}
#endif
-void register_weapon(float id, WepSet bit, float(float) func, .float ammotype, float i, float weapontype, float pickupbasevalue, vector clr, string modelname, string shortname, string wname)
+void register_weapon(
+ float id,
+ WepSet bit,
+ float(float) func,
+ .float ammotype,
+ float i,
+ float weapontype,
+ float pickupbasevalue,
+ vector clr,
+ string modelname,
+ string crosshair,
+ string refname,
+ string wepname)
{
entity e;
weapon_info[id - 1] = e = spawn();
e.classname = "weapon_info";
e.weapon = id;
e.weapons = bit;
- e.netname = shortname;
- e.message = wname;
- //e.items = ammotype;
e.weapon_func = func;
+ e.ammo_field = ammotype;
+ e.impulse = i;
+ e.spawnflags = weapontype;
+ e.bot_pickupbasevalue = pickupbasevalue;
e.wpcolor = clr;
e.mdl = modelname;
e.model = strzone(strcat("models/weapons/g_", modelname, ".md3"));
- e.spawnflags = weapontype;
+ e.w_crosshair = strzone(car(crosshair));
+ string s = cdr(crosshair);
+ e.w_crosshair_size = ((s != "") ? stof(s) : 1); // so that we can scale the crosshair from code (for compat)
e.model2 = strzone(strcat("wpn-", ftos(id)));
- e.impulse = i;
- e.bot_pickupbasevalue = pickupbasevalue;
- e.ammo_field = ammotype;
+ e.netname = refname;
+ e.message = wepname;
#ifndef MENUQC
func(WR_INIT);
dummy_weapon_info.weapons = '0 0 0';
dummy_weapon_info.netname = "";
dummy_weapon_info.message = "AOL CD Thrower";
- //dummy_weapon_info.items = 0;
dummy_weapon_info.weapon_func = w_null;
dummy_weapon_info.mdl = "";
dummy_weapon_info.model = "";
dummy_weapon_info.bot_pickupbasevalue = 0;
dummy_weapon_info.ammo_field = ammo_none;
+ dummy_weapon_info.w_crosshair = "gfx/crosshair1";
+ dummy_weapon_info.w_crosshair_size = 1;
+
float i;
weaponorder_byid = "";
for(i = WEP_MAXCOUNT; i >= 1; --i)
e.weapons = result;
}
-string W_Name(float weaponid) // WEAPONTODO: make into a macro
-{
- return (get_weaponinfo(weaponid)).message;
-}
-
#ifdef CSQC
.float GetAmmoFieldFromNum(float i)
{