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authorMikko Tiusanen <ams@daug.net>2014-08-01 02:22:13 +0300
committerMikko Tiusanen <ams@daug.net>2014-08-01 03:26:03 +0300
commitdf45dd254c4b26f3e0fdb140e370e532f626f8f1 (patch)
tree030e17c67cbb5129c5b916c35e9df6be71106922 /src/game/bg_misc.c
parent7e2230cfbd419119ebb06b739a8d3949a563eb73 (diff)
Added support for 5 stages instead of the traditional 3.
Diffstat (limited to 'src/game/bg_misc.c')
-rw-r--r--src/game/bg_misc.c258
1 files changed, 132 insertions, 126 deletions
diff --git a/src/game/bg_misc.c b/src/game/bg_misc.c
index 9daed0b..71f5507 100644
--- a/src/game/bg_misc.c
+++ b/src/game/bg_misc.c
@@ -37,6 +37,12 @@ void trap_FS_FCloseFile( fileHandle_t f );
void trap_FS_Seek( fileHandle_t f, long offset, fsOrigin_t origin ); // fsOrigin_t
int trap_FS_GetFileList( const char *path, const char *extension, char *listbuf, int bufsize );
+#define STAGE_GE_5 ((1 << S5))
+#define STAGE_GE_4 ((1 << S4) | STAGE_GE_5)
+#define STAGE_GE_3 ((1 << S3) | STAGE_GE_4)
+#define STAGE_GE_2 ((1 << S2) | STAGE_GE_3)
+#define STAGE_GE_1 ((1 << S1) | STAGE_GE_2)
+
static const buildableAttributes_t bg_buildableList[ ] =
{
//ALIEN BUILDINGS
@@ -51,7 +57,7 @@ static const buildableAttributes_t bg_buildableList[ ] =
TR_GRAVITY, //trType_t traj;
0.0, //float bounce;
ASPAWN_BP, //int buildPoints;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_1, //int stages
ASPAWN_HEALTH, //int health;
ASPAWN_REGEN, //int regenRate;
ASPAWN_SPLASHDAMAGE, //int splashDamage;
@@ -86,7 +92,7 @@ static const buildableAttributes_t bg_buildableList[ ] =
TR_GRAVITY, //trType_t traj;
0.0, //float bounce;
OVERMIND_BP, //int buildPoints;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_1, //int stages
OVERMIND_HEALTH, //int health;
OVERMIND_REGEN, //int regenRate;
OVERMIND_SPLASHDAMAGE, //int splashDamage;
@@ -121,7 +127,7 @@ static const buildableAttributes_t bg_buildableList[ ] =
TR_GRAVITY, //trType_t traj;
0.0, //float bounce;
BARRICADE_BP, //int buildPoints;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_1, //int stages
BARRICADE_HEALTH, //int health;
BARRICADE_REGEN, //int regenRate;
BARRICADE_SPLASHDAMAGE,//int splashDamage;
@@ -156,7 +162,7 @@ static const buildableAttributes_t bg_buildableList[ ] =
TR_GRAVITY, //trType_t traj;
0.0, //float bounce;
ACIDTUBE_BP, //int buildPoints;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_1, //int stages
ACIDTUBE_HEALTH, //int health;
ACIDTUBE_REGEN, //int regenRate;
ACIDTUBE_SPLASHDAMAGE, //int splashDamage;
@@ -191,7 +197,7 @@ static const buildableAttributes_t bg_buildableList[ ] =
TR_GRAVITY, //trType_t traj;
0.0, //float bounce;
TRAPPER_BP, //int buildPoints;
- ( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_2, //int stages
TRAPPER_HEALTH, //int health;
TRAPPER_REGEN, //int regenRate;
TRAPPER_SPLASHDAMAGE, //int splashDamage;
@@ -227,7 +233,7 @@ static const buildableAttributes_t bg_buildableList[ ] =
TR_GRAVITY, //trType_t traj;
0.0, //float bounce;
BOOSTER_BP, //int buildPoints;
- ( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_3, //int stages
BOOSTER_HEALTH, //int health;
BOOSTER_REGEN, //int regenRate;
BOOSTER_SPLASHDAMAGE, //int splashDamage;
@@ -261,7 +267,7 @@ static const buildableAttributes_t bg_buildableList[ ] =
TR_GRAVITY, //trType_t traj;
0.0, //float bounce;
HIVE_BP, //int buildPoints;
- ( 1 << S3 ), //int stages
+ STAGE_GE_4, //int stages
HIVE_HEALTH, //int health;
HIVE_REGEN, //int regenRate;
HIVE_SPLASHDAMAGE, //int splashDamage;
@@ -295,7 +301,7 @@ static const buildableAttributes_t bg_buildableList[ ] =
TR_GRAVITY, //trType_t traj;
0, //float bounce;
PANZER_SMALL_BP, //int buildPoints;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_1, //int stages
PANZER_SMALL_HEALTH, //int health;
PANZER_SMALL_REGEN, //int regenRate;
PANZER_SMALL_SPLASHDAMAGE, //int splashDamage;
@@ -329,7 +335,7 @@ static const buildableAttributes_t bg_buildableList[ ] =
TR_GRAVITY, //trType_t traj;
0, //float bounce;
PANZER_MEDIUM_BP, //int buildPoints;
- ( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_3, //int stages
PANZER_MEDIUM_HEALTH, //int health;
PANZER_MEDIUM_REGEN, //int regenRate;
PANZER_MEDIUM_SPLASHDAMAGE, //int splashDamage;
@@ -363,7 +369,7 @@ static const buildableAttributes_t bg_buildableList[ ] =
TR_GRAVITY, //trType_t traj;
0, //float bounce;
PANZER_LARGE_BP, //int buildPoints;
- ( 1 << S3 ), //int stages
+ STAGE_GE_4, //int stages
PANZER_LARGE_HEALTH, //int health;
