/** 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 */
/** (SERVER) checks ammo for weapon second */
METHOD(Weapon, wr_checkammo2, bool(Weapon this, entity actor, .entity weaponentity)) {return false;}
/** (SERVER) runs bot aiming code for this weapon */
- METHOD(Weapon, wr_aim, void(Weapon this, entity actor)) {}
+ METHOD(Weapon, wr_aim, void(Weapon this, entity actor, .entity weaponentity)) {}
/** (BOTH) precaches models/sounds used by this weapon, also sets up weapon properties */
METHOD(Weapon, wr_init, void(Weapon this)) {}
/** (SERVER) notification number for suicide message (may inspect w_deathtype for details) */
// 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 */
.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
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;