#pragma once
-#include <common/command/all.qh>
+#include <common/command/_mod.qh>
#include <common/stats.qh>
#include "config.qh"
#include "weapon.qh"
-#ifndef MENUQC
+#ifdef GAMEQC
#include "calculations.qh"
#include <common/models/all.qh>
#endif
else
inaccessible = strcat(inaccessible, "\n", it.netname);
});
- if (inaccessible) LOG_TRACEF("Impulse limit exceeded, weapon(s) will not be directly accessible: %s\n", inaccessible);
+ if (inaccessible) LOG_TRACEF("Impulse limit exceeded, weapon(s) will not be directly accessible: %s", inaccessible);
#ifdef CSQC
FOREACH(Weapons, true, it.wr_init(it));
#endif
weaponorder_byid = strzone(substring(weaponorder_byid, 1, -1));
}
-#ifndef MENUQC
+#ifdef GAMEQC
.entity weaponchild;
.entity exteriorweaponentity;
-vector weaponentity_glowmod(Weapon wep, int c)
+vector weaponentity_glowmod(Weapon wep, entity actor, int c, entity wepent)
{
vector g;
- if (!(g = wep.wr_glow(wep))) g = colormapPaletteColor(c & 0x0F, true) * 2;
+ if (!(g = wep.wr_glow(wep, actor, wepent))) g = colormapPaletteColor(c & 0x0F, true) * 2;
return g;
}
+.int m_gunalign;
+
//.int weapon; // current weapon
.string weaponname; // name of .weapon