]> de.git.xonotic.org Git - voretournament/voretournament.git/blob - data/qcsrc/common/items.qh
Include gmqcc binaries for Windows and Linux
[voretournament/voretournament.git] / data / qcsrc / common / items.qh
1 float BOT_PICKUP_RATING_LOW     = 2500;\r
2 float BOT_PICKUP_RATING_MID     = 5000;\r
3 float BOT_PICKUP_RATING_HIGH    = 10000;\r
4 \r
5 float WEP_TYPE_OTHER        = 0x00;     // e.g: Grabber, etc\r
6 float WEP_TYPE_SPLASH       = 0x01;\r
7 float WEP_TYPE_HITSCAN          = 0x02;\r
8 float WEP_TYPEMASK          = 0x0F;\r
9 float WEP_FLAG_CANCLIMB     = 0x10;\r
10 float WEP_FLAG_NORMAL       = 0x20;\r
11 float WEP_FLAG_HIDDEN       = 0x40;\r
12 float WEP_FLAG_RELOADABLE   = 0x80;\r
13 \r
14 float   IT_UNLIMITED_WEAPON_AMMO  = 1;\r
15 // when this bit is set, using a weapon does not reduce ammo. Checkpoints can give this powerup.\r
16 float   IT_UNLIMITED_SUPERWEAPONS = 2;\r
17 // when this bit is set, using a superweapon does not throw it away. Checkpoints can give this powerup.\r
18 float   IT_CTF_SHIELDED           = 4; // set for the flag shield\r
19 // using jetpack\r
20 float   IT_USING_JETPACK          = 8; // confirmation that button is pressed\r
21 float   IT_JETPACK                = 16; // actual item\r
22 float   IT_FUEL_REGEN             = 32; // fuel regeneration trigger\r
23 float   IT_SUPERWEAPON                  = 4096;\r
24 float   IT_FUEL                                 = 128;\r
25 float   IT_STRENGTH                             = 8192;\r
26 float   IT_INVINCIBLE                   = 16384;\r
27 float   IT_HEALTH                               = 32768;\r
28 // union:\r
29         // for items:\r
30         float   IT_KEY1                                 = 131072;\r
31         float   IT_KEY2                                 = 262144;\r
32         // for players:\r
33         float   IT_RED_FLAG_TAKEN               = 32768;\r
34         float   IT_RED_FLAG_LOST                = 65536;\r
35         float   IT_RED_FLAG_CARRING             = 98304;\r
36         float   IT_BLUE_FLAG_TAKEN              = 131072;\r
37         float   IT_BLUE_FLAG_LOST               = 262144;\r
38         float   IT_BLUE_FLAG_CARRING    = 393216;\r
39 // end\r
40 float   IT_5HP                                  = 524288;\r
41 float   IT_25HP                                 = 1048576;\r
42 float   IT_ARMOR_SHARD                  = 2097152;\r
43 float   IT_ARMOR                                = 4194304;\r
44 \r
45 float   IT_AMMO                                 = 8064; // IT_FUEL;\r
46 float   IT_PICKUPMASK           = 51; // IT_FUEL_REGEN | IT_JETPACK | IT_UNLIMITED_AMMO; // strength and invincible are handled separately\r
47 float   IT_UNLIMITED_AMMO       = 3; // IT_UNLIMITED_SUPERWEAPONS | IT_UNLIMITED_WEAPON_AMMO;\r
48 \r
49 // variables:\r
50 string weaponpriority_hudselector_0;\r
51 string weaponpriority_hudselector_1;\r
52 \r
53 // functions:\r
54 entity get_weaponinfo(float id);\r
55 string W_FixWeaponOrder(string order, float complete);\r
56 string W_NameWeaponOrder(string order);\r
57 string W_NumberWeaponOrder(string order);\r
58 \r
59 // entity properties of weaponinfo:\r
60 .float weapon; // WEP_...\r
61 .float weapons; // WEPBIT_...\r
62 .string netname; // short name\r
63 .string message; // human readable name\r
64 .float items; // IT_...\r
65 .float(float) weapon_func; // w_...\r
66 .string mdl; // modelname without g_, v_, w_\r
67 .string model; // full name of g_ model\r
68 .float spawnflags; // WEPSPAWNFLAG_... combined\r
69 .float impulse; // weapon impulse\r
70 .float bot_pickupbasevalue; // bot weapon priority\r
71 .string model2; // wpn- sprite name\r
72 \r
73 \r
74 \r
75 // dynamic weapon adding\r
76 float w_null(float dummy);\r
77 void register_weapon(float id, float(float) func, float ammotype, float i, float weapontype, float pickupbasevalue, string modelname, string shortname, string wname);\r
78 void register_weapons_done();\r
79 \r
80 float WEP_COUNT;\r
81 float WEP_FIRST = 1;\r
82 float WEP_LAST;\r
83 #define WEP_MAXCOUNT 24\r
84 float WEPBIT_ALL;\r
85 #define REGISTER_WEAPON_2(id,bit,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \\r
86         float id; \\r
87         float bit; \\r
88         float func(float); \\r
89         void RegisterWeapons_##id() \\r
90         { \\r
91                 WEP_LAST = (id = WEP_FIRST + WEP_COUNT); \\r
92                 WEPBIT_ALL |= (bit = power2of(WEP_COUNT)); \\r
93                 ++WEP_COUNT; \\r
94                 register_weapon(id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname); \\r
95         } \\r
96         ACCUMULATE_FUNCTION(RegisterWeapons, RegisterWeapons_##id)\r
97 #ifdef SVQC\r
98 #define REGISTER_WEAPON(id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \\r
99         REGISTER_WEAPON_2(WEP_##id,WEPBIT_##id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname)\r
100 #else\r
101 #define REGISTER_WEAPON(id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \\r
102         REGISTER_WEAPON_2(WEP_##id,WEPBIT_##id,w_null,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname)\r
103 #endif\r
104 \r
105 #include "../server/w_all.qc"\r
106 \r
107 #undef REGISTER_WEAPON\r
108 ACCUMULATE_FUNCTION(RegisterWeapons, register_weapons_done)\r