-// ONLY EVER ADD NEW WEAPONS AT THE END. IF YOU REMOVE ONE, PUT THE LAST ONE ON
-// ITS PLACE. THIS IS TO AVOID UNNECESSARY RENUMBERING OF WEAPON IMPULSES.
-// IF YOU DISREGARD THIS NOTICE, I'LL KILL YOU WITH THE @!#%'N TUBA
-#include "laser.qc"
-#include "shotgun.qc"
-#include "uzi.qc"
-#include "grenadelauncher.qc"
-#include "minelayer.qc"
-#include "electro.qc"
-#include "lightning.qc"
-#include "crylink.qc"
-#include "nex.qc"
-#include "hagar.qc"
-#include "rocketlauncher.qc"
-#include "porto.qc"
-#include "minstanex.qc"
-#include "hook.qc"
-#include "hlac.qc"
-#include "tuba.qc"
-#include "rifle.qc"
-#include "fireball.qc"
-#include "seeker.qc"
+#ifndef MENUQC
+#include "calculations.qh"
+#endif
+
+const float MAX_SHOT_DISTANCE = 32768;
+
+// weapon pickup ratings for bot logic
+const float BOT_PICKUP_RATING_LOW = 2500;
+const float BOT_PICKUP_RATING_MID = 5000;
+const float BOT_PICKUP_RATING_HIGH = 10000;
+
+// weapon flags
+const float WEP_TYPE_OTHER = 0x00; // not for damaging people
+const float WEP_TYPE_SPLASH = 0x01; // splash damage
+const float WEP_TYPE_HITSCAN = 0x02; // hitscan
+const float WEP_TYPEMASK = 0x0F;
+const float WEP_FLAG_CANCLIMB = 0x10; // can be used for movement
+const float WEP_FLAG_NORMAL = 0x20; // in "most weapons" set
+const float WEP_FLAG_HIDDEN = 0x40; // hides from menu
+const float WEP_FLAG_RELOADABLE = 0x80; // can has reload
+const float WEP_FLAG_SUPERWEAPON = 0x100; // powerup timer
+const float WEP_FLAG_MUTATORBLOCKED = 0x200; // hides from impulse 99 etc. (mutators are allowed to clear this flag)
+
+// weapon requests
+const float WR_SETUP = 1; // (SERVER) setup weapon data
+const float WR_THINK = 2; // (SERVER) logic to run every frame
+const float WR_CHECKAMMO1 = 3; // (SERVER) checks ammo for weapon primary
+const float WR_CHECKAMMO2 = 4; // (SERVER) checks ammo for weapon second
+const float WR_AIM = 5; // (SERVER) runs bot aiming code for this weapon
+const float WR_INIT = 6; // (BOTH) precaches models/sounds used by this weapon, also sets up weapon properties
+const float WR_SUICIDEMESSAGE = 7; // (SERVER) notification number for suicide message (may inspect w_deathtype for details)
+const float WR_KILLMESSAGE = 8; // (SERVER) notification number for kill message (may inspect w_deathtype for details)
+const float WR_RELOAD = 9; // (SERVER) handles reloading for weapon
+const float WR_RESETPLAYER = 10; // (SERVER) clears fields that the weapon may use
+const float WR_IMPACTEFFECT = 11; // (CLIENT) impact effect for weapon explosion
+const float WR_PLAYERDEATH = 12; // (SERVER) called whenever a player dies
+const float WR_GONETHINK = 13; // (SERVER) logic to run when weapon is lost
+const float WR_CONFIG = 14; // (ALL) dump weapon cvars to config in data directory (see: sv_cmd dumpweapons)
+const float WR_ZOOMRETICLE = 15; // (CLIENT) weapon specific zoom reticle
+
+// variables:
+string weaponorder_byid;
+
+// weapon sets
+typedef vector WepSet;
+WepSet WepSet_FromWeapon(float a);
+#ifdef SVQC
+void WepSet_AddStat();
+void WriteWepSet(float dest, WepSet w);
+#endif
+#ifdef CSQC
+WepSet WepSet_GetFromStat();
+WepSet ReadWepSet();
+#endif
+
+// weapon name macros
+#define WEP_FIRST 1
+#define WEP_MAXCOUNT 24 // Increase as needed. Can be up to three times as much.
