BEGIN(class) \
P(
class, prefix,
ammo,
float, PRI) \
P(class, prefix, animtime, float, PRI) \
P(class, prefix, damage, float, PRI) \
P(class, prefix, force, float, PRI) \
P(class, prefix, refire, float, PRI) \
P(
class, prefix,
ammo,
float, SEC) \
P(class, prefix, animtime, float, SEC) \
P(class, prefix, damage, float, SEC) \
P(
class, prefix,
delay,
float, SEC) \
P(class, prefix, edgedamage, float, SEC) \
P(class, prefix, force, float, SEC) \
P(class, prefix, force_zscale, float, SEC) \
P(
class, prefix,
lifetime,
float, SEC) \
P(
class, prefix,
radius,
float, SEC) \
P(class, prefix, refire, float, SEC) \
P(class, prefix, shotangle, float, SEC) \
P(
class, prefix,
speed,
float, SEC) \
P(class, prefix, spread, float, SEC) \
P(class, prefix, reload_ammo, float, NONE) \
P(class, prefix, switchdelay_raise, float, NONE) \
P(class, prefix, switchdelay_drop, float, NONE) \
P(class, prefix, weaponreplace, string, NONE) \
P(class, prefix, weaponstart, float, NONE) \
P(class, prefix, weaponstartoverride, float, NONE) \
P(class, prefix, weaponthrowable, float, NONE) \
END()