/** control what happens when this weapon is spawned */
METHOD(Weapon, m_spawnfunc_hookreplace, Weapon(Weapon this, entity e)) { return this; }
/** M: ammotype : main ammo type */
- ATTRIB(Weapon, ammo_type, int, RESOURCE_NONE);
+ ATTRIB(Weapon, ammo_type, int, RES_NONE);
/** M: impulse : weapon impulse */
ATTRIB(Weapon, impulse, int, -1);
/** M: flags : WEPSPAWNFLAG_... combined */
const int WEP_FLAG_DUALWIELD = BIT(11); // weapon can be dual wielded
const int WEP_FLAG_NODUAL = BIT(12); // weapon doesn't work well with dual wielding (fireball etc just explode on fire), doesn't currently prevent anything
const int WEP_FLAG_PENETRATEWALLS = BIT(13); // weapon has high calibur bullets that can penetrate thick walls (WEAPONTODO)
+const int WEP_FLAG_BLEED = BIT(14); // weapon pierces and causes bleeding (used for damage effects)
// variables:
string weaponorder_byid;