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jetpack: add a "fuel" ammo type, and use that - and let it have regeneration
[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_CAMPINGRIFLE      = 15; float WEPBIT_CAMPINGRIFLE     = 16384;
19 float WEP_LAST                          = 15; float WEPBIT_ALL              = 32767;
20 float WEP_COUNT             = 16;
21
22 float BOT_PICKUP_RATING_LOW     = 2500;
23 float BOT_PICKUP_RATING_MID     = 5000;
24 float BOT_PICKUP_RATING_HIGH    = 10000;
25
26 float   IT_UNLIMITED_WEAPON_AMMO  = 1;
27 // when this bit is set, using a weapon does not reduce ammo. Checkpoints can give this powerup.
28 float   IT_UNLIMITED_SUPERWEAPONS = 2;
29 // when this bit is set, using a superweapon does not throw it away. Checkpoints can give this powerup.
30 float   IT_UNLIMITED_AMMO         = 3;
31 // both of these combined
32 float   IT_CTF_SHIELDED           = 4; // set for the flag shield
33 // using jetpack
34 float   IT_USING_JETPACK          = 8; // confirmation that button is pressed
35 float   IT_JETPACK                = 16; // actual item
36 float   IT_FUEL_REGEN             = 32; // fuel regeneration trigger
37 float   IT_SHELLS                               = 256;
38 float   IT_NAILS                                = 512;
39 float   IT_ROCKETS                              = 1024;
40 float   IT_CELLS                                = 2048;
41 float   IT_SUPERWEAPON                  = 4096;
42 float   IT_FUEL                                 = 128;
43 float   IT_AMMO                                 = 8064;
44 float   IT_STRENGTH                             = 8192;
45 float   IT_INVINCIBLE                   = 16384;
46 float   IT_HEALTH                               = 32768;
47 // union:
48         // for items:
49         float   IT_KEY1                                 = 131072;
50         float   IT_KEY2                                 = 262144;
51         // for players:
52         float   IT_RED_FLAG_TAKEN               = 32768;
53         float   IT_RED_FLAG_LOST                = 65536;
54         float   IT_RED_FLAG_CARRING             = 98304;
55         float   IT_BLUE_FLAG_TAKEN              = 131072;
56         float   IT_BLUE_FLAG_LOST               = 262144;
57         float   IT_BLUE_FLAG_CARRING    = 393216;
58 // end
59 float   IT_5HP                                  = 524288;
60 float   IT_25HP                                 = 1048576;
61 float   IT_ARMOR_SHARD                  = 2097152;
62 float   IT_ARMOR                                = 4194304;
63
64 // variables:
65 string weaponpriority_hudselector_0;
66 string weaponpriority_hudselector_1;
67
68 // functions:
69 entity get_weaponinfo(float id);
70 string W_FixWeaponOrder(string order, float complete);
71 void RegisterWeapons();
72
73 #define WEPSPAWNFLAG_NORMAL 1
74 #define WEPSPAWNFLAG_CANCLIMB 2
75
76 // entity properties of weaponinfo:
77 .float weapon; // WEP_...
78 .float weapons; // WEPBIT_...
79 .string netname; // short name
80 .string message; // human readable name
81 .float items; // IT_...
82 .float(float) weapon_func; // w_...
83 .string mdl; // modelname without g_, v_, w_
84 .string model; // full name of g_ model
85 .float spawnflags; // WEPSPAWNFLAG_... combined
86 .float impulse; // weapon impulse
87 .float bot_pickupbasevalue; // bot weapon priority
88 .string model2; // wpn- sprite name