#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, 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) */
/** (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 */
spawnfunc(name) { weapon_defaultspawnfunc(this, weapon); }
#define SPAWNFUNC_WEAPON_COND(name, cond, wep1, wep2) \
- spawnfunc(name) \
- { \
- entity wep = (cond) ? wep1 : wep2; \
- weapon_defaultspawnfunc(this, wep); \
- }
+ SPAWNFUNC_WEAPON(name, (cond ? wep1 : wep2))
#else
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(Resource ammotype);
#ifdef CSQC
-int GetAmmoTypeFromNum(int i);
-int GetAmmoStat(int ammotype);
+Resource GetAmmoTypeFromNum(int i);
+
+int GetAmmoStat(Resource ammotype);
#endif
string W_Sound(string w_snd);