/** control what happens when this weapon is spawned */
METHOD(Weapon, m_spawnfunc_hookreplace, Weapon(Weapon this, entity e)) { return this; }
/** M: ammotype : main ammo type */
- ATTRIB(Weapon, ammo_type, int, RESOURCE_NONE);
+ ATTRIB(Weapon, ammo_type, int, RES_NONE);
/** M: impulse : weapon impulse */
ATTRIB(Weapon, impulse, int, -1);
/** M: flags : WEPSPAWNFLAG_... combined */
METHOD(Weapon, wr_playerdeath, void(Weapon this, entity actor, .entity weaponentity)) {}
/** (SERVER) logic to run when weapon is lost */
METHOD(Weapon, wr_gonethink, void(Weapon this, entity actor, .entity weaponentity)) {}
- /** (ALL) dump weapon cvars to config in data directory (see: sv_cmd dumpweapons) */
+ /** (SERVER) dump weapon cvars to config in data directory (see: sv_cmd dumpweapons) */
METHOD(Weapon, wr_config, void(Weapon this)) {}
/** (BOTH) weapon specific zoom reticle */
METHOD(Weapon, wr_zoom, bool(Weapon this, entity actor)) {
METHOD(Weapon, wr_zoomdir, bool(Weapon this)) {return false;}
/** (CLIENT) weapon specific view model */
METHOD(Weapon, wr_viewmodel, string(Weapon this, entity wep)) { return string_null; }
- /** (CLIENT) weapon specific glow */
+ /** (BOTH) weapon specific glow */
METHOD(Weapon, wr_glow, vector(Weapon this, entity actor, entity wepent)) { return '0 0 0'; }
/** (SERVER) the weapon is dropped */
METHOD(Weapon, wr_drop, void(Weapon this, entity actor, .entity weaponentity)) {}
METHOD(WeaponPickup, giveTo, bool(entity this, entity item, entity player))
{
bool b = Item_GiveTo(item, player);
- if (b) {
- LOG_TRACEF("entity %i picked up %s", player, this.m_name);
- }
+ //if (b) {
+ //LOG_TRACEF("entity %i picked up %s", player, this.m_name);
+ //}
return b;
}
#endif
const int WEP_FLAG_DUALWIELD = BIT(11); // weapon can be dual wielded
const int WEP_FLAG_NODUAL = BIT(12); // weapon doesn't work well with dual wielding (fireball etc just explode on fire), doesn't currently prevent anything
const int WEP_FLAG_PENETRATEWALLS = BIT(13); // weapon has high calibur bullets that can penetrate thick walls (WEAPONTODO)
+const int WEP_FLAG_BLEED = BIT(14); // weapon pierces and causes bleeding (used for damage effects)
+const int WEP_FLAG_NOTRUEAIM = BIT(15); // weapon doesn't aim directly at targets
+const int WEP_FLAG_SPECIALATTACK = BIT(16); // marked as a special attack (not a true weapon), hidden from most weapon lists
// variables:
string weaponorder_byid;