10 ATTRIB(OverkillNex, mdl,
string, "ok_sniper");
12 ATTRIB(OverkillNex, m_model,
Model, MDL_OK_SNIPER_ITEM);
14 ATTRIB(OverkillNex, w_crosshair,
string,
"gfx/crosshairnex");
15 ATTRIB(OverkillNex, w_crosshair_size,
float, 0.65);
16 ATTRIB(OverkillNex, w_reticle,
string,
"gfx/reticle_nex");
17 ATTRIB(OverkillNex, model2,
string,
"ok_weapon_rail");
21 #define X(BEGIN, P, END, class, prefix) \ 23 P(class, prefix, ammo, float, PRI) \ 24 P(class, prefix, animtime, float, PRI) \ 25 P(class, prefix, chargepool, float, SEC) \ 26 P(class, prefix, chargepool_pause_regen, float, SEC) \ 27 P(class, prefix, chargepool_regen, float, SEC) \ 28 P(class, prefix, charge, float, NONE) \ 29 P(class, prefix, charge_animlimit, float, NONE) \ 30 P(class, prefix, charge_limit, float, NONE) \ 31 P(class, prefix, charge_maxspeed, float, NONE) \ 32 P(class, prefix, charge_mindmg, float, NONE) \ 33 P(class, prefix, charge_minspeed, float, NONE) \ 34 P(class, prefix, charge_rate, float, NONE) \ 35 P(class, prefix, charge_rot_pause, float, NONE) \ 36 P(class, prefix, charge_rot_rate, float, NONE) \ 37 P(class, prefix, charge_shot_multiplier, float, NONE) \ 38 P(class, prefix, charge_start, float, NONE) \ 39 P(class, prefix, charge_velocity_rate, float, NONE) \ 40 P(class, prefix, damagefalloff_forcehalflife, float, BOTH) \ 41 P(class, prefix, damagefalloff_halflife, float, BOTH) \ 42 P(class, prefix, damagefalloff_maxdist, float, BOTH) \ 43 P(class, prefix, damagefalloff_mindist, float, BOTH) \ 44 P(class, prefix, damage, float, PRI) \ 45 P(class, prefix, force, float, PRI) \ 46 P(class, prefix, refire, float, PRI) \ 47 P(class, prefix, secondary, float, NONE) \ 48 P(class, prefix, reload_ammo, float, NONE) \ 49 P(class, prefix, reload_time, float, NONE) \ 50 P(class, prefix, switchdelay_raise, float, NONE) \ 51 P(class, prefix, switchdelay_drop, float, NONE) \ 52 P(class, prefix, weaponreplace, string, NONE) \ 53 P(class, prefix, weaponstart, float, NONE) \ 54 P(class, prefix, weaponstartoverride, float, NONE) \ 55 P(class, prefix, weaponthrowable, float, NONE) \ 56 P(class, prefix, ammo, float, SEC) \ 57 P(class, prefix, animtime, float, SEC) \ 58 P(class, prefix, damage, float, SEC) \ 59 P(class, prefix, delay, float, SEC) \ 60 P(class, prefix, edgedamage, float, SEC) \ 61 P(class, prefix, force, float, SEC) \ 62 P(class, prefix, force_zscale, float, SEC) \ 63 P(class, prefix, lifetime, float, SEC) \ 64 P(class, prefix, radius, float, SEC) \ 65 P(class, prefix, refire, float, SEC) \ 66 P(class, prefix, refire_type, float, SEC) \ 67 P(class, prefix, shotangle, float, SEC) \ 68 P(class, prefix, speed, float, SEC) \ 69 P(class, prefix, spread, float, SEC) \
const int WEP_FLAG_RELOADABLE
float bot_pickupbasevalue
const int WEP_FLAG_HIDDEN
vector(float skel, float bonenum) _skel_get_boneabs_hidden
#define X(BEGIN, P, END, class, prefix)
const int WEP_FLAG_MUTATORBLOCKED
fields which are explicitly/manually set are marked with "M", fields set automatically are marked wit...
REGISTER_WEAPON(OVERKILL_NEX, oknex, NEW(OverkillNex))
const int WEP_TYPE_HITSCAN
#define W_PROPS(L, class, prefix)