#pragma once
-#include <common/resources.qh>
#include <common/items/item/pickup.qh>
+#include <common/resources/resources.qh>
#include <common/stats.qh>
#ifdef SVQC
/** 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, RES_NONE);
+ ATTRIB(Weapon, ammo_type, Resource, RES_NONE);
/** M: impulse : weapon impulse */
ATTRIB(Weapon, impulse, int, -1);
/** M: flags : WEPSPAWNFLAG_... combined */
ATTRIB(Weapon, netname, string, "");
/** M: wepname : human readable name */
ATTRIB(Weapon, m_name, string, "AOL CD Thrower");
+ /** M: deprecated refname : old reference name for compatibility with weapons that were renamed */
+ ATTRIB(Weapon, m_deprecated_netname, string, "");
ATTRIB(Weapon, m_pickup, entity);
/** (CLIENT) weapon specific view model */
METHOD(Weapon, wr_viewmodel, string(Weapon this, entity wep)) { return string_null; }
/** (BOTH) weapon specific glow */
- METHOD(Weapon, wr_glow, vector(Weapon this, entity actor, entity wepent)) { return '0 0 0'; }
+ METHOD(Weapon, wr_glow, vector(Weapon this, int actor_colors, entity wepent)) { return '0 0 0'; }
/** (SERVER) the weapon is dropped */
METHOD(Weapon, wr_drop, void(Weapon this, entity actor, .entity weaponentity)) {}
/** (SERVER) a weapon is picked up */
// functions:
string W_FixWeaponOrder(string order, float complete);
-string W_UndeprecateName(string s);
string W_NameWeaponOrder(string order);
string W_NumberWeaponOrder(string order);
string W_FixWeaponOrder_BuildImpulseList(string o);
string W_FixWeaponOrder_ForceComplete(string order);
WepSet W_RandomWeapons(entity e, WepSet remaining, int n);
-string GetAmmoPicture(int ammotype);
+string GetAmmoPicture(Resource ammotype);
-string GetAmmoName(int ammotype);
+string GetAmmoName(Resource ammotype);
-entity GetAmmoItem(int ammotype);
+entity GetAmmoItem(Resource ammotype);
#ifdef CSQC
-int GetAmmoTypeFromNum(int i);
-int GetAmmoStat(int ammotype);
+int GetAmmoStat(Resource ammotype);
#endif
string W_Sound(string w_snd);