X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon.qh;h=c4f16cd2139ab03ff633a8f9ebc33a3f55365095;hb=0ca59fa70f5e81336415e1661d879aa91ff03db0;hp=460d95af65e685253865e8cdd65d1abc35fd6ece;hpb=1b0decb9afb829407eae763b3053a122e2ae3de6;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon.qh b/qcsrc/common/weapons/weapon.qh index 460d95af6..c4f16cd21 100644 --- a/qcsrc/common/weapons/weapon.qh +++ b/qcsrc/common/weapons/weapon.qh @@ -44,10 +44,8 @@ CLASS(Weapon, Object) 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); + ATTRIB(Weapon, ammo_type, int, RES_NONE); /** M: impulse : weapon impulse */ ATTRIB(Weapon, impulse, int, -1); /** M: flags : WEPSPAWNFLAG_... combined */ @@ -164,9 +162,9 @@ CLASS(WeaponPickup, Pickup) 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 @@ -199,6 +197,7 @@ 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) // variables: string weaponorder_byid; @@ -211,7 +210,7 @@ string W_NumberWeaponOrder(string order); 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);