PANZER_LARGE_REGEN, //int regenRate;
PANZER_LARGE_SPLASHDAMAGE, //int splashDamage;
@@ -397,7 +403,7 @@ static const buildableAttributes_t bg_buildableList[ ] =
TR_GRAVITY, //trType_t traj;
0, //float bounce;
TENDON_SMALL_BP, //int buildPoints;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_1, //int stages
TENDON_SMALL_HEALTH, //int health;
TENDON_SMALL_REGEN, //int regenRate;
TENDON_SMALL_SPLASHDAMAGE, //int splashDamage;
@@ -432,7 +438,7 @@ static const buildableAttributes_t bg_buildableList[ ] =
TR_GRAVITY, //trType_t traj;
0.0, //float bounce;
TENDON_MEDIUM_BP, //int buildPoints;
- ( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_2, //int stages
TENDON_MEDIUM_HEALTH, //int health;
TENDON_MEDIUM_REGEN, //int regenRate;
TENDON_MEDIUM_SPLASHDAMAGE, //int splashDamage;
@@ -467,7 +473,7 @@ static const buildableAttributes_t bg_buildableList[ ] =
TR_GRAVITY, //trType_t traj;
0, //float bounce;
TENDON_LARGE_BP, //int buildPoints;
- ( 1 << S3 ), //int stages
+ STAGE_GE_3, //int stages
TENDON_LARGE_HEALTH, //int health;
TENDON_LARGE_REGEN, //int regenRate;
TENDON_LARGE_SPLASHDAMAGE, //int splashDamage;
@@ -503,7 +509,7 @@ static const buildableAttributes_t bg_buildableList[ ] =
TR_GRAVITY, //trType_t traj;
0, //float bounce;
NET_BP, //int buildPoints;
- ( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_3, //int stages
NET_HEALTH, //int health;
NET_REGEN, //int regenRate;
NET_SPLASHDAMAGE, //int splashDamage;
@@ -539,7 +545,7 @@ static const buildableAttributes_t bg_buildableList[ ] =
TR_GRAVITY, //trType_t traj;
0, //float bounce;
NET_SPIKE_BP, //int buildPoints;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_1, //int stages
NET_SPIKE_HEALTH, //int health;
NET_SPIKE_REGEN, //int regenRate;
NET_SPIKE_SPLASHDAMAGE, //int splashDamage;
@@ -576,7 +582,7 @@ static const buildableAttributes_t bg_buildableList[ ] =
TR_GRAVITY, //trType_t traj;
0, //float bounce;
INFESTATION_SLIME_BP, //int buildPoints;
- ( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_5, //int stages
INFESTATION_SLIME_HEALTH, //int health;
INFESTATION_SLIME_REGEN, //int regenRate;
INFESTATION_SLIME_SPLASHDAMAGE, //int splashDamage;
@@ -611,7 +617,7 @@ static const buildableAttributes_t bg_buildableList[ ] =
TR_GRAVITY, //trType_t traj;
0, //float bounce;
INFESTATION_THICKET_BP, //int buildPoints;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_1, //int stages
INFESTATION_THICKET_HEALTH, //int health;
INFESTATION_THICKET_REGEN, //int regenRate;
INFESTATION_THICKET_SPLASHDAMAGE, //int splashDamage;
@@ -647,7 +653,7 @@ static const buildableAttributes_t bg_buildableList[ ] =
TR_GRAVITY, //trType_t traj;
0.0, //float bounce;
INFESTATION_BLISTER_BP, //int buildPoints;
- ( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_2, //int stages
INFESTATION_BLISTER_HEALTH, //int health;
INFESTATION_BLISTER_REGEN, //int regenRate;
INFESTATION_BLISTER_SPLASHDAMAGE, //int splashDamage;
@@ -684,7 +690,7 @@ static const buildableAttributes_t bg_buildableList[ ] =
TR_GRAVITY, //trType_t traj;
0.0, //float bounce;
REFLECTOR_BP, //int buildPoints;
- ( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_3, //int stages
REFLECTOR_HEALTH, //int health;
REFLECTOR_REGEN, //int regenRate;
REFLECTOR_SPLASHDAMAGE, //int splashDamage;
@@ -717,8 +723,8 @@ static const buildableAttributes_t bg_buildableList[ ] =
"team_alien_muscle", //char *entityName;
TR_GRAVITY, //trType_t traj;
0, //float bounce;
- MUSCLE_BP, //int buildPoints;
- ( 1 << S2 )|( 1 << S3 ), //int stages
+ MUSCLE_BP, //int buildPoints;
+ STAGE_GE_2, //int stages
MUSCLE_HEALTH, //int health;
MUSCLE_REGEN, //int regenRate;
MUSCLE_SPLASHDAMAGE, //int splashDamage;
@@ -753,7 +759,7 @@ static const buildableAttributes_t bg_buildableList[ ] =
TR_GRAVITY, //trType_t traj;
0.0, //float bounce;
SPITEFUL_ABCESS_BP, //int buildPoints;
- ( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_2, //int stages
SPITEFUL_ABCESS_HEALTH, //int health;
SPITEFUL_ABCESS_REGEN, //int regenRate;
SPITEFUL_ABCESS_SPLASHDAMAGE, //int splashDamage;
@@ -789,7 +795,7 @@ static const buildableAttributes_t bg_buildableList[ ] =
TR_GRAVITY, //trType_t traj;
0, //float bounce;
COCOON_BP, //int buildPoints;
- ( 1 << S3 ), //int stages
+ STAGE_GE_4, //int stages
COCOON_HEALTH, //int health;
COCOON_REGEN, //int regenRate;
COCOON_SPLASHDAMAGE, //int splashDamage;
@@ -823,7 +829,7 @@ static const buildableAttributes_t bg_buildableList[ ] =
TR_GRAVITY, //trType_t traj;
0.0, //float bounce;
