Xonotic
sys-pre.qh
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1 #pragma once
2 
3 #define droptofloor builtin_droptofloor
4 
5 #define IT_SHOTGUN _IT_SHOTGUN /* BIT(0) */
6 #define IT_SUPER_SHOTGUN _IT_SUPER_SHOTGUN /* BIT(1) */
7 #define IT_NAILGUN _IT_NAILGUN /* BIT(2) */
8 #define IT_SUPER_NAILGUN _IT_SUPER_NAILGUN /* BIT(3) */
9 #define IT_GRENADE_LAUNCHER _IT_GRENADE_LAUNCHER /* BIT(4) */
10 #define IT_ROCKET_LAUNCHER _IT_ROCKET_LAUNCHER /* BIT(5) */
11 #define IT_LIGHTNING _IT_LIGHTNING /* BIT(6) */
12 #define IT_EXTRA_WEAPON _IT_EXTRA_WEAPON /* BIT(7) */
13 #define IT_SHELLS _IT_SHELLS /* BIT(8) */
14 #define IT_NAILS _IT_NAILS /* BIT(9) */
15 #define IT_ROCKETS _IT_ROCKETS /* BIT(10) */
16 #define IT_CELLS _IT_CELLS /* BIT(11) */
17 #define IT_AXE _IT_AXE /* BIT(12) */
18 #define IT_ARMOR1 _IT_ARMOR1 /* BIT(13) */
19 #define IT_ARMOR2 _IT_ARMOR2 /* BIT(14) */
20 #define IT_ARMOR3 _IT_ARMOR3 /* BIT(15) */
21 #define IT_SUPERHEALTH _IT_SUPERHEALTH /* BIT(16) */
22 #define IT_KEY1 _IT_KEY1 /* BIT(17) */
23 #define IT_KEY2 _IT_KEY2 /* BIT(18) */
24 // FIXME: special meaning when used in client items stat
25 #define IT_INVISIBILITY _IT_INVISIBILITY /* BIT(19) */
26 #define IT_INVULNERABILITY _IT_INVULNERABILITY /* BIT(20) */
27 #define IT_SUIT _IT_SUIT /* BIT(21) */
28 #define IT_QUAD _IT_QUAD /* BIT(22) */
29 
30 #define STATE_TOP _STATE_TOP /* 0 */
31 #define STATE_BOTTOM _STATE_BOTTOM /* 1 */
32 #define STATE_UP _STATE_UP /* 2 */
33 #define STATE_DOWN _STATE_DOWN /* 3 */
34 
35 #pragma noref 1