+float WEP_COUNT;
+float WEP_LAST;
+WepSet WEPSET_ALL;
+WepSet WEPSET_SUPERWEAPONS;
+
+// functions:
+entity get_weaponinfo(float id);
+string W_FixWeaponOrder(string order, float complete);
+string W_NameWeaponOrder(string order);
+string W_NumberWeaponOrder(string order);
+string W_FixWeaponOrder_BuildImpulseList(string o);
+string W_FixWeaponOrder_AllowIncomplete(string order);
+string W_FixWeaponOrder_ForceComplete(string order);
+void W_RandomWeapons(entity e, float n);
+
+string GetAmmoPicture(.float ammotype);
+
+#ifdef CSQC
+.float GetAmmoFieldFromNum(float i);
+float GetAmmoStat(.float ammotype);
+#endif
+
+// ammo types
+.float ammo_shells;
+.float ammo_nails;
+.float ammo_rockets;
+.float ammo_cells;
+.float ammo_fuel;
+.float ammo_none;
+
+// other useful macros
+#define WEP_ACTION(wpn,wrequest) (get_weaponinfo(wpn)).weapon_func(wrequest)
+#define WEP_AMMO(wpn) ((get_weaponinfo(WEP_##wpn)).ammo_field) // only used inside weapon files/with direct name, don't duplicate prefix
+#define WEP_NAME(wpn) ((get_weaponinfo(wpn)).message)
+
+
+// ======================
+// Configuration Macros
+// ======================
+
+// create cvars for weapon settings
+#define WEP_ADD_CVAR_NONE(wepname,name) [[last]] float autocvar_g_balance_##wepname##_##name;
+
+#define WEP_ADD_CVAR_PRI(wepname,name) WEP_ADD_CVAR_NONE(wepname, primary_##name)
+#define WEP_ADD_CVAR_SEC(wepname,name) WEP_ADD_CVAR_NONE(wepname, secondary_##name)
+#define WEP_ADD_CVAR_BOTH(wepname,name) \
+ WEP_ADD_CVAR_PRI(wepname, name) \
+ WEP_ADD_CVAR_SEC(wepname, name)
+
+#define WEP_ADD_CVAR(wepid,wepname,mode,name) WEP_ADD_CVAR_##mode(wepname, name)
+
+// create properties for weapon settings
+#define WEP_ADD_PROP(wepid,wepname,type,prop,name) \
+ .type ##prop; \
+ [[last]] type autocvar_g_balance_##wepname##_##name;
+
+// read cvars from weapon settings
+#define WEP_CVAR(wepname,name) autocvar_g_balance_##wepname##_##name
+#define WEP_CVAR_PRI(wepname,name) WEP_CVAR(wepname, primary_##name)
+#define WEP_CVAR_SEC(wepname,name) WEP_CVAR(wepname, secondary_##name)
+#define WEP_CVAR_BOTH(wepname,isprimary,name) ((isprimary) ? WEP_CVAR_PRI(wepname, name) : WEP_CVAR_SEC(wepname, name))
+
+// set initialization values for weapon settings
+#define WEP_SKIP_CVAR(unuseda,unusedb,unusedc,unusedd) /* skip cvars */
+#define WEP_SET_PROP(wepid,wepname,type,prop,name) get_weaponinfo(WEP_##wepid).##prop = autocvar_g_balance_##wepname##_##name;
+
+
+// =====================
+// Weapon Registration
+// =====================
+
+float w_null(float dummy);
+
+void register_weapon(
+ float id,
+ WepSet bit,
+ float(float) func,
+ .float ammotype,
+ float i,
+ float 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"
+.float weapon; // M: WEP_id // WEP_...
+.WepSet weapons; // A: WEPSET_id // WEPSET_...
+.float(float) weapon_func; // M: function // w_...
+..float ammo_field; // M: ammotype // main ammo field
+.float impulse; // M: impulse // weapon impulse
+.float 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) \
+ float id; \
+ WepSet bit; \
+ float function(float); \
+ 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
+
+#include "all.qh"
+
+#undef WEP_ADD_CVAR_MO_PRI
+#undef WEP_ADD_CVAR_MO_SEC
+#undef WEP_ADD_CVAR_MO_BOTH
+#undef WEP_ADD_CVAR_MO_NONE
+#undef WEP_ADD_CVAR
+#undef WEP_ADD_PROP
+#undef REGISTER_WEAPON
+
+ACCUMULATE_FUNCTION(RegisterWeapons, register_weapons_done);