ORGANIC_BULB_BP, //int buildPoints;
- ( 1 << S3 ), //int stages
+ STAGE_GE_3, //int stages
ORGANIC_BULB_HEALTH, //int health;
ORGANIC_BULB_REGEN, //int regenRate;
ORGANIC_BULB_SPLASHDAMAGE, //int splashDamage;
@@ -858,7 +864,7 @@ static const buildableAttributes_t bg_buildableList[ ] =
TR_GRAVITY, //trType_t traj;
0.0, //float bounce;
POD_BP, //int buildPoints;
- ( 1 << S3 ), //int stages
+ STAGE_GE_4, //int stages
POD_HEALTH, //int health;
POD_REGEN, //int regenRate;
POD_SPLASHDAMAGE, //int splashDamage;
@@ -892,7 +898,7 @@ static const buildableAttributes_t bg_buildableList[ ] =
TR_GRAVITY, //trType_t traj;
0.0, //float bounce;
POD_STUMP_BP, //int buildPoints;
- ( 1 << S3 ), //int stages
+ STAGE_GE_4, //int stages
POD_STUMP_HEALTH, //int health;
POD_STUMP_REGEN, //int regenRate;
POD_STUMP_SPLASHDAMAGE, //int splashDamage;
@@ -925,7 +931,7 @@ static const buildableAttributes_t bg_buildableList[ ] =
TR_GRAVITY, //trType_t traj;
0.0, //float bounce;
CREEPCOLONY_BP, //int buildPoints;
- ( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_3, //int stages
CREEPCOLONY_HEALTH, //int health;
CREEPCOLONY_REGEN, //int regenRate;
CREEPCOLONY_SPLASHDAMAGE, //int splashDamage;
@@ -962,13 +968,13 @@ static const buildableAttributes_t bg_buildableList[ ] =
TR_GRAVITY, //trType_t traj;
0.0, //float bounce;
HSPAWN_BP, //int buildPoints;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_1, //int stages
HSPAWN_HEALTH, //int health;
0, //int regenRate;
HSPAWN_SPLASHDAMAGE, //int splashDamage;
HSPAWN_SPLASHRADIUS, //int splashRadius;
MOD_HSPAWN, //int meansOfDeath;
- TEAM_HUMANS, //int team;
+ TEAM_HUMANS, //int team;
( 1 << WP_HBUILD ), //weapon_t buildWeapon;
BANIM_IDLE1, //int idleAnim;
100, //int nextthink;
@@ -997,7 +1003,7 @@ static const buildableAttributes_t bg_buildableList[ ] =
TR_GRAVITY, //trType_t traj;
0.0, //float bounce;
MGTURRET_BP, //int buildPoints;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_1, //int stages
MGTURRET_HEALTH, //int health;
0, //int regenRate;
MGTURRET_SPLASHDAMAGE, //int splashDamage;
@@ -1032,7 +1038,7 @@ static const buildableAttributes_t bg_buildableList[ ] =
TR_GRAVITY, //trType_t traj;
0.0, //float bounce;
MGTURRET2_BP, //int buildPoints;
- ( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_3, //int stages
MGTURRET2_HEALTH, //int health;
0, //int regenRate;
MGTURRET2_SPLASHDAMAGE, //int splashDamage;
@@ -1067,7 +1073,7 @@ static const buildableAttributes_t bg_buildableList[ ] =
TR_GRAVITY, //trType_t traj;
0.0, //float bounce;
TESLAGEN_BP, //int buildPoints;
- ( 1 << S3 ), //int stages
+ STAGE_GE_4, //int stages
TESLAGEN_HEALTH, //int health;
0, //int regenRate;
TESLAGEN_SPLASHDAMAGE, //int splashDamage;
@@ -1102,7 +1108,7 @@ static const buildableAttributes_t bg_buildableList[ ] =
TR_GRAVITY, //trType_t traj;
0.0, //float bounce;
ARMOURY_BP, //int buildPoints;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_1, //int stages
ARMOURY_HEALTH, //int health;
0, //int regenRate;
ARMOURY_SPLASHDAMAGE, //int splashDamage;
@@ -1137,7 +1143,7 @@ static const buildableAttributes_t bg_buildableList[ ] =
TR_GRAVITY, //trType_t traj;
0.0, //float bounce;
DC_BP, //int buildPoints;
- ( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_2, //int stages
DC_HEALTH, //int health;
0, //int regenRate;
DC_SPLASHDAMAGE, //int splashDamage;
@@ -1173,13 +1179,13 @@ static const buildableAttributes_t bg_buildableList[ ] =
TR_GRAVITY, //trType_t traj;
0.0, //float bounce;
MEDISTAT_BP, //int buildPoints;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_1, //int stages
MEDISTAT_HEALTH, //int health;
0, //int regenRate;
MEDISTAT_SPLASHDAMAGE, //int splashDamage;
MEDISTAT_SPLASHRADIUS, //int splashRadius;
MOD_HSPAWN, //int meansOfDeath;
- TEAM_HUMANS, //int team;
+ TEAM_HUMANS, //int team;
( 1 << WP_HBUILD ), //weapon_t buildWeapon;
BANIM_IDLE1, //int idleAnim;
100, //int nextthink;
@@ -1208,7 +1214,7 @@ static const buildableAttributes_t bg_buildableList[ ] =
TR_GRAVITY, //trType_t traj;
0.0, //float bounce;
REACTOR_BP, //int buildPoints;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_1, //int stages
REACTOR_HEALTH, //int health;
0, //int regenRate;
REACTOR_SPLASHDAMAGE, //int splashDamage;
@@ -1243,13 +1249,13 @@ static const buildableAttributes_t bg_buildableList[ ] =
TR_GRAVITY, //trType_t traj;
0.0, //float bounce;
REPEATER_BP, //int buildPoints;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_1, //int stages
REPEATER_HEALTH, //int health;
0, //int regenRate;
