// Weapon indexes // %weaponaddpoint float WEP_FIRST = 1; float WEP_LASER = 1; float WEPBIT_LASER = 1; // always: 2^(w-1) float WEP_SHOTGUN = 2; float WEPBIT_SHOTGUN = 2; float WEP_UZI = 3; float WEPBIT_UZI = 4; float WEP_GRENADE_LAUNCHER = 4; float WEPBIT_GRENADE_LAUNCHER = 8; float WEP_ELECTRO = 5; float WEPBIT_ELECTRO = 16; float WEP_CRYLINK = 6; float WEPBIT_CRYLINK = 32; float WEP_NEX = 7; float WEPBIT_NEX = 64; float WEP_HAGAR = 8; float WEPBIT_HAGAR = 128; float WEP_ROCKET_LAUNCHER = 9; float WEPBIT_ROCKET_LAUNCHER = 256; float WEP_PORTO = 10; float WEPBIT_PORTO = 512; float WEP_MINSTANEX = 11; float WEPBIT_MINSTANEX = 1024; float WEP_HOOK = 12; float WEPBIT_HOOK = 2048; float WEP_HLAC = 13; float WEPBIT_HLAC = 4096; float WEP_SEEKER = 14; float WEPBIT_SEEKER = 8192; float WEP_CAMPINGRIFLE = 15; float WEPBIT_CAMPINGRIFLE = 16384; float WEP_TUBA = 16; float WEPBIT_TUBA = 32768; float WEP_LAST = 16; float WEPBIT_ALL = 65535; float WEP_COUNT = 17; float BOT_PICKUP_RATING_LOW = 2500; float BOT_PICKUP_RATING_MID = 5000; float BOT_PICKUP_RATING_HIGH = 10000; float WEP_TYPE_OTHER = 0; // e.g: Hook, Port-o-launch, etc float WEP_TYPE_SPLASH = 1; float WEP_TYPE_HITSCAN = 2; 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; // union: // for items: float IT_KEY1 = 131072; float IT_KEY2 = 262144; // for players: float IT_RED_FLAG_TAKEN = 32768; float IT_RED_FLAG_LOST = 65536; float IT_RED_FLAG_CARRING = 98304; float IT_BLUE_FLAG_TAKEN = 131072; float IT_BLUE_FLAG_LOST = 262144; float IT_BLUE_FLAG_CARRING = 393216; // end 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; // variables: string weaponpriority_hudselector_0; string weaponpriority_hudselector_1; // functions: entity get_weaponinfo(float id); string W_FixWeaponOrder(string order, float complete); void RegisterWeapons(); #define WEPSPAWNFLAG_NORMAL 1 #define WEPSPAWNFLAG_CANCLIMB 2 #define WEPSPAWNFLAG_HIDDEN 4 // entity properties of weaponinfo: .float weapon; // WEP_... .float weapons; // WEPBIT_... .string netname; // short name .string message; // human readable name .float items; // IT_... .float(float) weapon_func; // w_... .string mdl; // modelname without g_, v_, w_ .string model; // full name of g_ model .float spawnflags; // WEPSPAWNFLAG_... combined .float impulse; // weapon impulse .float weapon_type; // see WEP_TYPE_* constants .float bot_pickupbasevalue; // bot weapon priority .string model2; // wpn- sprite name