/** 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 */
.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;