4 ATTRIB(
HLAC, m_canonical_spawnfunc,
string, "weapon_hlac");
14 ATTRIB(HLAC, m_muzzleeffect,
entity, EFFECT_BLASTER_MUZZLEFLASH);
16 ATTRIB(HLAC, w_crosshair,
string,
"gfx/crosshairhlac");
17 ATTRIB(HLAC, w_crosshair_size,
float, 0.6);
18 ATTRIB(HLAC, model2,
string,
"weaponhlac");
22 #define X(BEGIN, P, END, class, prefix) \ 24 P(class, prefix, ammo, float, BOTH) \ 25 P(class, prefix, animtime, float, BOTH) \ 26 P(class, prefix, damage, float, BOTH) \ 27 P(class, prefix, edgedamage, float, BOTH) \ 28 P(class, prefix, force, float, BOTH) \ 29 P(class, prefix, lifetime, float, BOTH) \ 30 P(class, prefix, radius, float, BOTH) \ 31 P(class, prefix, refire, float, BOTH) \ 32 P(class, prefix, reload_ammo, float, NONE) \ 33 P(class, prefix, reload_time, float, NONE) \ 34 P(class, prefix, secondary, float, NONE) \ 35 P(class, prefix, shots, float, SEC) \ 36 P(class, prefix, speed, float, BOTH) \ 37 P(class, prefix, spread, float, SEC) \ 38 P(class, prefix, spread_add, float, PRI) \ 39 P(class, prefix, spread_crouchmod, float, BOTH) \ 40 P(class, prefix, spread_max, float, PRI) \ 41 P(class, prefix, spread_min, float, PRI) \ 42 P(class, prefix, switchdelay_drop, float, NONE) \ 43 P(class, prefix, switchdelay_raise, float, NONE) \ 44 P(class, prefix, weaponreplace, string,NONE) \ 45 P(class, prefix, weaponstartoverride, float, NONE) \ 46 P(class, prefix, weaponstart, float, NONE) \ 47 P(class, prefix, weaponthrowable, float, NONE) \ const int WEP_FLAG_RELOADABLE
#define X(BEGIN, P, END, class, prefix)
float bot_pickupbasevalue
const int WEP_TYPE_SPLASH
vector(float skel, float bonenum) _skel_get_boneabs_hidden
#define SPAWNFUNC_WEAPON(name, weapon)
const int WEP_FLAG_MUTATORBLOCKED
REGISTER_WEAPON(HLAC, hlac, NEW(HLAC))
fields which are explicitly/manually set are marked with "M", fields set automatically are marked wit...
#define W_PROPS(L, class, prefix)