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.
float WEP_LAST;
#define WEP_MAXCOUNT 24
float WEPBIT_ALL;
+float WEPBIT_SUPERWEAPONS;
#define REGISTER_WEAPON_2(id,bit,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \
float id; \
float bit; \
{ \
WEP_LAST = (id = WEP_FIRST + WEP_COUNT); \
WEPBIT_ALL |= (bit = power2of(WEP_COUNT)); \
+ if(ammotype & IT_SUPERWEAPON) \
+ WEPBIT_SUPERWEAPONS |= (bit = power2of(WEP_COUNT)); \
++WEP_COUNT; \
register_weapon(id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname); \
} \