Xonotic
okmachinegun.qh
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1 #pragma once
2 
4 /* spawnfunc */ ATTRIB(OverkillMachineGun, m_canonical_spawnfunc, string, "weapon_okmachinegun");
5 /* ammotype */ ATTRIB(OverkillMachineGun, ammo_type, Resource, RES_BULLETS);
6 /* impulse */ ATTRIB(OverkillMachineGun, impulse, int, 3);
8 /* rating */ ATTRIB(OverkillMachineGun, bot_pickupbasevalue, float, 7000);
9 /* color */ ATTRIB(OverkillMachineGun, wpcolor, vector, '1 1 0');
10 /* modelname */ ATTRIB(OverkillMachineGun, mdl, string, "ok_mg");
11 #ifdef GAMEQC
12 /* model */ ATTRIB(OverkillMachineGun, m_model, Model, MDL_OK_MG_ITEM);
13 /* flash mdl */ ATTRIB(OverkillMachineGun, m_muzzlemodel, Model, MDL_MACHINEGUN_MUZZLEFLASH);
14 /* flash eff */ ATTRIB(OverkillMachineGun, m_muzzleeffect, entity, EFFECT_MACHINEGUN_MUZZLEFLASH);
15 #endif
16 /* crosshair */ ATTRIB(OverkillMachineGun, w_crosshair, string, "gfx/crosshairuzi");
17 /* crosshair */ ATTRIB(OverkillMachineGun, w_crosshair_size, float, 0.6);
18 /* wepimg */ ATTRIB(OverkillMachineGun, model2, string, "ok_weapon_smg");
19 /* refname */ ATTRIB(OverkillMachineGun, netname, string, "okmachinegun");
20 /* wepname */ ATTRIB(OverkillMachineGun, m_name, string, _("Overkill MachineGun"));
21 
22 #define X(BEGIN, P, END, class, prefix) \
23  BEGIN(class) \
24  P(class, prefix, ammo, float, PRI) \
25  P(class, prefix, damage, float, PRI) \
26  P(class, prefix, force, float, PRI) \
27  P(class, prefix, refire, float, PRI) \
28  P(class, prefix, solidpenetration, float, PRI) \
29  P(class, prefix, spread_add, float, PRI) \
30  P(class, prefix, spread_max, float, PRI) \
31  P(class, prefix, spread_min, float, PRI) \
32  P(class, prefix, animtime, float, SEC) \
33  P(class, prefix, damage, float, SEC) \
34  P(class, prefix, delay, float, SEC) \
35  P(class, prefix, edgedamage, float, SEC) \
36  P(class, prefix, force, float, SEC) \
37  P(class, prefix, force_zscale, float, SEC) \
38  P(class, prefix, lifetime, float, SEC) \
39  P(class, prefix, radius, float, SEC) \
40  P(class, prefix, refire, float, SEC) \
41  P(class, prefix, refire_type, float, SEC) \
42  P(class, prefix, shotangle, float, SEC) \
43  P(class, prefix, speed, float, SEC) \
44  P(class, prefix, spread, float, SEC) \
45  P(class, prefix, reload_ammo, float, NONE) \
46  P(class, prefix, reload_time, float, NONE) \
47  P(class, prefix, switchdelay_drop, float, NONE) \
48  P(class, prefix, switchdelay_raise, float, NONE) \
49  P(class, prefix, weaponreplace, string, NONE) \
50  P(class, prefix, weaponstartoverride, float, NONE) \
51  P(class, prefix, weaponstart, float, NONE) \
52  P(class, prefix, weaponthrowable, float, NONE) \
53  END()
54  W_PROPS(X, OverkillMachineGun, okmachinegun)
55 #undef X
56 
57 ENDCLASS(OverkillMachineGun)
58 REGISTER_WEAPON(OVERKILL_MACHINEGUN, okmachinegun, NEW(OverkillMachineGun));
59 
60 //SPAWNFUNC_WEAPON(weapon_okmachinegun, WEP_OVERKILL_MACHINEGUN)
const int WEP_FLAG_PENETRATEWALLS
Definition: weapon.qh:208
const int WEP_FLAG_RELOADABLE
Definition: weapon.qh:201
#define NEW(cname,...)
Definition: oo.qh:105
CLASS(Object) Object
Definition: oo.qh:318
REGISTER_WEAPON(OVERKILL_MACHINEGUN, okmachinegun, NEW(OverkillMachineGun))
entity() spawn
string netname
Definition: powerups.qc:20
float bot_pickupbasevalue
Definition: bot.qh:66
const int WEP_FLAG_HIDDEN
Definition: weapon.qh:200
float impulse
Definition: progsdefs.qc:158
float spawnflags
Definition: progsdefs.qc:191
#define ATTRIB(...)
Definition: oo.qh:136
#define X(BEGIN, P, END, class, prefix)
Definition: okmachinegun.qh:22
Definition: model.qh:3
vector(float skel, float bonenum) _skel_get_boneabs_hidden
#define ENDCLASS(cname)
Definition: oo.qh:269
const int WEP_FLAG_MUTATORBLOCKED
Definition: weapon.qh:203
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