REGISTER_WEAPON(Null, NEW(Weapon));
+Weapon Weapons_fromstr(string s)
+{
+ FOREACH(Weapons, it != WEP_Null && it.netname == s, return it);
+ return NULL;
+}
// legacy w_prop mappings
WepSet set = it.m_wepset;
WEPSET_ALL |= set;
if ((it.spawnflags) & WEP_FLAG_SUPERWEAPON) WEPSET_SUPERWEAPONS |= set;
- it.weapon = it.m_id;
it.weapons = set;
if (it == WEP_Null) continue;
int imp = WEP_IMPULSE_BEGIN + it.m_id - 1;
.vector weaponentity_glowmod;
//.int weapon; // current weapon
-#ifdef SVQC
-.int switchweapon = _STAT(SWITCHWEAPON);
-.int switchingweapon = _STAT(SWITCHINGWEAPON);
-#endif
.string weaponname; // name of .weapon
.vector spawnorigin; // for casings