Xonotic
tuba.qh
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1 #pragma once
2 
4 /* spawnfunc */ ATTRIB(Tuba, m_canonical_spawnfunc, string, "weapon_tuba");
5 /* impulse */ ATTRIB(Tuba, impulse, int, 1);
7 /* rating */ ATTRIB(Tuba, bot_pickupbasevalue, float, 2000);
8 /* color */ ATTRIB(Tuba, wpcolor, vector, '0 1 0');
9 /* modelname */ ATTRIB(Tuba, mdl, string, "tuba");
10 #ifdef GAMEQC
11 /* model */ ATTRIB(Tuba, m_model, Model, MDL_TUBA_ITEM);
12 #endif
13 /* crosshair */ ATTRIB(Tuba, w_crosshair, string, "gfx/crosshairtuba");
14 /* crosshair */ //ATTRIB(Tuba, w_crosshair_size, float, 0.65);
15 /* wepimg */ ATTRIB(Tuba, model2, string, "weapontuba");
16 /* refname */ ATTRIB(Tuba, netname, string, "tuba");
17 /* xgettext:no-c-format */
18 /* wepname */ ATTRIB(Tuba, m_name, string, _("@!#%'n Tuba"));
19 
20 #define X(BEGIN, P, END, class, prefix) \
21  BEGIN(class) \
22  P(class, prefix, animtime, float, NONE) \
23  P(class, prefix, attenuation, float, NONE) \
24  P(class, prefix, damage, float, NONE) \
25  P(class, prefix, edgedamage, float, NONE) \
26  P(class, prefix, fadetime, float, NONE) \
27  P(class, prefix, force, float, NONE) \
28  P(class, prefix, pitchstep, float, NONE) \
29  P(class, prefix, radius, float, NONE) \
30  P(class, prefix, refire, float, NONE) \
31  P(class, prefix, switchdelay_drop, float, NONE) \
32  P(class, prefix, switchdelay_raise, float, NONE) \
33  P(class, prefix, volume, float, NONE) \
34  P(class, prefix, weaponreplace, string, NONE) \
35  P(class, prefix, weaponstartoverride, float, NONE) \
36  P(class, prefix, weaponstart, float, NONE) \
37  P(class, prefix, weaponthrowable, float, NONE) \
38  END()
39  W_PROPS(X, Tuba, tuba)
40 #undef X
41 ENDCLASS(Tuba)
42 REGISTER_WEAPON(TUBA, tuba, NEW(Tuba));
43 
44 SPAWNFUNC_WEAPON(weapon_tuba, WEP_TUBA)
45 
46 #ifdef CSQC
47 entityclass(Tuba);
48 classfield(Tuba) .int note;
49 classfield(Tuba) .bool tuba_attenuate;
50 classfield(Tuba) .float tuba_volume;
51 classfield(Tuba) .float tuba_volume_initial;
52 classfield(Tuba) .int tuba_instrument;
53 #endif
54 
55 #ifdef SVQC
56 float autocvar_snd_soundradius;
57 
58 bool W_Tuba_HasPlayed(entity pl, .entity weaponentity, string melody, int instrument, bool ignorepitch, float mintempo, float maxtempo);
59 #endif
const int WEP_FLAG_NODUAL
Definition: weapon.qh:207
#define NEW(cname,...)
Definition: oo.qh:105
CLASS(Object) Object
Definition: oo.qh:318
entity() spawn
string netname
Definition: powerups.qc:20
REGISTER_WEAPON(TUBA, tuba, NEW(Tuba))
#define classfield(name)
Definition: oo.qh:52
float bot_pickupbasevalue
Definition: bot.qh:66
const int WEP_FLAG_HIDDEN
Definition: weapon.qh:200
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: tuba.qh:3
Definition: model.qh:3
vector(float skel, float bonenum) _skel_get_boneabs_hidden
#define SPAWNFUNC_WEAPON(name, weapon)
Definition: weapon.qh:143
#define X(BEGIN, P, END, class, prefix)
Definition: tuba.qh:20
#define ENDCLASS(cname)
Definition: oo.qh:269
const int WEP_FLAG_NOTRUEAIM
Definition: weapon.qh:210
int tuba_instrument
Definition: wepent.qh:10
#define entityclass(...)
Definition: oo.qh:47
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