Xonotic
vortex.qh
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1 #pragma once
2 
4 /* spawnfunc */ ATTRIB(Vortex, m_canonical_spawnfunc, string, "weapon_vortex");
5 /* ammotype */ ATTRIB(Vortex, ammo_type, Resource, RES_CELLS);
6 /* impulse */ ATTRIB(Vortex, impulse, int, 7);
8 /* rating */ ATTRIB(Vortex, bot_pickupbasevalue, float, 8000);
9 /* color */ ATTRIB(Vortex, wpcolor, vector, '0.5 1 1');
10 /* modelname */ ATTRIB(Vortex, mdl, string, "nex");
11 #ifdef GAMEQC
12 /* model */ ATTRIB(Vortex, m_model, Model, MDL_VORTEX_ITEM);
13 /* flash mdl */ ATTRIB(Vortex, m_muzzlemodel, Model, MDL_Null);
14 /* flash eff */ ATTRIB(Vortex, m_muzzleeffect, entity, EFFECT_VORTEX_MUZZLEFLASH);
15 #endif
16 /* crosshair */ ATTRIB(Vortex, w_crosshair, string, "gfx/crosshairnex");
17 /* crosshair */ ATTRIB(Vortex, w_crosshair_size, float, 0.65);
18 /* reticle */ ATTRIB(Vortex, w_reticle, string, "gfx/reticle_nex");
19 /* wepimg */ ATTRIB(Vortex, model2, string, "weaponnex");
20 /* refname */ ATTRIB(Vortex, netname, string, "vortex");
21 /* wepname */ ATTRIB(Vortex, m_name, string, _("Vortex"));
22 
23 #define X(BEGIN, P, END, class, prefix) \
24  BEGIN(class) \
25  P(class, prefix, ammo, float, BOTH) \
26  P(class, prefix, animtime, float, BOTH) \
27  P(class, prefix, armorpierce, float, BOTH) \
28  P(class, prefix, chargepool, float, SEC) \
29  P(class, prefix, chargepool_pause_regen, float, SEC) \
30  P(class, prefix, chargepool_regen, float, SEC) \
31  P(class, prefix, charge, float, NONE) \
32  P(class, prefix, charge_always, float, NONE) \
33  P(class, prefix, charge_animlimit, float, NONE) \
34  P(class, prefix, charge_limit, float, NONE) \
35  P(class, prefix, charge_maxspeed, float, NONE) \
36  P(class, prefix, charge_mindmg, float, NONE) \
37  P(class, prefix, charge_minspeed, float, NONE) \
38  P(class, prefix, charge_rate, float, NONE) \
39  P(class, prefix, charge_rot_pause, float, NONE) \
40  P(class, prefix, charge_rot_rate, float, NONE) \
41  P(class, prefix, charge_shot_multiplier, float, NONE) \
42  P(class, prefix, charge_start, float, NONE) \
43  P(class, prefix, charge_velocity_rate, float, NONE) \
44  P(class, prefix, damagefalloff_forcehalflife, float, BOTH) \
45  P(class, prefix, damagefalloff_halflife, float, BOTH) \
46  P(class, prefix, damagefalloff_maxdist, float, BOTH) \
47  P(class, prefix, damagefalloff_mindist, float, BOTH) \
48  P(class, prefix, damage, float, BOTH) \
49  P(class, prefix, force, float, BOTH) \
50  P(class, prefix, refire, float, BOTH) \
51  P(class, prefix, secondary, float, NONE) \
52  P(class, prefix, reload_ammo, float, NONE) \
53  P(class, prefix, reload_time, float, NONE) \
54  P(class, prefix, switchdelay_raise, float, NONE) \
55  P(class, prefix, switchdelay_drop, float, NONE) \
56  P(class, prefix, weaponreplace, string, NONE) \
57  P(class, prefix, weaponstart, float, NONE) \
58  P(class, prefix, weaponstartoverride, float, NONE) \
59  P(class, prefix, weaponthrowable, float, NONE) \
60  END()
61  W_PROPS(X, Vortex, vortex)
62 #undef X
63 
64 ENDCLASS(Vortex)
65 REGISTER_WEAPON(VORTEX, vortex, NEW(Vortex));
66 
67 SPAWNFUNC_WEAPON(weapon_vortex, WEP_VORTEX)
68 SPAWNFUNC_WEAPON(weapon_nex, WEP_VORTEX)
69 
70 #ifdef CSQC
71 bool autocvar_cl_particles_oldvortexbeam;
72 #endif
73 
74 #ifdef SVQC
75 .float vortex_charge_rottime;
76 
77 .float vortex_lasthit;
78 
79 void W_Vortex_Charge(entity actor, .entity weaponentity, float dt);
80 #endif
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: vortex.qh:23
entity() spawn
string netname
Definition: powerups.qc:20
float bot_pickupbasevalue
Definition: bot.qh:66
REGISTER_WEAPON(VORTEX, vortex, NEW(Vortex))
float impulse
Definition: progsdefs.qc:158
float spawnflags
Definition: progsdefs.qc:191
#define ATTRIB(...)
Definition: oo.qh:136
Definition: model.qh:3
vector(float skel, float bonenum) _skel_get_boneabs_hidden
#define SPAWNFUNC_WEAPON(name, weapon)
Definition: weapon.qh:143
#define ENDCLASS(cname)
Definition: oo.qh:269
const int WEP_FLAG_NORMAL
Definition: weapon.qh:199
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
Definition: vortex.qh:3
string m_name
Definition: scores.qh:135