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 IT_UNLIMITED_WEAPON_AMMO = 1;
+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, 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;
+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;
+ // 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_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 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
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
-float WEPBIT_ALL;
-float WEPBIT_SUPERWEAPONS;
+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); \
- WEPBIT_ALL |= (bit = power2of(WEP_COUNT)); \
- WEPBIT_SUPERWEAPONS |= (bit = power2of(WEP_COUNT)) * !!(ammotype & IT_SUPERWEAPON); \
+ 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); \
} \