-#define WEP_SET_PROP(wepid,wepname,type,prop,name) get_weaponinfo(WEP_##wepid).##prop = autocvar_g_balance_##wepname##_##name;
-
-
-// =====================
-// Weapon Registration
-// =====================
-
-bool w_null(int dummy);
-
-void register_weapon(
- int id,
- WepSet bit,
- bool(int) func,
- .int ammotype,
- int i,
- int weapontype,
- float pickupbasevalue,
- vector clr,
- string modelname,
- string simplemdl,
- string crosshair,
- string wepimg,
- string refname,
- string wepname);
-
-void register_weapons_done();
-
-// entity properties of weaponinfo:
-// fields which are explicitly/manually set are marked with "M", fields set automatically are marked with "A"
-.int weapon; // M: WEP_id // WEP_...
-.WepSet weapons; // A: WEPSET_id // WEPSET_...
-.float(float) weapon_func; // M: function // w_...
-..int ammo_field; // M: ammotype // main ammo field
-.int impulse; // M: impulse // weapon impulse
-.int spawnflags; // M: flags // WEPSPAWNFLAG_... combined
-.float bot_pickupbasevalue; // M: rating // bot weapon priority
-.vector wpcolor; // M: color // waypointsprite color
-.string wpmodel; // A: wpn-id // wpn- sprite name
-.string mdl; // M: modelname // name of model (without g_ v_ or h_ prefixes)
-.string model; // A: modelname // full path to g_ model
-.string w_simplemdl; // M: simplemdl // simpleitems weapon model/image
-.string w_crosshair; // M: crosshair // per-weapon crosshair: "CrosshairImage Size"
-.float w_crosshair_size; // A: crosshair // per-weapon crosshair size (argument two of "crosshair" field)
-.string model2; // M: wepimg // "weaponfoobar" side view image file of weapon // WEAPONTODO: Move out of skin files, move to common files
-.string netname; // M: refname // reference name name
-.string message; // M: wepname // human readable name
-
-
-// note: the fabs call is just there to hide "if result is constant" warning
-#define REGISTER_WEAPON_2(id,bit,function,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,wepimg,refname,wepname) \
- int id; \
- WepSet bit; \
- bool function(int); \
- void RegisterWeapons_##id() \
- { \
- WEP_LAST = (id = WEP_FIRST + WEP_COUNT); \
- bit = WepSet_FromWeapon(id); \
- WEPSET_ALL |= bit; \
- if((flags) & WEP_FLAG_SUPERWEAPON) \
- WEPSET_SUPERWEAPONS |= bit; \
- ++WEP_COUNT; \
- register_weapon(id,bit,function,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,wepimg,refname,wepname); \
- } \
- ACCUMULATE_FUNCTION(RegisterWeapons, RegisterWeapons_##id)
-#ifdef MENUQC
-#define REGISTER_WEAPON(id,function,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,wepimg,refname,wepname) \
- REGISTER_WEAPON_2(WEP_##id,WEPSET_##id,w_null,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,wepimg,refname,wepname)
-#else
-#define REGISTER_WEAPON(id,function,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,wepimg,refname,wepname) \
- REGISTER_WEAPON_2(WEP_##id,WEPSET_##id,function,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,wepimg,refname,wepname)
-#endif