Xonotic
shotgun.qh
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1 #pragma once
2 
4 /* spawnfunc */ ATTRIB(Shotgun, m_canonical_spawnfunc, string, "weapon_shotgun");
5 /* ammotype */ ATTRIB(Shotgun, ammo_type, Resource, RES_SHELLS);
6 /* impulse */ ATTRIB(Shotgun, impulse, int, 2);
8 /* rating */ ATTRIB(Shotgun, bot_pickupbasevalue, float, 6000);
9 /* color */ ATTRIB(Shotgun, wpcolor, vector, '0.5 0.25 0');
10 /* modelname */ ATTRIB(Shotgun, mdl, string, "shotgun");
11 #ifdef GAMEQC
12 /* model */ ATTRIB(Shotgun, m_model, Model, MDL_SHOTGUN_ITEM);
13 /* flash mdl */ ATTRIB(Shotgun, m_muzzlemodel, Model, MDL_SHOTGUN_MUZZLEFLASH);
14 /* flash eff */ ATTRIB(Shotgun, m_muzzleeffect, entity, EFFECT_SHOTGUN_MUZZLEFLASH);
15 #endif
16 /* crosshair */ ATTRIB(Shotgun, w_crosshair, string, "gfx/crosshairshotgun");
17 /* crosshair */ ATTRIB(Shotgun, w_crosshair_size, float, 0.65);
18 /* wepimg */ ATTRIB(Shotgun, model2, string, "weaponshotgun");
19 /* refname */ ATTRIB(Shotgun, netname, string, "shotgun");
20 /* wepname */ ATTRIB(Shotgun, m_name, string, _("Shotgun"));
21 
22 #define X(BEGIN, P, END, class, prefix) \
23  BEGIN(class) \
24  P(class, prefix, alt_animtime, float, SEC) \
25  P(class, prefix, alt_refire, float, SEC) \
26  P(class, prefix, ammo, float, PRI) \
27  P(class, prefix, animtime, float, BOTH) \
28  P(class, prefix, bullets, float, PRI) \
29  P(class, prefix, damage, float, BOTH) \
30  P(class, prefix, force, float, BOTH) \
31  P(class, prefix, melee_delay, float, SEC) \
32  P(class, prefix, melee_multihit, float, SEC) \
33  P(class, prefix, melee_nonplayerdamage, float, SEC) \
34  P(class, prefix, melee_no_doubleslap, float, SEC) \
35  P(class, prefix, melee_range, float, SEC) \
36  P(class, prefix, melee_swing_side, float, SEC) \
37  P(class, prefix, melee_swing_up, float, SEC) \
38  P(class, prefix, melee_time, float, SEC) \
39  P(class, prefix, melee_traces, float, SEC) \
40  P(class, prefix, refire, float, BOTH) \
41  P(class, prefix, reload_ammo, float, NONE) \
42  P(class, prefix, reload_time, float, NONE) \
43  P(class, prefix, secondary, float, NONE) \
44  P(class, prefix, solidpenetration, float, PRI) \
45  P(class, prefix, spread, float, PRI) \
46  P(class, prefix, switchdelay_drop, float, NONE) \
47  P(class, prefix, switchdelay_raise, float, NONE) \
48  P(class, prefix, weaponreplace, string,NONE) \
49  P(class, prefix, weaponstartoverride, float, NONE) \
50  P(class, prefix, weaponstart, float, NONE) \
51  P(class, prefix, weaponthrowable, float, NONE) \
52  END()
53  W_PROPS(X, Shotgun, shotgun)
54 #undef X
55 
56 ENDCLASS(Shotgun)
57 REGISTER_WEAPON(SHOTGUN, shotgun, NEW(Shotgun));
58 
const int WEP_FLAG_RELOADABLE
Definition: weapon.qh:201
#define NEW(cname,...)
Definition: oo.qh:105
CLASS(Object) Object
Definition: oo.qh:318
#define X(BEGIN, P, END, class, prefix)
Definition: shotgun.qh:22
entity() spawn
REGISTER_WEAPON(SHOTGUN, shotgun, NEW(Shotgun))
string netname
Definition: powerups.qc:20
float bot_pickupbasevalue
Definition: bot.qh:66
float impulse
Definition: progsdefs.qc:158
float spawnflags
Definition: progsdefs.qc:191
#define ATTRIB(...)
Definition: oo.qh:136
const int WEP_TYPE_MELEE_SEC
Definition: weapon.qh:205
Definition: model.qh:3
vector(float skel, float bonenum) _skel_get_boneabs_hidden
#define ENDCLASS(cname)
Definition: oo.qh:269
const int WEP_FLAG_NORMAL
Definition: weapon.qh:199
const int WEP_FLAG_BLEED
Definition: weapon.qh:209
fields which are explicitly/manually set are marked with "M", fields set automatically are marked wit...
Definition: weapon.qh:41
const int WEP_TYPE_HITSCAN
Definition: weapon.qh:197
#define W_PROPS(L, class, prefix)
Definition: all.qh:163
string m_name
Definition: scores.qh:135