const float AMMO_COUNT = 4; // amount of ammo types to show in the inventory panel
// item networking
-#define ISF_LOCATION 2
-#define ISF_MODEL 4
-#define ISF_STATUS 8
- #define ITS_STAYWEP 1
- #define ITS_ANIMATE1 2
- #define ITS_ANIMATE2 4
- #define ITS_AVAILABLE 8
- #define ITS_ALLOWFB 16
- #define ITS_ALLOWSI 32
- #define ITS_POWERUP 64
-#define ISF_COLORMAP 16
-#define ISF_DROP 32
-#define ISF_ANGLES 64
-#define ISF_SIZE 128
+const float ISF_LOCATION = 2;
+const float ISF_MODEL = 4;
+const float ISF_STATUS = 8;
+ const float ITS_STAYWEP = 1;
+ const float ITS_ANIMATE1 = 2;
+ const float ITS_ANIMATE2 = 4;
+ const float ITS_AVAILABLE = 8;
+ const float ITS_ALLOWFB = 16;
+ const float ITS_ALLOWSI = 32;
+ const float ITS_POWERUP = 64;
+const float ISF_COLORMAP = 16;
+const float ISF_DROP = 32;
+const float ISF_ANGLES = 64;
+const float ISF_SIZE = 128;
.float ItemStatus;
float have_pickup_item(void);
-#define ITEM_RESPAWN_TICKS 10
+const float ITEM_RESPAWN_TICKS = 10;
#define ITEM_RESPAWNTIME(i) ((i).respawntime + crandom() * (i).respawntimejitter)
// range: respawntime - respawntimejitter .. respawntime + respawntimejitter
void target_items_use (void);
-#define OP_SET 0
-#define OP_MIN 1
-#define OP_MAX 2
-#define OP_PLUS 3
-#define OP_MINUS 4
+const float OP_SET = 0;
+const float OP_MIN = 1;
+const float OP_MAX = 2;
+const float OP_PLUS = 3;
+const float OP_MINUS = 4;
float GiveWeapon(entity e, float wpn, float op, float val);