BEGIN(class) \
P(class, prefix, animtime, float, BOTH) \
P(class, prefix, bfgdamage, float, PRI) \
P(class, prefix, bfgforce, float, PRI) \
P(class, prefix, bfgradius, float, PRI) \
P(class, prefix, damagetime, float, SEC) \
P(class, prefix, damage, float, BOTH) \
P(class, prefix, edgedamage, float, PRI) \
P(class, prefix, force, float, PRI) \
P(
class, prefix,
health,
float, PRI) \
P(class, prefix, laserburntime, float, BOTH) \
P(class, prefix, laserdamage, float, BOTH) \
P(class, prefix, laseredgedamage, float, BOTH) \
P(class, prefix, laserradius, float, BOTH) \
P(
class, prefix,
lifetime,
float, BOTH) \
P(
class, prefix,
radius,
float, PRI) \
P(class, prefix, refire2, float, PRI) \
P(class, prefix, refire, float, BOTH) \
P(
class, prefix,
speed,
float, BOTH) \
P(class, prefix, speed_up, float, SEC) \
P(class, prefix, speed_z, float, SEC) \
P(class, prefix, spread, float, BOTH) \
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()