REPEATER_SPLASHDAMAGE, //int splashDamage;
REPEATER_SPLASHRADIUS, //int splashRadius;
MOD_HSPAWN, //int meansOfDeath;
- TEAM_HUMANS, //int team;
+ TEAM_HUMANS, //int team;
( 1 << WP_HBUILD ), //weapon_t buildWeapon;
BANIM_IDLE1, //int idleAnim;
100, //int nextthink;
@@ -1278,7 +1284,7 @@ static const buildableAttributes_t bg_buildableList[ ] =
TR_GRAVITY, //trType_t traj;
0.0, //float bounce;
CONTAINER_SMALL_BP, //int buildPoints;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_1, //int stages
CONTAINER_SMALL_HEALTH, //int health;
0, //int regenRate;
CONTAINER_SMALL_SPLASHDAMAGE, //int splashDamage;
@@ -1313,7 +1319,7 @@ static const buildableAttributes_t bg_buildableList[ ] =
TR_GRAVITY, //trType_t traj;
0.0, //float bounce;
CONTAINER_MEDIUM_BP, //int buildPoints;
- ( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_3, //int stages
CONTAINER_MEDIUM_HEALTH, //int health;
0, //int regenRate;
CONTAINER_MEDIUM_SPLASHDAMAGE, //int splashDamage;
@@ -1348,7 +1354,7 @@ static const buildableAttributes_t bg_buildableList[ ] =
TR_GRAVITY, //trType_t traj;
0.0, //float bounce;
CONTAINER_LARGE_BP, //int buildPoints;
- ( 1 << S3 ), //int stages
+ STAGE_GE_4, //int stages
CONTAINER_LARGE_HEALTH, //int health;
0, //int regenRate;
CONTAINER_LARGE_SPLASHDAMAGE, //int splashDamage;
@@ -1383,7 +1389,7 @@ static const buildableAttributes_t bg_buildableList[ ] =
TR_GRAVITY, //trType_t traj;
0.0, //float bounce;
PLATE_SMALL_BP, //int buildPoints;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_1, //int stages
PLATE_SMALL_HEALTH, //int health;
0, //int regenRate;
PLATE_SMALL_SPLASHDAMAGE, //int splashDamage;
@@ -1418,7 +1424,7 @@ static const buildableAttributes_t bg_buildableList[ ] =
TR_GRAVITY, //trType_t traj;
0.0, //float bounce;
PLATE_LARGE_BP, //int buildPoints;
- ( 1 << S3 ), //int stages
+ STAGE_GE_3, //int stages
PLATE_LARGE_HEALTH, //int health;
0, //int regenRate;
PLATE_LARGE_SPLASHDAMAGE, //int splashDamage;
@@ -1453,7 +1459,7 @@ static const buildableAttributes_t bg_buildableList[ ] =
TR_GRAVITY, //trType_t traj;
0.0, //float bounce;
FENCE_BP, //int buildPoints;
- ( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_1, //int stages
FENCE_HEALTH, //int health;
0, //int regenRate;
FENCE_SPLASHDAMAGE, //int splashDamage;
@@ -1488,7 +1494,7 @@ static const buildableAttributes_t bg_buildableList[ ] =
TR_GRAVITY, //trType_t traj;
0.0, //float bounce;
FENCE_ROD_BP, //int buildPoints;
- ( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_1, //int stages
FENCE_HEALTH, //int health;
0, //int regenRate;
FENCE_ROD_SPLASHDAMAGE, //int splashDamage;
@@ -1523,7 +1529,7 @@ static const buildableAttributes_t bg_buildableList[ ] =
TR_GRAVITY, //trType_t traj;
0.0, //float bounce;
BARRIER_LINE_BP, //int buildPoints;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_2, //int stages
BARRIER_LINE_HEALTH, //int health;
0, //int regenRate;
BARRIER_LINE_SPLASHDAMAGE, //int splashDamage;
@@ -1558,7 +1564,7 @@ static const buildableAttributes_t bg_buildableList[ ] =
TR_GRAVITY, //trType_t traj;
0.0, //float bounce;
BARRIER_CORNER_BP, //int buildPoints;
- ( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_2, //int stages
BARRIER_CORNER_HEALTH, //int health;
0, //int regenRate;
BARRIER_CORNER_SPLASHDAMAGE, //int splashDamage;
@@ -1593,7 +1599,7 @@ static const buildableAttributes_t bg_buildableList[ ] =
TR_GRAVITY, //trType_t traj;
0.0, //float bounce;
BARRIER_POINT_BP, //int buildPoints;
- ( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_3, //int stages
BARRIER_POINT_HEALTH, //int health;
0, //int regenRate;
BARRIER_POINT_SPLASHDAMAGE, //int splashDamage;
@@ -1628,7 +1634,7 @@ static const buildableAttributes_t bg_buildableList[ ] =
TR_GRAVITY, //trType_t traj;
0.0, //float bounce;
SHIELD_BP, //int buildPoints;
- ( 1 << S3 ), //int stages
+ STAGE_GE_5, //int stages
SHIELD_HEALTH, //int health;
0, //int regenRate;
SHIELD_SPLASHDAMAGE, //int splashDamage;
@@ -1663,7 +1669,7 @@ static const buildableAttributes_t bg_buildableList[ ] =
TR_GRAVITY, //trType_t traj;
0, //float bounce;
LADDER_BP, //int buildPoints;
- ( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_3, //int stages
LADDER_HEALTH, //int health;
0, //int regenRate;
LADDER_SPLASHDAMAGE, //int splashDamage;
@@ -1698,7 +1704,7 @@ static const buildableAttributes_t bg_buildableList[ ] =
TR_GRAVITY, //trType_t traj;
0.0, //float bounce;
TEFLON_FOIL_BP, //int buildPoints;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_1, //int stages
