-// ONLY EVER ADD NEW WEAPONS AT THE END. IF YOU REMOVE ONE, PUT THE LAST ONE ON
-// ITS PLACE. THIS IS TO AVOID UNNECESSARY RENUMBERING OF WEAPON IMPULSES.
-// IF YOU DISREGARD THIS NOTICE, I'LL KILL YOU WITH THE @!#%'N TUBA
-#include "laser.qc"
-#include "shotgun.qc"
-#include "uzi.qc"
-#include "grenadelauncher.qc"
-#include "minelayer.qc"
-#include "electro.qc"
-#include "lightning.qc"
-#include "crylink.qc"
-#include "nex.qc"
-#include "hagar.qc"
-#include "rocketlauncher.qc"
-#include "porto.qc"
-#include "minstanex.qc"
-#include "hook.qc"
-#include "hlac.qc"
-#include "tuba.qc"
-#include "rifle.qc"
-#include "fireball.qc"
-#include "seeker.qc"
+#ifndef MENUQC
+#include "calculations.qh"
+#endif
+
+const float BOT_PICKUP_RATING_LOW = 2500;
+const float BOT_PICKUP_RATING_MID = 5000;
+const float BOT_PICKUP_RATING_HIGH = 10000;
+
+const float WEP_TYPE_OTHER = 0x00; // not for damaging people
+const float WEP_TYPE_SPLASH = 0x01; // splash damage
+const float WEP_TYPE_HITSCAN = 0x02; // hitscan
+const float WEP_TYPEMASK = 0x0F;
+const float WEP_FLAG_CANCLIMB = 0x10; // can be used for movement
+const float WEP_FLAG_NORMAL = 0x20; // in "most weapons" set
+const float WEP_FLAG_HIDDEN = 0x40; // hides from menu
+const float WEP_FLAG_RELOADABLE = 0x80; // can has reload
+const float WEP_FLAG_SUPERWEAPON = 0x100; // powerup timer
+const float WEP_FLAG_MUTATORBLOCKED = 0x200; // hides from impulse 99 etc. (mutators are allowed to clear this flag)
+
+const float MAX_SHOT_DISTANCE = 32768;
+
+// weapon requests // WEAPONTODO
+#define WR_SETUP 1 // (SERVER) setup weapon data
+#define WR_THINK 2 // (SERVER) logic to run every frame
+#define WR_CHECKAMMO1 3 // (SERVER) checks ammo for weapon
+#define WR_CHECKAMMO2 4 // (SERVER) checks ammo for weapon
+#define WR_AIM 5 // (SERVER) runs bot aiming code for this weapon
+#define WR_INIT 6 // (BOTH) precaches models/sounds used by this weapon
+#define WR_SUICIDEMESSAGE 7 // (SERVER) notification number for suicide message (may inspect w_deathtype for details)
+#define WR_KILLMESSAGE 8 // (SERVER) notification number for kill message (may inspect w_deathtype for details)
+#define WR_RELOAD 9 // (SERVER) does not need to do anything
+#define WR_RESETPLAYER 10 // (SERVER) does not need to do anything
+#define WR_IMPACTEFFECT 11 // (CLIENT) impact effect
+#define WR_SWITCHABLE 12 // (CLIENT) impact effect
+#define WR_PLAYERDEATH 13 // (SERVER) does not need to do anything
+#define WR_GONETHINK 14 // (SERVER) logic to run every frame, also if no longer having the weapon as long as the switch away has not been performed
+#define WR_CONFIG 15 // (ALL)
+
+// WEAPONTODO
+const float IT_UNLIMITED_WEAPON_AMMO = 1;
+// when this bit is set, using a weapon does not reduce ammo. Checkpoints can give this powerup.
+const float IT_UNLIMITED_SUPERWEAPONS = 2;
+// when this bit is set, superweapons don't expire. Checkpoints can give this powerup.
+const float IT_CTF_SHIELDED = 4; // set for the flag shield
+const float IT_USING_JETPACK = 8; // confirmation that button is pressed
+const float IT_JETPACK = 16; // actual item
+const float IT_FUEL_REGEN = 32; // fuel regeneration trigger
+WANT_CONST float IT_SHELLS = 256;
+WANT_CONST float IT_NAILS = 512;
+WANT_CONST float IT_ROCKETS = 1024;
+WANT_CONST float IT_CELLS = 2048;
+const float IT_SUPERWEAPON = 4096;
+const float IT_FUEL = 128;
+const float IT_STRENGTH = 8192;
+const float IT_INVINCIBLE = 16384;
+const float IT_HEALTH = 32768;
+// union:
+ // for items:
+ WANT_CONST float IT_KEY1 = 131072;
+ WANT_CONST float IT_KEY2 = 262144;
+ // for players:
+ const float IT_RED_FLAG_TAKEN = 32768;
+ const float IT_RED_FLAG_LOST = 65536;
+ const float IT_RED_FLAG_CARRYING = 98304;
+ const float IT_BLUE_FLAG_TAKEN = 131072;
+ const float IT_BLUE_FLAG_LOST = 262144;
+ const float IT_BLUE_FLAG_CARRYING = 393216;
+// end
+const float IT_5HP = 524288;
+const float IT_25HP = 1048576;
+const float IT_ARMOR_SHARD = 2097152;
+const float IT_ARMOR = 4194304;
+
+const float IT_AMMO = 3968; // IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS | IT_FUEL;
+const float IT_PICKUPMASK = 51; // IT_FUEL_REGEN | IT_JETPACK | IT_UNLIMITED_AMMO; // strength and invincible are handled separately
+const float IT_UNLIMITED_AMMO = 3; // IT_UNLIMITED_SUPERWEAPONS | IT_UNLIMITED_WEAPON_AMMO;
+
+const float AMMO_COUNT = 4; // amount of ammo types to show in the inventory panel
+
+// variables:
+string weaponorder_byid;
+
+// Weapon sets
+typedef vector WepSet;
+WepSet WepSet_FromWeapon(float a);
+#ifdef SVQC
+void WepSet_AddStat();
+void WriteWepSet(float dest, WepSet w);
+#endif
+#ifdef CSQC
+WepSet WepSet_GetFromStat();
+WepSet ReadWepSet();
+#endif
+
+// Weapon name macros
+#define WEP_FIRST 1
+#define WEP_MAXCOUNT 24 // Increase as needed. Can be up to three times as much.
