+#ifndef MENUQC
+#include "calculations.qh"
+#endif
+
+float BOT_PICKUP_RATING_LOW = 2500;
+float BOT_PICKUP_RATING_MID = 5000;
+float BOT_PICKUP_RATING_HIGH = 10000;
+
+float WEP_TYPE_OTHER = 0x00; // not for damaging people
+float WEP_TYPE_SPLASH = 0x01; // splash damage
+float WEP_TYPE_HITSCAN = 0x02; // hitscan
+float WEP_TYPEMASK = 0x0F;
+float WEP_FLAG_CANCLIMB = 0x10; // can be used for movement
+float WEP_FLAG_NORMAL = 0x20; // in "most weapons" set
+float WEP_FLAG_HIDDEN = 0x40; // hides from menu
+float WEP_FLAG_RELOADABLE = 0x80; // can has reload
+float WEP_FLAG_SUPERWEAPON = 0x100; // powerup timer
+float WEP_FLAG_MUTATORBLOCKED = 0x200; // hides from impulse 99 etc. (mutators are allowed to clear this flag)
+
+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_CARRYING = 98304;
+ float IT_BLUE_FLAG_TAKEN = 131072;
+ float IT_BLUE_FLAG_LOST = 262144;
+ float IT_BLUE_FLAG_CARRYING = 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_...
+.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
+// also, weaponinfo ents can act as a WEPSET
+
+
+// ===================
+// Weapon Operations
+// ===================
+#if 1
+# define WEP_MAXCOUNT 24
+// default storage
+.float _WS_weapons;
+# define WEPSET_BIT(a) power2of((a) - WEP_FIRST)
+# define WEPSET_DECLARE_A(a) float _WS_##a
+# define WEPSET_CLEAR_E(e) ((e)._WS_weapons = 0)
+# define WEPSET_CLEAR_A(a) (_WS_##a = 0)
+# define WEPSET_EMPTY_E(e) ((e)._WS_weapons == 0)
+# define WEPSET_EMPTY_A(a) (_WS_##a == 0)
+# define WEPSET_COPY_AS(a) (_WS_##a = getstati(STAT_WEAPONS))
+# define WEPSET_ADDSTAT() addstat(STAT_WEAPONS, AS_INT, _WS_weapons)
+# define WEPSET_WRITE_E(dest,a) WriteInt24_t(dest, (a)._WS_weapons)
+# define WEPSET_WRITE_A(dest,a) WriteInt24_t(dest, _WS_##a)
+# define WEPSET_WRITE_W(dest,a) WriteInt24_t(dest, WEPSET_BIT(a))
+# define WEPSET_READ_E(a) (a)._WS_weapons = ReadInt24_t()
+# define WEPSET_READ_A(a) (_WS_##a) = ReadInt24_t()
+# define WEPSET_OP1_EE(a,b,mergeop,x) ((a)._WS_weapons x (b)._WS_weapons)
+# define WEPSET_OP2_EE(a,b,mergeop,x,y) ((a)._WS_weapons x (b)._WS_weapons y (a)._WS_weapons)
+# define WEPSET_OP1_EA(a,b,mergeop,x) ((a)._WS_weapons x _WS_##b)
+# define WEPSET_OP2_EA(a,b,mergeop,x,y) ((a)._WS_weapons x _WS_##b y (a)._WS_weapons)
+# define WEPSET_OP1_EW(a,b,mergeop,x) ((a)._WS_weapons x WEPSET_BIT(b))
+# define WEPSET_OP2_EW(a,b,mergeop,x,y) ((a)._WS_weapons x WEPSET_BIT(b) y (a)._WS_weapons)
+# define WEPSET_OP1_AE(a,b,mergeop,x) (_WS_##a x (b)._WS_weapons)
+# define WEPSET_OP2_AE(a,b,mergeop,x,y) (_WS_##a x (b)._WS_weapons y _WS_##a)
+# define WEPSET_OP1_AA(a,b,mergeop,x) (_WS_##a x _WS_##b)
+# define WEPSET_OP2_AA(a,b,mergeop,x,y) (_WS_##a x _WS_##b y _WS_##a)
+# define WEPSET_OP1_AW(a,b,mergeop,x) (_WS_##a x WEPSET_BIT(b))
+# define WEPSET_OP2_AW(a,b,mergeop,x,y) (_WS_##a x WEPSET_BIT(b) y _WS_##a)
+#else
+# define WEP_MAXCOUNT 48
+# define WEP_FIRST2 25
+.float _WS1_weapons;
