1 float BOT_PICKUP_RATING_LOW = 2500;
2 float BOT_PICKUP_RATING_MID = 5000;
3 float BOT_PICKUP_RATING_HIGH = 10000;
5 float WEP_TYPE_OTHER = 0x00; // e.g: Hook, Port-o-launch, etc
6 float WEP_TYPE_SPLASH = 0x01;
7 float WEP_TYPE_HITSCAN = 0x02;
8 float WEP_TYPEMASK = 0x0F;
9 float WEP_FLAG_CANCLIMB = 0x10;
10 float WEP_FLAG_NORMAL = 0x20;
11 float WEP_FLAG_HIDDEN = 0x40;
13 float IT_UNLIMITED_WEAPON_AMMO = 1;
14 // when this bit is set, using a weapon does not reduce ammo. Checkpoints can give this powerup.
15 float IT_UNLIMITED_SUPERWEAPONS = 2;
16 // when this bit is set, using a superweapon does not throw it away. Checkpoints can give this powerup.
17 float IT_CTF_SHIELDED = 4; // set for the flag shield
19 float IT_USING_JETPACK = 8; // confirmation that button is pressed
20 float IT_JETPACK = 16; // actual item
21 float IT_FUEL_REGEN = 32; // fuel regeneration trigger
22 float IT_SHELLS = 256;
24 float IT_ROCKETS = 1024;
25 float IT_CELLS = 2048;
26 float IT_SUPERWEAPON = 4096;
28 float IT_STRENGTH = 8192;
29 float IT_INVINCIBLE = 16384;
30 float IT_HEALTH = 32768;
33 float IT_KEY1 = 131072;
34 float IT_KEY2 = 262144;
36 float IT_RED_FLAG_TAKEN = 32768;
37 float IT_RED_FLAG_LOST = 65536;
38 float IT_RED_FLAG_CARRING = 98304;
39 float IT_BLUE_FLAG_TAKEN = 131072;
40 float IT_BLUE_FLAG_LOST = 262144;
41 float IT_BLUE_FLAG_CARRING = 393216;
43 float IT_5HP = 524288;
44 float IT_25HP = 1048576;
45 float IT_ARMOR_SHARD = 2097152;
46 float IT_ARMOR = 4194304;
48 float IT_AMMO = 8064; // IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS | IT_SUPERWEAPON | IT_FUEL;
49 float IT_PICKUPMASK = 51; // IT_FUEL_REGEN | IT_JETPACK | IT_UNLIMITED_AMMO; // strength and invincible are handled separately
50 float IT_UNLIMITED_AMMO = 3; // IT_UNLIMITED_SUPERWEAPONS | IT_UNLIMITED_WEAPON_AMMO;
53 string weaponpriority_hudselector_0;
54 string weaponpriority_hudselector_1;
57 entity get_weaponinfo(float id);
58 string W_FixWeaponOrder(string order, float complete);
59 string W_NameWeaponOrder(string order);
60 string W_NumberWeaponOrder(string order);
62 // entity properties of weaponinfo:
63 .float weapon; // WEP_...
64 .float weapons; // WEPBIT_...
65 .string netname; // short name
66 .string message; // human readable name
67 .float items; // IT_...
68 .float(float) weapon_func; // w_...
69 .string mdl; // modelname without g_, v_, w_
70 .string model; // full name of g_ model
71 .float spawnflags; // WEPSPAWNFLAG_... combined
72 .float impulse; // weapon impulse
73 .float bot_pickupbasevalue; // bot weapon priority
74 .string model2; // wpn- sprite name
78 // dynamic weapon adding
79 float w_null(float dummy);
80 void register_weapon(float id, float(float) func, float ammotype, float i, float weapontype, float pickupbasevalue, string modelname, string shortname, string wname);
81 void register_weapons_done();
86 #define WEP_MAXCOUNT 24
88 #define REGISTER_WEAPON_2(id,bit,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \
92 void RegisterWeapons_##id() \
94 WEP_LAST = (id = WEP_FIRST + WEP_COUNT); \
95 WEPBIT_ALL |= (bit = power2of(WEP_COUNT)); \
97 register_weapon(id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname); \
99 ACCUMULATE_FUNCTION(RegisterWeapons, RegisterWeapons_##id)
101 #define REGISTER_WEAPON(id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \
102 REGISTER_WEAPON_2(WEP_##id,WEPBIT_##id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname)
104 #define REGISTER_WEAPON(id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \
105 REGISTER_WEAPON_2(WEP_##id,WEPBIT_##id,w_null,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname)
108 #include "../server/w_all.qc"
110 #undef REGISTER_WEAPON
111 ACCUMULATE_FUNCTION(RegisterWeapons, register_weapons_done)