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