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- /*
- ===========================================================================
- Copyright (C) 1999-2005 Id Software, Inc.
-
- This file is part of Quake III Arena source code.
-
- Quake III Arena source code is free software; you can redistribute it
- and/or modify it under the terms of the GNU General Public License as
- published by the Free Software Foundation; either version 2 of the License,
- or (at your option) any later version.
-
- Quake III Arena source code is distributed in the hope that it will be
- useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
-
- You should have received a copy of the GNU General Public License
- along with Foobar; if not, write to the Free Software
- Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
- ===========================================================================
- */
-
- #define INVENTORY_NONE 0
- //armor
- #define INVENTORY_ARMOR 1
- //weapons
- #define INVENTORY_GAUNTLET 4
- #define INVENTORY_SHOTGUN 5
- #define INVENTORY_MACHINEGUN 6
- #define INVENTORY_GRENADELAUNCHER 7
- #define INVENTORY_ROCKETLAUNCHER 8
- #define INVENTORY_LIGHTNING 9
- #define INVENTORY_RAILGUN 10
- #define INVENTORY_PLASMAGUN 11
- #define INVENTORY_BFG10K 13
- #define INVENTORY_GRAPPLINGHOOK 14
- #define INVENTORY_NAILGUN 15
- #define INVENTORY_PROXLAUNCHER 16
- #define INVENTORY_CHAINGUN 17
- //ammo
- #define INVENTORY_SHELLS 18
- #define INVENTORY_BULLETS 19
- #define INVENTORY_GRENADES 20
- #define INVENTORY_CELLS 21
- #define INVENTORY_LIGHTNINGAMMO 22
- #define INVENTORY_ROCKETS 23
- #define INVENTORY_SLUGS 24
- #define INVENTORY_BFGAMMO 25
- #define INVENTORY_NAILS 26
- #define INVENTORY_MINES 27
- #define INVENTORY_BELT 28
- //powerups
- #define INVENTORY_HEALTH 29
- #define INVENTORY_TELEPORTER 30
- #define INVENTORY_MEDKIT 31
- #define INVENTORY_KAMIKAZE 32
- #define INVENTORY_PORTAL 33
- #define INVENTORY_INVULNERABILITY 34
- #define INVENTORY_QUAD 35
- #define INVENTORY_ENVIRONMENTSUIT 36
- #define INVENTORY_HASTE 37
- #define INVENTORY_INVISIBILITY 38
- #define INVENTORY_REGEN 39
- #define INVENTORY_FLIGHT 40
- #define INVENTORY_SCOUT 41
- #define INVENTORY_GUARD 42
- #define INVENTORY_DOUBLER 43
- #define INVENTORY_AMMOREGEN 44
-
- #define INVENTORY_REDFLAG 45
- #define INVENTORY_BLUEFLAG 46
- #define INVENTORY_NEUTRALFLAG 47
- #define INVENTORY_REDCUBE 48
- #define INVENTORY_BLUECUBE 49
- //enemy stuff
- #define ENEMY_HORIZONTAL_DIST 200
- #define ENEMY_HEIGHT 201
- #define NUM_VISIBLE_ENEMIES 202
- #define NUM_VISIBLE_TEAMMATES 203
-
- // if running the mission pack
- #ifdef MISSIONPACK
-
- //#error "running mission pack"
-
- #endif
-
- //item numbers (make sure they are in sync with bg_itemlist in bg_misc.c)
- #define MODELINDEX_ARMORSHARD 1
- #define MODELINDEX_ARMORCOMBAT 2
- #define MODELINDEX_ARMORBODY 3
- #define MODELINDEX_HEALTHSMALL 4
- #define MODELINDEX_HEALTH 5
- #define MODELINDEX_HEALTHLARGE 6
- #define MODELINDEX_HEALTHMEGA 7
-
- #define MODELINDEX_GAUNTLET 8
- #define MODELINDEX_SHOTGUN 9
- #define MODELINDEX_MACHINEGUN 10
- #define MODELINDEX_GRENADELAUNCHER 11
- #define MODELINDEX_ROCKETLAUNCHER 12
- #define MODELINDEX_LIGHTNING 13
- #define MODELINDEX_RAILGUN 14
- #define MODELINDEX_PLASMAGUN 15
- #define MODELINDEX_BFG10K 16
- #define MODELINDEX_GRAPPLINGHOOK 17
-
- #define MODELINDEX_SHELLS 18
- #define MODELINDEX_BULLETS 19
- #define MODELINDEX_GRENADES 20
- #define MODELINDEX_CELLS 21
- #define MODELINDEX_LIGHTNINGAMMO 22
- #define MODELINDEX_ROCKETS 23
- #define MODELINDEX_SLUGS 24
- #define MODELINDEX_BFGAMMO 25
-
- #define MODELINDEX_TELEPORTER 26
- #define MODELINDEX_MEDKIT 27
- #define MODELINDEX_QUAD 28
- #define MODELINDEX_ENVIRONMENTSUIT 29
- #define MODELINDEX_HASTE 30
- #define MODELINDEX_INVISIBILITY 31
- #define MODELINDEX_REGEN 32
- #define MODELINDEX_FLIGHT 33
-
- #define MODELINDEX_REDFLAG 34
- #define MODELINDEX_BLUEFLAG 35
-
- // mission pack only defines
-
- #define MODELINDEX_KAMIKAZE 36
- #define MODELINDEX_PORTAL 37
- #define MODELINDEX_INVULNERABILITY 38
-
- #define MODELINDEX_NAILS 39
- #define MODELINDEX_MINES 40
- #define MODELINDEX_BELT 41
-
- #define MODELINDEX_SCOUT 42
- #define MODELINDEX_GUARD 43
- #define MODELINDEX_DOUBLER 44
- #define MODELINDEX_AMMOREGEN 45
-
- #define MODELINDEX_NEUTRALFLAG 46
- #define MODELINDEX_REDCUBE 47
- #define MODELINDEX_BLUECUBE 48
-
- #define MODELINDEX_NAILGUN 49
- #define MODELINDEX_PROXLAUNCHER 50
- #define MODELINDEX_CHAINGUN 51
-
-
- //
- #define WEAPONINDEX_GAUNTLET 1
- #define WEAPONINDEX_MACHINEGUN 2
- #define WEAPONINDEX_SHOTGUN 3
- #define WEAPONINDEX_GRENADE_LAUNCHER 4
- #define WEAPONINDEX_ROCKET_LAUNCHER 5
- #define WEAPONINDEX_LIGHTNING 6
- #define WEAPONINDEX_RAILGUN 7
- #define WEAPONINDEX_PLASMAGUN 8
- #define WEAPONINDEX_BFG 9
- #define WEAPONINDEX_GRAPPLING_HOOK 10
- #define WEAPONINDEX_NAILGUN 11
- #define WEAPONINDEX_PROXLAUNCHER 12
- #define WEAPONINDEX_CHAINGUN 13
-