#ifndef _INV_H_
#define _INV_H_

#define INVENTORY_NONE				0
//pickups
#define INVENTORY_ARMOR				1
#define INVENTORY_HEALTH			2
//items
#define INVENTORY_SEEKER			3
#define INVENTORY_MEDPAC			4
#define INVENTORY_DATAPAD			5
#define INVENTORY_BINOCULARS		6
#define INVENTORY_SENTRY_GUN		7
#define INVENTORY_GOGGLES			8
//weapons
#define INVENTORY_STUN_BATON		9
#define INVENTORY_SABER				10
#define INVENTORY_M1911A1_PISTOL	11
#define INVENTORY_BLASTER			12
#define INVENTORY_DISRUPTOR			13
#define INVENTORY_BOWCASTER			14
#define INVENTORY_REPEATER			15
#define INVENTORY_DEMP2				16
#define INVENTORY_FLECHETTE			17
#define INVENTORY_ROCKET_LAUNCHER	18
#define INVENTORY_THERMAL			19
#define INVENTORY_TRIP_MINE			20
#define INVENTORY_DET_PACK			21
//ammo
#define INVENTORY_AMMO_FORCE		22
#define INVENTORY_AMMO_BLASTER		23
#define INVENTORY_AMMO_BOLTS		24
#define INVENTORY_AMMO_ROCKETS		25

//enemy stuff
#define ENEMY_HORIZONTAL_DIST		200
#define ENEMY_HEIGHT				201
#define NUM_VISIBLE_ENEMIES			202
#define NUM_VISIBLE_TEAMMATES		203

// NOTENOTE Update this so that it is in sync.
//item numbers (make sure they are in sync with bg_itemlist in bg_misc.c)
//pickups
typedef enum 
{
	MODELINDEX_NONE,

	MODELINDEX_ARMOR_BIG,			// 1
	MODELINDEX_ARMOR_MEDIUM,
	MODELINDEX_ARMOR_SMALL,
	MODELINDEX_HEALTH_BIG,			
	MODELINDEX_HEALTH_SMALL,			
									
	MODELINDEX_WEAPON_KNIFE,		// 6
	MODELINDEX_WEAPON_SOCOM,			
	MODELINDEX_WEAPON_M19,			
	MODELINDEX_WEAPON_MICROUZI,		
	MODELINDEX_WEAPON_M3A1,			

	MODELINDEX_WEAPON_USAS12,		// 11
	MODELINDEX_WEAPON_M590,			
	MODELINDEX_WEAPON_MSG90A1,		
	MODELINDEX_WEAPON_M4,			
	MODELINDEX_WEAPON_AK74,			

	MODELINDEX_WEAPON_M60,			// 16
	MODELINDEX_WEAPON_RPG7,			
	MODELINDEX_WEAPON_MM1,			
	MODELINDEX_WEAPON_M84,			
	MODELINDEX_WEAPON_SMOHG92,		

	MODELINDEX_WEAPON_ANM14,		// 21
	MODELINDEX_WEAPON_M15,			
	MODELINDEX_WEAPON_MP5,

	MODELINDEX_AMMO_045,				
	MODELINDEX_AMMO_9MM,				
	MODELINDEX_AMMO_12GAUGE,		

	MODELINDEX_AMMO_762,			// 26	
	MODELINDEX_AMMO_556,
	MODELINDEX_AMMO_40MM,			
	MODELINDEX_AMMO_RPG7,
	MODELINDEX_BACKPACK,			

	MODELINDEX_GAMETYPE_ITEM,		// 31
	MODELINDEX_GAMETYPE_ITEM_2,
	MODELINDEX_GAMETYPE_ITEM_3,
	MODELINDEX_GAMETYPE_ITEM_4,
	MODELINDEX_GAMETYPE_ITEM_5,		

	MODELINDEX_ARMOR,				// 36
	MODELINDEX_NIGHTVISION,
	MODELINDEX_THERMAL,

} modelIndex_t;

#endif
