e.bot_pickupbasevalue = pickupbasevalue;
e.wpcolor = clr;
e.wpmodel = strzone(strcat("wpn-", ftos(id)));
- e.model = strzone(firstpmdl); // first person view weapon model (h_)
- e.model2 = strzone(thirdpmdl); // third person weapon model (v_)
- e.model3 = strzone(pickupmdl); // pickup weapon model (g_)
- e.mdl = strzone(simplemdl); // simpleitems weapon model/image
+ e.w_firstpmdl = strzone(firstpmdl); // first person view weapon model (h_)
+ e.w_thirdpmdl = strzone(thirdpmdl); // third person weapon model (v_)
+ e.w_pickupmdl = strzone(pickupmdl); // pickup weapon model (g_)
+ e.w_simplemdl = strzone(simplemdl); // simpleitems weapon model/image
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)
dummy_weapon_info.message = "AOL CD Thrower";
dummy_weapon_info.weapon_func = w_null;
dummy_weapon_info.wpmodel = "";
- dummy_weapon_info.model = "";
- dummy_weapon_info.model2 = "";
- dummy_weapon_info.model3 = "";
- dummy_weapon_info.mdl = "";
+ dummy_weapon_info.w_firstpmdl = "";
+ dummy_weapon_info.w_thirdpmdl = "";
+ dummy_weapon_info.w_pickupmdl = "";
+ dummy_weapon_info.w_simplemdl = "";
dummy_weapon_info.spawnflags = 0;
dummy_weapon_info.impulse = -1;
dummy_weapon_info.bot_pickupbasevalue = 0;
.float bot_pickupbasevalue; // M: rating // bot weapon priority
.vector wpcolor; // M: color // waypointsprite color
.string wpmodel; // A: wpn-id // wpn- sprite name
-.string model; // M: firstpmdl // first person view weapon model (h_)
-.string model2; // M: thirdpmdl // third person weapon model (v_)
-.string model3; // M: pickupmdl // pickup weapon model (g_)
-.string mdl; // M: simplemdl // simpleitems weapon model/image
+.string w_firstpmdl; // M: firstpmdl // first person view weapon model (h_)
+.string w_thirdpmdl; // M: thirdpmdl // third person weapon model (v_)
+.string w_pickupmdl; // M: pickupmdl // pickup weapon model (g_)
+.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 netname; // M: refname // reference name name
// call again with ""
// remove the ent
-#define WEP_MODEL_FIRSTPERSON model // h_ // wep.WEP_MODEL_FIRSTPERSON
-#define WEP_MODEL_THIRDPERSON model2 // v_ // wep.WEP_MODEL_THIRDPERSON
-#define WEP_MODEL_PICKUP model3 // g_ // wep.WEP_MODEL_PICKUP
-#define WEP_MODEL_SIMPLE mdl
+//#define WEP_MODEL_FIRSTPERSON model // h_ // wep.WEP_MODEL_FIRSTPERSON
+//#define WEP_MODEL_THIRDPERSON model2 // v_ // wep.WEP_MODEL_THIRDPERSON
+//#define WEP_MODEL_PICKUP model3 // g_ // wep.WEP_MODEL_PICKUP
+//#define WEP_MODEL_SIMPLE mdl
void CL_WeaponEntity_SetModel(entity wep)
{
float v_shot_idx;