Xonotic
vaporizer.qh
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1 #pragma once
2 
4 /* spawnfunc */ ATTRIB(Vaporizer, m_canonical_spawnfunc, string, "weapon_vaporizer");
5 /* ammotype */ ATTRIB(Vaporizer, ammo_type, Resource, RES_CELLS);
6 /* impulse */ ATTRIB(Vaporizer, impulse, int, 7);
8 /* rating */ ATTRIB(Vaporizer, bot_pickupbasevalue, float, 10000);
9 /* color */ ATTRIB(Vaporizer, wpcolor, vector, '0.5 1 1');
10 /* modelname */ ATTRIB(Vaporizer, mdl, string, "minstanex");
11 #ifdef GAMEQC
12 /* model */ ATTRIB(Vaporizer, m_model, Model, MDL_VAPORIZER_ITEM);
13 /* flash mdl */ ATTRIB(Vaporizer, m_muzzlemodel, Model, MDL_Null);
14 /* flash eff */ ATTRIB(Vaporizer, m_muzzleeffect, entity, EFFECT_VORTEX_MUZZLEFLASH);
15 #endif
16 /* crosshair */ ATTRIB(Vaporizer, w_crosshair, string, "gfx/crosshairminstanex");
17 /* crosshair */ ATTRIB(Vaporizer, w_crosshair_size, float, 0.6);
18 /* reticle */ ATTRIB(Vaporizer, w_reticle, string, "gfx/reticle_nex");
19 /* wepimg */ ATTRIB(Vaporizer, model2, string, "weaponminstanex");
20 /* refname */ ATTRIB(Vaporizer, netname, string, "vaporizer");
21 /* wepname */ ATTRIB(Vaporizer, m_name, string, _("Vaporizer"));
22 
23 #define X(BEGIN, P, END, class, prefix) \
24  BEGIN(class) \
25  P(class, prefix, ammo, float, PRI) \
26  P(class, prefix, animtime, float, PRI) \
27  P(class, prefix, damage, float, PRI) \
28  P(class, prefix, force, float, PRI) \
29  P(class, prefix, refire, float, PRI) \
30  P(class, prefix, ammo, float, SEC) \
31  P(class, prefix, animtime, float, SEC) \
32  P(class, prefix, damage, float, SEC) \
33  P(class, prefix, delay, float, SEC) \
34  P(class, prefix, edgedamage, float, SEC) \
35  P(class, prefix, force, float, SEC) \
36  P(class, prefix, force_zscale, float, SEC) \
37  P(class, prefix, lifetime, float, SEC) \
38  P(class, prefix, radius, float, SEC) \
39  P(class, prefix, refire, float, SEC) \
40  P(class, prefix, shotangle, float, SEC) \
41  P(class, prefix, speed, float, SEC) \
42  P(class, prefix, spread, float, SEC) \
43  P(class, prefix, reload_ammo, float, NONE) \
44  P(class, prefix, reload_time, float, NONE) \
45  P(class, prefix, switchdelay_raise, float, NONE) \
46  P(class, prefix, switchdelay_drop, float, NONE) \
47  P(class, prefix, weaponreplace, string, NONE) \
48  P(class, prefix, weaponstart, float, NONE) \
49  P(class, prefix, weaponstartoverride, float, NONE) \
50  P(class, prefix, weaponthrowable, float, NONE) \
51  END()
52  W_PROPS(X, Vaporizer, vaporizer)
53 #undef X
54 
55 ENDCLASS(Vaporizer)
56 REGISTER_WEAPON(VAPORIZER, vaporizer, NEW(Vaporizer));
57 
58 SPAWNFUNC_WEAPON(weapon_vaporizer, WEP_VAPORIZER)
59 SPAWNFUNC_WEAPON(weapon_minstanex, WEP_VAPORIZER)
60 
61 #ifdef SVQC
62 .float vaporizer_lasthit;
63 .float jump_interval;
64 .float jump_interval2;
65 .bool held_down;
66 .int rm_laser_count;
67 #endif
const int WEP_FLAG_NODUAL
Definition: weapon.qh:207
const int WEP_FLAG_RELOADABLE
Definition: weapon.qh:201
#define NEW(cname,...)
Definition: oo.qh:105
CLASS(Object) Object
Definition: oo.qh:318
entity() spawn
string netname
Definition: powerups.qc:20
float bot_pickupbasevalue
Definition: bot.qh:66
float impulse
Definition: progsdefs.qc:158
float spawnflags
Definition: progsdefs.qc:191
#define ATTRIB(...)
Definition: oo.qh:136
REGISTER_WEAPON(VAPORIZER, vaporizer, NEW(Vaporizer))
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
fields which are explicitly/manually set are marked with "M", fields set automatically are marked wit...
Definition: weapon.qh:41
#define X(BEGIN, P, END, class, prefix)
Definition: vaporizer.qh:23
const int WEP_TYPE_HITSCAN
Definition: weapon.qh:197
#define W_PROPS(L, class, prefix)
Definition: all.qh:163
const int WEP_FLAG_SUPERWEAPON
Definition: weapon.qh:202
string m_name
Definition: scores.qh:135