Xonotic
hlac.qh
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1 #pragma once
2 
4 /* spawnfunc */ ATTRIB(HLAC, m_canonical_spawnfunc, string, "weapon_hlac");
5 /* ammotype */ ATTRIB(HLAC, ammo_type, Resource, RES_CELLS);
6 /* impulse */ ATTRIB(HLAC, impulse, int, 6);
8 /* rating */ ATTRIB(HLAC, bot_pickupbasevalue, float, 4000);
9 /* color */ ATTRIB(HLAC, wpcolor, vector, '0 1 0');
10 /* modelname */ ATTRIB(HLAC, mdl, string, "hlac");
11 #ifdef GAMEQC
12 /* model */ ATTRIB(HLAC, m_model, Model, MDL_HLAC_ITEM);
13 /* flash mdl */ ATTRIB(HLAC, m_muzzlemodel, Model, MDL_Null);
14 /* flash eff */ ATTRIB(HLAC, m_muzzleeffect, entity, EFFECT_BLASTER_MUZZLEFLASH);
15 #endif
16 /* crosshair */ ATTRIB(HLAC, w_crosshair, string, "gfx/crosshairhlac");
17 /* crosshair */ ATTRIB(HLAC, w_crosshair_size, float, 0.6);
18 /* wepimg */ ATTRIB(HLAC, model2, string, "weaponhlac");
19 /* refname */ ATTRIB(HLAC, netname, string, "hlac");
20 /* wepname */ ATTRIB(HLAC, m_name, string, _("Heavy Laser Assault Cannon"));
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, 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) \
48  END()
49  W_PROPS(X, HLAC, hlac)
50 #undef X
51 
52 ENDCLASS(HLAC)
53 REGISTER_WEAPON(HLAC, hlac, NEW(HLAC));
54 
55 SPAWNFUNC_WEAPON(weapon_hlac, WEP_HLAC)
const int WEP_FLAG_RELOADABLE
Definition: weapon.qh:201
#define NEW(cname,...)
Definition: oo.qh:105
CLASS(Object) Object
Definition: oo.qh:318
#define X(BEGIN, P, END, class, prefix)
Definition: hlac.qh:22
Definition: hlac.qh:3
entity() spawn
string netname
Definition: powerups.qc:20
float bot_pickupbasevalue
Definition: bot.qh:66
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: model.qh:3
vector(float skel, float bonenum) _skel_get_boneabs_hidden
#define SPAWNFUNC_WEAPON(name, weapon)
Definition: weapon.qh:143
#define ENDCLASS(cname)
Definition: oo.qh:269
const int WEP_FLAG_MUTATORBLOCKED
Definition: weapon.qh:203
REGISTER_WEAPON(HLAC, hlac, NEW(HLAC))
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