+float WEP_COUNT;
+float WEP_LAST;
+WepSet WEPSET_ALL;
+WepSet WEPSET_SUPERWEAPONS;
+
+// functions:
+entity get_weaponinfo(float id);
+string W_FixWeaponOrder(string order, float complete);
+string W_NameWeaponOrder(string order);
+string W_NumberWeaponOrder(string order);
+string W_FixWeaponOrder_BuildImpulseList(string o);
+string W_FixWeaponOrder_AllowIncomplete(string order);
+string W_FixWeaponOrder_ForceComplete(string order);
+
+void W_RandomWeapons(entity e, float n);
+
+string W_Name(float weaponid);
+
+float W_AmmoItemCode(float wpn);
+
+
+// ammo types
+.float ammo_shells;
+.float ammo_nails;
+.float ammo_rockets;
+.float ammo_cells;
+.float ammo_fuel;
+.float ammo_none;
+.float ammo_broken; // dummy
+
+// entity properties of weaponinfo:
+.float weapon; // WEP_...
+.WepSet weapons; // WEPSET_...
+.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 current_ammo; // main ammo field
+
+// other useful macros
+#define WEP_ACTION(wpn,wrequest) (get_weaponinfo(wpn)).weapon_func(wrequest)
+
+
+// =====================
+// Weapon Registration
+// =====================
+
+// create cvars for weapon settings
+#define WEP_ADD_CVAR_PRI(wepname,name) final float autocvar_g_balance_##wepname##_primary_##name;
+#define WEP_ADD_CVAR_SEC(wepname,name) final float autocvar_g_balance_##wepname##_secondary_##name;
+#define WEP_ADD_CVAR_BOTH(wepname,name) \
+ final float autocvar_g_balance_##wepname##_primary_##name; \
+ final float autocvar_g_balance_##wepname##_secondary_##name;
+#define WEP_ADD_CVAR_NONE(wepname,name) final float autocvar_g_balance_##wepname##_##name;
+#define WEP_ADD_CVAR(wepid,wepname,mode,name) WEP_ADD_CVAR_##mode(wepname, name)
+
+// create properties for weapon settings
+#define WEP_ADD_PROP(wepid,wepname,type,prop,name) \
+ .type ##prop; \
+ final type autocvar_g_balance_##wepname##_##name;
+
+// read cvars from weapon settings
+#define WEP_CVAR(wepname,name) autocvar_g_balance_##wepname##_##name
+#define WEP_CVAR_PRI(wepname,name) WEP_CVAR(wepname, primary_##name)
+#define WEP_CVAR_SEC(wepname,name) WEP_CVAR(wepname, secondary_##name)
+#define WEP_CVAR_BOTH(wepname,isprimary,name) ((isprimary) ? WEP_CVAR_PRI(wepname, name) : WEP_CVAR_SEC(wepname, name))
+
+// set initialization values for weapon settings
+#define WEP_SKIPCVAR(unuseda,unusedb,unusedc,unusedd) /* skip cvars */
+#define WEP_SET_PROP(wepid,wepname,type,prop,name) get_weaponinfo(WEP_##wepid).##prop = autocvar_g_balance_##wepname##_##name;
+
+float w_null(float dummy);
+void register_weapon(float id, WepSet bit, float(float) func, .float ammotype, float i, float weapontype, float pickupbasevalue, string modelname, string shortname, string wname);
+void register_weapons_done();
+
+// 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; \
+ WepSet bit; \
+ float func(float); \
+ void RegisterWeapons_##id() \
+ { \
+ WEP_LAST = (id = WEP_FIRST + WEP_COUNT); \
+ bit = WepSet_FromWeapon(id); \
+ WEPSET_ALL |= bit; \
+ if((weapontype) & WEP_FLAG_SUPERWEAPON) \
+ WEPSET_SUPERWEAPONS |= bit; \
+ ++WEP_COUNT; \
+ register_weapon(id,bit,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,WEPSET_##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,WEPSET_##id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname)
+#endif
+
+#include "all.qh"
+
+#undef WEP_ADD_CVAR_MO_PRI
+#undef WEP_ADD_CVAR_MO_SEC
+#undef WEP_ADD_CVAR_MO_BOTH
+#undef WEP_ADD_CVAR_MO_NONE
+#undef WEP_ADD_CVAR
+#undef WEP_ADD_PROP
+#undef REGISTER_WEAPON
+
+ACCUMULATE_FUNCTION(RegisterWeapons, register_weapons_done);