X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fitems.qh;h=c98ff786b9cb9c12ceaa380907930d2f0334d7bd;hb=afe516adadb6bd8bc62a333b29064db24c73c6b5;hp=62f2d8551e7c58716280895cd8c7bbc0ce531745;hpb=0c6fc307c63947463f12d20b1774b714b54d846f;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/items.qh b/qcsrc/common/items.qh index 62f2d8551..c98ff786b 100644 --- a/qcsrc/common/items.qh +++ b/qcsrc/common/items.qh @@ -2,13 +2,14 @@ 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_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; // when this bit is set, using a weapon does not reduce ammo. Checkpoints can give this powerup. @@ -53,7 +54,6 @@ float AMMO_COUNT = 4; // amount of ammo types to show in the inventory panel // variables: string weaponorder_byid; -string weaponorder_byimpulse; // functions: entity get_weaponinfo(float id); @@ -61,6 +61,14 @@ 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_... @@ -74,8 +82,7 @@ string W_NumberWeaponOrder(string order); .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); @@ -111,3 +118,11 @@ float WEPBIT_ALL; #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);