/* fullname */ _("Arc")
);
-#define ARC_SETTINGS(w_cvar,w_prop) ARC_SETTINGS_LIST(w_cvar, w_prop, WEP_ARC, arc)
+#define ARC_SETTINGS(w_cvar,w_prop) ARC_SETTINGS_LIST(w_cvar, w_prop, ARC, arc)
#define ARC_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
w_cvar(id, sn, MO_BOTH, ammo) \
w_cvar(id, sn, MO_PRI, animtime) \
/* fullname */ _("Blaster")
);
-#define BLASTER_SETTINGS(w_cvar,w_prop) BLASTER_SETTINGS_LIST(w_cvar, w_prop, WEP_BLASTER, blaster)
+#define BLASTER_SETTINGS(w_cvar,w_prop) BLASTER_SETTINGS_LIST(w_cvar, w_prop, BLASTER, blaster)
#define BLASTER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
w_cvar(id, sn, MO_BOTH, animtime) \
w_cvar(id, sn, MO_BOTH, damage) \
/* fullname */ _("Crylink")
);
-#define CRYLINK_SETTINGS(w_cvar,w_prop) CRYLINK_SETTINGS_LIST(w_cvar, w_prop, WEP_CRYLINK, crylink)
+#define CRYLINK_SETTINGS(w_cvar,w_prop) CRYLINK_SETTINGS_LIST(w_cvar, w_prop, CRYLINK, crylink)
#define CRYLINK_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
w_cvar(id, sn, MO_BOTH, ammo) \
w_cvar(id, sn, MO_BOTH, animtime) \
/* fullname */ _("Devastator")
);
-#define DEVASTATOR_SETTINGS(w_cvar,w_prop) DEVASTATOR_SETTINGS_LIST(w_cvar, w_prop, WEP_DEVASTATOR, devastator)
+#define DEVASTATOR_SETTINGS(w_cvar,w_prop) DEVASTATOR_SETTINGS_LIST(w_cvar, w_prop, DEVASTATOR, devastator)
#define DEVASTATOR_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
w_cvar(id, sn, MO_NONE, ammo) \
w_cvar(id, sn, MO_NONE, animtime) \
/* fullname */ _("Electro")
);
-#define ELECTRO_SETTINGS(w_cvar,w_prop) ELECTRO_SETTINGS_LIST(w_cvar, w_prop, WEP_ELECTRO, electro)
+#define ELECTRO_SETTINGS(w_cvar,w_prop) ELECTRO_SETTINGS_LIST(w_cvar, w_prop, ELECTRO, electro)
#define ELECTRO_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
w_cvar(id, sn, MO_BOTH, ammo) \
w_cvar(id, sn, MO_BOTH, animtime) \
/* fullname */ _("Fireball")
);
-#define FIREBALL_SETTINGS(w_cvar,w_prop) FIREBALL_SETTINGS_LIST(w_cvar, w_prop, WEP_FIREBALL, fireball)
+#define FIREBALL_SETTINGS(w_cvar,w_prop) FIREBALL_SETTINGS_LIST(w_cvar, w_prop, FIREBALL, fireball)
#define FIREBALL_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
w_cvar(id, sn, MO_BOTH, animtime) \
w_cvar(id, sn, MO_BOTH, refire) \
/* fullname */ _("Hagar")
);
-#define HAGAR_SETTINGS(w_cvar,w_prop) HAGAR_SETTINGS_LIST(w_cvar, w_prop, WEP_HAGAR, hagar)
+#define HAGAR_SETTINGS(w_cvar,w_prop) HAGAR_SETTINGS_LIST(w_cvar, w_prop, HAGAR, hagar)
#define HAGAR_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
w_cvar(id, sn, MO_BOTH, ammo) \
w_cvar(id, sn, MO_BOTH, damage) \
/* fullname */ _("Heavy Laser Assault Cannon")
);
-#define HLAC_SETTINGS(w_cvar,w_prop) HLAC_SETTINGS_LIST(w_cvar, w_prop, WEP_HLAC, hlac)
+#define HLAC_SETTINGS(w_cvar,w_prop) HLAC_SETTINGS_LIST(w_cvar, w_prop, HLAC, hlac)
#define HLAC_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
w_cvar(id, sn, MO_BOTH, ammo) \
w_cvar(id, sn, MO_BOTH, animtime) \
/* fullname */ _("Grappling Hook")
);
-#define HOOK_SETTINGS(w_cvar,w_prop) HOOK_SETTINGS_LIST(w_cvar, w_prop, WEP_HOOK, hook)
+#define HOOK_SETTINGS(w_cvar,w_prop) HOOK_SETTINGS_LIST(w_cvar, w_prop, HOOK, hook)
#define HOOK_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
w_cvar(id, sn, MO_BOTH, animtime) \
w_cvar(id, sn, MO_BOTH, ammo) \
/* fullname */ _("Machine Gun")
);
-#define UZI_SETTINGS(w_cvar,w_prop) UZI_SETTINGS_LIST(w_cvar, w_prop, WEP_UZI, uzi)
+#define UZI_SETTINGS(w_cvar,w_prop) UZI_SETTINGS_LIST(w_cvar, w_prop, UZI, uzi)
#define UZI_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
w_cvar(id, sn, MO_NONE, speed) \
w_cvar(id, sn, MO_NONE, spread_min) \
/* netname */ "minelayer",
/* fullname */ _("Mine Layer")
);
