Xonotic
fireball.qh
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1 #pragma once
2 
4 /* spawnfunc */ ATTRIB(Fireball, m_canonical_spawnfunc, string, "weapon_fireball");
5 /* ammotype */ //ATTRIB(Fireball, ammo_type, Resource, RES_NONE);
6 /* impulse */ ATTRIB(Fireball, impulse, int, 9);
8 /* rating */ ATTRIB(Fireball, bot_pickupbasevalue, float, 5000);
9 /* color */ ATTRIB(Fireball, wpcolor, vector, '1 0.5 0');
10 /* modelname */ ATTRIB(Fireball, mdl, string, "fireball");
11 #ifdef GAMEQC
12 /* model */ ATTRIB(Fireball, m_model, Model, MDL_FIREBALL_ITEM);
13 /* flash mdl */ ATTRIB(Fireball, m_muzzlemodel, Model, MDL_Null);
14 /* flash eff */ ATTRIB(Fireball, m_muzzleeffect, entity, EFFECT_FIREBALL_MUZZLEFLASH);
15 #endif
16 /* crosshair */ ATTRIB(Fireball, w_crosshair, string, "gfx/crosshairfireball");
17 /* crosshair */ //ATTRIB(Fireball, w_crosshair_size, float, 0.65);
18 /* wepimg */ ATTRIB(Fireball, model2, string, "weaponfireball");
19 /* refname */ ATTRIB(Fireball, netname, string, "fireball");
20 /* wepname */ ATTRIB(Fireball, m_name, string, _("Fireball"));
21 
22 #define X(BEGIN, P, END, class, prefix) \
23  BEGIN(class) \
24  P(class, prefix, animtime, float, BOTH) \
25  P(class, prefix, bfgdamage, float, PRI) \
26  P(class, prefix, bfgforce, float, PRI) \
27  P(class, prefix, bfgradius, float, PRI) \
28  P(class, prefix, damageforcescale, float, BOTH) \
29  P(class, prefix, damagetime, float, SEC) \
30  P(class, prefix, damage, float, BOTH) \
31  P(class, prefix, edgedamage, float, PRI) \
32  P(class, prefix, force, float, PRI) \
33  P(class, prefix, health, float, PRI) \
34  P(class, prefix, laserburntime, float, BOTH) \
35  P(class, prefix, laserdamage, float, BOTH) \
36  P(class, prefix, laseredgedamage, float, BOTH) \
37  P(class, prefix, laserradius, float, BOTH) \
38  P(class, prefix, lifetime, float, BOTH) \
39  P(class, prefix, radius, float, PRI) \
40  P(class, prefix, refire2, float, PRI) \
41  P(class, prefix, refire, float, BOTH) \
42  P(class, prefix, speed, float, BOTH) \
43  P(class, prefix, speed_up, float, SEC) \
44  P(class, prefix, speed_z, float, SEC) \
45  P(class, prefix, spread, float, BOTH) \
46  P(class, prefix, switchdelay_drop, float, NONE) \
47  P(class, prefix, switchdelay_raise, float, NONE) \
48  P(class, prefix, weaponreplace, string,NONE) \
49  P(class, prefix, weaponstartoverride, float, NONE) \
50  P(class, prefix, weaponstart, float, NONE) \
51  P(class, prefix, weaponthrowable, float, NONE) \
52  END()
53  W_PROPS(X, Fireball, fireball)
54 #undef X
55 
56 ENDCLASS(Fireball)
57 REGISTER_WEAPON(FIREBALL, fireball, NEW(Fireball));
58 
59 SPAWNFUNC_WEAPON(weapon_fireball, WEP_FIREBALL)
60 
61 #ifdef SVQC
62 .float bot_primary_fireballmooth; // whatever a mooth is
63 .vector fireball_impactvec;
64 .float fireball_primarytime;
65 #endif
const int WEP_FLAG_NODUAL
Definition: weapon.qh:207
#define NEW(cname,...)
Definition: oo.qh:105
CLASS(Object) Object
Definition: oo.qh:318
REGISTER_WEAPON(FIREBALL, fireball, NEW(Fireball))
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
#define X(BEGIN, P, END, class, prefix)
Definition: fireball.qh:22
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
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
const int WEP_FLAG_SUPERWEAPON
Definition: weapon.qh:202
string m_name
Definition: scores.qh:135