float BOT_PICKUP_RATING_LOW = 2500; float BOT_PICKUP_RATING_MID = 5000; float BOT_PICKUP_RATING_HIGH = 10000; float WEP_TYPE_OTHER = 0x00; // e.g: Hook, Port-o-launch, etc float WEP_TYPE_SPLASH = 0x01; float WEP_TYPE_HITSCAN = 0x02; float WEP_TYPEMASK = 0x0F; float WEP_FLAG_CANCLIMB = 0x10; float WEP_FLAG_NORMAL = 0x20; float WEP_FLAG_HIDDEN = 0x40; float WEP_FLAG_RELOADABLE = 0x80; float WEP_FLAG_SUPERWEAPON = 0x100; 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, superweapons don't expire. Checkpoints can give this powerup. float IT_CTF_SHIELDED = 4; // set for the flag shield 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 = 3968; // IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS | 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; float AMMO_COUNT = 4; // amount of ammo types to show in the inventory panel // variables: string weaponorder_byid; // functions: entity get_weaponinfo(float id); string W_FixWeaponOrder(string order, float complete); string W_NameWeaponOrder(string order); string W_NumberWeaponOrder(string order); // ammo types .float ammo_shells; .float ammo_nails; .float ammo_rockets; .float ammo_cells; .float ammo_fuel; .float ammo_batteries; // dummy // 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 bot_pickupbasevalue; // bot weapon priority .string model2; // wpn- sprite name ..float ammo_field; // main ammo field // dynamic weapon adding float w_null(float dummy); void register_weapon(float id, float(float) func, float ammotype, float i, float weapontype, float pickupbasevalue, string modelname, string shortname, string wname); void register_weapons_done(); #if 1 .float weapons; # define WEPSET_DECLARE_A(a) float _WS_##a # define WEPSET_CLEAR_E(e) ((e).weapons = 0) # define WEPSET_CLEAR_A(a) ((_WS_##a) = 0) # define WEPSET_EMPTY_E(e) ((e).weapons == 0) # define WEPSET_EMPTY_A(a) ((_WS_##a) == 0) # define WEPSET_COPY_EE(e,o) ((e).weapons = (o).weapons) # define WEPSET_EQ_EE(e,o) ((e).weapons == (o).weapons) # define WEPSET_OR_EE(e,o) ((e).weapons |= (o).weapons) # define WEPSET_AND_EE(e,o) ((e).weapons &= (o).weapons) # define WEPSET_ANDNOT_EE(e,o) ((e).weapons &~= (o).weapons) # define WEPSET_CONTAINS_ANY_EE(e,o) ((e).weapons & (o).weapons) # define WEPSET_CONTAINS_ALL_EE(e,o) (((e).weapons & (o).weapons) == (e).weapons) # define WEPSET_COPY_EA(e,a) ((e).weapons = (_WS_##a)) # define WEPSET_EQ_EA(e,a) ((e).weapons == (_WS_##a)) # define WEPSET_OR_EA(e,a) ((e).weapons |= (_WS_##a)) # define WEPSET_AND_EA(e,a) ((e).weapons &= (_WS_##a)) # define WEPSET_ANDNOT_EA(e,a) ((e).weapons &~= (_WS_##a)) # define WEPSET_CONTAINS_ANY_EA(e,a) ((e).weapons & (_WS_##a)) # define WEPSET_CONTAINS_ALL_EA(e,a) (((e).weapons & (_WS_##a)) == (_WS_##a)) # define WEPSET_COPY_EW(e,w) ((e).weapons = power2of((w) - WEP_FIRST)) # define WEPSET_EQ_EW(e,w) ((e).weapons == power2of((w) - WEP_FIRST)) # define WEPSET_OR_EW(e,w) ((e).weapons |= power2of((w) - WEP_FIRST)) # define WEPSET_AND_EW(e,w) ((e).weapons &= power2of((w) - WEP_FIRST)) # define WEPSET_ANDNOT_EW(e,w) ((e).weapons &~= power2of((w) - WEP_FIRST)) # define WEPSET_CONTAINS_EW(e,w) ((e).weapons & power2of((w) - WEP_FIRST)) # define WEPSET_COPY_AE(a,e) ((_WS_##a) = (e).weapons) # define WEPSET_EQ_AE(a,e) ((_WS_##a) == (e).weapons) # define WEPSET_OR_AE(a,e) ((_WS_##a) |= (e).weapons) # define WEPSET_AND_AE(a,e) ((_WS_##a) &= (e).weapons) # define WEPSET_ANDNOT_AE(a,e) ((_WS_##a) &~= (e).weapons) # define WEPSET_CONTAINS_ANY_AE(a,e) ((_WS_##a) & (e).weapons) # define WEPSET_CONTAINS_ALL_AE(a,e) (((_WS_##a) & (e).weapons) == (e)) # define WEPSET_COPY_AA(a,b) ((_WS_##a) = (_WS_##b)) # define WEPSET_EQ_AA(a,b) ((_WS_##a) == (_WS_##b)) # define WEPSET_OR_AA(a,b) ((_WS_##a) |= (_WS_##b)) # define WEPSET_AND_AA(a,b) ((_WS_##a) &= (_WS_##b)) # define WEPSET_ANDNOT_AA(a,b) ((_WS_##a) &~= (_WS_##b)) # define WEPSET_CONTAINS_ANY_AA(a,b) ((_WS_##a) & (_WS_##b)) # define WEPSET_CONTAINS_ALL_AA(a,b) (((_WS_##a) & (_WS_##b)) == (_WS_##b)) # define WEPSET_COPY_AW(a,w) ((_WS_##a) = power2of((w) - WEP_FIRST)) # define WEPSET_EQ_AW(a,w) ((_WS_##a) == power2of((w) - WEP_FIRST)) # define WEPSET_OR_AW(a,w) ((_WS_##a) |= power2of((w) - WEP_FIRST)) # define WEPSET_AND_AW(a,w) ((_WS_##a) &= power2of((w) - WEP_FIRST)) # define WEPSET_ANDNOT_AW(a,w) ((_WS_##a) &~= power2of((w) - WEP_FIRST)) # define WEPSET_CONTAINS_AW(a,w) ((_WS_##a) & power2of((w) - WEP_FIRST)) # ifdef CSQC # define WEPSET_COPY_AS(a) ((_WS_##a) = getstatf(STAT_WEAPONS)) # endif #endif float WEP_COUNT; float WEP_FIRST = 1; float WEP_LAST; #define WEP_MAXCOUNT 24 WEPSET_DECLARE_A(WEPBIT_ALL); WEPSET_DECLARE_A(WEPBIT_SUPERWEAPONS); // note: the fabs call is just there to hide "if result is constant" warning #define REGISTER_WEAPON_2(id,bit,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \ float id; \ float bit; \ float func(float); \ void RegisterWeapons_##id() \ { \ WEP_LAST = (id = WEP_FIRST + WEP_COUNT); \ WEPSET_OR_AW(WEPBIT_ALL, id); \ if(fabs(weapontype & WEP_FLAG_SUPERWEAPON)) \ WEPSET_OR_AW(WEPBIT_SUPERWEAPONS, id); \ ++WEP_COUNT; \ register_weapon(id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname); \ } \ ACCUMULATE_FUNCTION(RegisterWeapons, RegisterWeapons_##id) #ifdef MENUQC #define REGISTER_WEAPON(id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \ REGISTER_WEAPON_2(WEP_##id,WEPBIT_##id,w_null,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) #else #define REGISTER_WEAPON(id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \ REGISTER_WEAPON_2(WEP_##id,WEPBIT_##id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) #endif #include "../server/w_all.qc" #undef REGISTER_WEAPON ACCUMULATE_FUNCTION(RegisterWeapons, register_weapons_done) string W_FixWeaponOrder(string order, float complete); string W_NumberWeaponOrder(string order); string W_NameWeaponOrder(string order); string W_FixWeaponOrder_BuildImpulseList(string o); string W_FixWeaponOrder_AllowIncomplete(string order); string W_FixWeaponOrder_ForceComplete(string order);