X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon.qh;h=3dd2a8048af45223f5ddaf383d1a649f262861ec;hb=ce491d5d46adc539776d175c258e8e89405689c8;hp=cdf5748e678bf62388ffd85c793cd9194f8656d1;hpb=62d736d8c3a51baf5fa3a4265e39a2b773704a91;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon.qh b/qcsrc/common/weapons/weapon.qh index cdf5748e6..3dd2a8048 100644 --- a/qcsrc/common/weapons/weapon.qh +++ b/qcsrc/common/weapons/weapon.qh @@ -45,7 +45,7 @@ CLASS(Weapon, Object) /** 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 */ @@ -99,7 +99,7 @@ CLASS(Weapon, Object) 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, .entity weaponentity)) {} - /** (ALL) dump weapon cvars to config in data directory (see: sv_cmd dumpweapons) */ + /** (SERVER) dump weapon cvars to config in data directory (see: sv_cmd dumpweapons) */ METHOD(Weapon, wr_config, void(Weapon this)) {} /** (BOTH) weapon specific zoom reticle */ METHOD(Weapon, wr_zoom, bool(Weapon this, entity actor)) { @@ -110,7 +110,7 @@ CLASS(Weapon, Object) 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 */ + /** (BOTH) weapon specific glow */ METHOD(Weapon, wr_glow, vector(Weapon this, entity actor, entity wepent)) { return '0 0 0'; } /** (SERVER) the weapon is dropped */ METHOD(Weapon, wr_drop, void(Weapon this, entity actor, .entity weaponentity)) {} @@ -197,6 +197,9 @@ const int WEP_TYPE_MELEE_SEC = BIT(10); // secondary attack is melee swing 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) +const int WEP_FLAG_NOTRUEAIM = BIT(15); // weapon doesn't aim directly at targets +const int WEP_FLAG_SPECIALATTACK = BIT(16); // marked as a special attack (not a true weapon), hidden from most weapon lists // variables: string weaponorder_byid;