Xonotic
mortar.qh
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1 #pragma once
2 
4 /* spawnfunc */ ATTRIB(Mortar, m_canonical_spawnfunc, string, "weapon_mortar");
5 /* ammotype */ ATTRIB(Mortar, ammo_type, Resource, RES_ROCKETS);
6 /* impulse */ ATTRIB(Mortar, impulse, int, 4);
8 /* rating */ ATTRIB(Mortar, bot_pickupbasevalue, float, 7000);
9 /* color */ ATTRIB(Mortar, wpcolor, vector, '1 0 0');
10 /* modelname */ ATTRIB(Mortar, mdl, string, "gl");
11 #ifdef GAMEQC
12 /* model */ ATTRIB(Mortar, m_model, Model, MDL_MORTAR_ITEM);
13 /* flash mdl */ ATTRIB(Mortar, m_muzzlemodel, Model, MDL_Null);
14 /* flash eff */ ATTRIB(Mortar, m_muzzleeffect, entity, EFFECT_GRENADE_MUZZLEFLASH);
15 #endif
16 /* crosshair */ ATTRIB(Mortar, w_crosshair, string, "gfx/crosshairgrenadelauncher");
17 /* crosshair */ ATTRIB(Mortar, w_crosshair_size, float, 0.7);
18 /* wepimg */ ATTRIB(Mortar, model2, string, "weapongrenadelauncher");
19 /* refname */ ATTRIB(Mortar, netname, string, "mortar");
20 /* wepname */ ATTRIB(Mortar, m_name, string, _("Mortar"));
21 
22 #define X(BEGIN, P, END, class, prefix) \
23  BEGIN(class) \
24  P(class, prefix, ammo, float, BOTH) \
25  P(class, prefix, animtime, float, BOTH) \
26  P(class, prefix, bouncefactor, float, NONE) \
27  P(class, prefix, bouncestop, float, NONE) \
28  P(class, prefix, damageforcescale, float, BOTH) \
29  P(class, prefix, damage, float, BOTH) \
30  P(class, prefix, edgedamage, float, BOTH) \
31  P(class, prefix, force, float, BOTH) \
32  P(class, prefix, health, float, BOTH) \
33  P(class, prefix, lifetime, float, BOTH) \
34  P(class, prefix, lifetime_bounce, float, SEC) \
35  P(class, prefix, lifetime_stick, float, BOTH) \
36  P(class, prefix, radius, float, BOTH) \
37  P(class, prefix, refire, float, BOTH) \
38  P(class, prefix, reload_ammo, float, NONE) \
39  P(class, prefix, reload_time, float, NONE) \
40  P(class, prefix, remote_detonateprimary, float, SEC) \
41  P(class, prefix, remote_minbouncecnt, float, PRI) \
42  P(class, prefix, speed, float, BOTH) \
43  P(class, prefix, speed_up, float, BOTH) \
44  P(class, prefix, speed_z, float, BOTH) \
45  P(class, prefix, spread, float, BOTH) \
46  P(class, prefix, switchdelay_drop, float, NONE) \
47  P(class, prefix, switchdelay_raise, float, NONE) \
48  P(class, prefix, type, float, BOTH) \
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, Mortar, mortar)
55 #undef X
56 ENDCLASS(Mortar)
57 REGISTER_WEAPON(MORTAR, mortar, NEW(Mortar));
58 
59 SPAWNFUNC_WEAPON(weapon_mortar, WEP_MORTAR)
60 SPAWNFUNC_WEAPON(weapon_grenadelauncher, WEP_MORTAR)
61 
62 #ifdef SVQC
63 .float gl_detonate_later;
64 .float gl_bouncecnt;
65 #endif
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(MORTAR, mortar, NEW(Mortar))
entity() spawn
string netname
Definition: powerups.qc:20
float bot_pickupbasevalue
Definition: bot.qh:66
#define X(BEGIN, P, END, class, prefix)
Definition: mortar.qh:22
const int WEP_TYPE_SPLASH
Definition: weapon.qh:196
float impulse
Definition: progsdefs.qc:158
float spawnflags
Definition: progsdefs.qc:191
#define ATTRIB(...)
Definition: oo.qh:136
Definition: mortar.qh:3
Definition: model.qh:3
vector(float skel, float bonenum) _skel_get_boneabs_hidden
const int WEP_FLAG_CANCLIMB
Definition: weapon.qh:198
#define SPAWNFUNC_WEAPON(name, weapon)
Definition: weapon.qh:143
#define ENDCLASS(cname)
Definition: oo.qh:269
const int WEP_FLAG_NOTRUEAIM
Definition: weapon.qh:210
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
#define W_PROPS(L, class, prefix)
Definition: all.qh:163
string m_name
Definition: scores.qh:135