X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon.qh;h=16332634352f966d7f49f2923c1ff5a09c20901e;hb=67410278136b3bf6c5437027ab2f39d0da49753c;hp=c873f4463302337faf73b3e29ddbba2471b9bf15;hpb=7f042267d93f57719b68f0725af14d444f5c8932;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon.qh b/qcsrc/common/weapons/weapon.qh index c873f4463..163326343 100644 --- a/qcsrc/common/weapons/weapon.qh +++ b/qcsrc/common/weapons/weapon.qh @@ -72,11 +72,11 @@ CLASS(Weapon, Object) /** M: model MDL_id_ITEM */ ATTRIB(Weapon, m_model, entity); /** M: crosshair : per-weapon crosshair: "CrosshairImage Size" */ - ATTRIB(Weapon, w_crosshair, string, "gfx/crosshair1"); + ATTRIB(Weapon, w_crosshair, string, "gfx/crosshairmoustache"); /** A: crosshair : per-weapon crosshair size (argument two of "crosshair" field) */ ATTRIB(Weapon, w_crosshair_size, float, 1); /** A: reticle : per-weapon zoom reticle */ - ATTRIB(Weapon, w_reticle, string, ""); + ATTRIB(Weapon, w_reticle, string, string_null); /** M: wepimg : "weaponfoobar" side view image file of weapon. WEAPONTODO: Move out of skin files, move to common files */ ATTRIB(Weapon, model2, string, ""); /** M: refname : reference name name */ @@ -177,7 +177,9 @@ ENDCLASS(OffhandWeapon) .OffhandWeapon offhand; #endif -const int MAX_SHOT_DISTANCE = 32768; +#ifdef GAMEQC +int max_shot_distance = 32768; // determined by world mins/maxs when map loads +#endif // weapon flags const int WEP_TYPE_OTHER = 0x00; // not for damaging people @@ -192,6 +194,8 @@ const int WEP_FLAG_SUPERWEAPON = 0x100; // powerup timer const int WEP_FLAG_MUTATORBLOCKED = 0x200; // hides from impulse 99 etc. (mutators are allowed to clear this flag) const int WEP_TYPE_MELEE_PRI = 0x400; // primary attack is melee swing (for animation) const int WEP_TYPE_MELEE_SEC = 0x800; // secondary attack is melee swing (for animation) +const int WEP_FLAG_DUALWIELD = 0x1000; // weapon can be dual wielded +const int WEP_FLAG_NODUAL = 0x2000; // weapon doesn't work well with dual wielding (fireball etc just explode on fire), doesn't currently prevent anything // variables: string weaponorder_byid; @@ -204,7 +208,7 @@ string W_NumberWeaponOrder(string order); string W_FixWeaponOrder_BuildImpulseList(string o); string W_FixWeaponOrder_AllowIncomplete(entity this, string order); string W_FixWeaponOrder_ForceComplete(string order); -void W_RandomWeapons(entity e, float n); +void W_RandomWeapons(entity e, int n); string GetAmmoPicture(.int ammotype);