44 ATTRIB(Weapon, m_canonical_spawnfunc,
string);
46 METHOD(Weapon, m_spawnfunc_hookreplace, Weapon(Weapon
this,
entity e)) {
return this; }
135 #define SPAWNFUNC_WEAPON(name, weapon) \ 136 spawnfunc(name) { weapon_defaultspawnfunc(this, weapon); } 138 #define SPAWNFUNC_WEAPON_COND(name, cond, wep1, wep2) \ 139 SPAWNFUNC_WEAPON(name, (cond ? wep1 : wep2)) 143 #define SPAWNFUNC_WEAPON(name, weapon) 164 this.m_model = w.m_model;
183 METHOD(OffhandWeapon, offhand_think,
void(OffhandWeapon
this,
entity player,
bool key_pressed)) {}
187 .OffhandWeapon offhand;
191 int max_shot_distance = 32768;
string W_Sound(string w_snd)
const int WEP_FLAG_PENETRATEWALLS
const int WEP_FLAG_NODUAL
string GetAmmoPicture(Resource ammotype)
void weapon_defaultspawnfunc(entity this, Weapon wpn)
const int WEP_FLAG_RELOADABLE
string W_UndeprecateName(string s)
const int WS_RAISE
raise frame
string W_FixWeaponOrder_ForceComplete(string order)
const int WS_CLEAR
no weapon selected
string W_FixWeaponOrder(string order, float complete)
string m_name
M: wepname : human readable name.
float bot_pickupbasevalue
entity GetAmmoItem(Resource ammotype)
const int WS_DROP
deselecting frame
const int WEP_FLAG_HIDDEN
#define METHOD(cname, name, prototype)
#define CONSTRUCT(cname,...)
const int WS_READY
idle frame
const int WEP_TYPE_SPLASH
string W_FixWeaponOrder_AllowIncomplete(entity this, string order)
int weaponslot(.entity weaponentity)
string W_Model(string w_mdl)
float bot_pickupbasevalue
M: rating : bot weapon priority.
#define BIT(n)
Only ever assign into the first 24 bits in QC (so max is BIT(23)).
string W_FixWeaponOrder_BuildImpulseList(string o)
float weapon_pickupevalfunc(entity player, entity item)
const int MAX_WEAPONSLOTS
const int WEP_TYPE_MELEE_SEC
string W_NumberWeaponOrder(string order)
vector(float skel, float bonenum) _skel_get_boneabs_hidden
const int WEP_FLAG_CANCLIMB
const int WS_INUSE
fire state
const int WEP_FLAG_SPECIALATTACK
string W_NameWeaponOrder(string order)
WepSet W_RandomWeapons(entity e, WepSet remaining, int n)
const int WEP_FLAG_NOTRUEAIM
entity weaponentities[MAX_WEAPONSLOTS]
bool Item_GiveTo(entity item, entity player)
string GetAmmoName(Resource ammotype)
const int WEP_FLAG_NORMAL
const int WEP_FLAG_MUTATORBLOCKED
const int WEP_FLAG_DUALWIELD
fields which are explicitly/manually set are marked with "M", fields set automatically are marked wit...
#define CONSTRUCTOR(cname,...)
const int WEP_TYPE_HITSCAN
const int WEP_FLAG_SUPERWEAPON
const int WEP_TYPE_MELEE_PRI