TEFLON_FOIL_HEALTH, //int health;
0, //int regenRate;
TEFLON_FOIL_SPLASHDAMAGE, //int splashDamage;
@@ -1733,7 +1739,7 @@ static const buildableAttributes_t bg_buildableList[ ] =
TR_GRAVITY, //trType_t traj;
0.0, //float bounce;
BARREL_BP, //int buildPoints;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_2, //int stages
BARREL_HEALTH, //int health;
0, //int regenRate;
BARREL_SPLASHDAMAGE, //int splashDamage;
@@ -1768,7 +1774,7 @@ static const buildableAttributes_t bg_buildableList[ ] =
TR_GRAVITY, //trType_t traj;
0.0, //float bounce;
LIGHT_BP, //int buildPoints;
- ( 1 << S3 ), //int stages
+ STAGE_GE_5, //int stages
LIGHT_HEALTH, //int health;
0, //int regenRate;
LIGHT_SPLASHDAMAGE, //int splashDamage;
@@ -1804,7 +1810,7 @@ static const buildableAttributes_t bg_buildableList[ ] =
TR_GRAVITY, //trType_t traj;
0.0, //float bounce;
COVER_BP, //int buildPoints;
- ( 1 << S3 ), //int stages
+ STAGE_GE_4, //int stages
COVER_HEALTH, //int health;
0, //int regenRate;
COVER_SPLASHDAMAGE, //int splashDamage;
@@ -1839,7 +1845,7 @@ static const buildableAttributes_t bg_buildableList[ ] =
TR_GRAVITY, //trType_t traj;
0.0, //float bounce;
COVER_STUMP_BP, //int buildPoints;
- ( 1 << S3 ), //int stages
+ STAGE_GE_4, //int stages
COVER_STUMP_HEALTH, //int health;
0, //int regenRate;
COVER_STUMP_SPLASHDAMAGE, //int splashDamage;
@@ -1873,7 +1879,7 @@ static const buildableAttributes_t bg_buildableList[ ] =
TR_GRAVITY, //trType_t traj;
0.0, //float bounce;
REFINERY_BP, //int buildPoints;
- ( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_3, //int stages
REFINERY_HEALTH, //int health;
0, //int regenRate;
REFINERY_SPLASHDAMAGE, //int splashDamage;
@@ -2182,7 +2188,7 @@ static const classAttributes_t bg_classList[ ] =
PCL_NONE, //int classnum;
"spectator", //char *className;
"Observer mode",
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_1, //int stages
0, //int health;
0.0f, //float fallDamage;
0.0f, //float regenRate;
@@ -2209,7 +2215,7 @@ static const classAttributes_t bg_classList[ ] =
"builder", //char *className;
"Responsible for building and maintaining all the alien structures. "
"Has a weak melee slash attack.",
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_1, //int stages
ABUILDER_HEALTH, //int health;
0.0f, //float fallDamage;
ABUILDER_REGEN, //float regenRate;
@@ -2237,7 +2243,7 @@ static const classAttributes_t bg_classList[ ] =
"Similar to the base Granger, except that in addition to "
"being able to build structures it has a spit attack "
"that slows victims and the ability to crawl on walls.",
- ( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_2, //int stages
ABUILDER_UPG_HEALTH, //int health;
0.0f, //float fallDamage;
ABUILDER_UPG_REGEN, //float regenRate;
@@ -2264,7 +2270,7 @@ static const classAttributes_t bg_classList[ ] =
"level0", //char *classname;
"Has a lethal reflexive bite and the ability to crawl on "
"walls and ceilings.",
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_1, //int stages
LEVEL0_HEALTH, //int health;
0.0f, //float fallDamage;
LEVEL0_REGEN, //float regenRate;
@@ -2282,7 +2288,7 @@ static const classAttributes_t bg_classList[ ] =
400.0f, //float stopSpeed;
250.0f, //float jumpMagnitude;
2.0f, //float knockbackScale;
- { PCL_ALIEN_LEVEL0_UPG, PCL_NONE, PCL_NONE }, //int children[ 3 ];
+ { PCL_ALIEN_LEVEL1, PCL_ALIEN_LEVEL0_UPG, PCL_NONE }, //int children[ 3 ];
LEVEL0_COST, //int cost;
LEVEL0_VALUE, //int value;
},
@@ -2292,7 +2298,7 @@ static const classAttributes_t bg_classList[ ] =
"In addition to the basic Dretch abilities, the Advanced "
"Dretch has the ability to pounce and spread infections. "
"Advanced Dretch can also damage defensive structures.",
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_2, //int stages
LEVEL0_UPG_HEALTH, //int health;
0.0f, //float fallDamage;
LEVEL0_UPG_REGEN, //float regenRate;
@@ -2323,7 +2329,7 @@ static const classAttributes_t bg_classList[ ] =
"that accelerates the healing rate of nearby aliens. It also has "
"an acid bomb that can be used to deal moderate area damage. "
"The basilisk is also resistant to flamer.",
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_1, //int stages
LEVEL1_HEALTH, //int health;
0.0f, //float fallDamage;
LEVEL1_REGEN, //float regenRate;
@@ -2355,7 +2361,7 @@ static const classAttributes_t bg_classList[ ] =
"still and at full health as long as there is an overmind around. "
"It also has an acid bomb similar to basilisk's one but stronger."
