bool HUD_Radar_Clickable();
void HUD_Radar_Mouse();
-REGISTRY(hud_panels, 24)
+REGISTRY(hud_panels, BITS(6))
REGISTER_REGISTRY(Registerhud_panels)
#define REGISTER_HUD_PANEL(id, draw_func, name, configflags, showflags) \
#include "../teams.qh"
#include "../util.qh"
-REGISTRY(Buffs, BIT(4))
+REGISTRY(Buffs, BITS(4))
REGISTER_REGISTRY(RegisterBuffs)
#define REGISTER_BUFF(id) \
#define COMMON_COMMANDS_ALL_H
#include "command.qh"
-REGISTRY(GENERIC_COMMANDS, 50)
+REGISTRY(GENERIC_COMMANDS, BITS(7))
REGISTER_REGISTRY(RegisterGENERIC_COMMANDS)
REGISTRY_SORT(GENERIC_COMMANDS, m_name, 0)
#include "../notifications.qh"
-REGISTRY(Deathtypes, 100)
+REGISTRY(Deathtypes, BITS(8))
REGISTER_REGISTRY(RegisterDeathtypes)
.entity death_msgself;
void Send_Effect_(string eff_name, vector eff_loc, vector eff_vel, int eff_cnt);
#endif
-REGISTRY(Effects, BIT(8))
+REGISTRY(Effects, BITS(8))
REGISTER_REGISTRY(RegisterEffects)
#define EFFECT(istrail, name, realname) \
REGISTER(RegisterEffects, EFFECT, Effects, name, m_id, Create_Effect_Entity(realname, istrail));
}
-REGISTRY(EffectInfos, BIT(9))
+REGISTRY(EffectInfos, BITS(9))
REGISTER_REGISTRY(RegisterEffectInfos)
#define EFFECTINFO(name) \
[[accumulate]] void effectinfo_##name(EffectInfoGroup parent, EffectInfo this) { } \
#include "item.qh"
-REGISTRY(Items, BIT(5))
+REGISTRY(Items, BITS(5))
REGISTER_REGISTRY(RegisterItems)
/** If you register a new item, make sure to add it to all.inc */
#define REGISTER_ITEM(id, class) REGISTER(RegisterItems, ITEM, Items, id, m_id, NEW(class))
}
ENDCLASS(Gametype)
-REGISTRY(Gametypes, BIT(4))
+REGISTRY(Gametypes, BITS(4))
REGISTER_REGISTRY(RegisterGametypes)
int MAPINFO_TYPE_ALL;
#define REGISTER_GAMETYPE(hname, sname, g_name, NAME, gteamplay, mutators, defaults, gdescription) \
while( (entityvar = findentity(entityvar,owner,active_minigame)) )
-REGISTRY(Minigames, BIT(3))
+REGISTRY(Minigames, BITS(3))
REGISTER_REGISTRY(RegisterMinigames)
#define REGISTER_MINIGAME(name,nicename) \
REGISTER(RegisterMinigames, MINIGAME, Minigames, name, m_id, spawn()); \
bool minigame_SendEntity(entity this, entity to, int sf);
-REGISTRY(Minigames, BIT(3))
+REGISTRY(Minigames, BITS(3))
REGISTER_REGISTRY(RegisterMinigames)
#define REGISTER_MINIGAME(name,nicename) \
REGISTER(RegisterMinigames, MINIGAME, Minigames, name, m_id, spawn()); \
#include "model.qh"
-REGISTRY(Models, BIT(9))
+REGISTRY(Models, BITS(9))
REGISTER_REGISTRY(RegisterModels)
#define MODEL(name, path) \
#include "monster.qh"
-REGISTRY(Monsters, BIT(4))
+REGISTRY(Monsters, BITS(4))
REGISTER_REGISTRY(RegisterMonsters)
const int MON_FIRST = 1;
#define MON_LAST (Monsters_COUNT - 1)
#include "waypointsprites.qh"
-REGISTRY(Waypoints, BIT(6))
+REGISTRY(Waypoints, BITS(6))
REGISTER_REGISTRY(RegisterWaypoints)
/** If you register a new waypoint, make sure to add it to all.inc */
#define REGISTER_WAYPOINT_(id, init) REGISTER(RegisterWaypoints, WP, Waypoints, id, m_id, init)
const int PROJECTILE_NADE_MONSTER = 82;
const int PROJECTILE_NADE_MONSTER_BURN = 83;
-REGISTRY(Nades, BIT(3))
+REGISTRY(Nades, BITS(4))
REGISTER_REGISTRY(RegisterNades)
#define REGISTER_NADE(id) REGISTER(RegisterNades, NADE_TYPE, Nades, id, m_id, NEW(Nade))
#include "turret.qh"
-REGISTRY(Turrets, BIT(5))
+REGISTRY(Turrets, BITS(5))
REGISTER_REGISTRY(RegisterTurrets)
#include "vehicle.qh"
-REGISTRY(Vehicles, BIT(3))
+REGISTRY(Vehicles, BITS(3))
REGISTER_REGISTRY(RegisterVehicles)
const int VEH_FIRST = 1;
#define VEH_LAST (Vehicles_COUNT - 1)
}
#endif
-REGISTRY(LinkedEntities, BIT(0))
+REGISTRY(LinkedEntities, BITS(4))
REGISTER_REGISTRY(RegisterLinkedEntities)
REGISTRY_SORT(LinkedEntities, netname, 0)
STATIC_INIT(RegisterLinkedEntities_renumber)
}
#endif
-REGISTRY(TempEntities, BIT(0))
+REGISTRY(TempEntities, BITS(4))
REGISTER_REGISTRY(RegisterTempEntities)
REGISTRY_SORT(TempEntities, netname, 0)
STATIC_INIT(RegisterTempEntities_renumber)
#include "xonotic/tab.qc"
-REGISTRY(Settings, BIT(3))
+REGISTRY(Settings, BITS(3))
REGISTER_REGISTRY(RegisterSettings)
#define REGISTER_SETTINGS(id, impl) \
LAZY_NEW(id, impl) \