X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon.qh;h=0d0f67bef30c7011200ec45eedf5f63f1f19202d;hb=6147159b612c6950ca2177b732028d1116201220;hp=782f3c5cedcbf414c98c6712ce8e21ba44063044;hpb=05c1916e1f78c8233a0eb88b5f619d31ac5c9569;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon.qh b/qcsrc/common/weapons/weapon.qh index 782f3c5ce..0d0f67bef 100644 --- a/qcsrc/common/weapons/weapon.qh +++ b/qcsrc/common/weapons/weapon.qh @@ -72,7 +72,7 @@ CLASS(Weapon, Object) /** M: model MDL_id_ITEM */ ATTRIB(Weapon, m_model, entity); /** M: crosshair : per-weapon crosshair: "CrosshairImage Size" */ - ATTRIB(Weapon, w_crosshair, string, "gfx/crosshair1"); + ATTRIB(Weapon, w_crosshair, string, "gfx/crosshairmoustache"); /** A: crosshair : per-weapon crosshair size (argument two of "crosshair" field) */ ATTRIB(Weapon, w_crosshair_size, float, 1); /** A: reticle : per-weapon zoom reticle */ @@ -119,6 +119,8 @@ CLASS(Weapon, Object) // 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, entity actor, entity wepent)) { return '0 0 0'; } /** (SERVER) the weapon is dropped */ @@ -175,7 +177,9 @@ ENDCLASS(OffhandWeapon) .OffhandWeapon offhand; #endif -const int MAX_SHOT_DISTANCE = 32768; +#ifdef GAMEQC +int max_shot_distance = 32768; // determined by world mins/maxs when map loads +#endif // weapon flags const int WEP_TYPE_OTHER = 0x00; // not for damaging people @@ -190,6 +194,7 @@ 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 // variables: string weaponorder_byid;