BEGIN(class) \
P(class, prefix, alt_animtime, float, SEC) \
P(class, prefix, alt_refire, float, SEC) \
P(
class, prefix,
ammo,
float, PRI) \
P(class, prefix, animtime, float, BOTH) \
P(class, prefix, bullets, float, PRI) \
P(class, prefix, damage, float, BOTH) \
P(class, prefix, force, float, BOTH) \
P(class, prefix, melee_delay, float, SEC) \
P(class, prefix, melee_multihit, float, SEC) \
P(class, prefix, melee_nonplayerdamage, float, SEC) \
P(class, prefix, melee_no_doubleslap, float, SEC) \
P(class, prefix, melee_range, float, SEC) \
P(class, prefix, melee_swing_side, float, SEC) \
P(class, prefix, melee_swing_up, float, SEC) \
P(class, prefix, melee_time, float, SEC) \
P(class, prefix, melee_traces, float, SEC) \
P(class, prefix, refire, float, BOTH) \
P(class, prefix, reload_ammo, float, NONE) \
P(class, prefix, secondary, float, NONE) \
P(class, prefix, solidpenetration, float, PRI) \
P(class, prefix, spread, float, PRI) \
P(class, prefix, switchdelay_drop, float, NONE) \
P(class, prefix, switchdelay_raise, float, NONE) \
P(class, prefix, weaponreplace, string,NONE) \
P(class, prefix, weaponstartoverride, float, NONE) \
P(class, prefix, weaponstart, float, NONE) \
P(class, prefix, weaponthrowable, float, NONE) \
END()