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 */
// no weapon specific image for this weapon
return false;
}
+ /** (CLIENT) check whether the weapon should zoom (special handling) */
+ METHOD(Weapon, wr_zoomdir, bool(Weapon this)) {return false;}
/** (CLIENT) weapon specific view model */
METHOD(Weapon, wr_viewmodel, string(Weapon this, entity wep)) { return string_null; }
/** (CLIENT) weapon specific glow */
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
#endif
// weapon flags
-const int WEP_TYPE_OTHER = 0x00; // not for damaging people
-const int WEP_TYPE_SPLASH = 0x01; // splash damage
-const int WEP_TYPE_HITSCAN = 0x02; // hitscan
-const int WEP_TYPEMASK = 0x0F;
-const int WEP_FLAG_CANCLIMB = 0x10; // can be used for movement
-const int WEP_FLAG_NORMAL = 0x20; // in "most weapons" set
-const int WEP_FLAG_HIDDEN = 0x40; // hides from menu
-const int WEP_FLAG_RELOADABLE = 0x80; // can has reload
-const int WEP_FLAG_SUPERWEAPON = 0x100; // powerup timer
-const int WEP_FLAG_MUTATORBLOCKED = 0x200; // hides from impulse 99 etc. (mutators are allowed to clear this flag)
-const int WEP_TYPE_MELEE_PRI = 0x400; // primary attack is melee swing (for animation)
-const int WEP_TYPE_MELEE_SEC = 0x800; // secondary attack is melee swing (for animation)
-const int WEP_FLAG_DUALWIELD = 0x1000; // weapon can be dual wielded
-const int WEP_FLAG_NODUAL = 0x2000; // weapon doesn't work well with dual wielding (fireball etc just explode on fire), doesn't currently prevent anything
-const int WEP_FLAG_PENETRATEWALLS = 0x4000; // weapon has high calibur bullets that can penetrate thick walls (WEAPONTODO)
+const int WEP_TYPE_OTHER = BIT(0); // not for damaging people
+const int WEP_TYPE_SPLASH = BIT(1); // splash damage
+const int WEP_TYPE_HITSCAN = BIT(2); // hitscan
+const int WEP_FLAG_CANCLIMB = BIT(3); // can be used for movement
+const int WEP_FLAG_NORMAL = BIT(4); // in "most weapons" set
+const int WEP_FLAG_HIDDEN = BIT(5); // hides from menu
+const int WEP_FLAG_RELOADABLE = BIT(6); // can has reload
+const int WEP_FLAG_SUPERWEAPON = BIT(7); // powerup timer
+const int WEP_FLAG_MUTATORBLOCKED = BIT(8); // hides from impulse 99 etc. (mutators are allowed to clear this flag)
+const int WEP_TYPE_MELEE_PRI = BIT(9); // primary attack is melee swing (for animation)
+const int WEP_TYPE_MELEE_SEC = BIT(10); // secondary attack is melee swing (for animation)
+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)
// variables:
string weaponorder_byid;
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);