-#define MINELAYER_SETTINGS(w_cvar,w_prop) MINELAYER_SETTINGS_LIST(w_cvar, w_prop, WEP_MINE_LAYER, minelayer)
+
+#define MINELAYER_SETTINGS(w_cvar,w_prop) MINELAYER_SETTINGS_LIST(w_cvar, w_prop, MINE_LAYER, minelayer)
#define MINELAYER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
w_cvar(id, sn, MO_NONE, ammo) \
w_cvar(id, sn, MO_NONE, animtime) \
/* fullname */ _("MinstaNex")
);
-#define MINSTANEX_SETTINGS(w_cvar,w_prop) MINSTANEX_SETTINGS_LIST(w_cvar, w_prop, WEP_MINSTANEX, minstanex)
+#define MINSTANEX_SETTINGS(w_cvar,w_prop) MINSTANEX_SETTINGS_LIST(w_cvar, w_prop, MINSTANEX, minstanex)
#define MINSTANEX_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
w_cvar(id, sn, MO_PRI, ammo) \
w_cvar(id, sn, MO_PRI, animtime) \
/* fullname */ _("Mortar")
);
-#define MORTAR_SETTINGS(w_cvar,w_prop) MORTAR_SETTINGS_LIST(w_cvar, w_prop, WEP_MORTAR, mortar)
+#define MORTAR_SETTINGS(w_cvar,w_prop) MORTAR_SETTINGS_LIST(w_cvar, w_prop, MORTAR, mortar)
#define MORTAR_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
w_cvar(id, sn, MO_BOTH, ammo) \
w_cvar(id, sn, MO_BOTH, animtime) \
/* fullname */ _("Nex")
);
-#define NEX_SETTINGS(w_cvar,w_prop) NEX_SETTINGS_LIST(w_cvar, w_prop, WEP_NEX, nex)
+#define NEX_SETTINGS(w_cvar,w_prop) NEX_SETTINGS_LIST(w_cvar, w_prop, NEX, nex)
#define NEX_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
w_cvar(id, sn, MO_BOTH, ammo) \
w_cvar(id, sn, MO_BOTH, animtime) \
/* fullname */ _("Port-O-Launch")
);
-#define PORTO_SETTINGS(w_cvar,w_prop) PORTO_SETTINGS_LIST(w_cvar, w_prop, WEP_PORTO, porto)
+#define PORTO_SETTINGS(w_cvar,w_prop) PORTO_SETTINGS_LIST(w_cvar, w_prop, PORTO, porto)
#define PORTO_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
w_cvar(id, sn, MO_BOTH, animtime) \
w_cvar(id, sn, MO_BOTH, lifetime) \
/* netname */ "rifle",
/* fullname */ _("Rifle")
);
-#define RIFLE_SETTINGS(w_cvar,w_prop) RIFLE_SETTINGS_LIST(w_cvar, w_prop, WEP_RIFLE, rifle)
+
+#define RIFLE_SETTINGS(w_cvar,w_prop) RIFLE_SETTINGS_LIST(w_cvar, w_prop, RIFLE, rifle)
#define RIFLE_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
w_cvar(id, sn, MO_BOTH, ammo) \
w_cvar(id, sn, MO_BOTH, animtime) \
/* fullname */ _("T.A.G. Seeker")
);
-#define SEEKER_SETTINGS(w_cvar,w_prop) SEEKER_SETTINGS_LIST(w_cvar, w_prop, WEP_SEEKER, seeker)
+#define SEEKER_SETTINGS(w_cvar,w_prop) SEEKER_SETTINGS_LIST(w_cvar, w_prop, SEEKER, seeker)
#define SEEKER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
w_cvar(id, sn, MO_NONE, type) \
w_cvar(id, sn, MO_NONE, flac_ammo) \
/* fullname */ _("Shockwave")
);
-#define SHOCKWAVE_SETTINGS(w_cvar,w_prop) SHOCKWAVE_SETTINGS_LIST(w_cvar, w_prop, WEP_SHOCKWAVE, shockwave)
+#define SHOCKWAVE_SETTINGS(w_cvar,w_prop) SHOCKWAVE_SETTINGS_LIST(w_cvar, w_prop, SHOCKWAVE, shockwave)
#define SHOCKWAVE_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
w_cvar(id, sn, MO_NONE, blast_damage) \
w_cvar(id, sn, MO_NONE, blast_distance) \
/* fullname */ _("@!#%'n Tuba")
);
-#define TUBA_SETTINGS(w_cvar,w_prop) TUBA_SETTINGS_LIST(w_cvar, w_prop, WEP_TUBA, tuba)
+#define TUBA_SETTINGS(w_cvar,w_prop) TUBA_SETTINGS_LIST(w_cvar, w_prop, TUBA, tuba)
#define TUBA_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
w_cvar(id, sn, MO_NONE, animtime) \
w_cvar(id, sn, MO_NONE, attenuation) \
// set initialization values for weapon settings
#define WEP_SKIPCVAR(unuseda,unusedb,unusedc,unusedd) /* skip cvars */
-#define WEP_SET_PROP(wepid,wepname,type,prop,name) get_weaponinfo(##wepid).##prop = autocvar_g_balance_##wepname##_##name;
+#define WEP_SET_PROP(wepid,wepname,type,prop,name) get_weaponinfo(WEP_##wepid).##prop = autocvar_g_balance_##wepname##_##name;
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);