float IT_INVINCIBLE = 16384;
float IT_HEALTH = 32768;
// union:
- // for items:
- float IT_KEY1 = 131072;
- float IT_KEY2 = 262144;
- // for players:
- float IT_RED_FLAG_TAKEN = 32768;
- float IT_RED_FLAG_LOST = 65536;
- float IT_RED_FLAG_CARRING = 98304;
- float IT_BLUE_FLAG_TAKEN = 131072;
- float IT_BLUE_FLAG_LOST = 262144;
- float IT_BLUE_FLAG_CARRING = 393216;
+ // for items:
+ float IT_KEY1 = 131072;
+ float IT_KEY2 = 262144;
+ // for players:
+ float IT_RED_FLAG_TAKEN = 32768;
+ float IT_RED_FLAG_LOST = 65536;
+ float IT_RED_FLAG_CARRYING = 98304;
+ float IT_BLUE_FLAG_TAKEN = 131072;
+ float IT_BLUE_FLAG_LOST = 262144;
+ float IT_BLUE_FLAG_CARRYING = 393216;
// end
float IT_5HP = 524288;
float IT_25HP = 1048576;
REGISTER_WEAPON_2(WEP_##id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname)
#endif
-#include "../server/w_all.qc"
+#include "../server/weapons/w_all.qc"
#undef REGISTER_WEAPON
ACCUMULATE_FUNCTION(RegisterWeapons, register_weapons_done)
string W_FixWeaponOrder_ForceComplete(string order);
void W_RandomWeapons(entity e, float n);
+
+string W_Name(float weaponid);
+
+float W_AmmoItemCode(float wpn);