X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fitems.qh;fp=qcsrc%2Fcommon%2Fitems.qh;h=21c115fa38140767ed3fdf85a6492354e7b8ccb2;hp=59f5e47409bee1a5d374b2d6893b27c1bf12c2f6;hb=d9708336de4c01e81ea08bb205093b676b7cb882;hpb=7ec398db61b56e3c74bf0dbef1f6740a81cc7ced diff --git a/qcsrc/common/items.qh b/qcsrc/common/items.qh index 59f5e47409..21c115fa38 100644 --- a/qcsrc/common/items.qh +++ b/qcsrc/common/items.qh @@ -2,33 +2,33 @@ float BOT_PICKUP_RATING_LOW = 2500; float BOT_PICKUP_RATING_MID = 5000; float BOT_PICKUP_RATING_HIGH = 10000; -float WEP_TYPE_OTHER = 0x00; // e.g: Hook, Port-o-launch, etc -float WEP_TYPE_SPLASH = 0x01; -float WEP_TYPE_HITSCAN = 0x02; -float WEP_TYPEMASK = 0x0F; -float WEP_FLAG_CANCLIMB = 0x10; -float WEP_FLAG_NORMAL = 0x20; -float WEP_FLAG_HIDDEN = 0x40; -float WEP_FLAG_RELOADABLE = 0x80; +float WEP_TYPE_OTHER = 0x00; // e.g: Hook, Port-o-launch, etc +float WEP_TYPE_SPLASH = 0x01; +float WEP_TYPE_HITSCAN = 0x02; +float WEP_TYPEMASK = 0x0F; +float WEP_FLAG_CANCLIMB = 0x10; +float WEP_FLAG_NORMAL = 0x20; +float WEP_FLAG_HIDDEN = 0x40; +float WEP_FLAG_RELOADABLE = 0x80; +float WEP_FLAG_SUPERWEAPON = 0x100; -float IT_UNLIMITED_WEAPON_AMMO = 1; +float IT_UNLIMITED_WEAPON_AMMO = 1; // when this bit is set, using a weapon does not reduce ammo. Checkpoints can give this powerup. -float IT_UNLIMITED_SUPERWEAPONS = 2; -// when this bit is set, using a superweapon does not throw it away. Checkpoints can give this powerup. -float IT_CTF_SHIELDED = 4; // set for the flag shield -// using jetpack -float IT_USING_JETPACK = 8; // confirmation that button is pressed -float IT_JETPACK = 16; // actual item -float IT_FUEL_REGEN = 32; // fuel regeneration trigger -float IT_SHELLS = 256; -float IT_NAILS = 512; -float IT_ROCKETS = 1024; -float IT_CELLS = 2048; -float IT_SUPERWEAPON = 4096; -float IT_FUEL = 128; -float IT_STRENGTH = 8192; -float IT_INVINCIBLE = 16384; -float IT_HEALTH = 32768; +float IT_UNLIMITED_SUPERWEAPONS = 2; +// when this bit is set, superweapons don't expire. Checkpoints can give this powerup. +float IT_CTF_SHIELDED = 4; // set for the flag shield +float IT_USING_JETPACK = 8; // confirmation that button is pressed +float IT_JETPACK = 16; // actual item +float IT_FUEL_REGEN = 32; // fuel regeneration trigger +float IT_SHELLS = 256; +float IT_NAILS = 512; +float IT_ROCKETS = 1024; +float IT_CELLS = 2048; +float IT_SUPERWEAPON = 4096; +float IT_FUEL = 128; +float IT_STRENGTH = 8192; +float IT_INVINCIBLE = 16384; +float IT_HEALTH = 32768; // union: // for items: float IT_KEY1 = 131072; @@ -41,14 +41,14 @@ float IT_HEALTH = 32768; float IT_BLUE_FLAG_LOST = 262144; float IT_BLUE_FLAG_CARRYING = 393216; // end -float IT_5HP = 524288; -float IT_25HP = 1048576; -float IT_ARMOR_SHARD = 2097152; -float IT_ARMOR = 4194304; +float IT_5HP = 524288; +float IT_25HP = 1048576; +float IT_ARMOR_SHARD = 2097152; +float IT_ARMOR = 4194304; -float IT_AMMO = 8064; // IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS | IT_SUPERWEAPON | IT_FUEL; -float IT_PICKUPMASK = 51; // IT_FUEL_REGEN | IT_JETPACK | IT_UNLIMITED_AMMO; // strength and invincible are handled separately -float IT_UNLIMITED_AMMO = 3; // IT_UNLIMITED_SUPERWEAPONS | IT_UNLIMITED_WEAPON_AMMO; +float IT_AMMO = 3968; // IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS | IT_FUEL; +float IT_PICKUPMASK = 51; // IT_FUEL_REGEN | IT_JETPACK | IT_UNLIMITED_AMMO; // strength and invincible are handled separately +float IT_UNLIMITED_AMMO = 3; // IT_UNLIMITED_SUPERWEAPONS | IT_UNLIMITED_WEAPON_AMMO; float AMMO_COUNT = 4; // amount of ammo types to show in the inventory panel @@ -94,6 +94,7 @@ float WEP_FIRST = 1; float WEP_LAST; #define WEP_MAXCOUNT 24 float WEPBIT_ALL; +float WEPBIT_SUPERWEAPONS; #define REGISTER_WEAPON_2(id,bit,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \ float id; \ float bit; \ @@ -102,6 +103,7 @@ float WEPBIT_ALL; { \ WEP_LAST = (id = WEP_FIRST + WEP_COUNT); \ WEPBIT_ALL |= (bit = power2of(WEP_COUNT)); \ + WEPBIT_SUPERWEAPONS |= (bit = power2of(WEP_COUNT)) * !!(weapontype & WEP_FLAG_SUPERWEAPON); \ ++WEP_COUNT; \ register_weapon(id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname); \ } \