X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon.qh;h=3dd2a8048af45223f5ddaf383d1a649f262861ec;hb=d134ce0af0e04817a2a599f8187889d0a7bbc0ee;hp=c4f16cd2139ab03ff633a8f9ebc33a3f55365095;hpb=45d8904a100765555e622598a39967963733df1d;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon.qh b/qcsrc/common/weapons/weapon.qh index c4f16cd21..3dd2a8048 100644 --- a/qcsrc/common/weapons/weapon.qh +++ b/qcsrc/common/weapons/weapon.qh @@ -99,7 +99,7 @@ CLASS(Weapon, Object) METHOD(Weapon, wr_playerdeath, void(Weapon this, entity actor, .entity weaponentity)) {} /** (SERVER) logic to run when weapon is lost */ METHOD(Weapon, wr_gonethink, void(Weapon this, entity actor, .entity weaponentity)) {} - /** (ALL) dump weapon cvars to config in data directory (see: sv_cmd dumpweapons) */ + /** (SERVER) dump weapon cvars to config in data directory (see: sv_cmd dumpweapons) */ METHOD(Weapon, wr_config, void(Weapon this)) {} /** (BOTH) weapon specific zoom reticle */ METHOD(Weapon, wr_zoom, bool(Weapon this, entity actor)) { @@ -110,7 +110,7 @@ CLASS(Weapon, Object) METHOD(Weapon, wr_zoomdir, bool(Weapon this)) {return false;} /** (CLIENT) weapon specific view model */ METHOD(Weapon, wr_viewmodel, string(Weapon this, entity wep)) { return string_null; } - /** (CLIENT) weapon specific glow */ + /** (BOTH) weapon specific glow */ METHOD(Weapon, wr_glow, vector(Weapon this, entity actor, entity wepent)) { return '0 0 0'; } /** (SERVER) the weapon is dropped */ METHOD(Weapon, wr_drop, void(Weapon this, entity actor, .entity weaponentity)) {} @@ -198,6 +198,8 @@ const int WEP_FLAG_DUALWIELD = BIT(11); // weapon can be dual wielded const int WEP_FLAG_NODUAL = BIT(12); // weapon doesn't work well with dual wielding (fireball etc just explode on fire), doesn't currently prevent anything const int WEP_FLAG_PENETRATEWALLS = BIT(13); // weapon has high calibur bullets that can penetrate thick walls (WEAPONTODO) const int WEP_FLAG_BLEED = BIT(14); // weapon pierces and causes bleeding (used for damage effects) +const int WEP_FLAG_NOTRUEAIM = BIT(15); // weapon doesn't aim directly at targets +const int WEP_FLAG_SPECIALATTACK = BIT(16); // marked as a special attack (not a true weapon), hidden from most weapon lists // variables: string weaponorder_byid;