ATTRIB(Weapon, m_canonical_spawnfunc, string);
/** control what happens when this weapon is spawned */
METHOD(Weapon, m_spawnfunc_hookreplace, Weapon(Weapon this, entity e)) { return this; }
- /** A: WEPSET_id : WEPSET_... */
- ATTRIB(Weapon, weapons, WepSet, '0 0 0');
/** M: ammotype : main ammo type */
ATTRIB(Weapon, ammo_type, int, RESOURCE_NONE);
/** M: impulse : weapon impulse */
METHOD(WeaponPickup, giveTo, bool(entity this, entity item, entity player))
{
bool b = Item_GiveTo(item, player);
- if (b) {
- LOG_TRACEF("entity %i picked up %s", player, this.m_name);
- }
+ //if (b) {
+ //LOG_TRACEF("entity %i picked up %s", player, this.m_name);
+ //}
return b;
}
#endif
string W_FixWeaponOrder_BuildImpulseList(string o);
string W_FixWeaponOrder_AllowIncomplete(entity this, string order);
string W_FixWeaponOrder_ForceComplete(string order);
-void W_RandomWeapons(entity e, int n);
+WepSet W_RandomWeapons(entity e, WepSet remaining, int n);
string GetAmmoPicture(int ammotype);