BEGIN(class) \
P(
class, prefix,
ammo,
float, PRI) \
P(class, prefix, animtime, float, BOTH) \
P(class, prefix, damage, float, SEC) \
P(class, prefix, duration, float, SEC) \
P(class, prefix, edgedamage, float, SEC) \
P(class, prefix, force, float, SEC) \
P(
class, prefix,
gravity,
float, SEC) \
P(
class, prefix,
health,
float, SEC) \
P(class, prefix, hooked_ammo, float, PRI) \
P(class, prefix, hooked_time_free, float, PRI) \
P(class, prefix, hooked_time_max, float, PRI) \
P(
class, prefix,
lifetime,
float, SEC) \
P(class, prefix, power, float, SEC) \
P(
class, prefix,
radius,
float, SEC) \
P(class, prefix, refire, float, BOTH) \
P(
class, prefix,
speed,
float, SEC) \
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()