/** fields which are explicitly/manually set are marked with "M", fields set automatically are marked with "A" */
CLASS(Weapon, Object)
ATTRIB(Weapon, m_id, int, 0)
- /**
- * M: WEP_id : WEP_...
- * you can recognize dummies when this == 0
- */
- ATTRIB(Weapon, weapon, int, 0);
/** A: WEPSET_id : WEPSET_... */
ATTRIB(Weapon, weapons, WepSet, '0 0 0');
/** M: ammotype : main ammo field */
METHOD(Weapon, wr_drop, void(Weapon this)) {}
/** (SERVER) a weapon is picked up */
METHOD(Weapon, wr_pickup, void(Weapon this)) {}
-
+ /** (SERVER) update cvar based properties */
+ METHOD(Weapon, wr_update, void(Weapon this)) {}
METHOD(Weapon, display, void(entity this, void(string name, string icon) returns)) {
returns(this.m_name, this.model2 ? sprintf("/gfx/hud/%s/%s", cvar_string("menu_skin"), this.model2) : string_null);
}
string W_Sound(string w_snd);
string W_Model(string w_mdl);
-
-// other useful macros
-#define WEP_AMMO(wpn) (WEP_##wpn.ammo_field) // only used inside weapon files/with direct name, don't duplicate prefix
-#define WEP_NAME(wpn) ((get_weaponinfo(wpn)).m_name)
-
#endif