// 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 */
}
ENDCLASS(Weapon)
-#include <common/items/all.qh>
+#include <common/items/_mod.qh>
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
const int MAX_SHOT_DISTANCE = 32768;
-// weapon pickup ratings for bot logic
-const int BOT_PICKUP_RATING_LOW = 2500;
-const int BOT_PICKUP_RATING_MID = 5000;
-const int BOT_PICKUP_RATING_HIGH = 10000;
-
// weapon flags
const int WEP_TYPE_OTHER = 0x00; // not for damaging people
const int WEP_TYPE_SPLASH = 0x01; // splash damage