+.float _WS2_weapons;
+# define WEPSET_BIT1(a) (((a) < WEP_FIRST2) ? power2of((a) - WEP_FIRST) : 0)
+# define WEPSET_BIT2(a) (((a) >= WEP_FIRST2) ? power2of((a) - WEP_FIRST2) : 0)
+# define WEPSET_DECLARE_A(a) float _WS1_##a, _WS2_##a
+# define WEPSET_CLEAR_E(e) ((e)._WS1_weapons = (e)._WS2_weapons = 0)
+# define WEPSET_CLEAR_A(a) ((_WS1_##a) = (_WS2_##a) = 0)
+# define WEPSET_EMPTY_E(e) ((e)._WS1_weapons == 0 && (e)._WS2_weapons == 0)
+# define WEPSET_EMPTY_A(a) ((_WS1_##a) == 0 && (_WS2_##a) == 0)
+# define WEPSET_COPY_AS(a) ((_WS1_##a) = getstati(STAT_WEAPONS), (_WS2_##a) = getstati(STAT_WEAPONS2))
+# define WEPSET_ADDSTAT() addstat(STAT_WEAPONS, AS_INT, _WS1_weapons); addstat(STAT_WEAPONS2, AS_INT, _WS2_weapons)
+# define WEPSET_WRITE_E(dest,a) WriteInt24_t(dest, (a)._WS1_weapons); WriteInt24_t(dest, (a)._WS2_weapons)
+# define WEPSET_WRITE_A(dest,a) WriteInt24_t(dest, _WS1_##a); WriteInt24_t(dest, _WS2_##a)
+# define WEPSET_WRITE_W(dest,a) WriteInt24_t(dest, WEPSET_BIT1(a)); WriteInt24_t(dest, WEPSET_BIT2(a))
+# define WEPSET_READ_E(a) (a)._WS1_weapons = ReadInt24_t(); (a)._WS2_weapons = ReadInt24_t()
+# define WEPSET_READ_A(a) (_WS1_##a) = ReadInt24_t(); (_WS2_##a) = ReadInt24_t()
+# define WEPSET_OP1_EE(a,b,mergeop,x) (((a)._WS1_weapons x (b)._WS1_weapons) mergeop ((a)._WS2_weapons x (b)._WS2_weapons))
+# define WEPSET_OP2_EE(a,b,mergeop,x,y) (((a)._WS1_weapons x (b)._WS1_weapons y (a)._WS1_weapons) mergeop ((a)._WS2_weapons x (b)._WS2_weapons y (a)._WS2_weapons))
+# define WEPSET_OP1_EA(a,b,mergeop,x) (((a)._WS1_weapons x _WS1_##b) mergeop ((a)._WS2_weapons x _WS2_##b))
+# define WEPSET_OP2_EA(a,b,mergeop,x,y) (((a)._WS1_weapons x _WS1_##b y (a)._WS1_weapons) mergeop ((a)._WS2_weapons x _WS2_##b y (a)._WS2_weapons))
+# define WEPSET_OP1_EW(a,b,mergeop,x) (((a)._WS1_weapons x WEPSET_BIT1(b)) mergeop ((a)._WS2_weapons x WEPSET_BIT2(b)))
+# define WEPSET_OP2_EW(a,b,mergeop,x,y) (((a)._WS1_weapons x WEPSET_BIT1(b) y (a)._WS1_weapons) mergeop ((a)._WS2_weapons x WEPSET_BIT2(b) y (a)._WS2_weapons))
+# define WEPSET_OP1_AE(a,b,mergeop,x) ((_WS1_##a x (b)._WS1_weapons) mergeop (_WS2_##a x (b)._WS2_weapons))
+# define WEPSET_OP2_AE(a,b,mergeop,x,y) ((_WS1_##a x (b)._WS1_weapons y _WS1_##a) mergeop (_WS2_##a x (b)._WS2_weapons y _WS2_##a))
+# define WEPSET_OP1_AA(a,b,mergeop,x) ((_WS1_##a x _WS1_##b) mergeop (_WS2_##a x _WS2_##b))
+# define WEPSET_OP2_AA(a,b,mergeop,x,y) ((_WS1_##a x _WS1_##b y _WS1_##a) mergeop (_WS2_##a x _WS2_##b y _WS2_##a))
+# define WEPSET_OP1_AW(a,b,mergeop,x) ((_WS1_##a x WEPSET_BIT1(b)) mergeop (_WS2_##a x WEPSET_BIT2(b)))
+# define WEPSET_OP2_AW(a,b,mergeop,x,y) ((_WS1_##a x WEPSET_BIT1(b) y _WS1_##a) mergeop (_WS2_##a x WEPSET_BIT2(b) y _WS2_##a))
+#endif
+
+#define XX ,
+
+#define WEPSET_COPY_EE(a,b) WEPSET_OP1_EE(a,b,XX,=)
+#define WEPSET_EQ_EE(a,b) WEPSET_OP1_EE(a,b,&&,==)
+#define WEPSET_OR_EE(a,b) WEPSET_OP1_EE(a,b,XX,|=)
