/* modelname */ "hlac",
/* simplemdl */ "foobar",
/* crosshair */ "gfx/crosshairhlac 0.7",
+/* wepimg */ "weaponhlac",
/* refname */ "arc",
/* wepname */ _("Arc")
);
/* modelname */ "laser",
/* simplemdl */ "foobar",
/* crosshair */ "gfx/crosshairlaser 0.4",
+/* wepimg */ "weaponlaser",
/* refname */ "blaster",
/* wepname */ _("Blaster")
);
/* modelname */ "crylink",
/* simplemdl */ "foobar",
/* crosshair */ "gfx/crosshaircrylink 0.4",
+/* wepimg */ "weaponcrylink",
/* refname */ "crylink",
/* wepname */ _("Crylink")
);
/* modelname */ "rl",
/* simplemdl */ "foobar",
/* crosshair */ "gfx/crosshairrocketlauncher 0.5875",
+/* wepimg */ "weaponrocketlauncher",
/* refname */ "devastator",
/* wepname */ _("Devastator")
);
/* modelname */ "electro",
/* simplemdl */ "foobar",
/* crosshair */ "gfx/crosshairelectro 0.5",
+/* wepimg */ "weaponelectro",
/* refname */ "electro",
/* wepname */ _("Electro")
);
/* modelname */ "fireball",
/* simplemdl */ "foobar",
/* crosshair */ "gfx/crosshairfireball",
+/* wepimg */ "weaponfireball",
/* refname */ "fireball",
/* wepname */ _("Fireball")
);
/* modelname */ "hagar",
/* simplemdl */ "foobar",
/* crosshair */ "gfx/crosshairhagar 0.8",
+/* wepimg */ "weaponhagar",
/* refname */ "hagar",
/* wepname */ _("Hagar")
);
/* modelname */ "hlac",
/* simplemdl */ "foobar",
/* crosshair */ "gfx/crosshairhlac 0.6",
+/* wepimg */ "weaponhlac",
/* refname */ "hlac",
/* wepname */ _("Heavy Laser Assault Cannon")
);
/* modelname */ "hookgun",
/* simplemdl */ "foobar",
/* crosshair */ "gfx/crosshairhook 0.5",
+/* wepimg */ "weaponhook",
/* refname */ "hook",
/* wepname */ _("Grappling Hook")
);
/* modelname */ "uzi",
/* simplemdl */ "foobar",
/* crosshair */ "gfx/crosshairuzi 0.6",
+/* wepimg */ "weaponuzi",
/* refname */ "machinegun",
/* wepname */ _("Machine Gun")
);
/* modelname */ "minelayer",
/* simplemdl */ "foobar",
/* crosshair */ "gfx/crosshairminelayer 0.9",
+/* wepimg */ "weaponminelayer",
/* refname */ "minelayer",
/* wepname */ _("Mine Layer")
);
/* modelname */ "gl",
/* simplemdl */ "foobar",
/* crosshair */ "gfx/crosshairgrenadelauncher 0.7",
+/* wepimg */ "weapongrenadelauncher",
/* refname */ "mortar",
/* wepname */ _("Mortar")
);
/* modelname */ "porto",
/* simplemdl */ "foobar",
/* crosshair */ "gfx/crosshairporto 0.6",
+/* wepimg */ "weaponporto",
/* refname */ "porto",
/* wepname */ _("Port-O-Launch")
);
/* modelname */ "campingrifle",
/* simplemdl */ "foobar",
/* crosshair */ "gfx/crosshairrifle 0.5",
+/* wepimg */ "weaponrifle",
/* refname */ "rifle",
/* wepname */ _("Rifle")
);
/* modelname */ "seeker",
/* simplemdl */ "foobar",
/* crosshair */ "gfx/crosshairseeker 0.8",
+/* wepimg */ "weaponseeker",
/* refname */ "seeker",
/* wepname */ _("T.A.G. Seeker")
);
/* modelname */ "shotgun",
/* simplemdl */ "foobar",
/* crosshair */ "gfx/crosshairshotgun 0.7",
+/* wepimg */ "weaponshotgun",
/* refname */ "shockwave",
/* wepname */ _("Shockwave")
);
/* modelname */ "shotgun",
/* simplemdl */ "foobar",
/* crosshair */ "gfx/crosshairshotgun 0.65",
+/* wepimg */ "weaponshotgun",
/* refname */ "shotgun",
/* wepname */ _("Shotgun")
);
/* modelname */ "tuba",
/* simplemdl */ "foobar",
/* crosshair */ "gfx/crosshairtuba",
+/* wepimg */ "weapontuba",
/* refname */ "tuba",
/* xgettext:no-c-format */
/* wepname */ _("@!#%'n Tuba")
/* modelname */ "minstanex",
/* simplemdl */ "foobar",
/* crosshair */ "gfx/crosshairminstanex 0.4",
+/* wepimg */ "weaponminstanex",
/* refname */ "vaporizer",
/* wepname */ _("Vaporizer")
);
/* modelname */ "nex",
/* simplemdl */ "foobar",
/* crosshair */ "gfx/crosshairnex 0.65",
+/* wepimg */ "weaponnex",
/* refname */ "vortex",
/* wepname */ _("Vortex")
);
string modelname,
string simplemdl,
string crosshair,
+ string wepimg,
string refname,
string wepname)
{
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(wepimg);
e.netname = refname;
e.message = wepname;
dummy_weapon_info.w_crosshair = "gfx/crosshair1";
dummy_weapon_info.w_crosshair_size = 1;
+ dummy_weapon_info.model2 = "";
float i;
weaponorder_byid = "";
string modelname,
string simplemdl,
string crosshair,
+ string wepimg,
string refname,
string wepname);
.string w_simplemdl; // M: simplemdl // simpleitems weapon model/image
.string w_crosshair; // M: crosshair // per-weapon crosshair: "CrosshairImage Size"
.float w_crosshair_size; // A: crosshair // per-weapon crosshair size (argument two of "crosshair" field)
+.string model2; // M: wepimg // "weaponfoobar" side view image file of weapon // WEAPONTODO: Move out of skin files, move to common files
.string netname; // M: refname // reference name name
.string message; // M: wepname // 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,modelname,simplemdl,crosshair,refname,wepname) \
+#define REGISTER_WEAPON_2(id,bit,function,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,wepimg,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,modelname,simplemdl,crosshair,refname,wepname); \
+ register_weapon(id,bit,function,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,wepimg,refname,wepname); \
} \
ACCUMULATE_FUNCTION(RegisterWeapons, RegisterWeapons_##id)
#ifdef MENUQC
-#define REGISTER_WEAPON(id,function,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,refname,wepname) \
- REGISTER_WEAPON_2(WEP_##id,WEPSET_##id,w_null,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,refname,wepname)
+#define REGISTER_WEAPON(id,function,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,wepimg,refname,wepname) \
+ REGISTER_WEAPON_2(WEP_##id,WEPSET_##id,w_null,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,wepimg,refname,wepname)
#else
-#define REGISTER_WEAPON(id,function,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,refname,wepname) \
- REGISTER_WEAPON_2(WEP_##id,WEPSET_##id,function,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,refname,wepname)
+#define REGISTER_WEAPON(id,function,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,wepimg,refname,wepname) \
+ REGISTER_WEAPON_2(WEP_##id,WEPSET_##id,function,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,wepimg,refname,wepname)
#endif
#include "all.qh"