/** M: model MDL_id_ITEM */
ATTRIB(Weapon, m_model, entity);
/** M: crosshair : per-weapon crosshair: "CrosshairImage Size" */
- ATTRIB(Weapon, w_crosshair, string, "gfx/crosshair1");
+ ATTRIB(Weapon, w_crosshair, string, "gfx/crosshairmoustache");
/** A: crosshair : per-weapon crosshair size (argument two of "crosshair" field) */
ATTRIB(Weapon, w_crosshair_size, float, 1);
/** A: reticle : per-weapon zoom reticle */
- ATTRIB(Weapon, w_reticle, string, "");
+ ATTRIB(Weapon, w_reticle, string, string_null);
/** M: wepimg : "weaponfoobar" side view image file of weapon. WEAPONTODO: Move out of skin files, move to common files */
ATTRIB(Weapon, model2, string, "");
/** M: refname : reference name name */
// 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, entity wepent)) { return '0 0 0'; }
/** (SERVER) the weapon is dropped */
.OffhandWeapon offhand;
#endif
-const int MAX_SHOT_DISTANCE = 32768;
+#ifdef GAMEQC
+int max_shot_distance = 32768; // determined by world mins/maxs when map loads
+#endif
// weapon flags
const int WEP_TYPE_OTHER = 0x00; // not for damaging people
const int WEP_FLAG_MUTATORBLOCKED = 0x200; // hides from impulse 99 etc. (mutators are allowed to clear this flag)
const int WEP_TYPE_MELEE_PRI = 0x400; // primary attack is melee swing (for animation)
const int WEP_TYPE_MELEE_SEC = 0x800; // secondary attack is melee swing (for animation)
+const int WEP_FLAG_DUALWIELD = 0x1000; // weapon can be dual wielded
+const int WEP_FLAG_NODUAL = 0x2000; // weapon doesn't work well with dual wielding (fireball etc just explode on fire), doesn't currently prevent anything
// variables:
string weaponorder_byid;