#include "calculations.qh"
#include "projectiles.qh"
#include <common/models/all.qh>
+#include <common/effects/all.qh>
#endif
#include <common/util.qh>
default:
case CMD_REQUEST_USAGE:
{
- LOG_INFO("Usage:^3 ", GetProgramCommandPrefix(), " dumpweapons [filename]");
- LOG_INFO(" Where 'filename' is the file to write (default is weapons_dump.cfg),");
- LOG_INFO(" if supplied with '-' output to console as well as default,");
- LOG_INFO(" if left blank, it will only write to default.");
+ LOG_HELP("Usage:^3 ", GetProgramCommandPrefix(), " dumpweapons [filename]");
+ LOG_HELP(" Where 'filename' is the file to write (default is weapons_dump.cfg),");
+ LOG_HELP(" if supplied with '-' output to console as well as default,");
+ LOG_HELP(" if left blank, it will only write to default.");
return;
}
}
// read cvars from weapon settings
+// cvars are created as such: g_balance_wepname_name
#define WEP_CVAR(wepname, name) (_wep_##wepname.wepvar_##name)
#define WEP_CVAR_PRI(wepname, name) WEP_CVAR(wepname, primary_##name)
#define WEP_CVAR_SEC(wepname, name) WEP_CVAR(wepname, secondary_##name)
.vector spawnorigin; // for casings
+.vector movedir_aligned; // shot origin based on weapon alignment (unaffected by shootfromeye)
+
// weapon animation vectors:
.vector anim_fire1;
.vector anim_fire2;
.vector anim_idle;
.vector anim_reload;
+.entity muzzle_flash;
+
// static frame globals
ENUMCLASS(WFRAME)
#ifdef SVQC
void wframe_send(entity actor, entity weaponentity, int wepframe, float attackrate, bool restartanim);
#endif
+
+#ifdef SVQC
+void W_MuzzleFlash(Weapon thiswep, entity actor, .entity weaponentity, vector shotorg, vector shotdir);
+#endif
#endif