1 const float BOT_PICKUP_RATING_LOW = 2500;
2 const float BOT_PICKUP_RATING_MID = 5000;
3 const float BOT_PICKUP_RATING_HIGH = 10000;
5 const float WEP_TYPE_OTHER = 0x00; // not for damaging people
6 const float WEP_TYPE_SPLASH = 0x01; // splash damage
7 const float WEP_TYPE_HITSCAN = 0x02; // hitscan
8 const float WEP_TYPEMASK = 0x0F;
9 const float WEP_FLAG_CANCLIMB = 0x10; // can be used for movement
10 const float WEP_FLAG_NORMAL = 0x20; // in "most weapons" set
11 const float WEP_FLAG_HIDDEN = 0x40; // hides from menu
12 const float WEP_FLAG_RELOADABLE = 0x80; // can has reload
13 const float WEP_FLAG_SUPERWEAPON = 0x100; // powerup timer
14 const float WEP_FLAG_MUTATORBLOCKED = 0x200; // hides from impulse 99 etc. (mutators are allowed to clear this flag)
16 const float IT_UNLIMITED_WEAPON_AMMO = 1;
17 // when this bit is set, using a weapon does not reduce ammo. Checkpoints can give this powerup.
18 const float IT_UNLIMITED_SUPERWEAPONS = 2;
19 // when this bit is set, superweapons don't expire. Checkpoints can give this powerup.
20 const float IT_CTF_SHIELDED = 4; // set for the flag shield
21 const float IT_USING_JETPACK = 8; // confirmation that button is pressed
22 const float IT_JETPACK = 16; // actual item
23 const float IT_FUEL_REGEN = 32; // fuel regeneration trigger
24 WANT_CONST float IT_SHELLS = 256;
25 WANT_CONST float IT_NAILS = 512;
26 WANT_CONST float IT_ROCKETS = 1024;
27 WANT_CONST float IT_CELLS = 2048;
28 const float IT_SUPERWEAPON = 4096;
29 const float IT_FUEL = 128;
30 const float IT_STRENGTH = 8192;
31 const float IT_INVINCIBLE = 16384;
32 const float IT_HEALTH = 32768;
35 WANT_CONST float IT_KEY1 = 131072;
36 WANT_CONST float IT_KEY2 = 262144;
38 const float IT_RED_FLAG_TAKEN = 32768;
39 const float IT_RED_FLAG_LOST = 65536;
40 const float IT_RED_FLAG_CARRYING = 98304;
41 const float IT_BLUE_FLAG_TAKEN = 131072;
42 const float IT_BLUE_FLAG_LOST = 262144;
43 const float IT_BLUE_FLAG_CARRYING = 393216;
45 const float IT_5HP = 524288;
46 const float IT_25HP = 1048576;
47 const float IT_ARMOR_SHARD = 2097152;
48 const float IT_ARMOR = 4194304;
50 const float IT_AMMO = 3968; // IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS | IT_FUEL;
51 const float IT_PICKUPMASK = 51; // IT_FUEL_REGEN | IT_JETPACK | IT_UNLIMITED_AMMO; // strength and invincible are handled separately
52 const float IT_UNLIMITED_AMMO = 3; // IT_UNLIMITED_SUPERWEAPONS | IT_UNLIMITED_WEAPON_AMMO;
55 string weaponorder_byid;
58 entity get_weaponinfo(float id);
59 string W_FixWeaponOrder(string order, float complete);
60 string W_NameWeaponOrder(string order);
61 string W_NumberWeaponOrder(string order);
69 .float ammo_batteries; // dummy
72 typedef vector WepSet;
73 WepSet WepSet_FromWeapon(float a);
75 void WepSet_AddStat();
76 void WriteWepSet(float dest, WepSet w);
79 WepSet WepSet_GetFromStat();
85 #define WEP_MAXCOUNT 24 // Increase as needed. Can be up to three times as much.
89 WepSet WEPSET_SUPERWEAPONS;
91 // entity properties of weaponinfo:
92 .float weapon; // WEP_...
93 .WepSet weapons; // WEPSET_...
94 .string netname; // short name
95 .string message; // human readable name
96 .float items; // IT_...
97 .float(float) weapon_func; // w_...
98 .string mdl; // modelname without g_, v_, w_
99 .string model; // full name of g_ model
100 .float spawnflags; // WEPSPAWNFLAG_... combined
101 .float impulse; // weapon impulse
102 .float bot_pickupbasevalue; // bot weapon priority
103 .string model2; // wpn- sprite name
104 ..float ammo_field; // main ammo field
106 // dynamic weapon adding
107 float w_null(float dummy);
108 void register_weapon(float id, WepSet bit, float(float) func, float ammotype, float i, float weapontype, float pickupbasevalue, string modelname, string shortname, string wname);
109 void register_weapons_done();
111 #define REGISTER_WEAPON_2(id,bit,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \
115 void RegisterWeapons_##id() \
117 WEP_LAST = (id = WEP_FIRST + WEP_COUNT); \
118 bit = WepSet_FromWeapon(id); \
120 if((weapontype) & WEP_FLAG_SUPERWEAPON) \
121 WEPSET_SUPERWEAPONS |= bit; \
123 register_weapon(id,bit,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname); \
125 ACCUMULATE_FUNCTION(RegisterWeapons, RegisterWeapons_##id)
127 #define REGISTER_WEAPON(id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \
128 REGISTER_WEAPON_2(WEP_##id,WEPSET_##id,w_null,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname)
130 #define REGISTER_WEAPON(id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \
131 REGISTER_WEAPON_2(WEP_##id,WEPSET_##id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname)
134 #include "../server/w_all.qc"
136 #undef REGISTER_WEAPON
137 ACCUMULATE_FUNCTION(RegisterWeapons, register_weapons_done);
140 string W_FixWeaponOrder(string order, float complete);
141 string W_NumberWeaponOrder(string order);
142 string W_NameWeaponOrder(string order);
143 string W_FixWeaponOrder_BuildImpulseList(string o);
144 string W_FixWeaponOrder_AllowIncomplete(string order);
145 string W_FixWeaponOrder_ForceComplete(string order);
147 void W_RandomWeapons(entity e, float n);
149 string W_Name(float weaponid);
151 float W_AmmoItemCode(float wpn);