]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/common/items.qh
doh, no time to fix those dependencies right now
[divverent/nexuiz.git] / data / qcsrc / common / items.qh
1 // Weapon indexes
2 // %weaponaddpoint
3 float WEP_FIRST                         =  1;
4 float WEP_LASER                         =  1; float WEPBIT_LASER                        = 1; // always: 2^(w-1)
5 float WEP_SHOTGUN                       =  2; float WEPBIT_SHOTGUN                      = 2;
6 float WEP_UZI                           =  3; float WEPBIT_UZI                          = 4;
7 float WEP_GRENADE_LAUNCHER      =  4; float WEPBIT_GRENADE_LAUNCHER     = 8;
8 float WEP_ELECTRO                       =  5; float WEPBIT_ELECTRO                      = 16;
9 float WEP_CRYLINK                       =  6; float WEPBIT_CRYLINK                      = 32;
10 float WEP_NEX                           =  7; float WEPBIT_NEX                          = 64;
11 float WEP_HAGAR                         =  8; float WEPBIT_HAGAR                        = 128;
12 float WEP_ROCKET_LAUNCHER       =  9; float WEPBIT_ROCKET_LAUNCHER      = 256;
13 float WEP_PORTO                         = 10; float WEPBIT_PORTO                        = 512;
14 float WEP_MINSTANEX                     = 11; float WEPBIT_MINSTANEX            = 1024;
15 float WEP_HOOK                          = 12; float WEPBIT_HOOK                 = 2048;
16 float WEP_HLAC                      = 13; float WEPBIT_HLAC                     = 4096;
17 float WEP_SEEKER                        = 14; float WEPBIT_SEEKER                   = 8192;
18 float WEP_LAST                          = 14; float WEPBIT_ALL              = 16383;
19 float WEP_COUNT             = 15;
20
21 float   IT_UNLIMITED_WEAPON_AMMO  = 1;
22 // when this bit is set, using a weapon does not reduce ammo. Checkpoints can give this powerup.
23 float   IT_UNLIMITED_SUPERWEAPONS = 2;
24 // when this bit is set, using a superweapon does not throw it away. Checkpoints can give this powerup.
25 float   IT_UNLIMITED_AMMO         = 3;
26 // both of these combined
27 float   IT_CTF_SHIELDED           = 4; // set for the flag shield
28 float   IT_SHELLS                               = 256;
29 float   IT_NAILS                                = 512;
30 float   IT_ROCKETS                              = 1024;
31 float   IT_CELLS                                = 2048;
32 float   IT_SUPERWEAPON                  = 4096;
33 float   IT_AMMO                                 = 7936;
34 float   IT_STRENGTH                             = 8192;
35 float   IT_INVINCIBLE                   = 16384;
36 float   IT_HEALTH                               = 32768;
37 // union:
38         // for items:
39         float   IT_KEY1                                 = 131072;
40         float   IT_KEY2                                 = 262144;
41         // for players:
42         float   IT_RED_FLAG_TAKEN               = 32768;
43         float   IT_RED_FLAG_LOST                = 65536;
44         float   IT_RED_FLAG_CARRING             = 98304;
45         float   IT_BLUE_FLAG_TAKEN              = 131072;
46         float   IT_BLUE_FLAG_LOST               = 262144;
47         float   IT_BLUE_FLAG_CARRING    = 393216;
48 // end
49 float   IT_5HP                                  = 524288;
50 float   IT_25HP                                 = 1048576;
51 float   IT_ARMOR_SHARD                  = 2097152;
52 float   IT_ARMOR                                = 4194304;
53
54 // variables:
55 string weaponpriority_hudselector_0;
56 string weaponpriority_hudselector_1;
57
58 // functions:
59 entity get_weaponinfo(float id);
60 string W_FixWeaponOrder(string order, float complete);
61 void RegisterWeapons();
62
63 #define WEPSPAWNFLAG_NORMAL 1
64 #define WEPSPAWNFLAG_CANCLIMB 2
65
66 // entity properties of weaponinfo:
67 .float weapon; // WEP_...
68 .float weapons; // WEPBIT_...
69 .string netname; // short name
70 .string message; // human readable name
71 .float items; // IT_...
72 .float(float) weapon_func; // w_...
73 .string mdl; // modelname without g_, v_, w_
74 .string model; // full name of g_ model
75 .float spawnflags; // WEPSPAWNFLAG_... combined
76 .float impulse; // weapon impulse
77 .float bot_pickupbasevalue; // bot weapon priority