// no weapon specific image for this weapon
return false;
}
+ /** (CLIENT) weapon specific view model */
+ METHOD(Weapon, wr_viewmodel, string(Weapon this, entity wep)) { return string_null; }
/** (CLIENT) weapon specific glow */
METHOD(Weapon, wr_glow, vector(Weapon this, entity actor)) { return '0 0 0'; }
/** (SERVER) the weapon is dropped */
.OffhandWeapon offhand;
#endif
-const int MAX_SHOT_DISTANCE = 32768;
+int max_shot_distance = 32768; // determined by world mins/maxs when map loads
// weapon flags
const int WEP_TYPE_OTHER = 0x00; // not for damaging people