q3rally/baseq3r/botfiles/fuzw.c

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2011-02-18 14:31:32 +00:00
/*
===========================================================================
Copyright (C) 2006 Dmn_clown (aka: Bob Isaac (rjisaac@gmail.com))
This file is part of Open Arena and is based upon Mr. Elusive's fuzzy logic
system found in Quake 3 Arena.
Open Arena 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.
Open Arena 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
===========================================================================
*/
weight "BFG10K"
{
switch(INVENTORY_BFG10K)
{
case 1: return 0;
default:
{
switch(INVENTORY_BFGAMMO)
{
case 1: return 0;
default: return BFW;
}
}
}
}
weight "Chaingun"
{
switch(INVENTORY_CHAINGUN)
{
case 1: return 0;
default:
{
switch(INVENTORY_BELT)
{
case 1: return 0;
default:
{
switch(ENEMY_HORIZONTAL_DIST)
{
case 900: return CGW;
default: return $evalint(CGW*0.1);
}
}
}
}
}
}
weight "Gauntlet"
{
switch(INVENTORY_GAUNTLET)
{
case 1: return 0;
default: return GTW;
}
}
weight "Grappling Hook"
{
switch(INVENTORY_GRAPPLINGHOOK)
{
case 1: return 0;
default: return GRW;
}
}
weight "Grenade Launcher"
{
switch(INVENTORY_GRENADELAUNCHER)
{
case 1: return 0;
default:
{
switch(INVENTORY_GRENADES)
{
case 1: return 0;
default:
{
switch(ENEMY_HORIZONTAL_DIST)
{
case 600: return GLW;
default: return $evalint(GLW*0.1);
}
}
}
}
}
}
weight "Lightning Gun"
{
switch(INVENTORY_LIGHTNING)
{
case 1: return 0;
default:
{
switch(INVENTORY_LIGHTNINGAMMO)
{
case 1: return 0;
default:
{
switch(ENEMY_HORIZONTAL_DIST)
{
case 768: return LGW;
default: return $evalint(LGW*0.1);
}
}
}
}
}
}
weight "Machinegun"
{
switch(INVENTORY_MACHINEGUN)
{
case 1: return 0;
default:
{
switch(INVENTORY_BULLETS)
{
case 1: return 0;
default:
{
switch(ENEMY_HORIZONTAL_DIST)
{
case 800: return MGW;
default: return $evalint(MGW*0.1);
}
}
}
}
}
}
weight "Nailgun"
{
switch(INVENTORY_NAILGUN)
{
case 1: return 0;
default:
{
switch(INVENTORY_NAILS)
{
case 1: return 0;
default:
{
switch(ENEMY_HORIZONTAL_DIST)
{
case 800: return NGW;
default: return $evalint(NGW*0.1);
}
}
}
}
}
}
weight "Plasma Gun"
{
switch(INVENTORY_PLASMAGUN)
{
case 1: return 0;
default:
{
switch(INVENTORY_CELLS)
{
case 1: return 0;
default:
{
switch(ENEMY_HORIZONTAL_DIST)
{
case 2000: return PGW;
default: return $evalint(PGW*0.1);
}
}
}
}
}
}
weight "Prox Launcher"
{
switch(INVENTORY_PROXLAUNCHER)
{
case 1: return 0;
default:
{
switch(INVENTORY_MINES)
{
case 1: return 0;
default:
{
switch(ENEMY_HORIZONTAL_DIST)
{
case 200: return PXW;
default: return $evalint(PXW*0.1);
}
}
}
}
}
}
weight "Railgun"
{
switch(INVENTORY_RAILGUN)
{
case 1: return 0;
default:
{
switch(INVENTORY_SLUGS)
{
case 1: return 0;
default: return RGW;
}
}
}
}
weight "Rocket Launcher"
{
switch(INVENTORY_ROCKETLAUNCHER)
{
case 1: return 0;
default:
{
switch(INVENTORY_ROCKETS)
{
case 1: return 0;
default:
{
switch(ENEMY_HORIZONTAL_DIST)
{
case 4000: return RLW;
default: return $evalint(RLW*0.1);
}
}
}
}
}
}
weight "Shotgun"
{
switch(INVENTORY_SHOTGUN)
{
case 1: return 0;
default:
{
switch(INVENTORY_SHELLS)
{
case 1: return 0;
default:
{
switch(ENEMY_HORIZONTAL_DIST)
{
case 600: return SGW;
default: return $evalint(SGW*0.1);
}
}
}
}
}
}