/** 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);
+ /** the canonical spawnfunc name */
+ ATTRIB(Weapon, m_canonical_spawnfunc, string);
+ /** control what happens when this weapon is spawned */
+ METHOD(Weapon, m_spawnfunc_hookreplace, Weapon(Weapon this, entity e)) { return this; }
/** A: WEPSET_id : WEPSET_... */
ATTRIB(Weapon, weapons, WepSet, '0 0 0');
/** M: ammotype : main ammo type */
}
ENDCLASS(Weapon)
+#ifdef SVQC
+
+void weapon_defaultspawnfunc(entity this, Weapon e);
+#define SPAWNFUNC_WEAPON(name, weapon) \
+ spawnfunc(name) { weapon_defaultspawnfunc(this, weapon); }
+
+#else
+
+#define SPAWNFUNC_WEAPON(name, weapon)
+
+#endif
+
#include <common/items/_mod.qh>
CLASS(WeaponPickup, Pickup)
ATTRIB(WeaponPickup, m_weapon, Weapon);