/** fields which are explicitly/manually set are marked with "M", fields set automatically are marked with "A" */
CLASS(Weapon, Object)
- ATTRIB(Weapon, m_id, int, 0)
+ ATTRIB(Weapon, m_id, int, 0);
/** A: WEPSET_id : WEPSET_... */
ATTRIB(Weapon, weapons, WepSet, '0 0 0');
/** M: ammotype : main ammo field */
/** M: modelname : name of model (without g_ v_ or h_ prefixes) */
ATTRIB(Weapon, mdl, string, "");
/** M: model MDL_id_ITEM */
- ATTRIB(Weapon, m_model, entity, NULL);
+ ATTRIB(Weapon, m_model, entity);
/** M: crosshair : per-weapon crosshair: "CrosshairImage Size" */
ATTRIB(Weapon, w_crosshair, string, "gfx/crosshair1");
/** A: crosshair : per-weapon crosshair size (argument two of "crosshair" field) */
/** M: wepname : human readable name */
ATTRIB(Weapon, m_name, string, "AOL CD Thrower");
- ATTRIB(Weapon, m_pickup, entity, NULL);
+ ATTRIB(Weapon, m_pickup, entity);
/** (SERVER) setup weapon data */
METHOD(Weapon, wr_setup, void(Weapon this, entity actor)) {}
/** (CLIENT) impact effect for weapon explosion */
METHOD(Weapon, wr_impacteffect, void(Weapon this, entity actor)) {}
/** (SERVER) called whenever a player dies */
- METHOD(Weapon, wr_playerdeath, void(Weapon this, entity actor)) {}
+ METHOD(Weapon, wr_playerdeath, void(Weapon this, entity actor, .entity weaponentity)) {}
/** (SERVER) logic to run when weapon is lost */
- METHOD(Weapon, wr_gonethink, void(Weapon this, entity actor)) {}
+ METHOD(Weapon, wr_gonethink, void(Weapon this, entity actor, .entity weaponentity)) {}
/** (ALL) dump weapon cvars to config in data directory (see: sv_cmd dumpweapons) */
METHOD(Weapon, wr_config, void(Weapon this)) {}
/** (CLIENT) weapon specific zoom reticle */
// 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, NULL)
- ATTRIB(WeaponPickup, m_name, string, string_null)
-#ifndef MENUQC
- ATTRIB(WeaponPickup, m_sound, Sound, SND_WEAPONPICKUP)
+ ATTRIB(WeaponPickup, m_weapon, Weapon);
+ ATTRIB(WeaponPickup, m_name, string);
+#ifdef GAMEQC
+ ATTRIB(WeaponPickup, m_sound, Sound, SND_WEAPONPICKUP);
#endif
#ifdef SVQC
- ATTRIB(WeaponPickup, m_itemflags, int, FL_WEAPON)
+ ATTRIB(WeaponPickup, m_itemflags, int, FL_WEAPON);
float weapon_pickupevalfunc(entity player, entity item);
- ATTRIB(WeaponPickup, m_pickupevalfunc, float(entity player, entity item), weapon_pickupevalfunc)
+ ATTRIB(WeaponPickup, m_pickupevalfunc, float(entity player, entity item), weapon_pickupevalfunc);
#endif
CONSTRUCTOR(WeaponPickup, Weapon w) {
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
{
bool b = Item_GiveTo(item, player);
if (b) {
- LOG_TRACEF("entity %i picked up %s\n", player, this.m_name);
+ LOG_TRACEF("entity %i picked up %s", player, this.m_name);
}
return b;
}
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