#include "calculations.qh"
#endif
-const float BOT_PICKUP_RATING_LOW = 2500;
-const float BOT_PICKUP_RATING_MID = 5000;
-const float BOT_PICKUP_RATING_HIGH = 10000;
+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_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 MAX_SHOT_DISTANCE = 32768;
-// weapon requests // WEAPONTODO
-#define WR_SETUP 1 // (SERVER) setup weapon data
-#define WR_THINK 2 // (SERVER) logic to run every frame
-#define WR_CHECKAMMO1 3 // (SERVER) checks ammo for weapon
-#define WR_CHECKAMMO2 4 // (SERVER) checks ammo for weapon
-#define WR_AIM 5 // (SERVER) runs bot aiming code for this weapon
-#define WR_INIT 6 // (BOTH) precaches models/sounds used by this weapon
-#define WR_SUICIDEMESSAGE 7 // (SERVER) notification number for suicide message (may inspect w_deathtype for details)
-#define WR_KILLMESSAGE 8 // (SERVER) notification number for kill message (may inspect w_deathtype for details)
-#define WR_RELOAD 9 // (SERVER) does not need to do anything
-#define WR_RESETPLAYER 10 // (SERVER) does not need to do anything
-#define WR_IMPACTEFFECT 11 // (CLIENT) impact effect
-#define WR_SWITCHABLE 12 // (CLIENT) impact effect
-#define WR_PLAYERDEATH 13 // (SERVER) does not need to do anything
-#define WR_GONETHINK 14 // (SERVER) logic to run every frame, also if no longer having the weapon as long as the switch away has not been performed
-#define WR_CONFIG 15 // (ALL)
-#define WR_ZOOMRETICLE 16 // (CLIENT) weapon specific zoom reticle
-
-// WEAPONTODO
+// weapon requests // WEAPONTODO: give these better descriptions
+const float WR_SETUP = 1; // (SERVER) setup weapon data
+const float WR_THINK = 2; // (SERVER) logic to run every frame
+const float WR_CHECKAMMO1 = 3; // (SERVER) checks ammo for weapon
+const float WR_CHECKAMMO2 = 4; // (SERVER) checks ammo for weapon
+const float WR_AIM = 5; // (SERVER) runs bot aiming code for this weapon
+const float WR_INIT = 6; // (BOTH) precaches models/sounds used by this weapon
+const float WR_SUICIDEMESSAGE = 7; // (SERVER) notification number for suicide message (may inspect w_deathtype for details)
+const float WR_KILLMESSAGE = 8; // (SERVER) notification number for kill message (may inspect w_deathtype for details)
+const float WR_RELOAD = 9; // (SERVER) does not need to do anything
+const float WR_RESETPLAYER = 10; // (SERVER) does not need to do anything
+const float WR_IMPACTEFFECT = 11; // (CLIENT) impact effect
+const float WR_SWITCHABLE = 12; // (CLIENT) impact effect
+const float WR_PLAYERDEATH = 13; // (SERVER) does not need to do anything
+const float WR_GONETHINK = 14; // (SERVER) logic to run every frame, also if no longer having the weapon as long as the switch away has not been performed
+const float WR_CONFIG = 15; // (ALL)
+const float WR_ZOOMRETICLE = 16; // (CLIENT) weapon specific zoom reticle
+
#define WANT_CONST /* we WANT these to be constant, but it conflicts with the declaration in dpdefs/progsdefs.qc */
-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
+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
// where is 64... ?
-const float IT_FUEL = 128;
-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_STRENGTH = 8192;
-const float IT_INVINCIBLE = 16384;
-const float IT_HEALTH = 32768;
-// union:
+const float IT_FUEL = 128;
+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_STRENGTH = 8192;
+const float IT_INVINCIBLE = 16384;
+const float IT_HEALTH = 32768;
+
+// shared value space (union):
// for items:
- WANT_CONST float IT_KEY1 = 131072;
- WANT_CONST float IT_KEY2 = 262144;
+ 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;
+ 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_CARRYIN = 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 IT_5HP = 524288;
+const float IT_25HP = 1048576;
+const float IT_ARMOR_SHARD = 2097152;
+const float IT_ARMOR = 4194304;
+
+// item masks
+const float IT_AMMO = 3968; // IT_FUEL | IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS;
+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