/* =========================================================================== 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); } } } } } }