+#define WEPSET_AND_EE(a,b) WEPSET_OP2_EE(a,b,XX,=,&)
+#define WEPSET_ANDNOT_EE(a,b) WEPSET_OP1_EE(a,b,XX,&~=)
+#define WEPSET_CONTAINS_ANY_EE(a,b) !!(WEPSET_OP1_EE(a,b,||,&))
+#define WEPSET_CONTAINS_ALL_EE(a,b) WEPSET_OP2_EE(b,a,&&,==,&)
+
+#define WEPSET_COPY_EA(a,b) WEPSET_OP1_EA(a,b,XX,=)
+#define WEPSET_EQ_EA(a,b) WEPSET_OP1_EA(a,b,&&,==)
+#define WEPSET_OR_EA(a,b) WEPSET_OP1_EA(a,b,XX,|=)
+#define WEPSET_AND_EA(a,b) WEPSET_OP2_EA(a,b,XX,=,&)
+#define WEPSET_ANDNOT_EA(a,b) WEPSET_OP1_EA(a,b,XX,&~=)
+#define WEPSET_CONTAINS_ANY_EA(a,b) !!(WEPSET_OP1_EA(a,b,||,&))
+#define WEPSET_CONTAINS_ALL_EA(a,b) WEPSET_OP2_EA(b,a,&&,==,&)
+
+#define WEPSET_COPY_EW(a,b) WEPSET_OP1_EW(a,b,XX,=)
+#define WEPSET_EQ_EW(a,b) WEPSET_OP1_EW(a,b,&&,==)
+#define WEPSET_OR_EW(a,b) WEPSET_OP1_EW(a,b,XX,|=)
+#define WEPSET_AND_EW(a,b) WEPSET_OP2_EW(a,b,XX,=,&)
+#define WEPSET_ANDNOT_EW(a,b) WEPSET_OP1_EW(a,b,XX,&~=)
+#define WEPSET_CONTAINS_EW(a,b) !!(WEPSET_OP1_EW(a,b,||,&))
+
+#define WEPSET_COPY_AE(a,b) WEPSET_OP1_AE(a,b,XX,=)
+#define WEPSET_EQ_AE(a,b) WEPSET_OP1_AE(a,b,&&,==)
+#define WEPSET_OR_AE(a,b) WEPSET_OP1_AE(a,b,XX,|=)
+#define WEPSET_AND_AE(a,b) WEPSET_OP2_AE(a,b,XX,=,&)
+#define WEPSET_ANDNOT_AE(a,b) WEPSET_OP1_AE(a,b,XX,&~=)
+#define WEPSET_CONTAINS_ANY_AE(a,b) !!(WEPSET_OP1_AE(a,b,||,&))
+#define WEPSET_CONTAINS_ALL_AE(a,b) WEPSET_OP2_AE(b,a,&&,==,&)
+
+#define WEPSET_COPY_AA(a,b) WEPSET_OP1_AA(a,b,XX,=)
+#define WEPSET_EQ_AA(a,b) WEPSET_OP1_AA(a,b,&&,==)
+#define WEPSET_OR_AA(a,b) WEPSET_OP1_AA(a,b,XX,|=)
+#define WEPSET_AND_AA(a,b) WEPSET_OP2_AA(a,b,XX,=,&)
+#define WEPSET_ANDNOT_AA(a,b) WEPSET_OP1_AA(a,b,XX,&~=)
+#define WEPSET_CONTAINS_ANY_AA(a,b) !!(WEPSET_OP1_AA(a,b,||,&))
+#define WEPSET_CONTAINS_ALL_AA(a,b) WEPSET_OP2_AA(b,a,&&,==,&)
+
+#define WEPSET_COPY_AW(a,b) WEPSET_OP1_AW(a,b,XX,=)
+#define WEPSET_EQ_AW(a,b) WEPSET_OP1_AW(a,b,&&,==)
+#define WEPSET_OR_AW(a,b) WEPSET_OP1_AW(a,b,XX,|=)
+#define WEPSET_AND_AW(a,b) WEPSET_OP2_AW(a,b,XX,=,&)
+#define WEPSET_ANDNOT_AW(a,b) WEPSET_OP1_AW(a,b,XX,&~=)
+#define WEPSET_CONTAINS_AW(a,b) !!(WEPSET_OP1_AW(a,b,||,&))
+
+WEPSET_DECLARE_A(WEPBIT_ALL);
+WEPSET_DECLARE_A(WEPBIT_SUPERWEAPONS);
+
+
+// =====================
+// Weapon Registration
+// =====================
+
+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();
+
+#define WEP_FIRST 1
+float WEP_COUNT;
+float WEP_LAST;
+
+// note: the fabs call is just there to hide "if result is constant" warning
+#define REGISTER_WEAPON_2(id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \
+ float id; \
+ 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,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,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname)
+#endif
+
+#include "all.qh"
+
+#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);
+
+void W_RandomWeapons(entity e, float n);
+
+string W_Name(float weaponid);
+
+float W_AmmoItemCode(float wpn);