"The adv. basilisk is also resistant to flamer.",
- ( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_3, //int stages
LEVEL1_UPG_HEALTH, //int health;
0.0f, //float fallDamage;
LEVEL1_UPG_REGEN, //float regenRate;
@@ -2382,7 +2388,7 @@ static const classAttributes_t bg_classList[ ] =
"level2", //char *classname;
"Has a melee attack and the ability to jump off walls. This "
"allows the Marauder to gather great speed in enclosed areas.",
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_2, //int stages
LEVEL2_HEALTH, //int health;
0.0f, //float fallDamage;
LEVEL2_REGEN, //float regenRate;
@@ -2410,7 +2416,7 @@ static const classAttributes_t bg_classList[ ] =
"The Advanced Marauder has all the abilities of the basic Marauder "
"with the addition of a zap attack that chains through other "
"adv. marauders and can explode mines.",
- ( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_3, //int stages
LEVEL2_UPG_HEALTH, //int health;
0.0f, //float fallDamage;
LEVEL2_UPG_REGEN, //float regenRate;
@@ -2438,7 +2444,7 @@ static const classAttributes_t bg_classList[ ] =
"The Hummel is a flying alien with air pounce ability, "
"fast melee attacks and unlimited low damage shooting attack "
"that does not spread poison.",
- ( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_4, //int stages
LEVEL5_UPG_HEALTH, //int health;
0.0f, //float fallDamage;
LEVEL5_UPG_REGEN, //float regenRate;
@@ -2466,7 +2472,7 @@ static const classAttributes_t bg_classList[ ] =
"Possesses a melee attack and the pounce ability, which may "
"be used as both an attack and a means to reach remote "
"locations inaccessible from the ground.",
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_3, //int stages
LEVEL3_HEALTH, //int health;
0.0f, //float fallDamage;
LEVEL3_REGEN, //float regenRate;
@@ -2494,7 +2500,7 @@ static const classAttributes_t bg_classList[ ] =
"In addition to the basic Dragoon abilities, the Advanced "
"Dragoon has 3 barbs which may be used to attack humans "
"from a distance and it has a higher jump height.",
- ( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_4, //int stages
LEVEL3_UPG_HEALTH, //int health;
0.0f, //float fallDamage;
LEVEL3_UPG_REGEN, //float regenRate;
@@ -2523,7 +2529,7 @@ static const classAttributes_t bg_classList[ ] =
"This class can also charge at enemy players and structures, "
"inflicting great damage. Any humans caught under a falling "
"Tyrant will be crushed by its weight.",
- ( 1 << S3 ), //int stages
+ STAGE_GE_5, //int stages
LEVEL4_HEALTH, //int health;
0.0f, //float fallDamage;
LEVEL4_REGEN, //float regenRate;
@@ -2549,7 +2555,7 @@ static const classAttributes_t bg_classList[ ] =
PCL_HUMAN, //int classnum;
"human_base", //char *classname;
"",
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_1, //int stages
100, //int health;
1.0f, //float fallDamage;
0.0f, //float regenRate;
@@ -2575,7 +2581,7 @@ static const classAttributes_t bg_classList[ ] =
PCL_HUMAN_BSUIT, //int classnum;
"human_bsuit", //char *classname;
"",
- ( 1 << S3 ), //int stages
+ STAGE_GE_5, //int stages
100, //int health;
1.0f, //float fallDamage;
0.0f, //float regenRate;
@@ -3083,7 +3089,7 @@ static const weaponAttributes_t bg_weapons[ ] =
{
WP_ALEVEL0, //int weaponNum;
0, //int price;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_1, //int stages
SLOT_WEAPON, //int slots;
"level0", //char *weaponName;
"Bite", //char *humanName;
@@ -3108,7 +3114,7 @@ static const weaponAttributes_t bg_weapons[ ] =
{
WP_ALEVEL0_UPG, //int weaponNum;
0, //int price;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_2, //int stages
SLOT_WEAPON, //int slots;
"level0upg", //char *weaponName;
"Bite Upgrade", //char *humanName;
@@ -3133,7 +3139,7 @@ static const weaponAttributes_t bg_weapons[ ] =
{
WP_ALEVEL1, //int weaponNum;
0, //int price;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_1, //int stages
SLOT_WEAPON, //int slots;
"level1", //char *weaponName;
"Claws", //char *humanName;
@@ -3158,7 +3164,7 @@ static const weaponAttributes_t bg_weapons[ ] =
{
WP_ALEVEL1_UPG, //int weaponNum;
0, //int price;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_3, //int stages
SLOT_WEAPON, //int slots;
"level1upg", //char *weaponName;
"Claws Upgrade", //char *humanName;
@@ -3183,7 +3189,7 @@ static const weaponAttributes_t bg_weapons[ ] =
{
WP_ALEVEL2, //int weaponNum;
0, //int price;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_2, //int stages
SLOT_WEAPON, //int slots;
"level2", //char *weaponName;
"Claws", //char *humanName;
@@ -3208,7 +3214,7 @@ static const weaponAttributes_t bg_weapons[ ] =
{
WP_ALEVEL2_UPG, //int weaponNum;
0, //int price;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_3, //int stages
SLOT_WEAPON, //int slots;
"level2upg", //char *weaponName;
"Zap", //char *humanName;
@@ -3233,7 +3239,7 @@ static const weaponAttributes_t bg_weapons[ ] =
{
WP_ALEVEL5, //int weaponNum;
0, //int price;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_4, //int stages
SLOT_WEAPON, //int slots;
"level5", //char *weaponName;
"prickles", //char *humanName;
@@ -3258,7 +3264,7 @@ static const weaponAttributes_t bg_weapons[ ] =
{
WP_ALEVEL3, //int weaponNum;
0, //int price;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_3, //int stages
SLOT_WEAPON, //int slots;
"level3", //char *weaponName;
"Pounce", //char *humanName;
@@ -3283,7 +3289,7 @@ static const weaponAttributes_t bg_weapons[ ] =
{
WP_ALEVEL3_UPG, //int weaponNum;
0, //int price;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_4, //int stages
