ATTRIB(Weapon, wpcolor, vector, '0 0 0');
/** M: modelname : name of model (without g_ v_ or h_ prefixes) */
ATTRIB(Weapon, mdl, string, "");
+#ifdef GAMEQC
/** M: model MDL_id_ITEM */
ATTRIB(Weapon, m_model, entity);
+ /** M: flash model MDL_id_MUZZLEFLASH */
+ ATTRIB(Weapon, m_muzzlemodel, entity, MDL_Null);
+ /** M: flash effect EFFECT_id_MUZZLEFLASH */
+ ATTRIB(Weapon, m_muzzleeffect, entity);
+#endif
/** M: crosshair : per-weapon crosshair: "CrosshairImage Size" */
ATTRIB(Weapon, w_crosshair, string, "gfx/crosshairmoustache");
/** A: crosshair : per-weapon crosshair size (argument two of "crosshair" field) */
#define SPAWNFUNC_WEAPON(name, weapon) \
spawnfunc(name) { weapon_defaultspawnfunc(this, weapon); }
+#define SPAWNFUNC_WEAPON_COND(name, cond, wep1, wep2) \
+ SPAWNFUNC_WEAPON(name, (cond ? wep1 : wep2))
+
#else
#define SPAWNFUNC_WEAPON(name, weapon)
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;
string GetAmmoPicture(int ammotype);
+string GetAmmoName(int ammotype);
+
+entity GetAmmoItem(int ammotype);
+
#ifdef CSQC
int GetAmmoTypeFromNum(int i);
int GetAmmoStat(int ammotype);