4 ATTRIB(
Tuba, m_canonical_spawnfunc,
string, "weapon_tuba");
9 ATTRIB(Tuba, mdl,
string, "tuba");
13 ATTRIB(Tuba, w_crosshair,
string,
"gfx/crosshairtuba");
15 ATTRIB(Tuba, model2,
string,
"weapontuba");
20 #define X(BEGIN, P, END, class, prefix) \ 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) \ 56 float autocvar_snd_soundradius;
58 bool W_Tuba_HasPlayed(
entity pl, .
entity weaponentity,
string melody,
int instrument,
bool ignorepitch,
float mintempo,
float maxtempo);
const int WEP_FLAG_NODUAL
REGISTER_WEAPON(TUBA, tuba, NEW(Tuba))
float bot_pickupbasevalue
const int WEP_FLAG_HIDDEN
const int WEP_TYPE_SPLASH
vector(float skel, float bonenum) _skel_get_boneabs_hidden
#define SPAWNFUNC_WEAPON(name, weapon)
#define X(BEGIN, P, END, class, prefix)
const int WEP_FLAG_NOTRUEAIM
fields which are explicitly/manually set are marked with "M", fields set automatically are marked wit...
#define W_PROPS(L, class, prefix)