10 ATTRIB(MineLayer, mdl,
string, "minelayer");
12 ATTRIB(MineLayer, m_model,
Model, MDL_MINELAYER_ITEM);
13 ATTRIB(MineLayer, m_muzzlemodel,
Model, MDL_MINELAYER_MUZZLEFLASH);
14 ATTRIB(MineLayer, m_muzzleeffect,
entity, EFFECT_ROCKET_MUZZLEFLASH);
16 ATTRIB(MineLayer, w_crosshair,
string,
"gfx/crosshairminelayer");
17 ATTRIB(MineLayer, w_crosshair_size,
float, 0.9);
18 ATTRIB(MineLayer, model2,
string,
"weaponminelayer");
22 #define X(BEGIN, P, END, class, prefix) \ 24 P(class, prefix, ammo, float, NONE) \ 25 P(class, prefix, animtime, float, NONE) \ 26 P(class, prefix, damageforcescale, float, NONE) \ 27 P(class, prefix, damage, float, NONE) \ 28 P(class, prefix, detonatedelay, float, NONE) \ 29 P(class, prefix, edgedamage, float, NONE) \ 30 P(class, prefix, force, float, NONE) \ 31 P(class, prefix, health, float, NONE) \ 32 P(class, prefix, lifetime, float, NONE) \ 33 P(class, prefix, lifetime_countdown, float, NONE) \ 34 P(class, prefix, limit, float, NONE) \ 35 P(class, prefix, protection, float, NONE) \ 36 P(class, prefix, proximityradius, float, NONE) \ 37 P(class, prefix, radius, float, NONE) \ 38 P(class, prefix, refire, float, NONE) \ 39 P(class, prefix, reload_ammo, float, NONE) \ 40 P(class, prefix, reload_time, float, NONE) \ 41 P(class, prefix, remote_damage, float, NONE) \ 42 P(class, prefix, remote_edgedamage, float, NONE) \ 43 P(class, prefix, remote_force, float, NONE) \ 44 P(class, prefix, remote_radius, float, NONE) \ 45 P(class, prefix, speed, float, NONE) \ 46 P(class, prefix, switchdelay_drop, float, NONE) \ 47 P(class, prefix, switchdelay_raise, float, NONE) \ 48 P(class, prefix, time, float, NONE) \ 49 P(class, prefix, weaponreplace, string, NONE) \ 50 P(class, prefix, weaponstartoverride, float, NONE) \ 51 P(class, prefix, weaponstart, float, NONE) \ 52 P(class, prefix, weaponthrowable, float, NONE) \ 62 void W_MineLayer_Think(
entity this);
63 .float minelayer_detonate, mine_explodeanyway;
const int WEP_FLAG_RELOADABLE
REGISTER_WEAPON(MINE_LAYER, minelayer, NEW(MineLayer))
#define STATIC_INIT(func)
during worldspawn
float bot_pickupbasevalue
limitations: NULL cannot be present elements can only be present once a maximum of IL_MAX lists can e...
const int WEP_TYPE_SPLASH
vector(float skel, float bonenum) _skel_get_boneabs_hidden
#define SPAWNFUNC_WEAPON(name, weapon)
const int WEP_FLAG_MUTATORBLOCKED
fields which are explicitly/manually set are marked with "M", fields set automatically are marked wit...
#define W_PROPS(L, class, prefix)
#define X(BEGIN, P, END, class, prefix)