SLOT_WEAPON, //int slots;
"level3upg", //char *weaponName;
"Pounce (upgrade)", //char *humanName;
@@ -3308,7 +3314,7 @@ static const weaponAttributes_t bg_weapons[ ] =
{
WP_ALEVEL4, //int weaponNum;
0, //int price;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_5, //int stages
SLOT_WEAPON, //int slots;
"level4", //char *weaponName;
"Charge", //char *humanName;
@@ -3334,10 +3340,10 @@ static const weaponAttributes_t bg_weapons[ ] =
{
WP_BLASTER, //int weaponNum;
0, //int price;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_1, //int stages
0, //int slots;
"blaster", //char *weaponName;
- "[yefarms]Blaster", //char *humanName;
+ "[yefarms]Blaster", //char *humanName;
"",
0, //int maxAmmo;
0, //int maxClips;
@@ -3359,7 +3365,7 @@ static const weaponAttributes_t bg_weapons[ ] =
{
WP_MACHINEGUN, //int weaponNum;
RIFLE_PRICE, //int price;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_1, //int stages
SLOT_WEAPON, //int slots;
"rifle", //char *weaponName;
"[yefarms]Rifle", //char *humanName;
@@ -3385,7 +3391,7 @@ static const weaponAttributes_t bg_weapons[ ] =
{
WP_PAIN_SAW, //int weaponNum;
PAINSAW_PRICE, //int price;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_1, //int stages
SLOT_WEAPON, //int slots;
"psaw", //char *weaponName;
"[yefarms]Pain Saw", //char *humanName;
@@ -3412,7 +3418,7 @@ static const weaponAttributes_t bg_weapons[ ] =
{
WP_SHOTGUN, //int weaponNum;
SHOTGUN_PRICE, //int price;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_3, //int stages
SLOT_WEAPON, //int slots;
"shotgun", //char *weaponName;
"[yefarms]Shotgun", //char *humanName;
@@ -3439,7 +3445,7 @@ static const weaponAttributes_t bg_weapons[ ] =
{
WP_LAS_GUN, //int weaponNum;
LASGUN_PRICE, //int price;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_2, //int stages
SLOT_WEAPON, //int slots;
"lgun", //char *weaponName;
"[yefarms]Las Gun", //char *humanName;
@@ -3465,7 +3471,7 @@ static const weaponAttributes_t bg_weapons[ ] =
{
WP_MASS_DRIVER, //int weaponNum;
MDRIVER_PRICE, //int price;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_3, //int stages
SLOT_WEAPON, //int slots;
"mdriver", //char *weaponName;
"[yefarms]Mass Driver", //char *humanName;
@@ -3492,7 +3498,7 @@ static const weaponAttributes_t bg_weapons[ ] =
{
WP_CHAINGUN, //int weaponNum;
CHAINGUN_PRICE, //int price;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_3, //int stages
SLOT_WEAPON, //int slots;
"chaingun", //char *weaponName;
"[yefarms]Chaingun", //char *humanName;
@@ -3519,7 +3525,7 @@ static const weaponAttributes_t bg_weapons[ ] =
{
WP_FLAMER, //int weaponNum;
FLAMER_PRICE, //int price;
- ( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_4, //int stages
SLOT_WEAPON, //int slots;
"flamer", //char *weaponName;
"[yefarms]Flame Thrower", //char *humanName;
@@ -3546,7 +3552,7 @@ static const weaponAttributes_t bg_weapons[ ] =
{
WP_PULSE_RIFLE, //int weaponNum;
PRIFLE_PRICE, //int price;
- ( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_4, //int stages
SLOT_WEAPON, //int slots;
"prifle", //char *weaponName;
"[yefarms]Pulse Rifle", //char *humanName;
@@ -3571,7 +3577,7 @@ static const weaponAttributes_t bg_weapons[ ] =
{
WP_LUCIFER_CANNON, //int weaponNum;
LCANNON_PRICE, //int price;
- ( 1 << S3 ), //int stages
+ STAGE_GE_5, //int stages
SLOT_WEAPON, //int slots;
"lcannon", //char *weaponName;
"[yefarms]Lucifer Cannon", //char *humanName;
@@ -3598,7 +3604,7 @@ static const weaponAttributes_t bg_weapons[ ] =
{
WP_GRENADE, //int weaponNum;
GRENADE_PRICE, //int price;
- ( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_3, //int stages
SLOT_NONE, //int slots;
"grenade", //char *weaponName;
"Grenade", //char *humanName;
@@ -3623,7 +3629,7 @@ static const weaponAttributes_t bg_weapons[ ] =
{
WP_SMOKE, //int weaponNum;
SMOKE_PRICE, //int price;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_5, //int stages
SLOT_NONE, //int slots;
"smoke", //char *weaponName;
"Smoke", //char *weaponHumanName;
@@ -3648,7 +3654,7 @@ static const weaponAttributes_t bg_weapons[ ] =
{
WP_MINE, //int weaponNum;
MINE_PRICE, //int price;
- ( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_5, //int stages
SLOT_NONE, //int slots;
"mine", //char *weaponName;
"Mine", //char *weaponHumanName;
@@ -3673,7 +3679,7 @@ static const weaponAttributes_t bg_weapons[ ] =
{
WP_LOCKBLOB_LAUNCHER, //int weaponNum;
0, //int price;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_1, //int stages
SLOT_WEAPON, //int slots;
"lockblob", //char *weaponName;
"Lock Blob", //char *humanName;
@@ -3698,7 +3704,7 @@ static const weaponAttributes_t bg_weapons[ ] =
{
WP_HIVE, //int weaponNum;
0, //int price;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_1, //int stages
SLOT_WEAPON, //int slots;
"hive", //char *weaponName;
"Hive", //char *humanName;
@@ -3723,7 +3729,7 @@ static const weaponAttributes_t bg_weapons[ ] =
{
WP_TESLAGEN, //int weaponNum;
0, //int price;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_1, //int stages
SLOT_WEAPON, //int slots;
"teslagen", //char *weaponName;
"Tesla Generator", //char *humanName;
@@ -3748,7 +3754,7 @@ static const weaponAttributes_t bg_weapons[ ] =
{
WP_MGTURRET, //int weaponNum;
0, //int price;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_1, //int stages
SLOT_WEAPON, //int slots;
"mgturret", //char *weaponName;
"Machinegun Turret", //char *humanName;
@@ -3771,12 +3777,12 @@ static const weaponAttributes_t bg_weapons[ ] =
TEAM_HUMANS //team_t team;
