X-Git-Url: http://git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fitems.qh;h=5a39d2148c045b1d155250cf8ae71432adbab85a;hp=35cc00232bfd329eab32beeb5907f6707852f7aa;hb=HEAD;hpb=ace43a0b9fc339c80df65741952b07dd2bc5f52f diff --git a/qcsrc/common/items.qh b/qcsrc/common/items.qh deleted file mode 100644 index 35cc00232..000000000 --- a/qcsrc/common/items.qh +++ /dev/null @@ -1,153 +0,0 @@ -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 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; - -// 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 - -// 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; - -// 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 ammo_field; // main ammo field - -// dynamic weapon adding -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(); - -#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 "../server/w_all.qc" - -#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);