/* color */ '1 1 1',
/* model */ "arc",
/* crosshair */ "gfx/crosshairhlac 0.7",
-/* netname */ "arc",
-/* fullname */ _("Arc")
+/* refname */ "arc",
+/* wepname */ _("Arc")
);
#define ARC_SETTINGS(w_cvar,w_prop) ARC_SETTINGS_LIST(w_cvar, w_prop, ARC, arc)
/* color */ '1 0.5 0.5',
/* model */ "laser",
/* crosshair */ "gfx/crosshairlaser 0.4",
-/* netname */ "laser",
-/* fullname */ _("Blaster")
+/* refname */ "laser",
+/* wepname */ _("Blaster")
);
#define BLASTER_SETTINGS(w_cvar,w_prop) BLASTER_SETTINGS_LIST(w_cvar, w_prop, BLASTER, blaster)
/* color */ '1 0.5 1',
/* model */ "crylink",
/* crosshair */ "gfx/crosshaircrylink 0.4",
-/* netname */ "crylink",
-/* fullname */ _("Crylink")
+/* refname */ "crylink",
+/* wepname */ _("Crylink")
);
#define CRYLINK_SETTINGS(w_cvar,w_prop) CRYLINK_SETTINGS_LIST(w_cvar, w_prop, CRYLINK, crylink)
/* color */ '1 1 0',
/* model */ "rl",
/* crosshair */ "gfx/crosshairrocketlauncher 0.5875",
-/* netname */ "devastator",
-/* fullname */ _("Devastator")
+/* refname */ "devastator",
+/* wepname */ _("Devastator")
);
#define DEVASTATOR_SETTINGS(w_cvar,w_prop) DEVASTATOR_SETTINGS_LIST(w_cvar, w_prop, DEVASTATOR, devastator)
/* color */ '0 0.5 1',
/* model */ "electro",
/* crosshair */ "gfx/crosshairelectro 0.5",
-/* netname */ "electro",
-/* fullname */ _("Electro")
+/* refname */ "electro",
+/* wepname */ _("Electro")
);
#define ELECTRO_SETTINGS(w_cvar,w_prop) ELECTRO_SETTINGS_LIST(w_cvar, w_prop, ELECTRO, electro)
/* color */ '1 0.5 0',
/* model */ "fireball",
/* crosshair */ "gfx/crosshairfireball",
-/* netname */ "fireball",
-/* fullname */ _("Fireball")
+/* refname */ "fireball",
+/* wepname */ _("Fireball")
);
#define FIREBALL_SETTINGS(w_cvar,w_prop) FIREBALL_SETTINGS_LIST(w_cvar, w_prop, FIREBALL, fireball)
/* color */ '1 1 0.5',
/* model */ "hagar",
/* crosshair */ "gfx/crosshairhagar 0.8",
-/* netname */ "hagar",
-/* fullname */ _("Hagar")
+/* refname */ "hagar",
+/* wepname */ _("Hagar")
);
#define HAGAR_SETTINGS(w_cvar,w_prop) HAGAR_SETTINGS_LIST(w_cvar, w_prop, HAGAR, hagar)
/* color */ '0 1 0',
/* model */ "hlac",
/* crosshair */ "gfx/crosshairhlac 0.6",
-/* netname */ "hlac",
-/* fullname */ _("Heavy Laser Assault Cannon")
+/* refname */ "hlac",
+/* wepname */ _("Heavy Laser Assault Cannon")
);
#define HLAC_SETTINGS(w_cvar,w_prop) HLAC_SETTINGS_LIST(w_cvar, w_prop, HLAC, hlac)
/* color */ '0 0.5 0',
/* model */ "hookgun",
/* crosshair */ "gfx/crosshairhook 0.5",
-/* netname */ "hook",
-/* fullname */ _("Grappling Hook")
+/* refname */ "hook",
+/* wepname */ _("Grappling Hook")
);
#define HOOK_SETTINGS(w_cvar,w_prop) HOOK_SETTINGS_LIST(w_cvar, w_prop, HOOK, hook)
/* color */ '1 1 0',
/* model */ "uzi",
/* crosshair */ "gfx/crosshairuzi 0.6",
-/* netname */ "uzi",
-/* fullname */ _("Machine Gun")
+/* refname */ "uzi",
+/* wepname */ _("Machine Gun")
);
#define MACHINEGUN_SETTINGS(w_cvar,w_prop) MACHINEGUN_SETTINGS_LIST(w_cvar, w_prop, MACHINEGUN, machinegun)
/* color */ '0.75 1 0',
/* model */ "minelayer",
/* crosshair */ "gfx/crosshairminelayer 0.9",
-/* netname */ "minelayer",
-/* fullname */ _("Mine Layer")
+/* refname */ "minelayer",
+/* wepname */ _("Mine Layer")
);
#define MINELAYER_SETTINGS(w_cvar,w_prop) MINELAYER_SETTINGS_LIST(w_cvar, w_prop, MINE_LAYER, minelayer)
/* color */ '1 0 0',
/* model */ "gl",
