w.wr_think(w, it, weaponentity, 1);
}
#endif
- /** (ALL) */
- METHOD(Turret, tr_config, void(Turret this)) {
- // TODO
- }
+ /** (SERVER) dump turret cvars to config in data directory (see: sv_cmd dumpturrets) */
+ METHOD(Turret, tr_config, void(Turret this)) { }
ENDCLASS(Turret)
// fields:
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)) {
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)) {}