.float ammo_rockets;
.float ammo_cells;
.float ammo_fuel;
-.float ammo_batteries; // dummy
+.float ammo_none;
+.float ammo_broken; // dummy
// entity properties of weaponinfo:
.float weapon; // WEP_...
.float impulse; // weapon impulse
.float bot_pickupbasevalue; // bot weapon priority
.string model2; // wpn- sprite name
-..float ammo_field; // main ammo field
+..float current_ammo; // main ammo field
// other useful macros
#define WEP_ACTION(wpn,wrequest) (get_weaponinfo(wpn)).weapon_func(wrequest)
// Weapon Registration
// =====================
-#define MO_NONE 0
-#define MO_PRI 1
-#define MO_SEC 2
-#define MO_BOTH 3
-
// create cvars for weapon settings
-#define WEP_ADD_CVAR_MO_PRI(wepname,name) final float autocvar_g_balance_##wepname##_primary_##name;
-#define WEP_ADD_CVAR_MO_SEC(wepname,name) final float autocvar_g_balance_##wepname##_secondary_##name;
-#define WEP_ADD_CVAR_MO_BOTH(wepname,name) \
+#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_MO_NONE(wepname,name) final float autocvar_g_balance_##wepname##_##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,prop,name) \
- .float ##prop; \
- final float autocvar_g_balance_##wepname##_##name;
+#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,mode,name) ((mode == MO_PRI) ? WEP_CVAR_PRI(wepname, name) : WEP_CVAR_SEC(wepname, 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,prop,name) get_weaponinfo(##wepid).##prop = autocvar_g_balance_##wepname##_##name;
+#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_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