},
{
- WP_MGTURRET2, //int weaponNum;
+ WP_MGTURRET2, //int weaponNum;
0, //int price;
- ( 1 << S3 ), //int stages
+ STAGE_GE_1, //int stages
SLOT_WEAPON, //int slots;
- "mgturret2", //char *weaponName;
- "Machinegun Turret2", //char *humanName;
+ "mgturret2", //char *weaponName;
+ "Machinegun Turret2", //char *humanName;
"",
0, //int maxAmmo;
0, //int maxClips;
@@ -3786,7 +3792,7 @@ static const weaponAttributes_t bg_weapons[ ] =
0, //int repeatRate2;
0, //int repeatRate3;
0, //int reloadTime;
- MGTURRET2_K_SCALE, //float knockbackScale;
+ MGTURRET2_K_SCALE, //float knockbackScale;
qfalse, //qboolean hasAltMode;
qfalse, //qboolean hasThirdMode;
qfalse, //qboolean canZoom;
@@ -3798,7 +3804,7 @@ static const weaponAttributes_t bg_weapons[ ] =
{
WP_ABUILD, //int weaponNum;
0, //int price;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_1, //int stages
SLOT_WEAPON, //int slots;
"abuild", //char *weaponName;
"Alien build weapon", //char *humanName;
@@ -3823,7 +3829,7 @@ static const weaponAttributes_t bg_weapons[ ] =
{
WP_ABUILD2, //int weaponNum;
0, //int price;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_1, //int stages
SLOT_WEAPON, //int slots;
"abuildupg", //char *weaponName;
"Alien build weapon2",//char *humanName;
@@ -3848,7 +3854,7 @@ static const weaponAttributes_t bg_weapons[ ] =
{
WP_HBUILD, //int weaponNum;
HBUILD_PRICE, //int price;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_1, //int stages
SLOT_WEAPON, //int slots;
"ckit", //char *weaponName;
"[yetool]Construction Kit", //char *humanName;
@@ -3924,7 +3930,7 @@ static const upgradeAttributes_t bg_upgrades[ ] =
{
UP_LIGHTARMOUR, //int upgradeNum;
LIGHTARMOUR_PRICE, //int price;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_1, //int stages
SLOT_TORSO|SLOT_ARMS|SLOT_LEGS, //int slots;
"larmour", //char *upgradeName;
"[yeshield]Light Armour", //char *humanName;
@@ -3938,7 +3944,7 @@ static const upgradeAttributes_t bg_upgrades[ ] =
{
UP_HELMET, //int upgradeNum;
HELMET_PRICE, //int price;
- ( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_3, //int stages
SLOT_HEAD, //int slots;
"helmet", //char *upgradeName;
"[yeshield]Helmet", //char *humanName;
@@ -3953,20 +3959,20 @@ static const upgradeAttributes_t bg_upgrades[ ] =
{
UP_MEDKIT, //int upgradeNum;
MEDKIT_PRICE, //int price;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_1, //int stages
SLOT_NONE, //int slots;
"medkit", //char *upgradeName;
- "[yemed]Medkit", //char *humanName;
+ "[yemed]Medkit", //char *humanName;
"Basic health kit. ",
"icons/iconu_atoxin",
(SPAWN_WITH_MEDKIT ? qfalse : qtrue), //qboolean purchasable
- qtrue, //qboolean usable
+ qtrue, //qboolean usable
TEAM_HUMANS //team_t team;
},
{
UP_BIOKIT, //int upgradeNum;
BIOKIT_PRICE, //int price;
- ( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_2, //int stages
SLOT_NONE, //int slots;
"biokit", //char *upgradeName;
"[yebiok]Biokit", //char *humanName;
@@ -3981,7 +3987,7 @@ static const upgradeAttributes_t bg_upgrades[ ] =
{
UP_CLOAK, //int upgradeNum;
CLOAK_PRICE, //int price;
- ( 1 << S2 )|( 1 << S3 ),//int stages
+ STAGE_GE_4, //int stages
SLOT_NONE, //int slots;
"cloak", //char *upgradeName;
"[yecloa]Cloak", //char *humanName;
@@ -3997,7 +4003,7 @@ static const upgradeAttributes_t bg_upgrades[ ] =
{
UP_BATTPACK, //int upgradeNum;
BATTPACK_PRICE, //int price;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_3, //int stages
SLOT_BACKPACK, //int slots;
"battpack", //char *upgradeName;
"[yebat]Battery Pack", //char *humanName;
@@ -4011,7 +4017,7 @@ static const upgradeAttributes_t bg_upgrades[ ] =
{
UP_JETPACK, //int upgradeNum;
JETPACK_PRICE, //int price;
- ( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_4, //int stages
SLOT_BACKPACK, //int slots;
"jetpack", //char *upgradeName;
"[yejet]Jet Pack", //char *humanName;
@@ -4026,7 +4032,7 @@ static const upgradeAttributes_t bg_upgrades[ ] =
{
UP_BATTLESUIT, //int upgradeNum;
BSUIT_PRICE, //int price;
- ( 1 << S3 ), //int stages
+ STAGE_GE_5, //int stages
SLOT_HEAD|SLOT_TORSO|SLOT_ARMS|SLOT_LEGS|SLOT_BACKPACK, //int slots;
"bsuit", //char *upgradeName;
"[yeshield]Battlesuit", //char *humanName;
@@ -4041,7 +4047,7 @@ static const upgradeAttributes_t bg_upgrades[ ] =
{
UP_GRENADE, //int upgradeNum;
GRENADE_PRICE, //int price;
- ( 1 << S2 )|( 1 << S3 ),//int stages
+ STAGE_GE_4, //int stages
SLOT_NONE, //int slots;
"gren", //char *upgradeName;
"[yenade]Explosive Grenade", //char *humanName;
@@ -4055,7 +4061,7 @@ static const upgradeAttributes_t bg_upgrades[ ] =
{
UP_MINE, //int upgradeNum;
MINE_PRICE, //int price;
- ( 1 << S2 )|( 1 << S3 ),//int stages
+ STAGE_GE_5, //int stages
SLOT_NONE, //int slots;
"min", //char *upgradeName;
"[yenade]Mine", //char *upgradeHumanName;
@@ -4066,11 +4072,11 @@ static const upgradeAttributes_t bg_upgrades[ ] =
TEAM_HUMANS //WUTeam_t team;
},
{
- UP_SMOKE, //int upgradeNum;
- SMOKE_PRICE, //int price;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ),//int stages
+ UP_SMOKE, //int upgradeNum;
+ SMOKE_PRICE, //int price;
+ STAGE_GE_5, //int stages
SLOT_NONE, //int slots;
- "smo", //char *upgradeName;
+ "smo", //char *upgradeName;
"[yenade]Smoke Grenade", //char *upgradeHumanName;
"",
0,
@@ -4081,7 +4087,7 @@ static const upgradeAttributes_t bg_upgrades[ ] =
{
UP_AMMO, //int upgradeNum;
0, //int price;
- ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ STAGE_GE_1, //int stages
SLOT_NONE, //int slots;
"ammo", //char *upgradeName;
"[yeammo]Ammunition", //char *humanName;