float pickupbasevalue,
vector clr,
string modelname,
+ string crosshair,
string shortname,
string wname);
.string model2; // A: wpn-id // wpn- sprite name
.string mdl; // M: model // modelname without g_, v_, w_
.string model; // A: model // full name of g_ model
+.string w_crosshair;
+.float w_crosshair_size;
.string netname; // M: refname // reference name name
.string message; // M: fullname // human readable name
+
// note: the fabs call is just there to hide "if result is constant" warning
-#define REGISTER_WEAPON_2(id,bit,function,ammotype,impulse,flags,rating,color,model,refname,wepname) \
+#define REGISTER_WEAPON_2(id,bit,function,ammotype,impulse,flags,rating,color,model,crosshair,refname,wepname) \
float id; \
WepSet bit; \
float function(float); \
if((flags) & WEP_FLAG_SUPERWEAPON) \
WEPSET_SUPERWEAPONS |= bit; \
++WEP_COUNT; \
- register_weapon(id,bit,function,ammotype,impulse,flags,rating,color,model,refname,wepname); \
+ register_weapon(id,bit,function,ammotype,impulse,flags,rating,color,model,crosshair,refname,wepname); \
} \
ACCUMULATE_FUNCTION(RegisterWeapons, RegisterWeapons_##id)
#ifdef MENUQC
-#define REGISTER_WEAPON(id,function,ammotype,impulse,flags,rating,color,model,refname,wepname) \
- REGISTER_WEAPON_2(WEP_##id,WEPSET_##id,w_null,ammotype,impulse,flags,rating,color,model,refname,wepname)
+#define REGISTER_WEAPON(id,function,ammotype,impulse,flags,rating,color,model,crosshair,refname,wepname) \
+ REGISTER_WEAPON_2(WEP_##id,WEPSET_##id,w_null,ammotype,impulse,flags,rating,color,model,crosshair,refname,wepname)
#else
-#define REGISTER_WEAPON(id,function,ammotype,impulse,flags,rating,color,model,refname,wepname) \
- REGISTER_WEAPON_2(WEP_##id,WEPSET_##id,function,ammotype,impulse,flags,rating,color,model,refname,wepname)
+#define REGISTER_WEAPON(id,function,ammotype,impulse,flags,rating,color,model,crosshair,refname,wepname) \
+ REGISTER_WEAPON_2(WEP_##id,WEPSET_##id,function,ammotype,impulse,flags,rating,color,model,crosshair,refname,wepname)
#endif
#include "all.qh"