+++ /dev/null
-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;
-
-// 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;
-
-// 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);