// 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)) { return '0 0 0'; }
+ METHOD(Weapon, wr_glow, vector(Weapon this, entity actor)) { return '0 0 0'; }
/** (SERVER) the weapon is dropped */
METHOD(Weapon, wr_drop, void(Weapon this, entity actor)) {}
/** (SERVER) a weapon is picked up */
CLASS(WeaponPickup, Pickup)
ATTRIB(WeaponPickup, m_weapon, Weapon);
ATTRIB(WeaponPickup, m_name, string);
-#ifndef MENUQC
+#ifdef GAMEQC
ATTRIB(WeaponPickup, m_sound, Sound, SND_WEAPONPICKUP);
#endif
#ifdef SVQC
CONSTRUCT(WeaponPickup);
this.m_weapon = w;
this.m_name = w.m_name;
-#ifndef MENUQC
+#ifdef GAMEQC
this.m_model = w.m_model;
#endif
#ifdef SVQC