/* crosshair */ "gfx/crosshairgrenadelauncher 0.7",
-/* netname */ "grenadelauncher",
-/* fullname */ _("Mortar")
+/* refname */ "grenadelauncher",
+/* wepname */ _("Mortar")
);
#define MORTAR_SETTINGS(w_cvar,w_prop) MORTAR_SETTINGS_LIST(w_cvar, w_prop, MORTAR, mortar)
/* color */ '0.5 0.5 0.5',
/* model */ "porto" ,
/* crosshair */ "gfx/crosshairporto 0.6",
-/* netname */ "porto",
-/* fullname */ _("Port-O-Launch")
+/* refname */ "porto",
+/* wepname */ _("Port-O-Launch")
);
#define PORTO_SETTINGS(w_cvar,w_prop) PORTO_SETTINGS_LIST(w_cvar, w_prop, PORTO, porto)
/* color */ '0.5 1 0',
/* model */ "campingrifle",
/* crosshair */ "gfx/crosshairrifle 0.5",
-/* netname */ "rifle",
-/* fullname */ _("Rifle")
+/* refname */ "rifle",
+/* wepname */ _("Rifle")
);
#define RIFLE_SETTINGS(w_cvar,w_prop) RIFLE_SETTINGS_LIST(w_cvar, w_prop, RIFLE, rifle)
/* color */ '0.5 1 0',
/* model */ "seeker",
/* crosshair */ "gfx/crosshairseeker 0.8",
-/* netname */ "seeker",
-/* fullname */ _("T.A.G. Seeker")
+/* refname */ "seeker",
+/* wepname */ _("T.A.G. Seeker")
);
#define SEEKER_SETTINGS(w_cvar,w_prop) SEEKER_SETTINGS_LIST(w_cvar, w_prop, SEEKER, seeker)
/* color */ '0.5 0.25 0',
/* model */ "shotgun",
/* crosshair */ "gfx/crosshairshotgun 0.7",
-/* netname */ "shockwave",
-/* fullname */ _("Shockwave")
+/* refname */ "shockwave",
+/* wepname */ _("Shockwave")
);
#define SHOCKWAVE_SETTINGS(w_cvar,w_prop) SHOCKWAVE_SETTINGS_LIST(w_cvar, w_prop, SHOCKWAVE, shockwave)
/* color */ '0.5 0.25 0',
/* model */ "shotgun",
/* crosshair */ "gfx/crosshairshotgun 0.65",
-/* shortname */ "shotgun",
-/* fullname */ _("Shotgun")
+/* refname */ "shotgun",
+/* wepname */ _("Shotgun")
);
#define SHOTGUN_SETTINGS(w_cvar,w_prop) SHOTGUN_SETTINGS_LIST(w_cvar, w_prop, SHOTGUN, shotgun)
/* color */ '0 1 0',
/* model */ "tuba",
/* crosshair */ "gfx/crosshairtuba",
-/* netname */ "tuba",
+/* refname */ "tuba",
/* xgettext:no-c-format */
-/* fullname */ _("@!#%'n Tuba")
+/* wepname */ _("@!#%'n Tuba")
);
#define TUBA_SETTINGS(w_cvar,w_prop) TUBA_SETTINGS_LIST(w_cvar, w_prop, TUBA, tuba)
/* color */ '0.5 1 1',
/* model */ "minstanex",
/* crosshair */ "gfx/crosshairminstanex 0.4",
-/* netname */ "minstanex",
-/* fullname */ _("Vaporizer")
+/* refname */ "minstanex",
+/* wepname */ _("Vaporizer")
);
#define VAPORIZER_SETTINGS(w_cvar,w_prop) VAPORIZER_SETTINGS_LIST(w_cvar, w_prop, VAPORIZER, vaporizer)
/* color */ '0.5 1 1',
/* model */ "nex",
/* crosshair */ "gfx/crosshairnex 0.65",
-/* netname */ "nex",
-/* fullname */ _("Vortex")
+/* refname */ "nex",
+/* wepname */ _("Vortex")
);
#define VORTEX_SETTINGS(w_cvar,w_prop) VORTEX_SETTINGS_LIST(w_cvar, w_prop, VORTEX, vortex)
vector clr,
string modelname,
string crosshair,
- string shortname,
- string wname)
+ string refname,
+ string wepname)
{
entity e;
weapon_info[id - 1] = e = spawn();
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.netname = shortname;
- e.message = wname;
+ e.netname = refname;
+ e.message = wepname;
#ifndef MENUQC
func(WR_INIT);
.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 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 netname; // M: refname // reference name name
-.string message; // M: fullname // human readable name
+.string message; // M: wepname // human readable name
// note: the fabs call is just there to hide "if result is constant" warning