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 = 0; // e.g: Hook, Port-o-launch, etc
6 float WEP_TYPE_SPLASH = 1;
7 float WEP_TYPE_HITSCAN = 2;
9 float IT_UNLIMITED_WEAPON_AMMO = 1;
10 // when this bit is set, using a weapon does not reduce ammo. Checkpoints can give this powerup.
11 float IT_UNLIMITED_SUPERWEAPONS = 2;
12 // when this bit is set, using a superweapon does not throw it away. Checkpoints can give this powerup.
13 float IT_CTF_SHIELDED = 4; // set for the flag shield
15 float IT_USING_JETPACK = 8; // confirmation that button is pressed
16 float IT_JETPACK = 16; // actual item
17 float IT_FUEL_REGEN = 32; // fuel regeneration trigger
18 float IT_SHELLS = 256;
20 float IT_ROCKETS = 1024;
21 float IT_CELLS = 2048;
22 float IT_SUPERWEAPON = 4096;
24 float IT_STRENGTH = 8192;
25 float IT_INVINCIBLE = 16384;
26 float IT_HEALTH = 32768;
29 float IT_KEY1 = 131072;
30 float IT_KEY2 = 262144;
32 float IT_RED_FLAG_TAKEN = 32768;
33 float IT_RED_FLAG_LOST = 65536;
34 float IT_RED_FLAG_CARRING = 98304;
35 float IT_BLUE_FLAG_TAKEN = 131072;
36 float IT_BLUE_FLAG_LOST = 262144;
37 float IT_BLUE_FLAG_CARRING = 393216;
39 float IT_5HP = 524288;
40 float IT_25HP = 1048576;
41 float IT_ARMOR_SHARD = 2097152;
42 float IT_ARMOR = 4194304;
44 float IT_AMMO = 8064; // IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS | IT_SUPERWEAPON | IT_FUEL;
45 float IT_PICKUPMASK = 51; // IT_FUEL_REGEN | IT_JETPACK | IT_UNLIMITED_AMMO; // strength and invincible are handled separately
46 float IT_UNLIMITED_AMMO = 3; // IT_UNLIMITED_SUPERWEAPONS | IT_UNLIMITED_WEAPON_AMMO;
49 string weaponpriority_hudselector_0;
50 string weaponpriority_hudselector_1;
53 entity get_weaponinfo(float id);
54 string W_FixWeaponOrder(string order, float complete);
56 #define WEPSPAWNFLAG_NORMAL 1
57 #define WEPSPAWNFLAG_CANCLIMB 2
58 #define WEPSPAWNFLAG_HIDDEN 4
60 // entity properties of weaponinfo:
61 .float weapon; // WEP_...
62 .float weapons; // WEPBIT_...
63 .string netname; // short name
64 .string message; // human readable name
65 .float items; // IT_...
66 .float(float) weapon_func; // w_...
67 .string mdl; // modelname without g_, v_, w_
68 .string model; // full name of g_ model
69 .float spawnflags; // WEPSPAWNFLAG_... combined
70 .float impulse; // weapon impulse
71 .float weapon_type; // see WEP_TYPE_* constants
72 .float bot_pickupbasevalue; // bot weapon priority
73 .string model2; // wpn- sprite name
77 // dynamic weapon adding
78 float w_null(float dummy);
79 void register_weapon(float id, float(float) func, float ammotype, float i, float normalweapon, float canclimb, float weapontype, float pickupbasevalue, string modelname, string shortname, string wname);
80 void register_weapons_done();
85 #define WEP_MAXCOUNT 24
87 #define REGISTER_WEAPON_2(id,bit,func,ammotype,i,normalweapon,canclimb,weapontype,pickupbasevalue,modelname,shortname,wname) \
91 void RegisterWeapons_##id() \
93 WEP_LAST = (id = WEP_FIRST + WEP_COUNT); \
94 WEPBIT_ALL |= (bit = power2of(WEP_COUNT)); \
96 register_weapon(id,func,ammotype,i,normalweapon,canclimb,weapontype,pickupbasevalue,modelname,shortname,wname); \
98 ACCUMULATE_FUNCTION(RegisterWeapons, RegisterWeapons_##id)
100 #define REGISTER_WEAPON(id,func,ammotype,i,normalweapon,canclimb,weapontype,pickupbasevalue,modelname,shortname,wname) \
101 REGISTER_WEAPON_2(WEP_##id,WEPBIT_##id,func,ammotype,i,normalweapon,canclimb,weapontype,pickupbasevalue,modelname,shortname,wname)
103 #define REGISTER_WEAPON(id,func,ammotype,i,normalweapon,canclimb,weapontype,pickupbasevalue,modelname,shortname,wname) \
104 REGISTER_WEAPON_2(WEP_##id,WEPBIT_##id,w_null,ammotype,i,normalweapon,canclimb,weapontype,pickupbasevalue,modelname,shortname,wname)
107 #include "../server/w_all.qc"
109 #undef REGISTER_WEAPON
110 ACCUMULATE_FUNCTION(RegisterWeapons, register_weapons_done)