQ_EW(e,w) ((e).weapons == power2of((w) - WEP_FIRST))
117 # define WEPSET_OR_EW(e,w) ((e).weapons |= power2of((w) - WEP_FIRST))
118 # define WEPSET_AND_EW(e,w) ((e).weapons &= power2of((w) - WEP_FIRST))
119 # define WEPSET_ANDNOT_EW(e,w) ((e).weapons &~= power2of((w) - WEP_FIRST))
120 # define WEPSET_CONTAINS_EW(e,w) ((e).weapons & power2of((w) - WEP_FIRST))
122 # define WEPSET_COPY_AE(a,e) ((a) = (e).weapons)
123 # define WEPSET_EQ_AE(a,e) ((a) == (e).weapons)
124 # define WEPSET_OR_AE(a,e) ((a) |= (e).weapons)
125 # define WEPSET_AND_AE(a,e) ((a) &= (e).weapons)
126 # define WEPSET_ANDNOT_AE(a,e) ((a) &~= (e).weapons)
127 # define WEPSET_CONTAINS_ANY_AE(a,e) ((a) & (e).weapons)
128 # define WEPSET_CONTAINS_ALL_AE(a,e) (((a) & (e).weapons) == (e))
130 # define WEPSET_COPY_AA(a,b) ((a) = (b))
131 # define WEPSET_EQ_AA(a,b) ((a) == (b))
132 # define WEPSET_OR_AA(a,b) ((a) |= (b))
133 # define WEPSET_AND_AA(a,b) ((a) &= (b))
134 # define WEPSET_ANDNOT_AA(a,b) ((a) &~= (b))
135 # define WEPSET_CONTAINS_ANY_AA(a,b) ((a) & (b))
136 # define WEPSET_CONTAINS_ALL_AA(a,b) (((a) & (b)) == (b))
138 # define WEPSET_COPY_AW(a,w) ((a) = power2of((w) - WEP_FIRST))
139 # define WEPSET_EQ_AW(a,w) ((a) == power2of((w) - WEP_FIRST))
140 # define WEPSET_OR_AW(a,w) ((a) |= power2of((w) - WEP_FIRST))
141 # define WEPSET_AND_AW(a,w) ((a) &= power2of((w) - WEP_FIRST))
142 # define WEPSET_ANDNOT_AW(a,w) ((a) &~= power2of((w) - WEP_FIRST))
143 # define WEPSET_CONTAINS_AW(a,w) ((a) & power2of((w) - WEP_FIRST))
146 # define WEPSET_COPY_AS(a) ((a) = getstatf(STAT_WEAPONS))
153 #define WEP_MAXCOUNT 24
155 float WEPBIT_SUPERWEAPONS;
156 // note: the fabs call is just there to hide "if result is constant" warning
157 #define REGISTER_WEAPON_2(id,bit,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \
161 void RegisterWeapons_##id() \
163 WEP_LAST = (id = WEP_FIRST + WEP_COUNT); \
164 WEPSET_OR_AW(WEPBIT_ALL, id); \
165 if(fabs(weapontype & WEP_FLAG_SUPERWEAPON)) \
166 WEPSET_OR_AW(WEPBIT_SUPERWEAPONS, id); \
168 register_weapon(id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname); \
170 ACCUMULATE_FUNCTION(RegisterWeapons, RegisterWeapons_##id)
172 #define REGISTER_WEAPON(id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \
173 REGISTER_WEAPON_2(WEP_##id,WEPBIT_##id,w_null,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname)
175 #define REGISTER_WEAPON(id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \
176 REGISTER_WEAPON_2(WEP_##id,WEPBIT_##id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname)
179 #include "../server/w_all.qc"
181 #undef REGISTER_WEAPON
182 ACCUMULATE_FUNCTION(RegisterWeapons, register_weapons_done)
185 string W_FixWeaponOrder(string order, float complete);
186 string W_NumberWeaponOrder(string order);
187 string W_NameWeaponOrder(string order);
188 string W_FixWeaponOrder_BuildImpulseList(string o);
189 string W_FixWeaponOrder_AllowIncomplete(string order);
190 string W_FixWeaponOrder_ForceComplete(string order);